User:Tagaziel/stuff

{|

Abadar" Character creation starts by generating your character's ability scores. These six scores determine your character's most basic features and are used to decide a wide variety of details and statistics. Some class selections require you to have better than average scores for some of your abilities. Your choice of race will offer one or more bonuses to apply to your ability scores." Ability scores" Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence." Abjuration"
 * 267e471b-269b-426e-a5c8-7956ad5504de",
 * 267e471b-269b-426e-a5c8-7956ad5504de",
 * 267e471b-269b-426e-a5c8-7956ad5504de",
 * ee92e12a-7cf0-40c9-80ce-ff39fa5a29bf",
 * ee92e12a-7cf0-40c9-80ce-ff39fa5a29bf",
 * ee92e12a-7cf0-40c9-80ce-ff39fa5a29bf",
 * ff808f14-e07b-4adf-9315-ea34b77aa57c",
 * ff808f14-e07b-4adf-9315-ea34b77aa57c",
 * ff808f14-e07b-4adf-9315-ea34b77aa57c",
 * dd814f67-f8d8-40f9-a983-e2ba94aa70f5",
 * dd814f67-f8d8-40f9-a983-e2ba94aa70f5",
 * dd814f67-f8d8-40f9-a983-e2ba94aa70f5",
 * 8396e0b1-fffa-4329-a730-9f133e6a13b1",
 * 8396e0b1-fffa-4329-a730-9f133e6a13b1",
 * 8396e0b1-fffa-4329-a730-9f133e6a13b1",

Air Domain" Alchemist" " " Alchemist" Alchemist" Alignment" You can speak with and befriend animals with ease. In addition, you treat Lore (Nature) as a class skill.
 * 742a3b1e-70da-4c7e-a769-f035d27d7720",
 * 0beaefcb-2e83-44fc-90cf-dab081700ab7",
 * 0beaefcb-2e83-44fc-90cf-dab081700ab7",
 * 0beaefcb-2e83-44fc-90cf-dab081700ab7",
 * 884fcd1b-f167-446c-bf2e-74b84d432e64",
 * 884fcd1b-f167-446c-bf2e-74b84d432e64",
 * 884fcd1b-f167-446c-bf2e-74b84d432e64",
 * 1bb738c3-5d73-43f7-ad7d-337ad9a80bac",
 * 1bb738c3-5d73-43f7-ad7d-337ad9a80bac",
 * 1bb738c3-5d73-43f7-ad7d-337ad9a80bac",
 * 69a84111-35ab-41e0-80f4-26e0d71f866f",
 * 69a84111-35ab-41e0-80f4-26e0d71f866f",
 * 69a84111-35ab-41e0-80f4-26e0d71f866f",
 * 09df479e-30d7-4fc8-a7ba-ce04f8677ff7",
 * 09df479e-30d7-4fc8-a7ba-ce04f8677ff7",
 * 09df479e-30d7-4fc8-a7ba-ce04f8677ff7",
 * 09df479e-30d7-4fc8-a7ba-ce04f8677ff7",
 * 26def293-0776-48f5-b970-3585eb2ed62b",
 * 26def293-0776-48f5-b970-3585eb2ed62b",
 * 26def293-0776-48f5-b970-3585eb2ed62b",
 * f00be7e4-33d5-422b-801a-775d3f0f1ad0",
 * 788d9e71-86dc-4555-8350-f46b200162bf",
 * f00be7e4-33d5-422b-801a-775d3f0f1ad0",
 * 788d9e71-86dc-4555-8350-f46b200162bf",
 * 788d9e71-86dc-4555-8350-f46b200162bf",
 * 788d9e71-86dc-4555-8350-f46b200162bf",
 * 6d42c5d7-3703-465c-8d30-a989cedc184e",
 * 6d42c5d7-3703-465c-8d30-a989cedc184e",
 * 6d42c5d7-3703-465c-8d30-a989cedc184e",

Animal Companion
At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions)." Animal Domain" Ankous are assassins for powerful fey nobles, sent to kill, terrify, and torture. They never speak, only telepathically whisper their lord's verdict to victims. A typical ankou is 10 feet tall and has an 8-feet wingspan, but weighs less than 100 pounds." Ankou" An antimagic effect has the following powers and characteristics.
 * 08006145-ce93-4ecc-9d18-25a6432a8c18",
 * 08006145-ce93-4ecc-9d18-25a6432a8c18",
 * 08006145-ce93-4ecc-9d18-25a6432a8c18",
 * e885c70e-71df-495a-9241-9d33ee71b1a1",
 * e885c70e-71df-495a-9241-9d33ee71b1a1",
 * e885c70e-71df-495a-9241-9d33ee71b1a1",
 * d11c06ad-c119-45a5-833e-ac54e6d87206",
 * d11c06ad-c119-45a5-833e-ac54e6d87206",
 * d11c06ad-c119-45a5-833e-ac54e6d87206",
 * de7a7836-cf3f-4ce9-99c8-84c075a1e62b",
 * de7a7836-cf3f-4ce9-99c8-84c075a1e62b",
 * de7a7836-cf3f-4ce9-99c8-84c075a1e62b",

No supernatural ability, spell-like ability, or spell works in an area of antimagic (but extraordinary abilities still work).

Antimagic does not dispel magic; it suppresses it. Once a magical effect is no longer affected by the antimagic (the antimagic fades, the center of the effect moves away, and so on), the magic returns. Spells that still have part of their duration left begin functioning again, magic items are once again useful, and so forth.

Spell areas that include both an antimagic area and a normal area, but are not centered in the antimagic area, still function in the normal area. If the spell's center is in the antimagic area, then the spell is suppressed.

Golems and other constructs, elementals, outsiders, and undead, still function in an antimagic area (though the antimagic area suppresses their spellcasting and their supernatural and spell-like abilities normally). If such creatures are summoned or conjured, however, see below.

Summoned or conjured creatures of any type, as well as incorporeal creatures, wink out if they enter the area of an antimagic effect. They reappear in the same spot once the field goes away.

Magic items with continuous effects do not function in the area of an antimagic effect, but their effects are not canceled (so the contents of a bag of holding are unavailable, but neither spill out nor disappear forever).

Two antimagic areas in the same place do not cancel each other out, nor do they stack.

Wall of force, prismatic wall and prismatic sphere are not affected by antimagic. Break enchantment, dispel magic, and greater dispel magic spells do not dispel antimagic. Mage's disjunction has a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined." Antimagic" Arcane Trickster" Bards, maguses, sorcerers and wizards cast arcane spells. Compared to divine spells, arcane spells are more likely to produce dramatic results." Arcane Spells"
 * 0152df1b-8595-4a5e-a303-7572d9f4b54c",
 * 0152df1b-8595-4a5e-a303-7572d9f4b54c",
 * 0152df1b-8595-4a5e-a303-7572d9f4b54c",
 * 2c2dea07-7a9d-4ce4-8789-1ff432c80ba8",
 * 2c2dea07-7a9d-4ce4-8789-1ff432c80ba8",
 * 2c2dea07-7a9d-4ce4-8789-1ff432c80ba8",
 * ddd8e4da-2403-4d74-91a7-1269c3dd2fca",
 * ddd8e4da-2403-4d74-91a7-1269c3dd2fca",
 * ddd8e4da-2403-4d74-91a7-1269c3dd2fca",
 * 1f0571f0-749f-43cf-8ec2-52c92e17264f",
 * 1f0571f0-749f-43cf-8ec2-52c92e17264f",
 * 1f0571f0-749f-43cf-8ec2-52c92e17264f",
 * a286e83e-b023-44f5-a6be-4a9bf57315f4",
 * a286e83e-b023-44f5-a6be-4a9bf57315f4",
 * a286e83e-b023-44f5-a6be-4a9bf57315f4",

Class Features
"
 * 930874a1-4ad8-47ad-a981-b9516de1e194",
 * 930874a1-4ad8-47ad-a981-b9516de1e194",
 * 930874a1-4ad8-47ad-a981-b9516de1e194",

Requirements

Arcane Trickster" Armor & Shields" Your Armor Class (AC) represents how hard it is for opponents to land a solid, damaging blow on you. It's the attack roll result that an opponent needs to achieve to hit you.
 * 6fcfa215-916e-40c3-89df-7e21e2ec0ed3",
 * 6fcfa215-916e-40c3-89df-7e21e2ec0ed3",
 * 6fcfa215-916e-40c3-89df-7e21e2ec0ed3",
 * 310580c6-a888-4c0a-b2fe-a01ae5bcce79",
 * 310580c6-a888-4c0a-b2fe-a01ae5bcce79",
 * 310580c6-a888-4c0a-b2fe-a01ae5bcce79",
 * 1648a590-71d7-471e-9fb1-dbb1a86e7531",
 * 1648a590-71d7-471e-9fb1-dbb1a86e7531",
 * 1648a590-71d7-471e-9fb1-dbb1a86e7531",

Your AC is equal to the following:

10 + armor bonus + shield bonus + Dexterity modifier + other modifiers

Note that armor limits your Dexterity bonus, so if you're wearing armor, you might not be able to apply your whole Dexterity bonus to your AC." Armor Class (AC)" Artifice Domain"
 * 9b6f3c67-831c-41a5-b7b6-2ca0d7fd499c",
 * 9b6f3c67-831c-41a5-b7b6-2ca0d7fd499c",
 * 9b6f3c67-831c-41a5-b7b6-2ca0d7fd499c",
 * eba9478e-4370-4a70-b534-fb87eb233724",
 * eba9478e-4370-4a70-b534-fb87eb233724",
 * eba9478e-4370-4a70-b534-fb87eb233724",
 * e506da62-4aca-425e-ab80-5430248e216d",
 * e506da62-4aca-425e-ab80-5430248e216d",
 * e506da62-4aca-425e-ab80-5430248e216d",

Asmodeus" Believed to be creations of the Four Horsemen, astradaemons live out their existence in search of souls to harvest. These deadly creatures are ravening planar predators, openly hunting throughout the void
 * 8736d430-155e-4247-b9f5-d9d08ec52536",
 * 8736d430-155e-4247-b9f5-d9d08ec52536",
 * 8736d430-155e-4247-b9f5-d9d08ec52536",
 * 25a2bd0d-b01b-4a67-bf2e-a9f57fef63f7",
 * 25a2bd0d-b01b-4a67-bf2e-a9f57fef63f7",
 * 25a2bd0d-b01b-4a67-bf2e-a9f57fef63f7",

for souls on which to feed.

These voracious creatures are the personifications of death resulting from negative energy or level drain. Their vile touch drains life force from their enemies, and even perishing near them sates their thirst for life and souls." Astradaemon" An athach is a twisted kind of giant, cruel and thuggish. It lives to bring misery, ruin, and terror to weaker creatures. An individual may be nearly any human color, though its arms are often a darker color or even grayish. Its upper fangs are long, extending from its mouth like those of a ferocious beast, and it constantly drools a weakness-inducing poison.
 * bea76062-e4ef-41c5-b23c-21c36581399e",
 * bea76062-e4ef-41c5-b23c-21c36581399e",
 * bea76062-e4ef-41c5-b23c-21c36581399e",
 * 6edbe361-12d4-4b64-80fa-ffd2eb82f4b2",
 * 6edbe361-12d4-4b64-80fa-ffd2eb82f4b2",
 * 6edbe361-12d4-4b64-80fa-ffd2eb82f4b2",

A group of athachs is usually a family unit, with gangs typically consisting of a group of siblings and full tribes consisting of parents and young.

Athachs thrive upon the fear of their victims, preferring to play with their prey for some time before indulging their vile and murderous natures. Tales tell of how athachs cut down orchards and ruin crops by night, leaving the ruins to be discovered by innocent villagers at the dawning of the following day. Further tales tell of how athachs desecrate graveyards by exhuming graves and scattering the bones of the dead about. The motivation behind these games seems to be sheer entertainment — some athachs are unusually creative in their antics, displaying ingenuity beyond their normal capacity, as if an athach in the throes of desecration and cruelty were prone to some form of divine inspiration.

An athach is 18 feet tall and weighs 5,000 pounds. Athachs dislike other giants (and other monsters of their size) and either attack or flee from them, depending on whether the odds are in their favor." Athach" (Strength; Armor Check Penalty)
 * 9daada06-2d13-47bb-91e2-34df43ff1565",
 * 9daada06-2d13-47bb-91e2-34df43ff1565",
 * 9daada06-2d13-47bb-91e2-34df43ff1565",
 * 05a57c62-dae1-40e6-991a-069b74e81df3",
 * 05a57c62-dae1-40e6-991a-069b74e81df3",
 * 05a57c62-dae1-40e6-991a-069b74e81df3",

This skill represents the character's talent at deeds of physical prowess such as leaping, scaling walls, and swimming.

You apply your character's Athletics skill to checks required to:

• Catch an object.

• Climb an obstacle.

• Jump.

• Swim." Athletics" Stewards of ancient, colossal cities on lawful planes, axiomites represent the fundamental search for order. According to their own history, the first axiomites sprang from the raw mathematical underpinnings of the cosmos long before the first gods began to stir — they are personifications of a primordial reality made flesh in an attempt to understand itself. New axiomites are formed from souls much like celestials or fiends, with spirits drawn across the planes to one of the axiomites' humming crystal monoliths, emerging later as purified creatures of law and theory.
 * 24978975-00e1-437a-babd-42e81d39c67b",
 * 24978975-00e1-437a-babd-42e81d39c67b",
 * 24978975-00e1-437a-babd-42e81d39c67b",
 * b3e1841f-8083-45f0-b12e-a46c19c22399",
 * b3e1841f-8083-45f0-b12e-a46c19c22399",
 * b3e1841f-8083-45f0-b12e-a46c19c22399",

A particular axiomite may look like any humanoid-shaped creature, though the particular form does not affect its abilities in any way. Beneath this form, all axiomites are the same — clouds of glowing, crystalline dust that constantly swirl and congeal into complex tangles of symbols and equations, making them literally creatures of pure mathematical law.

Axiomite society is broken into three divisions, each with its own duty and purpose. One devotes itself to the construction and maintenance of inevitables, another to the expansion and construction of their capital city, and the third to continuing the exploration and calculation of the laws and constants that underlie all of reality. Their leader is a gestalt mind formed by the greatest individuals of their race, forming when needed and then dispersing into its component axiomites to put the god-mind's plans into action." Axiomite" Bralanis are among the fiercest and wildest of the azatas, living from moment to moment and always on the lookout for chances to test their skill in battle. In addition to their elf-like forms, they can take the shape of whirlwinds of dust, snow, or sand. In the mortal realm, they are often mistaken for djinn. They delight in violent weather, not for the destructive qualities of such events, but for the intensity and energy, and many tales describe bralani as spirits who laugh as they sail amid the strongest storms.
 * 5a201f17-123c-4b8c-9707-ac15cc67a242",
 * 5a201f17-123c-4b8c-9707-ac15cc67a242",
 * 5a201f17-123c-4b8c-9707-ac15cc67a242",
 * a05ad252-7ae2-416f-9047-39e55ed1bd40",
 * a05ad252-7ae2-416f-9047-39e55ed1bd40",
 * a05ad252-7ae2-416f-9047-39e55ed1bd40",

Bralanis do not need to eat, but they enjoy doing so. Most prefer elven food, fiery human dishes, and spiced wine. Because of their similarities to elementals and fey, they sometimes act as intermediaries between mortals, elementals, and fey, though they prefer to arrange temporary truces that allow the interested parties to conduct their own negotiations on neutral ground. When taking the role of mediators — or whenever else such opportunities present themselves — bralani are quick to suggest friendly competitions or games to end disputes and enjoy creating challenges or complicated contests to test both physical and mental mortal prowess." Azata Bralani" Each creature has a base attack bonus and it represents its skill in combat. As a character gains levels or Hit Dice, their base attack bonus improves. When a creature's base attack bonus reaches +6, +11, or +16, it receives an additional attack in combat when making a full attack (which is one type of full-round action — see Combat)" Base Attack Bonus (BAB)" Several spells have the power to restore slain characters to life.
 * 25159589-fa46-45e7-b9f3-4284a1c35e83",
 * 25159589-fa46-45e7-b9f3-4284a1c35e83",
 * 25159589-fa46-45e7-b9f3-4284a1c35e83",
 * 16ba293b-2bf1-47b9-8161-782b62a7ca5c",
 * 16ba293b-2bf1-47b9-8161-782b62a7ca5c",
 * 16ba293b-2bf1-47b9-8161-782b62a7ca5c",
 * 1a155337-ffd3-4ba5-a512-5fc3db3a9792",
 * 1a155337-ffd3-4ba5-a512-5fc3db3a9792",
 * 1a155337-ffd3-4ba5-a512-5fc3db3a9792",
 * a64d0a4e-d59e-4624-be75-29dfa726e225",
 * a64d0a4e-d59e-4624-be75-29dfa726e225",
 * a64d0a4e-d59e-4624-be75-29dfa726e225",

When a living creature dies, its soul departs its body, leaves the Material Plane, travels through the Astral Plane, and goes to abide on the plane where the creature's deity resides. If the creature did not worship a deity, its soul departs to the plane corresponding to its alignment. Bringing someone back from the dead involves magically retrieving his soul and returning it to his body." Bringing Back the Dead" Barbarian"
 * b05fa973-4a5c-4ed2-87c7-ecf283593ed0",
 * b05fa973-4a5c-4ed2-87c7-ecf283593ed0",
 * b05fa973-4a5c-4ed2-87c7-ecf283593ed0",
 * ab0b6c23-fbe8-45f3-b2fc-7fc2c2b9d9af",
 * ab0b6c23-fbe8-45f3-b2fc-7fc2c2b9d9af",
 * ab0b6c23-fbe8-45f3-b2fc-7fc2c2b9d9af",
 * 44ea4fee-1a75-493f-b6b9-c97853960761",
 * 44ea4fee-1a75-493f-b6b9-c97853960761",
 * 44ea4fee-1a75-493f-b6b9-c97853960761",

"
 * 016e1917-b20a-4b33-9c85-b70e1dc1f3b2",
 * 016e1917-b20a-4b33-9c85-b70e1dc1f3b2",
 * 016e1917-b20a-4b33-9c85-b70e1dc1f3b2",
 * ce11bfc2-a2dd-4868-bc1c-09bb23d49206",
 * ce11bfc2-a2dd-4868-bc1c-09bb23d49206",
 * ce11bfc2-a2dd-4868-bc1c-09bb23d49206",

Barbarian" Bard" "
 * 9a8fd26f-1144-4655-8e99-09d22f5a2635",
 * 9a8fd26f-1144-4655-8e99-09d22f5a2635",
 * 9a8fd26f-1144-4655-8e99-09d22f5a2635",
 * 42b1dcb2-d382-422d-9edd-7525a917bfa7",
 * 42b1dcb2-d382-422d-9edd-7525a917bfa7",
 * 42b1dcb2-d382-422d-9edd-7525a917bfa7",
 * 3d92678c-151a-43df-82f1-268496038b58",
 * 3d92678c-151a-43df-82f1-268496038b58",
 * 3d92678c-151a-43df-82f1-268496038b58",
 * fb0fa087-1586-49f7-9d64-3fcba3427110",
 * fb0fa087-1586-49f7-9d64-3fcba3427110",
 * fb0fa087-1586-49f7-9d64-3fcba3427110",

Bard" Basics" A large, powerful omnivore, the grizzly bear inhabits many of the world's forested hills. Equally happy consuming nuts, berries, fish, or small mammals, the grizzly is nonetheless fiercely territorial, and will chase off — or, failing that, kill and eat — any intruders it views as competition.
 * 77bd6af4-b792-4970-86ac-2a2414745384",
 * 77bd6af4-b792-4970-86ac-2a2414745384",
 * 77bd6af4-b792-4970-86ac-2a2414745384",
 * 80fb0b02-d295-47e0-b142-d771d462f65b",
 * 80fb0b02-d295-47e0-b142-d771d462f65b",
 * 80fb0b02-d295-47e0-b142-d771d462f65b",
 * 791767ff-808a-4e59-8b30-5dc6c3588824",
 * 791767ff-808a-4e59-8b30-5dc6c3588824",
 * 791767ff-808a-4e59-8b30-5dc6c3588824",

When faced with a foe or small group of threats, the grizzly attempts to subdue or kill with its claws. When it can, the bear tries to grab a single target to deal continual damage until that target is dead, unconscious, or escapes." Bear" Bestiary" Lording over the darkest swamps and marshes, black dragons are the undisputed masters of their domain, ruling through cruelty and intimidation. Those who dwell within a black dragon's reach live in fear. Black dragons tend to make their lairs in remote parts of the swamp, preferably in caves at the bottom of dark and fetid pools. Inside, they pile up their filthy treasure and sleep amid the roots and muck.
 * 2d344862-a3bf-4c40-b29b-8772809e6d1a",
 * 2d344862-a3bf-4c40-b29b-8772809e6d1a",
 * 2d344862-a3bf-4c40-b29b-8772809e6d1a",
 * 3c505c03-8b86-44c7-baed-f4f15f6f4a36",
 * 3c505c03-8b86-44c7-baed-f4f15f6f4a36",
 * 3c505c03-8b86-44c7-baed-f4f15f6f4a36",
 * fcdb1d6f-bd66-4b9d-a85c-511f7e2e2ace",
 * fcdb1d6f-bd66-4b9d-a85c-511f7e2e2ace",
 * fcdb1d6f-bd66-4b9d-a85c-511f7e2e2ace",

Black dragons prefer their food a bit rotten and will often allow a meal to sit in a pool for days before consuming it. Black dragons prefer treasures that do not rot or decay, making their hoard, full of coins, gemstones, jewelry, and other objects made from stone or metal." Dragon, Black" Much more ill-tempered and dangerous than their domesticated kin, boars are omnivorous creatures common to temperate forests, although they are not unknown in tropical climes. Other variants exist as well, such as the particularly ugly warthogs that dwell in tropical plains and savannahs. Boars are often hunted for their flesh, which is considered delicious by most humanoids. Those who hunt boars often do so with a special spear fitted with a cross beam to prevent an impaled boar from pushing forward along the spear shaft to gore its tormentor.
 * 6c6b5ed4-6c70-440d-9293-5f7792432e20",
 * 6c6b5ed4-6c70-440d-9293-5f7792432e20",
 * 6c6b5ed4-6c70-440d-9293-5f7792432e20",
 * 0349b92c-7ba4-4cfe-b71b-5bc64389d05a",
 * 0349b92c-7ba4-4cfe-b71b-5bc64389d05a",
 * 0349b92c-7ba4-4cfe-b71b-5bc64389d05a",

The boar's stubborn nature and habit of eating even bones makes it well suited as a pet for certain folk. Many thieves' guilds keep boars for the disposal of bodies, while orc tribes let them run loose in their lairs, where they do a relatively good job at keeping these warrens clean of refuse.

A boar is four feet long and weighs 200 pounds." Boar" Many believe that the most cruel and mischievous fey become bogeymen as a punishment or a reward for their actions. Others see bogeymen as supernatural manifestations of society's willingness to do itself harm.
 * 9cd159f0-fab8-47ed-b8dd-7f12bc708212",
 * 9cd159f0-fab8-47ed-b8dd-7f12bc708212",
 * 9cd159f0-fab8-47ed-b8dd-7f12bc708212",
 * 1f699e0b-8a44-4194-be9e-c79b6c8e0c20",
 * 1f699e0b-8a44-4194-be9e-c79b6c8e0c20",
 * 1f699e0b-8a44-4194-be9e-c79b6c8e0c20",

Bogeymen use their powers to haunt houses or secluded natural places where they can hunt prey unobserved. They relish using their ghost sound ability to hint at their presence long before they fully reveal themselves. It is not uncommon for a bogeyman to hide under a bed, or in a closet left slightly ajar, for days or even weeks, all the while feeding on its victims' growing realization that they are not alone.

The most evil bogeymen are those who abandon the tactic of feeding on one person's fears at a time and take up roles of mass murderers or serial killers, or other pursuits designed to drive fear into the hearts of an entire city of victims. True to their name, all bogeymen are male. Sometimes, children whom they steal away to secret lairs emerge years later, transformed into new bogeymen, and return home to continue their supernatural father's work." Bogeyman" Usually, a bonus has a type that indicates how exactly the bonus is granted. The important aspect of bonus types is that two bonuses of the same type don't generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus of a given type works. The same principle applies to penalties — a character taking two or more penalties of the same type applies only the worst one, although most penalties have no type and thus always stack. Bonuses without a type always stack, unless they come from the same source." Bonus Types" Characters can be affected by different effects and conditions that can be positive as well as negative. To notify you that a character has an active effect or condition, a symbol will appear near their portrait. To find out more about the effects and conditions affecting the character, open their Character screen." Effects and conditions" The creation of some unknown arcanist in millennia past, the bulette has bred true to become one of the fiercest predators of the hills. Burrowing rapidly through the earth just beneath the surface, sometimes with its armored fin cutting a distinctive wake behind it, the bulette launches itself free of stone and soil to tear into its prey without remorse, giving rise to the common appellation "landshark."
 * 6053e34d-f61c-4cea-9541-72cb3cc54eff",
 * 6053e34d-f61c-4cea-9541-72cb3cc54eff",
 * 6053e34d-f61c-4cea-9541-72cb3cc54eff",
 * da44cdc1-2207-4f87-89f8-e83cf8f5a597",
 * da44cdc1-2207-4f87-89f8-e83cf8f5a597",
 * da44cdc1-2207-4f87-89f8-e83cf8f5a597",
 * c802f875-6e7a-4c17-b21b-3d06c261c66b",
 * c802f875-6e7a-4c17-b21b-3d06c261c66b",
 * c802f875-6e7a-4c17-b21b-3d06c261c66b",
 * bbb27f52-31de-4afe-8971-706ee3dae889",
 * bbb27f52-31de-4afe-8971-706ee3dae889",
 * bbb27f52-31de-4afe-8971-706ee3dae889",
 * 597d8374-c210-4230-bf44-0c865f1fde9e",
 * 597d8374-c210-4230-bf44-0c865f1fde9e",
 * 597d8374-c210-4230-bf44-0c865f1fde9e",
 * a08dc394-e1e1-4e86-9f76-c2f777bff0d6",
 * a08dc394-e1e1-4e86-9f76-c2f777bff0d6",
 * a08dc394-e1e1-4e86-9f76-c2f777bff0d6",

Bulettes are notoriously foul-tempered, attacking far larger creatures with no regard for personal safety.

Solitary beasts except for the occasional mated pair, they spend most of their time patrolling the perimeters of territories that can stretch up to 30 square miles, hunting game and punishing interlopers with a fury that shakes the hillsides.

Bulettes are perfect eating machines, consuming bones, armor, and even magical items with their powerful jaws and churning stomach acid. Lacking other food, the bulette might gnaw on inanimate objects, yet for unknown reasons no bulette voluntarily consumes elf flesh — a peccadillo many point to as evidence that elven wizardry was involved in its creation. Dwarves are also rarely eaten by the beasts, though the bulette still slaughters members of either race on sight. Halflings, on the other hand, are among the beast's favorite meals, and no halfling with any sense ventures into bulette country casually.

The bulette is a cunning fighter, surprising foes with its impressive agility. One of its favorite tactics is to charge forward and launch itself into the air in order to drop on its prey with all four razor-sharp claws extended.

Folklore claims that the flesh behind the beast's dorsal crest is particularly tender, and that those willing and able to wait until the fin is raised in the excitement of combat or mating can target it for a killing blow — yet most who have faced the landshark agree that the best way to win a fight with a bulette is to avoid it entirely." Bulette" Calistria is the most widely worshiped elven goddess on Golarion — an ancient deity with a long memory for old slights, at once mysterious, alluring, temperamental, and passionate. Although most of her worshipers are elves, she is popular with other races as well, for at some point almost everyone has felt the fire of lust, engaged in trickery, or been driven to revenge. She is not so much a spiritual guide for the elven people as a cornerstone for their culture, never pushing them to act but always ready to assist when the time comes for action.
 * 0e600437-21b9-49b4-8eb4-8e19dc338e46",
 * 0e600437-21b9-49b4-8eb4-8e19dc338e46",
 * 0e600437-21b9-49b4-8eb4-8e19dc338e46",
 * fdbec1ae-edf9-4071-85cc-e2c1b10ab2fe",
 * fdbec1ae-edf9-4071-85cc-e2c1b10ab2fe",
 * fdbec1ae-edf9-4071-85cc-e2c1b10ab2fe",

The Savored Sting is a sultry manifestation of everything in elves that is fascinating to other races, attracting men and women alike with her raw sexual magnetism. Her beauty is typically characterized as sensual, desirable, and arousing, or described in more vulgar terms. Gazing on Calistria's clothed body, viewers wonder what she looks like naked; her nude form drives their curiosity to even more intimate places. Although she considers herself female, Calistria has been known to take on a male form that is attractive enough to make any mortal flushed and weak in the knees.

She is mischievous, perplexing, devious, and silver-tongued, disarming her most powerful rivals with pretty words that, upon careful reflection, reveal themselves as humiliating insults. She "surrenders" by convincing enemies to hand over their weapons, leads suitors on for decades with hints of outrageous rewards, and outwits the most brilliant mortals as an afterthought. Though her sense of humor is rich and sharp, she considers silly jokes and crude pranks beneath one who can convey an hour's speech in one small gesture and a lifetime of emotion with a careful look. Lies are her meat and drink, half-truths are her favorite wine, and double entendres are a luscious dessert.

Calistria enjoys a quick resolution to petty affronts, but she is patient, unforgiving, and merciless when more seriously offended, willing to punish the offender with exacting artistry beyond the ken of mortals. Calistria does not forgive, she does not forget, and any evidence to the contrary is part of her plan to sting a foe in the most painful way possible after he believes the threat of vengeance is long past. She is a goddess of vengeance, not justice, and feels no compulsion to stop at taking an eye for an eye; if she pushes beyond a response others might deem appropriate, it should serve as a lesson to those who get in her way.

Though gracious and personable to those who haven't drawn her ire, Calistria is fickle, changing loyalties as suits her needs and whims. Her changeability is not malicious; rather, she is uninterested in relationships becoming too strong or too emotional, believing such bonds to be foolish. Most of her partners and allies accept the affection she grants them and then move on, but those who persist in the chase after she has tired of being the prey find her claws sharp and certain. She sees love only as a weakness, a needless by-product of physical pleasures.

Calistria welcomes the worship of any mortal who lusts, deceives, or seeks revenge; she hears the prayers of the good, evil, unjustly accused, selfish, moral, criminal, and love-struck alike. Regardless of methods or motives, if a mortal's actions touch her concerns, she takes an interest in the outcome and may aid in achieving it. Her worshipers are thus diverse, but mostly transitional, only seeking her attention when they need her. As she in turn only engages with others when her interest is piqued, this satisfies her, and she does not ask for more.

Some mortals, unable to emulate or understand her shifting interests and allegiances, accuse Calistria of being evil, but in truth, she is simply amoral, eschewing right, wrong, and justice because she knows that the universe is not a fair place. If others choose to follow her path, so be it; if some are hurt by such a decision, she stands as a reminder that every creature has the right — and the responsibility — to avenge their injuries.

Calistria is usually depicted as a beautiful elven woman wearing a figure-hugging black dress accented with gold, often with a black or golden silk drape falling from her arms or drawn seductively across her face. Her eyes are dark and mysterious, but sometimes flash gold with passion or anger. She is commonly shown with giant wasps, her favorite creature — for unlike bees, wasps can sting again and again without dying. In her male form she usually wears a masculine version of her normal shape, with black leggings and a loose golden jerkin and cape, eyes smoldering with barely contained passion. Depending on the views of the surrounding society, Calistria's worshipers are also not afraid of depicting her in more scandalous attire or situations, and sexually explicit art featuring the goddess is common.

Calistria's holy symbol is three daggers pointing outward from a circle (representing her three aspects); many of her clergy carry daggers in her honor. Most of her priests are clerics or bards, though in some places more exotic spellcasters are the norm for her clergy, and even some non-spellcasters reach positions of moderate importance in her priesthood based on their cunning and achievements. Her titles include the Savored Sting, the Lady in the Room, and the Unquenchable Fire, as well as many vulgar epithets bestowed by those outside the faith.

Alignment: Chaotic neutral

Cleric Alignment
CG, N, CN, CE

Domains
Chaos Domain, Charm, Knowledge, Luck Domain, Trickery

Favored Weapon
Rapier" Calistria" To move the camera, use the WASD and ARROW KEYS or press and hold the middle mouse button. You can also use a scroll wheel to zoom in and out." Camera" A spell's power often depends on its caster level, which for most spellcasting characters is equal to their class level in the class they're using to cast the spell.
 * a566567d-e81e-4880-bd64-3a7c580ac28a",
 * a566567d-e81e-4880-bd64-3a7c580ac28a",
 * a566567d-e81e-4880-bd64-3a7c580ac28a",
 * b9a6499a-10cb-4043-8a23-e4e48a91526c",
 * b9a6499a-10cb-4043-8a23-e4e48a91526c",
 * b9a6499a-10cb-4043-8a23-e4e48a91526c",
 * 9e05160d-a890-40a0-b281-c2daef0bde85",
 * 9e05160d-a890-40a0-b281-c2daef0bde85",
 * 9e05160d-a890-40a0-b281-c2daef0bde85",
 * 978b139c-59b3-47b2-bef4-b269820a7a91",
 * 978b139c-59b3-47b2-bef4-b269820a7a91",
 * 978b139c-59b3-47b2-bef4-b269820a7a91",

In the event that a class feature or other special ability provides an adjustment to your caster level, that adjustment applies not only to effects based on caster level (such as range, duration, and damage dealt), but also to your caster level check to overcome your target's spell resistance and to the caster level used in dispel checks (both the dispel check and the DC of the check)." Caster Level" Whether a spell is arcane or divine, and whether a character prepares spells in advance or chooses them on the spot, casting a spell works the same way." Casting Spells" Most spells have a casting time of 1 standard action. Others take 1 round or more, while a few require only a swift action.
 * dfb34498-61df-49b1-af18-0a84ce47fc98",
 * dfb34498-61df-49b1-af18-0a84ce47fc98",
 * dfb34498-61df-49b1-af18-0a84ce47fc98",
 * 34fcf33a-62ff-47a9-8d5a-5bd24510e174",
 * 34fcf33a-62ff-47a9-8d5a-5bd24510e174",
 * 34fcf33a-62ff-47a9-8d5a-5bd24510e174",
 * 6640238b-7e89-4e8c-af5c-70e221e64e8c",
 * 6640238b-7e89-4e8c-af5c-70e221e64e8c",
 * 6640238b-7e89-4e8c-af5c-70e221e64e8c",
 * d221e7db-4f57-4e99-bb95-8085ebe14949",
 * d221e7db-4f57-4e99-bb95-8085ebe14949",
 * d221e7db-4f57-4e99-bb95-8085ebe14949",

A spell that takes 1 round to cast is a full-round action. It comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed.

When you begin a spell that takes 1 round or longer to cast, you must continue the concentration from the current round to just before your turn in the next round (at least). If you lose concentration before the casting is complete, you lose the spell.

A spell with a casting time of 1 swift action doesn't count against your normal limit of one spell per round. However, you may cast such a spell only once per round. Casting a spell with a casting time of 1 swift action doesn't provoke attacks of opportunity." Casting Time" Cayden Cailean" An action's type essentially tells you how long the action takes to perform (within the framework of the 6-second combat round) and how movement is treated.
 * 8260b487-4d0b-491f-bf6a-8ff2166115ca",
 * 8260b487-4d0b-491f-bf6a-8ff2166115ca",
 * 8260b487-4d0b-491f-bf6a-8ff2166115ca",
 * d05859b2-8be2-41c0-b835-79f36eb416f2",
 * 2affb6a7-ebf5-434e-a577-a8e08f417552",
 * d05859b2-8be2-41c0-b835-79f36eb416f2",
 * 2affb6a7-ebf5-434e-a577-a8e08f417552",
 * 2affb6a7-ebf5-434e-a577-a8e08f417552",
 * 2affb6a7-ebf5-434e-a577-a8e08f417552",
 * 7f3915cc-8cbb-4489-9b08-14f957da5ece",
 * 7f3915cc-8cbb-4489-9b08-14f957da5ece",
 * 7f3915cc-8cbb-4489-9b08-14f957da5ece",

There are five types of actions:

Standard

Move

Full-round

Swift

Free

In a normal round, you can perform a standard action and a move action, or you can perform a full-round action. You can also perform one swift action and one or more free actions. You can always take a move action in place of a standard action.

In some situations (such as in a surprise round), you may be limited to taking only a single move action or standard action." Action Types" Giant centipedes attack nearly any living creatures with their poisonous jaws. These creatures adapt to many environments and feed voraciously on the local fauna, including humanoids. The coloration of giant centipedes mirrors that of normal centipedes and spans the spectrum, ranging from dull hues to bright reds and fiery oranges. Other species of giant centipedes exist as well, some smaller but most quite a bit larger." Centipede, Giant" Your touch infuses life and weapons with chaos, and you revel in all things anarchic.
 * 45e9439a-c194-472e-822c-c40923cfdc1d",
 * 45e9439a-c194-472e-822c-c40923cfdc1d",
 * 45e9439a-c194-472e-822c-c40923cfdc1d",
 * 2494c9ff-3973-4ce1-b1b0-d04ad9c81aff",
 * 2494c9ff-3973-4ce1-b1b0-d04ad9c81aff",
 * 2494c9ff-3973-4ce1-b1b0-d04ad9c81aff",
 * cf20cb7c-eafc-4234-b645-22dc3f848a0a",
 * cf20cb7c-eafc-4234-b645-22dc3f848a0a",
 * cf20cb7c-eafc-4234-b645-22dc3f848a0a",
 * fc377cb8-e261-4819-922f-4fab2f027ed1",
 * fc377cb8-e261-4819-922f-4fab2f027ed1",
 * fc377cb8-e261-4819-922f-4fab2f027ed1",

Touch of Chaos
You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Chaos Blade
At 8th level, you can give a weapon touched the anarchic special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th." Chaos Domain" A character's class is one of their defining features. It's the source of most of their powers, and it gives them a specific role in any adventuring party" Character Class" Character Creation" The total level of the character, which is the sum of all class levels held by that character." Character Level"
 * 6046cce4-94a1-4004-a244-d3da21f7868a",
 * 6046cce4-94a1-4004-a244-d3da21f7868a",
 * 6046cce4-94a1-4004-a244-d3da21f7868a",
 * ba51cb9a-8194-4411-82d6-924f9ecdf433",
 * ba51cb9a-8194-4411-82d6-924f9ecdf433",
 * ba51cb9a-8194-4411-82d6-924f9ecdf433",
 * 245f6aac-31a2-4cbe-9629-3a3fdd4a65d1",
 * 245f6aac-31a2-4cbe-9629-3a3fdd4a65d1",
 * 245f6aac-31a2-4cbe-9629-3a3fdd4a65d1",
 * 653f91a6-e5c7-466c-9acb-d45c7545963d",
 * 653f91a6-e5c7-466c-9acb-d45c7545963d",
 * 653f91a6-e5c7-466c-9acb-d45c7545963d",
 * 1ae54d0e-b00e-4c45-803c-3854d7afeff9",
 * 1ae54d0e-b00e-4c45-803c-3854d7afeff9",
 * 1ae54d0e-b00e-4c45-803c-3854d7afeff9",
 * e59443c2-b74d-435d-93ff-8195a33525b7",
 * e59443c2-b74d-435d-93ff-8195a33525b7",
 * e59443c2-b74d-435d-93ff-8195a33525b7",
 * 6e4d5f14-c09e-4e69-9a35-7b055cb52015",
 * 6e4d5f14-c09e-4e69-9a35-7b055cb52015",
 * 6e4d5f14-c09e-4e69-9a35-7b055cb52015",

Movement During a Charge
You must move before your attack, not after. You must move at least 10 feet and may move up to double your speed directly toward the designated opponent. If you move a distance equal to your speed or less, you can also draw a weapon during a charge attack if your base attack bonus is at least +1.

You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). You must move to the closest space from which you can attack the opponent. If this space is occupied or otherwise blocked, you can't charge. If any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can't charge. Helpless creatures don't stop a charge.

If you don't have a line of sight to the opponent at the start of your turn, you can't charge that opponent.

If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn."
 * b57b2ba6-2761-49d2-a332-9773251f614e",
 * b57b2ba6-2761-49d2-a332-9773251f614e",
 * b57b2ba6-2761-49d2-a332-9773251f614e",

Attacking on a Charge
After moving, you may make a single melee attack. You get a +2 bonus on the attack roll and take a –2 penalty to your AC until the start of your next turn.

A charging character gets a +2 bonus on combat maneuver attack rolls made to bull rush an opponent.

Even if you have extra attacks, such as from having a high enough Base Attack Bonus (BAB) or from using multiple weapons, you only get to make one attack during a charge." Charging is a special full-round action that allows you to move up to twice your speed and attack as a part of the action. Charging, however, carries tight restrictions on how you can move." Charge" Charisma measures a character's personality, personal magnetism, ability to lead, and appearance. It is the most important ability for bards. It is also important for clerics since it affects their ability to channel energy. For undead creatures, Charisma is a measure of their unnatural "lifeforce." Every creature has a Charisma score. A character with a Charisma score of 0 is not able to exert himself in any way and is unconscious.
 * fe27daad-0f54-477d-b843-223f766f2089",
 * fe27daad-0f54-477d-b843-223f766f2089",
 * fe27daad-0f54-477d-b843-223f766f2089",
 * bbb83294-9835-40e1-b89b-32e1e99aec8e",
 * bbb83294-9835-40e1-b89b-32e1e99aec8e",
 * bbb83294-9835-40e1-b89b-32e1e99aec8e",
 * ce824506-af8f-43cf-918e-87039f612d01",
 * ce824506-af8f-43cf-918e-87039f612d01",
 * ce824506-af8f-43cf-918e-87039f612d01",

You apply your character's Charisma modifier to:

• Persuasion and Use Magic Device checks.

• Checks that represent attempts to influence others.

• Channel energy DCs for clerics and paladins attempting to harm undead foes.

• Bards, paladins, and sorcerers gain a number of bonus spells based on their Charisma scores. The minimum Charisma score needed to cast a bard, paladin, or sorcerer spell is 10 + the spell's level." Charisma (Cha)" Charm Domain" First, you must choose which spell to cast. If you're a cleric, druid, experienced paladin, experienced ranger, magus or wizard, you select from among spells prepared earlier in the day and not yet cast.
 * bdfc093c-8039-4baf-aaa0-be4458d05fbf",
 * bdfc093c-8039-4baf-aaa0-be4458d05fbf",
 * bdfc093c-8039-4baf-aaa0-be4458d05fbf",
 * a27a7d8f-5a60-4993-b73c-2d646567acb2",
 * a27a7d8f-5a60-4993-b73c-2d646567acb2",
 * a27a7d8f-5a60-4993-b73c-2d646567acb2",
 * a75d806a-47bf-4640-80d0-142b3211d72b",
 * a75d806a-47bf-4640-80d0-142b3211d72b",
 * a75d806a-47bf-4640-80d0-142b3211d72b",

If you're a bard, inquisitor or sorcerer, you can select any spell you know, provided you are capable of casting spells of that level or higher.

To cast a spell, you must be able to speak. Additionally, you must concentrate to cast a spell.

If a spell has multiple versions, you choose which version to use when you cast it. You don't have to prepare (or learn, in the case of a bard or sorcerer) a specific version of the spell.

Once you've cast a prepared spell, you can't cast it again until you prepare it again. (If you've prepared multiple copies of a single spell, you can cast each copy once.) If you're a bard or sorcerer, casting a spell counts against your daily limit for spells of that spell level, but you can cast the same spell again if you haven't reached your limit." Choosing a Spell" Classes" A character's class is one of their most defining features. It's the source of most of their powers, and it gives them a specific role in any adventuring party.
 * 1bb4ae1a-5c58-4d28-82d2-8c00b6101eb4",
 * 1bb4ae1a-5c58-4d28-82d2-8c00b6101eb4",
 * 1bb4ae1a-5c58-4d28-82d2-8c00b6101eb4",
 * 8ca68544-44aa-4f12-ba0c-4f4a9c974271",
 * 8ca68544-44aa-4f12-ba0c-4f4a9c974271",
 * 8ca68544-44aa-4f12-ba0c-4f4a9c974271",
 * 07ffa3d3-66ad-4d49-9c44-8d92b6586ee9",
 * 07ffa3d3-66ad-4d49-9c44-8d92b6586ee9",
 * 07ffa3d3-66ad-4d49-9c44-8d92b6586ee9",

A character's class represents a profession, such as fighter or wizard. A new character starts at 1st level in this chosen class. As the character gains experience points (XP) for defeating monsters, they go up in level, granting them new powers.

If your character is a spell caster that prepares spells (such as a wizard) you will need to determine the spells your character starts with." The level of a character in a particular class. For a character with levels in only one class, class level and character level are the same." Class Level" Class" Cleric" Cleric" Each character and creature have a Combat Maneuver Bonus (or CMB) that represents its skill at performing combat maneuvers. A creature's CMB is determined using the following formula:
 * 7f543eeb-3746-4b64-9a0e-79d9ff436f26",
 * 7f543eeb-3746-4b64-9a0e-79d9ff436f26",
 * 7f543eeb-3746-4b64-9a0e-79d9ff436f26",
 * d80f16b7-331e-4254-b113-bf72beb16189",
 * d80f16b7-331e-4254-b113-bf72beb16189",
 * d80f16b7-331e-4254-b113-bf72beb16189",
 * a60dc495-fc08-427c-8d09-fdadbbf1eaf9",
 * a60dc495-fc08-427c-8d09-fdadbbf1eaf9",
 * a60dc495-fc08-427c-8d09-fdadbbf1eaf9",
 * f3da2ec2-9660-4cc1-9cf9-2a753b3317a6",
 * f3da2ec2-9660-4cc1-9cf9-2a753b3317a6",
 * f3da2ec2-9660-4cc1-9cf9-2a753b3317a6",
 * b30699f4-963d-410b-9070-a6e9efd517e7",
 * b30699f4-963d-410b-9070-a6e9efd517e7",
 * b30699f4-963d-410b-9070-a6e9efd517e7",
 * b30699f4-963d-410b-9070-a6e9efd517e7",
 * b30699f4-963d-410b-9070-a6e9efd517e7",
 * cfe6d1bf-a7c6-4a3c-b64f-aac62dad9699",
 * cfe6d1bf-a7c6-4a3c-b64f-aac62dad9699",
 * cfe6d1bf-a7c6-4a3c-b64f-aac62dad9699",

CMB = Base Attack Bonus (BAB) + Strength modifier + special size modifier

Creatures that are size Tiny or smaller use their Dexterity modifier in place of their Strength modifier to determine their CMB. The special size modifier for a creature's Combat Maneuver Bonus is as follows:

• Fine –8

• Diminutive –4

• Tiny –2

• Small –1

• Medium +0

• Large +1

• Huge +2

• Gargantuan +4

• Colossal +8

Some feats and abilities grant a bonus to your CMB when performing specific maneuvers." Combat Maneuver Bonus" Each character and creature have a Combat Maneuver Defense (or CMD) that represents its ability to resist combat maneuvers. A creature's CMD is determined using the following formula:
 * ee84c329-7c38-4f61-9ddc-fa7ad6673fd2",
 * ee84c329-7c38-4f61-9ddc-fa7ad6673fd2",
 * ee84c329-7c38-4f61-9ddc-fa7ad6673fd2",
 * 8387b8be-0905-4fee-874f-4b400adc1313",
 * 8387b8be-0905-4fee-874f-4b400adc1313",
 * 8387b8be-0905-4fee-874f-4b400adc1313",

CMD = 10 + Base attack bonus + Strength modifier + Dexterity modifier + special size modifier + miscellaneous modifiers

The special size modifier for a creature's Combat Maneuver Defense is as follows:

• Fine –8

• Diminutive –4

• Tiny –2

• Small –1

• Medium +0

• Large +1

• Huge +2

• Gargantuan +4

• Colossal +8

Some feats and abilities grant a bonus to your CMD when resisting specific maneuvers.

A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature's AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD." Combat Maneuver Defense" Combat"
 * 0d08198b-7767-4c5c-a056-e95e3075540f",
 * 0d08198b-7767-4c5c-a056-e95e3075540f",
 * 0d08198b-7767-4c5c-a056-e95e3075540f",
 * ee0396b5-cfb5-4312-b842-a6686763fb97",
 * ee0396b5-cfb5-4312-b842-a6686763fb97",
 * ee0396b5-cfb5-4312-b842-a6686763fb97",
 * bb3a9b4b-01a2-4908-84a8-6e048d7b7565",
 * bb3a9b4b-01a2-4908-84a8-6e048d7b7565",
 * bb3a9b4b-01a2-4908-84a8-6e048d7b7565",

Types of Combat Options
Many attacks are basic combat options or combat maneuvers any character can attempt, while others are available only through attack-oriented feats. Different combat options require different types of actions. The action type defines which options can be used together.

Basic
Anyone can use these combat options, including charging and fighting defensively.

Combat Maneuvers
Combat maneuvers are a specific set of basic options that use your Combat Maneuver Bonus and Combat Maneuver Defense.

Feats
Numerous feats grant additional combat options, such as Cleave and Power Attack. Each feat defines the circumstances in which it can be used. Characters without these feats can't attempt the special attacks detailed in those feats." During one turn, there are a wide variety of actions that your character can perform, from swinging a sword to casting a spell." Combat Actions"
 * c7cb8542-8dc7-43fa-8db1-f8a0e1ae8e24",
 * c7cb8542-8dc7-43fa-8db1-f8a0e1ae8e24",
 * c7cb8542-8dc7-43fa-8db1-f8a0e1ae8e24",
 * 75c93fa4-fd9f-4335-9e87-eaa0074aff1d",
 * 75c93fa4-fd9f-4335-9e87-eaa0074aff1d",
 * 75c93fa4-fd9f-4335-9e87-eaa0074aff1d",
 * 22630522-b2b6-4f0b-a505-6d68d8abdfdf",
 * 22630522-b2b6-4f0b-a505-6d68d8abdfdf",
 * 22630522-b2b6-4f0b-a505-6d68d8abdfdf",

Initiative
When a battle starts, each combatant makes an initiative check. The higher their initiative, the earlier the character can act. Initiative scores can be viewed in the Combat Log. Combat is divided into rounds, with each round lasting 6 seconds. Initiative score is determined once for the entire combat and does not change between rounds."
 * 218fd6fe-bdb5-4521-bfdb-48bb882a0c2a",
 * 218fd6fe-bdb5-4521-bfdb-48bb882a0c2a",
 * 218fd6fe-bdb5-4521-bfdb-48bb882a0c2a",

Attack Roll
An attack is a character's attempt to strike an opponent. The result of an attack roll depends on many factors: wielded weapons, the combatant's abilities, etc. An attack succeeds if the result of an attack roll equals or exceeds the target's Armor Class."
 * a5670814-4138-4258-818f-93d76437f75d",
 * a5670814-4138-4258-818f-93d76437f75d",
 * a5670814-4138-4258-818f-93d76437f75d",

Damage
The amount of damage dealt in the case of a successful attack depends on the weapon's stats and other factors, such as empowering spells. Attack roll results and damage numbers can be found in the Combat Log."
 * b31a7935-7658-4939-bd8a-cda2aaefdd5c",
 * b31a7935-7658-4939-bd8a-cda2aaefdd5c",
 * b31a7935-7658-4939-bd8a-cda2aaefdd5c",

Armor Class
The higher a character's Armor Class, the more difficult it is to successfully attack them. It combines a base defense of 10 with other factors, such as equipment stats, Dexterity bonus, passive abilities, etc."
 * 82503571-7e66-4769-bdb5-1cff705b172b",
 * 82503571-7e66-4769-bdb5-1cff705b172b",
 * 82503571-7e66-4769-bdb5-1cff705b172b",

Attack of Opportunity
The game uses a roll of 20-sided die for combat and many other skill checks. Combat happens in real time, but you can pause the game at any time to assess the situation and give orders to your companions. To pause or unpause the game, press SPACE. By holding down ENTER during pause you can set the time to go slowly to better control the course of the battle in a situation where every second counts. Click on an opponent in order to attack them." When a battle starts, each combatant makes an initiative check. The higher their initiative is, the earlier the character can act. Initiative scores can be viewed in the Combat Log. Combat is divided into rounds, with each round lasting 6 seconds. Initiative score is determined once for the entire combat and does not change between rounds.
 * Some actions performed close to an armed opponent can provoke an additional attack upon your character without waiting for the opponent's turn. Such actions include, among other things, casting spells, attempts to move away from an opponent, and shooting ranged weapons."
 * 1e33c100-f9b9-4e04-87b0-5da00e2409dd",
 * 1e33c100-f9b9-4e04-87b0-5da00e2409dd",
 * 1e33c100-f9b9-4e04-87b0-5da00e2409dd",
 * c54b347c-364a-4c48-b17b-0fbacb13b118",
 * c54b347c-364a-4c48-b17b-0fbacb13b118",
 * c54b347c-364a-4c48-b17b-0fbacb13b118",

Initiative check is a Dexterity check. Each character applies their Dexterity modifier to the roll, as well as other modifiers from feats, spells, and other effects. Characters act in order, counting down from the highest result to the lowest.

If two or more combatants have the same initiative check result, the combatants who are tied act in order of total initiative modifier (highest first). If there is still a tie, the tied characters should roll to determine which one of them goes before the other." Initiative"
 * a3caa1e5-9f93-41f0-9a1d-9dc526d6bfbf",
 * a3caa1e5-9f93-41f0-9a1d-9dc526d6bfbf",
 * a3caa1e5-9f93-41f0-9a1d-9dc526d6bfbf",
 * 64743c69-ddf7-4c11-9259-35732c3a4681",
 * 64743c69-ddf7-4c11-9259-35732c3a4681",
 * 64743c69-ddf7-4c11-9259-35732c3a4681",

Combat Maneuver Bonus
Each character and creature has a Combat Maneuver Bonus (or CMB) that represents its skill at performing combat maneuvers. A creature's CMB is determined using the following formula:

CMB = Base Attack Bonus (BAB) + Strength modifier + special size modifier"
 * 04d2f60f-5c46-4b9c-89d1-07fe54253e57",
 * 04d2f60f-5c46-4b9c-89d1-07fe54253e57",
 * 04d2f60f-5c46-4b9c-89d1-07fe54253e57",

Special Size Modifier
Creatures that are size Tiny or smaller use their Dexterity modifier in place of their Strength modifier to determine their CMB. The special size modifier for a creature's Combat Maneuver Bonus is as follows:

Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8.

Some feats and abilities grant a bonus to your CMB when performing specific maneuvers."
 * 8e9364e2-2df8-45f3-98f9-49b949e281e9",
 * 8e9364e2-2df8-45f3-98f9-49b949e281e9",
 * 8e9364e2-2df8-45f3-98f9-49b949e281e9",

Performing a Combat Maneuver
When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full attack, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it.

When you attempt to perform a combat maneuver, you make an attack roll and your CMB is added in place of your normal attack bonus. Bonuses you currently have on attack rolls due to spells, feats, and other effects are also added. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target's Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll."
 * 4eb20c6d-8dc1-4746-9c78-363ef71bd0cc",
 * 4eb20c6d-8dc1-4746-9c78-363ef71bd0cc",
 * 4eb20c6d-8dc1-4746-9c78-363ef71bd0cc",

Combat Maneuver Defense
Each character and creature has a Combat Maneuver Defense or CMD that represents its ability to resist combat maneuvers. A creature's CMD is determined using the following formula:

CMD = 10 + Base attack bonus + Strength modifier + Dexterity modifier + special size modifier + miscellaneous modifiers"
 * ffb0643b-4fc6-45f3-af94-0e274b8d42f2",
 * ffb0643b-4fc6-45f3-af94-0e274b8d42f2",
 * ffb0643b-4fc6-45f3-af94-0e274b8d42f2",

Special Size Modifier
The special size modifier for a creature's Combat Maneuver Defense is as follows:

Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8.

Some feats and abilities grant a bonus to your CMD when resisting specific maneuvers."
 * 313a9083-67c1-446f-9e14-026300204b29",
 * 313a9083-67c1-446f-9e14-026300204b29",
 * 313a9083-67c1-446f-9e14-026300204b29",

Miscellaneous Modifiers
A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature's AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD."
 * fcc6970f-70bd-4f01-8539-3fec8664e7fc",
 * fcc6970f-70bd-4f01-8539-3fec8664e7fc",
 * fcc6970f-70bd-4f01-8539-3fec8664e7fc",

Determine Success
If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target's CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds) while rolling a natural 1 is always a failure."
 * ae04c7a2-be35-4efb-9952-af610bf623d3",
 * ae04c7a2-be35-4efb-9952-af610bf623d3",
 * ae04c7a2-be35-4efb-9952-af610bf623d3",

Trip
You can attempt to trip your opponent in place of a melee attack. You can only trip an opponent who is no more than one size category larger than you. If you do not have the Improved Trip feat, or a similar ability, initiating a trip provokes an attack of opportunity from the target of your maneuver.

If your attack exceeds the target's CMD, the target is knocked prone. If your attack fails by 10 or more, you are knocked prone instead. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has. Some creatures — such as oozes, creatures without legs, and flying creatures — cannot be tripped." During combat, you can attempt to perform a number of maneuvers that can hinder or even cripple your foe. Although these maneuvers have vastly different results, they all use a similar mechanic to determine success." Combat Maneuvers" A number of factors and conditions can influence an attack roll. Many of these situations grant a bonus or penalty on attack rolls or to a defender's Armor_Class." Combat Modifiers"
 * 7eba7f89-f800-4eb3-a390-3cbe8423993b",
 * 7eba7f89-f800-4eb3-a390-3cbe8423993b",
 * 7eba7f89-f800-4eb3-a390-3cbe8423993b",
 * 9fd3e63c-6f9e-4a17-b59a-f427824bfb6c",
 * 9fd3e63c-6f9e-4a17-b59a-f427824bfb6c",
 * 9fd3e63c-6f9e-4a17-b59a-f427824bfb6c",
 * 38ce1c25-955c-412b-bcde-5a88cc500aa4",
 * 38ce1c25-955c-412b-bcde-5a88cc500aa4",
 * 38ce1c25-955c-412b-bcde-5a88cc500aa4",
 * ce326753-69f2-4030-852c-2a7b45141401",
 * ce326753-69f2-4030-852c-2a7b45141401",
 * ce326753-69f2-4030-852c-2a7b45141401",
 * c94d5598-f17f-40ba-a20e-e5329eb70663",
 * c94d5598-f17f-40ba-a20e-e5329eb70663",
 * c94d5598-f17f-40ba-a20e-e5329eb70663",

Bonuses to Speed
A barbarian has a +10-foot bonus to her speed (unless she's wearing heavy armor). Experienced monks also have higher speed (unless they're wearing armor of any sort). In addition, many spells and magic items can affect a character's speed. Always apply any modifiers to a character's speed before adjusting the character's speed based on armor or encumbrance, and remember that multiple bonuses of the same type to a character's speed don't stack." Generally, you can move your speed in a round and still do something (take a move action and a standard action).
 * d140a291-d60f-46b4-8ef0-9f4bb52f37dc",
 * d140a291-d60f-46b4-8ef0-9f4bb52f37dc",
 * d140a291-d60f-46b4-8ef0-9f4bb52f37dc",

If you do nothing but move (that is, if you use both of your actions in a round to move your speed), you can move double your speed." Movement in Combat" Each round represents 6 seconds in the game world; there are 10 rounds in a minute of combat. A round normally allows each character involved in a combat situation to act.
 * 83183f2c-351e-4b18-87ba-cba9e266d220",
 * 83183f2c-351e-4b18-87ba-cba9e266d220",
 * 83183f2c-351e-4b18-87ba-cba9e266d220",
 * 37b875b8-bf49-4064-9a31-bd030f28832c",
 * 37b875b8-bf49-4064-9a31-bd030f28832c",
 * 37b875b8-bf49-4064-9a31-bd030f28832c",

Each character has starting combat cooldown based on their initiative check, up to 6 seconds. They start acting after the cooldown in rounds of 6 seconds.

When the rules refer to a "full round", they usually mean a span of time from a particular initiative count in one round to the same initiative count in the next round. Effects that last a certain number of rounds end just before the same initiative count that they began on." Combat Round" Combat" A splash weapon is a ranged weapon that breaks on impact, splashing or scattering its contents over its target and nearby creatures or objects. Thrown splash weapons require no weapon proficiency, so you don't take the –4 nonproficiency penalty. A hit deals direct hit damage to the target, and splash damage to all creatures within 5 feet of the target. Splash weapons cannot deal precision-based damage (such as the damage from the rogue's sneak attack class feature).
 * d40d9fd9-3174-47e2-9af7-fb240099496b",
 * d40d9fd9-3174-47e2-9af7-fb240099496b",
 * d40d9fd9-3174-47e2-9af7-fb240099496b",
 * e5ad3953-f3ea-435f-bd9b-da3b4af133e3",
 * e5ad3953-f3ea-435f-bd9b-da3b4af133e3",
 * e5ad3953-f3ea-435f-bd9b-da3b4af133e3",
 * e090c79c-9406-487f-b9db-fe302c9bb261",
 * e090c79c-9406-487f-b9db-fe302c9bb261",
 * e090c79c-9406-487f-b9db-fe302c9bb261",

If you miss the target, the attack hits a random place in 5ft radius of the target." Throw Splash Weapon" Combat" Spells or magical effects usually work as described, no matter how many other spells or magical effects happen to be operating in the same area or on the same recipient. Except in special cases, a spell does not affect the way another spell operates. Whenever a spell has a specific effect on other spells, the spell description explains that effect. Several other general rules apply when spells or magical effects operate." Combining Magic Effects" Common Terms Description" Community Domain" There can be up to five companions in your party. To select a single character, click on their portrait or press a corresponding key. To select multiple characters at once and give them the same order, draw a frame around them while holding down the left mouse button. To select all characters, press [BACKSPACE]." Companions"
 * 7cbfe6e1-c32d-4c6e-b422-59102e4d37d2",
 * 7cbfe6e1-c32d-4c6e-b422-59102e4d37d2",
 * 7cbfe6e1-c32d-4c6e-b422-59102e4d37d2",
 * c21b26d1-276a-4d80-9744-919a42ef3710",
 * c21b26d1-276a-4d80-9744-919a42ef3710",
 * c21b26d1-276a-4d80-9744-919a42ef3710",
 * 7b0c78d2-8d12-4185-bdad-ee8e6b049a0b",
 * 7b0c78d2-8d12-4185-bdad-ee8e6b049a0b",
 * 7b0c78d2-8d12-4185-bdad-ee8e6b049a0b",
 * 1fe440a0-a092-42ab-80e9-4841618aa05c",
 * 1fe440a0-a092-42ab-80e9-4841618aa05c",
 * 1fe440a0-a092-42ab-80e9-4841618aa05c",
 * 8fda3a52-3e48-44d9-9988-6b526b788f4a",
 * 8fda3a52-3e48-44d9-9988-6b526b788f4a",
 * 8fda3a52-3e48-44d9-9988-6b526b788f4a",
 * c843a512-5211-4322-8306-2bc7b89e7d6d",
 * c843a512-5211-4322-8306-2bc7b89e7d6d",
 * c843a512-5211-4322-8306-2bc7b89e7d6d",
 * a66cb15b-1515-42d0-be7e-aa543f263900",
 * a66cb15b-1515-42d0-be7e-aa543f263900",
 * a66cb15b-1515-42d0-be7e-aa543f263900",
 * 4bdfeb8b-49c5-433c-a331-63b72b67c686",
 * 4bdfeb8b-49c5-433c-a331-63b72b67c686",
 * 4bdfeb8b-49c5-433c-a331-63b72b67c686",
 * 44ae14f5-a148-48a3-8f00-c69038a2aa7f",
 * 44ae14f5-a148-48a3-8f00-c69038a2aa7f",
 * 44ae14f5-a148-48a3-8f00-c69038a2aa7f",

Verbal
A verbal component is a spoken incantation. To provide a verbal component, you must be able to speak in a strong voice. A silence spell or a gag spoils the incantation (and thus the spell). a spellcaster who has been deafened has a 20% chance of spoiling any spell with a verbal component that he tries to cast."
 * 523f544d-57f9-4c92-90ac-2e15dba713bd",
 * 523f544d-57f9-4c92-90ac-2e15dba713bd",
 * 523f544d-57f9-4c92-90ac-2e15dba713bd",

Material
A material component consists of one or more physical substances or objects that are annihilated by the spell energies in the casting process." A spell's components explain what you must do or possess to cast the spell. The components entry in a spell description includes abbreviations that tell you what type of components it requires." Components"
 * 65e2653d-7a3b-47e2-9db7-cc6c52f2e508",
 * 65e2653d-7a3b-47e2-9db7-cc6c52f2e508",
 * 65e2653d-7a3b-47e2-9db7-cc6c52f2e508",
 * deba8ac3-385b-440c-8ffb-582e6f2b66ee",
 * deba8ac3-385b-440c-8ffb-582e6f2b66ee",
 * deba8ac3-385b-440c-8ffb-582e6f2b66ee",
 * ac6ac89b-c747-4f86-8150-db67f83b8069",
 * ac6ac89b-c747-4f86-8150-db67f83b8069",
 * ac6ac89b-c747-4f86-8150-db67f83b8069",

Concealment Miss Chance
Concealment gives the subject of a successful attack a 20% chance that the attacker missed because of the concealment. Make the attack normally — if the attacker hits, the defender must make a miss chance d% roll to avoid being struck. Multiple concealment conditions do not stack."
 * 7ec7878e-c186-4112-b08c-4f6151fc6489",
 * 7ec7878e-c186-4112-b08c-4f6151fc6489",
 * 7ec7878e-c186-4112-b08c-4f6151fc6489",

Total Concealment
If you have a line of effect to a target but not a line of sight, he is considered to have total concealment from you. You can't attack an opponent that has total concealment, though you can attack into a square that you think they occupy. A successful attack into a square occupied by an enemy with total concealment has a 50% miss chance (instead of the normal 20% miss chance for an opponent with concealment).

You can't execute an attack of opportunity against an opponent with total concealment."
 * af70b7f5-9731-43df-9d09-94996d441edd",
 * af70b7f5-9731-43df-9d09-94996d441edd",
 * af70b7f5-9731-43df-9d09-94996d441edd",

Ignoring Concealment
Concealment isn't always effective. An area of dim lighting or darkness doesn't provide any concealment against an opponent with darkvision. Characters with low-light vision can see clearly for a greater distance than other characters with the same light source. Although invisibility provides total concealment, sighted opponents may still make Perception checks to notice the location of an invisible character. An invisible character gains a +20 bonus on Stealth checks."
 * 46282a36-4953-4359-b799-2524d42ffef0",
 * 46282a36-4953-4359-b799-2524d42ffef0",
 * 46282a36-4953-4359-b799-2524d42ffef0",

Varying Degrees of Concealment
Certain situations may provide more or less than typical concealment, and modify the miss chance accordingly." When making a melee attack against an adjacent target, your target has concealment if their space is entirely within an effect that grants concealment. When making a melee attack against a target that isn't adjacent to you, use the rules for determining concealment from ranged attacks.
 * a1df8d90-2764-46b6-9ff5-5a08f722f14d",
 * a1df8d90-2764-46b6-9ff5-5a08f722f14d",
 * a1df8d90-2764-46b6-9ff5-5a08f722f14d",

In addition, some magical effects provide concealment against all attacks, regardless of whether any intervening concealment exists." Concealment" To cast a spell, you must concentrate. If something interrupts your concentration while you're casting, you must make a concentration check or lose the spell. When you make a concentration check, you roll d20 and add your caster level and the ability score modifier used to determine bonus spells of the same type. Clerics, druids, inquisitors and rangers add their Wisdom modifier. Bards, paladins, and sorcerers add their Charisma modifier. Finally, maguses and wizards add their Intelligence modifier. The more distracting the interruption and the higher the level of the spell you are trying to cast, the higher the DC. If you fail the check, you lose the spell just as if you had cast it to no effect. (see Magic)" To cast a spell, you must concentrate. If something interrupts your concentration while you're casting, you must make a concentration check or lose the spell. When you make a concentration check, you roll d20 and add your caster level and the ability score modifier used to determine bonus spells of the same type. Clerics, druids, inquisitors and rangers add their Wisdom modifier. Bards, paladins, and sorcerers add their Charisma modifier. Finally, maguses and wizards add their Intelligence modifier. The more distracting the interruption and the higher the level of the spell you are trying to cast, the higher the DC. If you fail the check, you lose the spell just as if you had cast it to no effect. (see Magic)" Concentration Checks" Concentration"
 * 0472893a-80d6-458b-a0d0-c31be7120805",
 * 0472893a-80d6-458b-a0d0-c31be7120805",
 * 0472893a-80d6-458b-a0d0-c31be7120805",
 * 28d4f2b2-c703-422c-9940-5033bcaed8cc",
 * 28d4f2b2-c703-422c-9940-5033bcaed8cc",
 * 28d4f2b2-c703-422c-9940-5033bcaed8cc",
 * bcb1cb68-ed28-4b1a-8bcd-3a825974ec45",
 * bcb1cb68-ed28-4b1a-8bcd-3a825974ec45",
 * bcb1cb68-ed28-4b1a-8bcd-3a825974ec45",
 * 1ca981fa-59ca-4041-9760-a3b0e1d2ea0d",
 * 1ca981fa-59ca-4041-9760-a3b0e1d2ea0d",
 * 1ca981fa-59ca-4041-9760-a3b0e1d2ea0d",
 * ae18ee21-dc81-4012-910e-e4a2a367a6bd",
 * ae18ee21-dc81-4012-910e-e4a2a367a6bd",
 * ae18ee21-dc81-4012-910e-e4a2a367a6bd",
 * ee566468-8097-4a8d-a079-ec0c267dfd96",
 * ee566468-8097-4a8d-a079-ec0c267dfd96",
 * ee566468-8097-4a8d-a079-ec0c267dfd96",

Creation
A creation spell manipulates matter to create an object or creature in the place the spellcaster designates. If the spell has a duration other than instantaneous, magic holds the creation together, and when the spell ends, the conjured creature or object vanishes without a trace. If the spell has an instantaneous duration, the created object or creature is merely assembled through magic. It lasts indefinitely and does not depend on magic for its existence."
 * 2fc1c845-af38-471a-b6e2-350036a15abd",
 * 2fc1c845-af38-471a-b6e2-350036a15abd",
 * 2fc1c845-af38-471a-b6e2-350036a15abd",

Healing
Certain divine conjurations heal creatures or even bring them back to life."
 * 26149408-24e6-4015-8670-0242230c6b79",
 * 26149408-24e6-4015-8670-0242230c6b79",
 * 26149408-24e6-4015-8670-0242230c6b79",

Summoning
A summoning spell instantly brings a creature or object to a place you designate. When the spell ends or is dispelled, a summoned creature is instantly sent back to where it came from, but a summoned object is not sent back unless the spell description specifically indicates this. A summoned creature also goes away if it is killed or if its hit points drop to 0 or lower, but it is not really dead. It takes 24 hours for the creature to reform, during which time it can't be summoned again.

When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire. A summoned creature cannot use any innate summoning abilities it may have."
 * 8f68b6fc-3fff-4497-8599-e9e6ae7b251a",
 * 8f68b6fc-3fff-4497-8599-e9e6ae7b251a",
 * 8f68b6fc-3fff-4497-8599-e9e6ae7b251a",

Teleportation
A teleportation spell transports one or more creatures or objects a great distance. The most powerful of these spells can cross planar boundaries. Unlike summoning spells, the transportation is (unless otherwise noted) one-way and not dispellable.

Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation." Each conjuration spell belongs to one of the five subschools. Conjurations transport creatures from another plane of existence to your plane (calling); create objects or effects on the spot (creation); heal (healing); bring manifestations of objects, creatures, or forms of energy to you (summoning); or transport creatures or objects over great distances (teleportation).
 * 399ca480-60ee-46c3-bb1b-6d1832af91bb",
 * 399ca480-60ee-46c3-bb1b-6d1832af91bb",
 * 399ca480-60ee-46c3-bb1b-6d1832af91bb",

A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it.

The creature or object must appear within the spell's range, but it does not have to remain within the range." Conjuration" 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. Some creatures, such as undead and constructs, do not have a Constitution score. Their modifier is +0 for any Constitution-based checks. A character with a Constitution score of 0 is dead.
 * 989316f7-1759-4602-80ff-c1f31dc5b6ad",
 * 989316f7-1759-4602-80ff-c1f31dc5b6ad",
 * 989316f7-1759-4602-80ff-c1f31dc5b6ad",
 * 147708dc-e55b-46e0-8e59-41f7abbdb54a",
 * 147708dc-e55b-46e0-8e59-41f7abbdb54a",
 * 147708dc-e55b-46e0-8e59-41f7abbdb54a",

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 they advance in level).

• Fortitude saving throws, for resisting poison, disease, and similar threats.

• If a character's Constitution score changes enough to alter their Constitution modifier, the character's hit points also increase or decrease accordingly." Constitution (Con)" When your character's current hit points drop to a negative amount equal to his Constitution score or lower, he's dead. A character can also die from taking ability damage or suffering an ability drain that reduces his Constitution score to 0.
 * f22366f3-9e8e-4860-bf1f-36e1b6cd9487",
 * f22366f3-9e8e-4860-bf1f-36e1b6cd9487",
 * f22366f3-9e8e-4860-bf1f-36e1b6cd9487",
 * 611e5a63-490c-4e56-8405-28b7ad874f0c",
 * 611e5a63-490c-4e56-8405-28b7ad874f0c",
 * 611e5a63-490c-4e56-8405-28b7ad874f0c",

Certain types of powerful magic, such as raise dead and resurrection, can restore life to a dead character." Challenging Mode" Many thousands of years ago, the solemn cyclopes ruled vast kingdoms, yet today their glories are long forgotten. What few cyclopes survive seldom aspire higher than protecting their lairs and seeking out their next meals.
 * 7f25375b-d618-459a-88ed-8f83b531388f",
 * 7f25375b-d618-459a-88ed-8f83b531388f",
 * 7f25375b-d618-459a-88ed-8f83b531388f",
 * ef32dce2-53fb-4bc0-ad09-2ddf6eaef9d2",
 * ef32dce2-53fb-4bc0-ad09-2ddf6eaef9d2",
 * ef32dce2-53fb-4bc0-ad09-2ddf6eaef9d2",

This latter task occupies a great deal of their focus, for the monstrous appetites and vacuous hunger of the cyclopes control the race's destiny and may have led to their original downfall so long ago.

The average cyclops stands 9 feet tall and weighs 600 pounds. Both males and females are almost completely bald, with stringy patches of dark hair occasionally hanging down from above the ears. A bushy, expressive brow couples with a cyclops's massive eye to make the creature's attitude easily known.

Cyclopean history is a vanishing thing inscribed on the crumbling walls of vine-choked lost cities that fell long before even the rise of the elves, when dragons and giants ruled a landscape unspoiled by the petty ephemeral races that rule today. Because things have fallen so far, a given cyclops is less likely to know the near-mythic triumphs of lost ages than even a semi-educated human.

Ancient records, the oral traditions of other giantish races, and the scattered accounts of tribal natives of the southern jungles speak of much larger, more primal "great cyclopes," imposing titans with shaggy legs and a massive horn above an inquisitive eye. These creatures are thought to have been either the leaders or the war beasts of the ancient race, and modern cyclopes honor them as elusive, destructive living gods." Cyclops" Some magic creatures have the supernatural ability to instantly heal damage from weapons or ignore blows altogether as though they were invulnerable.
 * e024da72-91de-40fe-ac13-c0546c5edc3e",
 * e024da72-91de-40fe-ac13-c0546c5edc3e",
 * e024da72-91de-40fe-ac13-c0546c5edc3e",
 * e673e2c5-735e-43cc-b839-b67fc7c65173",
 * e673e2c5-735e-43cc-b839-b67fc7c65173",
 * e673e2c5-735e-43cc-b839-b67fc7c65173",

The numerical part of a creature's damage reduction (or DR) is the amount of damage the creature ignores from normal attacks. Usually, a certain type of weapon can overcome this reduction. This information is separated from the damage reduction number by a slash. For example, DR 5/magic means that a creature takes 5 fewer points of damage from all weapons that are not magic. If a dash follows the slash, then the damage reduction is effective against any attack that does not ignore damage reduction.

Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury poison, a monk's stunning, and injury-based disease. Damage Reduction does not negate touch attacks, energy damage dealt along with an attack, or energy drain.

Attacks that deal no damage because of the target's damage reduction do not disrupt spells.

Spells, spell-like abilities, and energy attacks (even non-magical fire) ignore damage reduction.

Sometimes damage reduction represents instant healing. Sometimes it represents the creature's tough hide or body. In either case, other characters can see that conventional attacks won't work.

If a creature has damage reduction from more than one source, the two forms of damage reduction do not stack. Instead, the creature gets the benefit of the best damage reduction in a given situation.

Damage Reduction may be overcome by special materials, magic weapons (any weapon with a +1 or higher enhancement bonus, not counting the enhancement from masterwork quality), certain types of weapons (such as slashing or bludgeoning), and weapons imbued with an alignment.

Weapons with an enhancement bonus of +3 or greater can ignore some types of damage reduction, regardless of their actual material or alignment. +3 weapons ignore DR N/cold iron and N/silver, +4 weapons ignore DR N/adamantine, and +5 weapons ignore DR N/alignment." Damage Reduction" Darkness Domain"
 * 25202278-e675-448b-ad31-5ddbe5df4fa3",
 * 25202278-e675-448b-ad31-5ddbe5df4fa3",
 * 25202278-e675-448b-ad31-5ddbe5df4fa3",
 * 3438c497-b94d-4fc6-855a-2e0602b51b27",
 * 3438c497-b94d-4fc6-855a-2e0602b51b27",
 * 3438c497-b94d-4fc6-855a-2e0602b51b27",
 * c70f3a6c-787a-4bff-baa5-5b84bcec8627",
 * c70f3a6c-787a-4bff-baa5-5b84bcec8627",
 * c70f3a6c-787a-4bff-baa5-5b84bcec8627",

Saving Throw Difficulty Class
The DC for a save is determined by the attack itself.

Automatic Failures and Successes
A natural 1 (the d20 comes up 1) on a saving throw is always a failure.

A natural 20 (the d20 comes up 20) is always a success." Difficulty class" You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
 * 166b0b8c-4294-4518-aac2-21503cad9aff",
 * 166b0b8c-4294-4518-aac2-21503cad9aff",
 * 166b0b8c-4294-4518-aac2-21503cad9aff",
 * 7ebb6a72-4eee-486e-8cd2-fe95b6043f9f",
 * 7ebb6a72-4eee-486e-8cd2-fe95b6043f9f",
 * 7ebb6a72-4eee-486e-8cd2-fe95b6043f9f",

Bleeding Touch
As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your cleric level (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Death's Embrace
At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area." Death Domain" Shy and wary, deer range from the arctic to the tropics. They are very flexible creatures, adapting easily to their climate and able to survive in all but the harshest of temperatures. Deer are very flexible in their diets as well, able to exist on plants, insects, fish, and even dead birds. Deer are excellent swimmers and have been known to swim to a distance of five miles in the water. These statistics represent the typical white-tailed deer; they can also be used to represent other deer-like animals such as caribou and antelope." Deer" Greater than the wars of armies and empires, beyond the ambitions of revolutionaries and tyrants, more devastating than the fury of magic or monsters, is the power of faith. Apart but not aloof from the races of Golarion stand a legion of deities: merciful guardians, impassive observers, vile destroyers, entities and more inscrutable, all with designs they seek to make manifest upon the mortal world. Awesome beings of unfathomable power, these divinities sow their influence across the planes, whether in direct displays of miraculous might or through the acts of their countless servants. Every deity and demigod knows the power of faith to change lives, shape nations, and alter the destiny of whole worlds. To such ends, the gods seek followers among mortalkind-champions to take up their banners, give voice to their doctrines, and thwart their foes. The gods seek worshipers, and they offer the ability to work great miracles to those who please them. All they ask for in return is faith and allegiance." Deities" Desna is an impulsive and aloof goddess who delights in freedom, discovery, and mystery. Her aloofness stems not from arrogance, but from confidence in her own abilities and her desire to be unburdened by troubles. She is a collection of contrasts — an ancient goddess who dislikes predicting the future, a traveler who cares nothing for her destination, a carefree creature of instinct haunted by a past stretching back eons, and a peaceful deity forced to battle with old enemies, eternally young despite the weight of ages and stars upon her.
 * bc91fc9c-cac9-4a30-9b79-f6e16956869e",
 * bc91fc9c-cac9-4a30-9b79-f6e16956869e",
 * bc91fc9c-cac9-4a30-9b79-f6e16956869e",
 * f193883e-c86b-4efb-91da-8cc66513f291",
 * f193883e-c86b-4efb-91da-8cc66513f291",
 * f193883e-c86b-4efb-91da-8cc66513f291",
 * 086b8624-d712-49a4-bc7c-bd42762b2885",
 * 086b8624-d712-49a4-bc7c-bd42762b2885",
 * 086b8624-d712-49a4-bc7c-bd42762b2885",
 * 0a10a2bc-73c3-4946-a68b-021dd4e10135",
 * 0a10a2bc-73c3-4946-a68b-021dd4e10135",
 * 0a10a2bc-73c3-4946-a68b-021dd4e10135",
 * c5d6c943-e020-4d30-8b07-b255e73629b0",
 * c5d6c943-e020-4d30-8b07-b255e73629b0",
 * c5d6c943-e020-4d30-8b07-b255e73629b0",
 * 098452d7-d6d7-4cd9-bad4-cc6c42ba2a16",
 * 098452d7-d6d7-4cd9-bad4-cc6c42ba2a16",
 * 098452d7-d6d7-4cd9-bad4-cc6c42ba2a16",

Some believe Desna is flighty, frivolous, and easily distracted, but she has a cold side born of loss, tragedy, and battle. As a luck goddess, she always believes there is a chance for success, but knows that dreams can turn to nightmares and bright destinies can become dark fates; these opposites in her own nature define her and give her things to strive against. She challenges those who would corrupt her domain or who have wronged her friends or followers, striking at them with burning starlight, bad luck, and energies alien to Golarion.

Although her dominion over dreams and stars means that many seers, diviners, and mystics revere her as an informal goddess of prophecy, she delights in the freedom of people to choose their own destiny and only uses her power to help others make good choices, avoid troublesome outcomes, and achieve happiness. She believes that "doom and gloom" prophecies or those that seem to guarantee or self-fulfll horrible acts are distasteful, and she only hands out such messages in the direst circumstances. She prefers to use prophecy as a tool for exploration and creating choices, not

for limiting action and snuffing hope.

When Desna has a message for one of her faithful, she prefers to intervene in dreams, sending simple impressions, visions, or even prophecies that the sleeper clearly remembers upon awakening. When dreams are unsuitable or time is short, she indicates her favor with flights of swallowtail butterflies, sparrows, dragonflies, geese flying in a four-pointed star shape, or the timely arrival of messenger birds. She typically shows her disfavor with dreamless sleep that fails to refresh the sleeper (as if the person had not slept at all), sore feet, messenger animals losing their messages, and minor travel accidents.

Desna watches over those who travel for any reason. Trailblazers, scouts, adventurers, and sailors all praise her name. (Although most sailors honor Gozreh in some fashion, he is a temperamental deity, and a little luck from Desna often comes in handy during a storm.) Her influence over luck also makes her a favorite among gamblers, thieves, and others who rely on fortune for shady dealings.

Desna teaches her followers to indulge their desires, experience all they can, and trust instinct as a guide. Her faithful are often wide-eyed, exuberant people, embracing the world in all its strangeness, and willing to jump in with both feet. Desnans aren't afraid to get their hands dirty, their feet wet, or their knuckles (or faces) bloodied while living life to its fullest. Critics call them hedonists, but that's an exaggeration, as worldly experience, rather than pure sensation, is their true goal. Ascetics, hermits, and meticulous planners are unknown in her church. Her faithful teach that it's better to ask forgiveness than permission, as sometimes a unique opportunity requires a split-second decision, whether it's a chance to touch a dragon's egg, savor a rare fruit, or passionately kiss the mayor's son.

The goddess encourages her worshipers to believe in themselves and express their inner strengths, often in the form of music, dance, or theater. Many songs penned by her faithful become popular tunes for dancing and gatherings, and numerous old favorites are attributed to long-dead Desnan bards whose musical legacies have persisted for centuries. Some people believe the custom of a traveling bard paying for his lodging with a song stems from Desna's church, and like bards, followers of Desna encourage young folk to sing and dance in the hope of discovering hidden talents.

Desna usually appears to her followers as a beautiful but remote elven acolyte of her faith. In this guise, she aids people in need or suggests relevant excerpts from her holy writings, The Eight Scrolls, as a way to lead the faithful on the correct path. She is not above singing to lighten dour moods or dancing with those whose confidence is in need of reinvigoration. When Desna wishes to reveal her true nature, she transforms her common clothing into a billowing silken gown and grows brightly colored butterfly wings on her back, although in somber situations her wing colors are pale and moth-like.

Desna's holy symbol is a butterfly with images of stars, suns, and moons upon its wings. Most of her clergy are clerics, although about one-third of her priests are bards or rogues, with a number of neutral good druids and rangers also choosing her as their patron. She is called the Song of the Spheres, the Great Dreamer, Starsong, and the Tender of Dreams.

Alignment: Chaotic good

Cleric Alignment
NG, CG, CN

Domains
Chaos, Good, Liberation, Luck, Travel

Favored Weapon
Starknife" Desna" You revel in ruin and devastation, and can deliver particularly destructive attacks.
 * 68a5cacd-c85b-4d01-8d12-2ed69d97b93e",
 * 68a5cacd-c85b-4d01-8d12-2ed69d97b93e",
 * 68a5cacd-c85b-4d01-8d12-2ed69d97b93e",
 * a534a929-f451-4241-9b26-41d4fe35903f",
 * a534a929-f451-4241-9b26-41d4fe35903f",
 * a534a929-f451-4241-9b26-41d4fe35903f",

Destructive Smite

 * You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Destructive Aura
Destruction Domain" Devourers are the undead remnants of fiends and evil spellcasters who became lost beyond the farthest reaches of the multiverse. Returning with warped bodies, alien sentience, and a hunger for life, devourers threaten all souls with a terrifying, tormented annihilation. These withered corpses stand 10 feet tall but weigh a mere 200 pounds." Devourer" Dexterity measures agility, reflexes, and balance. This ability is the most important one for rogues, but it's also useful for characters who wear light or medium armor or no armor at all. This ability is vital for characters seeking to excel with ranged weapons, such as the bow or sling.
 * At 8th level, you can emit a 30-foot aura of destruction for a number of rounds per day equal to your cleric level. All attacks made against targets in this aura (including you) gain a morale bonus on damage equal to 1/2 your cleric level and all critical threats are automatically confirmed. These rounds do not need to be consecutive."
 * dba20eb0-e66b-4228-b88f-ef6128ee2fba",
 * dba20eb0-e66b-4228-b88f-ef6128ee2fba",
 * dba20eb0-e66b-4228-b88f-ef6128ee2fba",
 * 872a39a0-bb12-437c-922a-6133498a7724",
 * 872a39a0-bb12-437c-922a-6133498a7724",
 * 872a39a0-bb12-437c-922a-6133498a7724",
 * e5ca021d-1269-4039-920b-7f815ce083c5",
 * e5ca021d-1269-4039-920b-7f815ce083c5",
 * e5ca021d-1269-4039-920b-7f815ce083c5",
 * 09f77c73-c323-4f65-a128-43d705993537",
 * 09f77c73-c323-4f65-a128-43d705993537",
 * 09f77c73-c323-4f65-a128-43d705993537",

A character with a Dexterity score of 0 is incapable of moving and is effectively immobile (but not unconscious).

You apply your character's Dexterity modifier to:

• Ranged attack rolls, including those for attacks made with bows, crossbows, throwing axes, and many ranged spell attacks like scorching ray or searing light.

• 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.

• Trickery and Stealth checks." Dexterity (Dex)" Sometimes skills are checked over the course of dialogue — for example, when trying to convince a character of something. The check result will determine the way the dialogue develops. The character in the party with the highest rank in the desired skill is usually used to determine such a check." Dialogue Skill Checks" Divination spells enable you to learn secrets long forgotten, predict the future, find hidden things, and foil deceptive spells." Divination" Clerics, druids, inquisitors, experienced paladins and rangers cast divine spells. Unlike arcane spells, divine spells draw power from a divine source. Clerics gain spell power from deities or from divine forces. The divine force of nature powers druid and ranger spells, and the divine forces of law and good power paladin spells. Divine spells tend to focus on healing and protection and are less flashy, destructive, and disruptive than arcane spells." Divine Spells" In the wild, dogs are vicious and territorial creatures. Yet even more harrowing than a pack of wild dogs is the rabid dog. Rabies often affects animals like bats, wolverines, and rats, but the transformation of a normally friendly family pet goes through when it becomes rabid makes the dog perhaps the most notorious of the disease's classic carriers.
 * 45b6dbb9-9c79-467d-8eea-32cf61270698",
 * 45b6dbb9-9c79-467d-8eea-32cf61270698",
 * 45b6dbb9-9c79-467d-8eea-32cf61270698",
 * 502ddd35-f413-4aa7-96f6-a05cb8a2d2d4",
 * 502ddd35-f413-4aa7-96f6-a05cb8a2d2d4",
 * 502ddd35-f413-4aa7-96f6-a05cb8a2d2d4",
 * e26dd4aa-8e26-4d34-8801-d37ee845b557",
 * e26dd4aa-8e26-4d34-8801-d37ee845b557",
 * e26dd4aa-8e26-4d34-8801-d37ee845b557",
 * 7167cf14-83a6-4d76-a720-40624d9ac4ed",
 * 7167cf14-83a6-4d76-a720-40624d9ac4ed",
 * 7167cf14-83a6-4d76-a720-40624d9ac4ed",
 * d256c516-f72d-4bd1-bd8d-4275f3fa2f4e",
 * d256c516-f72d-4bd1-bd8d-4275f3fa2f4e",
 * d256c516-f72d-4bd1-bd8d-4275f3fa2f4e",
 * a3ae4b0d-f2df-4acc-a70c-931e1a29f1ca",
 * a3ae4b0d-f2df-4acc-a70c-931e1a29f1ca",
 * a3ae4b0d-f2df-4acc-a70c-931e1a29f1ca",
 * df2b900e-f5dc-4d21-b289-9f480601885a",
 * df2b900e-f5dc-4d21-b289-9f480601885a",
 * df2b900e-f5dc-4d21-b289-9f480601885a",
 * da865ee4-0c21-4f2d-bfb4-503b656069a1",
 * da865ee4-0c21-4f2d-bfb4-503b656069a1",
 * da865ee4-0c21-4f2d-bfb4-503b656069a1",

A rabid creature can transmit rabies to a victim with a bite." Dog" Deities & Domains" Related to pseudodragons, faerie dragons are whimsical, playful pranksters that spend most of their time either relaxing in cool forest glades or engaged in some sort of prank. Although such mischief is usually spontaneous, some faerie dragons have been known to spend months or even years in preparation of one truly spectacular joke.
 * 6bb3bfbc-1cc9-442e-adaa-36c36fe2525a",
 * 6bb3bfbc-1cc9-442e-adaa-36c36fe2525a",
 * 6bb3bfbc-1cc9-442e-adaa-36c36fe2525a",
 * b4a51a31-ec65-4582-bcf9-2091fe43d93c",
 * b4a51a31-ec65-4582-bcf9-2091fe43d93c",
 * b4a51a31-ec65-4582-bcf9-2091fe43d93c",
 * e90b3392-73c8-41c0-b1c4-b46a1c0a20cc",
 * e90b3392-73c8-41c0-b1c4-b46a1c0a20cc",
 * e90b3392-73c8-41c0-b1c4-b46a1c0a20cc",

Travelers making their way through lands known to be inhabited by these good-natured — but sometimes annoying — tricksters are advised to keep up their guard lest they face all manner of creative annoyances (horses painted with berry juice, squirrels placed inside bedrolls, and clothing decorating high branches being a few examples).

Unlike true dragons, faerie dragons do not grow larger with age, but their scales do change color, starting with red and moving through the rainbow to reach dark violet at old age. Faerie dragons grow in power as spellcasters as they age (typically gaining levels in sorcerer), learning more powerful spells to complement their innate abilities. The spells of faerie dragons tend to focus on tools that can be used to create or enhance pranks, and illusion and enchantment spells are particularly popular.

Faerie dragons avoid combat unless there is no other option. If forced to fight, faerie dragons attempt to confound enemies rather than kill them, using both spells and breath weapon to weaken and scatter foes before fleeing. The only exception to this is when a faerie dragon's clan or allies are in danger. As capricious as these tiny dragons can be, many prove quick to bond with goodly creatures, especially fey and others they find interesting or hilarious — adventurers often fall into this latter camp, particularly those most outraged by a faerie dragon's tricks.

Faerie dragons sometimes ally with spellcasters, serving as curious, occasionally reckless, but always true familiars. An arcane spellcaster of at least 7th level with an alignment within 1 step of chaotic good who has the Improved Familiar feat may select a faerie dragon as a familiar." Dragon, Faerie" Druid" " Druid" Dryads are tree-fey who prefer secluded woodlands far from humanoids in need of lumber. Dryads' main interests are their own survival and that of their beloved forests, and they have been known to magically coerce passersby into aiding them in tasks they cannot complete. They are more likely to be friendly to non-evil druids and rangers, as they recognize a mutual respect for or empathy with nature.
 * 96da2bc9-e16b-4d7c-92fd-a26f858e30c0",
 * 96da2bc9-e16b-4d7c-92fd-a26f858e30c0",
 * 96da2bc9-e16b-4d7c-92fd-a26f858e30c0",
 * a8b08aa6-02d2-40ff-ad43-442048c81f81",
 * a8b08aa6-02d2-40ff-ad43-442048c81f81",
 * a8b08aa6-02d2-40ff-ad43-442048c81f81",
 * 65356e6f-36b0-4f88-b83a-9c8f3328ba85",
 * 65356e6f-36b0-4f88-b83a-9c8f3328ba85",
 * 65356e6f-36b0-4f88-b83a-9c8f3328ba85",
 * 2c36d18a-b541-4a8a-8e50-272b43908861",
 * 2c36d18a-b541-4a8a-8e50-272b43908861",
 * 2c36d18a-b541-4a8a-8e50-272b43908861",
 * 289cf1fe-394d-48c9-a9ac-963a62bddbb0",
 * 289cf1fe-394d-48c9-a9ac-963a62bddbb0",
 * 289cf1fe-394d-48c9-a9ac-963a62bddbb0",

Dryads are benign guardians of trees, and though they can do little in the way of direct violence, they can trap and disable threats to their homes or turn enemies into allies. Some keep one or more charmed humanoids in their territory to fend off or lead away attackers. Incapacitated foes are typically dragged to the edge of the forest by the dryad's allies and left there, but evil or overtly hostile ones are killed once combat is over." Dryad" "
 * 9da57fef-f638-46d3-a261-df3e83053b64",
 * 9da57fef-f638-46d3-a261-df3e83053b64",
 * 9da57fef-f638-46d3-a261-df3e83053b64",
 * 92278696-e403-44b8-b227-19b00d9e2699",
 * 92278696-e403-44b8-b227-19b00d9e2699",
 * 92278696-e403-44b8-b227-19b00d9e2699",
 * 4553fb42-4634-4073-928e-1d02300e3692",
 * 4553fb42-4634-4073-928e-1d02300e3692",
 * 4553fb42-4634-4073-928e-1d02300e3692",

" Dwarves" Powerful and regal, dweomercats stalk the First World, preying upon lesser creatures, but more voraciously hunting new and ever stranger sources of magic. Beings as much composed of sculpted arcane eddies as of ?esh and blood, these capricious felines ?ourish along the intangible ley lines of their home realm, drinking in its weird powers as a plant thrives on light. Yet even more potent than their thirst for magic and the euphoria they draw from being in proximity to the reshaping of reality is dweomercats' racial curiosity, which leads them endlessly across the First World — and ofen beyond.
 * c191a88f-c3de-4193-ab5f-076e8b8c4d17",
 * c191a88f-c3de-4193-ab5f-076e8b8c4d17",
 * c191a88f-c3de-4193-ab5f-076e8b8c4d17",
 * 77eee02a-e0b7-42ed-a104-5692eee6f30c",
 * 77eee02a-e0b7-42ed-a104-5692eee6f30c",
 * 77eee02a-e0b7-42ed-a104-5692eee6f30c",

The average adult dweomercat is about 4 feet tall and 7 feet long, weighing over 250 pounds, while their cubs are approximately 1 foot tall and weigh no more than 15 pounds." Dweomercat" A typical giant eagle stands about 15 feet tall, has a wingspan of up to 30 feet, and resembles its smaller cousins in nearly every way except size. It weighs 500 pounds. Giant eagles are far more than animals — they possess a supernatural intellect and view themselves as guardians and protectors of their mountain territories.
 * 2f5546ac-f940-4e58-882e-19c4fbc0e48d",
 * 2f5546ac-f940-4e58-882e-19c4fbc0e48d",
 * 2f5546ac-f940-4e58-882e-19c4fbc0e48d",
 * 542ceed5-ffda-4b58-9689-70ebe139c482",
 * 542ceed5-ffda-4b58-9689-70ebe139c482",
 * 542ceed5-ffda-4b58-9689-70ebe139c482",

They form lasting friendships with those who respect them and their mountaintop domains." Eagle, Giant" Air elementals are fast, flying creatures made of living air.
 * 09c6dc94-2504-4159-a50f-129a54ad3532",
 * 09c6dc94-2504-4159-a50f-129a54ad3532",
 * 09c6dc94-2504-4159-a50f-129a54ad3532",
 * 66c85792-e20f-4f4a-853b-a2b0397856c9",
 * 66c85792-e20f-4f4a-853b-a2b0397856c9",
 * 66c85792-e20f-4f4a-853b-a2b0397856c9",
 * 66c85792-e20f-4f4a-853b-a2b0397856c9",

Primitive and territorial, they resent being summoned or doing the bidding of mortals, and much prefer to spend their time on the Plane of Air, swooping and racing through the endless skies.

Although all air elementals of a similar size have identical statistics, the exact appearance of an air elemental can vary wildly between individuals. One might be an animated vortex of wind and smoke, while another might be a smoky bird-like creature with glowing eyes and wind for wings.

An air elemental prefers to attack flying or otherwise airbone targets, not only because its mastery over flight gives it a slight advantage, but also because it detests the thought of having to touch the ground. An air elemental can move underwater, and although it is an elemental and thus runs no risk of drowning, it has no swimming skills and loses much of its speed and mobility when underwater." Elemental, Air" Earth elementals are plodding, stubborn creatures made of living stone or earth. When utterly still, they resemble a heap of stone or a small hill.
 * 824061f1-d257-42c6-bedc-71d0b07f0bb9",
 * 824061f1-d257-42c6-bedc-71d0b07f0bb9",
 * 824061f1-d257-42c6-bedc-71d0b07f0bb9",
 * 2848848e-257c-4cf8-9659-f7d2a95e95ef",
 * 2848848e-257c-4cf8-9659-f7d2a95e95ef",
 * 2848848e-257c-4cf8-9659-f7d2a95e95ef",

When an earth elemental lumbers into action, its actual appearance can vary, although its statistics remain identical to other elementals of its size. Most earth elementals look like terrestrial animals made out of rock, earth, or even crystal, with glowing gemstones for eyes.

Larger earth elementals often have a stony humanoid appearance. Bits of vegetation frequently grow in the soil that makes up parts of an earth elemental's body." Elemental, Earth" Fire elementals are quick, cruel creatures of living flame. They enjoy frightening beings weaker than themselves, and terrorizing any creature they can set on fire.
 * b1943822-b6dc-4702-ac41-0ac58c81c2fc",
 * b1943822-b6dc-4702-ac41-0ac58c81c2fc",
 * b1943822-b6dc-4702-ac41-0ac58c81c2fc",
 * 4b98bc73-80d6-4130-a2e4-0ae39ced048c",
 * 4b98bc73-80d6-4130-a2e4-0ae39ced048c",
 * 4b98bc73-80d6-4130-a2e4-0ae39ced048c",

A fire elemental cannot enter water or any other nonflammable liquid. A body of water is an impassible barrier unless the fire elemental can step or jump over it or the water is covered with a flammable material (such as a layer of oil).

Fire elementals vary in appearance — they usually manifest as coiling serpentine forms made of smoke and flame, but some fire elementals take on shapes more akin to humans, demons, or other monsters in order to increase the terror of their sudden appearance. Features on a fire elemental's body are made by darker bits of flame or patches of semi-stable smoke, ash, and cinders." Elemental, Fire" Water elementals are patient, relentless creatures made of living fresh or salt water. They prefer to hide or drag their opponents into the water to gain an advantage. As with other elementals, all water elementals have their own unique shapes and appearances. Most appear as wave-like creatures with vaguely humanoid faces and smaller wave "arms" to either side. Another common form is that of any aquatic creature, such as a shark or octopus, but made entirely out of water." Elemental, Water" Elk range in great herds throughout the plains, hills, and forests of many wilderness areas. Their size, strength, and antlers allow them to contend with most of their environment's dangers, though herds generally favor flight to combat. Elk also prove exceptionally adaptable survivors, capable of living through severe weather changes without concern. Most breeds of elk stand between 3 and 5 feet tall and weigh between 350 and 550 pounds, with females far slighter than the males.
 * 7f0744a3-93b5-424f-936a-add17650cb1b",
 * 7f0744a3-93b5-424f-936a-add17650cb1b",
 * 7f0744a3-93b5-424f-936a-add17650cb1b",
 * ece23243-5e7e-429e-8e39-723162a6492b",
 * ece23243-5e7e-429e-8e39-723162a6492b",
 * ece23243-5e7e-429e-8e39-723162a6492b",
 * 21db350a-7f9b-4f58-a61f-abfd78bb895f",
 * 21db350a-7f9b-4f58-a61f-abfd78bb895f",
 * 21db350a-7f9b-4f58-a61f-abfd78bb895f",
 * 1ac0d268-5900-4c43-9a3f-b41ea44432e6",
 * 1ac0d268-5900-4c43-9a3f-b41ea44432e6",
 * 1ac0d268-5900-4c43-9a3f-b41ea44432e6",

Numerous species of elk exist. Some larger species can stand up to 6 feet tall at the shoulder. One particularly unusual species of elk, the river elk, is an excellent swimmer." Elk"
 * 4cf48c7f-58a0-4fb2-9190-c8fd3fe40d8c",
 * 4cf48c7f-58a0-4fb2-9190-c8fd3fe40d8c",
 * 4cf48c7f-58a0-4fb2-9190-c8fd3fe40d8c",
 * f368b457-b4c2-4780-b2c0-4960be579660",
 * f368b457-b4c2-4780-b2c0-4960be579660",
 * f368b457-b4c2-4780-b2c0-4960be579660",

Elves"
 * 43463a7b-dacb-4599-b4a4-a7f89524a562",
 * 43463a7b-dacb-4599-b4a4-a7f89524a562",
 * 43463a7b-dacb-4599-b4a4-a7f89524a562",
 * 1e713bba-15d5-4e26-b5b4-eaceac07d5da",
 * 1e713bba-15d5-4e26-b5b4-eaceac07d5da",
 * 1e713bba-15d5-4e26-b5b4-eaceac07d5da",

Charm
A charm spell changes how the subject views you, typically making it see you as a good friend."
 * 191b20a7-7778-438d-b45b-82ca33fa0a38",
 * 191b20a7-7778-438d-b45b-82ca33fa0a38",
 * 191b20a7-7778-438d-b45b-82ca33fa0a38",

Compulsion
A compulsion spell forces the subject to act in some manner or changes the way its mind works. Some compulsion spells determine the subject's actions or the effects on the subject, others allow you to determine the subject's actions when you cast the spell, and still, others give you ongoing control over the subject." Enchantment spells affect the minds of others, influencing or controlling their behavior.
 * efc35282-9006-4895-ac9f-f96ecd7a53cd",
 * efc35282-9006-4895-ac9f-f96ecd7a53cd",
 * efc35282-9006-4895-ac9f-f96ecd7a53cd",

All enchantments are mind-affecting spells. Two subschools of enchantment spells grant you influence over a subject creature." Enchantment" To equip an item, open your Inventory by pressing ==={bind|OpenInventory}=== and double-click on it or drag it to a suitable slot. Hover your mouse cursor over an object to see a tooltip with its description, stats, and comparison to any equipment currently in that slot." Equipment"
 * 6ded23ed-ce01-4487-95d4-6e97bc5477b3",
 * 6ded23ed-ce01-4487-95d4-6e97bc5477b3",
 * 6ded23ed-ce01-4487-95d4-6e97bc5477b3",
 * 7743be1d-f3c7-4206-91bf-62db3e7844f6",
 * 7743be1d-f3c7-4206-91bf-62db3e7844f6",
 * 7743be1d-f3c7-4206-91bf-62db3e7844f6",
 * 351cf2bc-3616-42c3-9020-6ac5ad5ff415",
 * 351cf2bc-3616-42c3-9020-6ac5ad5ff415",
 * 351cf2bc-3616-42c3-9020-6ac5ad5ff415",
 * 7dfebd64-8bd8-4125-9a42-67377a75da29",
 * 7dfebd64-8bd8-4125-9a42-67377a75da29",
 * 7dfebd64-8bd8-4125-9a42-67377a75da29",

Alignment
Lawful good\t\t

Domains
===

Favored Weapon
Longbow" Erastil" Known by many names — the Fallen, the Ash Wings, and the Furies — the devils called erinyes mock the form of the angelic hosts in their exaction of vengeance and bloody justice. Executioners, not judges,
 * f4386b52-a3a3-4d99-82ad-f089d510e530",
 * f4386b52-a3a3-4d99-82ad-f089d510e530",
 * f4386b52-a3a3-4d99-82ad-f089d510e530",
 * 12e434e7-0f3d-425f-9581-c14a8ebaeabf",
 * 12e434e7-0f3d-425f-9581-c14a8ebaeabf",
 * 12e434e7-0f3d-425f-9581-c14a8ebaeabf",

erinyes alight upon the bladed eaves of Dis, Hell's cosmopolitan second layer, ever attentive for chances to soar into battle, whether in defense of Hell, on the whims of diabolical masters, or at the impassioned summons of jilted mortal summoners. All erinyes weave deadly living ropes from their own hair, which they use in battle to lift their foes into the air, mocking and condemning their victims for their transgressions before dropping them from great heights.

Erinyes appear as darkly beautiful angels, augmenting their sensuality with deliberate bruises and scars. Yet despite their beauty, erinyes are not seducers — they lack the subtlety and patience required for such fine emotional manipulations, and instead vastly prefer to solve their problems with swift and excruciating violence. Often, an erinyes will stay her hand before attempting to slay a foe simply so she can draw out the victim's suffering. Death is usually the only way to escape an erinyes's not-so-tender attentions, and the most powerful of these devils excel at keeping their enemies alive but helpless so as to extend their torment — many going as far as to keep their victims alive with magic. Rumors hold that the most powerful erinyes torturers have skills that allow their torment to continue even after their subject has died from their attentions.

Most erinyes stand just under 6 feet tall and weigh approximately 140 pounds, even with their blackfeathered wings that stretch over 10 feet wide." Erinyes Devil" Evil Domain" Evocation spells manipulate magical energy or tap an unseen source of power to produce the desired end. In effect, an evocation draws upon magic to create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage." Evocation" A creature with the fast healing special quality regains hit points at an exceptional rate, usually 1 or more hit points per round, as given in the creature's entry. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately." Fast Healing" A feat is an ability a creature has mastered. Feats often allow creatures to circumvent rules or restrictions. Creatures receive a number of feats based on their Hit Dice, but some classes and other abilities grant bonus feats." Feat" Fighter" Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weaponcraft to hone their bodies in battle and prove their mettle in the forge of war. Lords of the battlefield, fighters are a disparate lot, training with many weapons or just one, perfecting the uses of armor, learning the fighting techniques of exotic masters, and studying the art of combat, all to shape themselves into living weapons. Far more than mere thugs, these skilled warriors reveal the true deadliness of their weapons, turning hunks of metal into arms capable of taming kingdoms, slaughtering monsters, and rousing the hearts of armies. Soldiers, knights, hunters, and artists of war, fighters are unparalleled champions, and woe to those who dare stand against them.
 * b304da29-747b-4e60-b7d9-60407c52cdfb",
 * b304da29-747b-4e60-b7d9-60407c52cdfb",
 * b304da29-747b-4e60-b7d9-60407c52cdfb",
 * fdec73af-18bc-48af-a9ee-f896b9c7c20e",
 * fdec73af-18bc-48af-a9ee-f896b9c7c20e",
 * fdec73af-18bc-48af-a9ee-f896b9c7c20e",
 * 0a318aa9-5556-499c-8eb8-2d5e4daec747",
 * 0a318aa9-5556-499c-8eb8-2d5e4daec747",
 * 0a318aa9-5556-499c-8eb8-2d5e4daec747",
 * 6fbf6695-3b84-4a82-a152-21fb1bbf3de2",
 * 6fbf6695-3b84-4a82-a152-21fb1bbf3de2",
 * 6fbf6695-3b84-4a82-a152-21fb1bbf3de2",
 * cbfd59fd-525a-4853-b3a3-5523d2db85ec",
 * cbfd59fd-525a-4853-b3a3-5523d2db85ec",
 * cbfd59fd-525a-4853-b3a3-5523d2db85ec",
 * ccae5edb-c94b-4144-9397-1b1f762a0b19",
 * ccae5edb-c94b-4144-9397-1b1f762a0b19",
 * ccae5edb-c94b-4144-9397-1b1f762a0b19",
 * 91647fb0-48ae-4251-8669-7f5ba60b10b8",
 * 91647fb0-48ae-4251-8669-7f5ba60b10b8",
 * 91647fb0-48ae-4251-8669-7f5ba60b10b8",
 * 7ded600a-3082-4876-98ff-23e9ffd7cf1f",
 * 7ded600a-3082-4876-98ff-23e9ffd7cf1f",
 * 7ded600a-3082-4876-98ff-23e9ffd7cf1f",
 * fd40a5a4-9d89-4da5-9f64-2eb8f0ac1739",
 * fd40a5a4-9d89-4da5-9f64-2eb8f0ac1739",
 * fd40a5a4-9d89-4da5-9f64-2eb8f0ac1739",
 * 8dddd911-b1a2-497f-8c4a-33021ab16a24",
 * 8dddd911-b1a2-497f-8c4a-33021ab16a24",
 * 8dddd911-b1a2-497f-8c4a-33021ab16a24",

Role
Fighters excel at combat — defeating their enemies, controlling the flow of battle, and surviving such sorties themselves. While their specific weapons and methods grant them a wide variety of tactics, few can match fighters for sheer battle prowess.

Alignment: Any

Hit Die
d10

Skill Ranks per Level: 1 + Int modifier

Fighter Proficiencies
A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Bonus Combat Feat
At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called "fighter bonus feats."

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Bravery
Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Armor Training
Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, 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. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

Advanced Armor Training
Beginning at 7th level, instead of increasing the benefits provided by armor training (reducing his armor's check penalty by 1 and increasing its maximum Dexterity bonus by 1), a fighter can choose an advanced armor training option (see Advanced Armor Training below) If the fighter does so, he still gains the ability to move at his normal speed while wearing medium armor at 3rd level, and while wearing heavy armor at 7th level.

Weapon Training
Starting at 5th level, a fighter can select one group of weapons. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from his group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Advanced Weapon Training
Beginning at 9th level, instead of selecting an additional fighter weapon group, a fighter can choose an advanced weapon training option for one fighter weapon group that he previously selected with the weapon training class feature.

Armor Mastery
At 19th level, a fighter gains Damage Reduction 5/— whenever he is wearing armor or using a shield.

Weapon Mastery
At 20th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type." Fighter" You can choose to take a –4 penalty on melee attack rolls and combat maneuver checks to gain a +2 dodge bonus to your Armor Class. If you have 3 or more ranks in Mobility you gain a +3 dodge bonus to AC when fighting defensively instead." Fighting Defensively" You can call forth fire, command creatures of the inferno, and your flesh does not burn.
 * 5dec02ed-c16f-4182-a633-2139d65fc099",
 * 5dec02ed-c16f-4182-a633-2139d65fc099",
 * 5dec02ed-c16f-4182-a633-2139d65fc099",
 * 82cebf09-8326-4814-8448-bcfc13f176e4",
 * 82cebf09-8326-4814-8448-bcfc13f176e4",
 * 82cebf09-8326-4814-8448-bcfc13f176e4",
 * 20fd5104-0b47-482b-be4b-9069b174d8fc",
 * 20fd5104-0b47-482b-be4b-9069b174d8fc",
 * 20fd5104-0b47-482b-be4b-9069b174d8fc",
 * 51d1f04b-4221-42f9-86c6-f3e0639bfb73",
 * 51d1f04b-4221-42f9-86c6-f3e0639bfb73",
 * 51d1f04b-4221-42f9-86c6-f3e0639bfb73",

Fire Bolt
As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Fire Resistance
At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire." Fire Domain" When making an attack, you get a +2 flanking bonus if your opponent is threatened by at least two enemies in melee." Flanking" Sometimes you can't use your Dexterity bonus (if you have one). If you can't react to a blow, you can't use your Dexterity bonus to AC. If you don't have a Dexterity bonus, your AC does not change." Flat Footed AC" A hardy plant that grows in areas with poor soil but abundant animal life, this dangerous predator is an immense version of its more common (and much smaller) kin. Whereas the smaller flytraps supplement their growth by catching insects, the giant flytrap does the same with animals, humanoids, and anything else foolish enough to draw too near. Local legends call this plant names like "mancatcher," "snapperjaw plant," "dragonleaf plant," "cowbiter," and "green gulper," but adventurers know it simply as the giant flytrap.
 * 57c48c9d-f279-4158-a1db-e6fe878e8c65",
 * 57c48c9d-f279-4158-a1db-e6fe878e8c65",
 * 57c48c9d-f279-4158-a1db-e6fe878e8c65",
 * d27dceec-0d14-4da6-a8c1-823d1e154308",
 * d27dceec-0d14-4da6-a8c1-823d1e154308",
 * d27dceec-0d14-4da6-a8c1-823d1e154308",
 * f043e2be-a6cf-47ac-9b3e-82289adfd90a",
 * f043e2be-a6cf-47ac-9b3e-82289adfd90a",
 * f043e2be-a6cf-47ac-9b3e-82289adfd90a",
 * 57b6e608-7828-4f63-81c3-ddf467790ea5",
 * 57b6e608-7828-4f63-81c3-ddf467790ea5",
 * 57b6e608-7828-4f63-81c3-ddf467790ea5",
 * ca80fa63-461d-4d74-a333-08942271cdfa",
 * ca80fa63-461d-4d74-a333-08942271cdfa",
 * ca80fa63-461d-4d74-a333-08942271cdfa",
 * b143a7c8-9d9a-416a-bec8-b60ac2b01ce7",
 * b143a7c8-9d9a-416a-bec8-b60ac2b01ce7",
 * b143a7c8-9d9a-416a-bec8-b60ac2b01ce7",

As the giant flytrap's prey are generally much smarter than insects, this huge plant has evolved into a much more aggressive hunter than its smaller brethren. It can lumber slowly along the ground, using its writhing roots like tentacles to relocate to more populous hunting grounds, and is quite canny at blending in with the surrounding foliage. A giant flytrap's jaws and stalks are swift-moving — it reaches out and snaps at passersby with lightning speed. The plant itself even has a modicum of intelligence, and is capable of limited tactical choices, such as knowing when to break off an attack against a powerful foe. While most giant flytraps have four sets of jaws, some can have as few as one, and others eight or more.

A giant flytrap's stalks are 20 feet long, but generally sprawl relatively close to the central mass — a set of full-grown f lytrap jaws is 7 feet across. A giant flytrap weighs 9,000 pounds. This towering plant is a mass of vines and barbs. Several stalks are horribly mobile, each ending in a set of green, toothy jaws." Flytrap, Giant" A good group formation is half of the victory. The formation system helps to hold the line in combat. By clicking this button, you can select one of the standard formations, for example, triangle formation, or you can create your own." Formations" Free actions consume a very small amount of time and effort. You can perform one or more free actions while taking another action normally.
 * 0e5c7cee-4f6d-4933-be3d-2c4b0de66f0b",
 * 0e5c7cee-4f6d-4933-be3d-2c4b0de66f0b",
 * 0e5c7cee-4f6d-4933-be3d-2c4b0de66f0b",
 * f31f8103-dc6f-4931-874c-a8b41932c439",
 * f31f8103-dc6f-4931-874c-a8b41932c439",
 * f31f8103-dc6f-4931-874c-a8b41932c439",
 * 93156ccc-9835-4569-bf23-ea0a2c0faab4",
 * 93156ccc-9835-4569-bf23-ea0a2c0faab4",
 * 93156ccc-9835-4569-bf23-ea0a2c0faab4",
 * 102eb124-5bbd-4e01-9db2-a3935a0b9fe6",
 * 102eb124-5bbd-4e01-9db2-a3935a0b9fe6",
 * 102eb124-5bbd-4e01-9db2-a3935a0b9fe6",

Some combat options are free actions meant to be combined with an attack. Often, these are feats with specific limitations defined within the feat." Free Action" These creatures look like normal frogs, with moist, mottled, blackish-green skin, but grown to truly monstrous size. Giant frogs have razor-sharp teeth lining their mouths. They are 6 feet long and weigh 200 pounds." Frog, Giant" A frost giant's hair can be light blue or dirty yellow, and its eyes usually match its hair color. Frost giants dress in skins and pelts, along with any jewelry they own. Frost giant warriors also don chain shirts and metal helmets decorated with horns or feathers. An adult male stands about 15 feet tall and weighs approximately 2,800 pounds. Females are slightly shorter and lighter, but otherwise identical to males. Frost giants can live to be 250 years old.
 * 5f7cbc80-b927-4ef1-9bc4-892719c6e33d",
 * 5f7cbc80-b927-4ef1-9bc4-892719c6e33d",
 * 5f7cbc80-b927-4ef1-9bc4-892719c6e33d",
 * 613247dc-d2ce-46fa-8ccd-82d2e466017f",
 * 613247dc-d2ce-46fa-8ccd-82d2e466017f",
 * 613247dc-d2ce-46fa-8ccd-82d2e466017f",
 * 9afee245-bb01-472a-91f0-a9dd61526477",
 * 9afee245-bb01-472a-91f0-a9dd61526477",
 * 9afee245-bb01-472a-91f0-a9dd61526477",
 * 4bc1c9b6-6696-4caa-b7a1-4590ca8b789b",
 * 4bc1c9b6-6696-4caa-b7a1-4590ca8b789b",
 * 4bc1c9b6-6696-4caa-b7a1-4590ca8b789b",

Frost giants are among the most feared giants, as their wanton destruction, battle lust, and fearless demeanor push them to ever-increasing displays of brutality. Frost giants usually start combat at a distance, throwing rocks until they run out of ammunition or the opponent closes, then wading in with their enormous greataxes. A favorite tactic is to lay an ambush by hiding buried in the snow at the top of an icy or snowy slope, where opponents will have difficulty reaching them, and then starting an avalanche before leaping into battle. Frost giants can hide well in snowy environments and are masters of stealth in their domain.

Frost giants survive on hunting and raiding alone, as they live in desolate, frigid environments. Frost giant groups are split almost evenly between those that live in makeshift settlements or abandoned castles and those that roam the frozen north as nomads in search of spoils and provisions. Frost giant leaders call themselves jarls and demand absolute obedience from their followers. At any time a jarl may be challenged by combat for leadership of the tribe. These challenges typically result in the death of one of the combatants. A single jarl can often count a dozen or more smaller frost giant tribes as part of his extended tribe. In such a situation, the leaders of the lesser tribes are known simply as chieftains or warlords.

Frost giants love to take captives, and use them for food as well as slaves and commodities. Every group of frost giants typically has 1–2 humanoid slaves shackled to a slave handler — usually the meanest and cruelest non-jarl in the group. They are also quite fond of monstrous pets — white dragons and winter wolves are popular choices, but remorhazes, yetis, and even linnorms can be found dwelling in a frost giant lair." Frost Giant" A full-round action consumes all your effort during a round. You can also perform free actions and a swift action.
 * 4700e2ee-3606-45cf-ab9e-1dc5a6b79df7",
 * 4700e2ee-3606-45cf-ab9e-1dc5a6b79df7",
 * 4700e2ee-3606-45cf-ab9e-1dc5a6b79df7",
 * 29898604-6459-4e93-a9e6-0e3a19e9f202",
 * 29898604-6459-4e93-a9e6-0e3a19e9f202",
 * 29898604-6459-4e93-a9e6-0e3a19e9f202",

Some full-round actions can be taken as standard actions, but only in situations when you are limited to performing only a standard action during your round. The descriptions of specific actions detail which actions allow this option.

A few combat options are full-round actions or modify specific full-round actions. These options can't be combined with attack actions or other standard actions, but can be used with options that take the place of a melee attack." Full-Round Action" Gargoyles often appear to be winged stone statues, for they can perch indefinitely without moving, allowing them to surprise their foes.
 * 4f532b96-e225-4b2e-b40c-7f9495b6fada",
 * 4f532b96-e225-4b2e-b40c-7f9495b6fada",
 * 4f532b96-e225-4b2e-b40c-7f9495b6fada",
 * e0999f8b-09e0-4e4a-ae15-edcd28ece6f6",
 * e0999f8b-09e0-4e4a-ae15-edcd28ece6f6",
 * e0999f8b-09e0-4e4a-ae15-edcd28ece6f6",

Gargoyles tend toward obsessive-compulsive behaviors that are as varied as their kind is plentiful. Books, stolen trinkets, weapons, and grisly trophies harvested from fallen foes are just a few examples of the types of things a gargoyle might collect to decorate its lair and territory. Gargoyles tend toward a solitary lifestyle, though they sometimes form fearsome groups called "wings" for protection and sport. In certain conditions, a tribe of gargoyles might even ally with other creatures, but even the most stable alliances with a gargoyle tribe can collapse for the smallest of reasons — gargoyles are nothing if not treacherous, petty, and vindictive.

Gargoyles have been known to dwell in the heart of the largest of cities, crouching amid the decorations of stone cathedrals and buildings where they hide in plain sight. Seemingly carved from a dark gray stone, this sinister crouching humanoid resembles a horned, winged demon." Gargoyle" When a soul is not allowed to rest due to some great injustice, either real or perceived, it sometimes comes back as a ghost. Such beings are in eternal anguish, lacking in substance and unable to set things right. Although ghosts can be any alignment, the majority cling to the living world out of a powerful sense of rage and hatred, and as a result are chaotic evil — even the ghost of a good or lawful creature can become hateful and cruel in its afterlife.
 * 2ebcf659-dd49-4e05-b93f-4c2d0bb22f1c",
 * 2ebcf659-dd49-4e05-b93f-4c2d0bb22f1c",
 * 2ebcf659-dd49-4e05-b93f-4c2d0bb22f1c",
 * 4284ff3c-0373-4f9a-84d0-3c23966ba6d5",
 * 4284ff3c-0373-4f9a-84d0-3c23966ba6d5",
 * 4284ff3c-0373-4f9a-84d0-3c23966ba6d5",

When a ghost is created, it retains incorporeal "copies" of any items that it particularly valued in life (provided the originals are not in another creature's possession). The equipment works normally for the ghost but passes harmlessly through material objects or creatures. A weapon of +1 or better magical enhancement, however, can harm material creatures, but any such attack deals only half as much damage (50%) unless it is a ghost touch weapon. A ghost can use shields or armor only if they have the ghost touch quality. The original items remain behind, just as the ghost's physical remains do. If another creature seizes the original, the incorporeal copy fades away. This loss invariably angers the ghost, who stops at nothing to return the item to its original resting place (and thus regain the item's use)." Ghost" Glory Domain" Adventurers"
 * fafef5ca-29ed-42a8-b133-2c53152ac499",
 * fafef5ca-29ed-42a8-b133-2c53152ac499",
 * fafef5ca-29ed-42a8-b133-2c53152ac499",
 * 149964fc-a4ca-4967-beb6-281e8184446b",
 * 149964fc-a4ca-4967-beb6-281e8184446b",
 * 149964fc-a4ca-4967-beb6-281e8184446b",
 * 97d60242-1baf-48ee-9dd4-e41fd2617fab",
 * 97d60242-1baf-48ee-9dd4-e41fd2617fab",
 * 97d60242-1baf-48ee-9dd4-e41fd2617fab",
 * b177aade-2c74-4afc-98cc-e22f246f3f7d",
 * b177aade-2c74-4afc-98cc-e22f246f3f7d",
 * b177aade-2c74-4afc-98cc-e22f246f3f7d",

Physical Description
Gnomes are one of the smallest of the common races, generally standing just over 3 feet in height. Despite their small frames, however, gnomes are extremely resilient, and not as weak as many of their foes assume. Though their diminutive stature reduces their ability to move quickly, gnomes often train to take advantage of their size, especially when fighting foes much larger than themselves.

The coloration of gnomes varies so wildly that many outsiders assume gnomes commonly use dyes and illusions to change their skin and hair tones. While gnomes are certainly not above cosmetic enhancement (and may wish to change their appearance just to see how outlandish they can look), their natural hues truly range over a rainbow of coloration. Their hair tends toward vibrant colors such as the fiery orange of autumn leaves, the verdant green of forests at springtime, or the deep reds and purples of wildflowers in bloom. Similarly, their flesh tones range from earthy browns to floral pinks, and gnomes with black, pastel blue, or even green skin are not unknown. Gnomes' coloration has little regard for heredity, with the color of a gnome's parents and other kin having no apparent bearing on the gnome's appearance.

Gnomes possess highly mutable facial characteristics, and their proportions often don't match the norm of other humanoid races. Many have overly large mouths and eyes, an effect which can be both disturbing and stunning, depending on the individual. Others may have extremely small features spread over an otherwise blank expanse of face, or may mix shockingly large eyes with a tiny, pursed mouth and a pert button of a nose. Gnomes rarely take pride in or show embarrassment about their features, but members of other races often fixate on a gnome's most prominent feature and attempt to use it as the focus of insults or endearments.

Society
Unlike most races, gnomes do not generally organize themselves within classic societal structures. Gnome cities are unusual and gnome kingdoms almost unknown. Further, gnomes have no particular tendency to gather in specific neighborhoods even when a large number of them live among other races. While specific laws meant to contain the potential impact of gnomes on a society may require a "gnome quarter," and societal pressure sometimes causes all non-gnomes to move away from areas with high gnome populations, left to their own devices, gnomes tend to spread evenly throughout communities that allow them.

However, even when gnomes are common within a community as a group, individual gnomes tend to be always on the move. Whimsical creatures at heart, they typically travel alone or with temporary companions, ever seeking new and more exciting experiences. They rarely form enduring relationships among themselves or with members of other races, instead pursuing crafts, professions, or collections with a passion that borders on zealotry. If a gnome does settle in an area or stay with a group for a longer period, it is almost always the result of some benefit that area gives to a vocation or obsession to which the gnome had dedicated himself.

Despite their extremely varied backgrounds and lack of a unifying homeland, gnomes do possess some common cultural traits. Male gnomes have a strange fondness for unusual hats and headgear, often wearing the most expensive and ostentatious head-covering they can afford (and that their chosen careers will allow them to wear without causing problems). Females rarely cover their heads, but proudly wear elaborate and eccentric hairstyles that often include intricate jeweled combs and headpieces.

Relations
Gnomes have difficulty interacting with the other races, on both emotional and physical levels. In many ways, the very fact other races see gnomes as odd is itself the thing gnomes find most odd about other races, and this leads to a strong lack of common ground upon which understanding, and relationships can be built. When two gnomes encounter one another, they generally assume some mutually beneficial arrangement can be reached, no matter how different their beliefs and traditions may be. Even if this turns out not to be the case, the gnomes continue to look for commonalities in their dealings with each other. The inability or unwillingness of members of other races to make the same effort when dealing with gnomes is both frustrating and confusing to most gnomes.

In many ways, it is gnomes' strong connection to a wide range of apparently unconnected ideas that makes it difficult for other races to build relationships with them. Gnome humor, for example, is often focused on physical pranks, nonsensical rhyming nicknames, and efforts to convince others of outrageous lies that strain all credibility. Gnomes find such efforts hysterically funny, but their pranks often come across as malicious or senseless to other races, while gnomes, in turn, tend to think of the taller races as dull and lumbering giants.

Gnomes get along reasonably well with halflings and humans, who at least have some traditions of bizarre, gnomelike humor. Gnomes generally feel dwarves and half-orcs need to lighten up, and attempt to bring levity into their lives with tricks, jokes, and outrageous tales the more dour races simply cannot see the sense of. Gnomes respect elves, but often grow frustrated with the slow pace at which members of the long-lived race make decisions. To gnomes, action is always better than inaction, and many gnomes carry several highly involved projects with them at all times to keep themselves entertained during rest periods.

Alignment and Religion
Although gnomes are impulsive tricksters, with sometimes inscrutable motives and equally confusing methods, their hearts are generally in the right place. What may seem a malicious act to a non-gnome is more likely an effort to introduce new acquaintances to new experiences, however unpleasant the experiences may be. Gnomes are prone to powerful fits of emotion, and find themselves most at peace within the natural world.

Adventurers
Gnomes' propensity for wanderlust, deep curiosity, and desire to master odd or esoteric skills and languages make them natural adventurers. They often become wanderers to experience new aspects of life, for nothing is as novel as the uncounted dangers facing adventurers. Many gnomes see adventuring as the only worthwhile purpose in life, and seek out adventures for no other motive than to experience them. Other gnomes desire to find some lost lore or material that has ties to their chosen vocation and believe only dragon hoards and ancient ruins can contain the lore they need, which can result in gnomes who think of themselves as bakers or weavers being just as accomplished adventurers as those who declare themselves to be mages or scouts.

Gnomes are physically weak compared to many races, and see this as a simple fact of life to be planned for accordingly. Most adventuring gnomes make up for their weakness with a proclivity for sorcery or bardic music, while others turn to alchemy or exotic weapons to grant them an edge in conflicts.

Standard Racial Traits
Ability Score Racial Traits: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, –2 Strength===.

Slow Speed
Gnomes have a base speed of 20 feet.

Small
Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Defensive Training
Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.

Illusion Resistance
Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.

Keen Senses
Gnomes receive a +2 racial bonus on Perception checks.

Low-Light Vision
Gnomes can see twice as far as humans in conditions of dim light.

Hatred
Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes." Gnomes" Adventurers" Relations"
 * a19e7c30-e3f6-4f66-82e8-9fe2aff6a482",
 * a19e7c30-e3f6-4f66-82e8-9fe2aff6a482",
 * a19e7c30-e3f6-4f66-82e8-9fe2aff6a482",
 * 9beb48b1-b5e4-4c54-90f6-cfd6889cbd2f",
 * 9beb48b1-b5e4-4c54-90f6-cfd6889cbd2f",
 * 9beb48b1-b5e4-4c54-90f6-cfd6889cbd2f",
 * ee48f9cf-410f-4f95-8d0b-ff00e659bb6c",
 * ee48f9cf-410f-4f95-8d0b-ff00e659bb6c",
 * ee48f9cf-410f-4f95-8d0b-ff00e659bb6c",
 * c77df1c8-b44d-40a9-947b-3ed4a35e60fc",
 * c77df1c8-b44d-40a9-947b-3ed4a35e60fc",
 * c77df1c8-b44d-40a9-947b-3ed4a35e60fc",

Physical Description
Goblins are short, ugly humanoids that stand just over 3 feet tall. Their scrawny bodies are topped with over-sized and usually hairless heads with massive ears and beady red or occasionally yellow eyes. Goblins' skin tone varies based on the surrounding environment; common skin tones include green, gray, and blue, though black and even pale white goblins have been sighted. Their voracious appetites are served well by their huge mouths filled with jagged teeth.

Society
Violent but fecund, goblins exist in primitive tribal structures with constant shifts in power. Rarely able to sustain their own needs through farming or hunting and gathering, goblin tribes live where food is abundant or near places that they can steal it from. Since they are incapable of building significant fortifications and have been driven out of most easily accessible locations, goblins tend to live in unpleasant and remote locations, and their poor building and planning skills ensure that they dwell primarily in crude caves, ramshackle villages, and abandoned structures. Few goblins are good with tools or skilled at farming, and the rare items of any value that they possess are usually cast-off implements from humans or other civilized cultures. Goblins' appetites and poor planning lead to small tribes dominated by the strongest warriors. Even the hardiest goblin leaders quickly find out that their survival depends on conducting frequent raids to secure sources of food and kill off the more aggressive youth of the tribe. Both goblin men and women are ugly and vicious, and both sexes are just as likely to rise to positions of power in a tribe. Goblin babies are almost completely self-sufficient not long after birth, and such infants are treated almost like pets. Many tribes raise their children communally in cages or pens where adults can largely ignore them. Mortality is high among young goblins, and when the adults fail to feed them or food runs low, youths learn at an early age that cannibalism is sometimes the best means of survival in a goblin tribe.

Relations
Goblins tend to view other beings as sources of food, which makes for poor relations with most civilized races. Goblins often survive on the fringes of human civilization, preying on weak or lost travelers and occasionally raiding small settlements to fuel their voracious appetites. They have a special animosity toward gnomes, and celebrate the capturing or killing of such victims with a feast. Of the most common races, half-orcs are the most tolerant of goblins, sharing a similar ancestry and experiencing the same hatred within many societies. Goblins are mostly unaware of half-orcs‘ sympathy, however, and avoid them because they are larger, meaner, and less flavorful than other humanoids.

Alignment and Religion
Goblins are greedy, capricious, and destructive by nature, and thus most are neutral or chaotic evil.

Adventurers
Goblin adventurers are usually curious and inclined to explore the world, though they are often killed off by their own foolish misdeeds or hunted down for their random acts of destruction. Their pernicious nature makes interacting with civilized races almost impossible, so goblins tend to adventure on the fringes of civilization or in the wilds. Adventurous individuals who survive long enough often ride goblin dogs or other exotic mounts, and focus on archery to avoid close confrontation with larger enemies. goblin spellcasters prefer fire magic and bombs over almost all other methods of spreading mayhem.

Standard Racial Traits
Ability Score Racial Traits: Goblins are fast but weak and unpleasant to be around. They gain +4 Dexterity, –2 Strength, and –2 Charisma.

Type: Goblins are humanoids with the goblinoid subtype.

Size: Goblins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Base Speed
Goblins are fast for their size, and have a base speed of 30 feet.

Skilled
Goblins gain a +4 racial bonus Stealth checks.

Fast Movement
Goblins gain a +10 foot bonus to their base speed (this is already added to their Base Speed above.)

Darkvision
Goblins see perfectly in the dark up to 60 feet." Goblins" Goblins prefer to dwell in caves, amid large and dense thickets of thistles and brambles, or in structures built and then abandoned by others. Very few goblins have the drive to build structures of their own. Coastlines are favored, as goblins are quite fond of sifting through junk and f lotsam in an unending quest to find treasures among the refuse of more civilized races.
 * b5522946-8566-4a0a-96d7-0a2378e4d95c",
 * b5522946-8566-4a0a-96d7-0a2378e4d95c",
 * b5522946-8566-4a0a-96d7-0a2378e4d95c",
 * 4528ad33-c6f3-436b-8fa6-010d2cd75c43",
 * 4528ad33-c6f3-436b-8fa6-010d2cd75c43",
 * 4528ad33-c6f3-436b-8fa6-010d2cd75c43",

Goblin hatred runs deep, and few things inspire their wrath more than gnomes (who have long fought against goblins), horses (who frighten goblins tremendously), and regular dogs (whom goblins regard as pale imitations of goblin dogs).

Goblins are also quite superstitious, and treat magic with a fawning mixture of awe and fear. They have the habit of ascribing magic to the mundane as well, with fire and writing both taking on mystical power in goblin society. Fire is much loved by goblins for its capacity to wreak great destruction and because it doesn't require size or strength to wield, but written words are hated. Goblins believe that writing steals words out of your head, and as a result of this belief, goblins are universally illiterate.

Goblins are voracious and can eat their body weight in food daily without growing fat. Goblin lairs always have numerous storerooms and larders. While they prefer human and gnome flesh, a goblin won't turn down any food—except, perhaps, vegetables." Goblin" Made using one of the hardest and most precious substances, the adamantine golem is a deadly work of art. It can crush the life from foes that dare to get in its way and is nearly impossible to permanently destroy. The vast amount of adamantine required to build even one of these destructive golems is so significant that most worlds do not have enough resources, forcing the creator to travel to the Plane of Earth or remote Outer Planes simply to gather the raw materials needed to build the golem's body." Golem, Adamantine" Implacable automatons of elemental fire and extraplanar brass, brass golems stand sentinel over the palaces, treasuries, and harems of their creators. Brass golems are 24 feet tall and weigh 18,000 pounds." Golem, Brass" Clay golems are a type of golem created from soft clay, usually by powerful divine spellcasters. They can wear filthy rags and crude jewelry, or no clothes at all. Their faces are only vaguely humanoid. A clay golem stands over 8 feet tall and weighs 600 pounds." Golem, Clay" Gold golems are extravagant constructs, crafted at great expense at the command of the rich and powerful. They're most often used to guard palaces and family vaults, but are rarely placed in areas that are hidden away from casual observation. Many of those who expend the funds to create a gold golem aren't the type to hide the conspicuous display of their wealth from their visitors. A gold golem is humanoid in appearance, standing 10 feet tall and weighing 4,500 pounds." Golem, Gold" An iron golem has a humanoid body made from iron. It can be sculpted into any shape its creator desires, but it almost always displays armor of some sort, from simple and utilitarian to ceremonial and ornate. Its features are much smoother than those of a stone golem. Iron golems sometimes carry a weapon in one hand, though they rarely use these, relying instead on their slam attacks. An iron golem is 12 feet tall and weighs about 5,000 pounds. An iron golem cannot speak or make any vocal noise, nor does it have any distinguishable odor.
 * ac0d0f0e-2a7d-4c05-addc-b654029c9c7b",
 * ac0d0f0e-2a7d-4c05-addc-b654029c9c7b",
 * ac0d0f0e-2a7d-4c05-addc-b654029c9c7b",
 * 3940f5b3-0221-4b41-89d1-e42ec8e07860",
 * 3940f5b3-0221-4b41-89d1-e42ec8e07860",
 * 3940f5b3-0221-4b41-89d1-e42ec8e07860",
 * d50139bf-00a8-4c42-8966-b59194af8066",
 * d50139bf-00a8-4c42-8966-b59194af8066",
 * d50139bf-00a8-4c42-8966-b59194af8066",
 * 585896df-42ba-4ef6-a1a2-08af0917c46a",
 * 585896df-42ba-4ef6-a1a2-08af0917c46a",
 * 585896df-42ba-4ef6-a1a2-08af0917c46a",
 * 0c42ff0d-33a5-41b2-b0bc-4a2cd930eae1",
 * 0c42ff0d-33a5-41b2-b0bc-4a2cd930eae1",
 * 0c42ff0d-33a5-41b2-b0bc-4a2cd930eae1",
 * 0233ce89-98ca-4b34-becd-76d56dbae949",
 * 0233ce89-98ca-4b34-becd-76d56dbae949",
 * 0233ce89-98ca-4b34-becd-76d56dbae949",
 * 3fd771f3-794f-4081-8fcf-85bf3921a323",
 * 3fd771f3-794f-4081-8fcf-85bf3921a323",
 * 3fd771f3-794f-4081-8fcf-85bf3921a323",
 * eb1f874c-1605-452e-9bca-a9eaa3505f64",
 * eb1f874c-1605-452e-9bca-a9eaa3505f64",
 * eb1f874c-1605-452e-9bca-a9eaa3505f64",
 * d6a8c0ed-9a66-4cf2-a18a-909b66099cc4",
 * d6a8c0ed-9a66-4cf2-a18a-909b66099cc4",
 * d6a8c0ed-9a66-4cf2-a18a-909b66099cc4",
 * 8314d88e-0408-494e-9597-54d68b75ba88",
 * 8314d88e-0408-494e-9597-54d68b75ba88",
 * 8314d88e-0408-494e-9597-54d68b75ba88",

Although the practice has fallen out of favor in modern times, the ancients of certain powerful civilizations once took great pride in crafting iron golems of tremendous size and strength. These golems, which are never smaller than Huge, still exist in remote parts of the world, mindlessly following the orders of a long dead empire." Golem, Iron" A stone golem has a humanoid body made from stone, frequently stylized to suit its creator. For example, it might look like it is wearing armor, with a particular symbol carved on the breastplate, or have designs worked into the stone of its limbs. Its head is often carved to resemble a helmet or the head of some beast. While it may be sculpted to carry a stone shield or stone weapon such as a sword, these aesthetic choices do not affect its combat abilities.
 * 17c57056-c622-4219-9a6c-b738b2092f04",
 * 17c57056-c622-4219-9a6c-b738b2092f04",
 * 17c57056-c622-4219-9a6c-b738b2092f04",
 * 1140de16-d261-4be4-9d5f-be13c9204266",
 * 1140de16-d261-4be4-9d5f-be13c9204266",
 * 1140de16-d261-4be4-9d5f-be13c9204266",

Like most golems, a stone golem cannot speak and makes no sound other than the grinding of stone against stone when it moves. A stone golem is 9 feet tall and weighs around 2,000 pounds." Golem, Stone" You have pledged your life and soul to goodness and purity.
 * 04917c1a-0010-4230-ab2e-fc074b4ce026",
 * 04917c1a-0010-4230-ab2e-fc074b4ce026",
 * 04917c1a-0010-4230-ab2e-fc074b4ce026",
 * e971f638-da8e-476a-98fa-291a57e9d4df",
 * e971f638-da8e-476a-98fa-291a57e9d4df",
 * e971f638-da8e-476a-98fa-291a57e9d4df",

Touch of Good
You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Holy Lance
At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th." Good Domain" Said to have been born from the first battles between humans and orcs, Gorum appears as a suit of spiked plate armor with blazing red eyes. Though claimed by half-orcs, humans, and orcs as one of their own, the god cares nothing for these divisions except insofar as they relate to battle and strife. He believes in strength and power, the verdict of the sword, and the music of clashing iron. He does not favor good or evil, and the only right he confers upon mortals is the right to fight for their next breath. As long as people struggle against themselves and each other, Gorum's teachings live on. The greatest moments in a Gorumite's life are those spent locked in close combat, with every moment threatening annihilation — all else is dull and dreary.
 * 9f2a9225-816a-4e8b-b4ac-09958e118443",
 * 9f2a9225-816a-4e8b-b4ac-09958e118443",
 * 9f2a9225-816a-4e8b-b4ac-09958e118443",
 * afb10c00-73e1-4d84-97df-11c36c0624d7",
 * afb10c00-73e1-4d84-97df-11c36c0624d7",
 * afb10c00-73e1-4d84-97df-11c36c0624d7",

When the dwarves drove the orcs upward out of the Darklands and onto the surface world in their legendary Quest for Sky, the savage hordes fought with primitive human tribes that were all that remained of the broken human empires. In an era of conflict and bloodshed, new pains and passions unknown in all the centuries before broke forth in mortal souls and carved themselves in broken flesh. Before this conflict, his name was not known, but as human clashed with orc, Gorum rose into prominence as the divine personification of horrible, exhilarating war. Wherever was has risen throughout the world ever since, Gorum has been there to inspire mortals to greatness on the battlefield. Under his iron gaze, the worthy find glory — and those who fall are forgotten.

Gorum's priests believe that if the world ever became free of war, his spirit would abandon Golarion in disgust, but he would eagerly return should mortals ever take up arms again. Despite advances in magic, technology, and the tools of war, Our Lord in Iron is remarkably constant, for his focus is on battle itself, not the reasons for it or the types of weapons used. Whether a battle is between orcs and humans, goblins and dwarves, or elves and creatures from beyond the stars, Gorum is there to glory in the vital energy of conflict.

Gorum's entire focus is on battle and the crucible of struggle. He understands the need for archery, siege weapons, and stealth, but nothing satisfies him more than face-to-face melee combat in which sweat, blood, and fear fog the air. While Torag represents the tactical side of war, and Sarenrae its necessity as a last resort when evil cannot be stopped in any other way, Gorum is the excitement, battle-lust, and brutality of combat. He is indifferent to whether his followers are knights in plate mail, goblins wielding dogslicers, or children armed with table knives — anyone willing to put up a fight, no matter how pathetic or pointless, is worth swinging at. He does not condone the wild slaughter of innocents and invalids, for such acts are the parlance of murderers and butchers, not of warriors. Likewise, he can be merciful, giving quarter to those who surrender, but he is quick to slay any who pretend to submit in the hope of striking while the superior opponent is unaware, and those who refuse to fight at all are barely worth a scornful beheading.

It is more pleasing to Gorum to see a soldier fight a score of battles in his lifetime than die in the first, and if compromises or truces mean warriors live on to fight again, he supports diplomacy over seeing every soldier fight to a pointless death, but he doesn't care for negotiations and quickly loses interest when tempers cool and blades are sheathed. Battles of words and wits tire him, not because he lacks the intellect for them, but because he finds them as pointless and unsatisfying as crushing ants — true challenges are those where lives are on the line and a moment's hesitation can mean blood and pain. As good and evil have little meaning for him, he may fight demons one day and noble dragons another, just to challenge himself and test his own mettle. Among other deities, Gorum is seen as warrior with few equals, but prone to rage and destruction when he grows bored.

Artistic depictions of Gorum are uncommon, as his followers prefer mighty deeds and boastful words to quieter, more permanent works of art. Of the depictions that are created, however, his image, shape, or shadow is often drawn in blood or hammered together out of scraps of metal. A few temples with forges have molds for casting weapons, and the spillover channels in the molds lead to hand-sized receptacles shaped like spiked, armored men with Gorum's symbol on their chests. These heavy, inadvertently created icons of the faith are used both as holy symbols and for focusing group prayers before battle.

Gorum shows his favor through iron armor or weapons that gleam or leak blood when touched. Certain legendary warriors are known for leaving a trail of blood and gore behind them even when not in battle, and sometimes a favored, lone warrior outnumbered by a superior force manages to survive because his enemies slip on the blood-slick bodies of the dead. Gorum's anger most often manifests in sudden patches of rust that appear to completely ruin a valued weapon or piece of armor, and he has been known to punish a cowardly warrior by causing his armor to fall apart into a pile of rusty scraps just as enemies converge on him. His holy symbol is a mountaintop with an enormous sword jutting from it.

Alignment
Chaotic neutral

Cleric Alignment
CG, N, CN, CE

Domains
Chaos, Destruction, Glory, Strength, War

Favored Weapon
Greatsword" Gorum" Gozreh is timeless. Born when the first breeze caressed the ocean, she is ever changing, tempestuous, and unpredictable, yet also prone to periods of constancy, stillness, and routine. He is the storm cloud chased by clear skies, the spring warmth that follows winter, and the fair winds that carry seagoing ships. She is the great wave that capsizes those ships, the gentle current that deposits sailors on safe shores, and the rising and falling tides. Those who ply the waters or rely upon the rains know this better than most, and are sure to placate Gozreh and honor him when the wind and waves are favorable.
 * 29118fad-4757-438e-8777-21c8b9ac94ad",
 * 29118fad-4757-438e-8777-21c8b9ac94ad",
 * 29118fad-4757-438e-8777-21c8b9ac94ad",
 * 36786e34-a037-4428-839a-a1e3fef0c79f",
 * 36786e34-a037-4428-839a-a1e3fef0c79f",
 * 36786e34-a037-4428-839a-a1e3fef0c79f",

Gozreh has two aspects, equally depicted in art and sculpture. When at sea or over water, Gozreh is a woman with wild, flowing green hair, whose body transforms into endless waves. In the sky and over land, Gozreh appears as an aged man with a long white beard, emerging from a mighty storm cloud. Gozreh is moody and brooding, able to spend weeks in a glowering quiet only to explode in a fury of water, wind, and lightning. He is an elemental force, not fettered by the work of mortals; he may turn aside his wrath when appeased with gifts and flattering words, or he may ignore mortal cries entirely. Many cargo ships throw a crate or two overboard in the deep ocean to satisfy her, so that she does not take more by force. He is the amoral side of nature, that which brings life and takes it unexpectedly. Gozreh represents both female and male facets of life, unconstrained by civilization's notions of masculinity and femininity. Grandmother, grandfather, brother, sister, eternal and ever changing, the Wind and the Waves echo and shape the countless living things on Golarion.

Gozreh refers to himself or herself as "I" or "We" interchangeably. He loves to race the wind, tearing clouds in two with his passing, or sculpting them into islands and palaces for his pleasure. She hides under the waves and plummets to the crushing depths of the ocean, chasing whales and building grottoes visible only by the light of the glowing creatures that live there. He hates those who defile the sky with smoke, taint the waters with mortal filth, or abuse the bounties of land and sea. Her official church is small, but her lay worshipers are countless. He particularly likes seabirds, flying fish, and frogs, both as living specimens and as sacrificial offerings. He is known to watch the world through the eyes of beasts, whether on the wing or under the sea, flitting from the body of a solitary bear to the countless beating hearts of a flock of starlings. He senses the day and night through green plants and pale fungi, drinking deeply through the roots of the mighty oak or clinging to a stone as the tiniest moss or lichen.

Gozreh's interests lie entirely in the realm of weather and living things. He has little interest in earth except in the form of soil or as a foundation for living works. She cares naught for fire save for how flame and ash provide opportunities for new life to grow in their wake. These materials are not taboo to her faithful, just inconsequential. Likewise, he accepts that some creatures must die so that others may survive and still others be born, but the mystical aspects of death and its cycles do not concern him — he leaves these things to entities such as Pharasma. Like nature itself, Gozreh can be cruel and indifferent, allowing a storm to ravage the land or sink a dozen ships, or a plague to wipe out an entire herd of animals or even whole settlements. Yet she also pushes trading ships across the world, multiplies animals in springtime, and brings gentle rain to thirsty fields. His way is a way beyond morals and ethics — as long as life survives in some form, and water and weather support it and keep the world itself dynamic, Gozreh is satisfied. Though her priests and priestesses may have personal ideas about which creatures should live and which should not, or visions of what Gozreh wants protected or destroyed, they accept that their beliefs are just one facet of their deity's infinite perceptions.

The Wind and the Waves may be intractable one moment and sympathetic the next. He does not do this to be deliberately contrary or mischievous, or in the interest of chaos; it is simply because he perceives everything — every living organism, every drop of water, every gust of wind — at all times. Events distant and unrelated may draw her attention, and the outcome of those events may change her mood, whether because a potential tornado disperses too soon or a rare breed of fox births a dozen healthy kits. He is a great monarch, constantly beseeched by courtiers and commoners, listening to each argument simultaneously and shifting his attention and response to each in turn. To one unaware of the cacophony, she may appear flighty or distracted, but the truth is far more complicated, in a way that mortal cannot hope to perceive.

Gozreh is usually depicted as a colossal humanoid whose lower half trails away into a mass of roiling elemental matter. In male form, he appears as a storm cloud and always remains flying — according to one old legend, he can stretch from one horizon to the other, darkening the entire sky with his fury. In female form, Gozreh's body is usually shown blending with the water of a lake or sea. She has been known to rise from a waterspout, but sometimes gathers all the nearby water into a great wave, emerging from the top as a nymph-like shape, a crone, or a vaguely humanoid construct of pure water.

Statues of Gozreh are usually made of driftwood or lightning-scorched trees either tied together into a humanoid shapes or carved to resemble one or both incarnations; a few are chiseled from ice and either magically preserved or allowed to melt to be recreated as needed. Stone is rarely used for religious imagery, and never brick or pottery, as such things are signs of civilization's encroachment. Holy symbols and small idols may be made of coral, polished shell, lacquered wood, whalebone, and other materials that represent life in the sea and the sky that have naturally fallen.

Signs of Gozreh's favor include a sudden gentle breeze that carries the scent of flowers, the appearance of large numbers of animals, the unexplained sound of waves crashing on a distant beach, and dreams of a specific, recognizable animal (such as a white wolf, a frilled lizard with glowing blue eyes, or a ghostly raven). Omens of his displeasure include being watched and shrieked at by wild birds or beasts, sudden rainstorms localized over a specific building or individual, or an unending taste of blood in the mouth. She may foul fresh water, or afflict offenders with terrible smells or excruciating joint pain as the weather changes.

It's not unusual for zealous priests of Gozreh to remain celibate, devoting all their energy to their deity; these priests have been known to worship their deity naked in high places or shallow waters — a process referred to as becoming "sky-clad" or "sea-clad." Priests have a habit of finding discarded things washed up or left on the shore, including infants orphaned by shipwrecks or abandoned to die from exposure; in most lands, such children are traditionally raised by the church and trained for the priesthood, which offsets the low number of children born to priests because of their high celibacy rate.

Gozreh's holy symbol is a green leaf with a drop of water pouring from the lower end. Most of Gozreh's priests are clerics, but about a tenth are druids, with a few rangers ("weather-hunters") and adepts taking active roles in the priesthood. Inquisitors are rare; those who embrace this a path seek out folk who pollute water, clear-cut forests, and abuse the natural creatures of the world.

Alignment
Neutral

Cleric Alignment
NG, LN, N, CN, NE

Domains
Air, Animal, Plant, Water, Weather

Favored Weapon
Trident" Gozreh" Groetus is an apocalyptic god of unknown origins, perhaps predating the current incarnation of the planes. Enigmatic and malevolent, he remains infinitely patient in the face of an indefinite vigil to fulfill his mysterious purpose. Because he does not actively cultivate worshipers, much of what is known about him and his faith is limited and contradictory, built from secondhand lore repeated by scattered — and mostly insane — followers. Most folk pay him no heed or give him only scant consideration, for tangible and immediate threats are far more pressing than a god of the death of all things. This doesn't bother Groetus, for he knows the end times will come, whether mortals believe in him or not.
 * edc1b43e-49b6-4520-b710-d763dc2e9665",
 * edc1b43e-49b6-4520-b710-d763dc2e9665",
 * edc1b43e-49b6-4520-b710-d763dc2e9665",
 * 888b08e6-7d3d-45e7-b2fe-3dc5b1640730",
 * 888b08e6-7d3d-45e7-b2fe-3dc5b1640730",
 * 888b08e6-7d3d-45e7-b2fe-3dc5b1640730",

There are records that Groetus was worshiped in Azlanti and Thassilonian times, though he has no known kinship to Golarion's other gods and there is no evidence he was once a mortal or nature spirit. The proteans and qlippoth have no tales of his appearance or of a time before he existed.

Groetus presides over the end times — the demise of the world, or perhaps the destruction of the multiverse itself. Having silently witnessed billions of souls from countless worlds filter through the Boneyard, he is unconcerned with the fates of individual heroes, villages, or even civilizations. Despite his chaotic alignment, he is an agent of inevitable fate, ensuring that all things pass. He chose this role for himself, the dispassionate observer in balance against the dispassionate judge. Groetus's role is to close the book on this reality when the final page of its story is told. He knows only how the story ends, and uses that knowledge to piece together what is yet to come — a conflict occurs, this entity survives until the end of the story, this other entity does not, and so on — and what to do next once the tale is finished. His attention is on the final goal and the cosmic dynamics that may enable or delay that goal: the subtle movement of planes against each other, the brooding thoughts of rising gods, and the births and deaths of stars in the remote expanse of space.

Groetus rarely appears in human form, but a few records from ancient Azlant describe him as a tall, slender man wearing a gray, cowled robe that hangs heavily to the floor. He is slightly bent at the neck, as if bearing a great weight on his head, with ashen skin, hollow eyes, and long, smooth hands. His voice is the dry whisper of old paper, his laughter low and breathy, and his inflection archaic or foreign. His feet are bare and covered in soot, as if he had walked through an extinguished fire.

Groetus almost never intervenes directly in the mortal world, as if doing so were against some selfdefined code. His rare intervention on behalf of his prophets grants them a few moments of clarity at those critical times when madness would interfere with his intentions. When he is displeased, madness intensifies, phobias are born or triggered, and eyes become cloudy or weep itchy gray fluid.

Just as there are dozens of world-ending prophecies and the exact definition of "the end of all things" varies among religions and races, there are many interpretations of Groetus's role. Most of his cultists follow one of these ideologies (called "dooms"), and each doom can be considered a splinter cult of the god's vague faith. Cultists' identification with particular dooms is generally a reflection of the cultists' particular forms of madness and the visions these insanities inspire. Two worshipers with different ideologies may ally with or ignore each other, but rarely do they fight, for time will prove one or both of them wrong.

Alignment: Chaotic neutral

Cleric Alignment
CG, N, CN, CE

Domains
Chaos, Darkness, Destruction, Madness, Void

Favored Weapon
Heavy flail" Groetus" The goddess Gyronna plays shepherd to wayward hate and coddles the entitlement and darkness in mortal hearts. The superstitious and crass describe Gyronna as both the Angry Hag and the Hag Queen, goddess of scorned women. While her priesthood does consist largely of women used and cast aside by society, she represents a much darker impulse than mere wounded pride. Gyronna is the briar that springs from bitter soil; her purview is not scorn, but the hatred that festers around a wounded heart never allowed to heal and the dread things that grow from small and thoughtless evils. When trust and love fail, her embrace fills that void with the strength of seething vengeance and bitter entitlement.
 * 9264dbbb-6a6c-4b07-be87-bd3e73dcd9c7",
 * 9264dbbb-6a6c-4b07-be87-bd3e73dcd9c7",
 * 9264dbbb-6a6c-4b07-be87-bd3e73dcd9c7",
 * 1885a414-f740-484c-8fa1-d688b3380f84",
 * 1885a414-f740-484c-8fa1-d688b3380f84",
 * 1885a414-f740-484c-8fa1-d688b3380f84",

Few sources agree on Gyronna's origin, and her cults quietly hunt anyone who investigates it. Many place her origins in the First World, as a malicious fey princess who delighted in manipulation for her own amusement. After crossing a powerful rival — Baba Yaga or Magdh, by most accounts — the immortal dilettante was punished with deformities and cast into the mortal realm. Other stories describe her as a trio of bickering sisters who befell the same fate, and were so mutilated that they were forced to lean on one another to even stand, eventually growing together into one loathsome, hateful whole. In the wake of such exile, kindness and civility are, to her, dribbles of poisoned honey, and Gyronna would burn all the world to ash to eradicate such mockery and deception.

Gyronna's complete figure is rarely depicted; she is more often represented as the same bloodshot eye her followers use as their unholy symbol. Her rare manifestations are chaotic, shifting form mid-conversation — sometimes decrepit, other times vibrantly young, beautiful, withered and dead, jubilant, weeping, or raging. According to ancient tales, the Angry Hag has no true form beyond the singular bulging eye through which she sees the shadows cast by even the brightest lights. Only her gender remains constant — though she presents vastly differing images of womanhood — as do the ragged vestments in which she wraps herself.

The Angry Hag's favor is felt in misfortune befalling those who vex her followers, or in small, suffering animals left in one's home by stray cats. Those who earn her ire can expect minor social blunders to grow far beyond their expected scope, premature aging, or for their touch to wither plants and sicken animals.

Order and hierarchy disgust Gyronna, and her faith is one of hidden cults — referred to as circles — spread by hushed whispers and desperate midnight indoctrinations. Her teachings emphasize personal fulfillment and rejection of the hollow trappings of society unless they suit one's needs. Chief among her cultists are women in troubled marriages, who have found themselves either betrayed by the person they trusted most in the world, or punished and exiled from their community for betraying that same trust. The hurt from such encounters, or similar rejections and violations of trust, plants the seed Gyronna's faith cultivates into poisonous fruit. No wound of spite is unjustified and no price of revenge is too high; all past agony demands new suffering from others.

Individual adherents may act openly or in secret, but circles of Gyronnans nearly always meet in seclusion, concealing their identities under hoods or behind masks. Meeting by night in untamed wilderness or in crumbling structures where vermin and rot dominate, her faithful trade secrets, offer prayers and sacrifices, exchange poisons and black magic, and cajole one another into assisting with personal rituals or plots. Leadership is determined by whichever member can cow her sisters into compliance or recruit enough followers to overpower challengers. Hags or cruel changelings often lead a circle, while a full hag coven may command large and influential cults to act as their eyes and ears across a broader area. In such cases, Gyronna's mortal worshipers serve almost entirely as agents for their mistress's whims, helping to enact schemes, secure victims for torture, and kidnap healthy infants to exchange for their own changeling brood.

Gyronna's faith consists almost entirely of women, but is by no means a religion that glorifies or protects her chosen gender. Women outside her faith — and even the unwary within it — are considered apt targets for violence, extortion, and curses. Key among her philosophy is nurturing the entitlement that accompanies a life touched by wealth, beauty, or political power, and her church has little use for the poor or other groups forced to society's margins. While the bitter-hearted among these groups may participate in her cults, they rarely earn the goddess's favor or any measure of influence unless they also wield formidable magical abilities. Her cult has no particular interest in challenging gender-related prejudices or improving the lot of women in general; most would rather use oppressive gender roles or assumptions to conceal their activities or lay a foundation of hatred in potential future converts.

While Gyronna's worship is predominantly practiced by women, this is more because the goddess finds the anger of men to be blunt and clumsy. She is a vintner of malevolence, keen to grow a cold, bitter heart over months or years, and has no use for worshipers who fall prey to the self-aggrandizement or lack of self-awareness she believes men embody. She is known to strike those men who beg her favor with impotence, claiming it calms their temperament. The threat of such a result drives most men away, but a select few find her potential support for their vendettas and resentment to be worth the risk, and eventually find a place within her cult.

As Gyronna is a secretive and paranoid goddess, her followers rarely construct elaborate temples. Instead, they claim sites of great natural beauty that are isolated from prying eyes, and dedicate them to the Angry Hag. Each site is christened with an altar of piled stones, capped with a fist-sized stone painted to resemble an eye, or with an enormous gem, among more influential circles. Followers claim that Gyronna — as well as any hags who serve the cult — can see through these stones to cast judgment and dispense curses. Especially ambitious circles have been known to erect elaborate monuments or rings of standing stones upon sites of natural wonder in mockery of the fey or druidic protectors from whom they seized these sites.

Sites frequented by Gyronna's priestesses develop a dimness and dankness that meld into a sense of looming dread. Venomous creatures and plants flourish in and around her shrines. Adherents of the Angry Hag mark these spaces in ways obvious only to the faithful. In urban settings, these demarcations appear as motifs of three concentric circles — resembling an eye — worked into decorations and stonework, while in rural environs a circle may hang woven spheres or circles from tree branches or paint eye imagery onto trees and rocks. Such territorial markings are intended to warn off other Gyronnans, but cultists consider such subtle and contextual messages to be sufficient warnings for all trespassers, and maintain that any who stumble into their territory deserve whatever fate befalls them.

Alignment
Chaotic evil

Cleric Alignment
CN, NE, CE

Domains
Chaos, Destruction, Evil, Madness

Favored Weapon
Dagger" Gyronna" Also known as black hags or iron hags, annis hags are the largest and most physically intimidating of their foul brood. Known for their iron-hard, wart-covered skin that varies from shades of deep blue to black and their claws like rusty blades, annis hags forgo much of the cunning and deceptiveness of their kind to revel in the more visceral evils of torture and slaughter. The typical annis hag stands just over 8 feet tall and weighs upward of 300 pounds.
 * 4e15ebc7-7195-47e2-b8ab-1066319da936",
 * 4e15ebc7-7195-47e2-b8ab-1066319da936",
 * 4e15ebc7-7195-47e2-b8ab-1066319da936",
 * 268dd511-0021-4084-aa3e-e668f03c33c0",
 * 268dd511-0021-4084-aa3e-e668f03c33c0",
 * 268dd511-0021-4084-aa3e-e668f03c33c0",

Dwelling in dark caves, tangled hollows, and cursed ruins deep within frozen swamps or icy moors, annis hags stalk forth by night to sow fear and hunt the unwary. Although possessed of cunning minds, annis prove more decadent than most other hags, frequently indulging in their taste for living flesh and the music of pleading screams. Unlike green hags, they use their ability to assume humanoid form via alter self not to infiltrate societies but to lure victims into a false sense of security before attacking — often posing as travelers in need of aid or pilgrims seeking to share a camp.

Annis hags find the flesh of children, young animals, and the pure of heart particularly pleasing, both for the tenderness of such meals and for the sorrow such murders spread. After gorging themselves, these hags delight in stripping the skin from their victims, often garbing themselves in the grisly trophies. They are also known to retain and even preserve identifiable portions of their victims (such as heads) for later use in spreading misery. An annis who eats the children of a local farmer might keep the heads (or at least the faces) handy to return to the victims' parents, for example — often in the guise of an anonymous gift. The most insidious of annis hags present these gifts in ways that implicate friends or family in the victim's death.

Like most hags, annis sometimes join covens of their repulsive sisters, though many prove resistant to such cooperation. They are particularly unlikely to join covens that already include other annis, though groups of related annis — typically horrible triplets — are not unknown. A typical annis coven consists of one annis leader along with two green hags or sometimes even a witch or two. Annis covens often seek to recruit additional creatures as guardians and are particularly fond of trolls and ogres for such roles." Hag" " Half-elves" Half-orcs" " Halflings" A hamadryad is the queen of her forest and the leader of all the dryads within it. Much as a dryad is bonded with one tree and is devoted to it, a hamadryad loves her chosen forest; while she does not sicken and die if separated from it, she loathes such separation. All nonevil woodland creatures acknowledge her as the wisest of dryads and respect her gifts of healing and diplomacy. In most forests, a hamadryad is the sister or wife of an erlking, and represents the protective, patient, and nurturing aspect of nature. With her healing magic, she can relieve the su?ering of a dryad whose tree has been killed and sustain her long enough for her to bond with another tree.
 * 759da635-ed99-4590-96bc-69d6c574190f",
 * 759da635-ed99-4590-96bc-69d6c574190f",
 * 759da635-ed99-4590-96bc-69d6c574190f",
 * e6d27736-d90c-4056-bb2b-dba73386a48e",
 * e6d27736-d90c-4056-bb2b-dba73386a48e",
 * e6d27736-d90c-4056-bb2b-dba73386a48e",
 * 30683d44-83d4-4ff7-81fd-8782bacd210d",
 * 30683d44-83d4-4ff7-81fd-8782bacd210d",
 * 30683d44-83d4-4ff7-81fd-8782bacd210d",
 * 47c5be06-4afa-403e-b4ca-4fd3bf9fff65",
 * 5dac192c-96f0-4424-b090-3da3ca1962d1",
 * 47c5be06-4afa-403e-b4ca-4fd3bf9fff65",
 * 5dac192c-96f0-4424-b090-3da3ca1962d1",
 * 5dac192c-96f0-4424-b090-3da3ca1962d1",
 * 5dac192c-96f0-4424-b090-3da3ca1962d1",
 * 4cff6abf-2d3d-4834-929f-cdf72f04e182",
 * 4cff6abf-2d3d-4834-929f-cdf72f04e182",
 * 4cff6abf-2d3d-4834-929f-cdf72f04e182",
 * 6d9c7f46-9a54-45ba-ba33-69f7eab5646b",
 * 6d9c7f46-9a54-45ba-ba33-69f7eab5646b",
 * 6d9c7f46-9a54-45ba-ba33-69f7eab5646b",
 * a28ccb4e-7fd7-413f-aab3-40ab662b84a9",
 * a28ccb4e-7fd7-413f-aab3-40ab662b84a9",
 * a28ccb4e-7fd7-413f-aab3-40ab662b84a9",

A hamadryad prefers to avoid direct confrontations, instead using her magic and allies to divert, confuse, and even befriend any would-be enemies. Her powers allow her to speak with or quickly travel to her subjects even when they are in the most remote parts of the forest. As a consequence, little happens in the forest without her knowledge, and those who enter her realm would do well to remember this." Hamadryad"
 * 179e09e8-11a1-40e8-8fef-0a82c3cdc582",
 * 179e09e8-11a1-40e8-8fef-0a82c3cdc582",
 * 179e09e8-11a1-40e8-8fef-0a82c3cdc582",
 * 1d0a8a2b-bb71-4238-91e9-d1fa06a082f4",
 * 1d0a8a2b-bb71-4238-91e9-d1fa06a082f4",
 * 1d0a8a2b-bb71-4238-91e9-d1fa06a082f4",

Natural Healing
With a full night's rest (8 hours of sleep or more), you recover 1 hit point per character level. Any significant interruption during your rest prevents you from healing that night.

If you undergo complete bed rest for an entire day and night, you recover twice your character level in hit points."
 * 037b796b-7445-4cb3-a4cf-6033580c37c5",
 * 037b796b-7445-4cb3-a4cf-6033580c37c5",
 * 037b796b-7445-4cb3-a4cf-6033580c37c5",

Magical Healing
Various abilities and spells can restore hit points."
 * 8cdb4712-b826-47a8-82d3-66635bac264d",
 * 8cdb4712-b826-47a8-82d3-66635bac264d",
 * 8cdb4712-b826-47a8-82d3-66635bac264d",

Healing Limits
You can never recover more hit points than you lost. Magical healing won't raise your current hit points higher than your full normal hit point total."
 * 0dbc9880-5e02-4acd-adc2-1a34294c0347",
 * 0dbc9880-5e02-4acd-adc2-1a34294c0347",
 * 0dbc9880-5e02-4acd-adc2-1a34294c0347",

Healing Ability Damage
Temporary ability damage returns at the rate of 1 point per night of rest (8 hours) for each affected ability score." After taking damage, you can recover the lost hit points either through natural healing or through magical healing. In any case, you can't gain hit points past your full normal hit point total."
 * 0af1ea48-e6f0-4af2-a229-b25112ed8819",
 * 0af1ea48-e6f0-4af2-a229-b25112ed8819",
 * 0af1ea48-e6f0-4af2-a229-b25112ed8819",

Healing Domain" Healing" Each character has a certain number of hit points (HP). Depending on which game difficulty you've chosen the rules will vary.
 * ac267e9a-1016-4b38-9e3e-f9d105eeb219",
 * 22ec1ab1-01cd-458b-89d6-b1cde81496fe",
 * 22ec1ab1-01cd-458b-89d6-b1cde81496fe",
 * 22ec1ab1-01cd-458b-89d6-b1cde81496fe",
 * 4e317cb7-30fb-4cb8-8a80-88f6103de412",
 * 4e317cb7-30fb-4cb8-8a80-88f6103de412",
 * 4e317cb7-30fb-4cb8-8a80-88f6103de412",

If you chose the Story Mode, your characters never die. When their HP value drops to 0, they lose consciousness. After the combat is over, the character will get up and can be controlled again. You only lose the game if your whole party is unconscious.

If you chose the Easy Mode, when a character's HP value drops to 0, they lose consciousness. After the combat is over, the character will get up and can be controlled again. A character's HP value can drop into negative numbers without killing them. However, if a character is reduced to a negative amount of hit points equal to their Constitution score, they die. To resurrect them, you will need a special spell.

If you chose the Normal Mode, a character will not die after suffering a deadly injury for the first time. Instead, Death's Door condition will afflict them. If a character with this condition suffers a deadly injury again, they will die. The game will be over if all party members suffer deadly injuries.

If you chose the Challenging Mode or higher, your characters will die after suffering a deadly injury. If your main character dies, the game is over.

To restore the lost hit points, you can use healing spells, potions, or rest. Healing potions can be bought from merchants or obtained as trophies after combat. Healing spells are accessible to the following classes: bard, druid, cleric, inquisitor, and paladin.

To use expendable items, such as scrolls, potions, and wands, open your inventory and place them into a quick slot." Health and Death" A typical hell hound stands 4–5 feet tall at the shoulder and weighs 120 pounds. Efficient hunters, a favorite pack tactic is to surround prey quietly, then attack with one or two hounds, driving prey toward the rest of the pack with their fiery breath. If the prey doesn't run, the pack closes in. Hell hounds track fleeing creatures relentlessly.
 * 57887a75-b7a0-4dae-919b-59a8fae00ca3",
 * 57887a75-b7a0-4dae-919b-59a8fae00ca3",
 * 57887a75-b7a0-4dae-919b-59a8fae00ca3",
 * fcb64f74-a113-422f-9ca8-921264d95b23",
 * fcb64f74-a113-422f-9ca8-921264d95b23",
 * fcb64f74-a113-422f-9ca8-921264d95b23",

Hell hounds are particularly favored by fire giants, as the creatures are immune to fire and share the fire giant's sense of cruelty when it comes to handling intruders. Only when a fire giant goes too far toward treating a relatively intelligent hell hound like a pet do such alliances begin to falter." Hell Hound"
 * ee4a74c6-71c0-4202-a31e-e17d7fe3a72f",
 * ee4a74c6-71c0-4202-a31e-e17d7fe3a72f",
 * ee4a74c6-71c0-4202-a31e-e17d7fe3a72f",
 * 6c32df1a-3e10-4957-a2da-9e9f74166c07",
 * 6c32df1a-3e10-4957-a2da-9e9f74166c07",
 * 6c32df1a-3e10-4957-a2da-9e9f74166c07",

Regular Attack
A helpless character takes a –4 penalty to AC against melee attacks. In addition, a helpless character is treated as having a Dexterity of 0, giving him a –5 penalty to AC against both melee and ranged attacks (for a total of –9 against melee and –5 against ranged). A helpless character is also flat-footed." A helpless opponent is someone who is bound, sleeping, paralyzed, unconscious, or otherwise at your mercy." Helpless Defenders" Skin color among hill giants ranges from light tan to deep, ruddy brown. Their hair is brown or black, with eyes the same color. Hill giants wear layers of crudely prepared hides with the fur left on. They seldom wash or repair their garments, preferring simply to add more hides as their old ones wear out. Adults are around 10 feet tall and weigh about 1,100 pounds. Hill giants can live to be 200 years old, but almost never do.
 * e7a5c2ae-7cbc-4f56-8817-ce3c277ff32d",
 * e7a5c2ae-7cbc-4f56-8817-ce3c277ff32d",
 * e7a5c2ae-7cbc-4f56-8817-ce3c277ff32d",
 * 17989d31-4cff-42db-8691-705af3245ea6",
 * 17989d31-4cff-42db-8691-705af3245ea6",
 * 17989d31-4cff-42db-8691-705af3245ea6",
 * 07dd075d-4c02-4887-887d-24aee93588ad",
 * 07dd075d-4c02-4887-887d-24aee93588ad",
 * 07dd075d-4c02-4887-887d-24aee93588ad",

Hill giants prefer to fight from high, rocky outcroppings, where they can pelt opponents with rocks and boulders while limiting the risk to themselves. Hill giants love to make overrun attacks against smaller creatures when they first join battle. Thereafter, they stand fast and swing away with their massive clubs.

Hill giants are the most nomadic of all the humanoid giant species, preferring to travel from one settlement to the next in order to raid and pillage. While they prefer temperate climates, they'll travel far from their preferred environment so long as the raiding is plentiful and successful. They are, as a whole, incredibly selfish creatures and rarely engage in battles they don't automatically know they'll win. Hill giants are known for shoving one another at terrifying foes and won't hesitate to sacrifice a clanmate to save their own skins. Roving bands of hill giants are common in temperate hills, and their constant aggression makes them one of the more feared dangers in this climate.

Solitary, non-evil hill giants are very rare but can sometimes be found in other humanoid societies, though they are almost never accepted in central cities or population centers. They do best as laborers and soldiers in outlying frontier towns, and often serve as rudimentary diplomats to negotiate with marauding hill giant bands. Unfortunately, hill giants who shed their racial lifestyle for civilization are mocked and often killed on sight by their nomadic brethren. Still, these "civilized" hill giants can find their place within society and many have managed to live peaceful, uneventful lives." Hill Giant" As stout as a bull with a reptile's scaly, spiked body, hodags are legendary forest predators that hunt along the edges of civilization in thick woods. Green, gray, and black scales cover the beasts, helping them blend in amid underbrush, and sharp spikes stand along their backs and run down their powerful, dangerous tails. Loggers share stories of being followed by hodags and seeing their glowing red eyes in the otherwise oppressive darkness of the deep forest. In the wintertime, when snow and ice blankets the region, hodags grow a foul-smelling coat of greasy, dark brown fur that sprouts in tufts from between their scales.
 * 05b201ea-7a23-457d-ae12-778e9d080b31",
 * 05b201ea-7a23-457d-ae12-778e9d080b31",
 * 05b201ea-7a23-457d-ae12-778e9d080b31",
 * d7f14d33-2106-40c7-88e4-29e49bf6ebfb",
 * d7f14d33-2106-40c7-88e4-29e49bf6ebfb",
 * d7f14d33-2106-40c7-88e4-29e49bf6ebfb",

Many believe that hodags are not simply strong beasts but rather unique and specific terrors that have lived and hunted certain woodlands for ages. Others living near such wildernesses, however, consider hodags a myth, nothing more than the sort of tall tale that is typical of excitable rural folk. A male hodag measures 10 feet long and weighs 700 pounds." Hodag" Horse is the generic name given to any of the quadrupedal equine animal species found domesticated throughout Golarion. They vary greatly in size and weight, all the way from the miniature pony to the great war destriers found in cavalry companies." Horse" Hit points are an abstraction signifying how robust and healthy a creature is at the current moment. To determine a creature's hit points, roll the dice indicated by its Hit Dice. A creature gains maximum hit points if its first Hit Die roll is for a character class level. Creatures whose first Hit Die comes from an NPC class or from his race roll their first Hit Die normally. Wounds subtract hit points, while healing (both natural and magical) restores hit points. Some abilities and spells grant temporary hit points that disappear after a specific duration. When a creature's hit points drop below 0, it becomes unconscious. When a creature's hit points reach a negative total equal to its Constitution score, it dies." Hit Points (HP)" " Adventurers"
 * 644f76ff-d958-4849-b176-15543478ed6c",
 * 644f76ff-d958-4849-b176-15543478ed6c",
 * 644f76ff-d958-4849-b176-15543478ed6c",
 * a09b46b9-24da-4776-93e9-006e3329511a",
 * a09b46b9-24da-4776-93e9-006e3329511a",
 * a09b46b9-24da-4776-93e9-006e3329511a",
 * 67217fb1-ee91-4c1a-bffb-4dfebf17d9a5",
 * 67217fb1-ee91-4c1a-bffb-4dfebf17d9a5",
 * 67217fb1-ee91-4c1a-bffb-4dfebf17d9a5",
 * 8ba593ba-1bae-4352-9f09-b7c360d933c7",
 * 8ba593ba-1bae-4352-9f09-b7c360d933c7",
 * 8ba593ba-1bae-4352-9f09-b7c360d933c7",
 * ea1d37da-fb90-475e-b828-1eb519c8dc84",
 * ea1d37da-fb90-475e-b828-1eb519c8dc84",
 * ea1d37da-fb90-475e-b828-1eb519c8dc84",
 * 73800868-a3e1-43a1-a435-8402b9d45ded",
 * 73800868-a3e1-43a1-a435-8402b9d45ded",
 * 73800868-a3e1-43a1-a435-8402b9d45ded",
 * 59129a0f-4d41-4bf7-a5b7-15f0e3c5d245",
 * 59129a0f-4d41-4bf7-a5b7-15f0e3c5d245",
 * 59129a0f-4d41-4bf7-a5b7-15f0e3c5d245",
 * 5b3e4c81-6bd1-41d3-8425-ccd019beaa50",
 * 5b3e4c81-6bd1-41d3-8425-ccd019beaa50",
 * 5b3e4c81-6bd1-41d3-8425-ccd019beaa50",

Relations" " Society" " Humans" The legendary hydra is a beast of vicious hunger and amazing regenerative powers, renowned for its ability to sprout two new heads when one is decapitated. Resembling a collection of snapping serpents atop a thick, coiling lower body that can run up to 20 feet long, the Hydra is an imposing and brutish menace, lairing in the clammy backwaters of the world and devouring any creature smaller than itself. Its scales are as varied in hue as those of any species of snake, from glossy to dull and from greenish black to crimson, often marked with patterns of stripes, diamonds, and patchworks of color. Some hydras have heads that are more fanged and viperlike, with smooth and supple scales, while others have rugged hides that are leathery in texture, and elongated crocodilian or even draconic visages. Regardless, most hydras possess brightly colored frills or crests, traits they take great pride in and use to intimidate prey as well as to scare off potential predators.
 * ce584983-3af0-470c-9747-7aae4720b56a",
 * ce584983-3af0-470c-9747-7aae4720b56a",
 * ce584983-3af0-470c-9747-7aae4720b56a",
 * a24afe24-36d9-4124-b1c0-ddca7c645823",
 * a24afe24-36d9-4124-b1c0-ddca7c645823",
 * a24afe24-36d9-4124-b1c0-ddca7c645823",
 * b3058284-2fb0-40c6-89f7-4eb827261f9e",
 * b3058284-2fb0-40c6-89f7-4eb827261f9e",
 * b3058284-2fb0-40c6-89f7-4eb827261f9e",
 * 56e27018-5efd-46db-8f35-57105e7e9c5d",
 * 56e27018-5efd-46db-8f35-57105e7e9c5d",
 * 56e27018-5efd-46db-8f35-57105e7e9c5d",
 * 94e2819d-47cf-48d3-823b-f660d7fd8de2",
 * 94e2819d-47cf-48d3-823b-f660d7fd8de2",
 * 94e2819d-47cf-48d3-823b-f660d7fd8de2",
 * bf0416ea-1f18-4aed-b6b4-4a2d08e01a33",
 * bf0416ea-1f18-4aed-b6b4-4a2d08e01a33",
 * bf0416ea-1f18-4aed-b6b4-4a2d08e01a33",

The hydra is not a creature to be trifled with. The only thing worse than meeting one by chance is attempting to turn the tables and actively hunt the hydra. While too dim to understand the human thirst for revenge, a hydra is all too willing to welcome a foolhardy hunter into its coils, adding its prey's remains to its own stock of grisly trophies hung from the branches around its swampy home. It is only the blessing of the gods that such a terror is not made worse with a sharper mind." Hydra" Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened." Illusion" Whenever combat begins, all creatures involved in the battle must make an initiative check to determine the order in which creatures act during combat. The higher the result of the check, the earlier a creature gets to act. The initiative is a d20 roll + Dexterity modifier + any bonus modifiers. The higher the result, the earlier you can act." Initiative"
 * ed2d7e37-6bf4-46d8-85b6-bd92d6ced126",
 * ed2d7e37-6bf4-46d8-85b6-bd92d6ced126",
 * ed2d7e37-6bf4-46d8-85b6-bd92d6ced126",
 * 35db3d31-4c86-4af3-82e1-a180cf458e67",
 * 35db3d31-4c86-4af3-82e1-a180cf458e67",
 * 35db3d31-4c86-4af3-82e1-a180cf458e67",
 * 23226241-d467-4144-a5a8-e6f2a1edc5d2",
 * 23226241-d467-4144-a5a8-e6f2a1edc5d2",
 * 23226241-d467-4144-a5a8-e6f2a1edc5d2",
 * 498272fa-d8f0-4040-b39b-dc32edc6c688",
 * 498272fa-d8f0-4040-b39b-dc32edc6c688",
 * 498272fa-d8f0-4040-b39b-dc32edc6c688",
 * 83a0df4d-65b8-418a-b398-32f36a93ff77",
 * 83a0df4d-65b8-418a-b398-32f36a93ff77",
 * 83a0df4d-65b8-418a-b398-32f36a93ff77",
 * be4a51ed-3034-42b2-b032-485b1cd427d1",
 * be4a51ed-3034-42b2-b032-485b1cd427d1",
 * be4a51ed-3034-42b2-b032-485b1cd427d1",

Loss of Hit Points
The most common way that your character gets hurt is losing hit points by taking damage."
 * bbaa4339-f368-4130-9908-350f16ca2da7",
 * bbaa4339-f368-4130-9908-350f16ca2da7",
 * bbaa4339-f368-4130-9908-350f16ca2da7",

What Hit Points Represent
Hit points mean two things in the game world: the ability to take physical punishment and keep going, and the ability to turn a serious blow into a less serious one."
 * c834a1f1-cf71-4322-b024-5d226d8ff5a6",
 * c834a1f1-cf71-4322-b024-5d226d8ff5a6",
 * c834a1f1-cf71-4322-b024-5d226d8ff5a6",

Effects of Hit Point Damage
Damage doesn't slow you down until your current hit points reach 0 or lower. At 0 hit points, you're disabled.

If your hit point total is negative, but not equal to or greater than your Constitution score, you are unconscious.

When your negative hit point total is equal to your Constitution, you're dead."
 * f1b5663f-2594-428c-bcc9-d9d8c7f646a7",
 * f1b5663f-2594-428c-bcc9-d9d8c7f646a7",
 * f1b5663f-2594-428c-bcc9-d9d8c7f646a7",

Disabled (0 Hit Points)
When your current hit points total drops to exactly 0, you are disabled.

You gain the staggered condition and can only take a single move or standard action each turn (but not both, nor can you take full-round actions). You can take move actions without further injuring yourself, but if you perform any standard action (or any other strenuous action) you take 1 point of damage after completing the act. Unless your activity increased your hit points, you are now at –1 hit points and dying.

Healing that raises your hit points above 0 makes you fully functional again, just as if you'd never been reduced to 0 or fewer hit points."
 * 929e75c6-0634-4c9d-9a53-1edfa61ac18e",
 * 929e75c6-0634-4c9d-9a53-1edfa61ac18e",
 * 929e75c6-0634-4c9d-9a53-1edfa61ac18e",

Unconscious
If your hit point total is negative, but not equal to or greater than your Constitution score, you immediately fall unconscious and can take no actions." Your hit points measure how hard you are to kill. No matter how many hit points you lose, your character isn't hindered in any way until your hit points drop to 0 or lower." Injury and Death" Inquisitor" " Inquisitor" Intelligence determines how well your character learns and reasons. This ability is important for wizards because it affects their spellcasting ability in many ways.
 * b86daac1-47fe-4aa0-8a1b-95ef423c58fd",
 * b86daac1-47fe-4aa0-8a1b-95ef423c58fd",
 * b86daac1-47fe-4aa0-8a1b-95ef423c58fd",
 * 9c520f78-5bb9-4ce6-a28c-9921d410ab65",
 * 9c520f78-5bb9-4ce6-a28c-9921d410ab65",
 * 9c520f78-5bb9-4ce6-a28c-9921d410ab65",
 * 10741477-3b01-4853-bfe6-1c1fa7e14643",
 * 10741477-3b01-4853-bfe6-1c1fa7e14643",
 * 10741477-3b01-4853-bfe6-1c1fa7e14643",
 * 3b51e63a-7dbf-4726-be2b-e1f41c88ecdc",
 * 3b51e63a-7dbf-4726-be2b-e1f41c88ecdc",
 * 3b51e63a-7dbf-4726-be2b-e1f41c88ecdc",
 * 7b994457-6559-4cf9-b682-67009c4632dd",
 * 7b994457-6559-4cf9-b682-67009c4632dd",
 * 7b994457-6559-4cf9-b682-67009c4632dd",
 * 3abd9041-90e4-452b-985f-0c89d9e80a56",
 * 3abd9041-90e4-452b-985f-0c89d9e80a56",
 * 3abd9041-90e4-452b-985f-0c89d9e80a56",

A character with an Intelligence score of 0 is comatose. Some creatures do not possess an Intelligence score. Their modifier is +0 for any Intelligence-based skills or checks. Creatures of animal-level instinct have Intelligence scores of 1 or 2. Any creature capable of understanding speech has a score of at least 3.

You apply your character's Intelligence modifier to:

• The number of skill points gained each level, though your character always gets at least 1 skill point per level.

• Knowledge (Arcana) and Knowledge (World) checks.

• Alchemists, magi and wizards gain bonus spells based on their Intelligence score. The minimum Intelligence score needed to cast a wizard spell is 10 + the spell's level." Intelligence (Int)"
 * 790ad56e-693f-4fe7-b329-dbe45d04c08f",
 * 790ad56e-693f-4fe7-b329-dbe45d04c08f",
 * 790ad56e-693f-4fe7-b329-dbe45d04c08f",
 * 5d13257d-e728-4285-ba1c-35094d2d0d2c",
 * 5d13257d-e728-4285-ba1c-35094d2d0d2c",
 * 5d13257d-e728-4285-ba1c-35094d2d0d2c",

Irori" The jabberwock is a true creature of legend — a subject of poetry, song, and myth in many cultures. It is known to be a devastating creature in combat whose arrival presages times of ruin and violence; these stories also tell of the creature's fear of the tools some say were created in ancient times for the sole purpose of defeating them — vorpal weapons. A jabberwock is 35 feet tall and weighs 8,000 pounds.
 * 1c71b1f6-07ca-4e75-bd20-caa540f2e132",
 * 1c71b1f6-07ca-4e75-bd20-caa540f2e132",
 * 1c71b1f6-07ca-4e75-bd20-caa540f2e132",
 * 5c569d71-5e53-4c64-8d8c-09d96a17874d",
 * 5c569d71-5e53-4c64-8d8c-09d96a17874d",
 * 5c569d71-5e53-4c64-8d8c-09d96a17874d",

The jabberwock is not a creature of the Material Plane, but one from the primal world of the fey. It comes from a region of reality where life is more robust, where emotions are more potent, and where dreams and nightmares can come alive. Even in such incredible realms, though, the jabberwock is a creature to be feared. It belongs to a category of powerful creatures whose shapes and types run the gamut of possibility — a group known collectively as the "Tane." Of the Tane, the jabberwock is said to be the most powerful, but the others in this grouping are far from helpless.

When a jabberwock comes to the Material Plane, it does so to spread destruction and ruin. Typically, the monster seeks out a remote forest lair at least a day's flight from civilization, then emerges from this den once a week to seek out a new place to destroy. It has no true interest in amassing treasure, but often gathers objects of obvious value to bring back to its den in order to encourage heroes to seek it out—to a jabberwock, it makes no difference whether it seeks out things to destroy or lets those things come to it.

Jabberwocks age, eat, drink, and sleep like any living creature, but they do not reproduce in the classic sense of the word. The creation of a new jabberwock — or of any of the Tane, in fact — is regulated by the strange and unknowable godlike entities that dwell in the primeval world. These fey lords create new jabberwocks as they are needed — sometimes varying the exact particulars, but always creating a fully formed adult creature.

No young jabberwock has ever been encountered as a result. The strange vulnerability a jabberwock possesses against vorpal weapons has long been a matter of intrigue and speculation among scholars. Most believe that, once upon a time, only one jabberwock existed, a creature of such great power that nothing could hurt it. Nothing, that is, save for a legendary sword forged for a mortal hero by a now-forgotten artisan or god. So epic was this battle that it created strange echoes throughout reality, and as a result, these echoes, in the form of the vorpal swords and jabberwocks known today, can be found on many worlds." Jabberwock" Linzi's Journal contains your current quests and tasks. When their status changes, you will also see a notification on the main screen. To open the Journal, press ==={bind|OpenJournal}===." Linzi's Journal" (Intelligence; Trained Only)
 * f10b2947-de3e-4032-81aa-dbb2aec2c940",
 * f10b2947-de3e-4032-81aa-dbb2aec2c940",
 * f10b2947-de3e-4032-81aa-dbb2aec2c940",
 * da28ce8e-9f91-4ae3-b383-c72e41b8b698",
 * da28ce8e-9f91-4ae3-b383-c72e41b8b698",
 * da28ce8e-9f91-4ae3-b383-c72e41b8b698",
 * 300a4b93-2860-4bcb-ae64-532b0fb762c6",
 * 300a4b93-2860-4bcb-ae64-532b0fb762c6",
 * 300a4b93-2860-4bcb-ae64-532b0fb762c6",
 * ad41048c-c5bc-4849-8c2f-527081ba1a07",
 * ad41048c-c5bc-4849-8c2f-527081ba1a07",
 * ad41048c-c5bc-4849-8c2f-527081ba1a07",

This skill represents character's knowledge about spells, magic items and numerous bits of magical lore.

You apply your character's Knowledge (Arcana) skill to checks required for:

• Identify magic.

• Identify monsters (constructs, dragons, and magical beasts).

• Learn or borrow spells (from spellbooks and scrolls).

• Recall knowledge (about arcana)." Knowledge: Arcana" Knowledge Domain" (Intelligence; Trained Only)
 * 517944b2-4dc3-4c4a-a97a-462ef10e8e0f",
 * 517944b2-4dc3-4c4a-a97a-462ef10e8e0f",
 * 517944b2-4dc3-4c4a-a97a-462ef10e8e0f",
 * 006dcd23-e144-4aa0-86d2-99c5c6381822",
 * 006dcd23-e144-4aa0-86d2-99c5c6381822",
 * 006dcd23-e144-4aa0-86d2-99c5c6381822",
 * f9029dc3-d606-4e2d-91dc-510782a1cd73",
 * f9029dc3-d606-4e2d-91dc-510782a1cd73",
 * f9029dc3-d606-4e2d-91dc-510782a1cd73",

This skill represents character's knowledge about people, systems that make civilization run, historical events that made societies what they are today. Part of this expertise includes a greater understanding of languages and geography.

You apply your character's Knowledge (World) skill to checks required for:

• Create or detect forgeries.

• Decipher writing.

• Identify monsters (humanoids).

• Learn languages.

• Recall knowledge (about geography, history, locales, or nobility)." Knowledge: World" Kobolds are creatures of the dark, found most commonly in enormous underground warrens or the dark corners of the forest where the sun is unable to reach. Due to their physical similarities, kobolds loudly proclaim themselves the scions of dragonkind, destined to rule the earth beneath the wings of their great god-cousins, but most dragons have little use for the obnoxious pests.
 * 4dfd7d1e-4cc8-47a9-b611-c359732566d3",
 * 4dfd7d1e-4cc8-47a9-b611-c359732566d3",
 * 4dfd7d1e-4cc8-47a9-b611-c359732566d3",
 * f5e936df-6b53-4631-8f13-546f172d71ee",
 * f5e936df-6b53-4631-8f13-546f172d71ee",
 * f5e936df-6b53-4631-8f13-546f172d71ee",

While they may speak loudly of divine right and manifest destiny, kobolds are keenly aware of their own weakness. Cowards and schemers, they never fight fair if they can help it, instead setting up ambushes and doublecrosses, holing up in their warrens behind countless crude but ingenious traps, or rolling over the enemy in vast, yipping hordes.

Kobold coloration varies even among siblings from the same egg clutch, ranging through the colors of the chromatic dragons, with red being the most common but white, green, blue, and black kobolds not unheard of." Kobold" You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
 * 9d9917e2-fddf-4a86-80a4-682fcf696d35",
 * 9d9917e2-fddf-4a86-80a4-682fcf696d35",
 * 9d9917e2-fddf-4a86-80a4-682fcf696d35",
 * e532fe1a-47a5-4fdc-8c8a-26b829512ed9",
 * e532fe1a-47a5-4fdc-8c8a-26b829512ed9",
 * e532fe1a-47a5-4fdc-8c8a-26b829512ed9",

Touch of Law
You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Staff of Order
At 8th level, you can give a weapon touched the axiomatic special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th." Law Domain" Leopards are 4 feet long and weigh 120 pounds. Leopards and their kin prefer to hunt at night and ambush their prey from above, pouncing down from trees or high rocks.
 * b5def0c7-7b80-46ad-89a6-7c4e679143a7",
 * b5def0c7-7b80-46ad-89a6-7c4e679143a7",
 * b5def0c7-7b80-46ad-89a6-7c4e679143a7",
 * 9917eff4-06d4-4fa9-9d1b-04096ff1b602",
 * 9917eff4-06d4-4fa9-9d1b-04096ff1b602",
 * 9917eff4-06d4-4fa9-9d1b-04096ff1b602",

Leopards eat almost any animal they can run down and catch, preferring Small prey but capable of downing Large herbivores or surviving on rodents, birds, and insects. Healthy leopards are generally not aggressive toward humanoids, and if they aren't hungry and don't feel threatened, it is possible to approach closely without a hostile reaction. Yet a leopard that settles in an area bordered by humanoid civilization can easily and swiftly become a dangerous predator." Leopard" The next line of a spell description gives the spell's level, a number between 0 and 9 that defines the spell's relative power. This number is preceded by a list of classes whose members can cast the spell. A spell's level affects the DC for any save allowed against its effects." Level" Victories in combat and other successes will reward your characters with experience points. After gaining a certain amount of experience, a character will achieve a new level. This allows them to gain a new class or increase their level in one of their already taken classes. This also provides other benefits, such as increasing the character's total hit points. If you are new to the game and want to learn how the game works first, try to stick to the class you've chosen first until you feel confident enough to take on another one." Level Up" You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
 * 919c3a54-e712-468f-b956-dc12f8db2fe1",
 * 919c3a54-e712-468f-b956-dc12f8db2fe1",
 * 919c3a54-e712-468f-b956-dc12f8db2fe1",
 * 1ebdb692-4014-4d46-b9bc-257ac6707c9c",
 * 1ebdb692-4014-4d46-b9bc-257ac6707c9c",
 * 1ebdb692-4014-4d46-b9bc-257ac6707c9c",
 * 21d5dc4c-bbe6-4e11-8c76-c7c6eefdc062",
 * 21d5dc4c-bbe6-4e11-8c76-c7c6eefdc062",
 * 21d5dc4c-bbe6-4e11-8c76-c7c6eefdc062",
 * d2dedb0a-57b8-42f0-a43a-7ab222ae70c2",
 * d2dedb0a-57b8-42f0-a43a-7ab222ae70c2",
 * d2dedb0a-57b8-42f0-a43a-7ab222ae70c2",
 * dfdd5d59-3c0b-4fe7-b40b-fde86a5e8264",
 * dfdd5d59-3c0b-4fe7-b40b-fde86a5e8264",
 * dfdd5d59-3c0b-4fe7-b40b-fde86a5e8264",
 * 80df54ed-a614-4218-977b-6ef9e748f516",
 * 80df54ed-a614-4218-977b-6ef9e748f516",
 * 80df54ed-a614-4218-977b-6ef9e748f516",

Liberation
You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.

Freedom's Call
At 8th level, you can emit a 30-foot aura of freedom for a number of rounds per day equal to your cleric level. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable. These rounds do not need to be consecutive." Liberation Domain" Treacherous primeval dragons of the northern regions of the world, linnorms thrive on their hatred for those they deem to be lesser creatures and seek to inflict as much suffering as possible unto their unfortunate victims. Sweeping bones and treasures alike into giant piles in its lair, the typical linnorm has a barbaric nature made all the worse by its insatiable greed and atrocious gluttony. Few creatures are as bold and as cruel as linnorms, and for that most people are thankful.
 * 08634b78-41cf-449f-b455-2123c16f1cc9",
 * 08634b78-41cf-449f-b455-2123c16f1cc9",
 * 08634b78-41cf-449f-b455-2123c16f1cc9",
 * a877fe37-b895-4e03-98bf-00657dd3feaa",
 * a877fe37-b895-4e03-98bf-00657dd3feaa",
 * a877fe37-b895-4e03-98bf-00657dd3feaa",

Linnorms are not true dragons, but they nonetheless possess incredible strength and deadly powers that often rival authentic dragon brutality. Their massive frames make crushing smaller enemies a simple task, and of those who have felt the sting of a linnorm's venomous bite, few have survived the devastating poison long enough to tell the tale. A linnorm's body is serpentine and lacks wings, yet these dragons fly through the air with supernatural ease, accomplishing the feat as easily as a fish through water.

Beyond the physical might, venom, and devastating breath weapons typical of all linnorms, the beasts all share a potent final defense — the death curse. This powerful plaguing of the mind manifests itself in myriad forms, but always serves as a horrid vengeance against any who might manage to slay a linnorm. Some theorize that the curse is a sending from malevolent gods who watch over linnorms and view them as destructionloving pets. Others believe the linnorms' curse is the closest remaining connection they have to the primeval world of the fey, from whence the first of these monsters is said to have come. Whatever the case may be, its curse makes killing a linnorm as dangerous as letting it live.

True dragons of higher intellect often hold linnorms in great scorn, viewing the beings as prematurely evolved beasts and refusing to even acknowledge the creatures as related to them. Linnorms have few feelings regarding the matter, battling younger and older dragons alike just as readily as any other creatures who dare to step foot in their territories. Their simplemindedness stifles any ability to assemble mass sieges or even cooperate in small groups, so linnorms almost always function alone, individually hunting over large territories in order to waylay as many travelers as possible. Linnorms only seek a mate once during their long lifetimes, the female producing several clutches of up to six eggs as a result. Of these eggs, only one will survive — the first to hatch immediately feasts on its unhatched brethren.

Despite their lust for devastation, linnorms usually live in relatively remote areas, never straying far from the northernmost reaches of the world. As they are universally hated and feared by most other intelligent creatures, their tendency to dwell in more isolated regions helps ensure their survival; while linnorms are vicious and unforgiving, their lack of organization makes them highly susceptible to raiding parties seeking to eradicate their presence, though such parties would need to be made up of truly impressive individuals. More often than not, a linnorm resides totally undisturbed in the spot it chooses as its own for hundreds of years, stewing in its own malevolence until finally snapping and going on a rampage. Sometimes, villages aren't even aware of a slumbering linnorm's proximity, but usually such settlements have long traditions and local legends revolving around "their linnorm." Since a linnorm can hibernate for centuries, villages composed of shorterlived humanoids might consider these tales as little more than quaint stories, but when the linnorm wakes, the truth becomes impossible to doubt.

Linnorms come in many different varieties, but all share the qualities of being horribly strong and bestial. They feast solely on meat, usually eating goats and other mountain animals when more intelligent creatures such as humanoids don't readily present themselves. Linnorms are prone to gorging and then falling into a deep sleep near their treasure hordes, waking either when they become aware of intruders in their vicinity or to feed once more." Linnorm" Lizardfolk are proud and powerful reptilian predators that make their communal homes in scattered villages deep within swamps and marshes. Uninterested in colonization of the dry lands and content with the simple weapons and rituals that have served them well for millennia, lizardfolk are viewed by many other races as backwater savages, but within their isolated communities lizardfolk are actually a vibrant people filled with tradition and an oral history stretching back to before humans walked upright.
 * 9e851c12-d011-4b60-97f4-88db02de4523",
 * 9e851c12-d011-4b60-97f4-88db02de4523",
 * 9e851c12-d011-4b60-97f4-88db02de4523",
 * 888523bf-9987-4417-9f58-c5bbd7c1d499",
 * 888523bf-9987-4417-9f58-c5bbd7c1d499",
 * 888523bf-9987-4417-9f58-c5bbd7c1d499",

Most lizardfolk stand 6 to 7 feet tall and weigh 200 to 250 pounds, their powerful muscles covered in scales of gray, green, or brown. Some breeds have short dorsal spikes or brightly colored frills, and all swim well by moving with flicks of their powerful 4-foot-long tails. While completely at home in the water, they breathe air and return to their clustered mound-dwellings to breed and sleep. As their reptilian blood makes them sluggish in the cold, most lizardfolk hunt and work during the day and retreat to their homes at night to curl up with other tribesmen in the shared warmth of large peat fires.

Though generally neutral, lizardfolks' standoffish demeanor, staunch rejection of civilization's "gifts," and legendary ferocity in battle cause them to be viewed negatively by most humanoids. These traits stem from good reasons, however, as their own slow rate of reproduction is no match for warm-blooded humanoids, and those tribes who don't defend their wetland territories to the last breath quickly find themselves overwhelmed by the mammalian hordes. As for their tendency to consume the bodies of dead friends and enemies alike, the practical lizardfolk are quick to point out that life is hard in the swamp, and nothing should go to waste.

The lizardfolk presented here dwell in a swampy environment. Lizardfolk tribes can exist in other environments as well, but they lose their swim speed and instead gain a climb speed of 15 feet." Lizardfolk" (Intelligence; Trained Only)
 * 45fd59d4-11dd-4d47-adad-6a2294edd9eb",
 * 45fd59d4-11dd-4d47-adad-6a2294edd9eb",
 * 45fd59d4-11dd-4d47-adad-6a2294edd9eb",
 * 99372625-b0de-400e-8284-baf00c9dea34",
 * 99372625-b0de-400e-8284-baf00c9dea34",
 * 99372625-b0de-400e-8284-baf00c9dea34",

This skill represents character's knowledge about the natural world, and ability to command and train wild creatures.

You apply your character's Lore (Nature) skill to checks required for:

• Handle animals.

• Identify monsters (aberrations, animals, fey, monstrous humanoids, oozes, plants, vermin).

• Recall knowledge (about dungeons or nature).

• Hunt.

• Help to cure a disease." Lore: Nature" (Intelligence; Trained Only)
 * 3415af9f-a9ff-43b5-9b41-2830bc19cdea",
 * 3415af9f-a9ff-43b5-9b41-2830bc19cdea",
 * 3415af9f-a9ff-43b5-9b41-2830bc19cdea",
 * 43e8c9a7-5e58-4aad-8e2b-417141621350",
 * 43e8c9a7-5e58-4aad-8e2b-417141621350",
 * 43e8c9a7-5e58-4aad-8e2b-417141621350",

This skill represents character's knowledge about the secrets of deities, holy lore, and extraplanar realms.

You apply your character's Lore (Religion) skill to checks required for:

• Identify monsters (outsiders and undead).

• Recall knowledge (about the planes or religions)." Lore: Religion" You are infused with luck, and your mere presence can spread good fortune.
 * 1c6f52ba-d61a-4b9c-b002-f6716c71f168",
 * 1c6f52ba-d61a-4b9c-b002-f6716c71f168",
 * 1c6f52ba-d61a-4b9c-b002-f6716c71f168",
 * 1ea94ee1-f521-43f8-9847-bdf7c837311a",
 * 1ea94ee1-f521-43f8-9847-bdf7c837311a",
 * 1ea94ee1-f521-43f8-9847-bdf7c837311a",

Bit of Luck
You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Divine Fortune
At 6th level, as a standard action, you can bless yourself with divine luck. For the next half your cleric level rounds you roll two times on every d20 roll and take the best result. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th." Luck Domain" Madness Domain" Magic Domain"
 * dd84e7ec-57d1-4cba-86aa-a3fcc52f3f3d",
 * dd84e7ec-57d1-4cba-86aa-a3fcc52f3f3d",
 * dd84e7ec-57d1-4cba-86aa-a3fcc52f3f3d",
 * f1c899e5-569b-4232-80d1-0c4f3df359bd",
 * f1c899e5-569b-4232-80d1-0c4f3df359bd",
 * f1c899e5-569b-4232-80d1-0c4f3df359bd",
 * 27cefd43-064f-47af-9e17-30bb9f840513",
 * 27cefd43-064f-47af-9e17-30bb9f840513",
 * 27cefd43-064f-47af-9e17-30bb9f840513",
 * 6b2c6164-cbcc-4779-af8c-4c4d6d50bf75",
 * 6b2c6164-cbcc-4779-af8c-4c4d6d50bf75",
 * 6b2c6164-cbcc-4779-af8c-4c4d6d50bf75",

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 wizard, Charisma for a bard, paladin, or sorcerer, or Wisdom for a cleric, druid, or ranger). A spell's level can vary depending on your class. Always use the spell level applicable to your class."
 * 6a73d3e8-88eb-4da6-ad74-a76565071028",
 * 6a73d3e8-88eb-4da6-ad74-a76565071028",
 * 6a73d3e8-88eb-4da6-ad74-a76565071028",

Succeeding on a Saving Throw
A creature that successfully saves against a spell that has no obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack. Likewise, if a creature's saving throw succeeds against a targeted spell, you sense that the spell has failed. You do not sense when creatures succeed on saves against effect and area spells."
 * 7d32415b-a231-4098-b391-a3c3d0b48699",
 * 7d32415b-a231-4098-b391-a3c3d0b48699",
 * 7d32415b-a231-4098-b391-a3c3d0b48699",

Automatic Failures and Successes
A natural 1 (the d20 comes up 1) on a saving throw is always a failure, and the spell may cause damage to exposed items (see Items Surviving after a Saving Throw, below). A natural 20 (the d20 comes up 20) is always a success." Usually, a harmful spell allows a target to make a saving throw to avoid some or all of the effect. The saving throw entry in a spell description defines which type of saving throw the spell allows and describes how saving throws against the spell work.
 * 664a77d7-2b89-4a7d-a755-ae290b2ea794",
 * 664a77d7-2b89-4a7d-a755-ae290b2ea794",
 * 664a77d7-2b89-4a7d-a755-ae290b2ea794",

Negates
The spell has no effect on a subject that makes a successful saving throw.

Partial
The spell has an effect on its subject. A successful saving throw means that some lesser effect occurs.

Half
The spell deals damage, and a successful saving throw halves the damage taken (round down).

None
No saving throw is allowed.

Harmless
The spell is usually beneficial, not harmful, but a targeted creature can attempt a saving throw if it desires." Saving Throws"
 * 124d712a-0c33-4880-bbdc-1277ecd334d9",
 * 124d712a-0c33-4880-bbdc-1277ecd334d9",
 * 124d712a-0c33-4880-bbdc-1277ecd334d9",
 * 2763d238-3616-4438-9943-b5771169ba2a",
 * 2763d238-3616-4438-9943-b5771169ba2a",
 * 2763d238-3616-4438-9943-b5771169ba2a",

School (Subschool)
Beneath the spell name is a line giving the school of magic (and the subschool, if any) to which the spell belongs.

Almost every spell belongs to one of eight schools of magic. A school of magic is a group of related spells that work in similar ways. A small number of spells are universal, belonging to no school." Schools of magic" Magic" Magus" There are those who spend their lives poring over ancient tomes and texts, unlocking the power of magic, and there are those who spend their time perfecting the use of individual weapons, becoming masters without equal. The magus is at once a student of both philosophies, blending magical ability and martial prowess into something entirely unique, a discipline in which both spell and steel are used to devastating effect. As he grows in power, the magus unlocks powerful forms of arcana that allow him to merge his talents further, and at the pinnacle of his art, the magus becomes a blur of steel and magic, a force that few foes would dare to stand against.
 * 47dce4d2-cd80-453c-95bb-23a049da33c8",
 * 47dce4d2-cd80-453c-95bb-23a049da33c8",
 * 47dce4d2-cd80-453c-95bb-23a049da33c8",
 * 8593b9c1-dcb2-4ddb-9378-ce413cb421ce",
 * 8593b9c1-dcb2-4ddb-9378-ce413cb421ce",
 * 8593b9c1-dcb2-4ddb-9378-ce413cb421ce",
 * acf4aa35-11cf-42ae-a226-1cab110738eb",
 * acf4aa35-11cf-42ae-a226-1cab110738eb",
 * acf4aa35-11cf-42ae-a226-1cab110738eb",
 * b0452f7c-9f1e-4545-ab30-84ecdc6565ab",
 * b0452f7c-9f1e-4545-ab30-84ecdc6565ab",
 * b0452f7c-9f1e-4545-ab30-84ecdc6565ab",

Magus Proficiencies
A magus is proficient with all simple and martial weapons. A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Arcane Pool
At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: flaming, flaming burst, frost, icy burst, keen, shock, shocking burst or speed.

Adding these properties consumes an amount of bonus equal to the property's base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Cantrips
Magi can cast a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spell Combat
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty).

Spell Strike
At 2nd level, whenever a magus casts a spell with a range of "touch" from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack.

Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks.

This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Magus Arcana
As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana's description, a magus cannot select a particular magus arcana more than once.

Spell recall
At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell's level (minimum 1). The spell is prepared again, just as if it had not been cast.

Bonus Magus Feat
At 5th level, and every six levels thereafter, a magus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat or magic feats. He must meet the prerequisites for these feats as normal.

Arcane Weapon (+2)
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: flaming, flaming burst, frost, icy burst, keen, shock, shocking burst or speed.

Adding these properties consumes an amount of bonus equal to the property's base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Arcane Medium Armor
At 7th level, a magus gains proficiency with medium armor. A magus can cast magus spells while wearing medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.

Improved Spell Combat
At 8th level, the magus's ability to cast spells and make melee attacks improves. When using the spell combat ability, the magus receives a +2 circumstance bonus on concentration checks.

Fighter Training
Starting at 10th level, a magus counts 1/2 his total magus level as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, these levels stack.

Improved Spell Recall
At 11th level, the magus's ability to recall spells using his arcane pool becomes more efficient. Whenever he recalls a spell with spell recall, he expends a number of points from his arcane pool equal to 1/2 the spell's level (minimum 1).

Arcane Heavy Armor
At 13th level, a magus gains proficiency with heavy armor. A magus can cast magus spells while wearing heavy armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.

Greater Spell Combat
At 14th level, the magus gains the ability to seamlessly cast spells and make melee attacks. Whenever he uses the spell combat ability, his concentration check bonus from Improved Spell Combat increases to +4.

Counterstrike
At 16th level, whenever an enemy within reach of the magus successfully casts a spell defensively, that enemy provokes an attack of opportunity from the magus after the spell is complete.

Greater Spell Access
At 19th level, the magus gains access to an expanded spell list. He learns and places 14 spells from the wizard's spell list into his spellbook as magus spells of their wizard level. He gains two of each of the following wizard spells not on the magus spell list:

0-level, 1st-level, 2nd-level, 3rd-level, 4th-level, 5th-level, and 6th-level.

He can ignore the somatic component of these spells, casting them without the normal chance of spell failure.

===True Magus===

At 20th level, the magus becomes a master of spells and combat. Whenever he uses his spell combat ability, he does not need to make a concentration check to cast the spell defensively.

Whenever the magus uses spell combat, he can choose to either increase the DC to resist his spells by +2, grant himself a +2 circumstance bonus on any checks made to overcome spell resistance, or grant himself a +2 circumstance bonus on all attack rolls.

Arcane Accuracy
The magus can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Intelligence bonus on all attack rolls until the end of his turn.

Bane Blade
Whenever the magus enhances his weapon using his arcane pool, he may spend 1 additional point from his arcane pool to add the Bane special ability to the weapon.

Devoted Blade
Whenever the magus enhances his weapon using his arcane pool, he adds anarchic, axiomatic, holy, or unholy special abilities to the list of available options. A magus may only add one of these abilities if it matches his own alignment.

Dimension Strike
The magus can expend 2 points from his arcane pool as a swift action to resolve all of his melee weapon attacks until the end of his turn as melee touch attacks.

Enduring Blade
Magus increase the duration of an his Arcane Weapon ability by expending 1 additional point from his arcane pool every time he activates Arcane Weapon.

Ghost Blade
Whenever the magus enhances his weapon using his arcane pool, he adds Brilliant Energy and Ghost Touch special abilities to the list of available options. A magus may only add one of these abilities if it matches his own alignment.

Hasted Assault
The magus can expend 1 point from his arcane pool as a swift action to move more quickly. This functions as haste, but only targets the magus and lasts for a number of rounds equal to the magus's Intelligence bonus.

Prescient Attack
The magus can expend 1 point from his arcane pool as a swift action, allowing him to anticipate his opponent's defenses. Enemies are denied their Dexterity bonus against the magus's attacks until the end of the magus's next turn.

Wand Wielder
The magus can activate a wand or staff in place of casting a spell when using spell combat.

Wand Mastery
Whenever the magus uses a wand, he calculates the DC for any spell it contains using his Intelligence modifier, instead of the minimum modifier needed to cast a spell of that level." Magus" A normal mandragora resembles a small fat child made from leaves, coiled vines, tree bark, and pallid tubers. Its limbs short and ending in writhing tendrils and twitching roots, while its vestigial head sports little more than a pair of beady yellow eyes and a thorn-filled mouth. These are much smaller — the typical mandragora here is only 4 inches high, but there are enough of them to form into swarms.
 * e008d43c-7515-4058-b6b8-860587d7846e",
 * e008d43c-7515-4058-b6b8-860587d7846e",
 * e008d43c-7515-4058-b6b8-860587d7846e",
 * e26442d2-cec6-4c08-928e-14a8ef49ef2f",
 * e26442d2-cec6-4c08-928e-14a8ef49ef2f",
 * e26442d2-cec6-4c08-928e-14a8ef49ef2f",

The carpets of mandragoras swarm and caper and shriek. Anyone who enters the bloom can't help but notice the countless tiny cries, not unlike miniature babies." Mandragora Swarm" A mandragora rises spontaneously from a mandrake root that has drawn nutrition from the corpse or ichor of a demon. A typical mandragora stands at just over 3 feet tall and only weighs 30 pounds. However, its size hides the creature's fantastic strength and brutality. When a mandragora attacks, its fingers grow into whipping, thorny vines nearly 10 feet long, with which it makes its slam attacks.
 * c3ffdcf0-6c8a-4b9c-8e0a-f0f46e480e01",
 * c3ffdcf0-6c8a-4b9c-8e0a-f0f46e480e01",
 * c3ffdcf0-6c8a-4b9c-8e0a-f0f46e480e01",
 * 0c2586db-c39a-40bd-a3d3-0ce84832f9ed",
 * 0c2586db-c39a-40bd-a3d3-0ce84832f9ed",
 * 0c2586db-c39a-40bd-a3d3-0ce84832f9ed",

A mandragora rarely strays far from its lair amid tangled roots or vines, but when it encounters any other creature, it attacks regardless of the odds. However, a mandragora can usually recognize druids and does not attack them or their animal companions unless they attack it first. It has no qualms about attacking a druid's allies." Mandragora" Manticores are fierce predators that patrol a wide area in search of fresh meat. A typical manticore is about 10 feet long and weighs about 1,000 pounds. Some have more human-like heads, usually with beards. Males and females look much alike.
 * a7c8fc8f-7ba1-4220-9b5c-351943b0dc9a",
 * a7c8fc8f-7ba1-4220-9b5c-351943b0dc9a",
 * a7c8fc8f-7ba1-4220-9b5c-351943b0dc9a",
 * 640086db-cf59-4e28-a9cc-e60ad04f0a49",
 * 640086db-cf59-4e28-a9cc-e60ad04f0a49",
 * 640086db-cf59-4e28-a9cc-e60ad04f0a49",

Manticores eat any meat, even carrion, though they prefer human flesh and rarely pass up an opportunity for such a delicacy. They are smart and social enough to bargain with or bully evil humanoids into alliances or offering tribute, and more powerful creatures may hire or bribe them to guard or patrol a place or area. They like lairs in high places, such as hilltops and caves in cliffs.

Although manticores were likely a magical creation, they have long since established themselves as a naturally occurring species. Curiously, manticores seem strangely fecund, and can interbreed with a number of other similarly shaped creatures, including lions, dire lions, lamias, sphinxes, and even chimeras." Manticore" To set out for a location, click on one of the arrows near your party token. You can learn the whereabouts of significant locations by talking to characters or happening upon them during your journey. After learning about a location, you must find the way there yourself. Along the way, random encounters await. You may be attacked by monsters, or you may meet new acquaintances. After exiting the location of a random encounter, you will not be able to return there.
 * 728b1071-ffb4-4f07-8c4b-931eeb6991a1",
 * 728b1071-ffb4-4f07-8c4b-931eeb6991a1",
 * 728b1071-ffb4-4f07-8c4b-931eeb6991a1",
 * fc058d8f-79eb-4053-9881-5a70b9916764",
 * fc058d8f-79eb-4053-9881-5a70b9916764",
 * fc058d8f-79eb-4053-9881-5a70b9916764",

Click this icon to exit the area." Map Movement" The great mastodons are primeval cousins of elephants. Their large tusks dwarf those of regular elephants, jutting outward and then curving back toward one another at the tips. Shaggy woolly mammoths are a mastodon variant adapted to cold environments, but have the same statistics." Mastodon" Medusas are human-like creatures with snakes instead of hair. At distances of 30 feet or more, a medusa can easily pass for a beautiful woman if she wears something to cover her serpentine locks — when wearing clothing that conceals her head and face, she can be mistaken for a human at even closer distances. Medusas use lies and disguises that conceal their faces to get close enough to opponents to use their petrifying gaze, though they like playing with their prey and may fire arrows from a distance to lead enemies into traps. Some enjoy creating intricate decorations out of their victims, using their petrified remains as accents to their swampy lairs, but most medusas take care to hide the evidence of their previous conflicts so that new foes won't have advance warning of their presence.
 * 2215e9fb-e114-4741-8d68-284ab3e88022",
 * 2215e9fb-e114-4741-8d68-284ab3e88022",
 * 2215e9fb-e114-4741-8d68-284ab3e88022",
 * 55e746db-9839-46aa-bf5a-aec9291fde6f",
 * 55e746db-9839-46aa-bf5a-aec9291fde6f",
 * 55e746db-9839-46aa-bf5a-aec9291fde6f",
 * b36e352d-ba58-4f2b-98bb-e1450ee6092d",
 * b36e352d-ba58-4f2b-98bb-e1450ee6092d",
 * b36e352d-ba58-4f2b-98bb-e1450ee6092d",
 * d0428e4b-20ab-48bf-9bc3-233a2e140820",
 * d0428e4b-20ab-48bf-9bc3-233a2e140820",
 * d0428e4b-20ab-48bf-9bc3-233a2e140820",

Used to concealing themselves, medusas in cities are usually rogues, while those in the wilderness often pass themselves off as rangers or trackers. The most notorious and legendary medusas, though, are those who take levels as bards or clerics. Charismatic and intelligent, urban medusas are often involved with thieves' guilds or other aspects of the criminal underworld. Medusas may form alliances with blind creatures or intelligent undead, both of which are immune to their stony gaze. Spellcasting medusas often serve as oracles or prophets, usually dwelling in remote locations of legendary power or infamous history. Such oracle medusas take great delight in their roles, and if presented with the proper gifts and flattery, the secrets they offer can be quite helpful. Of course, the lairs of such potent creatures are liberally decorated with statues of those who have offended them, so the seeker of knowledge is well advised to tred carefully during such meetings.

All known medusas are female. Rarely, a medusa may decide to keep a male humanoid as a mate, usually with the help of elixirs of love or similar magic, and is always careful to not petrify her prisoner — at least until she grows tired of his company." Medusa" Mephits are the servants of powerful elemental creatures. Key sites and locations on the elemental planes are full of mephits scurrying about on important errands or duties. Each mephit is associated with one element that defines its spells and abilities." Mephit" The following actions take a variable amount of time to accomplish or otherwise work differently than other actions." Miscellaneous Actions" Descended from even smaller fey, the mites are among the most pitiful and craven dwellers of the dark. Hideously ugly, even goblins have been known to mock mites for their homely appearances, mockery most mites take to heart and nurture for weeks, months, or even years in their tiny homes, until their distress and anger finally overcome their natural cowardice and impel them forth on short-lived bouts of bloody vengeance from the doubtful safety of a spider's back.
 * a27a0390-e384-4bff-8457-1dcdf47ca3da",
 * a27a0390-e384-4bff-8457-1dcdf47ca3da",
 * a27a0390-e384-4bff-8457-1dcdf47ca3da",
 * 3df2f90d-4b30-4576-9b10-831700030972",
 * 3df2f90d-4b30-4576-9b10-831700030972",
 * 3df2f90d-4b30-4576-9b10-831700030972",
 * dfe7250e-37f8-42d6-8994-5309e5106364",
 * dfe7250e-37f8-42d6-8994-5309e5106364",
 * dfe7250e-37f8-42d6-8994-5309e5106364",
 * d945dd47-ef80-45e3-8660-21cf99df0912",
 * d945dd47-ef80-45e3-8660-21cf99df0912",
 * d945dd47-ef80-45e3-8660-21cf99df0912",
 * f5cc11d8-afa1-4b10-b65c-6b86f5ba5aa2",
 * f5cc11d8-afa1-4b10-b65c-6b86f5ba5aa2",
 * f5cc11d8-afa1-4b10-b65c-6b86f5ba5aa2",
 * dfc3a9dc-4558-4145-9682-52cdaa3e7731",
 * dfc3a9dc-4558-4145-9682-52cdaa3e7731",
 * dfc3a9dc-4558-4145-9682-52cdaa3e7731",

Mites, once closer to the strange realm of the fey, have grown larger and stockier after countless generations spent on the Material Plane. Yet still, their stature places them at the bottom of the pile in the dangerous caverns in which they live. Their traditional enemies are dwarves and gnomes, particularly the svirfneblin of the deep underground caves. The one thing that gives them a significant edge over an enemy in a fight is their natural ability to empathize with normally mindless vermin — mites are particularly fond of spiders, centipedes, and cave fishers, and a mite colony usually has a few of these far more dangerous monsters on hand to defend the group.

Although they have lost the supernatural ability to tinker with magic items, luck, or mechanical objects possessed by their more sinister and dangerous gremlin kin, mites retain the ability to perform minor magical tricks with prestidigitation, and often use these tricks to annoy their enemies. When faced with dangerous foes, a mite uses its doom ability to hex a foe — a mite's eyes bulge hideously open when it uses this spell-like ability.

A mite is 3 feet tall and weighs 40 pounds." Mite" (Dexterity; Armor Check Penalty)
 * cfddda7e-db3a-40d5-bb98-bd81f6cd6feb",
 * cfddda7e-db3a-40d5-bb98-bd81f6cd6feb",
 * cfddda7e-db3a-40d5-bb98-bd81f6cd6feb",
 * 2153c7be-f4d3-4cf7-9a21-74c6c4f33d0f",
 * 2153c7be-f4d3-4cf7-9a21-74c6c4f33d0f",
 * 2153c7be-f4d3-4cf7-9a21-74c6c4f33d0f",

This skill represents character's talent for balance and coordination, including aerial maneuvers, gymnastics, and tumbling.

You apply your character's Acrobatics skill to checks required for:

• Move near opponents without provoking attacks of opportunity.

• Keep your balance.

• Escape from restraints.

• Soften falls.

• Squeeze through a tight spot." Mobility" Monitor lizards are large enough to pose a threat to humans, and in some societies are often mistaken for dragons. Some can reach lengths of 10 feet or more and weights of 350 pounds." Monitor Lizard" Monk" " Monk" Sometimes your character has to make difficult decisions, relying on their conscience (or lack thereof). Such decisions impact your character's alignment, gradually shifting your character toward good or evil, lawful or chaotic. Some dialogues feature special options that are available only to characters with certain alignments. Your choices may also have negative consequences for your character, especially for classes that heavily rely on their deities (paladins, clerics, inquisitors, druids, etc.)." Moral Choices" Movanic devas serve as infantry in the celestial armies, though they spend most of their time patrolling the Positive, Negative, and Material Planes. On the Positive Plane, they watch over wandering good souls, which sometimes puts them into conflict with the jyoti. On the Negative Plane, they battle undead, the sceaduinar, and the other strange things that hunt in the hungry void. Their rare visits to the Material Plane are usually to help powerful mortals when a great menace threatens to plunge an entire realm into evil." Movanic Deva" Click on the location you want to walk to, and your character will start moving toward it. The location will be marked with a special symbol. If the location is inaccessible, the symbol will instead appear in the nearest accessible location." Movement" A move action allows you to move up to your speed or perform an action that takes a similar amount of time.
 * 21ebab84-0e8c-49f4-8672-f8f2dfba5f37",
 * 21ebab84-0e8c-49f4-8672-f8f2dfba5f37",
 * 21ebab84-0e8c-49f4-8672-f8f2dfba5f37",
 * a6eefdea-6a6a-45e8-988a-012fd95d3f87",
 * a6eefdea-6a6a-45e8-988a-012fd95d3f87",
 * a6eefdea-6a6a-45e8-988a-012fd95d3f87",
 * ac3862a1-3d86-4882-b3cc-130d657331be",
 * ac3862a1-3d86-4882-b3cc-130d657331be",
 * ac3862a1-3d86-4882-b3cc-130d657331be",
 * 35d6e2b6-629a-4a9a-b35a-9b3538fd0841",
 * 35d6e2b6-629a-4a9a-b35a-9b3538fd0841",
 * 35d6e2b6-629a-4a9a-b35a-9b3538fd0841",
 * 94d8d2d9-0c1a-4d4a-a274-2960af576f6b",
 * 94d8d2d9-0c1a-4d4a-a274-2960af576f6b",
 * 94d8d2d9-0c1a-4d4a-a274-2960af576f6b",
 * cedbb61a-17e9-4ee8-818f-ebd1faf7e71a",
 * cedbb61a-17e9-4ee8-818f-ebd1faf7e71a",
 * cedbb61a-17e9-4ee8-818f-ebd1faf7e71a",
 * cb033918-cf33-4a60-b952-d30238b328ab",
 * cb033918-cf33-4a60-b952-d30238b328ab",
 * cb033918-cf33-4a60-b952-d30238b328ab",
 * e2406116-210c-4d9e-9a81-245edc54024c",
 * e2406116-210c-4d9e-9a81-245edc54024c",
 * e2406116-210c-4d9e-9a81-245edc54024c",
 * 38e03fe0-ab12-46e3-9888-e7086d8fbe85",
 * 38e03fe0-ab12-46e3-9888-e7086d8fbe85",
 * 38e03fe0-ab12-46e3-9888-e7086d8fbe85",
 * 4355ab7d-42de-495d-a99b-f8415bd85ca7",
 * 4355ab7d-42de-495d-a99b-f8415bd85ca7",
 * 4355ab7d-42de-495d-a99b-f8415bd85ca7",
 * abdce2af-6b1b-473f-a7a1-279fefae1ec9",
 * abdce2af-6b1b-473f-a7a1-279fefae1ec9",
 * abdce2af-6b1b-473f-a7a1-279fefae1ec9",
 * 367be9b9-9a53-4774-bdd8-e4e1c19fb1f3",
 * 367be9b9-9a53-4774-bdd8-e4e1c19fb1f3",
 * 367be9b9-9a53-4774-bdd8-e4e1c19fb1f3",
 * 1cf2a349-5642-493d-9e09-28b9a54b049e",
 * 1cf2a349-5642-493d-9e09-28b9a54b049e",
 * 1cf2a349-5642-493d-9e09-28b9a54b049e",

You can take a move action in place of a standard action." Move Action" Necromancy spells manipulate the power of death, unlife, and the life force. Spells involving undead creatures make up a large part of this school." Necromancy" Nereids are capricious and often dangerous aquatic fey that appear as strikingly beautiful women, often seen bathing unclothed in the water.
 * 95079738-a763-492a-8f68-2e8c27564fb6",
 * 95079738-a763-492a-8f68-2e8c27564fb6",
 * 95079738-a763-492a-8f68-2e8c27564fb6",
 * 77d80ba4-a21e-4991-b62d-26f68006eaf2",
 * 77d80ba4-a21e-4991-b62d-26f68006eaf2",
 * 77d80ba4-a21e-4991-b62d-26f68006eaf2",
 * c84cf3eb-6085-418b-aa04-93607e0ea9d0",
 * c84cf3eb-6085-418b-aa04-93607e0ea9d0",
 * c84cf3eb-6085-418b-aa04-93607e0ea9d0",
 * ba358e7a-c09d-413c-8547-47c699df232a",
 * ba358e7a-c09d-413c-8547-47c699df232a",
 * ba358e7a-c09d-413c-8547-47c699df232a",

Many sailors have met their doom following a nereid, for though a nereid's beauty is otherworldly, her watery kiss is death. Others seek out nereids, for if one can secure control over the creature's shawl, the cloth can be used to force the nereid's compliance. A nereid forced to obey in this manner immediately attempts to slay her master as soon as she can secure her shawl's safety." Nereid" Ancient Osirian legends speak of the god-king Nethys, a man whose monomaniacal pursuit of magic opened the fabric of reality to his probing vision, revealing to him the secrets of creation in this world and in the Great Beyond. The sight catapulted him to godhood and tore apart his sanity, creating two minds in one body. Now his fractured mind seeks both to cleanse the world through its destruction and to guard and heal it, to bend and preserve it, to conquer and free it. Nethys is a god of two warring personalities, prone to sudden and unexpected mood swings. He teaches that the use of magic for its own sake is the highest calling of mortals, for it is only through magic that one can change reality itself, and he embraces all who take up magical study. He does not care about the type of magic involved or the ends to which people turn it, only that they honor it and exult in its gifts. He represents all magic, from the most benign healing spells to the vilest necromancy, and mortal spellcasters of all alignments ask for his blessing.
 * baf3b6c5-8eae-4c22-9bfc-682d1ce496fe",
 * baf3b6c5-8eae-4c22-9bfc-682d1ce496fe",
 * baf3b6c5-8eae-4c22-9bfc-682d1ce496fe",
 * 87d66540-5e44-4507-bbb1-642ec2403b96",
 * 87d66540-5e44-4507-bbb1-642ec2403b96",
 * 87d66540-5e44-4507-bbb1-642ec2403b96",

Nethys's only concern is magic — its use, creation, and innovation. He is aware of his mortal worshipers and rewards their devotion with divine power, but not for their use of magic alone. When some mortal tyrant outlaws the use of magic, Nethys expects his followers to intervene, though he issues no call to crusade. Likewise, those who perceive new avenues of magic and pursue them gain his favor, regardless of the nature or purpose of the magic. His total awareness means he sees every success and every failure, from the first cantrip learned by a fledgling hedge wizard to the rudiments of star-exploding magic developed on the farthest-flung planet.

Other gods may take parental roles toward their churches, but Nethys acts more like the volatile but dispassionate guardian of an estate, unconcerned about individual heirs as long as the vast legacy of the family continues. Queries made of the All-Seeing Eye via commune and similar spells always give accurate information, but his tone might range from amused to cold to disappointed to enraged, seemingly without rhyme or reason. Other deities have tried to stabilize or cure his shattered mind and violent mood swings, but he inevitably perceives any progress as a depletion of his energy and negates their efforts. His allies have learned to tolerate his ever-changing nature, keeping him at a respectful arm's length for the sake of his knowledge.

Nethys is a proponent of magic for all purposes, even frivolous or wasteful ones. Magic is an infinite resource that permeates all dimensions, and thus he insists there is no need to limit its use for fear of its eventual depletion. He sees magic-drained places like the Mana Wastes as aberrations, tumors in the world that can be excised, though dealing with them is not a high priority unless they begin to grow and threaten the healthy flow of magic elsewhere. Nethys isn't averse to technology unless it interferes with or supplants magic; indeed, he relishes the blending of technology and magic.

Nethys normally appears as a male human crackling with power, one side of him burned and broken, the other half calm and serene. This duality is usually emphasized in artwork, which often depicts the god releasing terrible magic from his broken side even as he casts spells from his good side to heal the wounds he just caused. Though he is generally depicted as Garundi, some regional temples deviate from this by showing him as a member of a prominent local race or as an Azlanti.

Outside of promoting the use of magic and embracing those who engage in it, Nethys is supremely indifferent to both mortals and other deities. Pleas for mercy or justice, incitements to violence, and invocations of fairness or the balance of power have no effect on him; he acts in the interest of increasing magical knowledge or according to his whim, but is otherwise unpredictable and unreliable. He is not known for showing favor or wrath to his followers or enemies in the form of divine intervention, a fact that many of his worshipers note with some pride. Layfolk, especially peasants, believe that invoking his name may help to ward off curses, hexes, the evil eye, and other superstitions, though his utter disregard for those who do not practice magic means these invocations fall on deaf ears. The devout believe that zones of unpredictable magic manifest where Nethys passes close to the Material Plane, though there is no confirmation of this from the god himself. Likewise, his church teaches that the manifestation of zones of "empty magic" (where magic simply doesn't function) are indications of his anger at someone or something in that area, though there is no evidence that this is true.

His holy symbol is his face, half black and half white, which might be highly detailed or abstracted to little more than a two-tone, shield-shaped mask without holes.

Alignment: Neutral

Cleric Alignment
NG, LN, N, CN, NE

Domains
Destruction, Knowledge, Magic, Protection, Rune

Favored Weapon
Quarterstaff" Nethys" This eerie horse-like creature's skin is an inky blackness. Fire spurts from its hair and nostrils, and its hooves spray sparks.
 * 8f57b854-10f9-4e4f-bc01-2a671e1ccd1a",
 * 8f57b854-10f9-4e4f-bc01-2a671e1ccd1a",
 * 8f57b854-10f9-4e4f-bc01-2a671e1ccd1a",
 * 27dbcfba-e969-4a95-a5fc-ce485dffa220",
 * 27dbcfba-e969-4a95-a5fc-ce485dffa220",
 * 27dbcfba-e969-4a95-a5fc-ce485dffa220",

Nightmares are flaming harbingers of death. They allow only the most evil of creatures to ride them, and are never mere mounts, but rather willing partners in destruction.

The cauchemar is a more dangerous variant of the nightmare, particularly valued for its ability to enter the Ethereal Plane with its rider in addition to being able to use plane shift to invade other realities." Nightmare" Nixies are guardians of ponds, rivers, lakes, and springs. They prefer dwelling in idyllic places, which they protect from the depredations of predators and careless humanoids. While this often involves confusing enemies and driving foes away, nixies are not afraid of spilling blood to protect their homes — though they prefer not to resort to such means unless completely necessary. Nixies are 4 feet tall and rarely weigh more than 45 pounds.
 * 731737e0-3dca-4d56-a45f-9ae030001b77",
 * 731737e0-3dca-4d56-a45f-9ae030001b77",
 * 731737e0-3dca-4d56-a45f-9ae030001b77",
 * a7d2fc49-19af-48b9-8663-2d7bc9a9e6e8",
 * a7d2fc49-19af-48b9-8663-2d7bc9a9e6e8",
 * a7d2fc49-19af-48b9-8663-2d7bc9a9e6e8",

Nixies avoid combat if possible, using charm person to lead humanoids away from their lairs. They sometimes use this ability to enslave people to act as protectors or help with a task that is simply too big for them to deal with. They cast water breathing on charmed creatures helping with tasks below the surface. Nixies are reclusive and prefer to keep their presence hidden. They make lairs underwater, forming small communities if their numbers are great enough.

Legends speak of a secret nixie kingdom at the bottom of a great lake, but no one has yet confirmed its location." Nixie" Nobility Domain" Norgorber is one of the Ascended, a mortal who triumphed in the Test of the Starstone and took the mantle of the god of killers and spies. Little is known of his life as a mortal, for he has concealed this information so others can't use it against him — possibly murdering those who knew him. He has wiped knowledge of his past from even the memories of the other gods, becoming an enigma to all. Only his most favored worshipers know enough about his goals to help bring his plans to fruition in the world, and sometimes he wipes the knowledge from their minds when their tasks are done to better preserve his secrets. Some sages believe that if Norgorber's true nature were discovered, he would be undone — perhaps as a side effect of his passing the Test of the Starstone, or perhaps as fallout from some sacrifice he made for greater power. He is subtle, devious, and cunning, a cold killer who hides in shadows and trades on his power and information. He is a master of secrets, a true gamesman, and he welcomes all into his church — for eventually, all have secrets for which they would kill.
 * cb8c351e-e587-4844-a7c8-a56508b22d3a",
 * cb8c351e-e587-4844-a7c8-a56508b22d3a",
 * cb8c351e-e587-4844-a7c8-a56508b22d3a",
 * 67361af4-376d-4bdd-abf2-935c2d7e9bb2",
 * 67361af4-376d-4bdd-abf2-935c2d7e9bb2",
 * 67361af4-376d-4bdd-abf2-935c2d7e9bb2",
 * 7a3ccf8e-3e8f-42c2-baca-240b0540560f",
 * 7a3ccf8e-3e8f-42c2-baca-240b0540560f",
 * 7a3ccf8e-3e8f-42c2-baca-240b0540560f",

In artwork, Norgorber is most often represented only by his holy symbol: a featureless black mask, often polished to a mirror sheen. Some artists evoke his presence with a black masklike badge or an empty black glove, and worshipers have been known to nail a black glove to a door as a warning to someone who has offended the cult. He is sometimes shown as an invisible man dressed in the garb of a thief, or a hooded, spectre-like figure with an obscured face and sinister black gloves. Those who try to paint or sculpt him as a recognizable figure, even if the image is purely from the artist's imagination and not based on any knowledge or insight, find their hands fumbling and their work increasingly erratic. If they persist, their motor control is often permanently afflicted. Wiser priests of his church say this is because if the god blotted out only accurate depictions of him, mortals could deduce his true appearance by determining what they are not allowed to paint, so instead he hinders all attempts to portray his visage. When he manifests to mortals, he appears to be a normal human dressed in brown and black, of average height and build, always with his face concealed or entirely invisible, and vaguely threatening even when speaking pleasantly.

Norgorber treasures secrets like a merchant loves gold, whether the secret is his own or belongs to a mortal or supernatural creature. He trades them for more valuable secrets, gives them away if such knowledge serves his long-term goals, and takes them from volunteers who can't trust themselves not to speak of what they know. He modifies memories or kills to preserve secrets. He is not a god of lies, but will use them to protect the truth of the matter or make it more valuable, though he dislikes altering knowledge to change truth into falsehood. Norgorber understands that controlling something is having power over that thing, and having power leads to the desire for more. He knows there may be negative consequences for acting openly, and instead uses deceptive, circumspect, and insidious efforts like blackmail and poison. Of course, some poisons are merely an inconvenience to the target, while some targets are easier to eliminate than to threaten or persuade. Together, these ideas make Norgorber the god of secrets, greed, poison, and murder — four pernicious traits interwoven to create a treacherous whole.

Norgorber's realm in the Great Beyond is a network of sprawling tunnels and caverns beneath the perfect city of Axis. Its shadows and dark inhabitants hum silently with secret intent, bending the letter and spirit of Axis's laws but never going so far as to disrupt its perfect order. The domain connects to various points in Axis, sometimes in defiance of normal perceptions of time and space. Norgorber's presence and that of his followers is like the grease in a complex mechanism: messy and hidden away, but crucial to its overall function.

The god of secrets is subtle in his interventions. When he is pleased, a pickpocket finds a gold coin in an otherwise poor man's purse, a spy overhears a juicy bit of information from an unexpected source, a poisoned weapon retains its coating for a second attack, or a guard dies with only a quiet gurgle. When he's roused to anger, his ire is carefully measured. A thief finds she's lost the jewel she was supposed to steal, a speaker completely forgets whatever important topic he was talking about, an envenomed blade nicks the hand of a master assassin, or a skilled murderer finds himself downed by a lucky blow from an alley thug. Norgorber is disinclined to kill followers who fail him, provided they're still useful, and prefers to instead punish them with humiliation, sickness, or a crippling injury for a time, wiping key information from their minds to preserve his master plan. However, he has been known to dispose of those who are of no further use to him, especially those whose lives could be a threat to his objectives and whose deaths can serve as a lesson to surviving members of the cult.

Alignment: Neutral evil

Cleric Alignment
N, LE, NE, CE

Domains
Charm, Death, Evil, Knowledge, Trickery

Favored Weapon
Short sword" Norgorber" Some activities are so minor that they are not even considered free actions. They literally don't take any time at all to do and are considered an inherent part of doing something else, such as nocking an arrow as part of an attack with a bow." Not an Action" Many have lost their lives in vain search of the beauty of the nymph, and many more to the madness and obsession their grace has upon minds and bodies unprepared for their companionship. Yet the nymph herself is not a cruel creature — a guardian of nature's purest places and most beautiful realms, she treats those who respect her and her abode with kindness, and may even favor someone who takes her fancy with magical gifts. Yet those who would seek to abuse or harm her or her home quickly find that behind her beauty is a fierce protector more than capable of defending her charge." Nymph" The origin of the owlbear is a subject of great debate among scholars of the monstrous creatures of the world. However, most concur that at some point in the distant past, a deranged wizard created the original specimens by crossing an owl with a bear — perhaps as proof of some insane concept about the nature of life, but possibly out of sheer lunacy. Whatever the original purpose of such a freakish creation as the owlbear, the creature bred true and has become quite well established in woodlands across the world, where it plays a key role in a region's ecosystem as an apex predator.
 * ffda04d4-3a81-4b5a-8b8a-013fb013b8e3",
 * ffda04d4-3a81-4b5a-8b8a-013fb013b8e3",
 * ffda04d4-3a81-4b5a-8b8a-013fb013b8e3",
 * 3b6545c5-2d55-4d13-ba8b-1c6cd9afa5f8",
 * 3b6545c5-2d55-4d13-ba8b-1c6cd9afa5f8",
 * 3b6545c5-2d55-4d13-ba8b-1c6cd9afa5f8",
 * bc3dddac-7325-496d-ab33-9471ec596738",
 * bc3dddac-7325-496d-ab33-9471ec596738",
 * bc3dddac-7325-496d-ab33-9471ec596738",
 * 7dde4ec7-9f82-4d18-9311-466fecde0ce3",
 * 7dde4ec7-9f82-4d18-9311-466fecde0ce3",
 * 7dde4ec7-9f82-4d18-9311-466fecde0ce3",
 * d5b64eb2-274f-4c10-8f5c-8196bd15d433",
 * d5b64eb2-274f-4c10-8f5c-8196bd15d433",
 * d5b64eb2-274f-4c10-8f5c-8196bd15d433",
 * 8ca3e0b8-2632-41e0-ac5d-ff3ce0ef88d2",
 * 8ca3e0b8-2632-41e0-ac5d-ff3ce0ef88d2",
 * 8ca3e0b8-2632-41e0-ac5d-ff3ce0ef88d2",

Owlbears are notoriously bloodthirsty killers, well known for their short tempers, aggression, and savage nature. They tend to attack without provocation, slaughtering any living creatures that cross their paths.

Many scholars that have encountered these creatures in the wild have noted that they all have red-rimmed eyes that roll about wildly when they close in for an attack. This is sometimes presented as a sign of madness, suggesting that all owlbears are born with a pathological need to fight and kill, but more level-headed researchers believe that it's simply part of the way the massive bird-beast's keen eyes are constructed.

Owlbears generally inhabit desolate areas of the wilderness, making their messy lairs within wild forests or inside dark, shallow caverns. They are equally adept at hunting during the day and at night, depending upon the prey available near their lairs. Adult owlbears live in mated pairs, and hunt in small groups, leaving their young behind in their lairs while they search for prey.

While it is considered impossible to truly domesticate owlbears due to their feral natures, they can still be used as guardians if contained within an area but allowed to roam and hunt freely there. A full-grown male can stand as tall as 8 feet and weighs up to 1,500 pounds." Owlbear" Paladin" " Paladin" (Wisdom)
 * 4d839e1a-7c82-456c-aa2a-735752d44ea2",
 * 4d839e1a-7c82-456c-aa2a-735752d44ea2",
 * 4d839e1a-7c82-456c-aa2a-735752d44ea2",
 * 86fb00d0-c141-4e15-9aa0-569a42dfb013",
 * 86fb00d0-c141-4e15-9aa0-569a42dfb013",
 * 86fb00d0-c141-4e15-9aa0-569a42dfb013",
 * 3d073108-eea3-4022-b72e-6b50aa50af74",
 * 3d073108-eea3-4022-b72e-6b50aa50af74",
 * 3d073108-eea3-4022-b72e-6b50aa50af74",
 * 5c2b77cd-82a9-4bc7-aed5-dd1ab126c3af",
 * 5c2b77cd-82a9-4bc7-aed5-dd1ab126c3af",
 * 5c2b77cd-82a9-4bc7-aed5-dd1ab126c3af",
 * 683122d6-b5bd-45cc-9515-448447940356",
 * 683122d6-b5bd-45cc-9515-448447940356",
 * 683122d6-b5bd-45cc-9515-448447940356",

This skill represents character's acuity of your senses allows you to notice fine details, see danger coming, and tell when people are lying or otherwise behaving suspiciously.

You apply your character's Perception skill to checks required for:

• Discern secret messages.

• Get hunches.

• Notice creatures and details.

• Search locations.

• Sense enchantments.

• Sense motives." Perception" (Charisma)
 * 25384e7b-52ec-435b-8580-77e5752decd4",
 * 25384e7b-52ec-435b-8580-77e5752decd4",
 * 25384e7b-52ec-435b-8580-77e5752decd4",
 * 5b839006-dea0-430f-9c62-97ad7d870fac",
 * 5b839006-dea0-430f-9c62-97ad7d870fac",
 * 5b839006-dea0-430f-9c62-97ad7d870fac",

This skill represents character's talent to manipulate other people through negotiation, deceit, or intimidation.

You apply your character's Persuasion skill to checks required for:

• Change others' attitudes.

• Create diversions.

• Gather information.

• Intimidate.

• Lie.

• Make requests.

• Pass secret messages." Persuasion" Raised from the corpses of knights and soldiers slain by treachery rather than battle or conflicts considered crimes even in the heat of war, phantom armors appear as suits of animate armor, walking or floating of their own accord. Most phantom armors haunt the halls and blasted battlefields where they were slain, seeking revenge against their murderers or, should that prove impossible, confronting any living creature that might give them the opportunity to do battle once more. Dastardly necromancers have also discovered the process for binding violent spirits to suits of armor, giving rise to eerie servants that combine endless patience with cold brutality. Phantom armors come in many shapes and sizes; some appear to be nothing more than animate helms while others resemble armored giants." Phantom Armor" Pharasma is the stern observer of life and death, scrutinizing the tangled webs of fate and prophecy, mercilessly cold in the administration of her duties. Having seen infants die, the righteous fall too soon, and tyrants live to advanced age, she makes no judgment about the justness of a particular death, and welcomes each birth with equal severity. At the moment of a mortal's birth, she knows the many possible paths each soul could follow, but reserves her official verdict until the last possible moment. Legends claim that Pharasma saw Aroden's death approaching — and even judged him as she does for all those born as mortals — but did nothing to warn even her own followers, many of whom were driven mad by the event. Though prophecy is no longer reliable, prophets continue to be born, and most of them are rendered insane by their confusing and contradictory visions.
 * f5573d9c-9343-4b9e-8dd0-e6569f8e997d",
 * f5573d9c-9343-4b9e-8dd0-e6569f8e997d",
 * f5573d9c-9343-4b9e-8dd0-e6569f8e997d",
 * a0e6385f-11c0-4ea4-bb4b-fa83128ee13b",
 * a0e6385f-11c0-4ea4-bb4b-fa83128ee13b",
 * a0e6385f-11c0-4ea4-bb4b-fa83128ee13b",
 * e20867b1-1d4e-41b3-adcb-6c0304479754",
 * e20867b1-1d4e-41b3-adcb-6c0304479754",
 * e20867b1-1d4e-41b3-adcb-6c0304479754",
 * bbb86e1e-5a69-4e68-9867-0c8505159e83",
 * bbb86e1e-5a69-4e68-9867-0c8505159e83",
 * bbb86e1e-5a69-4e68-9867-0c8505159e83",

In art, Pharasma is depicted as a midwife, a mad prophet, or a reaper of the dead, depending upon her role. Her visage usually has gray skin, white eyes, and white hair. As the midwife, she is efficient and severe, hair pulled back and arms bare from hands to the elbows. Pregnant women often carry tokens of this image on long necklaces to protect their unborn children and grant them good lives. As the prophet, Pharasma is wild-eyed and tangle-haired, and her words echo like thunder. As the reaper, she is tall and gaunt, with a hooded black gown and an hourglass with fast-flowing red sand, and is often shown seated on her throne and passing judgment on mortal souls.

Situated atop an impossibly tall spire, Pharasma's realm in the afterworld — the Boneyard — looms over the perfectly ordered city-plane of Axis. When mortals die, their souls join the vast River of Souls that flows through the Astral Plane, and eventually deposits them in Pharasma's Boneyard at the top of her spire. Once there, they stand in a great line, filtered through several courts according to their alignment and supposed planar destination. Those who die before experiencing their full fate might be lucky enough to return in this life or the next, either spontaneously or by getting called home by resurrection magic, but more often those who feel that they've met an untimely end discover that their destiny was in fact always leading them to their particular moment of death, however unjust or ignoble. Though she allows resurrection, the Lady of Graves opposes undeath as a desecration of the memory of the flesh and a corruption of a soul's path on its journey to her judgment. She encourages her followers to hunt undead, as the souls of the destroyed undead will then reach her for judgment.

At the heart of the Boneyard is Pharasma's Palace, a gothic structure built over the exact center of the Spire. Psychopomps walk its pathways and quietly fly above its walls, performing the administration of souls, and Pharasma's faithful are housed within. Despite its light color and mood, the Palace is obviously a creation of the goddess. It's unknown whether she made the Spire itself.

Pharasma manifests her favor through the appearance of scarab beetles and whippoorwills, both of which function as psychopomps (both in the figurative sense as guides for dead souls, as well as in the literal sense as manifestations of the outsiders called psychopomps). Black roses are thought to invite her favor and good luck, especially if the stems sport no thorns. Her displeasure is often signified by cold chills down the spine, bleeding from the nose or under the fingernails, an unexplained taste of rich soil, the discovery of a dead whippoorwill, or the feeling that something important has been forgotten. Pharasma also sometimes allows the spirits of those who have died under mysterious conditions to transmit short messages to their living kin to comfort them, expose a murderer, or haunt an enemy.

Pharasma's holy symbol is a spiral of light, representing a soul, its journey from birth to death to the afterlife, and the confusing path of deciphering prophecy.

Alignment
Neutral

Cleric Alignment
NG, LN, N, CN, NE

Domains
Death, Healing, Knowledge, Repose, Water

Favored Weapon
Dagger" Pharasma" Plant Domain" Ponies are smaller breeds of horses better suited to halflings, gnomes, and dwarves, but they also make fond pets for humans as well. They stand 3 to 4 feet tall and weigh about 600 pounds.
 * 0912d5ca-323f-4ff6-8c09-1f1333e11771",
 * 0912d5ca-323f-4ff6-8c09-1f1333e11771",
 * 0912d5ca-323f-4ff6-8c09-1f1333e11771",
 * 55da4938-9687-418d-b41c-aa417589877e",
 * 55da4938-9687-418d-b41c-aa417589877e",
 * 55da4938-9687-418d-b41c-aa417589877e",
 * 060496ed-ff89-447b-8b23-d70aee2e4ea1",
 * 060496ed-ff89-447b-8b23-d70aee2e4ea1",
 * 060496ed-ff89-447b-8b23-d70aee2e4ea1",

A light load for a pony is up to 100 pounds, a medium load is 101–200 pounds, and a heavy load is 201–300 pounds. A pony can drag 1,500 pounds. Like horses, ponies can be trained for combat, and such mounts often serve halflings, gnomes, and other small races as steeds in combat." Pony" Prestige classes" Protection Domain" Purple worms are giant scavengers that inhabit the deepest regions of the world, consuming any organic material that they encounter. They are notorious for swallowing their prey whole. It is not uncommon to hear of a group of adventurers vanishing down the ravenous maw of a purple worm, screaming as they disappear one by one.
 * 5490b5c3-1f23-4805-8e2a-96d8402a462e",
 * 5490b5c3-1f23-4805-8e2a-96d8402a462e",
 * 5490b5c3-1f23-4805-8e2a-96d8402a462e",
 * f1b44c7b-5331-4be4-a969-b5400fcc1785",
 * f1b44c7b-5331-4be4-a969-b5400fcc1785",
 * f1b44c7b-5331-4be4-a969-b5400fcc1785",
 * 576a7bec-c5ee-4eb0-a98c-9640e4504b1b",
 * 576a7bec-c5ee-4eb0-a98c-9640e4504b1b",
 * 576a7bec-c5ee-4eb0-a98c-9640e4504b1b",
 * 0c20a52c-bc1d-4e02-8b9f-13f46aaf3532",
 * 0c20a52c-bc1d-4e02-8b9f-13f46aaf3532",
 * 0c20a52c-bc1d-4e02-8b9f-13f46aaf3532",

Although they seek to consume living creatures, purple worms also consume vast amounts of dirt and minerals as they burrow underground. The insides of a purple worm may contain a considerable number of gemstones and other items able to withstand the corrosive acid inside its gullet. In areas filled with valuable minerals, such as those near dwarven mines, the natural tunnels created by burrowing purple worms are often filled with vast amounts of unrefined ores.

A purple worm usually claims a large underground cavern as its den, and while it returns here to rest and digest food, it spends the majority of its time on the prowl, burrowing through the endless dark or slithering along established tunnels in the constant drive to feed its immense hunger. Although not completely mindless, purple worms are rather stupid. They make popular guardians for those who have the magic to control them or a chamber in their lair large enough to hold one captive.

Although the deep-dwelling purple worm is the most common of its ilk, variant immense worms of differing colors dwell in other remote wildernesses. A sleek, mottled blue-and-green variant of the giant worm dwells in deep underground lakes or tropical seas (this variant loses its burrow speed but increases its swim speed to 40 feet). A deep crimson variant of even greater size dwells in remote badlands and rocky deserts (this variant is never less than Colossal in size). Other species doubtless remain to be discovered in the far corners of the world." Purple Worm" These carnivorous plants prize human and elven flesh, but eat anything they manage to catch. Quickwoods typically explore an area, taking note of any oak trees, and then root themselves and wait for prey to wander by. They use their oaksight ability to maintain constant surveillance of their hunting grounds and send their roots out to drag likely prey back to them." Quickwood" Race is an important part of what makes characters who they are. It both provides a starting point for character creation and sets the tone for a character as it progresses. Race mixes biology and culture, then translates those concepts into racial traits. Yet since both biology and culture are mutable—especially when one considers the powerful forces of magic—racial traits can be so diverse that two elves can be extremely different while still manifesting aspects of their shared heritage and culture. A race's traits, its history, its relations with other races, and the culture that all of these things imply—all of these frame your character. Each race lists the languages a character of that race automatically knows, as well as a number of bonus languages it may learn. A character knows a number of additional bonus languages equal to his or her Intelligence modifier." Race is an important part of what makes characters who they are. It both provides a starting point for character creation and sets the tone for a character as it progresses. Race mixes biology and culture, then translates those concepts into racial traits. Yet since both biology and culture are mutable — especially when one considers the powerful forces of magic — racial traits can be so diverse that two elves can be extremely different while still manifesting aspects of their shared heritage and culture. A race's traits, its history, its relations with other races, and the culture that all of these things imply — all of these frame your character." Race" Ranger"
 * 6d79e280-eab1-4fb9-b761-259737832597",
 * 6d79e280-eab1-4fb9-b761-259737832597",
 * 6d79e280-eab1-4fb9-b761-259737832597",
 * 47cf6baf-1daf-4806-8b54-dc088b00b8a6",
 * 47cf6baf-1daf-4806-8b54-dc088b00b8a6",
 * 47cf6baf-1daf-4806-8b54-dc088b00b8a6",
 * 6f2ff815-4662-4f5f-8c12-2c0f5d5d48ad",
 * 6f2ff815-4662-4f5f-8c12-2c0f5d5d48ad",
 * 6f2ff815-4662-4f5f-8c12-2c0f5d5d48ad",
 * 40762652-57ae-4a6e-83fa-bde83e63e357",
 * 40762652-57ae-4a6e-83fa-bde83e63e357",
 * 40762652-57ae-4a6e-83fa-bde83e63e357",
 * 369afbbe-29be-4ad5-bd43-b941035b9d19",
 * 369afbbe-29be-4ad5-bd43-b941035b9d19",
 * 369afbbe-29be-4ad5-bd43-b941035b9d19",
 * 4e8c5c7e-a567-4251-90a0-cad2bc9775db",
 * 4e8c5c7e-a567-4251-90a0-cad2bc9775db",
 * 4e8c5c7e-a567-4251-90a0-cad2bc9775db",
 * ef91e207-5f6c-41cc-a59c-42e45dda0bf0",
 * ef91e207-5f6c-41cc-a59c-42e45dda0bf0",
 * ef91e207-5f6c-41cc-a59c-42e45dda0bf0",
 * 4cf5d474-f0a6-4cfb-bab6-fe3eeabc0399",
 * 4cf5d474-f0a6-4cfb-bab6-fe3eeabc0399",
 * 4cf5d474-f0a6-4cfb-bab6-fe3eeabc0399",
 * 4cf5d474-f0a6-4cfb-bab6-fe3eeabc0399",
 * 4cf5d474-f0a6-4cfb-bab6-fe3eeabc0399",

Personal
The spell affects only you."
 * 2174fc91-9597-4b75-bd9a-77b28d2d0a52",
 * 2174fc91-9597-4b75-bd9a-77b28d2d0a52",
 * 2174fc91-9597-4b75-bd9a-77b28d2d0a52",

Touch
You must touch a creature or object to affect it. A touch spell that deals damage can score a critical hit just as a weapon can. A touch spell threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit."
 * af1d7a7e-b7cf-4ee7-8816-4eb235bad0eb",
 * af1d7a7e-b7cf-4ee7-8816-4eb235bad0eb",
 * af1d7a7e-b7cf-4ee7-8816-4eb235bad0eb",

Close
The spell reaches as far as 25 feet away from you. The maximum range increases by 5 feet for every two full caster levels."
 * e31d3e92-5645-4f79-9b18-2d13c7566809",
 * e31d3e92-5645-4f79-9b18-2d13c7566809",
 * e31d3e92-5645-4f79-9b18-2d13c7566809",

Medium
The spell reaches as far as 100 feet + 10 feet per caster level."
 * 0d17f55e-0485-4e9b-bc1b-d9cb7ad087e3",
 * 0d17f55e-0485-4e9b-bc1b-d9cb7ad087e3",
 * 0d17f55e-0485-4e9b-bc1b-d9cb7ad087e3",

Long
The spell reaches as far as 400 feet + 40 feet per caster level."
 * 312cad3e-3cac-4ffc-bd00-3ebcf964f45a",
 * 312cad3e-3cac-4ffc-bd00-3ebcf964f45a",
 * 312cad3e-3cac-4ffc-bd00-3ebcf964f45a",

Unlimited
The spell reaches anywhere on the same plane of existence."
 * 3d29d5fd-a820-4e08-8364-d498fec7016e",
 * 3d29d5fd-a820-4e08-8364-d498fec7016e",
 * 3d29d5fd-a820-4e08-8364-d498fec7016e",

Range Expressed in Feet
Some spells have no standard range category, just a range expressed in feet." A spell's range indicates how far from you it can reach, as defined in the range entry of the spell description. A spell's range is the maximum distance from you that the spell's effect can occur, as well as the maximum distance at which you can designate the spell's point of origin. If any portion of the spell's area would extend beyond this range, that area is wasted." Range" Redcaps embody both capriciousness and sadism. These stumpy, misanthropic fey freaks exist seemingly to indulge in blissful bloodletting and self-indulgent slaughter. Like prune-faced, angry old men, they mollycoddle their own inefficiencies and miseries in gore. Redcaps are most widely recognized for their long woolen caps, which they drench in the blood of their victims. Rumors and fairy tales abound concerning rituals and the cultural significance of their blood-soaked caps, though the practice likely evolved as an easy way for the brutish runts to create both fear and spectacle. Redcaps typically stand only 3 feet tall, with twisted frames, pointed ears, and long white beards. They dress in soiled leather armor and wear oversized, iron-shod boots that make a distinctive clanging when they run." Redcap" A creature with this ability is difficult to kill. Creatures with regeneration heal damage at a fixed rate, as with fast healing, but they cannot die as long as their regeneration is still functioning (although creatures with regeneration still fall unconscious when their hit points are below 0). Certain attack forms, typically fire and acid, cause a creature's regeneration to stop functioning on the round following the attack. During this round, the creature does not heal any damage and can die normally. The creature's descriptive text describes the types of damage that cause the regeneration to cease functioning.
 * 54edf990-cd46-4ef7-9b3c-52221822cd30",
 * 54edf990-cd46-4ef7-9b3c-52221822cd30",
 * 54edf990-cd46-4ef7-9b3c-52221822cd30",
 * fa5be50d-d7f0-4159-b7c2-ed2a85d41513",
 * fa5be50d-d7f0-4159-b7c2-ed2a85d41513",
 * fa5be50d-d7f0-4159-b7c2-ed2a85d41513",
 * 4bf330d9-cb27-49ff-be51-4e9fdf5c12c9",
 * 4bf330d9-cb27-49ff-be51-4e9fdf5c12c9",
 * 4bf330d9-cb27-49ff-be51-4e9fdf5c12c9",
 * 8d311cf9-f8aa-4b99-acab-5271bc2c743c",
 * 8d311cf9-f8aa-4b99-acab-5271bc2c743c",
 * 8d311cf9-f8aa-4b99-acab-5271bc2c743c",
 * 07315eb2-1f26-4f75-bfb7-6edf1c0d71ae",
 * 07315eb2-1f26-4f75-bfb7-6edf1c0d71ae",
 * 07315eb2-1f26-4f75-bfb7-6edf1c0d71ae",

Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. Regenerating creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.

A creature must have a Constitution score to have the regeneration ability." Regeneration" Repose Domain" In some situations, you may be unable to take a full round's worth of actions. In such cases, you are restricted to taking only a single standard action or a single move action (plus free and swift actions as normal). You can't take a full-round action." Restricted Activity" In camp, all characters will restore some of their lost hit points, and those capable of casting spells will replenish them. To camp, you need a special resource — rations. When you click the ==="Rest"{bind|OpenRestCamp}=== button, an outline of a camp appears under your mouse cursor. A green outline allows you to click to set up camp there, while a red one means that something is blocking it. After setting up camp, click on the bonfire to begin resting.
 * 3116d10e-4d47-4c9f-873a-1e7f8341f2cb",
 * 3116d10e-4d47-4c9f-873a-1e7f8341f2cb",
 * 3116d10e-4d47-4c9f-873a-1e7f8341f2cb",
 * 8bf1261c-fcbe-4278-8c5e-41f1f765e92a",
 * 8bf1261c-fcbe-4278-8c5e-41f1f765e92a",
 * 8bf1261c-fcbe-4278-8c5e-41f1f765e92a",
 * 958a8a4b-c541-4c9c-921f-2c71d497e157",
 * 958a8a4b-c541-4c9c-921f-2c71d497e157",
 * 958a8a4b-c541-4c9c-921f-2c71d497e157",
 * 19cd6aba-01d4-4024-9289-fecb708b2755",
 * 19cd6aba-01d4-4024-9289-fecb708b2755",
 * 19cd6aba-01d4-4024-9289-fecb708b2755",
 * fc6e77dc-f0de-46ce-b412-2030fa8743e6",
 * fc6e77dc-f0de-46ce-b412-2030fa8743e6",
 * fc6e77dc-f0de-46ce-b412-2030fa8743e6",

Once everyone has gathered around the bonfire, you will see a special camp interface used to set the resting time and distribute the following responsibilities among your party members:

Hunting
— success will acquire additional rations;

Cooking
— preparing a meal successfully will grant positive effects to the entire party, depending on the recipe. Each companion has a favorite recipe that grants them additional bonuses that last 16 hours;

Camp Camouflage
and ===Night Watch=== — lowers the chance of an enemy attack on the camp;

Special Ability
— every party member has their own special ability.

While resting, your camp may be attacked by enemies. After dealing with them, click on the fire again to continue resting. It is usually better to avoid camping in dungeons — in dungeons, you won't be able to hunt, cook, or use certain unique abilities. Moreover, there is a higher chance of enemy attacks in such places." Rest" Rocs are terrifying, legendary birds renowned for their ability to carry off elephants and other big animals. A typical roc is 30 feet long from beak to tail, with an 80-foot wingspan and weight of up to 8,000 pounds. While their beaks are hooked like an eagle's and designed for slashing and tearing, most rocs prefer to seize prey in their massive, clawed talons and drop them from great heights before feasting on the shattered remains. For this reason, they are often followed by f locks of scavengers like rooks, buzzards, and eagles hoping to steal portions of the roc's messy meals. The roc generally ignores such opportunists, but if the scavengers don't take care, they nevertheless may find themselves accidentally consumed by the feeding roc.
 * d8dc8de2-9b3b-4dce-8c5f-4dccc6b77696",
 * d8dc8de2-9b3b-4dce-8c5f-4dccc6b77696",
 * d8dc8de2-9b3b-4dce-8c5f-4dccc6b77696",
 * fcbea8d0-616f-4f8d-ab31-ff0703a67ab5",
 * fcbea8d0-616f-4f8d-ab31-ff0703a67ab5",
 * fcbea8d0-616f-4f8d-ab31-ff0703a67ab5",

Rocs are equally comfortable over land and sea. While they are capable of sleeping in the air as they soar solo across great ranges in search of food, they generally return home to the mountains to roost and procreate. They prefer rocky crags that are completely inaccessible by terrestrial means, building vast nests of tree trunks and ruined masonry. Once a decade, a mated pair lays a clutch of 3–5 eggs and raises its young. Outside of mating, rocs are extremely antisocial, and may attack others of their kind in vicious aerial battles in order to establish their territorial boundaries. When a nest contains eggs or chicks, parents trade off in their long-ranging flights, with one restricting its wanderings to within a 10-mile radius of the nest.

Rocs are most commonly white but can be a number of different colors, from dark brown or gold to black or blood red. Their massive feathers are highly prized, and their eggs even more so. Due to their scarcity and the high risk involved in harvesting them, a single man-sized roc egg can net 4,000 gp if transported to market undamaged. A roc can be trained as well as any other animal, but its great size makes this a daunting task for most would-be trainers of human size. The same isn't true for giants — particularly cloud and storm giants, who often use trained rocs as guardians for their lairs. Rocs are even large enough to serve as mounts for the most prestigious of giants.

Rocs taken as animal companions by druids or rangers are typically newly hatched birds — a baby roc is the size of a person and ready for f light and hunting within minutes of hatching. Unfortunately for druids seeking animal companions of legendary size, an animal companion roc is limited to Large size — still large enough for a Medium druid or ranger to use the flying beast as a mount." Roc" Rogue" " Rogue" Rovagug" If there are no threats in the location it can be used as a sort of "headquarters" where you can prepare your party for a new expedition. In such locations, companions don't follow you around and will go about their own business. You can speak with them freely to get to know them better. Once you exit this location and return to the global map, you will be able to choose the companions you wish to take with you, leaving the others here. Whenever you meet a new companion but don't want to include them in your party right away, that companion will travel to this location on their own." Safe Location" Sarenrae is one of the most popular deities on Golarion, and followers of many other faiths respect her power, dedication, and generosity. Once a powerful angel known as an empyreal lord, Sarenrae led the heavenly hosts in the charge against the Rough Beast, Rovagug, and it was she who dealt him the great blow that led to his chaining. Now a goddess in her own right, Sarenrae is kind and loving, a figure of light, guidance, and healing, and has great patience with those who choose to be blind but may one day see. Yet for all her compassion, Sarenrae is also a powerful force against evil, and strikes down the irredeemable without mercy. Her faith is ancient; it first became popular among Keleshite humans, then spread to the Garundi in ancient Osirion and into other human and nonhuman civilizations as well.
 * aa4b9724-db3f-4c71-9157-0a1e049e042d",
 * aa4b9724-db3f-4c71-9157-0a1e049e042d",
 * aa4b9724-db3f-4c71-9157-0a1e049e042d",
 * 56fcc947-d373-4ed7-b483-d53e5f43cfae",
 * 56fcc947-d373-4ed7-b483-d53e5f43cfae",
 * 56fcc947-d373-4ed7-b483-d53e5f43cfae",
 * c32faeb9-27a8-48ca-b5f2-4f5e9923b27e",
 * c32faeb9-27a8-48ca-b5f2-4f5e9923b27e",
 * c32faeb9-27a8-48ca-b5f2-4f5e9923b27e",
 * 95049a22-2b20-4dc7-941f-4fabfb4de6e2",
 * 95049a22-2b20-4dc7-941f-4fabfb4de6e2",
 * 95049a22-2b20-4dc7-941f-4fabfb4de6e2",
 * 5f73b2fa-b253-41ac-ad51-00280c84aaa2",
 * 5f73b2fa-b253-41ac-ad51-00280c84aaa2",
 * 5f73b2fa-b253-41ac-ad51-00280c84aaa2",
 * 5f73b2fa-b253-41ac-ad51-00280c84aaa2",
 * 5f73b2fa-b253-41ac-ad51-00280c84aaa2",
 * 52d4e9fe-eb2d-44c8-80b8-44870fb22044",
 * 52d4e9fe-eb2d-44c8-80b8-44870fb22044",
 * 52d4e9fe-eb2d-44c8-80b8-44870fb22044",
 * af03d428-d16b-4998-9590-e31d40eef2d3",
 * af03d428-d16b-4998-9590-e31d40eef2d3",
 * af03d428-d16b-4998-9590-e31d40eef2d3",
 * 521f2157-f0f7-49af-bd05-eac767d108c6",
 * 521f2157-f0f7-49af-bd05-eac767d108c6",
 * 521f2157-f0f7-49af-bd05-eac767d108c6",

Eons ago, Sarenrae was an angel guiding the energies of the sun and battling evil beings that sought to plunge the newborn world of Golarion and its sister planets into eternal darkness. Other angels lent her their support and turned to her for leadership in these battles, and eventually gods joined them as she grew in power to become one of the mighty empyreal lords. Sarenrae was the first to stand against Rovagug's attempts to unmake Golarion, and she faced the Rough Beast personally when the other forces of creation were engaged with his hideous spawn. The exact circumstances of the battle are a mystery to mortals, but it is believed that her willingness to sacrifice herself for the good of all inspired her flagging comrades to new hope and courage, and elevated her from one of the greatest angels to a full goddess. With this influx of power, she smote Rovagug and hurled his broken body deep into the earth. As the gods healed the planet's scars and intelligent life appeared on its surface, mortals turned their eyes upward to thank the life-giving sun, and her faith took root among primitive peoples.

Sarenrae is a goddess of boundless love and exquisite kindness, a caring friend, mother, sister, and protector of all in need. She delights in healing the sick, lifting up the fallen, and shining a guiding light into the darkest hearts and lands. She brushes off insults and deflects attacks, patiently trying to convince those who perceive her as an enemy that their belief is false. For all her patience and gentleness, however, she is no victim: if it becomes clear that her efforts are wasted, she responds to violence and predations upon the innocent with cleansing fire and scorching light. She dislikes cruelty, lies, needless suffering, and thoughtless destruction. Ancient and timeless, she stands fearlessly against the full tide of darkness, promising that the dawn will always come, and with it, hope, truth, and kindness will triumph.

Religious art depicts the sun goddess as a woman with bronze skin and hair of dancing flame; in some cases this flame trails behind her for a dozen or more yards. One of her hands offers the light of the sun, while the other wields a scimitar against those who would spread darkness, hatred, and pain. The church does not teach that Sarenrae is the sun itself; rather, she is its guardian and conduit for its power, and while fanciful art may show her face in place of the sun, the mainstream faithful recognize the difference between the star and the goddess.

The Dawnflower's faith is a broad one, and the majority of her worshipers are everyday folk who recognize the power of the sun, take comfort in the idea of a deity's love and compassion, and believe strongly in both redemption and righteous action. Her faith attracts those with kind hearts who are nevertheless willing to harden them when kindness is a dangerous weakness. The faith makes few demands of its everyday adherents beyond these tenets, and its clergy are usually seen as valiant protectors and enlightened teachers.

Sarenrae indicates her favor with sightings of doves, rays of dawn or dusk sunlight that last far longer than they should, the discovery of yellow stones or gems, or the sudden soothing of aches and pains. Her displeasure is most often made apparent through unexplained sunburns or periods of blindness that can last anywhere from only a few moments for minor transgressions to a lifetime for mortal sins. Her holy symbol is an ankh, though more stylized versions show a winged ankh or a winged female figure with arms outstretched and a halo of flame. Her titles include the Dawnflower and the Cleansing Light—to her enemies, she is the Warrior of Fire.

Alignment
Neutral good

Cleric Alignment
LG, NG, CG, N

Domains
Fire, Glory, Good, Healing, Sun

Favored Weapon
Scimitar" Sarenrae" Satyrs, known in some regions as fauns, are debauched and hedonistic creatures of the deepest, most primeval parts of the woods. They adore wine, music, and carnal delights, and are renowned as rakes and smooth-talkers, wooing unwary maidens and shepherd boys and leaving a trail of awkward explanations and unplanned pregnancies in their wakes.
 * 64aa6607-90ba-423d-8798-6c56845999cc",
 * 64aa6607-90ba-423d-8798-6c56845999cc",
 * 64aa6607-90ba-423d-8798-6c56845999cc",
 * c417e36e-c40f-4f14-9555-2c0ed004e7b2",
 * c417e36e-c40f-4f14-9555-2c0ed004e7b2",
 * c417e36e-c40f-4f14-9555-2c0ed004e7b2",

Though their bodies are almost always those of attractive and well-built men, much of the satyrs' talent for seduction lies in their talent for music. With the aid of his eponymous pipes, a satyr is capable of weaving a wide variety of melodic spells designed to enchant others and bring them in line with his capricious desires. In addition to their constant frolicking, satyrs often act as guardians of the creatures in their forest homes, and any who manage to turn the satyr's lust to wrath are likely to find themselves facing down dangerous animals surrounding the faun.

Still, while satyrs tend to value their own amusement well above the rights of others, they bear no ill will toward those they seduce. Children born from such encounters are always full-blooded satyrs, and are generally spirited away by their riotous kin soon after birth." Satyrs"
 * d7666f54-2ebd-4275-b14b-fcce407138ba",
 * d7666f54-2ebd-4275-b14b-fcce407138ba",
 * d7666f54-2ebd-4275-b14b-fcce407138ba",
 * d262a0e1-6558-41dc-a2b5-28874510eee9",
 * d262a0e1-6558-41dc-a2b5-28874510eee9",
 * d262a0e1-6558-41dc-a2b5-28874510eee9",

Saving Throw Types
The three different kinds of saving throws are Fortitude, Reflex, and Will:

Fortitude
These saves measure your ability to stand up to physical punishment or attacks against your vitality and health. Apply your Constitution modifier to your Fortitude saving throws.

Reflex
These saves test your ability to dodge area attacks and unexpected situations. Apply your Dexterity modifier to your Reflex saving throws.

Will
These saves reflect your resistance to mental influence as well as many magical effects. Apply your Wisdom modifier to your Will saving throws."
 * 37b5c9c0-7f94-43cd-a0dc-49fcd2225082",
 * 37b5c9c0-7f94-43cd-a0dc-49fcd2225082",
 * 37b5c9c0-7f94-43cd-a0dc-49fcd2225082",

Saving Throw Difficulty Class
The DC for a save is determined by the attack itself."
 * 997fcf24-5704-40fb-8088-e152ccf7ec49",
 * 997fcf24-5704-40fb-8088-e152ccf7ec49",
 * 997fcf24-5704-40fb-8088-e152ccf7ec49",

Automatic Failures and Successes
A natural 1 (the d20 comes up 1) on a saving throw is always a failure. A natural 20 (the d20 comes up 20) is always a success." Generally, when you are subject to an unusual or magical attack, you get a saving throw to avoid or reduce the effect. Like an attack roll, a saving throw is a d20 roll plus a bonus based on your class and level, and an associated ability score.
 * 6bd2652a-00bb-4aad-949e-575a8f6d2eac",
 * 6bd2652a-00bb-4aad-949e-575a8f6d2eac",
 * 6bd2652a-00bb-4aad-949e-575a8f6d2eac",

Your saving throw modifier is:

Base save bonus + ability modifier" Saving Throw" Scrolls are expendable items that allow you to use the spell written on it once. To use it, the character must know how to cast the written spell, have the Use Magic Device skill, or it should be on one of the spell lists of one of the character's classes. For convenience, it is best to place things like scrolls into a character's quick slots." Scrolls" A hideous, sadistic plant known as a scythe tree roams the land ready to attack any wandering prey. The scythe tree is an intelligent plant but does little with its intellect other than devise new and cruel methods to torment its food once it has secured meals — dryad ?esh is particularly intoxicating to its palate. The monstrous plant looks like a dark brown tree, 20 feet tall, with dark, twisted roots; a few reddish-brown leaves hang on the gnarled, wickedly curved scythe-like branches that give it its name. What looks like a long scar in the center of the tree's trunk splits open to reveal a toothy mouth when the creature attacks, which it does as soon as anyone comes within reach." Scythe Tree" Some creatures and character may have additional or alternative means of perceiving the world around them, allowing them to see in complete darkness, locate objects by ultrasound, and so on." Senses" Shambling mounds, also called shamblers, appear to be heaps of rotting vegetation. They are actually intelligent, carnivorous plants with a fondness for elf flesh in particular.
 * bfbace46-15e1-4e4c-88e2-c0566c56be86",
 * bfbace46-15e1-4e4c-88e2-c0566c56be86",
 * bfbace46-15e1-4e4c-88e2-c0566c56be86",
 * b781e920-bef6-4bf8-804a-7a399dc2509f",
 * b781e920-bef6-4bf8-804a-7a399dc2509f",
 * b781e920-bef6-4bf8-804a-7a399dc2509f",
 * d738eae7-4f13-43b8-b00a-3e60bd0e6388",
 * d738eae7-4f13-43b8-b00a-3e60bd0e6388",
 * d738eae7-4f13-43b8-b00a-3e60bd0e6388",
 * c1f2bdfc-4497-42a0-8899-158432f127d6",
 * c1f2bdfc-4497-42a0-8899-158432f127d6",
 * c1f2bdfc-4497-42a0-8899-158432f127d6",
 * 8a8b4f43-1e8a-4e86-a024-f7d3cef1c09b",
 * 8a8b4f43-1e8a-4e86-a024-f7d3cef1c09b",
 * 8a8b4f43-1e8a-4e86-a024-f7d3cef1c09b",
 * 5334a373-e070-4374-b8df-559e714ed92f",
 * 5334a373-e070-4374-b8df-559e714ed92f",
 * 5334a373-e070-4374-b8df-559e714ed92f",
 * adae613e-99fa-455c-bbdd-27c8139c200c",
 * adae613e-99fa-455c-bbdd-27c8139c200c",
 * adae613e-99fa-455c-bbdd-27c8139c200c",
 * 6344f9ca-5004-49e5-b1e2-a25823c28065",
 * 6344f9ca-5004-49e5-b1e2-a25823c28065",
 * 6344f9ca-5004-49e5-b1e2-a25823c28065",

What serve as a shambler's brain and sensory organs are located in its upper body. Shambling mounds typically have an 8-foot girth and stand between 6 and 9 feet tall. They weigh about 3,800 pounds.

Shambling mounds are strange creatures, more akin to animate tangles of creeping parasitic vines than single rooted plants. They are omnivorous, able to draw their sustenance from nearly anything, wrapping their creepers around living trees to draw forth the sap, sending rootlets into the soil to absorb raw nutrients, or consuming f lesh and bone from crushed prey.

Shamblers are frighteningly stealthy in their native environments. Blending in with the surrounding terrain, they can lie in wait for days on end without moving, waiting patiently for a potential meal. A shambler could be almost anywhere at any time, attacking without warning and not caring whether it leaves any survivors, so long as it acquires its next meal.

Shambling mounds normally lead solitary, nomadic existences in deep forests and fetid swamps, although they can also be found underground living among damp fungal thickets. Disturbing rumors persist, however, of shamblers gathering in strange congregations around great earthen mounds in the depths of marshes and jungles, often during the height of violent electrical storms. Their reasons for doing so are unknown, and many sages have wondered whether there is some obscure and alien purpose at work." Shambling Mound" Shelyn has watched over the multiverse with a gentle heart and generous eye since the beginnings of sentience, encouraging mortals in peace and love and reveling in even their crudest artistic awakenings. A passionate and creative artist in both matters of the heart and works of beauty, she teaches that true beauty takes many forms, that kindness is its own form of strength, that no force is more powerful than love, and that every person is beautiful in some way. She has experienced enough pain herself to recognize the sting of sacrifice, and has soothed enough broken hearts to know that love and beauty are not easy things. Yet despite the realities of pain and loss, she remains an eternal optimist, helping to mend the deepest pains and turn the coldest hearts toward love and light. No mortal, monster, or deity is immune to her power.
 * 51ae8c0c-0ffc-4f49-929b-a32b702b7622",
 * 51ae8c0c-0ffc-4f49-929b-a32b702b7622",
 * 51ae8c0c-0ffc-4f49-929b-a32b702b7622",
 * c4deb02e-2f2b-48e6-aa9f-c5b931dd7d0b",
 * c4deb02e-2f2b-48e6-aa9f-c5b931dd7d0b",
 * c4deb02e-2f2b-48e6-aa9f-c5b931dd7d0b",

Shelyn represents all aspects of love, whether a parent's devotion to his child, companionship with a beloved pet, the steady tenderness of an old couple, the chaste adoration of a paladin for a deity, or the passion of new lovers. She prefers relationships based on more than just carnal desire; while she does not oppose such relationships, she hopes that such physical trysts blossom into something deeper. Likewise, she does not consider greed or craving true love, whether directed toward riches or an uninterested person.

Shelyn is always shown as a young woman with eyes of blue or silver (or sometimes one eye of each color) and ankle-length hair adorned with colorful strands. She is usually depicted as a human, though other races often illustrate her as one of their own, from elves to half-orcs. Shelyn always wears tasteful clothing and jewelry that accentuate her beauty without revealing too much of it. Her physical proportions vary depending on the artist and regional standards for beauty: she is strong and sturdy in some depictions, voluptuous in others, and slender in still others. When she chooses to appear to mortals, it's usually as a brown-haired Taldan woman of average proportions and exceptional beauty, dressed in attractive but comfortable clothing. Her avatar is the embodiment of passion, energy, and devotion, and nearby objects and even the air and light themselves bend toward her as if in ecstasy.

Shelyn is the daughter of an unknown mother and the spirit-wolf Thron, the Prince That Howls. In primordial times, Thron roamed the mountains, forests and skies, singing his feral ode to life, song, and love. From his many unions came two children greater than he: his daughter Shelyn and his son Dou-Bral, who as the only close relatives among the major deities of Golarion shared the divine portfolio of love, beauty, art, and music. Ages ago, the siblings quarreled, and Dou-Bral departed to regions past the edge of the Great Beyond, abandoning his divine interests and responsibilities. When he returned, he was transformed into the dark god Zon-Kuthon, twisted by the things he'd experienced beyond the borders of existence into a dark mirror of his former self. His devotion to beauty had become mastery of mutilation, love had become misery, music had become screams, and the art of creation had become the craft of torture. He mutilated and reshaped his own father into his herald, a thing of pain and horror (see page 314). When Shelyn reached out to greet her lost brother, he pierced her hand with his black nails, and responded to her tears and pleading with violence. The siblings battled again, and eventually the goddess wrested his glaive from him (thinking it was the source of his corruption). The two declared a truce, a tenuous peace of silence and avoidance. Despite the hurts he has caused, Shelyn believes that her brother still exists within the twisted thing that he has become, and hopes to someday redeem him. Her story of love and devotion despite sorrow inspires mortal friends and lovers to persevere in adverse circumstances, bards to craft epic songs and tragedies, and artists to create works that touch the soul.

Shelyn sometimes contacts her faithful directly, but she prefers to work through reassuring thoughts, reminders of loved ones, or memories of favored music. Songbirds are sacred to her church, their presence being considered good luck. Most of her temples include feeders on the roof or in nearby trees to encourage birds to visit and nest nearby. Especially blessed artists may receive visions of Shelyn's realm to inspire their works, and bereaved lovers may experience dreams of walks in the realm's rose gardens with their deceased loves. Shelyn's displeasure manifests in a number of ways, such as a brief glimpse of a repellent reflection in a mirror, a lover's quarrel, a bird singing off-key, or wilted roses. She is greatly saddened by those who betray the ones they love, and haunts such folk within her congregation with guilt and the subtle sounds of those they betrayed until they either genuinely ask for forgiveness or abandon her faith entirely.

Shelyn's holy symbol is a songbird with rainbow feathers, and her weapon is the glaive Whisperer of Souls, seized from her brother Zon-Kuthon and claimed as her own. She keeps the weapon as a reminder of her brother's transformation and to show her worshipers that it is sometimes necessary to fight for the things you love.

Alignment
Neutral good

Cleric Alignment
LG, NG, CG, N

Domains
Air, Charm, Good, Luck, Protection

Favored Weapon
Glaive" Shelyn" A shocker lizard has a pale yellow underside, with bright green scales elsewhere on its 3-foot-long body, and weighs about 25 pounds. Shocker lizards tend toward group living, as their electrical abilities grow in power when they are close to another lizard.
 * 53debed6-662b-4b59-bfce-46cd7789ec11",
 * 53debed6-662b-4b59-bfce-46cd7789ec11",
 * 53debed6-662b-4b59-bfce-46cd7789ec11",
 * 0ab01d66-2868-4fb3-a94a-5eccf1f08aa0",
 * 0ab01d66-2868-4fb3-a94a-5eccf1f08aa0",
 * 0ab01d66-2868-4fb3-a94a-5eccf1f08aa0",

A shocker lizard colony is usually located near a source of water. Once the colony has settled on a location, the lizards become very territorial and attack anything that intrudes on them. A solitary shocker lizard is a timid and hesitant creature — but when several of them gather they become formidable and fearsome opponents capable of killing creatures several times their own size.

A shocker lizard relies on its electricity abilities in combat, and a tends to bite only after its shock has rendered an opponent unconscious, or when the shock seems to have no effect at all. A solitary lizard flees once it delivers its shocks, but if other shocker lizards are nearby, they all hone in on their comrade's discharges and attempt to administer lethal shocks to their foe.

Many have attempted to capture and tame shocker lizards, but this often proves a difficult and painful task. Alone and in captivity, shocker lizards tend to wither and die swiftly unless their keepers spend a lot of time grooming and playing with the lizards to keep them company. Kept in pairs or larger numbers, captive shocker lizards thrive, but their increasing electrical ability makes them more difficult to manage for keepers who aren't themselves immune to electricity." Shocker Lizard" All characters and creatures, depending on how large they are, are separated into different size categories — Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan and Colossal. For example, humans are of a Medium size, while halflings and gnomes are Small." Size" Skeletons are the animated bones of the dead, brought to unlife through foul magic. While most skeletons are mindless automatons, they still possess an evil cunning imparted to them by their animating force — a cunning that allows them to wield weapons and wear armor." Skeleton" A skill represents a creature's ability to perform an ordinary task, such as climb a wall, sneak down a hallway, or spot an intruder. The number of ranks possessed by a creature in a given skill represents its proficiency in that skill.
 * 03062e6b-40fc-4464-a5c2-faf2fb5da6c9",
 * 03062e6b-40fc-4464-a5c2-faf2fb5da6c9",
 * 03062e6b-40fc-4464-a5c2-faf2fb5da6c9",
 * 6c0ece83-02af-4477-8a5a-ffde16779345",
 * 6c0ece83-02af-4477-8a5a-ffde16779345",
 * 6c0ece83-02af-4477-8a5a-ffde16779345",
 * d354e421-0a40-401f-9082-fea9c774482f",
 * d354e421-0a40-401f-9082-fea9c774482f",
 * d354e421-0a40-401f-9082-fea9c774482f",
 * 1f08c67d-2173-4be1-b0c1-81c2595bf1ae",
 * 1f08c67d-2173-4be1-b0c1-81c2595bf1ae",
 * 1f08c67d-2173-4be1-b0c1-81c2595bf1ae",
 * 7b7f34d6-a52c-4c3a-b6d5-26d25e4692f1",
 * 7b7f34d6-a52c-4c3a-b6d5-26d25e4692f1",
 * 7b7f34d6-a52c-4c3a-b6d5-26d25e4692f1",
 * ff03bfa6-0137-4fe1-a3b4-e52c641aa035",
 * ff03bfa6-0137-4fe1-a3b4-e52c641aa035",
 * ff03bfa6-0137-4fe1-a3b4-e52c641aa035",

Determine the number of skill ranks your character gets based on his class and Intelligence modifier (and any other bonuses, such as the bonus received by humans). Then allocate these ranks to desired skills, but remember that you cannot have more ranks than your level in any one skill (for a starting character, this is usually one).

Each level thereafter, your character gains a number of skill ranks dependent upon your class plus your Intelligence modifier. Investing a rank in a skill represents a measure of training in that skill." A skill represents a creature's ability to perform an ordinary task, such as climb a wall, sneak down a hallway, or spot an intruder. The number of ranks possessed by a creature in a given skill represents its proficiency in that skill.
 * c886a834-26cc-44da-9aa2-14d64cd2c6f8",
 * c886a834-26cc-44da-9aa2-14d64cd2c6f8",
 * c886a834-26cc-44da-9aa2-14d64cd2c6f8",

Determine the number of skill ranks your character gets based on their class and Intelligence modifier (and any other bonuses, such as the bonus received by humans). Then allocate these ranks to desired skills, but remember that you cannot have more ranks than your level in any one skill (for a starting character, this is usually one).

Each level thereafter, your character gains a number of skill ranks dependent upon your class plus your Intelligence modifier. Investing a rank in a skill represents a measure of training in that skill." Skills" No simple garden pests, giant slugs pose a serious threat to those caught in their path. Folk who dwell near swamps and other regions that support giant slugs risk losing livestock and even their homes to these enormous beasts. Giant slugs constantly wander in search of food, their preference being fleshy organic material, which they slice into smaller, easily gulped chunks with their rasp-like tongues.
 * a3872339-a0ee-4bb2-836a-917cfd87fee5",
 * a3872339-a0ee-4bb2-836a-917cfd87fee5",
 * a3872339-a0ee-4bb2-836a-917cfd87fee5",
 * d2833f82-a1dc-45fe-9e4e-ddc8e99011df",
 * d2833f82-a1dc-45fe-9e4e-ddc8e99011df",
 * d2833f82-a1dc-45fe-9e4e-ddc8e99011df",

What strange influence might have caused the first giant slugs to grow to such monstrous proportions is unknown, but today, giant slugs breed true and birth their oversized offspring after a fleshy, squirming courtship ritual. After mating, a female giant slug lays just over a hundred eggs, each approximately a foot in diameter. The mother slug guards this clutch fiercely and aggressively attacks any creatures that wander too close. Giant slugs inhabiting swamps aboveground mate once a year, and those who live in the area know better than to go into the swamps during this month.

Deep below ground, some subterranean races use giant slugs as mounts or guardians. Creatures like mites, who have a strange empathy with vermin, can be used to keep giant slugs docile, but in most cases, those who would use giant slugs must do so with great care, keeping them well fed until they are needed for battle. Frightened whispers report armies of troglodytes using giant slugs as siege mounts. One particularly disturbing tale mentions a vast underground cavern inhabited by scores of skum and aboleth-controlled aquatic giant slugs with strange, mind-numbing abilities infused into their acidic saliva." Slug, Giant" Slurks are frog-like creatures, the descendants of the failed result of a dwarven attempt to domesticate and breed subterranean frogs as food and labor animals. Though the dwarves failed to create suitable livestock, the sticky frogbeasts are often befriended by other underground races.
 * 65a32c3a-bf74-4529-9a7e-ed35a2901c3a",
 * 65a32c3a-bf74-4529-9a7e-ed35a2901c3a",
 * 65a32c3a-bf74-4529-9a7e-ed35a2901c3a",
 * b5c382b6-6759-447f-ac7b-edf0e7742496",
 * b5c382b6-6759-447f-ac7b-edf0e7742496",
 * b5c382b6-6759-447f-ac7b-edf0e7742496",

Slurks are carnivores and have a formidable bite, thanks to their massive tusks. Their true strength, however, lies in their foul-smelling and unnatural secretions. The mucus exuded from the slurk's back is incredibly sticky and quickly hardens into a powerful resin, a quality the creature turns to its advantage by squirting it at intruders and then waiting for it to harden before closing for the kill. At the same time, the liquid excreted by glands on a slurk's stomach is incredible slippery, allowing the slurk to keep from being immobilized by its own back slime and also making it extremely hard to grapple or maneuver without its consent. Combined with slurks' natural ability to climb walls and hang from ceilings with ease, these abilities make the foul-smelling creatures extremely desirable to kobolds, who domesticate and train the frogbeasts as powerful mounts and guardians." Slurk" Tigers are usually the top animal predators in their territories, and have been known to kill bears, crocodiles, giant snakes, wolves, and even other great cats. Even humanoids are far from safe, especially in cases where a tiger has developed a taste for humanoid flesh. Tigers prefer terrain with plenty of cover and proximity to water as their hunting grounds. While the tiger itself is a fearsome predator, its strength and ferocity pales in comparison to that of the larger dire tiger.
 * 60368d19-dc54-4e91-a051-d26dfb3b6c55",
 * 60368d19-dc54-4e91-a051-d26dfb3b6c55",
 * 60368d19-dc54-4e91-a051-d26dfb3b6c55",
 * 6c1c4ccd-2292-4246-9113-a0062e2c5722",
 * 6c1c4ccd-2292-4246-9113-a0062e2c5722",
 * 6c1c4ccd-2292-4246-9113-a0062e2c5722",

Known to many scholars as the smilodon and to tribal societies as the saber-toothed tiger, the dire tiger is invariably one of the region's top predators. Its defining feature is a pair of huge incisors that hang down like fearsome knives from the upper jaw, protruding menacingly even when the creature's mouth is shut.

These immense hunting cats grow to be over 12 feet long and can weigh up to 6,000 pounds. When prey is spotted, the smilodon waits for it to come close, and then leaps to attack. When combating a foe, the saber-tooth bites and rakes with its claws. It uses its long canine teeth to stab its prey, aiming for the fleshier and softer parts of its victim's body (such as the stomach or neck) where it inflicts terrible wounds with its saber-like teeth." Smilodon" Sorcerer" " Sorcerer" Summoned forth from the inky swamps of Abaddon, a soul eater is an extraplanar entity devoid of emotion or reason and possessing a hunger that may only be sated by devouring the souls of the living. The very nature of a soul eater makes it an ideal and terrifyingly efficient tool of death, and it is for this reason they are often conjured by vile spellcasters pursuing morbid agendas. Even when not seeing to the heinous commands of a sinister magic user, the soul eater prowls and hunts, constantly seeking living souls upon which to gorge itself." Soul Eater" Many special spell effects are handled according to the school of the spells in question. Certain other special spell features are found across spell schools." Special Spell Effects"
 * 5242a631-a143-4c78-9316-d51ecde3fc42",
 * 5242a631-a143-4c78-9316-d51ecde3fc42",
 * 5242a631-a143-4c78-9316-d51ecde3fc42",
 * 98a0ca85-fea1-4a46-ba3b-581206b446d7",
 * 98a0ca85-fea1-4a46-ba3b-581206b446d7",
 * 98a0ca85-fea1-4a46-ba3b-581206b446d7",
 * d0065e0d-74cb-4a11-b0fc-869f53d709d4",
 * d0065e0d-74cb-4a11-b0fc-869f53d709d4",
 * d0065e0d-74cb-4a11-b0fc-869f53d709d4",
 * 0c5e0790-7045-4b54-9669-c48b2a7c89be",
 * 0c5e0790-7045-4b54-9669-c48b2a7c89be",
 * 0c5e0790-7045-4b54-9669-c48b2a7c89be",
 * 4cd4341e-22b5-464e-a7d4-a50e23d0db49",
 * 4cd4341e-22b5-464e-a7d4-a50e23d0db49",
 * 4cd4341e-22b5-464e-a7d4-a50e23d0db49",
 * b9519e71-a0d5-42a4-8fc5-2696c85744ef",
 * b9519e71-a0d5-42a4-8fc5-2696c85744ef",
 * b9519e71-a0d5-42a4-8fc5-2696c85744ef",
 * afda5b4b-3cb5-42b1-bd7c-bcfe00556325",
 * afda5b4b-3cb5-42b1-bd7c-bcfe00556325",
 * afda5b4b-3cb5-42b1-bd7c-bcfe00556325",
 * 95941929-3055-435c-99ae-e028cf07ad02",
 * 95941929-3055-435c-99ae-e028cf07ad02",
 * 95941929-3055-435c-99ae-e028cf07ad02",
 * 10c1c73e-23fe-48d6-a254-ce4323a7f9b8",
 * 10c1c73e-23fe-48d6-a254-ce4323a7f9b8",
 * 10c1c73e-23fe-48d6-a254-ce4323a7f9b8",

Spell-Like Abilities
Usually, a spell-like ability works just like the spell of that name. A spell-like ability has no verbal, somatic, or material component, nor does it require a focus. The user activates it mentally. Armor never affects a spell-like ability's use, even if the ability resembles an arcane spell with a somatic component.

A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell description. In all other ways, a spell-like ability functions just like a spell.

Spell-like abilities are subject to spell resistance and dispel magic. They do not function in areas where magic is suppressed or negated. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.

If a character class grants a spell-like ability that is not based on an actual spell, the ability's effective spell level is equal to the highest-level class spell the character can cast, and is cast at the class level the ability is gained."
 * 8cc8216e-e4c2-4ddc-b7a7-52adf7050af9",
 * 8cc8216e-e4c2-4ddc-b7a7-52adf7050af9",
 * 8cc8216e-e4c2-4ddc-b7a7-52adf7050af9",

Supernatural Abilities
These can't be disrupted in combat and generally don't provoke attacks of opportunity. They aren't subject to spell resistance, counterspells, or dispel magic, and don't function in antimagic areas."
 * f1ab8d26-9f5d-4001-b520-a46ca328cc12",
 * f1ab8d26-9f5d-4001-b520-a46ca328cc12",
 * f1ab8d26-9f5d-4001-b520-a46ca328cc12",

Extraordinary Abilities
These abilities cannot be disrupted in combat, as spells can, and they generally do not provoke attacks of opportunity. Effects or areas that negate or disrupt magic have no effect on extraordinary abilities. They are not subject to dispelling, and they function normally in an antimagic field. Indeed, extraordinary abilities do not qualify as magical, though they may break the laws of physics."
 * e05c78de-c9f9-4dba-ab0b-c47701ad61bf",
 * e05c78de-c9f9-4dba-ab0b-c47701ad61bf",
 * e05c78de-c9f9-4dba-ab0b-c47701ad61bf",

Natural Abilities
This category includes abilities a creature has because of its physical nature. Natural abilities are those not otherwise designated as extraordinary, supernatural, or spell-like." A number of classes and creatures gain the use of special abilities, many of which function like spells." Special Abilities" There are various standard maneuvers you can perform during combat other than normal attacks, casting spells, or using other class abilities. Some of these special attacks can be made as part of another action (such as an attack) or as an attack of opportunity." Special Attacks"
 * 8af612e7-daef-4c2b-a6f1-b4e4d88da657",
 * 8af612e7-daef-4c2b-a6f1-b4e4d88da657",
 * 8af612e7-daef-4c2b-a6f1-b4e4d88da657",
 * 32a97658-bd72-47bd-bc32-387650ff1a29",
 * 32a97658-bd72-47bd-bc32-387650ff1a29",
 * 32a97658-bd72-47bd-bc32-387650ff1a29",
 * b1a71d9c-a082-4444-9f2a-cae09187c122",
 * b1a71d9c-a082-4444-9f2a-cae09187c122",
 * b1a71d9c-a082-4444-9f2a-cae09187c122",
 * e304c992-7296-4813-b7ea-0c8202c03517",
 * e304c992-7296-4813-b7ea-0c8202c03517",
 * e304c992-7296-4813-b7ea-0c8202c03517",
 * e6e6f64c-1d9e-4261-8fd8-1ad281bfa9be",
 * e6e6f64c-1d9e-4261-8fd8-1ad281bfa9be",
 * e6e6f64c-1d9e-4261-8fd8-1ad281bfa9be",

Double Movement Cost
When your movement is hampered in some way, your movement usually costs double."
 * fbdb5abb-4917-4c33-b52f-47937d16af7b",
 * fbdb5abb-4917-4c33-b52f-47937d16af7b",
 * fbdb5abb-4917-4c33-b52f-47937d16af7b",

Minimum Movement
Despite whatever penalties to movement you might have, you can take a full-round action to move 5 feet in any direction. This rule doesn't allow you to move through impassable terrain or to move when all movement is prohibited. Such movement provokes attacks of opportunity as normal." These rules cover special movement situations." Special Movement Rules" Spectres are evil undead that hate sunlight and living things. Most are the remnants of murdered or evil humans, their anger preventing them from entering the afterlife. Like ghosts, spectres haunt the places of their deaths, and seek to draw others into the lonely abyss of undeath.
 * 63227364-5ef5-4cd3-8ba0-2e421ee6af4b",
 * 63227364-5ef5-4cd3-8ba0-2e421ee6af4b",
 * 63227364-5ef5-4cd3-8ba0-2e421ee6af4b",
 * c0d204fb-ae80-4d39-8d64-4a4b5aaec6bd",
 * c0d204fb-ae80-4d39-8d64-4a4b5aaec6bd",
 * c0d204fb-ae80-4d39-8d64-4a4b5aaec6bd",
 * c302499a-bcc2-4ff2-804c-6a73a6a2cfa6",
 * c302499a-bcc2-4ff2-804c-6a73a6a2cfa6",
 * c302499a-bcc2-4ff2-804c-6a73a6a2cfa6",

A spectre looks much as it did in life and can be easily recognized by those who knew the individual or have seen the individual's face in paintings or drawings. Spectres retain a strong sense of identity, and even ancient, insane spectres generally remain coherent. Evil historians and necromancers often try to ally with spectres for the knowledge they held in life and retain in undeath." Spectre" Speed measures how fast can a character move in combat. It is measured in the amount of feet that character can move in 3 seconds." Speed" Some characters in your party are capable of casting spells. To use a spell or ability, click on its icon in the action panel or in the Spells menu, and then on the target (your companion or an enemy, depending on the desired effect). Spells have various characteristics, such as range, duration, school, etc.
 * 4cc67d4a-3823-44eb-978d-09e6c1bd7194",
 * 4cc67d4a-3823-44eb-978d-09e6c1bd7194",
 * 4cc67d4a-3823-44eb-978d-09e6c1bd7194",
 * f44c6e0a-d82b-4177-b215-6ba87ad4cc98",
 * f44c6e0a-d82b-4177-b215-6ba87ad4cc98",
 * f44c6e0a-d82b-4177-b215-6ba87ad4cc98",
 * 7fe7cfb1-d1ad-46f7-bd6b-6eb1cb8fff51",
 * 7fe7cfb1-d1ad-46f7-bd6b-6eb1cb8fff51",
 * 7fe7cfb1-d1ad-46f7-bd6b-6eb1cb8fff51",
 * d8544fa0-b42e-4fcc-b798-6375e56a858c",
 * d8544fa0-b42e-4fcc-b798-6375e56a858c",
 * d8544fa0-b42e-4fcc-b798-6375e56a858c",

To review all the spells available to a character, open their spellbook by pressing ==={bind|OpenSpells}===. Clerics, Druids, Magi, Paladins, Rangers and Wizards select their allotment of spells for the day in spellbook. A daily spellbook slot is expended after being cast and the character must rest before casting it again. Bards, Inquisitors and Sorcerers can use their spells several times per day, but their spell repertoire is limited. Most character also have usable abilities and they might be limited by the amount of charges depending on the ability." Spells" If you are affected by a spell while attempting to cast a spell of your own, you must make a concentration check or lose the spell you are casting. If the spell affecting you deals damage, the DC is 10 + the damage taken + the level of the spell you're casting.
 * 878e54c5-a36e-4a0e-aaf7-d8c2bdd5c151",
 * 878e54c5-a36e-4a0e-aaf7-d8c2bdd5c151",
 * 878e54c5-a36e-4a0e-aaf7-d8c2bdd5c151",
 * c8c82281-7bd0-4a94-974d-a5bb1ec5a60b",
 * c8c82281-7bd0-4a94-974d-a5bb1ec5a60b",
 * c8c82281-7bd0-4a94-974d-a5bb1ec5a60b",

If the spell interferes with you or distracts you in some other way, the DC is the spell's saving throw DC + the level of the spell you're casting. For a spell with no saving throw, it's the DC that the spell's saving throw would have if a save were allowed (10 + spell level + caster's ability score)." Spell"
 * 79ec53a2-0e49-4397-9f07-537dc0c060a0",
 * 79ec53a2-0e49-4397-9f07-537dc0c060a0",
 * 79ec53a2-0e49-4397-9f07-537dc0c060a0",
 * 1ab792fd-4da8-4c85-a503-0b92216219dd",
 * 1ab792fd-4da8-4c85-a503-0b92216219dd",
 * 1ab792fd-4da8-4c85-a503-0b92216219dd",

Other
A spell can have a unique area, as defined in its description."
 * ebd25dac-a5bc-442a-ada4-f3db6dca7790",
 * ebd25dac-a5bc-442a-ada4-f3db6dca7790",
 * ebd25dac-a5bc-442a-ada4-f3db6dca7790",

Line of Effect
A line of effect is a straight, unblocked path that indicates what a spell can affect. A line of effect is canceled by a solid barrier. It's like line of sight for ranged weapons, except that it's not blocked by fog, darkness, and other factors that limit normal sight.

You must have a clear line of effect to any target that you cast a spell on or to any space in which you wish to create an effect. You must have a clear line of effect to the point of origin of any spell you cast.

A burst, cone, cylinder, or emanation spell affects only an area, creature, or object to which it has line of effect from its origin (a spherical burst's center point, a cone-shaped burst's starting point, a cylinder's circle, or an emanation's point of origin).

An otherwise solid barrier with a hole of at least 1 square foot through it does not block a spell's line of effect. Such an opening means that the 5-foot length of wall containing the hole is no longer considered a barrier for purposes of a spell's line of effect."
 * ce60b0ee-dfa1-497a-a864-e5116a22547a",
 * ce60b0ee-dfa1-497a-a864-e5116a22547a",
 * ce60b0ee-dfa1-497a-a864-e5116a22547a",

Targets
Some spells have a target or targets. You cast these spells on creatures or objects, as defined by the spell itself. You must be able to see or touch the target, and you must specifically choose that target. You do not have to select your target until you finish casting the spell.

If the target of a spell is yourself (the Target line of the spell description includes "You"), you do not receive a saving throw, and spell resistance does not apply. The saving throw and spell resistance lines are omitted from such spells."
 * f4264cf6-30b7-4638-9c99-a5969a2bdfab",
 * f4264cf6-30b7-4638-9c99-a5969a2bdfab",
 * f4264cf6-30b7-4638-9c99-a5969a2bdfab",

Effect
Some spells create or summon things rather than affecting things that are already present.

You must designate the location where these things are to appear, either by seeing it or defining it. Range determines how far away an effect can appear, but if the effect is mobile after it appears it can move regardless of the spell's range."
 * 5ca6fde5-2cba-46ad-b920-fbf434c75c30",
 * 5ca6fde5-2cba-46ad-b920-fbf434c75c30",
 * 5ca6fde5-2cba-46ad-b920-fbf434c75c30",

Ray
Some effects are rays. You aim a ray as if using a ranged weapon, though typically you make a ranged touch attack rather than a normal ranged attack. As with a ranged weapon, you can fire into the dark or at an invisible creature and hope you hit something. You don't have to see the creature you're trying to hit, as you do with a targeted spell. Intervening creatures and obstacles, however, can block your line of sight or provide cover for the creature at which you're aiming.

If a ray spell has a duration, it's the duration of the effect that the ray causes, not the length of time the ray itself persists.

If a ray spell deals damage, you can score a critical hit just as if it were a weapon. A ray spell threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit."
 * f68b9532-80ea-43e3-8efa-e0970aaeac9b",
 * f68b9532-80ea-43e3-8efa-e0970aaeac9b",
 * f68b9532-80ea-43e3-8efa-e0970aaeac9b",

Spread
Some effects, notably clouds and fogs, spread out from a point of origin, which must be a grid intersection. The effect can extend around corners and into areas that you can't see. Figure distance by actual distance traveled, taking into account turns the spell effect takes. You must designate the point of origin for such an effect, but you need not have a line of effect to all portions of the effect."
 * 34bdabfe-c841-4e32-a9d0-7635837bd445",
 * 34bdabfe-c841-4e32-a9d0-7635837bd445",
 * 34bdabfe-c841-4e32-a9d0-7635837bd445",

Area
Some spells affect an area. Sometimes a spell description specifies a specially defined area, but usually an area falls into one of the categories defined below.

Regardless of the shape of the area, you select the point where the spell originates, but otherwise you don't control which creatures or objects the spell affects."
 * c641bb60-7ae2-46bb-a7c8-d0536ac6d167",
 * c641bb60-7ae2-46bb-a7c8-d0536ac6d167",
 * c641bb60-7ae2-46bb-a7c8-d0536ac6d167",

Burst, Emanation, or Spread
Most spells that affect an area function as a burst, an emanation, or a spread. In each case, you select the spell's point of origin and measure its effect from that point.

A burst spell affects whatever it catches in its area, including creatures that you can't see. It can't affect creatures with total cover from its point of origin (in other words, its effects don't extend around corners). The default shape for a burst effect is a sphere, but some burst spells are specifically described as cone-shaped. A burst's area defines how far from the point of origin the spell's effect extends.

An emanation spell functions like a burst spell, except that the effect continues to radiate from the point of origin for the duration of the spell. Most emanations are cones or spheres.

A spread spell extends out like a burst but can turn corners. You select the point of origin, and the spell spreads out a given distance in all directions. Figure the area the spell effect fills by taking into account any turns the spell effect takes."
 * 1c52a9c9-0f62-4b2c-97c7-20bca97b3da6",
 * 1c52a9c9-0f62-4b2c-97c7-20bca97b3da6",
 * 1c52a9c9-0f62-4b2c-97c7-20bca97b3da6",

Cone, Cylinder, Line, or Sphere
Most spells that affect an area have a particular shape.

A cone-shaped spell shoots away from you in a quarter-circle in the direction you designate.

When casting a cylinder-shaped spell, you select the spell's point of origin. This point is the center of a horizontal circle, and the spell shoots down from the circle, filling a cylinder. A cylinder-shaped spell ignores any obstructions within its area.

A line-shaped spell shoots away from you in a line in the direction you designate. A line-shaped spell affects all creatures through which the line passes.

A sphere-shaped spell expands from its point of origin to fill a spherical area. Spheres may be bursts, emanations, or spreads."
 * 37dcc344-934c-47e4-893e-d79433f758f8",
 * 37dcc344-934c-47e4-893e-d79433f758f8",
 * 37dcc344-934c-47e4-893e-d79433f758f8",

Creatures
A spell with this kind of area affects creatures directly (like a targeted spell), but it affects all creatures in an area of some kind rather than individual creatures you select. The area might be a spherical burst, a cone-shaped burst, or some other shape.

Many spells affect "living creatures," which means all creatures other than constructs and undead. Creatures in the spell's area that are not of the appropriate type do not count against the creatures affected."
 * c8ea24bc-8986-4018-9202-34ac75a9f71f",
 * c8ea24bc-8986-4018-9202-34ac75a9f71f",
 * c8ea24bc-8986-4018-9202-34ac75a9f71f",

Objects
A spell with this kind of area affects objects within an area you select (as Creatures, but affecting objects instead)." You must make choices about whom a spell is to affect or where an effect is to originate, depending on a spell's type. The next entry in a spell description defines the spell's target (or targets), its effect, or its area, as appropriate." Aiming a Spell" Some spell descriptions refer to attacking. All offensive combat actions, even those that don't damage opponents, are considered attacks. Attempts to channel energy count as attacks if it would harm any creatures in the area. All spells that opponents resist with saving throws, that deal damage, or that otherwise harm or hamper subjects are attacks. Spells that summon monsters or other allies are not attacks because the spells themselves don't harm anyone." Spell Attacks" A spell is a one-time magical effect. Spells come in two types: ===Arcane=== (cast by bards, maguses, sorcerers, and wizards) and ===Divine=== (cast by clerics, druids, inquisitors, and experienced paladins and rangers).
 * 102433dd-f102-45e5-a12b-1ef53e9229c9",
 * 102433dd-f102-45e5-a12b-1ef53e9229c9",
 * 102433dd-f102-45e5-a12b-1ef53e9229c9",
 * 8196a3a5-1802-4189-929d-f65c9fbef59b",
 * 8196a3a5-1802-4189-929d-f65c9fbef59b",
 * 8196a3a5-1802-4189-929d-f65c9fbef59b",
 * ce231921-c792-4f37-afd6-7f58ca50de0a",
 * ce231921-c792-4f37-afd6-7f58ca50de0a",
 * ce231921-c792-4f37-afd6-7f58ca50de0a",
 * 3dc6d2e5-09a1-45ea-856e-6d3352fc5cb1",
 * 3dc6d2e5-09a1-45ea-856e-6d3352fc5cb1",
 * 3dc6d2e5-09a1-45ea-856e-6d3352fc5cb1",
 * ee679ec3-00b1-4cdf-8761-079bb9579993",
 * ee679ec3-00b1-4cdf-8761-079bb9579993",
 * ee679ec3-00b1-4cdf-8761-079bb9579993",

Some spellcasters select their spells from a limited list of spells known, while others have access to a wide variety of options.

Most spellcasters prepare spells in advance — whether from a spellbook or through prayers — while some cast spells spontaneously without preparation. Despite these different ways characters use to learn or prepare their spells, when it comes to casting them, the spells are very much alike." Some classes (for example, clerics) can cast spells spontaneously. For example, clerics of non-evil alignment don't need to prepare healing spells: they can spend almost any prepared spell to cast a cure spell of the same level. Evil clerics have the ability to convert prepared spells into inflict spells of the same level. Likewise, a druid can spend a prepared spell in order to cast any summon nature's ally spell of the same level or lower." Spell Conversion"
 * 4a9e407b-0441-4c4f-aff2-ae8127002c3e",
 * 4a9e407b-0441-4c4f-aff2-ae8127002c3e",
 * 4a9e407b-0441-4c4f-aff2-ae8127002c3e",
 * 394fef69-7d05-4b5c-80a9-c8fdea0e0942",
 * 394fef69-7d05-4b5c-80a9-c8fdea0e0942",
 * 394fef69-7d05-4b5c-80a9-c8fdea0e0942",
 * a1bad2bb-2ddb-40f1-b4aa-b39a47c11795",
 * a1bad2bb-2ddb-40f1-b4aa-b39a47c11795",
 * a1bad2bb-2ddb-40f1-b4aa-b39a47c11795",

Name
The first line of every spell description gives the name by which the spell is generally known." Spell Descriptions"
 * 8f5caf67-5407-40bb-969c-8ea756877b1e",
 * 8f5caf67-5407-40bb-969c-8ea756877b1e",
 * 8f5caf67-5407-40bb-969c-8ea756877b1e",
 * ed9f2270-c487-4abd-8ae5-6e2556a2a263",
 * ed9f2270-c487-4abd-8ae5-6e2556a2a263",
 * ed9f2270-c487-4abd-8ae5-6e2556a2a263",

• Electricity
Electricity effects involve the presence and flow of electrical charge, whether expressed in amperes or volts. Electricity deals damage to creatures by disrupting their biological systems. It deals damage to objects (as well as creatures) by heating the material it passes through, and thus technically many electricity spells could also be treated as fire spells, but for sake of game simplicity, it is better to just let electricity-based spells deal electricity damage. Electricity effects may stun, paralyze, or even kill."
 * 87c62480-b74d-4dde-b8a9-6eafdd8c861c",
 * 87c62480-b74d-4dde-b8a9-6eafdd8c861c",
 * 87c62480-b74d-4dde-b8a9-6eafdd8c861c",

• Emotion
Spells with this descriptor create emotions or manipulate the target's existing emotions. Most emotion spells are enchantments, except for fear spells, which are usually necromancy."
 * a5289e2b-71a3-4f2b-8351-f980246e742e",
 * a5289e2b-71a3-4f2b-8351-f980246e742e",
 * a5289e2b-71a3-4f2b-8351-f980246e742e",

• Evil

 * Spells that draw upon evil powers or conjure creatures from evil-aligned planes or with the evil subtype should have the evil descriptor."
 * 0c8bea72-33c1-479d-a698-fa3370e1c541",
 * 0c8bea72-33c1-479d-a698-fa3370e1c541",
 * 0c8bea72-33c1-479d-a698-fa3370e1c541",

• Fear
Spells with the fear descriptor create, enhance, or manipulate fear. Most fear spells are necromancy spells, though some are enchantment spells."
 * 94a266c9-468c-438d-9c28-12d4a86ae8a2",
 * 94a266c9-468c-438d-9c28-12d4a86ae8a2",
 * 94a266c9-468c-438d-9c28-12d4a86ae8a2",

• Fire
Fire effects make the target hotter by creating fire, directly heating the target with magic or friction. Lava, steam, and boiling water all deal fire damage. Fire effects can also cause confusion, dizziness, exhaustion, fatigue, nausea, unconsciousness, and death. Spells that manipulate fire or conjure creatures from fire-dominant planes or with the fire subtype should have the fire descriptor."
 * d37a2d80-577a-4aac-97e0-f50aa4114a6c",
 * d37a2d80-577a-4aac-97e0-f50aa4114a6c",
 * d37a2d80-577a-4aac-97e0-f50aa4114a6c",

• Force
Spells with the force descriptor create or manipulate magical force. Force spells affect incorporeal creatures normally (as if they were corporeal creatures)."
 * aa6970e1-08c0-4e98-bf87-c234867bc0e6",
 * aa6970e1-08c0-4e98-bf87-c234867bc0e6",
 * aa6970e1-08c0-4e98-bf87-c234867bc0e6",

• Good
Spells that draw upon the power of true goodness or conjure creatures from good-aligned planes or with the good subtype should have the good descriptor."
 * 62e8e283-c95b-4965-bd77-4da636586427",
 * 62e8e283-c95b-4965-bd77-4da636586427",
 * 62e8e283-c95b-4965-bd77-4da636586427",

• Lawful
Spells that draw upon the power of true law or conjure creatures from law-aligned planes or with the lawful subtype should have the law descriptor."
 * 14d8e44e-1c4f-4fbb-8e97-ba2b7d661346",
 * 14d8e44e-1c4f-4fbb-8e97-ba2b7d661346",
 * 14d8e44e-1c4f-4fbb-8e97-ba2b7d661346",

• Light
Spells that create significant amounts of light or attack darkness effects should have the light descriptor. Giving a spell the light descriptor indicates whether a spell like darkness is high enough level to dispel it."
 * 29dacf4a-6a1d-47e5-915c-eacd613c280e",
 * 29dacf4a-6a1d-47e5-915c-eacd613c280e",
 * 29dacf4a-6a1d-47e5-915c-eacd613c280e",

• Mind-Affecting
Mindless creatures (those with an Intelligence score of "—") and undead are immune to mind-affecting effects."
 * 79723a14-82a4-4c50-acd3-36de970371eb",
 * 79723a14-82a4-4c50-acd3-36de970371eb",
 * 79723a14-82a4-4c50-acd3-36de970371eb",

• Acid
Acid effects deal damage with chemical reactions rather than cold, electricity, heat, or vibration. This descriptor includes both actual acids and their chemical opposites, called bases or alkalines (such as ammonia and lye)."
 * 2c7fc55d-80a3-44b0-a7ed-f946e3bb1ea2",
 * 2c7fc55d-80a3-44b0-a7ed-f946e3bb1ea2",
 * 2c7fc55d-80a3-44b0-a7ed-f946e3bb1ea2",

• Pain
Pain effects cause unpleasant sensations without any permanent physical damage (though a sensitive target may suffer mental repercussions from lengthy exposure to pain). Creatures that are immune to effects that require a Fortitude save (such as constructs and undead) are immune to pain effects."
 * fe11c092-1d0e-4933-a953-9266adae61da",
 * fe11c092-1d0e-4933-a953-9266adae61da",
 * fe11c092-1d0e-4933-a953-9266adae61da",

• Poison
Poison effects use poison, venom, drugs, or similar toxic substances to disrupt and damage living creatures through chemical reactions. Technically, acids and poisons are both chemical reactions, but for the purpose of this game, they are categorized as different effects, with acids dealing hit point damage and poisons causing ability damage, ability drain, bleeding, confusion, convulsions, nausea, paralysis, reduced healing, suffocation, unconsciousness, or death. Creatures with resistance to poison (such as dwarves) apply that resistance to their saving throws and the effects of poison spells. Creatures with immunity are immune to poisonous aspects of poison spells, but not necessarily all effects of the spell (for example, a spell that creates a pit full of liquid poison could still trap or drown a poison-immune creature)."
 * d39bafab-7958-4162-813a-36a4e07599cd",
 * d39bafab-7958-4162-813a-36a4e07599cd",
 * d39bafab-7958-4162-813a-36a4e07599cd",

• Shadow
Shadow spells manipulate matter or energy from the Shadow Plane, or allow transport to or from that plane."
 * 73a0dfcf-b432-4a34-ac47-a3345c38d0be",
 * 73a0dfcf-b432-4a34-ac47-a3345c38d0be",
 * 73a0dfcf-b432-4a34-ac47-a3345c38d0be",

• Sonic
Sonic effects transmit energy to the target through frequent oscillations of pressure through the air, water, or ground. Sounds that are too high or too low for the humanoid ear to detect can still transmit enough energy to cause harm, which means that these effects can even affect deafened creatures. Sound effects can cause hit point damage, deafness, dizziness, nausea, pain, shortness of breath, and temporary blindness, and can detect creatures using batlike echolocation."
 * 24d1e5d1-9ea0-45a8-b718-86923df77d9e",
 * 24d1e5d1-9ea0-45a8-b718-86923df77d9e",
 * 24d1e5d1-9ea0-45a8-b718-86923df77d9e",

• Water
Spells that manipulate water or conjure creatures from water-dominant planes or with the water subtype should have the water descriptor."
 * 33e6d15a-91ab-4b1e-854f-f133f33bd19f",
 * 33e6d15a-91ab-4b1e-854f-f133f33bd19f",
 * 33e6d15a-91ab-4b1e-854f-f133f33bd19f",

• Air
Spells that create air, manipulate air, or conjure creatures from air-dominant planes or with the air subtype should have the air descriptor."
 * f8673210-99f1-4eae-81af-0aa68a7bac14",
 * f8673210-99f1-4eae-81af-0aa68a7bac14",
 * f8673210-99f1-4eae-81af-0aa68a7bac14",

• Chaotic
Spells that draw upon the power of true chaos or conjure creatures from chaos-aligned planes or with the chaotic subtype should have the chaos descriptor."
 * 28b5654f-54fb-4d56-bb1f-b3bc26ffbc94",
 * 28b5654f-54fb-4d56-bb1f-b3bc26ffbc94",
 * 28b5654f-54fb-4d56-bb1f-b3bc26ffbc94",

• Cold
Cold effects deal damage by making the target colder, typically by blasting it with supernaturally cooled matter or energy. Cold effects also include those that create ice, sleet, or snow out of nothing. They can cause frostbite, numbness, coordination problems, slowed movement and reactions, stupor, and death."
 * b5a0797a-3a69-4f09-8fc0-50d2530324c2",
 * b5a0797a-3a69-4f09-8fc0-50d2530324c2",
 * b5a0797a-3a69-4f09-8fc0-50d2530324c2",

• Curse
Curses are often permanent effects, and usually cannot be dispelled, but can be removed with a break enchantment, limited wish, miracle, remove curse, or wish."
 * e7d2fa14-9890-4df0-a387-9181bc1789e8",
 * e7d2fa14-9890-4df0-a387-9181bc1789e8",
 * e7d2fa14-9890-4df0-a387-9181bc1789e8",

• Darkness
Spells that create darkness or reduce the amount of light should have the darkness descriptor. Giving a spell the darkness descriptor indicates whether a spell like daylight is high enough level to dispel it."
 * 8134b974-e398-4ec2-9884-cc448f5aa73c",
 * 8134b974-e398-4ec2-9884-cc448f5aa73c",
 * 8134b974-e398-4ec2-9884-cc448f5aa73c",

• Death
Spells with the death descriptor directly attack a creature's life force to cause immediate death, or to draw on the power of a dead or dying creature. The death ward spell protects against death effects, and some creature types are immune to death effects."
 * feb69264-1e63-4103-883d-b0f75b5921f0",
 * feb69264-1e63-4103-883d-b0f75b5921f0",
 * feb69264-1e63-4103-883d-b0f75b5921f0",

• Disease
Disease effects give the target a disease, which may be an invading organism such as a bacteria or virus, an abnormal internal condition (such as cancer or mental disorder), or a recurring magical effect that acts like one of the former. Creatures with resistance or immunity to disease apply that resistance to their saving throw and the effects of disease spells."
 * 1104eeb2-8622-4818-8bed-d595f9b315d0",
 * 1104eeb2-8622-4818-8bed-d595f9b315d0",
 * 1104eeb2-8622-4818-8bed-d595f9b315d0",

• Earth
Spells that manipulate earth or conjure creatures from earth-dominant planes or with the earth subtype should have the earth descriptor." Appearing on the same line as the school and sub-school, when applicable, is a descriptor that further categorizes the spell in some way. Some spells have more than one descriptor.
 * 014072fa-9ad9-41a5-9bb5-9a6673451795",
 * 014072fa-9ad9-41a5-9bb5-9a6673451795",
 * 014072fa-9ad9-41a5-9bb5-9a6673451795",

The descriptors are: acid, air, chaotic, cold, curse, darkness, death, disease, draconic, earth, electricity, emotion, evil, fear, fire, force, good, lawful, light, meditative, mind-affecting, pain, poison, shadow, sonic, and water.

Most of these descriptors have no game effect by themselves, but they govern how the spell interacts with other spells, with special abilities, with unusual creatures, with alignment, and so on." Spell Descriptor"
 * 674bd9c3-39f8-4c24-991e-ea4f5681026b",
 * 674bd9c3-39f8-4c24-991e-ea4f5681026b",
 * 674bd9c3-39f8-4c24-991e-ea4f5681026b",
 * f58b59a9-8d28-447f-88a3-93a5c9eb1156",
 * f58b59a9-8d28-447f-88a3-93a5c9eb1156",
 * f58b59a9-8d28-447f-88a3-93a5c9eb1156",

Timed Durations
Many durations are measured in rounds, minutes, hours, or other increments. When the time is up, the magic goes away and the spell ends. If a spell's duration is variable, the duration is rolled secretly so the caster doesn't know how long the spell will last."
 * 68d8fdd7-8407-447e-870d-b5ff7be71516",
 * 68d8fdd7-8407-447e-870d-b5ff7be71516",
 * 68d8fdd7-8407-447e-870d-b5ff7be71516",

Instantaneous
The spell energy comes and goes the instant the spell is cast, though the consequences might be long-lasting."
 * a1842fd2-7408-4191-831a-6868ef47dfd7",
 * a1842fd2-7408-4191-831a-6868ef47dfd7",
 * a1842fd2-7408-4191-831a-6868ef47dfd7",

Permanent
The energy remains as long as the effect does. This means the spell is vulnerable to dispel magic."
 * 1a531f64-c73a-42b8-9edb-800e7407a5ed",
 * 1a531f64-c73a-42b8-9edb-800e7407a5ed",
 * 1a531f64-c73a-42b8-9edb-800e7407a5ed",

Subjects, Effects, and Areas
If the spell affects creatures directly, the result travels with the subjects for the spell's duration. If the spell creates an effect, the effect lasts for the duration. The effect might move or remain still. Such an effect can be destroyed prior to when its duration ends. If the spell affects an area, then the spell stays with that area for its duration.

Creatures become subject to the spell when they enter the area and are no longer subject to it when they leave."
 * 0c5a6fc7-10f8-4e35-a7aa-fd265d745ab8",
 * 0c5a6fc7-10f8-4e35-a7aa-fd265d745ab8",
 * 0c5a6fc7-10f8-4e35-a7aa-fd265d745ab8",

Touch Spells and Holding the Charge
In most cases, if you don't discharge a touch spell on the round you cast it, you can hold the charge (postpone the discharge of the spell) indefinitely. You can make touch attacks round after round until the spell is discharged. If you cast another spell, the touch spell dissipates."
 * d2753551-3b10-4915-8f19-b38a08336aac",
 * d2753551-3b10-4915-8f19-b38a08336aac",
 * d2753551-3b10-4915-8f19-b38a08336aac",

Discharge
Occasionally a spell lasts for a set duration, or until triggered or discharged." A spell's duration entry tells you how long the magical energy of the spell lasts." Duration" If you ever try to cast a spell in conditions where the characteristics of the spell cannot be made to conform, the casting fails and the spell is wasted.
 * dba507b6-1bf6-404c-85db-79d958d05b2f",
 * dba507b6-1bf6-404c-85db-79d958d05b2f",
 * dba507b6-1bf6-404c-85db-79d958d05b2f",
 * f88483a7-72dd-4b78-8e14-032c19232901",
 * f88483a7-72dd-4b78-8e14-032c19232901",
 * f88483a7-72dd-4b78-8e14-032c19232901",
 * ff701f2f-05a1-4be7-ae30-4bb8ecdf4532",
 * ff701f2f-05a1-4be7-ae30-4bb8ecdf4532",
 * ff701f2f-05a1-4be7-ae30-4bb8ecdf4532",

Spells also fail if your concentration is broken and might fail if you're wearing armor while casting a spell." Spell Failure" If you take damage while trying to cast a spell, you make a concentration check with a DC equal to 10 + the damage taken + the level of the spell you're casting. If you fail the check, you lose the spell without effect. The interrupting event strikes during spellcasting if it comes between the time you started and the time 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).
 * 1f5ba86b-e8bf-4fd3-8b10-42474d804aab",
 * 1f5ba86b-e8bf-4fd3-8b10-42474d804aab",
 * 1f5ba86b-e8bf-4fd3-8b10-42474d804aab",
 * 3295dc69-41a1-4be8-b632-488913c787f5",
 * 3295dc69-41a1-4be8-b632-488913c787f5",
 * 3295dc69-41a1-4be8-b632-488913c787f5",

If you are taking continuous damage, such as from an acid arrow or by standing in a lake of lava, half the damage is considered to take place while you are casting a spell. You make a concentration check with a DC equal to 10 + 1/2 the damage that the continuous source last dealt + the level of the spell you're casting. If the last damage dealt was the last damage that the effect could deal, then the damage is over and does not distract you." Injury" Spell resistance is a special defensive ability. If your spell is being resisted by a creature with spell resistance, you must make a caster level check (1d20 + caster level) at least equal to the creature's spell resistance for the spell to affect that creature. The defender's spell resistance is like an AC against magical attacks. Include any adjustments to your caster level to this caster level check.
 * b37ae1aa-4402-4008-934c-358a4b9bdfa4",
 * b37ae1aa-4402-4008-934c-358a4b9bdfa4",
 * b37ae1aa-4402-4008-934c-358a4b9bdfa4",
 * 185fac9c-14c5-4ad4-97b1-cb90f2d34e62",
 * 185fac9c-14c5-4ad4-97b1-cb90f2d34e62",
 * 185fac9c-14c5-4ad4-97b1-cb90f2d34e62",

The spell resistance entry and the descriptive text of a spell description tell you whether spell resistance protects creatures from the spell. In many cases, spell resistance applies only when a resistant creature is targeted by the spell, not when a resistant creature encounters a spell that is already in place.

The terms "object" and "harmless" mean the same thing for spell resistance as they do for saving throws. A creature with spell resistance must voluntarily lower the resistance (a standard action) in order to be affected by such spells without forcing the caster to make a caster level check." Spell Resistance" Once creatures (or objects or areas) are affected, and whether those creatures have made successful saving throws (if any were allowed), whatever results a spell entails are applied." Spell Result" Spell" The sight of a carpet of swarming spiders is unsettling indeed — particularly when the swarm is made up of spiders each the size of a gold coin and possessing bladelike mandibles capable of lacerating flesh with sickening ease. A swarm of spiders is a colonial mass of arachnids that relies on overwhelming much larger prey with sheer numbers rather than catching smaller snacks. While spider swarms spin webs, these webs are incapable of catching larger prey and typically serve the swarm as a lair rather than a method of capturing dinner." Spider Swarm" For many brave adventurers, this is the first monster they ever meet — for quite a lot, it's also their last. These huge, mean and venomous arachnids spin their nets in the shade of forests, caverns and ancient ruins, waiting patiently for someone careless or foolish enough to deliver them their next meal." Spider" When the gnomes first traveled to the mortal realm from the distant land of the fey, some found the Material Plane so strange and terrifying that they lost their sense of joy. Seeing only the threats of the new world but none of its wonders, they grimly resolved to survive no matter the cost. Their innate magic responded to this twisted goal by reshaping them in mind and body over the course of many generations, transforming them into the creatures known as spriggans. Love, happiness, and beauty have no meaning for these poor souls, so they lead lives of violence and malice. The best they can manage in place of positive emotions is a muted satisfaction when they make another suffer.
 * 5d42dcc9-18ba-4de1-ba05-71bc672f6f17",
 * 5d42dcc9-18ba-4de1-ba05-71bc672f6f17",
 * 5d42dcc9-18ba-4de1-ba05-71bc672f6f17",
 * 3ed20827-3984-4a69-a21c-b6a9ab8c824a",
 * 3ed20827-3984-4a69-a21c-b6a9ab8c824a",
 * 3ed20827-3984-4a69-a21c-b6a9ab8c824a",
 * 58aa82d8-18dc-411f-a775-169c9e4a01ae",
 * 58aa82d8-18dc-411f-a775-169c9e4a01ae",
 * 58aa82d8-18dc-411f-a775-169c9e4a01ae",
 * f5b32469-c82a-4abe-8674-063e168a1207",
 * f5b32469-c82a-4abe-8674-063e168a1207",
 * f5b32469-c82a-4abe-8674-063e168a1207",
 * c6b1ee7c-3dba-4b98-8868-a53fb7bcba6f",
 * c6b1ee7c-3dba-4b98-8868-a53fb7bcba6f",
 * c6b1ee7c-3dba-4b98-8868-a53fb7bcba6f",
 * 529e1b82-89ec-4802-94b8-90d932abcc5d",
 * 529e1b82-89ec-4802-94b8-90d932abcc5d",
 * 529e1b82-89ec-4802-94b8-90d932abcc5d",
 * b9241c0f-7c1a-4876-af25-6379d93ed540",
 * b9241c0f-7c1a-4876-af25-6379d93ed540",
 * b9241c0f-7c1a-4876-af25-6379d93ed540",
 * 3bcdfbb7-8ea2-4350-8b05-8bc5f3d768a7",
 * 3bcdfbb7-8ea2-4350-8b05-8bc5f3d768a7",
 * 3bcdfbb7-8ea2-4350-8b05-8bc5f3d768a7",
 * 251d96ef-737a-4d3d-a0f3-7940abadc6b0",
 * 251d96ef-737a-4d3d-a0f3-7940abadc6b0",
 * 251d96ef-737a-4d3d-a0f3-7940abadc6b0",

Spriggans resemble ugly gnomes with an alien, feral appearance. Many are gaunt and haggard. When magically enlarged, they look the same except much more hale and muscular." Spriggan"
 * 15eee1ab-7e08-41de-b554-9d88acbd25e5",
 * 15eee1ab-7e08-41de-b554-9d88acbd25e5",
 * 15eee1ab-7e08-41de-b554-9d88acbd25e5",
 * 87e9207e-9ed9-45fd-b129-9927add2f06a",
 * 87e9207e-9ed9-45fd-b129-9927add2f06a",
 * 87e9207e-9ed9-45fd-b129-9927add2f06a",

Different Bonus Types
The bonuses or penalties from two different spells stack if the modifiers are of different types. A bonus that doesn't have a type stacks with any bonus."
 * b87ad571-3ec3-4ce3-8592-cd4eaa7653c4",
 * b87ad571-3ec3-4ce3-8592-cd4eaa7653c4",
 * b87ad571-3ec3-4ce3-8592-cd4eaa7653c4",

Same Effect More than Once in Different Strengths
In cases when two or more identical spells are operating in the same area or on the same target, but at different strengths, only the one with the highest strength applies."
 * 7e2d22b3-c916-48b0-b895-fa063bc84214",
 * 7e2d22b3-c916-48b0-b895-fa063bc84214",
 * 7e2d22b3-c916-48b0-b895-fa063bc84214",

Same Effect with Differing Results
The same spell can sometimes produce varying effects if applied to the same recipient more than once. Usually, the last spell in the series trumps the others. None of the previous spells are actually removed or dispelled, but their effects become irrelevant while the final spell in the series lasts."
 * 9837d39a-99e8-4764-b62e-0c0e0804179b",
 * 9837d39a-99e8-4764-b62e-0c0e0804179b",
 * 9837d39a-99e8-4764-b62e-0c0e0804179b",

One Effect Makes Another Irrelevant
Sometimes, one spell can render a later spell irrelevant. Both spells are still active, but one has rendered the other useless in some fashion."
 * cbd0dbdf-ccbb-4389-beb4-b0428ec0189b",
 * cbd0dbdf-ccbb-4389-beb4-b0428ec0189b",
 * cbd0dbdf-ccbb-4389-beb4-b0428ec0189b",

Spells with Opposite Effects
Spells with opposite effects apply normally, with all bonuses, penalties, or changes accruing in the order that they apply. Some spells negate each other. This is a special effect that is noted in a spell's description."
 * 71fc32b8-1dcd-4b0b-b3e4-51b93d5bca04",
 * 71fc32b8-1dcd-4b0b-b3e4-51b93d5bca04",
 * 71fc32b8-1dcd-4b0b-b3e4-51b93d5bca04",

Instantaneous Effects
Two or more spells with instantaneous durations work cumulatively when they affect the same target." Spells that provide bonuses or penalties on attack rolls, damage rolls, saving throws, and other attributes usually do not stack with themselves. More generally, two bonuses of the same type don't stack even if they come from different spells (or from effects other than spells; see Bonus Types)." Stacking Effects" Stalwart defender" Drawn from the ranks of guards, knights, mercenaries, and thugs alike, stalwart defenders are masters of claiming an area and refusing to relinquish it. This behavior is more than a tactical decision for stalwart defenders; it's an obsessive, stubborn expression of the need to be undefeated. When stalwart defenders set themselves in a defensive stance, they place their whole effort into weathering whatever foe, conflict, or threat comes their way.
 * 95139931-7cc5-4c0c-a1c8-353a1cfa00b5",
 * 95139931-7cc5-4c0c-a1c8-353a1cfa00b5",
 * 95139931-7cc5-4c0c-a1c8-353a1cfa00b5",
 * fcc6ab9c-62a5-4442-bb52-0ccade32d7f1",
 * fcc6ab9c-62a5-4442-bb52-0ccade32d7f1",
 * fcc6ab9c-62a5-4442-bb52-0ccade32d7f1",
 * 02ef98cd-36af-4b84-9da2-670313b4ad96",
 * 02ef98cd-36af-4b84-9da2-670313b4ad96",
 * 02ef98cd-36af-4b84-9da2-670313b4ad96",
 * 31b8c78c-142e-4a22-a118-573e8f0a8fdb",
 * 31b8c78c-142e-4a22-a118-573e8f0a8fdb",
 * 31b8c78c-142e-4a22-a118-573e8f0a8fdb",

Most stalwart defenders come from the ranks of fighters, often those desiring to be better guards for friends and allies. Dwarves are particularly suited to the role, though stalwart defenders of all races exist. More rarely, barbarians take the path of the stalwart defender as a matter of pride, to overcome some perceived shortcoming. Such characters often seem to suffer from dual personalities, flinging themselves recklessly into combat one moment, then calmly fending off all attackers the next.

Stalwart defenders are masters of melee combat, striving to prove that the best offense is a good defense. Stalwart defenders are normally found on the front lines of battle, holding a position to cover their allies, leaping into breaches of opposing formations and holding them open for others, and guarding more vulnerable allies by acting as mobile fortifications, stable points in the ever-changing chaos of battle.

Class Details
Alignment: Anyone can be as stubborn as a rock and dedicated to holding one point no matter the cost, so stalwart defenders can be of any alignment. The dedication and practice required to learn the talents of a stalwart defender come more easily to characters with a strong respect for order and organization, however, so lawful stalwart defenders are much more common than chaotic ones.

Hit Die
d12.

Requirements
To qualify to become a stalwart defender, a character must fulfill all the following criteria:

Base Attack Bonus
+7

Feats
Dodge, Endurance, Toughness

Special
Proficiency with light and medium armor

Class Skills
The stalwart defender's class skills are Athletics, Mobility, Persuasion and Perception.

Defensive Stance
At 1st level, a stalwart defender can enter a defensive stance, a position of readiness and trance-like determination. A stalwart defender can maintain this stance for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can maintain the stance for 2 additional rounds per day. Temporary increases to Constitution, such as those gained from the defensive stance and spells like bear's endurance, do not increase the total number of rounds that the stalwart defender can maintain a defensive stance per day. The stalwart defender can enter a defensive stance as a free action. The total number of rounds of defensive stance per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in a defensive stance, a stalwart defender gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she gains a 2 dodge bonus to Armor Class and 2 temporary hit points per Hit Die. While in a defensive stance, a stalwart defender cannot willingly move from his current position through any means (including normal movement, riding a mount, teleportation, or willingly allowing allies to carry him). If he enters a defensive stance while on a moving vehicle he does not control (such as a wagon or ship), he can maintain the stance even if the vehicle moves. If the stalwart defender moves under his own power as a result of an enchantment spell, his stance ends.

The stalwart defender can end his defensive stance as a free action; after ending the stance, he is fatigued for a number of rounds equal to 2 times the number of rounds spent in the stance. A stalwart defender cannot enter a new defensive stance while fatigued or exhausted but can otherwise enter a stance multiple times during a single encounter or combat. If a stalwart defender falls unconscious, his defensive stance immediately ends, placing him in peril of death. A defensive stance requires a level of emotional calm, and it may not be maintained by a character in a rage (such as from the rage class feature or the rage spell).

Uncanny Dodge
The character 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 Dexterity bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A character with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

Improved Uncanny Dodge
A character can no longer be flanked.

This defense denies another rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target does.

Defensive power
As a stalwart defender gains levels, he augments his defensive stance. Starting at 2nd level, the stalwart defender gains a defensive power. He gains another defensive power for every two levels of stalwart defender attained after 2nd level. The stalwart defender gains the benefits of defensive powers only while in a defensive stance, and some of these powers require him to take an action first. Unless otherwise noted, he cannot select an individual power more than once.

Fearless Defense
While in a defensive stance, the stalwart defender is immune to the shaken and frightened conditions. He must be at least 4th level before selecting this power.

Increased Damage Reduction
The stalwart defender's damage reduction from this class increases by 1/—. This increase is always active while the stalwart defender is in a defensive stance. He can select this power up to two times. Its effects stack. The stalwart defender must be at least 6th level before selecting this defensive power.

Renewed Defense
As a standard action, the stalwart defender heals 1d8 points of damage + his Constitution modifier. For every two levels the stalwart defender has attained above 2nd, this healing increases by 1d8, to a maximum of 5d8 at 10th level. This power can be used only once per day and only while in a defensive stance.

Roused defense
The stalwart defender may enter a defensive stance even if fatigued. While maintaining a defensive stance after using this ability, he is immune to the fatigued condition. Once this stance ends, he is exhausted for 10 minutes per round spent in a defensive stance.

Smash
While in a defensive stance, the stalwart defender may make an extra attack per round that is either a slam (even if he doesn't normally have a slam attack). If used as part of a full attack action, the extra attack is made at the stalwart defender's full base attack bonus –5. The smash deals 1d4 points of damage (if the stalwart defender is Medium, or 1d3 if he is Small) plus half the character's Strength modifier." Stalwart Defender" A standard action allows you to do something, most commonly to make an attack or cast a spell.
 * 4bb1db55-8d62-4ec2-88b6-e053cd24c6b5",
 * 4bb1db55-8d62-4ec2-88b6-e053cd24c6b5",
 * 4bb1db55-8d62-4ec2-88b6-e053cd24c6b5",
 * bfc62e39-99ad-4f66-8f46-ca472a4b9837",
 * bfc62e39-99ad-4f66-8f46-ca472a4b9837",
 * bfc62e39-99ad-4f66-8f46-ca472a4b9837",

Some combat options (such as using the Cleave feat) are standard actions that allow you to make an attack but don't count as the attack action. These options can't be combined with other standard actions or options that modify only attack actions.

Attack Action
An attack action is a type of standard action. Some combat options can modify only this specific sort of action. When taking an attack action, you can apply all appropriate options that modify an attack action. You can apply these to any combat option that takes the place of a melee attack made using an attack action, though options that increase damage don't cause attacks to deal damage if they wouldn't otherwise do so. You can't combine options that modify attack actions with standard actions that aren't attack actions, such as Cleave.

Melee Attack
While a melee attack isn't an action type itself, many options and other rules affect melee attacks. Some combat options can be used anytime you make a melee attack, including attacks of opportunity. These options can't be combined with each other, but they can be combined with options that modify an attack action or are standard or full-round actions." Standard Action" (Dexterity; Armor Check Penalty)
 * e792f565-34dd-48a8-b716-6273a7bf50b2",
 * e792f565-34dd-48a8-b716-6273a7bf50b2",
 * e792f565-34dd-48a8-b716-6273a7bf50b2",
 * 014280ce-9c84-4c69-96bd-6fb6d5b69c4a",
 * 014280ce-9c84-4c69-96bd-6fb6d5b69c4a",
 * 014280ce-9c84-4c69-96bd-6fb6d5b69c4a",

This skill represents character's talent at avoiding detection, allowing the character to slip past foes or strike from an unseen position. This skill covers hiding and moving silently.

You apply your character's Stealth skill to checks required for:

• Avoid being noticed." Stealth" Some game events play out as illustrated book episodes. The decisions you make during these episodes can have a drastic impact on the development of the game's plot. As with dialogues, you will often need to make various skill checks during these episodes. Depending on the circumstances, sometimes you will need to choose one of your party members to perform an action, and sometimes an action will be automatically performed by the character with the highest skill rank." Illustrated Book Episodes" Strength measures muscle and physical power. This ability is important for those who engage in hand-to-hand (or "melee") combat, such as fighters and some rangers. Strength also sets the maximum amount of weight your character can carry.
 * d55755d5-65ba-4ef7-9c7e-f36cee9d25a7",
 * d55755d5-65ba-4ef7-9c7e-f36cee9d25a7",
 * d55755d5-65ba-4ef7-9c7e-f36cee9d25a7",
 * b37723b1-ae15-4c7b-a1c6-78e4efd4a7e7",
 * b37723b1-ae15-4c7b-a1c6-78e4efd4a7e7",
 * b37723b1-ae15-4c7b-a1c6-78e4efd4a7e7",
 * 312c3ca5-a5a3-4a5c-b13a-3ddc679606fd",
 * 312c3ca5-a5a3-4a5c-b13a-3ddc679606fd",
 * 312c3ca5-a5a3-4a5c-b13a-3ddc679606fd",
 * 88833e01-bbfd-41e1-8340-3b3ebd36e7f2",
 * 88833e01-bbfd-41e1-8340-3b3ebd36e7f2",
 * 88833e01-bbfd-41e1-8340-3b3ebd36e7f2",

A character with a Strength score of 0 is too weak to move in any way and is unconscious. Some creatures (such as incorporeal creatures) do not possess a Strength score and have no modifier at all to Strength-based skills or checks.

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 half the character's Strength bonus, while two-handed attacks receive 1.5 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.

• Strength checks." Strength Domain" Strength (Str)" Sun Domain" A swift action consumes a very small amount of time but represents a larger expenditure of effort and energy than a free action. You can perform only a single swift action per turn.
 * cf65527e-68b8-4381-8cd5-d5613a6fb5a8",
 * cf65527e-68b8-4381-8cd5-d5613a6fb5a8",
 * cf65527e-68b8-4381-8cd5-d5613a6fb5a8",
 * 63f9b6bc-99ad-4975-b18a-38d680050db7",
 * 63f9b6bc-99ad-4975-b18a-38d680050db7",
 * 63f9b6bc-99ad-4975-b18a-38d680050db7",
 * c574b558-50d0-4d33-95f5-e6fb889fedc4",
 * c574b558-50d0-4d33-95f5-e6fb889fedc4",
 * c574b558-50d0-4d33-95f5-e6fb889fedc4",
 * 9278cadf-3e24-453d-8279-adc201492128",
 * 9278cadf-3e24-453d-8279-adc201492128",
 * 9278cadf-3e24-453d-8279-adc201492128",

Several combat options are swift actions that modify one or more attacks you take after that swift action." Swift Action"
 * ae79d14d-4722-4f7c-8627-7dea571bec0d",
 * ae79d14d-4722-4f7c-8627-7dea571bec0d",
 * ae79d14d-4722-4f7c-8627-7dea571bec0d",
 * a046e03c-2a68-40b5-976d-2eb723ace391",
 * a046e03c-2a68-40b5-976d-2eb723ace391",
 * a046e03c-2a68-40b5-976d-2eb723ace391",

Hampered Movement
Difficult terrain, obstacles, or poor visibility can hamper movement." Your speed is determined by your race and your armor. Your speed while unarmored is your base land speed." Tactical Movement" Tatzlwyrms are thought to be primeval relatives of true dragons, having branched off the line millennia ago and evolved in a way that sets them notably apart. Undersized compared to their larger cousins, tatzlwyrms are nonetheless ferocious in their own right. And while tatzlwyrms are hardly impressive specimens when put beside their notorious relatives, most other reptiles can't compare to them mentally. They understand Draconic, though other languages are beyond most tatzlwyrms' limited comprehension. Nevertheless, tatzlwyrms are deeply cunning, building complex lairs and rudimentary traps.
 * a0d3adae-bb5e-4de0-a6c4-272a73d00251",
 * a0d3adae-bb5e-4de0-a6c4-272a73d00251",
 * a0d3adae-bb5e-4de0-a6c4-272a73d00251",
 * c788f4ab-200e-42cd-9444-586cc6142fa4",
 * c788f4ab-200e-42cd-9444-586cc6142fa4",
 * c788f4ab-200e-42cd-9444-586cc6142fa4",
 * 46a41a12-53bb-44c9-bd1d-cd9cbb80e913",
 * 46a41a12-53bb-44c9-bd1d-cd9cbb80e913",
 * 46a41a12-53bb-44c9-bd1d-cd9cbb80e913",

Tatzlwyrms are quite rare, and only a few particularly curious and lucky adventurers can claim to have seen a living specimen. Reports do agree on some basic features, however. About the size of a full-grown human, tatzlwyrms have only two limbs and no wings, and possess a weak poisonous breath similar to the breath weapons of their true dragon relatives. An adult tatzlwyrm is 6 to 8 feet long, including its winding, organless tail, and it weighs between 400 and 500 pounds. A tatzlwyrm's scales give the creature limited camouflage, ranging through various shades of green, brown, and gray.

Like true dragons, tatzlwyrms are strict carnivores. They spend most of their time hiding, waiting to attack any prey that ventures too near. They consume their food slowly in the dark security and seclusion of their lairs. Tatzlwyrms have a remarkable knack for ambush and camouflage." Tatzlwyrm"
 * 9599d561-4fdb-4d28-8447-2891def01783",
 * 9599d561-4fdb-4d28-8447-2891def01783",
 * 9599d561-4fdb-4d28-8447-2891def01783",
 * 83df8088-c2f9-4b70-8632-97761f6bed6d",
 * 83df8088-c2f9-4b70-8632-97761f6bed6d",
 * 83df8088-c2f9-4b70-8632-97761f6bed6d",

Increases in Constitution Score and Current Hit Points
An increase in a character's Constitution score, even a temporary one, can give them more hit points (an effective hit point increase), but these are not temporary hit points. They can be restored, and they are not lost first as temporary hit points are." Certain effects give a character temporary hit points. These hit points are in addition to the character's current hit point total and any damage taken by the character is subtracted from these hit points first. Any damage in excess of a character's temporary hit points is applied to his current hit points as normal. If the effect that grants the temporary hit points ends or is dispelled, any remaining temporary hit points go away. The damage they sustained is not transferred to the character's current hit points.
 * ab95d23a-415b-49d0-84db-4173f5582f53",
 * ab95d23a-415b-49d0-84db-4173f5582f53",
 * ab95d23a-415b-49d0-84db-4173f5582f53",

When temporary hit points are lost, they cannot be restored as real hit points can be, even by magic." Temporary Hit Points"
 * 92fcba2d-ea35-4012-988f-d804cab9f4b4",
 * 92fcba2d-ea35-4012-988f-d804cab9f4b4",
 * 92fcba2d-ea35-4012-988f-d804cab9f4b4",
 * 0a94ba1e-4eab-4ae0-8fdc-aa1142b18093",
 * 0a94ba1e-4eab-4ae0-8fdc-aa1142b18093",
 * 0a94ba1e-4eab-4ae0-8fdc-aa1142b18093",

Difficult Terrain
Difficult terrain, such as heavy undergrowth, broken ground, or steep stairs, hampers movement. You can't run or charge across difficult terrain.

Flying and incorporeal creatures are not hampered by difficult terrain."
 * 9b5b2174-1579-406f-b63e-198227d816ed",
 * 9b5b2174-1579-406f-b63e-198227d816ed",
 * 9b5b2174-1579-406f-b63e-198227d816ed",

Obstacles
Like difficult terrain, obstacles can hamper movement. If you don't have sufficient movement to cross the obstacle, you can't cross it. Some obstacles may also require a skill check to cross.

On the other hand, some obstacles block movement entirely. A character can't move through a blocking obstacle.

Flying and incorporeal creatures are able to avoid most obstacles." From tangled plants to broken stone, there are a number of terrain features that can affect your movement." Terrain and Obstacles" While all daemons represent death in some fashion, thanadaemons, the Deacons of Death, represent the inevitable death through old age. Thanadaemons effortlessly work eerie skiffs along every pus- and bile-choked river in Abaddon, including the legendary River Styx. For the right price, a thanadaemon will even carry passengers on its skiff, yet those who travel with these fiends should beware — they frequently renegotiate the terms once they've got their passengers in dangerous realms." Thanadaemon" Thylacines are wolf- or hyena-like marsupial carnivores. Feral and untameable, thylacines can be vicious predators.
 * cadc8bc8-2584-4be4-8045-84c9e222500c",
 * cadc8bc8-2584-4be4-8045-84c9e222500c",
 * cadc8bc8-2584-4be4-8045-84c9e222500c",
 * 1ae85b61-5217-4fb8-8462-6eb6f0a8f9e6",
 * 1ae85b61-5217-4fb8-8462-6eb6f0a8f9e6",
 * 1ae85b61-5217-4fb8-8462-6eb6f0a8f9e6",
 * baeee367-3378-47db-8e1a-2c9fffc1eb33",
 * baeee367-3378-47db-8e1a-2c9fffc1eb33",
 * baeee367-3378-47db-8e1a-2c9fffc1eb33",
 * 46ed6a69-0c3c-405c-b85f-7a442a9f8120",
 * 46ed6a69-0c3c-405c-b85f-7a442a9f8120",
 * 46ed6a69-0c3c-405c-b85f-7a442a9f8120",
 * 42d5b937-62b0-4a79-8a6c-57a81f926a3b",
 * 42d5b937-62b0-4a79-8a6c-57a81f926a3b",
 * 42d5b937-62b0-4a79-8a6c-57a81f926a3b",

Though similar in appearance to dogs or wolves, a thylacine is much more slenderly built, with a long, stiff tail, and powerful jaws. The oddly-shaped legs of a thylacine are ill-suited to running, but allow the creatures to stand on their haunches for short periods of time, as well as conferring some jumping ability. Thylacines typically have between 13 and 21 dark stripes on their backs that stand out from their usually golden-colored pelts.

Thylacines hunt alone or in small packs, slowly wearing down their prey over long chases. They are timid creatures when faced with larger foes and prefer to avoid fights, though when faced with starvation they have been known to take down much larger prey, including humanoids. Most thylacines are almost impossible to tame. The creatures lair in small dens in trees or caves." Thylacine" Torag is an ancient god, and his dwarven followers credit him with the creation of the world at his great forge, striking his new work again and again with his hammer to get the shape he desired. As the rocks tumbled and the sparks flew, the dwarves were born — beings made of stone and with bellies full of fire. Even with setbacks over the millennia, under his stern eye the dwarves found prosperity. Torag is a hard and proud patriarch, a distant but loving father. Though every dwarf who falls in battle pains his heart, he keeps his eye on the future and the countless dwarven lives extending forward into eternity, like golden links in a mighty coat of mail. He is often thought of as a purely dwarven god, yet continues to gain traction among humans.
 * dc17458c-8b64-46b8-a8da-2d6251f080b6",
 * dc17458c-8b64-46b8-a8da-2d6251f080b6",
 * dc17458c-8b64-46b8-a8da-2d6251f080b6",
 * 3f4649df-2d03-4b6c-8033-3e66b4177856",
 * 3f4649df-2d03-4b6c-8033-3e66b4177856",
 * 3f4649df-2d03-4b6c-8033-3e66b4177856",

Torag loves the dwarven race, and has come to love his non-dwarven worshipers, but withholds most direct aid and affection from both, for he sees life as a hard journey, and if he sheltered his children from all hardship, they would not know the value of their own hard work or the satisfaction of their achievements. He created the dwarves to be tough, stubborn, wise, and creative — traits they would need to persevere and overcome all obstacles — and expects all his worshipers of all races and walks of life to seek to embody those traits. He opposes those who act without thinking, rebel, or place their community at risk.

As god of the forge, the Father of Creation concerns himself with the art of creating and shaping metal. He believes that shoddy workmanship insults not only the crafter and the wielder of a tool or weapon, but the item itself, and pushes his followers to continually refine and improve their craft. A devout worshiper makes weapons that don't fail in battle and tools than don't wear quickly under heavy use. Torag opposes the destruction of well-crafted things, and frowns on burying armor and weapons with the dead, as these items can help protect a vulnerable community or bring needed coin to an impoverished one.

Torag is a shrewd planner, a great advocate of contingencies, and he holds forethought as one of the principal gifts of living well. However, he knows there are times when a dwarf needs to abandon a failing strategy and think on her feet, so Torag respects officers, soldiers, and wardens who demonstrate this quality. He prefers organized defenses to tactical assaults, and tactical assaults over reckless charges. He does not believe there is glory in martyrdom, but honors those who sacrifice their own lives to save others. He is a stout fighter, rarely given to rage, but when his anger awakens, the earth shakes and cities fall.

When Torag appears to his worshipers, he's an older but hearty dwarf clad in heavy plate armor, with eyes glowing like molten gold. His hair and beard may be any common dwarven hair color, often with streaks of gray, and his hands are worn and scarred from centuries of hard work. He exudes a palpable aura of power, wisdom, and safety. In art, he's always depicted in intricate armor, and typically shown busy at his forge hammering out a weapon or shield. Some images depict him as a mighty guardian, shielding dwarven children with his body as he clears away orcs and trolls with mighty sweeps of his warhammer Kaglemros.

Torag shows his approval through reflections of his face on polished metal, preparations happening smoothly and ahead of schedule, excellence at the forge, and the discovery of mushrooms or stone fragments that match the shape of his hammer. He sometimes sends messages as cryptic riddles that appear on stone surfaces for a short period of time. When angered, forges grow cold, shields crack, and even the simplest plan carries a feeling of impending doom. Earthquakes (whether localized or expansive) are the ultimate indication of his displeasure, yet those who survive a deadly quake are considered blessed. His holy symbol is his warhammer. He is called the Father of Creation, the Father of Dwarvenkind, and the Forgefather.

Alignment: Lawful good

Cleric Alignment
LG, NG, LN

Domains
Artifice, Earth, Good, Law, Protection

Favored Weapon
Warhammer" Torag" Some attacks completely disregard armor, including shields and natural armor — the aggressor needs only to touch a foe for such an attack to take full effect. In these cases, the attacker makes a touch attack roll (either ranged or melee). When you are the target of a touch attack, your AC doesn't include any armor bonus, shield bonus, or natural armor bonus. All other modifiers, such as your size modifier, Dexterity modifier, and deflection bonus (if any) apply normally.
 * 3efbd068-683b-435e-a2cc-1cff508e8ae7",
 * 3efbd068-683b-435e-a2cc-1cff508e8ae7",
 * 3efbd068-683b-435e-a2cc-1cff508e8ae7",
 * 7b99a89e-54fd-47d2-8ea1-53e439a39ea7",
 * 7b99a89e-54fd-47d2-8ea1-53e439a39ea7",
 * 7b99a89e-54fd-47d2-8ea1-53e439a39ea7",

Some creatures have the ability to make incorporeal touch attacks. These attacks bypass solid objects, such as armor and shields, by passing through them. Incorporeal touch attacks work similarly to normal touch attacks except that they also ignore cover bonuses. Incorporeal touch attacks do not ignore armor bonuses granted by force effects, such as mage armor and bracers of armor." Touch AC"
 * 43f8dd7f-f441-4c3c-a3f9-3ab437684f40",
 * 43f8dd7f-f441-4c3c-a3f9-3ab437684f40",
 * 43f8dd7f-f441-4c3c-a3f9-3ab437684f40",
 * 5691a329-2ce7-4038-abc1-f58a6ef733b9",
 * 5691a329-2ce7-4038-abc1-f58a6ef733b9",
 * 5691a329-2ce7-4038-abc1-f58a6ef733b9",

Polymorph
A polymorph spell transforms your physical body to take on the shape of another creature. Each polymorph spell allows you to assume the form of a creature of a specific type, granting you a number of bonuses to your ability scores and a bonus to your natural armor. In addition, each polymorph spell can grant you a number of other benefits, including movement types, resistances, and senses. If the form you choose grants these benefits, or a greater ability of the same type, you gain the listed benefit. If the form grants a lesser ability of the same type, you gain the lesser ability instead. Your base speed changes to match that of the form you assume. The DC for any of these abilities equals your DC for the polymorph spell used to change you into that form.

In addition to these benefits, you gain any of the natural attacks of the base creature, including proficiency in those attacks. These attacks are based on your base attack bonus, modified by your Strength or Dexterity as appropriate, and use your Strength modifier for determining damage bonuses.

If a polymorph spell causes you to change size, apply the size modifiers appropriately, changing your armor class, attack bonus, Combat Maneuver Bonus, and Stealth skill modifiers. Your ability scores are not modified by this change unless noted by the spell.

Unless otherwise noted, polymorph spells cannot be used to change into specific individuals. Although many of the fine details can be controlled, your appearance is always that of a generic member of that creature's type.

When you cast a polymorph spell that changes you into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type, all of your gear melds into your body. Items that provide constant bonuses and do not need to be activated continue to function while melded in this way (with the exception of armor and shield bonuses, which cease to function). Items that require activation cannot be used while you maintain that form. While in such a form, you cannot cast any spells that require material components, and can only cast spells with somatic or verbal components if the form you choose has the capability to make such movements or speak, such as a dragon. If your new form does not cause your equipment to meld into your form, the equipment resizes to match your new size.

While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form. You also lose any class features that depend upon form, but those that allow you to add features (such as sorcerers that can grow claws) still function. Your new form might restore a number of these abilities if they are possessed by the new form.

You can only be affected by one polymorph spell at a time. If a new polymorph spell is cast on you (or you activate a polymorph effect, such as wild shape), you can decide whether or not to allow it to affect you, taking the place of the old spell. In addition, other spells that change your size have no effect on you while you are under the effects of a polymorph spell." Transmutation spells change the properties of some creature, thing, or condition." Transmutation" There are many traps awaiting you on your adventures. When any of your characters approaches a trap, they will automatically make a Perception skill check. On success, you will see the trap's location and the game will automatically pause. Traps vary in effect as well as difficulty to detect. Having encountered a trap, you can click on it to order one of the characters to make a Trickery skill check to disable it. On success, the trap will be disabled. On failure, it will remain in place. However, if the result of a skill roll is less than the trap's difficulty by 5 or more, the trap will go off as if the character had triggered it. All check results can be found in the Combat Log." Traps" Travel Domain" Treants are guardians of the forest and speakers for the trees. As long-lived as the forests themselves, and seeing themselves as parents and shepherds rather than gardeners, treants are slow and methodical in most things but terrifying when forced to fight in defense of their flock. Though they rarely seek out the companionship of the short-lived races, and have an inherent distrust of change, they have been known to tolerate those who seek to learn from their long, rambling monologues, especially if the pupils express a desire to help protect the wildlands. Yet against those who would threaten the forest, especially loggers who seek to harvest wood for lumber or those who try to clearcut a section of forest in order to build a fort or establish a town, the treants' wrath is swift and devastating. They are particularly gifted at tearing down what others build — a trait that serves angry treants well.
 * 04eb73d1-83a0-42cf-8329-d1379078b8dd",
 * 04eb73d1-83a0-42cf-8329-d1379078b8dd",
 * 04eb73d1-83a0-42cf-8329-d1379078b8dd",
 * f7b70abd-8c0d-4d88-a35f-ea05011bd0ff",
 * f7b70abd-8c0d-4d88-a35f-ea05011bd0ff",
 * f7b70abd-8c0d-4d88-a35f-ea05011bd0ff",
 * cb58c914-9b7c-418b-b549-b8b2087fb925",
 * cb58c914-9b7c-418b-b549-b8b2087fb925",
 * cb58c914-9b7c-418b-b549-b8b2087fb925",
 * ade1bdb2-e545-4c63-bf9e-a3d8b2f0071d",
 * ade1bdb2-e545-4c63-bf9e-a3d8b2f0071d",
 * ade1bdb2-e545-4c63-bf9e-a3d8b2f0071d",
 * b7fc542c-9cec-4243-8396-ad265b758c50",
 * b7fc542c-9cec-4243-8396-ad265b758c50",
 * b7fc542c-9cec-4243-8396-ad265b758c50",
 * 916771ce-b879-46e0-b04f-239ad5ca5ce9",
 * 916771ce-b879-46e0-b04f-239ad5ca5ce9",
 * 916771ce-b879-46e0-b04f-239ad5ca5ce9",

Treants are primarily solitary creatures, with a given individual sometimes responsible for an entire forest, but they occasionally come together in small groups called groves to share news and reproduce. In times of grave danger, all of the groves in a region may gather for a great months-long meeting called a moot, but such events are exceedingly rare, and millennia may go by between them.

The typical treant is 30 feet tall, with a trunk 2 feet in diameter, and weighs 4,500 pounds. Treants tend to resemble the species of trees most common in their woodland territories." Treant" (Dexterity; Armor Check Penalty; Trained Only)
 * bbf8e4dd-0ac0-4caa-8437-3f241e22b598",
 * bbf8e4dd-0ac0-4caa-8437-3f241e22b598",
 * bbf8e4dd-0ac0-4caa-8437-3f241e22b598",
 * 97173efb-7405-4d4d-8346-5ffa60bdefc6",
 * 97173efb-7405-4d4d-8346-5ffa60bdefc6",
 * 97173efb-7405-4d4d-8346-5ffa60bdefc6",

This skill represents character's talent to perform tasks that require fine manipulation.

You apply your character's Thievery skill to checks required for:

• Conceal objects on your body.

• Disarm traps or devices.

• Open locks." Trickery Domain" Trickery" Slavering and voracious, trollhounds seem to be trolls in smaller canine form, and indeed, are often found as pets among gangs and tribes of trolls. Requiring vast amounts of food to fuel their regenerative metabolisms, packs of wild trollhounds range far and wide through the mountains of the north, their ravenous hunger driving them to hunt and consume any prey they can track down and kill.
 * 4ba87c76-3e3e-4ed1-b181-e84847e65ff1",
 * 4ba87c76-3e3e-4ed1-b181-e84847e65ff1",
 * 4ba87c76-3e3e-4ed1-b181-e84847e65ff1",
 * 06d0ac7f-7d72-424d-8bfa-987b4651cddc",
 * 06d0ac7f-7d72-424d-8bfa-987b4651cddc",
 * 06d0ac7f-7d72-424d-8bfa-987b4651cddc",
 * 27fc1032-5429-4f37-bc88-8669c0641945",
 * 27fc1032-5429-4f37-bc88-8669c0641945",
 * 27fc1032-5429-4f37-bc88-8669c0641945",

A typical trollhound stands 4 feet tall at the shoulder, has short but powerful legs, and weighs around 350 pounds. A trollhound's skin is somewhat scaly, with patches of rough, greenish-black fur. It has oversized jaws with a pronounced underbite, and its eyes are normally a dull, hateful orange.

Trollhounds are believed to be the outcome of infusing particularly ferocious worgs with alchemically prepared troll blood. The resulting beast loses the worg's wicked intelligence but gains the ability to regenerate even the most grievous wounds, except those inf licted by fire or acid. Whatever their origin, trollhounds breed true and are often raised by trolls.

Trollhounds are fearless on the hunt and in combat, relying on their ability to regenerate to carry them through. Not even the threat of fire is enough to repel them, as the beasts are too dull to recognize the danger it poses. Nevertheless, fire is one of the most effective tools in combating trollhounds, and canny hunters know to burn every last remnant of a slain trollhound, for as is true of trolls, even the smallest piece of trollhound flesh can eventually regrow back into a full-sized beast.

Trollhounds are most often found in the company of trolls, who breed the beasts as hunters, guards, pets, and food. Trollhounds seem to have an affinity for their savage masters, and tamed trollhounds always regard trolls as alpha members of the pack. A trollhound will never attack a troll without cause — although trolls often enjoy violent roughhousing with these creatures nonetheless." Trollhound" Trolls possess incredibly sharp claws and amazing regenerative powers, allowing them to recover from nearly any wound. They are stooped, fantastically ugly, and astonishingly strong — combined with their claws, their strength allows them to literally tear apart flesh to feed their voracious appetites. Trolls stand about 14 feet tall, but their hunched postures often make them appear shorter. An adult troll weighs around 1,000 pounds.
 * da1e24e8-843f-408b-a750-0605b8c87084",
 * da1e24e8-843f-408b-a750-0605b8c87084",
 * da1e24e8-843f-408b-a750-0605b8c87084",
 * 86346dc7-637c-4945-b211-2c759d04d96c",
 * 86346dc7-637c-4945-b211-2c759d04d96c",
 * 86346dc7-637c-4945-b211-2c759d04d96c",

A troll's appetite and its regenerative powers make it a fearless combatant, ever prepared to charge headlong at the nearest living creature and attack with all of its fury. Only fire and acid seem to cause a troll to hesitate, but even this mortal threat is not enough to stop a troll's advance.

Despite their cruelty in combat, trolls are surprisingly tender and kind to their own young. Female trolls work as a group, spending a great deal of time teaching young trolls to hunt and fend for themselves before sending them off to find their own territories. A male troll tends to live a solitary existence, partnering with a female for only a brief time to mate. All trolls spend most of their time hunting for food, as they must consume vast amounts each day or face starvation.

Due to this need, most trolls stake out large territories as their own, and fights between rivals are quite common. While these are usually nonlethal, trolls are aware of each others' weaknesses and will use such knowledge to kill their own kind if food is scarce." Trolls" You can interact with various objects, such as the bodies of dead opponents, by clicking on them. Interactive objects are highlighted with an outline when you hover your mouse over them or when you hold [TAB].
 * 26eed2fb-2f30-4e07-9312-1645bb851da7",
 * 26eed2fb-2f30-4e07-9312-1645bb851da7",
 * 26eed2fb-2f30-4e07-9312-1645bb851da7",
 * 2237ad7a-40b3-46c6-8cd7-7814da0990e4",
 * 2237ad7a-40b3-46c6-8cd7-7814da0990e4",
 * 2237ad7a-40b3-46c6-8cd7-7814da0990e4",

Hidden object can be found after rolling a successful Perception skill check. Objects found in this way are highlighted with a purple outline. All successful check results can be found in the Combat Log.

During your travels, you may also encounter chests that may contain special rewards. Its contents depend on your game version and other achievements." Trophies"
 * a85a47ae-022e-4eaa-8675-01b93924a56d",
 * a85a47ae-022e-4eaa-8675-01b93924a56d",
 * a85a47ae-022e-4eaa-8675-01b93924a56d",
 * 3f6b0b2a-237c-424e-a459-9bd400faad2b",
 * 3f6b0b2a-237c-424e-a459-9bd400faad2b",
 * 3f6b0b2a-237c-424e-a459-9bd400faad2b",

Thrown Weapons
The same rules apply when you throw a weapon from each hand. Treat a dart or shuriken as a light weapon when used in this manner, and treat a bolas, javelin, net, or sling as a one-handed weapon." If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. You suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand when you fight this way. You can reduce these penalties in two ways. First, if your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light. Second, the Two-Weapon Fighting feat lessens the primary hand penalty by 2, and the off-hand penalty by 6." Two-Weapon Fighting" Unicorns are fierce, intelligent creatures of the forest, noble beasts who keep their own counsel and typically appear only to defend their homes against evil. They universally shun all creatures except for good-aligned fey, good-aligned humanoid women, and the woodlands' native animals, though they may fight alongside other good creatures against common enemies. A typical unicorn is 8 feet long and 5 feet tall at the shoulder, weighing 1,200 pounds.
 * 3dd5e607-d5a8-4bca-8c34-163d5b784e91",
 * 3dd5e607-d5a8-4bca-8c34-163d5b784e91",
 * 3dd5e607-d5a8-4bca-8c34-163d5b784e91",
 * e32ce256-78dc-4fd0-bf15-21f9ebdf9921",
 * e32ce256-78dc-4fd0-bf15-21f9ebdf9921",
 * e32ce256-78dc-4fd0-bf15-21f9ebdf9921",
 * 8800529f-67ef-456d-8c2f-543194a7b9ce",
 * 8800529f-67ef-456d-8c2f-543194a7b9ce",
 * 8800529f-67ef-456d-8c2f-543194a7b9ce",

Unicorns mate for life, and the pairs generally make their homes in specific glades or dells within the vast forests they protect (these regions can cover anywhere from a few dozen square miles to hundreds). They allow good and neutral creatures to pass through, hunt for food, or reside in their woods unharmed, but evil creatures and those who damage the local ecosystem more than necessary through sport hunting or commercial logging are swiftly driven out or killed. On rare occasions, lone unicorns without mates or whose partners have been slain have been known to adopt young women of exceptionally pure virtue as surrogates, allowing the women to ride on their backs and becoming their guardians and protectors for life. This bond generally ends amiably if the woman becomes more committed to someone else — such as a lover or child — giving rise to the myth that unicorns only befriend virgins.

A unicorn's horn is the focus for its powers, and in order to use its spell-like abilities on other creatures the unicorn must touch them with it. Evil creatures greatly value unicorn horns as reagents for healing potions and other dark rites." Unicorn" Urgathoa is an utterly amoral, hedonistic goddess, concerned only with satiating her own desires regardless of the consequences others suffer. Like Desna, she strives for experience and a full appreciation of the world — but her appreciation is utterly selfish. She was once a mortal woman with a tremendous appetite for life, one who rebelled against the notion of being judged by Pharasma and losing the joys of living. Somehow in death she found the strength to tear herself from Pharasma's endless line of souls and return to Golarion, becoming a divine being and the world's first undead creature. Her existence is a corruption of the natural order; some say her first divine footprints upon the soil of the Material Plane birthed plague and infection, and that the first shadows and wraiths were born of her breath.
 * 2b4c5cbf-d994-4b73-b378-9abdf145aa10",
 * 2b4c5cbf-d994-4b73-b378-9abdf145aa10",
 * 2b4c5cbf-d994-4b73-b378-9abdf145aa10",
 * 5667c584-cbb9-49e9-a139-9099dbbceb24",
 * 5667c584-cbb9-49e9-a139-9099dbbceb24",
 * 5667c584-cbb9-49e9-a139-9099dbbceb24",

The goddess's half-rotted form limits the sensations she can experience, so she makes up for this lack with gluttonous depravity — she's tasted the brains of human infants to savor their innocence, torn the heart from the last living member of a race just to feel the sensation of its hot blood on her hands, and inflicted boils and leprosy upon handsome princes just to see the unique patterns they form on royal flesh. To her, the dull existence of a dead soul is pointless and tedious compared to the vibrant intensity of mortal or undead sensation, and creatures should cram as much sensation into existence as possible. Asceticism is repugnant to her, and she particularly loathes those who follow the strict taboos of the Prophecies of Kalistrade.

Urgathoa is usually depicted as a beautiful, raven-haired woman from the waist up — much like her mortal self, though she's as pale as a hungry vampire. Her lower half is rotted and withered, decaying farther down until only blood-covered bones remain at her feet. When she walks, she leaves bloody, skeletal footprints. Although she sometimes manifests nude in the faithful's visions, she usually appears wearing a sheer red or black gown. From neck to toe, the gown is stained with hideous patches of black, brown, and red. On rare occasions, she assumes a monstrous shape similar to those of the hideous undead creatures known as daughters of Urgathoa, with one huge arm covered in fanged mouths and a tail made of multiple fused spinal columns.

Urgathoa's realm in the Great Beyond is a cluster of cities in a wasteland part of Abaddon, filled with undead residents indulging all of their mortal vices in great excess. The daemons of that realm observe Urgathoa and her followers, but leave them alone and untouched — the main threat to her realm is attacks from Pharasma's minions, who intend to repatriate undead souls to the Boneyard and restore them to their proper destination in the afterlife.

Though the Pallid Princess's church is interested primarily in undeath, some cults focus on her gluttonous aspect, indulging in decadent feasts of food, alcohol, and drugs, as well as lavish orgies. Unfortunately, in many cases these "dilettante" cults decline into more depraved practices, eventually embracing necromantic profanities and conversion to ghouls, vampires, and similar creatures.

When Urgathoa is pleased, common food tastes delicious, water turns to fine wine, and meals are never so filling that the diner feels uncomfortable. There are also stories of starving worshipers unexpectedly finding injured or freshly killed meat (in some stories, the meat is humanoid). She rarely uses animals as messengers, but sometimes sends a death's head moth to lead a devout worshiper to a reward, or clouds of biting flies to warn away or punish a mortal. Female clerics who serve her particularly well may be transformed into daughters of Urgathoa. When she's angry, food and water taste like ash and fill the belly with gnawing hunger that cannot be sated, and the target of her ire may be afflicted with rotting or swelling diseases that make it difficult to eat or speak. She has been known to paralyze an offender's legs so the victim must crawl, or reverse the taste of his food so that garbage and sewage are the only things he can bear to swallow. The afflicted can alleviate the condition by making a large sacrifice to Urgathoa, either at a temple or by providing some gluttonous feast, drug experience, or other orgiastic excess in her name. On rare occasions, the only way to alleviate the curse is by willingly engaging in cannibalism, an act that taints the offender's soul and all but guarantees eternal allegiance to the Pallid Princess.

Urgathoa's holy symbol is a death's head moth, often drawn so the skull-markings are exaggerated, or even depicted as a skull with a moth's wings, legs, and head.

Alignment
Neutral evil

Cleric Alignment
N, LE, NE, CE

Domains
Death, Evil, Magic, Strength, War

Favored Weapon
Scythe" Urgathoa" (Charisma; Trained Only)
 * e13edad3-4fb8-45b5-9d94-9f99e7c15409",
 * e13edad3-4fb8-45b5-9d94-9f99e7c15409",
 * e13edad3-4fb8-45b5-9d94-9f99e7c15409",
 * 3fe980d4-f1be-4164-9aa7-27a67dc0c554",
 * 3fe980d4-f1be-4164-9aa7-27a67dc0c554",
 * 3fe980d4-f1be-4164-9aa7-27a67dc0c554",

This skill represents character's talent at activating magic items, even if you are not otherwise trained in their use.

You apply your character's Use Magic Device skill to checks required for:

• Activate wands and scrolls that you would normally be unable to use

• Equip magic items that you would normally be prohibited from equipping.

• Avoid negative consequences of using dangerous magic items and cursed items." Use Magic Device" A vilderavn is a malicious shapechanging spirit whose typical form is that of an oversized raven with a wingspan of 6 to 8 feet that stands 2 to 3 feet tall. Vilderavns sometimes roam in the shape of wolves or dire wolves, and are known to appear as monstrous raven-wolf hybrids akin to black-feathered perytons. They can also walk in humanoid guise when they wish, often assassinating victims of rank and assuming their victims' places. They have an unusual affection for their swords, often granting them threatening names.
 * dab16273-5bf9-4755-b4d9-9c0d7f3ae5e9",
 * dab16273-5bf9-4755-b4d9-9c0d7f3ae5e9",
 * dab16273-5bf9-4755-b4d9-9c0d7f3ae5e9",
 * eaf9dcf4-40f5-49b2-9a96-4c75aed75dc4",
 * eaf9dcf4-40f5-49b2-9a96-4c75aed75dc4",
 * eaf9dcf4-40f5-49b2-9a96-4c75aed75dc4",

Vilderavns are drawn to war and suffering, often haunting battlefields — especially during protracted sieges. They are particularly drawn toward rulers and commanders, and might insinuate themselves into the confidence of leaders with their clever tongues and deft rumor-mongering. They are deceivers and heralds of woe, seeking to lure the rulers of mortal kingdoms into jealous feuds and fruitless wars with one another. To do this, they often cultivate reputations as master duelists, brilliant mercenary leaders, or unjustly banished nobility from distant lands. Regardless of their guises, vilderavns' advice usually seems wise and perceptive, steeped in an expansive knowledge of history, political rivalries, and cultural clashes, along with insights into the ways of war. Yet while their counsel might lead to early victories, their ultimate purpose is to bring doom to all sides. At the height of the battle, when victory seems nigh, a vilderavn often instigates a wave of betrayal, crippling erstwhile allies and bringing devastation.

Only when a ruler's kingdom or a commander's army lies in ruins does a vilderavn administer the coup de grace.

It is said that the first vilderavns were created by a vicious fey lord as a check and counter to the hubris of mortal rulers, especially those who put their trust in armies and steel to drive back the wildlands. The boasting and braggadocio of those mortals who believed they had achieved mastery over the followers of the old ways offended the fey lord, who sent vilderavns to infiltrate their ranks. The vilderavns watched from the shadows and learned the ways of mortals, the better to use their own weapons and strategies against them. In torment and blood, they peeled away the secrets of mortals, laying the last truths of their hearts bare before bestowing the gift of death on them. Even in death, however, a vilderavn's victims languish, stretched across the threshold of the afterlife yet tethered to the fey spirit's merciless heart. Their minds are open books for this fey to unravel and use in cruel and hurtful ways.

Vilderavns sometimes amuse themselves by offering false oracular advice or tempting bargains to mortals, promising power in exchange for the blood of innocents. A vilderavn typically claims to be cursed into its animal form, insisting that only innocent blood will release it. If its mark is foolish enough to accept its bargain, the vilderavn often returns wearing the innocent's flesh to torment its supposed ally and drive her to insanity. A vilderavn might even offer an irony-laced limited wish to sweeten its bargains and truly test a mortal's resolve." Vilderavn" War Domain" You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
 * 48907212-319c-4dd7-b489-ba82797883c1",
 * 48907212-319c-4dd7-b489-ba82797883c1",
 * 48907212-319c-4dd7-b489-ba82797883c1",
 * 4f284b24-ab1f-4148-960e-1d112f628b42",
 * 4f284b24-ab1f-4148-960e-1d112f628b42",
 * 4f284b24-ab1f-4148-960e-1d112f628b42",
 * 227af62a-c4b9-4ed6-98df-13fa24a8a315",
 * 227af62a-c4b9-4ed6-98df-13fa24a8a315",
 * 227af62a-c4b9-4ed6-98df-13fa24a8a315",

Icicle

 * As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Cold Resistance
Water Domain" Weapons" Weather Domain" Whether born naturally or afflicted with the curse of lycanthropy, wererats are lycanthropes who can switch between human and rat form and are common in crowded and dirty cities. They are one of the two most common forms of lycanthrope (the other is the werewolf) and one of the most feared. They are also among the physically weakest, so rely on stealth and cunning to survive.
 * At 6th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to cold."
 * 4cb97a2a-6600-4012-96d2-e2e71e835f07",
 * 4cb97a2a-6600-4012-96d2-e2e71e835f07",
 * 4cb97a2a-6600-4012-96d2-e2e71e835f07",
 * 445ac5e8-511b-4fd3-8047-6c5f352796b7",
 * 445ac5e8-511b-4fd3-8047-6c5f352796b7",
 * 445ac5e8-511b-4fd3-8047-6c5f352796b7",
 * 26aaa06e-ca3c-42ef-8018-82a647b4f67b",
 * 26aaa06e-ca3c-42ef-8018-82a647b4f67b",
 * 26aaa06e-ca3c-42ef-8018-82a647b4f67b",
 * 0b7118f4-dbb3-4b3f-9e8d-7df597c36a63",
 * 0b7118f4-dbb3-4b3f-9e8d-7df597c36a63",
 * 0b7118f4-dbb3-4b3f-9e8d-7df597c36a63",

Like all lycanthropes, wererats have multiple forms, the most mundane forms they take are either as regular humans or rats. Whilst an infected wererat human form looks like they did before they were cursed (although sometimes taking on rat-like mannerisms) natural wererats tend to be short and wiry, often with a nervous disposition and darting rodent-like eyes. Wererats can also take on a hybrid from which combines their humanoid form with rat features. In this form they gain a long, twitchy tail, fur covers their whole body and their head becomes that of a rat giving them a nasty bite.

Wererats almost always dwell in cities for it is there where rats and humans most commonly co-habit and so it is where a wererat can most easily blend in. Many cities have wererat infestations from lawless slums like Riddleport to well-run cities like Korvosa. Because of their ability to blend in as rats and the mobility this grants them, wererats often find work in a thieves' guild." Wererat" Whether born naturally or afflicted with the curse of lycanthropy, weretigers are lycanthropes who can switch between humanoid and tiger form. They are one of the most feared types of lycanthrope.
 * 877f2aa5-596b-46a6-824d-174949210a68",
 * 877f2aa5-596b-46a6-824d-174949210a68",
 * 877f2aa5-596b-46a6-824d-174949210a68",
 * d2cd5d19-2136-4be1-8c28-ba9a881c135a",
 * d2cd5d19-2136-4be1-8c28-ba9a881c135a",
 * d2cd5d19-2136-4be1-8c28-ba9a881c135a",

Like all lycanthropes, weretigers have three forms — a humanoid form, a tiger form and a hybrid form. A weretiger in tiger form looks like a normal animal, although often a particularly strong and tough specimen. Perceptive observers may also spot the creature has more than animal intelligence. Afflicted weretigers in humanoid form keep their previous appearance (although they often take on a tiger-like grace). Natural weretigers tend have large eyes, long noses and sharp cheekbones, and tend towards brown or red hair. Weretigers can also take on a hybrid form which combines their humanoid form with tiger-like features. In this form they gain a tail, striped fur and a feline face complete with sharp teeth.

Weretigers are generally solitary in nature, coming together only to breed. They enjoy the thrill of the hunt, and those of an evil disposition find that intelligent prey provides the biggest thrill of all.

Most weretigers believe they have a divine right to rule over lesser "prey" creatures, and seek to care out as large a domain as possible. They brook no rivals, and as a result natural weretigers are most commonly found alone, or sometimes as a mated pair. Larger groups are extremely rare. Natural weretigers might create afflicted weretigers to serve as henchmen, only to dispose of them once they have served their purpose." Weretiger" In their humanoid form, werewolves look like normal people, though some tend to look a bit feral and have wild hair. Eyebrows that grow together, index fingers longer than the middle fingers, and strange birthmarks on the palm of the hand are all commonly accepted indications that a person is in fact a werewolf. Of course, such telltale signs are not always accurate, for such physical traits exist in normal people as well, but in areas where werewolves are a common problem, the traits can be damning regardless.
 * 9bc3fa6c-d4ab-4189-95b2-15fb47e28554",
 * 9bc3fa6c-d4ab-4189-95b2-15fb47e28554",
 * 9bc3fa6c-d4ab-4189-95b2-15fb47e28554",
 * 1511566c-1306-4d14-a5d1-05b779a5de10",
 * 1511566c-1306-4d14-a5d1-05b779a5de10",
 * 1511566c-1306-4d14-a5d1-05b779a5de10",

Of all the various types of lycanthropes, it is the werewolf that is the most widespread and the most feared. Stories of werewolves haunting lonely forest roads, prowling misty moors on the outskirts of rural societies, or dwelling in the shadows of the largest cities are widespread as well. In most societies, werewolves are feared and despised — and with good reason, as the typical werewolf personifies all that is savage and bestial in a lycanthrope. This isn't to say that good-aligned werewolves are unknown, but they're certainly a minority among their kind, and most werewolves are evil murderers who delight in the hunt and the succulent taste of raw meat.

Just as wolves are pack animals, werewolves have been known to gather in colonies and live among their own kind, humanoid by day and beast at night. Visitors to werewolf villages are generally rushed out of town before nightfall so as not to discover the citizenry's dark secret — unless, of course, the pack decides that the unlucky visitor won't be missed by friends back home." Werewolf" The wild hunt is an awe-inspiring and enigmatic group of fey who stalk and pursue their chosen prey between worlds. Those few who have caught glimpses of these elusive beings and lived to tell the tale speak of clouds of green mist filled with spectral hounds, archers who fire bolts of magic with inhuman accuracy, and the sound of a melodious horn echoing for miles across the landscape.
 * 3cbd9185-dbb0-458e-b199-e4e3160854be",
 * 3cbd9185-dbb0-458e-b199-e4e3160854be",
 * 3cbd9185-dbb0-458e-b199-e4e3160854be",
 * 847143fc-8c1f-43f0-9033-77d319164d70",
 * 847143fc-8c1f-43f0-9033-77d319164d70",
 * 847143fc-8c1f-43f0-9033-77d319164d70",

Although some believe the wild hunt is nothing more than a mere legend, or perhaps groups of vengeful spirits that hunt the living, the riders of the wild hunt are real, and are powerful fey indeed. Countless members of these fey compose the wild hunt — the term "wild hunt" refers to the race as a whole as well as to individual groups of these fey who gather to pursue their quarry.

All fey of the wild hunt ultimately serve a legendary leader they refer to only as the Horned King. The Horned King's nature is unknown, but its ability to command such powerful followers suggests that it is a fey lord with the power of a demigod — or perhaps even that of a true deity. When the Horned King calls, several wild hunts join into a legion and ride together against legendary opponents.

Because of their occasional role as the agents of a reclusive fey divinity, the members of the wild hunt are sometimes classified among powerful entities known collectively as the Tane. In support of this theory, wild hunt fey share the Tane's ability to instantly acclimate themselves to a new plane. However, the relationship between wild hunts and the Tane is more complex, as the Tane can sometimes become targets of a wild hunt, and on other occasions, wild hunt masters strike bargains to gain the temporary assistance of one of the Tane.

The Horned King's call is rare, however, and wild hunts are normally left to direct themselves. Each wild hunt follows a wild hunt monarch, who travels effortlessly between the realm of the fey and the Material Plane in search of new quarry. While most missions come from rumors gathered by the wild hunt monarch, they occasionally consider proposals from those rare few brave and knowledgeable enough to seek them out. They accept tasks only from worthy sources, and the payments they demand for their services vary significantly, though they have no interest in material wealth. Wild hunt monarchs take grave offense at unfavorable deals. Those who attempt to cheat a wild hunt monarch or involve one in trivial matters often become the enraged fey's next target.

Members of the wild hunt usually hail from the fey's primal homeland, but they frequently venture to the Material Plane to pursue their quarry. Reasons for individual wild hunts vary, ranging from tests or demonstrations of skill to missions of vengeance and even drives to improve a wild hunt's own numbers.

When they hunt for the thrill of the chase, they choose difficult quarry or intentionally place convoluted restrictions upon themselves to increase the challenge of the task. They try to avoid killing their targets, at least at first, but if their quarry refuses to understand that the purpose of the exercise is a battle of wits and responds with particularly lethal tactics, they reply in kind. After all, if a mortal is too foolish to recognize a friendly competition, it is his own ignorance that is to blame for his death, rather than the actions of a wild hunt.

At other times, a wild hunt fights to kill its prey. In this role, its members act as assassins. If they expect that their prey has means to revive itself, they may transport the remains to another plane before turning the corpse into dust. Should their foes return to life anyway, the wild hunt fey's reaction is unpredictable, ranging from amused detachment to furious bloodlust. Foes that the wild hunt chases for a second time face a far more ignoble fate than death. For example, some wild hunt monarchs keep a small menagerie of animals made from their most irritating prey. Others simply disappear without a trace, seemingly beyond the reach of resurrection magic.

The rarest reason a wild hunt rides is to seek new hunters for its ranks. Although most members of the wild hunt originate from the realm of the fey, a scant few trace their origins back to the fateful day when they failed to escape a wild hunt's interest. A wild hunt's reasons for seeking out any particular mortal are shrouded in mystery, though wild hunts seldom pursue mortals who lack significant strength or power. After a lengthy pursuit, a wild hunt's monarch ritually slays the quarry, which reincarnates the following morning as a new member of the hunt. When mortals join the wild hunt, memories from their previous lives fade away, though they sometimes retain a measure of personality. If the wild hunt master finds the mortal's talents or skills particularly impressive, he may choose to preserve these abilities, transforming the mortal into a unique member of the hunt. These specialized hunters retain most of their memories as well. While they occasionally spend time with their old friends and family, the call of the hunt master's horn is far stronger than any loyalty they felt in their previous lives, making the maintenance of old relationships a fraught endeavor.

The fey of the wild hunt consist of three distinct races. While these types of fey can be encountered alone or in small groups, they are at their most dangerous when banded together into a true wild hunt. This gathering of fey consists of a wild hunt monarch, wild hunt scout, and wild hunt archers." Wild Hunt" Every trapper and bog farmer living near marshes or swamps has his own name for these faintly glowing balls of light — jack o' the lanterns, corpse candles, walking fires, pine lights, spooklights, rushlights — but all recognize them as dangerous predators and false guides in the darkness.
 * 095f49a5-eda4-45ec-af24-0dac84da3cc2",
 * 095f49a5-eda4-45ec-af24-0dac84da3cc2",
 * 095f49a5-eda4-45ec-af24-0dac84da3cc2",
 * 16c9065d-86c9-4813-8c4d-3408eee07112",
 * 16c9065d-86c9-4813-8c4d-3408eee07112",
 * 16c9065d-86c9-4813-8c4d-3408eee07112",

Evil creatures that feed on the strong psychic emanations of terrified creatures, will-o'-wisps delight in tempting gullible travelers into dangerous situations. In the wild lands where they're most common, will-o'-wisps favor simple tactics like positioning themselves over cliffs or quicksand where they can easily be mistaken for lanterns (especially if they can set their traps near actual signal lanterns), allowing them to lure unwary travelers into perilous situations. On rare occasions, will-o'-wisps seeking easier pickings will move into a city and take up residence near gallows or follow along invisibly behind an army in order to harvest the fear of the dying men; why the vast majority choose to remain in the swamps where victims are scarce remains a mystery. Will-o'-wisps only use their electric shock ability under extreme duress, preferring to let other creatures or hazards claim their victims while they float nearby and feast.

Will-o'-wisps can glow any color they choose, but are most frequently yellow, white, green, or blue. They can even vary their luminosity to create patterns — many will-o'-wisps are fond of creating vague skull-like shapes in their glow to further terrify their victims.

Their actual bodies are barely visible globes of translucent spongy material 1 foot across and weighing 3 pounds, capable of emitting light from every surface.

A will-o'-wisp's light is approximately as bright as a torch, and though they do not seem to use sound to communicate with each other, they hear perfectly and can vibrate their bodies rapidly to simulate speech. While vilified by most other sentient creatures, will-o'-wisps are actually quite intelligent, if utterly alien in their reasoning. Sometimes organized into groups called "strings," their society and goals remain complete unknowns to outsiders, as do their origins, though they have sometimes been known to strike bargains with those who can offer them vast quantities of appropriately frightened victims. As will-o'-wisps do not age, and are effectively immortal unless killed by violence, particularly ancient will-o'-wisps can serve as fantastic repositories of knowledge from the ancient past, although convincing one of these cruel creatures to cooperate with an interrogation can be a trick in and of itself." Will-o'-Wisp" Wisdom describes a character's willpower, common sense, awareness, and intuition. Wisdom is the most important ability for clerics, and it is also important for inquisitors and rangers. If you want your character to have acute senses, put a high score in Wisdom.
 * 9b6bb33e-3d37-42d3-847d-84f7093cb0b1",
 * 9b6bb33e-3d37-42d3-847d-84f7093cb0b1",
 * 9b6bb33e-3d37-42d3-847d-84f7093cb0b1",
 * a47c9093-b7e1-4407-9ebe-b6272e0a0b1d",
 * a47c9093-b7e1-4407-9ebe-b6272e0a0b1d",
 * a47c9093-b7e1-4407-9ebe-b6272e0a0b1d",

Every creature has a Wisdom score. A character with a Wisdom score of 0 is incapable of rational thought and is unconscious.

You apply your character's Wisdom modifier to:

• Will saving throws (for negating the effects of charm person and other spells).

• Perception, Lore (Nature) and Lore (Religion) checks.

• Clerics, druids, inquisitors and rangers get bonus spells based on their Wisdom scores. The minimum Wisdom score needed to cast a cleric, druid, or ranger spell is 10 + the spell's level." Wisdom (Wis)" Wizard" " Beyond the veil of the mundane hide the secrets of absolute power. The works of beings beyond mortals, the legends of realms where gods and spirits tread, the lore of creations both wondrous and terrible — such mysteries call to those with the ambition and the intellect to rise above the common folk to grasp true might. Such is the path of the wizard. These shrewd magic-users seek, collect, and covet esoteric knowledge, drawing on cultic arts to work wonders beyond the abilities of mere mortals. While some might choose a particular field of magical study and become masters of such powers, others embrace versatility, reveling in the unbounded wonders of all magic. In either case, wizards prove a cunning and potent lot, capable of smiting their foes, empowering their allies, and shaping the world to their every desire.
 * 83cb2d5f-58a6-4eec-af7d-720def5cdb6c",
 * 83cb2d5f-58a6-4eec-af7d-720def5cdb6c",
 * 83cb2d5f-58a6-4eec-af7d-720def5cdb6c",
 * 37762c7f-9a11-4d11-b0b4-9ab93d5c6eb5",
 * 37762c7f-9a11-4d11-b0b4-9ab93d5c6eb5",
 * 37762c7f-9a11-4d11-b0b4-9ab93d5c6eb5",
 * d6a317cb-ff0d-49e1-87d7-2e9e5b5c4d82",
 * d6a317cb-ff0d-49e1-87d7-2e9e5b5c4d82",
 * d6a317cb-ff0d-49e1-87d7-2e9e5b5c4d82",
 * f17128fc-bee0-4ccb-a0bf-27f041d754ad",
 * f17128fc-bee0-4ccb-a0bf-27f041d754ad",
 * f17128fc-bee0-4ccb-a0bf-27f041d754ad",

Arcane Bond
At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object.

Cantrips
Wizards can cast a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Specialist School
A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.

Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

Opposition School
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell.

Wizard Bonus Feat
At 1th, 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, spell focus feat or any other spellcaster feat. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums.

Full caster
This unit is a full caster.

Specialist School – Conjuration
The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.

Summoner's Charm
Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.

Acid Dart
As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.

Dimensional Steps
At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.

Specialist School – Evocation
Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.

Intense Spells
Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.

Force Missile
As a standard action you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells evocation power. This is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Elemental Wall
At 8th level, you can create a wall of energy that lasts for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This wall deals acid, cold, electricity, or fire damage, determined when you create it. The elemental wall otherwise functions like wall of fire.

Specialist School – Necromancy
The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.

Power over Undead (Su)
You receive Turn Undead as a bonus feat. You can channel energy a number of times per day equal to 3 + your Intelligence modifier, but only to use the selected feat. The DC to save against these feats is equal to 10 + 1/2 your wizard level + your Charisma modifier. At 20th level, undead cannot add their channel resistance to the save against this ability.

Grave Touch (Sp)
As a standard action, you can make a melee touch attack that causes a living creature to become shaken for a number of rounds equal to 1/2 your wizard level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your wizard level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Life Sight (Su)
At 8th level, you gain blindsight to a range of 10 feet for a number of rounds per day equal to your wizard level. This ability only allows you to detect living creatures and undead creatures. This sight also tells you whether a creature is living or undead. Constructs and other creatures that are neither living nor undead cannot be seen with this ability. The range of this ability increases by 10 feet at 12th level, and by an additional 10 feet for every four levels beyond 12th. These rounds do not need to be consecutive.

Specialist School – Transmutation
Transmuters use magic to change the world around them.

Physical Enhancement
You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.

Telekinetic Fist
As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Change Shape
At 8th level, you can change your shape for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This ability otherwise functions like beast shape II or elemental body I. At 12th level, this ability functions like beast shape III or elemental body II." Wizard" Wandering alone or in packs, wolves sit at the top of the food chain. Ferociously territorial and exceptionally wideranging in their hunting, wolf packs cover broad areas. A wolf 's wide paws contain slight webbing between the toes that assists in moving over snow, and its fur is a thick, water-resistant coat ranging in color from gray to brown and even black in some species. Its paws contain scent glands that mark the ground as it travels, assisting in navigation as well as broadcasting its whereabouts to fellow pack members. Generally, a wolf stands from 2.5 to 3 feet tall at the shoulder and weighs between 45 and 150 pounds, with females being slightly smaller." Wolf" Worgs are oversized, evil, intelligent wolves often found dwelling amid goblins or other savage races. A typical worg has gray or black fur, stands 3 feet tall at the shoulder, and weighs 300 pounds.
 * a74a170e-8e2c-4079-891e-a74894e7ecd0",
 * a74a170e-8e2c-4079-891e-a74894e7ecd0",
 * a74a170e-8e2c-4079-891e-a74894e7ecd0",
 * 51cc65f7-f707-460e-9b19-e00c8eae87f5",
 * 51cc65f7-f707-460e-9b19-e00c8eae87f5",
 * 51cc65f7-f707-460e-9b19-e00c8eae87f5",
 * ed652230-561a-4112-9c7c-8c22270c545d",
 * ed652230-561a-4112-9c7c-8c22270c545d",
 * ed652230-561a-4112-9c7c-8c22270c545d",
 * ccb4fc99-25c1-423f-8da0-ecea5a8b4300",
 * ccb4fc99-25c1-423f-8da0-ecea5a8b4300",
 * ccb4fc99-25c1-423f-8da0-ecea5a8b4300",

Worgs hunt in packs, running down and surrounding their prey like common wolves, but their intelligence and ability to speak make them better at coordinating their attacks. They sometimes use one packmate as a decoy, pretending to be a humanoid calling for help in order to lure intelligent prey into an ambush. Worgs that travel with goblins often allow them to ride on their backs, but in such situations it is usually the worg that is the master, not the rider." Worg" Wyverns are nasty, brutish, and violent reptilian beasts akin to more powerful dragons. They are always aggressive and impatient, and are quick to resort to force in order to accomplish their goals. For this reason, dragons generally look down upon wyverns, considering their distant cousins nothing more than primitive savages with a distinct lack of style or wit. In most cases, this generalization is spot-on. Although far from animalistic in intellect, and capable of speech, most wyverns simply can't be bothered with the subtlety of diplomacy, and prefer to fight first and parley later, and even then only if faced with a foe they can neither defeat nor flee from.
 * d30c6530-1ed2-447a-8380-a8bd200d2332",
 * d30c6530-1ed2-447a-8380-a8bd200d2332",
 * d30c6530-1ed2-447a-8380-a8bd200d2332",
 * 6d192b48-2e90-47cb-be20-5a8e13c275b8",
 * 6d192b48-2e90-47cb-be20-5a8e13c275b8",
 * 6d192b48-2e90-47cb-be20-5a8e13c275b8",

Wyverns are territorial creatures. Though they occasionally hunt in small groups for large prey, they are generally solitary creatures, hunting in areas ranging in size from 100 to 200 square miles. Wyverns have been known to fight to the death among themselves for the right to hunt a territory rich with prey.

Although constantly hungry and prone to mayhem, a wyvern that can be befriended (usually through a delicate combination of flattery, intimidation, food, and treasure) becomes a powerful ally. They often serve giants and monstrous humanoids as guardians, and some lizardfolk and boggard tribes even use them as mounts, although such arrangements are quite costly in terms of food and gold, for few are the wyverns who would willingly serve as steeds for lesser creatures for long.

A wyvern is about 16 feet in length, half of which is tail. The average wyvern weighs 2,000 pounds." Wyvern" As a character overcomes challenges, defeats monsters, and completes quests, she gains experience points. These points accumulate over time, and when they reach or surpass a specific value, the character gains a level." Experience Points (XP)" Zombies are the animated corpses of dead creatures, forced into foul unlife via necromantic magic like animate dead. While the most commonly encountered zombies are slow and tough, others possess a variety of traits, allowing them to spread disease or move with increased speed.
 * 14873288-d686-4267-9ccc-0013ee3fe42b",
 * 14873288-d686-4267-9ccc-0013ee3fe42b",
 * 14873288-d686-4267-9ccc-0013ee3fe42b",
 * 4334cb6f-b4ab-462c-a115-242177fcb37e",
 * 4334cb6f-b4ab-462c-a115-242177fcb37e",
 * 4334cb6f-b4ab-462c-a115-242177fcb37e",
 * fc437f4e-f340-4a44-990d-19c94df2c968",
 * fc437f4e-f340-4a44-990d-19c94df2c968",
 * fc437f4e-f340-4a44-990d-19c94df2c968",
 * e88665bf-ef50-49f8-8c85-62960a94eb90",
 * e88665bf-ef50-49f8-8c85-62960a94eb90",
 * e88665bf-ef50-49f8-8c85-62960a94eb90",

Zombies are unthinking automatons, and can do little more than follow orders. When left unattended, zombies tend to mill about in search of living creatures to slaughter and devour. Zombies attack until destroyed, having no regard for their own safety.

Although capable of following orders, zombies are more often unleashed into an area with no command other than to kill living creatures. As a result, zombies are often encountered in packs, wandering around places the living frequent, looking for victims." Zombie" Zon-Kuthon"
 * 72c61098-deb9-43a3-971e-09b01d6188d5",
 * 72c61098-deb9-43a3-971e-09b01d6188d5",
 * 72c61098-deb9-43a3-971e-09b01d6188d5",
 * 3a3e8835-e729-4331-9fe5-dd5a47ac6d8f",
 * 3a3e8835-e729-4331-9fe5-dd5a47ac6d8f",
 * 3a3e8835-e729-4331-9fe5-dd5a47ac6d8f",
 * 3a3e8835-e729-4331-9fe5-dd5a47ac6d8f",
 * 3a3e8835-e729-4331-9fe5-dd5a47ac6d8f",


 * }