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House Rules
SECOND EDITION
\pagebreakNum # Clarifications
### Drawing Items from Containers The game introduces three types of containers - backpacks, satchels and bandoliers. Each type of container has different bulk capacity and speed of item retrieval. Items in backpacks are considered *stored*. It takes a {1A} Interact action to take off the backpack, a {1A} Interact action to rummage in the backpack. You need two free hands for both taking off and rummaging in your backpack. You must separately {1A} Interact with the retrieved item after you have drawn it. Items in satchels and bandoliers, as well as weapons in a sheath, are considered *stowed*. It takes a {1A} Interact action to rummage in a satchel, or draw your weapon from your sheath. You need two free hands for rummaging in your satchel. You must separately {1A} Interact with the retrieved item after you have drawn it. A single tool occupying a whole bandolier is considered *prepared*. It takes a {0A} free action to draw a prepared tool from a bandolier as part of the {1A} Interact action to use that item. You need as many free hands to Interact with your bandolier as it takes to Interact with the tool (usually 2). All other items (such as potions, elixirs, throwing knives) stored in a bandolier are considered *stowed* ### Frightened and Sickened Condition Check is any d20 roll that adds a proficiency modifier to the result and has multiple results such as success or failure. DC is every target value that adds 10 instead of a dice roll. Frightened and Sickened condition apply a status penalty to Attacks (since they are checks) and AC (since it is a special DC). Flat checks and recovery checks are not affected by the condition. Since penalties of the same type stack, the effect of both Frightened and Sickened stacks. ### Manipulate Trait Actions with the manipulate trait require at least one free hand unless another trait allows to use a weapon or a tool instead of a free hand. ### Wielding Items Passing an item held with one hand from one hand to the other (such as held by left hand but thrown using the right main hand) is a {0A} free action. \pagebreakNum # General House Rules
### Combat Condition The GM should communicate with the players the physical condition of enemies in combat. Instead of exact hit points values, the GM can answer to questions whether enemies are bloodied or beaten, but should not let players compare what creature is more bloodied than another. When a creature is at hit points equal or less than half its maximum hit points, it is **bloodied** (or **broken**, if the creature is a construct). Its body is covered by bruises and scratches, and it experiences fatigue and pain. When a creature is at hit points equal or less than 5 plus additional 5 for each 50 points of maximum hit points, it is **beaten**. Its body is a covered with open bleeding wounds, has cracked or splintered bones, or much worse. It barely stands upright and remains conscious. One or several more attacks will probably take it down. Bloodied and Beaten can be used as conditions by making homebrew creatures, such as creatures fleeing when they get bloodied or beaten. However, if *Pathfinder Second Edition* introduces new conditions by the same name, they should not be treated as the same condition. ### Flavor Feats In order to experience less popular feat options in the *Pathfinder 2nd Edition* system without compromising with your character, you can take a number of extra feats called flavor feats. You gain a flavor feat at reaching 3rd, 5th, 7th, 9th, 11th and 13th level. The GM decides what feats qualify for flavor feats, and these feats gain the *flavor* keyword and the *uncommon* rarity. Usually, such feats have interesting concept but are weak or situational and are unable to compete with popular class feat choices. The GM can also add new feats from third party sources by applying *flavor* keyword to them. As a general rule, the following feats quality as flavor feats with GM's approval: ancestry feats specific to your ancestry and heritage; generic and skill feats; dedications without the *multiclass* keyword. Flavor feats are supposed to be weak or situational and their potential in combat is expected to be limited, but sometimes their use or interaction with other feats or abilities can prove exceptionally useful. If such interaction is observed, the GM will not take the feats away from you but they can declassify them by removing the *flavor* keyword. Flavor feats cannot be retrained with downtime. You can retrain one flavor feat for another with the *flavor* keyword at reaching 7th, 9th, 11th, 13th, 15th and 17th level. You can also retrain a the latest acquired flavor feat at no downtime cost until you benefit from it for a first time. \columnbreak ### Critical Initiative If you roll a natural 20 on an Initiative check, all enemy targets are considered flat-footed to you on the first round of combat as long as they haven't acted before you. ### Hero Points Players start a new campaign with two Hero Points each, and their use is described in *Core Rulebook*, pg. 467. In addition for feats of heroism and rewards for quality roleplaying, players earn Hero Points in the following ways:
* Players earn a Hero Point at the end of a game session of three or more hours with at least one challenge that posed a risk of defeat or death. * Players earn a Hero Point after overcoming a Severe difficulty encounter, or a Moderate difficulty encounter that presented a Severe challenge due to circumstances other than player mistakes. ### Insight Checks At any point, you can attempt a DC 15 special check modified by a target player's Wisdom modifier. If you succeed, you can pass a suggestion to the target player that his character may recall in the game as a spark of insight or recalled memory. If you fail the check, you may not attempt another such check until the end of the encounter. The GM may do the same and is free to choose between Intelligence, Wisdom and Charisma modifier before making the roll. If he makes the check, he can pass the target player a piece of insight, or a gut feeling about the current encounter. ### Exposed Checks This variant is for groups of players used to other roleplaying games who do not feel comfortable with the concept of secret checks. All secret checks except those opposed by Stealth DC or Thievery DC, as well as checks related to identifying and trading with items and saves related to hazards, poison and disease, are rolled by players not the GM. The players must accept any result presented by the GM as a fact that their character believes in, even if they are aware it is not; doing otherwise defeats the purpose of this house rule. Players cannot use Hero Points to reroll any check with secret tag even if it were rolled by the player, not the GM. \pagebreakNum ### Group Exposed Checks When a group check is called by the GM, all player attempt the same skill check. Only actions that do not require trained or better proficiency in the skill can be made as group checks. A typical example is the Seek action where the whole party is scanning an area for anything unusual, or Recall Knowledge for broadly known information (such as name of a ruler, key noble, or major deity) In order for the party to succeed, half of the players (rounded down) must have a success or one player must have a critical success. If the party succeeds, all players with success or critical success receive the information from the GM first and can choose how to use it and whether to share it. In order to share the information with the rest of the party during an encounter, one player with success or better result should use the Point Out action. ### Retrying Recall Knowledge If you fail a Recall Knowledge check to remember a bit of knowledge regarding a topic, you can still try again however the DC determined by the GM is increased by 2. Each retry increases the DC by additional 2, up to +10. ### Gentler Massive Damage This variant rule removes the automatic death when taking massive damage. This variant rule should be used for combat damage and should not apply to falling damage or hazards. Rather than you die instantly if you ever take damage equal to or greater than double your maximum Hit Points in one blow, you become *dying* however your *dying* condition value increases by an additional 1 and your *wounding* condition increases by 1. Your *wounding* condition will increase by 1 again when you stabilize, as usual. ### Sickened Out of Combat Conditions such as *sickened* that require an action during combat to decrease its value, will automatically expire if the target spends 1 minute performing the required action. This removes the need to make a lot of unnecessary rolls when timing is not essential. ### Trample Movement Creatures with the *Trample* ability must always move in a straight line when trampling, with the exception of up to two separate diagonal turns. A trampling creature may attempt a diagonal turn only after it has moved at least 10 feet in a straight line. \columnbreak ### Persistent Unlockables When the group of players successfully finishes an adventure or an adventure path campaign, all Uncommon and Rare items that are retained or successfully reverse-engineered as formula (including after the adventure, as far as GM allows), as well as all Uncommon and Rare dedications, feats, spells and other content learned by at a member of the party, are recorded in the Party Journal and remain available in future campaigns for that party. Unlocked content can be taken by starting characters or learned through level advancement, as long as the player has all prerequisites. For Rare items, the GM must approve for each item. Unique items and abilities can be retained but can only be used by one character in one following campaign, and the new character must be related to the character of previous campaign that acquired it. \pagebreakNum # New Conditions
### Surprise Attacks While you are both undetected and hidden from a creature, you can Sneak up to that creature and make a melee attack action, or you can make a ranged attack action. After your turn resolves, combat starts and all players and opponents must roll initiative. Opponents that were surprised must use Perception for their initiative and take -4 penalty to that roll. ### Vigilant Creatures other than player characters may be more or less apprehensive of potential enemy attack. The *Vigilant* condition always includes a value. A creature that is *vigilant* may use up to a number of actions to Seek every turn equal to this value, until it notices a potential threat or loses this condition. Most creatures in neutral or enemy territory maintain vigilant 1, while competent stationed guards have vigilant 2 or 3. If the creature detects a threat or receives a warning from allies who have detected a threat, its vigilant value increases to 3. At the end of each of its turn it hasn't detected a threat, it may decide to lower its vigilance by 1. Creatures with vigilance 0 consider themselves completely safe in their close environment and do not expect immediate threat. They may pass the time by talking among each other, doing chores or fooling around. Creatures with no vigilance have -2 circumstance to their Perception DC while occupied by an activity with the manipulate or concentrate trait. \pagebreakNum # New Ancestries
## Kobold Kobolds are weak, craven, and seethe with a festering resentment for the rest of the world, especially members of races that seem stronger, smarter, or superior to them in any way. They proudly claim kinship to dragons, but beneath all the bluster, the comparison to their glorious cousins leaves kobolds with a profound sense of inadequacy. Though they are hardworking, clever, and blessed with a natural talent for mechanical devices and mining, they spend their days nursing grudges and hatreds instead of celebrating their own gifts. Kobold tactics specialize in traps and ambushes, but kobolds enjoy anything that allows them to harm others without putting themselves at risk. Often, they seek to capture rather than to kill, taking out their frustrations on the helpless victims they drag back to their claustrophobic lairs. img ##### You might… - Value your pack more than yourself - Feel inadequate compared to taller, more able races - Feel no shame in using underhanded tactics to take down larger foes ##### Others probably… - See you as lesser or treat you like vermin - Not take you seriously because of your stature - Expect you to flee ##### Physical Description Kobolds are small, bipedal reptilian humanoids. Most stand around 3 feet tall and weigh about 35 pounds. They have powerful jaws for creatures of their size and noticeable claws on their hands and feet. Often kobolds’ faces are curiously devoid of expression, as they favor showing their emotions by simply swishing their tails. Kobolds’ thick hides vary in color, and most have scales that match the hue of one of the varieties of chromatic dragons, with red scales being predominant. A few kobolds, however, have more exotic colors such as orange or yellow, which in some tribes raises or lowers an individual’s status in the eyes of his fellows. ## Society Kobolds thrive in cramped quarters far from the light of the sun. Most live in vast warrens deep beneath the earth, but a few instead prefer to make their homes beneath tangles of overgrown trees and brush. Saving their malice for other races, most kobolds get along well with their own kind. While squabbles and feuds do occur, the elders who rule kobold communities tend to settle such conflicts swiftly. Kobolds delight in taking slaves, relishing the chance to torment and humiliate them. They are also cowardly and practical, and often end up bowing to more powerful beings. If these creatures are of another humanoid race, kobolds often scheme to free themselves from subjugation as soon as possible. If the overlord is a powerful draconic or monstrous creature, however, kobolds see no shame in submission, and often shower adoration on their new leader. This is especially true if the kobolds serve a true dragon, who they tend to worship outright.
### Hit Points 6 ### Size Small ### Speed 25 feet ### Ability Boosts Dexterity ___
Wisdom ___
Free ### Ability Flaw Constitution ### Languages Draconic ### Traits Humanoid ___
Kobold ### Darkvision You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white. ### Claws Your claws are sharp and can be used as a weapon in a desperate fight. You gain a Claw natural attack that deals 1d4 slashing damage and has the agile and finesse traits.
\pagebreakNum ## Relations Kobolds often seethe with hatred and jealousy, but their innate caution ensures that they only act on these impulses when they have the upper hand. If unable to safely indulge their urge to physically harm and degrade members of other races, they resort to careful insults and “practical jokes” instead. They consider both dwarves and elves to be deadly rivals. Kobolds fear the brute power of half-orcs and resent humans for the dominant status that race enjoys. They believe half-elves blend the best qualities of both parent races, which strikes kobolds as fundamentally unfair. Kobolds believe halflings, small in stature, make wonderful slaves and targets for kobold rage and practical jokes. When the gnomes first arrived in the mortal realm, kobolds saw them as perfect victims. This sparked waves of retaliation and reprisal that have echoed on down through the centuries and earned the kobolds’ permanent enmity. ## Kobold Heritages ### Durable Kobold The extensive amount of physical strain you go through in your tribe has made your body sturdy and durable. You gain a +1 racial bonus to your AC and Saving Throws. ### Outsider Kobold You are not part of a kobold tribe, instead you were born or raised in the outside world. Because of this, you are more educated than most other kobolds. Pick one skill, you become trained in this skill. Additionally, you speak common as well as Draconic. ### Dragonscale Kobold The blood of dragons flows strong in you. Pick a type of dragon. You gain an amount of energy resistance to half of your character's level, rounded up. | Color| Energy Type |:--:|:--:| Red| Fire Blue| Electric Green| Poison Black| Acid White| Cold ## Heritage Feats ###### 1st Level #### KOBOLD LORE
Kobold 1
kOBOLD
You carry the lore of your kin deep in your heart. You gain the trained proficiency rank in Acrobatics and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Kobold Lore.
#### PACK MENTALITY
Kobold 1
kOBOLD
You know how to work in a team. You gain a +4 circumstance bonus on checks to the Aid action to assist other Kobold creatures, or +2 circumstance bonus to assist other creatures.
#### Thinkerer
Kobold 1
You are crafty, relying on traps and gizmos to make up for physical weakness. You gain the trained proficiency in Craft. Additionally, you gain the Snare Crafting feat.
#### GIANT KOBOLD
Kobold 1
kOBOLD
Your body has experienced a rare transformation that pushes the limits of what a kobold body can handle. Your size changes to Medium. You gain a +4 circumstance bonus when commanding or intimidating other Kobold creatures that are of small size.
#### MOUNSTROUS PEACEMAKER
Kobold 1
kOBOLD
Outsider Kobold Heritage
Having lived among other races, you have learned to become a bridge between intelligent races and monstrous races. You gain a +2 circumstance bonus to Diplomacy checks against non-humanoid intelligent creatures and against humanoids that are marginalized in the human society (at the GM’s discretion, but typically at least including giants, goblins, kobolds, and orcs). You also gain this bonus on Perception checks to Sense the Motives of such creatures.
#### Draconic Spit {2A}
Kobold 1
Kobold
Attack
Cantrip
Evocation
30 ft
1 creature or object
Dragonscale Kobold Heritage
While still weak, draconic blood flows through your veins. You can spit elemental energy at your foes. You spit a small amount of elemental energy at a target. Make a spell attack roll against your target's AC. On a success you deal 1d6 energy damage plus your charisma modifier. The energy damage of this attack matches the energy type associeated with your scale color.
You deal an additional 1d6 energy damage.
#### BITER
Kobold 1
kOBOLD
Your teeth are not just for show. You gain a Bite natural attack that deals 1d6 piercing damage. If your bite attack is a critical hit, you can follow it with a Grab action to grab the target using your teeth. If the target is larger than you, they do not become immobilized by your grapple.
\pagebreakNum ###### 5th Level #### Draconic Spit {2A}
Kobold 5
Kobold
Attack
Evocation
15-foot cone
basic Reflex
Once per day
Dragonscale Kobold Heritage
The blood of dragons in you awakens arcane powers once hidden. Once per day, you can expel elemental breath much like a dragon. This is a 15-foot cone of elemental energy that deals 2d6 damage that matches the energy associated with your scales. All creatues caught int he cone must roll a basic reflex saving throw with a DC equal to your class DC.
#### Sharp Claws
Kobold 5
kOBOLD
Your claws have been sharpened into deadly tools. The damage your claws do is now 1d6. Additionally, you can deal either Slashing or Piercing damage when you slash. In addition, you have one claw sharpened into a tool. You can use it instead of a thieves’ tools, but if it breaks due to critical failure to Pick a Lock, it takes 1 week to grow again.
###### 9th Level #### TIGHT BONDS
Kobold 9
kOBOLD
Pack Mentality
You have developed a soul-deep bond with your comrades and maintain an even greater degree of cooperation with them. If you are at least an expert in the skill you are Aiding and the check DC is 30 or less, you get a success on any outcome rolled to Aid other than a critical success.
#### Draconic Glide
Kobold 9
kOBOLD
Draconic Breath
Your draconic blood begins to transform your body to more closely ressemble its true form. You grow a pair of draconic wings on your back. You gain a 15 foot flight speed.
###### 13th Level #### DRACONIC PARAGON
Kobold 13
kOBOLD
Draconic Glide
Your draconic reaches its peak. You become as close to a dragon as your body can handle. Your Draconic Breath attack now deals 4d6 energy damage. Your flight speed from your Draconic Glide is now 25 feet.
#### SLASHING MASTER
Kobold 13
kOBOLD
Sharp Claws
You have become a master at using your claws as deadly weapons. Whenever you land a critical hit using your claws, your target takes an additonal amount of persistent bleed damage equal to one third (⅓) of your level, rounded up.
\pagebreakNum # New Backgrounds
#### Practiced
BACKGROUND
You have dedicated your youth to a skill or profession of your choice and honed its routines to almost perfection trough great patience and dedication. Choose two ability boosts. Both must be different ability scores. You become trained in one skill of your choosing. You gain the Assurance feat as a bonus feat for the skill you selected.
\pagebreakNum # New General Feats
Feats with the obelisk symbol † are modified versions of officially published rules.
###### 1st level #### Battle Medicine † {1A}
FEAT 1
GENERAL
HEALING
MANIPULATE
SKILL
trained in Medicine
You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds, and restore a corresponding amount of Hit Points; this does not remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.
Battle Medicine uses the same rules as Treat Wounds except the prerequisite of healer's tools is optional. If no healer's tools are used and the result is a critical success, treat it as a success instead.
##### Battle Medicine
and Healer's Tools Battle Medicine, like Treat Wounds, is intended to require a healer's tools. It is preferred to keep one available in a bandolier for using Battle Medicine with one free hand and {1A}; using a healer's kit from a satchel would require two free hands and {2A}, or {3A} from a backpack. However, due to omission, the feat doesn't list healer's tools requirements. This house rule allows avoid the need for healer's tools but removes the critical success option from its results when doing so.
#### Firearm Training
FEAT 1
UNCOMMON
GENERAL
trained in Martial weapons
Whether you learned through your own extensive studies and experimentation or learned from another, you have become privy to the secrets and use of gunpowder. You become trained in uncommon and rare Firearms.
#### Specialty Crafting †
FEAT 1
GENERAL
SKILL
trained in Crafting
The following options are now available for the Specialty Crafting feat: | Specialty | Applicable Items | |:--:|:--:| | Gunsmithing | Firearms, Gunpowder and Ammunition. |
\columnbreak #### Gunsmithing
FEAT 1
UNCOMMON
GENERAL
SKILL
trained in Craft or Lore (Firearms)
You are able to craft firearms and ammunition. You gain a craft formula book with 2 uncommon base models and 1 uncommon design modifications, 1 projectile and 1 propellant. The GM decides the applicable technology levels for the game. You treat firearms as martial weapons.
If you take this feat at level 1 you may start with a firearm that you crafted. The formula for the firearm must be in your formula book. Pay half price for the firearm.
###### 2nd level #### Drop Low
FEAT 2
GENERAL
SKILL
expert in Acrobatics
While prone, you gain the benefits of standard cover against ranged attacks, granting you a +2 circumstance bonus to AC.
###### 3rd level #### Bodyguard {R}
FEAT 3
GENERAL
An adjacent ally is being attacked by a creature you can see.
You shove your ally out of the way of an incoming attack. The ally gains a +2 circumstance bonus to its AC for the duration of the attack and you take a -1 penalty to your AC until the start of your next turn.
#### Quick Reload
FEAT 3
GENERAL
trained in a weapon group.
Pick one ranged weapon group you are proficient with (Such as Bow, Dart or Firearm). You use one less action to reload with that weapon group (To a minimum of 0 actions).
You can take this feat multiple times. Each time you take it, you pick a different weapon group.
###### 5th level #### In Harm's Way {0A}
FEAT 5
GENERAL
You used the body guard action on an ally and the attack roll still succeeds.
Bodyguard
You get in the way of the incoming attack to protect your allies. You take the damage of the incomming attack instead of your ally.
\pagebreak ###### 7th level #### Brutal Conditioning
FEAT 7
UNCOMMON
GENERAL
Strength score of 16 or higher.
You are not Sickened, Fatigued or Doomed.
Your incredible strength has pushed your metabolism to boost both your endurance and your immune system. You must eat twice the amount of food of others to sustain yourself. When determining your Fortitude Save and Fortitude DC, you may use your Strength rather than your Constitution modifier. Penalties from Constitution still apply to your Fortitude Save and Fortitude DC.
#### Duck and Cover {R}
FEAT 7
GENERAL
SKILL
master in Acrobatics
A creature targets you with a ranged attack and you can see the attacker.
You fall prone and gain the effect of the Take Cover action versus the triggering attack.
#### Firearm Expertise
FEAT 7
UNCOMMON
GENERAL
Firearm Training
Your skill with firearms has exceeded your initial training and understanding. Your proficiency with uncommon and rare Firearms increases to Expert. Your skill allows you to lower the firearm's Misfire value by 1.
If you have the Gunsmithing feat, you learn the formulas for two additional uncommon firearms.
#### Power of Presence
FEAT 7
UNCOMMON
GENERAL
Charisma score of 16 or higher.
You have not Critically Failed a Intelligence, Wisdom or Charisma-based skill check today.
Your sheer presence and self-esteem deny effects that attempt to weaken your determination. When determining your Will Save and Will DC against effects with the Mental trait, you may use your Charisma rather than your Wisdom modifier. Penalties from Wisdom still apply to your Will Save and Will DC.
#### Predictive Evasion
FEAT 7
UNCOMMON
GENERAL
Intelligence score of 16 or higher.
You have successfully used Recall Knowledge against the target creature.
Your keen mind can predict the body movement of the enemy and compensate for your ability to evade blows. When determining your Reflex Save and Reflex DC, you may use your Intelligence rather than your Dexterity modifier. If the Recall Knowledge check was a critical success, you may also use your Intelligence rather than Dexterity modifier when calculating your AC against attacks from that target. Your armor Dexterity Cap applies to the Intelligence modifier when used in that way. Penalties from Dexterity still apply to your Reflex Save and Reflex DC.
###### 15th level #### Firearm Mastery
FEAT 15
RARE
GENERAL
Firearm Expertise
You have mastered the use of firearms through trial and error. Your proficiency with uncommon and rare Firearms increases to Master. Additionally, you may add your level as a proficiency bonus to damage rolls using a Modern Firearm.
If you have the Gunsmithing feat, you learn the formula for two uncommon or rare firearms.
\pagebreakNum # New Alchemist Feats
## Research Fields ### Gunsmith You specialize in the alchemy of gunpowder. You start with the formulas for standard metal and rubber bullets, two 1st-level projectiles or propellants, and the formula for a firearm in your formula book, in addition to your other formulae. You can assemble a complete ammunition load (propellant + projectile) as a single alchemical item for the purposes of actions required for your alchemist class features. Standard metal and rubber bullets do not require expenditures of infused reagents. When using quick alchemy you may only add a single projectile or propellant that is better than a standard bullet or crude gunpowder. Your proficiency in firearms is equal to your proficiency in bombs, and you may start with a firearm that you crafted; pay half price for the firearm if you have its formula. ##### Field Discovery When using advanced alchemy to make firearm ammunition during your daily preparations, you can use a batch of reagents to create any three cartridges instead of just two of the same cartridge. ##### Perpetual Infusions Choose two level 1 propellants or projectiles. If you have access to an uncommon or rare (with GM's approval) firearm ammunition formula, you can choose that formula. ##### Perpetual Potency Choose two level 3-5 propellants or projectiles to use with your perpetual infusions. If you have access to a rare (with GM's approval) firearm projectile or propellant formula, you can choose that formula. ##### Greater Field Discovery You decrease the critical threshold of firearms you load by 1 (no lower than a critical threshold of 5). ## Alchemist Feats ###### 1st level #### Calculated Trajectory
FEAT 1
ALCHEMIST
CONCENTRATE
Once per round.
You closely follow your target's movement and estimate the perfect angle for your throw. Your next Strike with an alchemical bomb gains a +1 circumstance bonus. If the target did not use an action with the move trait during its last turn, instead you gain a +2 circumstance bonus.
\columnbreak #### Gunpowder Savant
FEAT 1
UNCOMMON
ALCHEMIST
trained in at least one firearm
Your gunpowder explodes reliably and quickly. This has a number of beneficial effects. Decrease any misfire chance for firearms you load by 1 (minimum 0). If a firearm you load has a critical threshold greater than 10, decrease it by 1. Finally, reduce the inaccurate trait for firearms you wield by 1.
#### Gun barrel Alchemy {1A}
FEAT 1
UNCOMMON
ALCHEMIST
trained in Craft and at least one firearm
You have a firearm in hand, alchemist’s tools, the formula for the piece of ammunition, and a free hand (a two-handed firearm counts as free for this purpose)
You’ve become so used to your firearm, that you use it as the mixing chamber for your firearm ammunition. You create a piece of firearm ammunition using quick alchemy and interact to make progress reloading the firearm in your hands.
###### 2nd level #### Thick Powder Smoke {0A}
FEAT 2
UNCOMMON
ALCHEMIST
ADDITIVE 1
trained in at least one firearm
You use Quick Alchemy to craft a piece of firearm ammunition with a level at least 1 level lower than your advanced alchemy level
When fired, the powder charge of the ammunition releases a thick cloud of smoke in a 15 foot sphere centered on your target. The smoke provides concealment and remains for 1 minute or until dissipated by a strong wind.
###### 8th level #### Double Load {0A}
FEAT 8
UNCOMMON
ALCHEMIST
ADDITIVE 3
trained in at least one firearm
You use Quick Alchemy to craft a piece of firearm ammunition with a level at least 3 levels lower than your advanced alchemy level
You’ve made your gunpowder and projectiles stable enough, and your firearm reliable enough, to load extra ammunition. You can spend 2 additional batches of infused reagents to add an additional projectile or propellant to the cartridge. The additional projectile or propellant must also be 3 levels lower, and the combined cartridge is 3 levels higher than the highest of the three ingredients. The misfire DC of the firearm increases by 2 and the misfire range increases by 10 ft. A firearm without a misfire trait counts as misfire 0 for this purpose. When the combined ammunition is fired, the effects and damage of both occur on a hit.
\pagebreakNum ## Alchemical Items #### BLACKPOWDER BULLETS
ITEM 1+
ALCHEMICAL
FIRE
BOMB
CONSUMABLE
L
By combining the explosive power of gunpowder with some alchemical ingenuity one can create a special type of bomb that can be fired through firearms. Blackpowder Bullets count as for the purpose of feats and additives that affect them. Blackpowder Bullets cannot be thrown, instead they must be loaded into a firearm as if they were ammunition and fired. On a successful hit, the Blackpowder Bullet deals both the damage listed on the firearm being used and an additional amount of fire damage and persistent fire damage on a critical success.
If an additive or feat were to increase the splash radius of a Blackpowder, the blackpowder gains the Splash trait and deals an ammount of splash damage equal to the number of damage die the bomb deals.
lesser
1
3 gp
The Blackpowder Bullets deal an amount of fire damage equal to your Intelligence modifer (Minimum 1) and 1 persistent fire damage on a critical success.
moderate
3
10 gp
The Blackpowder Bullets deal an amount of fire damage equal to 1d6 plus your Intelligence modifer and 2 persistent fire damage on a critical success.
greater
11
250 gp
The Blackpowder Bullets deal an amount of fire damage equal to 2d6 plus your Intelligence modifer and 3 persistent fire damage on a critical success.
major
17
2500 gp
The Blackpowder Bullets deal an amount of fire damage equal to 3d6 plus your Intelligence modifer and 4 persistent fire damage on a critical success.
\pagebreakNum # New Barbarian Feats
## Instincts ### Bloodrager Instinct Your rage is fueled by supernatural power. Whether it is in your blood, or from a pact you formed with a higher being, their power flows through you. When you choose this Instinct, pick a bloodline from the Bloodrager Bloodlines segment. Once you make this decision, you cannot change it. ##### Spellcasting You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells (see Casting Spells on page 302). You can replace material components with somatic components, so you do not need to use a spell component pouch. You become trained in spell attacks and spell DCs for the spell tradition tied to your bloodline. Because you are channeling the power of your bloodline your key spellcasting ability is Charisma. ##### Cantrips A cantrip is a special type of spell that doesn’t use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up. For example, as a 1st-level Bloodrager, your cantrips are 1st-level spells, and as a 5th-level Bloodrager, your cantrips are 3rd-level spells. ##### Bloodrage Your Rage class feature becomes a Bloodrage. It works just as the Rage class feature, however you can also cast spells from your Bloodrager bloodline while bloodraging. This does not allow you cast spells obtained through other feats while bloodraging. ##### Spell Repertoire The collection of spells available to you is called a spell repertoire. Spells from your spell repertoire are always available to you, and you can cast them at any time so long as you have the required spell slots for them. At 1st level, a bloodrager knows three cantrips. Whenever you gain a Barbarian level, you learn one extra spell of any spell level you can cast, including cantrips. Additionally, you can choose to change one known spell for any other spell for a spell level you can cast \columnbreak ##### Heightening Spells When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell’s level to match the spell slot. You must have a spell in your spell repertoire at the level you want to cast in order to heighten it to that level. Many spells have specific improvements when they are heightened to certain levels (page 299). The signature spells class feature lets you heighten certain spells freely. ### Bloodrager Bloodlines ### Aberrant Something speaks to you from beyond the stars or below the earth. Ancient and unknowable, this alien infiuence presses against your mind, feeding you with their ancient and unknown rage. **Spell List** Occult ##### Anathema You are one with the aberrations of golarion, to attack them without provocation angers the forces from beyond the stars. If you attack an aberration before said aberration has landed a hit on you is your anathema. ##### Otherworldly body (Instinct Ability) When you bloodrage, you're enveloped with alien energies that change your body. Your arms extend forward when yous strike, increasing the range of your melee attacks by 5ft. ##### Specialization Ability You gain the Tentacular Limbs focus spell and you gain a focus spell pool of 1. You use your Charisma for any DCs or Spell Attack rolls. ##### Greater Specialization Ability You gain the Aberrant Whispers focus spell and your focus pool increases by 1. ##### Raging Resistance You resist Cold damage. ### Demonic Demons debase all they touch. One of your ancestors fell victim to their corruption, and you are burdened by that sin. **Spell List** Divine \pagebreakNum ##### Anathema Worshiping a good deity or performing too many actions that could be considered good (Up to GM discretion) is your anathema. ##### Demonic Claws (Instinct Ability) When you bloodrage, you grow claws on your hands, granting you a claw natural attack that deals 1d6 Slashing damage and has the Agile, Unarmed and Finesse special properties. At 5th level, your claws are considered magic for the purpose of bypassing spell resistance. At 8th level, your claws deal 1d8 damage. ##### Specialization Ability You gain the Glutton's Jaw focus spell and you gain a focus spell pool of 1. ##### Greater Specialization Ability You gain the Swamp of Sloth focus spell and your focus pool increases by 1. ##### Raging Resistance You resist Piercing and Slashing damage. ### Diabolic Devils are evil with a silver tongue, and one of your ancestors dallied in darkness or made an infernal pact. **Spell List** Divine ##### Anathema Being taken advantage of, whether you realized or not, is your anathema. ##### Hellfire Strike (Instinct Ability) When you bloodraging, your body is engulfed in the flames of hell. All your weapons and Unarmed strikes gain the Flaming rune. If your weapon already has the Flaming rune, it instead gains the Flaming (Greater) rune. ##### Specialization Ability You gain the Diablic Edict focus spell and you gain a focus spell pool of 1. ##### Greater Specialization Ability You gain the Embrace the Pit focus spell and your focus pool increases by 1. ##### Raging Resistance You resist Fire damage. ### Draconic The blood of dragons flows through your veins. These beasts are both fearsome in combat and skilled at magic. When you pick this bloodline, you must choose a dragon scale color. You cannot change this decision. **Spell List** Arcane. \columnbreak | DRAGON | SCALE | COLORS |:---:|:--:|:--:| Dragon | Type | Element Black | Chromatic | Acid Blue | Chromatic | Electricity Green | Chromatic | Poison Red | Chromatic | Fire White | Chromatic | Cold Brass | Metallic | Fire Bronze | Metallic | Electricity Copper | Metallic | Acid Gold | Metallic | Fire Silver | Metallic | Cold ##### Anathema Letting a personal insult against you slide is anathema to your instinct. Choose whether your character respects or abhors your dragon type. If you respect it, defying such a dragon is anathema, and if you abhor it, failing to defeat such a dragon you come across is anathema. ##### Draconic Rage (Instinct Ability) While bloodraging, you can increase the additional damage from Rage from 2 to 4 and change its damage type to match that of your dragon’s breath weapon instead of the damage type for your weapon or unarmed attack. If you do this, your Rage action gains the arcane and evocation traits, as well as the trait matching the damage type. ##### Specialization Ability You gain the Dragon Claws focus spell and you gain a focus spell pool of 1. ##### Greater Specialization Ability You gain the Dragon Breath focus spell and your focus pool increases by 1. ##### Raging Resistance You resist piercing damage and the damage type of your dragon’s element. ### Elemental A genie ancestor or some other elemental influence has imbued your blood with primal fury, granting you great power over a specific element. **Spell List** Primal When you pick this bloodline, choose the type of elemental that infiuenced your bloodline: air, earth, fire, or water. If your element is air, you buffet your foes with powerful winds; if it’s earth, you toss huge chunks of rock; if it’s fire, you incinerate your foes with flame; and if it’s water, you inundate your foes with torrents of water. ##### Anathema You hold great respect for the element that flows through your blood. \pagebreakNum ##### Elemental Rage (Instinct Ability) While bloodraging, you can increase the additional damage from Rage from 2 to 6 and change its damage type to match that of your chosen element instead of the damage type for your weapon or unarmed attack. If you do this, your Rage action gains the Primal and evocation traits, as well as the trait matching the damage type. ##### Specialization Ability You gain the Elemental Toss focus spell and you gain a focus spell pool of 1. The damage type dealt by this Focus Spell is changed to match the element tied to your bloodline. ##### Greater Specialization Ability You gain the Elemental Motion focus spell and your focus pool increases by 1. ##### Raging Resistance You resist slashing damage and the element tied to your type of elemental. ### Fey Fey whimsy or a tryst in a moonlit grove put the bewitching magic of the First World into your family’s bloodline. **Spell List** Primal ##### Anathema Disrespecting nature is your anathema, defending yourself against plant creatures is not. ##### Whimsical Rage (Instinct Ability) Your bloodrage is less violent and almost enthralling. When you score a critical success on a melee attack roll, your target is also Confused 1 for one round. ##### Specialization Ability You gain the Faerie Dust focus spell and you gain a focus spell pool of 1. ##### Greater Specialization Ability You gain the Fey Disappearance focus spell and your focus pool increases by 1. ##### Raging Resistance You resist piercing and slashing damage. ### Hag A hag long ago cursed your family, or you are a descendant of a hag or changeling, and their accursed corruption infests your blood and soul. **Spell List** Occult ##### Anathema Your soul is cursed with spite, envy and jealousy. Having less than an equal share of the wealth in the party is your anathema. ##### Evil Eye (Instinct Ability) While bloodraging, you can perform an soul piercing glare at your foes. Whenever you land a hit with a melee weapon or unarmed strike, you can perform a Demoralize action as a free action. ##### Specialization Ability You gain the Jealous Hex focus spell and you gain a focus spell pool of 1. ##### Greater Specialization Ability You gain the Horrific Visage focus spell and your focus pool increases by 1. ##### Raging Resistance You resist blunt and slashing damage. ### Imperial One of your ancestors was a mortal who mastered magic. Such magical blood can remain latent for generations, but in you it manifested in full. **Spell List** Arcane ##### Anathema Your pride in your heritage is strong. Refusing to honor a challenge or promise is anathema to you. Refusing a challenge or promise because you are incapable of performing the task is not. ##### Arcane Bloodrage (Instinct Ability) When you bloodrage, you gain the effect of one of the following spells: Mage Armor, Magic Aura, Magic Weapon or Feather fall. These are always 1st level spells and last for the duration of your bloodrage regardless of the spells actual duration. ##### Specialization Ability You gain the Ancestral Memories focus spell and you gain a focus spell pool of 1. ##### Greater Specialization Ability You gain the Extend Spell focus spell and your focus pool increases by 1. ##### Raging Resistance You resist only slashing damage. ### Undead The touch of undead runs through your blood. Your family tree might contain powerful undead, like a vampire, or perhaps you died and returned a bit different. **Spell List** Divine ##### Anathema Direspecting the dead is your anathema, defending yourself against undead is not. ##### Necrotic Rage (Instinct Ability) When you bloodrage, all melee weapons or unarmed strikes gain the Ghost Touch property rune for the duration of the bloodrage. \pagebreakNum ##### Specialization Ability You gain the Undeath's Blessing focus spell and you gain a focus spell pool of 1. ##### Greater Specialization Ability You gain the Drain Life focus spell and your focus pool increases by 1. ##### Raging Resistance You resist blunt and negative damage. ## Barbarian Feats ###### 4th level #### FAINT BLOODLINE MAGIC
FEAT 4
BARBARIAN
BLOODRAGER
Bloodraging Instinct
You tap into the powers of your bloodline. When you take this feat, you can cast one 1st level spell per day. For every four Barbarian levels you gain after taking this feat, you gain one additional 1st level spell slot (To a maximum of 3 spell slots). When you take this feat, you learn two 1st level spells from the tradition indicated by your bloodline.
###### 8th level #### BLOODLINE MAGIC
FEAT 8
BARBARIAN
BLOODRAGER
Faint Bloodline Magic
Your bloodline magic begins to awaken. You can cast one 2nd level spell per day. For every four Barbarian levels you gain after taking this feat, you gain one additional 2nd level spell slot (To a maximum of 3 spell slots). You become Expert in your spellcasting tradition.
###### 12th level #### GREATER BLOODLINE MAGIC
FEAT 12
BARBARIAN
BLOODRAGER
Bloodline Magic
Your bloodline magic begins to awaken. You can cast one 3rd level spell per day. For every four Barbarian levels you gain after taking this feat, you gain one additional 3rd level spell slot (To a maximum of 3 spell slots).
###### 16th level #### AWAKENED BLOODLINE MAGIC
FEAT 16
BARBARIAN
BLOODRAGER
Greater Bloodline Magic
Your bloodline magic begins to awaken. You can cast one 4th level spell per day. For every four Barbarian levels you gain after taking this feat, you gain one additional 4th level spell slot (To a maximum of 3 spell slots). You become Master in your spellcasting tradition.
\pagebreakNum # New Cleric Feats
###### 1st level #### Divine Companion
FEAT 1
CLERIC
Your deity blesses an animal to serve as your companion. You gain the service of a young animal companion. Mistreating or abandoning your animal companion is considered anathema by your deity. Until the animal companion reaches maturity, exposing it to harm in combat is frowned upon by your deity.
###### 6th level #### Mature Companion
FEAT 6
CLERIC
Divine Companion
Your animal companion grows up, becoming a mature animal companion and gaining additional capabilities. During an encounter, even if you don’t use the Command an Animal action your companion can still use 1 action that round on your turn to Stride or Strike. A mature animal companion can be used as a messenger for your your deity to guide you.
###### 8th level #### Heal Divine Companion
FEAT 8
CLERIC
Divine Companion, healing font
Your divine bond with your animal companion manifests as a surge of positive energy. When you cast
heal
as a single action on your animal companion, you can treat each die as though you’d rolled the maximum amount.
###### 10th level #### Incredible Companion
FEAT 10
CLERIC
Mature Companion
Your animal companion continues to grow and develop. It advances to an incredible companion depending on your deity (determined by the GM, although you may be offered multiple choices), gaining additional capabilities determined by the type of companion. An incredible animal companion can develop minor divine properties granted by your your deity or briefly transform in an avatar of your deity, up to the GM.
\columnbreak ###### 16th level #### Specialized Companion
FEAT 16
CLERIC
Incredible Companion
Your animal companion is blessed with greater power and ability, and is now cunning enough to become specialized. Your animal companion gains one specialization of your choice.
\pagebreakNum # New Druid Feats
###### 4th level #### Waste Not, Want Not
FEAT 4
UNCOMMON
DRUID
NECROMANCY
expert in Nature,
Create Undead
ritual
Most who follow the natural order abhor the creation of undead, but you’re a bit different. You may consider undeath a normal part of the cycle of life. You can use Nature as the primary checks for Create Undead. Undead created in this way have the plant trait and take on a more natural appearance, such as being covered in vines or fungi.
\pagebreakNum # New Fighter Feats
###### 1st level #### Crushing Blow {2A}
FEAT 1
FIGHTER
FLOURISH
PRESS
Expert in hammers.
Opponent wears armor that provides +3 AC or more
Your continued assault shatters steel as well as bones. Make a single melee Strike with a hammer. If it hits and deals damage, you also deal 1d6 damage plus your Strength modifier (doubled on a critical hit) to an item the target is wearing, in addition to the damage dealt. If you deal this damage to the target’s armor, it is also added to the damage of the Strike. This damage increases by 1d6 if you’re a master in hammers, and 2d6 if you’re legendary.
#### Spear Dance {1A}
FEAT 1
FIGHTER
OPEN
STANCE
Expert in spears, Trained in Performance
Wielding a spear
Your twirl and thrust with your spear in a graceful and elegant manner one might assume wasn’t a combat style, until they were impaled. Once per round as part of an action or reaction made to attack, you may attempt to Feint one target of your attack using Performance in place of Deception.
#### Warrior's Steed
FEAT 1
FIGHTER
You gain the service of a young animal companion as a mount. Ordinarily, your animal companion is one that has the mount special ability, such as a horse. You can select a different animal companion (GM’s discretion), but this ability doesn’t grant it the mount special ability.
###### 4th level #### Choke Up {1A}
FEAT 4
FIGHTER
FLOURISH
Expert in polearms
Wielding a polearm with the reach trait
You choke up your grip on your polearm, giving you more power at the cost of reach. Until the start of your next turn, your polearm loses the reach trait and increases its damage die by one step and increases the size of its deadly die by one step. If it did not have the deadly trait, it gains deadly d8.
\columnbreak ###### 6th level #### Driving Blow {1A}
FEAT 6
FIGHTER
FLOURISH
Master in hammers.
Hammers are made for smashing, and smashing is much easier with a hard surface to smash against. Make a Strike with a hammer against a prone target or a target adjacent to a wall or other large, solid object. If it hits and deals damage, the target is either enfeebled 1, clumsy 1, stupefied 1, or takes a -10 status penalty to speed (your choice). If the Strike is a critical hit, the condition or penalty is doubled. This effect lasts until the start of your next turn.
#### Mature Steed
FEAT 6
FIGHTER
Warrior’s Steed
Your mount grows up, becoming a mature animal companion and gaining additional capabilities. During an encounter, even if you don’t use the Command an Animal action, your mount can still use 1 action that round on your turn to Stride toward an enemy.
###### 8th level #### Spear Sweep {2A}
FEAT 8
FIGHTER
FLOURISH
PRESS
Master in spears
You are in Spear Dance
You make a flourishing spin with your spear extended. Attempt a single Athletics check to Trip all creatures adjacent to you. Any item bonuses that apply to your spear apply to this check.
#### Chain Wrap {2A}
FEAT 8
FIGHTER
FLOURISH
PRESS
Master in flails
You wrap the chain of your flail around your opponent’s weapon and attempt to dislodge it. Make a melee Strike with a flail. If you hit and deal damage, you can attempt an Athletics check to Disarm the creature you hit, ignoring Disarm’s requirement that you have a hand free. If you roll a success, you get a critical success instead. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both of them.
\pagebreakNum ###### 10th level #### Incredible Steed
FEAT 10
FIGHTER
Mature Steed
Your mount continues to grow and develop. It becomes an indomitable, nimble, noble, or savage companion (your choice), gaining additional capabilities determined by the type of companion.
###### 12th level #### Trained Steed
FEAT 12
FIGHTER
Warrior’s Steed
You’ve taught your mount to emulate your fighting style. Choose one fighter feat of half your level or lower that you’ve learned. Your mount gains the benefit of this feat.
You can select this feat multiple times. Each time, you select another qualifying feat.
###### 16th level #### Hammer Quake {2A}
FEAT 16
FIGHTER
FLOURISH
PRESS
Legendary in hammers
You are touching the ground.
Make a single Strike, hitting the ground with a hammer, and compare the result against the AC of every creature touching the ground within a 15-foot emanation. The damage of this Strike is equal to your hammer’s weapon dice plus your Strength modifier; do not add additional dice or effects.
The creature takes double damage and is knocked prone.
The creature takes full damage and must make a Reflex save against your fighter DC or be knocked prone.
The creature takes half damage.
The creature takes no damage.
#### Specialized Steed
FEAT 16
FIGHTER
Incredible Steed
Your mount has become cunning enough to become specialized. Your mount gains one specialization of your choice.
\pagebreakNum # New Rogue Feats
## Rogue Rackets ### Eldritch Racket You have studied the arcane diligently. Whether througth hard study or by stealing spellbooks from wizards and working your way from there, you have learned to cast some magic. You become trained in the Arcane tradition and Arcane spell DCs using your Intellegence as your casting ability score. You can cast arcane spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells (see Casting Spells on page 302). You learn three cantrips and two 1st level spells from the Arcane spell list. Every time you gain a level after taking this archetype, you can learn one additional spell of any level you can cast. Additionally, you can copy spells to your spellbook in the same way a wizard can. When you first take this archetype you can prepare up to two 1st level spells and three cantrips during your daily preparations. Spell slots you did not use during the day are lost when you do your daily preparations. Every time you gain a level after taking this archetype, you gain one additional spell slot for all spell levels you can cast to a maximum of 3 spell slots per spell level and 4 cantrips. Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Your key ability for casting spells is Intelligence and your spell attack rolls and spell DCs use your Intelligence modifier. Details on calculating these statistics appear on page 447. You become trained in Arcana. ###### 1st level #### Partner In Crime
FEAT 1
ROGUE
You gain the service of an animal, either a familiar or young animal companion. Your partner is trained in Stealth and the skill granted by your racket, and if it is a familiar it uses your Dexterity for its skill checks in place of your Intelligence.
###### 4th level #### ARCANE STUDIES
FEAT 4
ROGUE
Eldritch Racket
You have spent time studying the arcane and learning some of its secrets. You learn two 2nd level spells and can prepare two 2nd level spells during your daily preparations.
###### 6th level #### Mature Partner
FEAT 6
ROGUE
Partner in Crime, animal companion
Your partner grows up, becoming a mature animal companion and gaining additional capabilities. During an encounter, if you don’t use the Command an Animal action and deal sneak attack damage to a creature your partner is threatening, it can use a single action to either Strike or to apply its support benefit to the triggering attack. If you use the Command an Animal action after this, it only gains one action.
###### 8th level #### ARCANE HYPOTHESIS
FEAT 8
ROGUE
Intellgence 14, Arcane Studies
Your knowledge of the arcane expands. You learn two 3rd level spells and can prepare two 3rd level spells during your daily preparations. Your proficiency with the Arcane tradition increases to Expert.
###### 12th level #### ARCANE THEOREM
FEAT 12
ROGUE
Arcane Hypothesis
Through experimentation and study, your arcane knowledge expands further. You learn two 4th level spells and can prepare two 4th level spells during your daily preparations.
###### 10th level #### Incredible Partner
FEAT 10
ROGUE
Mature Partner, animal companion
Your partner continues to grow and develop. If you’re a thief it becomes a nimble companion; if you’re a scoundrel is becomes an adorable companion; and if you’re a thug it becomes a savage or indomitable companion (your choice), gaining additional capabilities determined by the type of companion. It becomes an expert in Stealth and the skill granted by your racket.
\pagebreakNum ###### 16th level #### ARCANE THESIS
FEAT 16
ROGUE
Intellgence 16, Arcane Theorem
Through experimentation and study, your arcane knowledge expands further. You learn two 4th level spells and can prepare two 4th level spells during your daily preparations.
#### Specialized Partner
FEAT 16
ROGUE
Incredible Partner, animal companion
Your partner has become cunning enough to become specialized. If you are a ruffian it gains the bully or wrecker specialization; if you are a scoundrel your partner gains the trickster specialization (see below); and if you are a thief your partner gains the ambusher specialization.
##### TRICKSTER
COMPANION SPECIALIZATION Your companion uses its appearance and cunning to apply deceptive tactics. Its rank in Deception increases to expert (or to master, if it was already an expert), its Dexterity modifier increases by 1, and its Charisma modifier increases by 3.
###### 20th level #### ARCANE APOTHEOSIS
FEAT 16
ROGUE
Arcane Thesis
You've reached a point where you understand the fundamentals of arcane magic. You learn two 6th level spells and can prepare two 6th level spells during your daily preparations.
\pagebreakNum # New Wizard Feats
###### 10th level #### Altering Transmutation {1A}
FEAT 10
CONCENTRATE
METAMAGIC
TRANSMUTATION
WIZARD
transmutation school
You alter your transmutations to further enhance creatures you transform. If the next action you take is to Cast a Spell from your wizard spell slots that's a transmutation spell with the polymorph trait which changes the shape of at least one creature, choose one ability enhancement from the following list. The polymorphed creatures gain that enhancement for the duration of the spell.
*
Bull Enhancement
The polymorphed creatures gain a +1 status bonus to Attack rolls and Strength-based skill checks. It becomes temporarily trained in Athletics for the duration of the spell, and if it is already trained in that skill it becomes expert instead.
*
Cat Enhancement
The polymorphed creatures gain a +1 status bonus to AC, Reflex saves and Sexterity-based skill checks. It becomes temporarily trained in Acrobatics for the duration of the spell, and if it is already trained in that skill it becomes expert instead.
*
Bear Enhancement
The polymorphed creatures gain a +1 status bonus to Fortitude saves, and Constitution-based skill checks. The targets also gain temporary hit points equal to their level plus your spellcasting modifier, in addition to any other temporary hit points gained from the spell itself. They lose any remaining temporary hit points when the spell ends.
*
Fox Enhancement
The polymorphed creatures gain a +1 status bonus to Intelligence-based skill checks. The targets also become temporarily trained in two skill of their choice for the duration of the spell.
*
Owl Enhancement
The polymorphed creatures gain a +1 status bonus to Perception checks and Will saves. It temporarily gains +2 to Initiative rolls for the duration of the spell.
*
Eagle Enhancement
The polymorphed creatures gain a +1 status bonus to Charismabased skill checks. It becomes temporarily trained in Intimidation for the duration of the spell, and if it is already trained in that skill it becomes expert instead.
#### Clairvoyant Divination {1A}
FEAT 10
CONCENTRATE
DIVINATION
METAMAGIC
WIZARD
divination school
once per 10 minutes
Your divination spells reveal short glimpses of a possible future. If the next action you take is to Cast a Spell from your wizard spell slots that's a divination spell and targets another creature, randomly determine a condition and a benefit. If you complete the condition using your first action for the next turn, you gain a benefit that you can apply to yourself as a free action, or use a Point Out action to apply it to a target ally or enemy. The benefit can be used at any time within 1 minute, otherwise it is lost.
| d6 | Condition: your first action next turn must be... | |:--:|:--| |
1,2
| Perform an action with the concentrate trait. | | 3,4 | Perform an action with the move trait. | | 5,6 | Perform an action with the manipulate trait. | | d6 | ..to gain the following Benefit: | |:--:|:--| |
1,2
| An ally within 30 feet gains a +1 status bonus on their next attack, and that attack deals an additional 1d6 precision damage. This benefit has the fortune trait. | | 3 | An enemy within 30 feet is flat-footed for one round and takes a -2 status penalty to each attack it makes during its next turn. This benefit has the misfortune trait. | | 4,5 | When you or an ally within 30 feet attempts a saving throw, you can cause them to roll twice and take the better result. Once you do this, the effect ends. This benefit has the fortune trait. | | 6 | When a target of one of your spells attempts a saving throw, you can cause them to roll twice and take the worse result. Once you do this, the effect ends. This benefit has the misfortune trait. |
#### Contained Conjuration {1A}
FEAT 10
CONCENTRATE
CONJURATION
METAMAGIC
WIZARD
conjuration school;
once per day
Your mastery of conjuration allows you to conjure objects with certain useful magical properties. If the next action you take is to Cast a Spell from your wizard spell slots that's a conjuration spell, you instead conjure a tiny sealed container with negligible bulk which keeps the spell inside. A creature holding the container in one hand can open the container and trigger the spell effect by using a single action, which has the interact trait. After you open the container, it goes inert and loses its magic. A container created this way lasts for 1 hour before it goes inert and the spell is lost. You can only have one active container created with this feat at any time.
#### Crawling Necromancy {1A}
FEAT 10
CONCENTRATE
METAMAGIC
NECROMANCY
WIZARD
necromancy school
You infuse pests with a portion of your own life-force to deliver spells for you. If the next action you take is to Cast a Spell from your wizard spell slots that's a necromancy spell, you instead create a small undead servant by infusing a nearby dead insect or other pest with a portion of your life force, and storing the spell within it.
The servant gains the minion and undead traits. The servant can only take actions to stride or to release the spell you stored within, which is a single action with the concentrate trait, casting the spell as though you had cast it yourself. The servant cannot take damage while it is within 20 feet of you, has a speed of 25 feet, 1 hit point, AC equal to your spell DC and saving throw modifier equal to your spell DC – 10.
\pagebreakNum
When you create the servant, you can immediately command it without spending an action. After 1 minute, or after the servant releases the spell, the effect ends.
#### Draining Necromancy {1A}
FEAT 10
CONCENTRATE
METAMAGIC
NECROMANCY
WIZARD
necromancy school
You dampen the life force of creatures affected by your spells. If the next action you take is to Cast a Spell from your wizard spell slots that's a necromancy spell dealing damage, the creature must attempt a Fortitude check against your class DC.
The spell reduces the maximum hit points of the targets by the half the damage dealt until the creature rests for 10 minutes.
The spell reduces the maximum hit points of the targets by the same amount as the damage dealt until the creature rests for 10 minutes.
#### Frightening Illusion {1A}
FEAT 10
CONCENTRATE
ILLUSION
METAMAGIC
WIZARD
illusion school
You weave mental traps into your illusions, frightening those who attempt to understand them. If the next action you take is to Cast a Spell from your wizard spell slots that's an illusion spell, a creature who successfully disbelieves that illusion witnesses the terrible nightmares you’ve hidden within it. That creature must attempt a Will saving throw against your spell DC. Magic capable of seeing through illusions (such as true seeing) do not trigger this effect.
The creature is unaffected.
The creature is frightened 1.
The creature is frightened 2.
The creature is so afraid, it mentally rejects the truth it learned. It is frightened 2, and doesn’t disbelieve the illusion. It cannot disbelieve the illusion until the start of its next turn.
#### Persistent Abjuration {1A}
FEAT 10
ABJURATION
CONCENTRATE
METAMAGIC
WIZARD
abjuration school
once per 10 minutes
You alter your dispelling magic to become especially obstinate. If the next action you take is to Cast a Spell from your wizard spell slots that's an abjuration spell that attempts to counteract one or more spell effects affecting a creature, your abjuration clings to the creature. If you successfully counteract the spell, the creature then gains a +2 status bonus to saves against spells of the same school as the spell you counteracted for 1 minute.
#### Subversive Enchantment {1A}
FEAT 10
CONCENTRATE
ENCHANTMENT
METAMAGIC
WIZARD
enchantment school
You know how to make your charms especially insidious, deflecting blame away from yourself. If the next action you take is to Cast a Spell from your wizard spell slots that's an enchantment spell with a saving throw, you trick the target into believing another creature cast the spell on them. If the target succeeds but doesn’t critically succeed it’s saving throw, you can choose another creature both you and the target can see within 40 feet. The target believes that creature was the one who cast a spell on them, unless it attempts to identify your spell and critically succeeds. If you don’t choose a creature to take the blame, the target blames a random creature they can see.
#### Supplement Illusion {1A}
FEAT 10
CONCENTRATE
ILLUSION
METAMAGIC
WIZARD
illusion school
You have learned to use your illusions as cover for your tangible magic. If the next action you take is to Cast a Spell from your wizard spell slots that has visual manifestations for the spell’s duration, you also create an illusory copy of that spell’s manifestations within range. The illusory copy has the same effect as a 2nd level illusory object spell, except it disappears as soon as a creature touches it and otherwise remains for 1 minute. The GM may allow examining, talking or using objects on the illusion as interacting with it to dispell it. Creatures have no way of telling the copy apart from the real spell as long as they believe the illusion.
#### Recoil Evocation {1A}
FEAT 10
CONCENTRATE
EVOCATION
METAMAGIC
WIZARD
evocation school
Your mastery over evocation has allowed you to exploit properties of magic others would choose to ignore. If the next action you take is to Cast a Spell from your wizard spell slots that's an evocation spell, you can use the recoil generated to quickly move great distances. After you Cast the Spell, you’re thrown through the air in the opposite direction of where you aimed the spell, travelling 10 feet for each level of the spell. When you land, you fall prone unless you succeed an acrobatics check with DC equal to half the distance traveled, and you take bludgeoning damage equal to the level of the spell if you critically fail.
###### 20th level #### Wish Metamagic {1A}
FEAT 20
CONCENTRATE
METAMAGIC
SORCERER
WIZARD
ability to cast
wish
You have
wish
prepared or an unused spell slot capable of casting
wish
.
You infuse your spells with the most powerful magic known to mortals. Expend a prepared casting of wish or a spell slot which could be used to cast wish. If the next action you take is to Cast a Spell of 9th level or higher, that spell’s level is heightened to 11, which has the following effects:
*
Any attempts to counteract the spell or its effects treats it as though the spell is 1 level higher than a 10th level spell.
*
If the spell has heighten (+1) or similar, it heightens as normal as though it is 1 level higher than a 10th level spell.
*
If the spell summons a creature, it is now capable of summoning a creature of 17th level or lower.
*
If the spell has specific effects when heightened to certain levels, the spell may gain new effects at GM discretion.
\pagebreakNum *
If you attempt to use wish metamagic on the wish spell, a blast of raw magical energy expands centered on your location. The blast has a radius of 1 mile and deals damage to each creature capable of casting spells equal to 2d10 for each level of the highest level spell they can cast (basic will save against your spell DC). If they critically fail their save, they are permanently unable to cast spells, which can only be reversed by Wish or similar magic. Using Wish Spell in this way subjects you to these effects, and then kills you.
\pagebreakNum # Spells
Spells with the obelisk symbol † are modified versions of officially published spells.
###### Cantrips #### Dissolve
CANTRIP 1
UNCOMMON
ACID
ATTACK
CANTRIP
EVOCATION
arcane, primal
{2A} somatic, verbal
30 feet
1 creature or object
Make a spell attack. If you hit, you deal acid damage equal to your spellcasting ability modifier, plus 1 splash acid damage, plus 1 persistent damage. On a critical success, double the damage (but not the splash or persistent damage). As usual, splash damage is dealt, even on a failure, to the target and everyone within 5ft of the target.
The splash damage increases by 1, and the persistent damage increases by 1.
#### Weaken
CANTRIP 1
UNCOMMON
CANTRIP
NECROMANCY
NEGATIVE
arcane, divine, occult
{2A} somatic, verbal
touch
1 living or undead creature
basic Fortitude
Living Creature
The spell deals negative damage equal to 1d6 + your spellcasting ability modifier. The target attempts a basic Fortitude save, but is also enfeebled 1 for 1 round on a failure or critical failure.
Undead Creature
The target is enfeebled 1 and flat-footed for 1 round on a failed Fortitude save. On a critical failure, the conditions last for 1 minute instead.
The damage increases by 1d6.
#### Stagger
CANTRIP 1
UNCOMMON
CANTRIP
ENCHANTMENT
MENTAL
NONLETHAL
arcane, divine, occult
{2A} somatic, verbal
60 feet
1 creature
You deal mental damage equal to 1d4 plus your spellcasting ability modifier. The target attempts a basic Will save, but is also stunned 1 on a failure or critical failure.
The damage increases by 1d4.
\columnbreak #### Cleanse
CANTRIP 1
UNCOMMON
CANTRIP
NECROMANCY
POSITIVE
divine, primal
{2A} somatic, verbal
30 feet
1 undead creature
basic Fortitude
You deal positive damage equal to 1d8 plus your spellcasting ability modifier. The target must attempt a basic Fortitude save, but is also enfeebled 1 for 1 round on a failure or critical failure.
The damage increases by 1d8.
#### Punish
CANTRIP 1
UNCOMMON
ATTACK
CANTRIP
EVOCATION
divine, primal
{2A} somatic, verbal
30 feet
1 creature
You unleash a beam of aligned astral energy. Choose an alignment your character has (chaotic, evil, good, lawful, or neutral). Make a spell attack. On a hit, you deal 1d6 damage of the chosen type, and force damage equal to your spellcasting ability modifier. On a critical success, the target takes double damage. Neutral damage type affects creatures with the chaotic good, chaotic evil, lawful good, or lawful evil alignment traits. The spell gains the traits of the alignment you choose.
The damage increases by 1d6.
#### Blaze
CANTRIP 1
UNCOMMON
ATTACK
CANTRIP
EVOCATION
FIRE
arcane, primal
{2A} somatic, verbal
30 feet
1 creature
Make a spell attack roll, which can be melee (reach) instead of ranged. On a success, you deal 1d6 fire damage plus your spellcasting ability modifier. On a critical success, the target takes double damage, and 1d4 persistent fire damage.
The damage increases by 1d6, and the persistent damage on a critical hit by 1d4.
#### Freeze
CANTRIP 1
UNCOMMON
ATTACK
CANTRIP
COLD
EVOCATION
arcane, primal
{2A} somatic, verbal
120 feet
1 creature
Make a spell attack roll. On a success, you deal cold damage equal to 1d6 plus your spellcasting ability modifier, and the target is Clumsy 1 for 1 round. On a critical success, the target takes double damage.
The damage increases by 1d6.
\pagebreakNum #### Thrust
CANTRIP 1
UNCOMMON
ATTACK
CANTRIP
EVOCATION
arcane, primal
{2A} somatic, verbal
60 feet
1 creature
You create a quick burst of shaped kinetic energy. Choose bludgeoning, piercing, or slashing damage. Make a spell attack roll against the target. If you hit, you deal damage of the chosen type equal to 1d8 plus your spellcasting ability modifier.
The damage increases by 1d8.
###### 1st Level #### Adhesive Spittle
SPELL 1
UNCOMMON
TRANSMUTATION
occult, primal
{2A} somatic, material;
Material
chewing tobacco
30 feet
1 minute
basic Reflex
Once during this spell’s duration, you can spit a viscous liquid at any target within range as a single action which has the manipulate trait. The effects depend on the target’s reflex save.
The creature is unaffected.
The creature takes a -10 status penalty to its speeds. It can remove this penalty by spending an interact action.
As success, but the creature must spend three interact actions to remove the penalty.
As failure, except a creature in contact with a surface also becomes stuck to that surface and immobilized for 1 round. If the creature was flying with wings, the wings become tangled causing it to fall safely to the ground and become unable to fly for 1 round.
You can spit one additional time during the spell’s duration.
#### Bane †
SPELL 1
ENCHANTMENT
MENTAL
divine, occult
{2A} somatic, verbal
5-foot emanation;
enemies in the area
Will
1 minute
You fill the minds of your enemies with doubt. Targets that fail their Will saves take a –1 status penalty to attack rolls and Will saves as long as they are in the area. Once per turn, starting the turn after you cast bane, you can use a single action, which has the concentrate trait, to increase the emanation’s radius by 10 feet to a maximum of 60 feet and force enemies in the area that weren’t yet affected to attempt another saving throw.
Bane
can counteract
bless
.
#### Bless †
SPELL 1
ENCHANTMENT
MENTAL
divine, occult
{2A} somatic, verbal
5-foot emanation;
you and allies in the area
1 minute
Blessings from beyond help your companions strike true. You and your allies in the area gain a +1 status bonus to attack rolls and Will saves. Once per turn, starting the turn after you cast
bless
, you can use a single action, which has the concentrate trait, to increase the emanation’s radius by 10 feet to a maximum of 60 feet.
Bless
can counteract
bane
.
#### Detect Metal
LEVEL 1
UNCOMMON
DETECTION
DIVINATION
arcane, divine, occult, primal
{2A} somatic, material
120 feet
30-foot emanation
You send out a pulse that registers the presence of metal objects or creatures. You receive no information beyond the presence or absence of metal. You can specify all metal objects or one or more specific types of metal (such as silver, cold iron, or adamantine) when you cast this spell; in the case of the latter, you detect only objects or creatures made of the specified metal. This spell can detect metal within range even through solid surfaces. If there is lead between you and a source of metal within, this spell will detect the lead but not the metal behind it.
You learn of the presence of each different specific type of metal within range.
You can pinpoint the location and type of each source of metal within range. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).
#### Jump † (Improved)
SPELL 1
MOVE
TRANSMUTATION
arcane, primal
{2A} somatic, verbal
Your legs surge with strength, ready to leap high and far. You jump 30 feet in any direction without touching the ground. You must land on a space of solid ground within 30 feet of you, or else you fall after using your next action.
The range becomes touch, the target changes to one touched creature, and the duration becomes 1 minute, allowing the targe tto jump as described whenever it takes the Leap action.
The distance you can jump increases by 5 feet.
###### 2nd Level #### Absurdity
SPELL 2
UNCOMMON
MENTAL
ILLUSION
arcane, occult
{2A} somatic, verbal
touch
one willing creature
1 minute
Your target perceives intimidation and threats as laughably absurd. A creature attempting to frighten the target is instead perceived as having exaggerated facial features or babbling and awkward speech. The target is immune to becoming frightened 1 or frightened 2 through effects caused by other creatures. If the target would get a higher frightened value through an effect caused by another creature, this spell ends and they become frightened 1 rather than the higher value.
However, targets of Absurdity also have a harder time noticing potential threats. For the duration, the target suffers a -4 status penalty to initiative rolls.
You can target up to five creatures.
\pagebreakNum #### Bloodbath
SPELL 2
UNCOMMON
NECROMANCY
divine, primal
{2A} somatic, material;
Material
a ritual dagger
30-foot emanation
1 minute
basic Fortitude
You cut yourself with the dagger, dealing 1d4 points of persistent bleed damage to yourself. Once per turn, starting the turn after you cast Bloodbath, you can cut yourself with a single action that has the interact trait to increase the emanation's radius by 5 feet and force creatures in the area that weren't yet affected to attempt another saving throw. If you do this and aren’t already bleeding, you take 1d4 persistent bleed damage. If you end your turn without and aren’t taking persistent bleed damage, the spell ends.
Each non-bleeding creature who enters or ends it’s turn in the area must attempt a Fortitude save. On a failure, they take 2d4 persistent bleed damage. Creatures can’t recover from persistent bleed damage while they remain in the area.
The damage dealt to you increases by 1d4 and the damage dealt to other creatures increases by 2d4.
#### Hibernate
SPELL 2
UNCOMMON
NECROMANCY
primal
{2A} somatic, verbal
touch
one willing creature
1 hour
You place the target into a cataleptic state. The target is unconscious and cannot wake up for the duration. Any poisons and diseases affecting the target are delayed while it remains in hibernation, and it doesn’t require food or drink to survive. The target appears dead to an observer unless they inspect the body and succeed a medicine or perception check with DC equal to your spell DC. You can Dismiss the spell.
The duration increases to 8 hours.
The duration increases to 2 days.
The duration becomes unlimited. When you Cast the Spell, you can choose to give it any duration. Alternatively, you can choose a condition that will cause the creature to wake up, ending the spell. Hibernating creatures eventually die of old age, but age four times slower than normal.
###### 3rd Level #### Carrion Compass
SPELL 3
UNCOMMON
DIVINATION
arcane, primal
10 minutes (material, somatic, verbal);
Material
the feather of a vulture
touch
one undead creature
sustained up to 1 hour
You animate one of the target’s fetid organs so that it leads you to the undead creature’s most recent controller or the cause of the creature’s undeath. The organ (typically the heart, the brain, or an eyeball) gains a fly speed of 10 feet and floats in front of you at chest level slowly leading you to the undead creature’s most recent controller while staying within 25 feet of you.
If the undead was animated by an effect or event at a particular location, the organ leads you to that location. If the creature was animated by none of the methods above, if it was selfcreated, or if the creature’s most recent controller no longer exists, the spell fails. Once the organ is within 10 feet of its intended destination, the spell ends, and the organ falls to the ground.
The organ cannot take any actions other than moving towards its destination. It may pass through small slits and crevices, though it will not leave your range of vision. The organ cannot travel more than 5 miles from the spot where you cast the spell. If the undead creature to which the organ belonged is destroyed, the spell ends and the organ falls to the ground.
#### Gusting Sphere
SPELL 3
UNCOMMON
EVOCATION
INCAPACITATION
divine, occult
{2A} somatic,verbal
30 feet
one 5-foot square on the ground or in the air
Reflex
sustained up to 1 minute
A swirling ball of wind rolls in whichever direction you point, hurling your enemies and carrying them around. Each creature in the square must attempt a reflex save. On subsequent rounds, you can Sustain this Spell, leaving the sphere in its square or rolling it to another square within range; each creature in its square must attempt a Reflex save.
The creature is unaffected.
The creature is pushed 5 feet in the direction of your choice. The creature can instead choose to be pushed in another direction. If it does, it falls prone.
The creature is caught in the intense winds of the sphere. The creature is immobilized and flat-footed while caught in the sphere, and can attempt to Escape to leave the sphere. If multiple creatures would become caught within the sphere, you choose one of them to stay within the sphere. The others suffer the effects of a successful saving throw. If you move the sphere, each creature caught within it is ejected.
As failure, except each creature caught within the sphere moves with the sphere when you move it.
Increase the area to a 10-foot square, and any number of creatures can become caught within the sphere.
#### Pillow Talk
SPELL 3
UNCOMMON
ENCHANTMENT
MENTAL
SLEEP
divine, occult
10 minutes (material, somatic, verbal);
Material
a tiny silver bell and scented candles worth 5 gp.
touch
a living sleeping creature
Will
sustained up to 1 minute
You force the target to answer your questions truthfully while it sleeps. The target’s answers are limited to what it normally knows, including the languages it knows. Your questions don’t wake the target, but it can still wake up from other stimuli such as loud noises. If the target wakes up before the spell ends, it remembers the last question you asked. The target attempts a Will save.
The creature awakens unless some force is preventing it from being awake, such as magic or drugs.
The creature must answer one question truthfully.
The creature must answer three questions truthfully.
As failure, and the creature is magically compelled to remain asleep for the duration, ignoring most things that would normally cause it to wake up as long as it doesn’t receive physical harm.
\pagebreakNum ###### 4th Level #### Mind Maze
SPELL 4
UNCOMMON
ILLUSION
MENTAL
INCAPACITATION
arcane, occult
{2A} somatic, verbal
60 feet
1 creature
Will
1 minute
You cause the target to believe that they are stuck within an invisible maze of force. Whenever the creature takes a move action to move using one of its speeds, randomly determine a direction. During that move action, it can only move forwards and backwards in that direction. It can still take its other actions as normal. The target attempts a Will save.
The creature is unaffected.
The creature is affected for 1 minute. Whenever it takes a move action, it can attempt a new will save at the end that action. If it succeeds, the effect ends.
The creature is affected for 1 minute.
As failure, and the creature can only target adjacent creatures for the duration.
#### Spread Weakness
SPELL 4
UNCOMMON
ENCHANTMENT
NEGATIVE
arcane, occult
{2A} somatic, verbal
15 feet
an enemy afflicted by at least one condition with a duration
Spread all conditions with a duration on target to two other enemies with 15 feet of the target. Conditions spread to other enemies have their duration halved (rounded down, minimum 1) on a target and when applied by spread.
Extend spread range to 30 feet
Extend spread range to 30 feet, increase number afflicted by spread to five.
Extend spread range to 30 feet, increase number afflicted by spread to five, and duration is not halved.
###### 5th Level #### Blood Tentacles
SPELL 5
UNCOMMON
NECROMANCY
arcane, divine, occult
{2A} somatic, material;
Material
a fresh handful of your own blood
1 minute
You smear fresh blood across your chest, causing 1d4 + 1 writhing tentacles to burst forth. For the duration of the spell you can use a single action, which has the concentrate trait, to cause one of the tentacles to whip out at a creature within 10 feet of you. It makes a melee spell attack which deals 4d8 bludgeoning damage. If a tentacle hits with an attack, it collapses into dried blood and you gain temporary hit points equal to half the damage dealt. You lose any remaining temporary hit points after 1 minute.
The damage increases by 1d8.
\columnbreak #### Flash Forward
SPELL 5
UNCOMMON
CONJURATION
arcane
{1A} somatic
120 feet
You cheat the laws of time and move quickly before reverting back to your original position. You instantly transport yourself and any items you're wearing and holding from your current space to a clear space within range you can see. If this would bring another creature with you—even if you're carrying it in an extradimensional container—the spell is lost. At the end of your turn, you return to the space you were in before casting the spell unless that space is now occupied. If you take any damage between casting the spell and returning to your original space, that damage is restored when you successfully return.
#### Geyser
SPELL 5
UNCOMMON
EVOCATION
WATER
FIRE
arcane, divine, occult
{2A} somatic, verbal
120 feet
5-foot radius, 30-foot-tall cylinder
Reflex
sustained up to 1 minute
A column of boiling water springs forth from a horizontal surface, creating a rain of scalding droplets. Any creature that enters or starts its turn within a 20-foot radius of the Geyser takes 3d6 fire damage from the scalding rain, and any creature with weakness to water takes damage equal to their weakness.
The geyser deals 6d6 fire damage to each creature that enters the geyser or is occupying the geyser's area at the start of its turn, and must make a reflex save. If a creature enters the geyser with a move action and takes damage from it, that move action is disrupted.
The creature is unaffected.
The creature takes half damage.
The creature takes full damage and is back pushed out of the geyser’s area and knocked prone.
The creature takes full damage and is thrown to the top of the geyser. It then falls down towards a random square 30 feet away from the geyser.
The damage for the geyser and the scalding rain increases by 1d6.
#### Mortal Terror
SPELL 5
UNCOMMON
EMOTION
ENCHANTMENT
FEAR
INCAPACITATION
MENTAL
divine
{2A} somatic, verbal
30 feet
one creature
Will
1 minute
By invoking the futility of mortal existence in the face of the divine, you imbue the target with an exaggerated sense of its own mortality and a drive for self-preservation. The target must attempt a Will save. For the duration of the spell, whenever the target is damaged for the first time each round, increase its frightened condition by one. If the target’s frightened condition exceeds 5 at any point during the duration of the spell, it is transfixed in terror and is paralyzed until its frightened condition is reduced to 5 or below. If the target loses the frightened condition, the effect ends.
\pagebreakNum
The creature is unaffected.
The creature is frightened 1.
The creature is frightened 1, and must succeed a DC 10 flat check to reduce its frightened condition at the end of each of its turns.
The creature is frightened 1, and can’t reduce its frightened value for the duration.
You can target up to five creatures.
#### Parchment Swarm
SPELL 5
UNCOMMON
TRANSMUTATION
arcane, occult
{2A} somatic, material;
Material
a blank parchment or magic scroll
60 feet
one 5-foot square
Reflex
sustained up to 1 minute
You tear the parchment to shreds, animating the fragments into a flying swarm capable of delivering deadly papercuts. The swarm deals 4d4 slashing damage plus 2d4 persistent bleed damage to each creature in the square where it first appears; each creature must attempt a basic Reflex save. On subsequent rounds, you can Sustain this Spell, leaving the swarm in its square or moving it to another square within range and dealing 4d4 slashing damage plus 2d4 persistent bleed damage; each creature in its square must attempt a basic Reflex save. Creatures that succeed at their save take no damage (instead of half).
If the material component used for this spell was a magic scroll, this spell gains an additional effect. Once during the duration of the spell you can use two actions, which have the concentrate trait, to invoke the spell originally written on the scroll. When you do, you create an effect as though you had Cast the Spell written on the scroll, originating from the parchment swarm rather than yourself. If the spell written on the scroll didn’t have a range or an area, this effect fails.
The slashing damage increases by 1d4 and the persistent damage increases by 1d4.
#### Sun's Disdain
SPELL 5
UNCOMMON
CURSE
ENCHANTMENT
divine
{2A} somatic, verbal
Will
touch
one creature
You curse a creature with an alteration to their physiology so that it cannot bear the touch of the sun. The target must attempt a Will save.
The creature is unaffected.
For 1 round, the creature gains weakness 5 to positive damage. As long as the creature is in an area of direct sunlight during the duration, it is dazzled and it takes 1 point of positive damage at the end of its turns.
As success, but the duration is permanent. The curse can be lifted by remove curse or similar magic..
As failure, but the creature is blinded by sunlight instead of dazzled.
\columnbreak ###### 6th Level #### Wall of Bone
SPELL 6
UNCOMMON
CONJURATION
arcane
{3A} somatic, verbal, material;
Material
the bone of a planar creature
120 feet
You conjure a great mass of bones from the underworld. You create a 1-inch-thick wall of bone up to 120 feet long, and 20 feet high. You can shape the wall's path, placing each 5 feet of the wall on the border between squares. Each section of the wall must connect to at least one solid surface excluding other portions of the wall. You must conjure the wall in an unbroken open space so its edges don't pass through any creatures or objects, or the spell is lost.
Each 5-foot-by-5-foot section of the wall has AC 10, Hardness 12, and 45 Hit Points, and it's immune to critical hits and precision damage. A destroyed section of the wall can be moved through, but the rubble created from it is difficult terrain.
Once per round you can use a single action, which has the concentrate and manipulate traits, to cause skeletal arms to extend from the wall, attempting to grab nearby creatures. Make a spell attack roll against the Fortitude DC of each enemy adjacent to a section of the wall. On a success, they are grabbed by that section and take bludgeoning damage equal to 1d6 + your spellcasting ability modifier. The wall’s escape DC is equal to your spell DC, and if a section of the wall that is grabbing a creature is destroyed, it releases its grip on the creature.
###### 7th Level #### Hungry Darkness
SPELL 7
UNCOMMON
DARKNESS
EVOCATION
arcane, divine
{3A} somatic, verbal, material;
Material
the claw or fang of a creature from the plane of shadow
120 feet
20-foot burst
1 minute
Reflex
This spell creates an area of intense blackness. This functions as a 4th level darkness, but filled with unseen chewing teeth and ravenous maws which deals 8d8 slashing damage and 1d6 persistent bleed damage to creatures within the area. Each creature that starts it’s turn in the area must attempt a reflex save.
The creature is unaffected.
The creature takes half damage and no persistent bleed damage.
The creature takes full damage.
The creature takes double damage.
\pagebreakNum #### Expel Blood
SPELL 7
UNCOMMON
EVIL
CONJURATION
arcane
{3A} somatic, verbal, material;
Material
a small bottle of blood coagulant
30 feet
one living creature
sustained up to 1 minute
Fortitude
You animate a portion of the target’s blood, causing it to force itself out of the victim’s body and form into an ooze which deals 3d6 negative damage. The target must attempt a fortitude saving throw. Creatures who lack blood are unaffected by this spell.
The creature is unaffected.
The creature takes half damage and is drained 1 for 1 minute.
The creature takes full damage and is drained 1 for 1 minute. The creature’s lost blood animates into a greater blood ooze which appears in a square adjacent to the target. The ooze gains the summoned trait but does not immediately take its actions when you Cast the Spell. It still gains actions when you Sustain the Spell on subsequent turns.
As failure, and the creature takes 2d6 persistent bleed damage.
#### Greater Blood Ooze
CREATURE 9
UNCOMMON
N
LARGE
OOZE
MINDLESS
+15; motion sense 60 feet, no vision
Acrobatics +21, Stealth +9 (+20 if hiding in a body)
+6
-4
+6
-5
+0
-5
20
+23
+11
+15
220
8
critical hits, mental, precision, unconscious, visual
Blood Pool
Whenever a creature adjacent to a greater blood ooze takes bleed damage, the blood ooze regains an amount of Hit Points equal to the damage dealt.
Greater Clot {R}
The blood ooze is damaged by a piercing or slashing attack.
The blood ooze forms a clot around the wound, reducing the damage taken by 15 (to a minimum of 0). If the triggering attack was caused by a melee weapon, the greater blood ooze can immediately attempt to Disarm that weapon as a free action. If the weapon would fall to the ground, it becomes stuck to the Greater Blood Ooze instead.
10 feet, climb 10 feet
{1A} pseudopod +21 (reach 10 feet)
1d12+14 bludgeoning plus 2d6 persistent bleed
Siphon Vitality {2A}
The greater blood ooze draws forth blood from nearby creatures, causing their flesh to break open and blood to spill out which replenishes the blood ooze. Each living creature within 30 feet takes 9d6 slashing damage (DC 28 basic Fortitude save). The blood ooze regains an amount of Hit Points equal to half the damage Siphon Vitality dealt to the single creature that took the most damage. If the greater blood ooze regains enough hit points to restore it to its maximum hit points, it can immediately use its spawn ooze ability without losing hit points.
Spawn Ooze {1A}
The greater blood ooze splits, creating a lesser spawn. When using this ability, the greater blood ooze loses 30 hit points. The spawn is a blood ooze, which appears in an adjacent unoccupied space. If no adjacent space is unoccupied, the ability fails.
*Greater Blood Oozes are blood oozes given a terrible will through arcane means. Unlike its lesser kind, its hunger for blood is tempered by a hatred for the creature it was once part of.* ###### 8th Level #### Slough
SPELL 8
UNCOMMON
EVIL
NECROMANCY
arcane, primal
{2A} somatic, verbal
30 feet
one living creature
sustained up to 1 minute;
Fortitude
The target starts to forcibly molt as its skin loosens from the body before splitting open in areas and falling off completely. The target must attempt a fortitude save when you Cast the Spell and each time you Sustain the spell.
If the target’s drained value is higher than 5 at any point during the duration, its skin falls of completely to reveal its musculature underneath. The target takes 3d8 points of negative damage and the duration of its highest drained condition increases to 1 month. After this, the spell ends. When the target no longer has the drained condition, its skin has fully regrown. If the target lacks skin or is unaffected by losing its skin due to its physiology, the spell has no effect.
The creature is unaffected.
The creature is drained 1 for the duration of the spell.
The creature is drained 2 for 1 minute. If the creature already had the drained condition, the value of the drained condition increases by 1.
As failure, except the drained value increase is 2.
#### Storm Bolts
SPELL 8
UNCOMMON
ELECTRICITY
EVOCATION
arcane, primal
{1A} to {3A} somatic, verbal
30-foot burst
basic Reflex save
Lightning spills forth from your body in all directions, which deals 5d8 electricity damage to any number of targets in the area. The spell allows for pinpoint accuracy and will not damage anything you wish to exclude from the destruction. For each additional action you use when Casting the Spell, you issue forth an additional burst of lightning, to a maximum of three burst for three actions. Each creature that takes 40 or more damage from this spell is stunned 1, and each creature that takes 80 or more damage is stunned 2. If you issue forth more than one burst, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.
\pagebreakNum #### Waves of Ecstasy
SPELL 8
UNCOMMON
MENTAL
ENCHANTMENT
arcane, occult
{2A} somatic, verbal
30-foot cone
Will save
1 minute
You emanate waves of intense pleasure that cause all targets within range to falter. The shock to the victim’s senses makes the very act of moving their body difficult due to sensory overload. Affected creatures gain the clumsy condition for one round whenever they take actions with the move or attack traits during their turn. The first move or attack action makes it clumsy 1 and subsequent move or attack actions increase the clumsy value by 1. Each creature in the area attempts a will save.
The creature is unaffected.
The creature is stunned 1, and is affected for 1 round.
The creature is stunned 1, and is affected for 1 minute.
As failure, and the creature is clumsy 1 permanently.
The area increases to a 60-foot cone.
###### 9th Level #### Icy Prison
SPELL 9
UNCOMMON
EVOCATION
INCAPACITATION
WATER
arcane, primal
{3A} somatic, verbal, material;
Material
an eyeball encased in ice
120 feet
up to 4 creatures (see text)
Reflex
sustained up to 1 minute
You conjure four pillars of thick ice to trap your targets. Each pillar is capable of holding one large or smaller creature. By using all four pillars together, you can trap a huge creature. Each pillar has AC 10, Hardness 10 and 40 hit points, and is immune to critical hits, cold damage, and precision damage. Each pillar also has weakness 15 to fire damage. Creatures trapped inside the ice can still breathe. Each creature must attempt a reflex save.
The creature is unaffected, and a pillar instead forms in an adjacent square.
The creature becomes partially trapped in ice, and is immobilized for 1 turn. It can escape to remove the immobilized condition.
The creature is trapped in the ice, and becomes restrained for 1 turn. Even if it loses the restrained condition, it is still contained within the ice and must break free by damaging the ice until it breaks or through some other method. If the ice is destroyed before while the creature is still restrained, it loses the restrained condition.
As failure, and the creature remains trapped in the ice even if you don’t sustain the spell.
Increase the number of pillars to 8. You can use 8 pillars together to attempt to trap a single gargantuan creature.
\columnbreak ###### 10th Level #### Transfiguring Touch
SPELL 10
UNCOMMON
TRANSMUTATION
arcane
{2A} somatic, verbal
1 minute
For the duration, you gain absolute mastery over matter, transmuting one object to another with ease. When you Cast the Spell, choose two different types of material from wax, lead, wood, iron or flesh. Up to two of your hands transmute objects into a different chosen material upon touch. Touching the surface of an object is a single action with the interact trait, which lets you convert a 5 foot cube worth of matter into the chosen material. If you touch a petrified creature and the chosen material was flesh, you restore that creature to its normal state.
You can also attempt to transmute a creature by spending two actions with the interact trait to touch them if the chosen material was wax, lead, wood or iron. This functions as
flesh to stone
, except the creature turns into the chosen material instead of stone.
\pagebreakNum # Rituals
###### 1st Level #### Find Companion
RITUAL 1
UNCOMMON
NECROMANCY
primal
1 day (or longer, see heightened rules);
herbs and natural materials worth a total value of 1 gp × the primary caster's level;
none;
Nature (expert)
5 miles
You call upon the local primal spirits of nature for aid in finding a new companion.
As success, but you can specify a specific species of animal and the spirits will search an additional 5 miles in radius for a close equivalent. If you exceed the primary check DC by 15 the spirits also grant a minor boon to the companion of a +1 status bonus to attack rolls, Perception, saving throws, or skill checks that lasts for 1 week.
The primal spirits search for an animal within a 5 mile radius that is suitable to be your companion and guide it to your location. The spirits then aid you in forming a bond with the animal, transforming it into your companion. You can specify the lifestyle (aquatic, amphibious, aerial, or terrestrial) and role in the food chain (carnivore, omnivore, or herbivore) of the animal that the spirits search for. If the spirits cannot find a suitable animal to your specifications, they will either choose the next best option or fail to return.
The primal spirits ignore your request and you fail to summon a companion.
The primal spirits are angered and summon a local animal or monster to attack you.
YThe spirits search in a 10 mile radius for a suitable animal. If you have the
Leshy Familiar
feat you can use this version to search for a new Leshy Familiar without specifying a type of animal, and a critical success lets you specify the general appearance of the Leshy instead of a specific species.
The spirits search in a 15 mile radius for a suitable animal. On a success, you can also specify an unusual family of creature for a familiar instead of an animal (such as a leshy or a ooze), but only if it is a type you can have as a familiar. You cannot specify the exact type of creature further unless you critically succeed. The ritual may take longer if the creature(animals count as creatures) is far away and has a slow travel speed.
The spirits search on a 20 mile radius for a suitable creature. On a success, you can specify the exact type of creature that you want so long as it is a type you can take as a companion. A critical success now grants the companion a minor boon without needing to succeed the primary check by 15. The ritual may take longer if the creature is far away and has a slow travel speed.
As 4th level, but the radius increases by 5 miles per additional level after fifth, you can summon a specific creature you have seen (so long as it is not raising children or otherwise serving as an essential part of nature), and the primal spirits teleport the creature to your location instead of requiring it to travel to you.
###### 3rd Level #### Resurrect Companion
RITUAL 3
UNCOMMON
NECROMANCY
primal
1 day;
herbs and natural materials worth a total value of 5 gp × the primary caster's level;
1
Nature (expert)
Survival
10 feet
the primary caster's dead companion
You attempt to call forth your companions soul and return it to its body. This requires your companions body to be present and relatively intact. Your companion must have died within the past week. If the primal spirits of nature have decided that your companion's time has come or your companion doesn’t wish to return, this ritual automatically fails, but you discover this after the successful Nature check and can end the ritual without paying the cost.
Your companion can be resurrected up to two times against the natural order of life and death. Once two times it has been brought to life, it's third death is final unless the ritual is a critical success.
You resurrect your companion. They return to life with full Hit Points and are a companion appropriate to your current level, and still suffering from any long-term debilitations of the old body. Your companion meets a primal spirit during the resurrection who inspires them, granting them a +1 status bonus to attack rolls, Perception, saving throws, and skill checks for 1 week. Your companion is also permanently changed in some way by their time in the afterlife, such as gaining a slight personality shift, a streak of white on their body, or a strange new birthmark. This resurrection doesn't count against your companion's life limit.
As critical success, except your companion returns to life with 1 Hit Point, does not gain any status bonuses, and still is affected by any long-term debilitations of the old body. This ressurection counts against your companion's life limit.
Your attempt is unsuccessful.
Something goes horribly wrong—an evil spirit possesses the body, the body transforms into a special kind of undead, or some worse fate befalls the target.
You can use Resurrect Companion even with only a small portion of the body; the ritual creates a new body on a success or critical success. Your companion must have died within the past month. The ritual requires two secondary casters, each of whom must be at least half of your level.
You can use Resurrect Companion even without the body but you must provide a dead body of similar creature. Your companion must have died within the past year. The ritual requires four secondary casters, each of whom must be at least half of your level.
\pagebreakNum #### Half-Blood Extraction
RITUAL 5
UNCOMMON
NECROMANCY
arcane
1 day;
high-quality body paint and incense worth 500 gp
2
Occultism (expert)
Fortitude, Medicine
one half-blooded creature
You transform the half-blooded creature into a full-blooded creature. One of the secondary casters must be a full-blooded creature of the same type you intend for the half-blooded creature to become. This secondary caster will provide the blood for the transfusion, and it is this caster that must make fortitude saves during the ritual.
This ritual has no effect on planetouched half-breeds such as tieflings or aasimar, as their heritage is not bound strictly to their blood but rather a mixed quality of their soul.
The target is permanently transformed into a fullblood.
As critical success, but both the target and fullblood secondary caster are drained 2 for one week.
The ritual fails, and both the target and fullblood secondary caster are drained 2 for one week.
The blood transfusion goes horribly wrong and both the target and the fullblood secondary caster must make a fortitude save with a hard DC for twice the ritual’s spell level. If they fail, they die. Otherwise, they take 6d6 bleeding damage and are drained 3 for a week.
The ritual can be used to remove a planetouched heritage. The cost increases to 2000 gp.
The ritual can be used to create a planar pureblood from a planetouched half-breed. This requires a planar creature of the right type as a secondary caster. The cost increases to 30000 gp.
\pagebreakNum # Firearms
### Base Models | Model | Price | Damage | Range | Reload | Bulk | Hands | Traits | |:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | Pistol (Item 3) | 150 gp | 1d8 P | 30 ft.| 1 | L | 1 |
uncommon
Agile, Misfire 2, Fatal d10, Puncture | Musket (Item 3) | 180 gp | 1d10 P | 60 ft.| 2 | 1 | 2 |
uncommon
Misfire 2, Fatal 2d8, Puncture | Blunderbuss (Item 4) | 240 gp | 1d10 P | 20 ft.| 2 | 1 | 2 |
uncommon
Misfire 4, Fatal 2d10, Blast | Rifle (Item 5) | 350 gp | 1d12 P | 80 ft.| 2 | 1 | 2 |
uncommon
Misfire 1, Fatal 2d8, Puncture | Launcher (Item 12) | 850 gp | 2d12 P | 100 ft.| 3 | 2 | 2 |
uncommon
Misfire 5, Fatal 4d8
### Technology Level | Technology Level | Price | Damage | Range | Reload | Bulk | Hands | Traits | |:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | Matchlock | — | — | -10 ft.| +1 | — | — | Misfire +2 | Flintlock | — | — | — | — | — | — | Misfire +1 | Percussion Cap | — | — | — | — | — | — | — | Cartridge Guns | x3 | — | — | — | — | — |
rare
Misfire -1, Magazine 4-6 | Modern Firearms | x5 | — | — | — | — | — |
rare
Misfire -1, Deadly d12, Magazine 6-15
### Ammunition | Model | Price | Damage | Range | Reload | Bulk | Hands | Traits | |:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | Bullets | 2 gp (x10) | — | — | — | — | — | — | | Paper Cartridge¹ | 3 gp (x10) | — | — | — | — | — | Reload -1 | | Metal Cartridge², 4 | 5 gp (x4) | — | — | — | — | — | Reload 0 while cartridge full | | Metal Cartridge², 6 | 9 gp (x6) | — | — | — | — | — | Reload 0 while cartridge full | | Metal Cartridge², 10 | 18 gp (x10) | — | — | — | — | — | Reload 0 while cartridge full | | Metal Cartridge², 15 | 30 gp (x15) | — | — | — | — | — | Reload 0 while cartridge full |
### Design Modifiers | Modifier | Price¹ | Damage | Range | Reload | Bulk | Hands | Traits | |:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | Double Barreled | x1.5 | — | — | +2² | — | — | Magazine 2 | Double Trigger | x1.5 | — | -10 ft. | +2²; | — | — | Multishot 2, Recoil +1, Misfire +2 | Burst Shot³ | x2.5 | — | — | — | — | — | Repeating 3 | Full Auto³ | x5 | — | — | — | — | — | Repeating 4 | Optical Scope | x1.5 | — | — | — | — | — | halve range increment penalty | Night Scope³ | x2 | — | — | — | — | — | darkvision, halve range increment penalty
\pagebreakNum The Firearm weapon category covers all guns and their ammunition. Firearms are considered Advanced weapons or Uncommon or Rare rarity. To design a firearm, choose its base model and a technology level. There are 5 broad firearm technology levels. From least advanced to most they are: matchlocks, flintlocks, percussion caps, cartridge firearms, and modern firearms. Pick appropriate ammunition type and design modification, if necessary. Your choices will modify the firearm statistics, its price, and add new weapon traits or modify existing ones. You can train to use Firearms anytime you gain proficiency with an Advanced weapon, or the *Firearm Training* feat. However, you must be trained in Lore (Firearms) and own a Gunsmith Kit in order to repair and maintain your weapon. Crafting firearms and ammunition requires both training in Lore (Firearms) and the Gunsmith general skill feat. Ammunition are considered of one rarity below the firearm for the purpose of acquiring blueprints or formulas. Propellants like gunpowder or magical propellants are available through Alchemist Research Field (Gunsmith). ### Firearm Qualities ##### Shoddy A weapon with the shoddy trait breaks when the it reaches Jammed 2 condition (or Jammed 3 for Modern firearms). Crafting shoddy firearms decreases the Item Level by 2 and their crafting price is halved. ### Firearm Traits ##### Blast A Weapon with the blast trait fires in a wide area as opposed to the normal means of firing. It cannot target creatures beyond its first range increment, instead it targets all creatures in a cone shaped emanation based on it’s range in a direction of your choice. Rolling to hit once with a -2 circumstance penalty and comparing the result against the AC of each creature in the affected area. Damage is also only rolled once once, applying the result to each creature successfully hit by the blast. ##### Magazine The magazine trait indicates that a weapon can be fired more than once before reloading, whether because it has a magazine that can store multiple rounds or has multiple barrels that need to be reloaded separately. The trait always has a value that indicates how many rounds the weapon can hold. As long as the magazine has bullets in it, the weapon has Reload 0. Multi-barreled weapons have two Reload values: the normal one of the base model, and an increased one to reload all the barrels of the weapon. ##### Misfire The Misfire trait always has a value. When you strike with a weapon with the Misfire trait and the d20 result lands on a number equal to or lower than the Misfire value, the weapon gains the Jammed 1 condition, if it already has the jammed condition it increases its value by 1, potentially breaking the weapon. You can take the Unjam Weapon action to remove that condition. \columnbreak A weapon with the Jammed condition takes an item penalty to attack rolls equal to this value. If the Jammed condition ever reaches Jammed 3, the weapon gains the Broken condition and loses the Jammed condition. Modern firearms only gain the broken condition once they obtain the Jammed 4 conidtion. #### Unjam Weapon {1A}
SKILL ACTION
MANIPULATE
CONCENTRATE
trained in Crafting or Lore (Firearms)
You perform field reparations to a weapon you're holding. Perform a Craft check with a DC equal to the Weapon's Item Level DC + The weapon's Jammed value.
The Jammed condition decreases by 2..
The Jammed condition decreases by 1.
You fail to repair the weapon.
The weapon's Jammed condition increases by 1.
##### Multishot This weapon has the option to fire multiple ammunition as part of the same attack. On a hit within the first range increment, you double the number of weapon dice. You must reload number of ammunition equal to the multishot value before using this optional attack again.
## TECHNOLOGY ERAS ##### Matchlocks The first true firearms, these firearms use a length of lit match to ignite a charge of gunpowder. The gunpowder used at this technology level is usually very crude and prone to unwanted explosions, or not exploding at all when needed. Reload time was slow and tedious.
##### Flintlocks An improvement over the matchlock, a flintlock uses a piece of flint to strike sparks from an iron plate. These sparks then ignite the gunpowder to fire the weapon. Flintlocks were prone tomisfires and the flint had to be properly maintained and frequently changed.
##### Percussion Cap The first truly reliable firearms, made possible by the discovery of fulminates. These guns typically lack the misfire trait, although accuracy (except in rifles) and reloading time is still problematic.
##### Cartridges Instead of needing to load gunpowder, wadding, and bullets separately, integrated cartridges have been developed that contain bullets and powder in a single item. The bullets are spring-loaded in the weapon. This allows for rapid decrease in reload time.
##### Modern Firearms Modern firearms introduce unheard before improvements as semi-auto and full-auto rapid fire, self-loading and other mechanisms that compete with magical effects for effectiveness.
\pagebreakNum ##### Puncture This weapon is made for punching through armor. The critical hit threshold you must beat the AC by is reduced by 1, from the usual 10 to 9. ##### Repeating The repeating trait denotes the weapon is capable of automatic rapid fire. The trait always has a value that indicates the number of ammunition that can be fired with the Rapid Fire action in combat. While using Rapid Fire, the range increment penalty is increased from -2 to -3. #### Rapid Fire {2A}
BASIC ACTION
ATTACK
firearm weapon with repeating trait
You set your firearm to full automatic fire and rain fire at your enemies. Make a number of Strikes equal to weapon's repeating value. If one of the Strikes hits, the target is flat-footed to all subsequent Strikes. You may change targets while while rapid fire as long as the new target is within 5 feet of your current target. During rapid fire, the multiple attack penalty is equal to the weapon's recoil value (minimum of 2).
### Critical Specialization Firearms have one of the following critical specialization effects depending on if they possess the deadly trait or not: **Weapons without deadly trait.** The weapon pierces the target, weakening its attacks. The target is clumsy 1 until the start of your next turn. **Weapons with deadly trait.** The weapon pierces the target, leaving massive bleeding wound and weakening its attacks. The target takes persistent bleed damage equal to 1d4 plus the number of weapon dice rolled. The target is clumsy 1 until it stop taking persistent bleed damage. ### Ammunition To attack with a firearm, it must must be loaded with a complete ammunition load. Unless otherwise stated, each unit of ammunition is composed of a propellant and a projectile, and a number of ammunition can be placed in a cartridge. **Propellant:** This is a propellant for firearm’s projectile. Unless otherwise specified, an ammunition load must have a propellant, cannot have more than one, and can use any propellant of the appropriate ammunition type. **Projectile:** This is the projectile for a firearm. Unless otherwise specified, an ammunition load must have a projectile, cannot have more than one, and can use any projectile of the appropriate ammunition type. **Cartridge:** Cartridges are pre assembled loads of a projectile and a propellant. These might take the form of paper cartridges, metal cartridges, or more exotic assemblies. Unless otherwise specified, they must be composed of a single projectile and a single charge of propellant. #### Gun Powder
ITEM 1+
UNCOMMON
CONSUMABLE
ALCHEMICAL
PROPELLANT
10
L
for firearms
The propulsive force behind bullets and pellets. Gunpowder can be used for more than just firing guns. The prices listed here are for 5 charges of gunpowder. Better made gunpowder makes your attack’s damage more consistent.
crude
1
5 sp
improved
3
5 gp
Damage dice that roll a 1 count as 2’s. This is a fortune effect.
refined
5
20 gp
Damage dice that roll a 1 and 2 count as 3’s. This is a fortune effect.
pure
10
100 gp
Damage dice that roll a 1, 2 and 3 count as 4’s. This is a fortune effect.
##### FIREARM CRAFTING OPTIONS | Model | Level | Price | Bulk | Qty | |:---|:---:|:---:|:---:|:---:|
UNCOMMON ammunition
|
| | | | | |:---|:---:|:---:|:---:|:---:| | Gunpowder Charge (Crude) | 1 | 5 sp | L | 5 | | Gunpowder Charge (Improved) | 3 | 5 p | L | 5 | | Gunpowder Charge (Refined) | 5 | 20 gp | L | 5 | | Gunpowder Charge (Pure) | 10 | 100 gp | L | 5 | | Bullet (metal jacket) | 1 | 1 gp | L | 5 | | Bullet (rubber) | 1 | 1 sp | L | 5 | | Dragon's Breath (Lesser) | 1 | 10 gp | L | 1 | | Dragon's Breath (Moderate) | 3 | 30 gp | L | 1 | | Dragon's Breath (Greater) | 11 | 300 gp | L | 1 | | Dragon's Breath (Major) | 17 | 3000 gp | L | 1 | | Tangleshot (Lesser) | 1 | 7 gp | L | 1 | | Tangleshot (Moderate) | 3 | 23 gp | L | 1 | | Tangleshot (Greater) | 11 | 230 gp | L | 1 | | Tangleshot (Major) | 17 | 2300 gp | L | 1 |
rare ammunition
|
| | | | | |:---|:---:|:---:|:---:|:---:| | Armor Piercing (Crude) | 5 | 50 gp | — | 1 | | Armor Piercing (Improved) | 10 | 250 gp | — | 1 | | Armor Piercing (Refined) | 14 | 1250 gp | — | 1 | | Armor Piercing (Pure) | 17 | 5000 gp | — | 1 |
EQUIPMENT
|
| | | | | |:---|:---:|:---:|:---:|:---:| | Gunsmith Kit | 1 | 10 gp | 1 | 1 | | Quick Loader | 5 | 10 gp | L | 1 |
#### Bullets
ITEM 1
UNCOMMON
CONSUMABLE
ALCHEMICAL
PROJECTILE
10
L
for firearms
This is the most basic form of projectile for percussion cap and earlier firearms. A bullet must be combined with gunpowder in order to make one unit of ammunition. Rubber bullets sting when they hits its target and have the nonlethal trait. Bullets can be made from precious materials to evade resistances:
\pagebreakNum | Precious Metals | Level | Price | Bulk | Qty | |:---|:---:|:---:|:---:|:---:| | Cold Iron | — | 2 gp | L | 10 | | Silver | — | 5 gp | L | 10 | | Adamantium | — | 50 gp | L | 10 |
#### Dragon's Breath
ITEM 1+
UNCOMMON
CONSUMABLE
ALCHEMICAL
PROPELLANT
1
L
for firearms
Named because shots with guns using this alchemically treated gunpowder resemble a dragon’s breath. The propellant forms a cloud of elemental energy expelled from the muzzle of the firearm. Electricity, fire, frost, and acid are the most common formulations. The propellant is used instead of gunpowder to make 1 ammunition. The target takes an additional 1d6 damage of the dragon breath’s damage type and additional effect depending on the type and quality of the dragon's breath.
##### Dragon's Breath (Acid)
Those affected must make a Reflex save against the Dragon’s Breath’s DC. The effects of the save are:
Dragon’s Breath has no effect.
The affected creature takes only 1 persistent acid damage per weapon die.
The affected creature takes the indicated dice of persistent acid damage.
As failure, but the affected creature takes double the persistent acid damage. Also worn items take acid damage equal to the persistent damage (before doubling) for 1 turn.
lesser
1
10 gp
The DC is 17, and 1d4 persistent acid damage and 1 splash damage.
moderate
3
30 gp
The DC is 20, and 2d4 persistent acid damage and 2 splash damage.
greater
11
300 gp
The DC is 28, and 3d4 persistent acid damage and 3 splash damage.
major
17
3000 gp
The DC is 36, and 4d4 persistent acid damage and 4 splash damage.
##### Dragon's Breath (Fire)
Those affected must make a Reflex save against the Dragon’s Breath’s DC. The effects of the save are:
Dragon’s Breath has no effect.
The affected creature takes only 1 persistent fire damage per weapon die.
The affected creature takes the indicated dice of persistent fire damage.
As failure, but the affected creature takes double the persistent acid damage. Also flammable carried items take fire damage equal to the persistent damage (before doubling) for 1 turn.
lesser
1
10 gp
The DC is 17, and 1d6 persistent fire damage.
moderate
3
30 gp
The DC is 20, and 2d6 persistent fire damage.
greater
11
300 gp
The DC is 28, and 3d6 persistent fire damage.
major
17
3000 gp
The DC is 36, and 4d6 persistent fire damage.
##### Dragon's Breath (Electricity)
Those affected must make a Reflex save against the Dragon’s Breath’s DC. The effects of the save are:
Dragon’s Breath has no effect.
lesser
1
10 gp
The DC is 17. The failure effects are:
The target is flat-footed.
moderate
3
30 gp
The DC is 20. The failure effects are:
The target is flat-footed and stunned 1.
The target is flat-footed and stunned 2.
greater
11
300 gp
The DC is 28, and 3d6 persistent fire damage.
The target is flat-footed and stunned 2.
The target is flat-footed and stunned 2 for 1d4 rounds.
major
17
3000 gp
The DC is 36, and 4d6 persistent fire damage.
The target is flat-footed and stunned 2.
The target is flat-footed and paralyzed for 1d4 rounds.
##### Dragon's Breath (Frost)
This propellant can affect a target or a 5 foot square of the terrain. When aimed at a target, those affected must make a Reflex save against the Dragon’s Breath’s DC. When aimed at terrain, make an attack roll against DC 15. The effects of the save are:
Dragon’s Breath has no effect.
lesser
1
10 gp
The DC is 17. The terrain is coated with ice, making it difficult terrain. These effects last for 1d4 rounds in normal weather (32 - 100°F), but can be adjusted based on the current weather. For targets, the failure effects are:
The target takes a -5 foot status penalty to their speed for 1d4 rounds.
moderate
3
30 gp
The DC is 20. The terrain is coated with thick ice and lasts 1d6 rounds in normal weather. For targets, the failure effects are:
The target takes a -5 foot status penalty to their speed for 1d4 rounds.
The target takes a -5 foot status penalty to their speed for 1d4 rounds and is slowed 1.
greater
11
300 gp
The DC is 28. The terrain is coated with cracked sharp icicles making it a greater difficult terrain and lasts 2d4 rounds in normal weather. For targets, the failure effects are:
The target takes a -5 foot status penalty to their speed for 1d4 rounds and is slowed 1.
The target takes a -10 foot status penalty to their speed for 1d4 rounds and is slowed 2.
major
17
3000 gp
The DC is 36. The terrain is coated with solid sharp icicles making it a greater difficult terrain and lasts 3d4 rounds in normal weather. The effect also becomes a 5 feet emanation. For targets, the failure effects are:
The target takes a -5 foot status penalty to their speed for 2d4 rounds and is slowed 1.
The target takes a -10 foot status penalty to their speed for 2d4 rounds and is slowed 2.
\pagebreakNum #### Tangleshot
ITEM 1+
UNCOMMON
CONSUMABLE
ALCHEMICAL
PROPELLANT
1
L
for firearms, rubber bullets only
These alchemical slugs are coated in a special resin that allows them to be loaded into a weapon as normal. When fired, the explosive energy of the gunpowder vaporizes this coating and melts the sticky resin that makes up the bulk of the bullet, releasing a cone of liquid that quickly solidifies into sticky webbing, dealing the weapon’s damage as well as replicating the effect of a tanglefoot bag of the equivalent quality. Both the weapon’s and the tanglefoot bag’s critical effects occur.
lesser
1
7 gp
The target takes a –10-foot penalty, and the Escape DC is 17.
moderate
3
23 gp
The target takes a –15-foot penalty, and the Escape DC is 19.
greater
6
550 gp
The target takes a –15-foot penalty, and the Escape DC is 28.
major
12
5500 gp
The target takes a –20-foot penalty, and the Escape DC is 37.
#### Armor Piercing
ITEM 1+
RARE
CONSUMABLE
ALCHEMICAL
PROJECTILE
1
L
for firearms
A rare cartridge made of an adamantine alloy, it requires special forging techniques. This round comes in several levels of quality, which determine its effectiveness. The rounds can also be combined with any gunpowder purity to also gain the gunpowder’s benefit; the cost for this combined round is equal to the cost of the armor piercing round and the gunpowder.
lesser
5
50 gp
The attack ignores the first 5 points of piercing resistance.
moderate
10
250 gp
The attack ignores the first 5 points of piercing resistance. The attack's critical threshold is reduced by 1.
greater
12
450 gp
The attack ignores the first 10 points of piercing resistance. The attack's critical threshold is reduced by 1.
major
17
3000 gp
The attack ignores the first 10 points of piercing resistance. The attack's critical threshold is reduced by 2.
### Equipment ##### Gunpowder (Dose)
held with 1 hand
L
5 sp
This greyish-black powder is the fuel behind all firearms. Capable of igniting at great speeds, gunpowder can be used for all sorts of things, so long as that thing requires explosions or fire. A single dose of gunpowder deals 1d4 fire damage if ignited.
##### Gunpowder (Horn)
5 gp
;
1
A horn of gunpowder safely holds 10 doses of Gunpowder. Once all 10 doses have been used, you can pay the cost of 10 doses of gunpowder to refill your horn. A horn, when ignited, deals 2d6 fire damage with a Basic Reflex save (DC 15) to anyone in a 5 foot of the horn.
##### Gunpowder (Keg)
10 gp
;
2
A keg of gunpowder can hold 20 doses of gunpowder. Once all 20 doses have been used, you can pay the cost of 20 doses of gunpowder to refill your keg. If the keg ever takes any amount of fire damage, the keg will ignite and explode. Dealing 4d6 fire damage with a Basic Reflex save (DC 20) to anyone in a 10 foot radius of the keg.
##### Gunpowder (Barrel)
15 gp
;
3
A keg of gunpowder can hold 30 doses of gunpowder. Once all 30 doses have been used, you can pay the cost of 30 doses of gunpowder to refill your barrel. If the barrel ever takes any amount of fire damage, the barrel will ignite and explode. Dealing 7d6 fire damage with a Basic Reflex save (DC 25) to anyone in a 15 foot radius of the barrel.
##### Gunsmith Kit
UNCOMMON
This kit contains all of the tools and supplies needed for maintaining a firearm and making ammunition for firearms. A gunsmith kit is required for either of these downtime activities. Constructing a firearm requires many more tools and supplies, typically requiring a shop or manufactory.
A gunsmith's kit contains 20 uses. Once they are spent, it can be refilled with oils and supplies for 5 gp.
##### Quick Loader
RARE
A quick loader is used to rapidly reload a revolver style firearm. The quick loader must be built for the size of revolver in question (based on its capacity).
The quick loader reduces the reload time of the revolver to a single action. The entire revolver must be reloaded at once using this device. If the revolver is not empty, you must spend an action to empty the revolver onto the ground before using the quick loader; you can increase this to two actions to stow the recovered ammunition as well. Loading a quick loader with ammunition requires as much time as loading a revolver of its size.
\pagebreakNum # Simple Gear
Items with the obelisk symbol † are modified versions of officially published rules.
## New Rules ### Consumable Tools *Alchemist tools, Artisan tools, Healer's tools, Material Component Pouch and Repair kit* have 20 uses, and each time you attempt a check that lists a tool as prerequisite one use is spent. Once all uses are spent, the item is destroyed unless it provides an item bonus to the skill check. Tools with an item bonus can be refilled with the contents of a normal tool of the same type. Alchemist's *Advanced Alchemy* requires the alchemist tool and spends two uses of the tool if one or more units of daily infused reagents is used to make alchemical items. *Material component pouch* can refill during your daily preparations if you spend 1 sp per 5 uses to purchase missing ingredients, or spend 1 hour per 5 uses to collect them from your environment (where the GM allows). *Disguise kit* has only one use but can be replenished with *replacement cosmetics*. *Elite disguise kit* has only one use and can be replenished with *elite cosmetics*. ### Clothes and Prepared Items Clothing has pockets that can be used to store items. Each pocket can contain up to three items of negligible Bulk or up to 1 item of light Bulk. The GM can restrict some pockets to negligible Bulk only if they are decorative instead of practical. Items stored in pockets are considered *prepared* and the rules for retrieving items from bandoliers apply to them. Ordinary clothes have 2 pockets. Winter clothes have 4 pockets. Fine clothes have 1 pocket. Explorer's clothing have 6 pockets. If you wear any clothes and another light, medium or heavy armor on top of them, maximum of two pockets can be accessed no matter how many pockets the clothing has. Your clothing also has a belt that can have one item of up to 1 Bulk attached to it, usually the sheath of your weapon. For the price of a belt pouch, you can purchase a tool belt that allows up to 4 items of light Bulk attached to it. Items stored on your belt are considered *stowed* and the rules for retrieving items from satchels apply to them. Any pocket on your clothes can be made hidden. Hidden pockets can only contain one item of negligible Bulk. Items in a hidden pocket cannot be detected using vision, and have +4 circumstance bonus to your Stealth DCs against being detected with touch. Padded Armor can have up to 2 hidden pockets, and its pockets can also contain one item of light Bulk. Items stored in clothing are considered *stowed* and use the rules for retrieving items from satchels. If you wear another armor over your clothes, items stored in hidden pockets under your clothes are considered *stored* and use the rules for retrieving items from backpacks. Items stored inside a pocket are considered as part of your clothing. If your clothing gains the *broken* condition, any excess damage dealt to your clothing is also dealt to every item in all its pockets. ### Limit on Containers You can carry unlimited amount of worn satchels and bandoliers however you can benefit from the increased ease of retrieving items from several of them only. Designate up to 3 belt pouches or bandoliers and up to 2 satchels as your primary ones. All the rest count as backpacks for the purpose of retrieving items from them. ### Animal Carrying Capacity A quadrupedal animal can be equipped with one saddlebag if Medium size. An additional saddlebag can be added per size category above Medium. The animal can comfortably carry you and up to the Bulk limit of its saddlebags. A *saddlebag* worth 2 sp holds up to 3 Bulk of items. A number of Bulk do not count against its Bulk limit equal to the animal's Strength modifier. If you are carrying or stowing the saddlebag it is light and when equipped on an animal its bulk is negligible. A quadrupedal animal can be put to pull a cart. Carts have size categories starting with Medium. Carts require at least one animal of a size category above the cart's, or two animals of its size category. A cart worth 5 gp can hold up to 30 Bulk worth of items if Medium, and each category above Medium increase that limit by additional 20 and its price by 5 gp. The speed of the cart depends on the animals that pull it. The animal Speed is reduced by 5 feet when they are put to pull a cart, and by additional 5 feet if the cart contains items with total Bulk equal or higher than half the maximum. Shoddy or damaged carts further decrease the speed by additional 5 feet. \pagebreakNum ## New Items #### Caltrops †
ITEM 1
3 sp
L
1
These four-pronged metal spikes can cause damage to a creature’s feet. You can scatter caltrops in an empty square adjacent to you with an Interact action. You can spend three additional Interact actions to lace enough of the caltrops in one square with one use of an alchemical item with poison and the injury trait. You can spend an additional Interact action per square to hide the caltrops using environment (such as covering them with leaves in the forest). If you choose to do so, make a Stealth or Survival check and remember the value as concealment DC. The first creature that moves into or leaves that square must succeed at a DC 14 Acrobatics check, or a Perception check against the caltrops' concealment DC if they are hidden. If the creature fails, it takes 1d4 piercing damage and 1 persistent bleed damage, and contacts any poison applied. A creature taking persistent bleed damage from caltrops is clumsy 1 and takes a –5-foot penalty to its Speed. It also takes 1 piercing damage for each 5 feet of distance unless it spends an Interact action to pluck the caltrops free. Removing the caltrops removes the clumsy condition and reduces the flat check to stop persistent damage to DC 11. Once a creature takes damage from caltrops, enough caltrops are ruined that other creatures moving into the square are safe. Deployed caltrops can be salvaged and reused if no creatures took damage from them. Otherwise, enough caltrops are ruined that they can’t be salvaged.
#### Harness of Riding
ITEM 1
50 sp
worn on back
L when stored, 4+Wearer Bulk when worn
4
16
8
Harness made of leather straps and a small standing platform that allows a Small creature to climb up and ride on the back of a Medium creature. The riding creature must use one of its actions and one free hand to sustain a tight grip on the harness on each of its turns. The wearer of the harness takes -2 circumstance penalty to all Reflex saves. The rider in the harness uses the wearer's Reflex bonus for saving throws. Both wearer and the riding creature have +1 circumstance bonus to AC but if an attack targeted at one of the creatures misses by one, it automatically hits the other creature.
#### Pocket Sand {1A}
ITEM 1
ATTACK
CONSUMABLE
MANIPULATE
VISUAL
free, takes {2A} to collect from sandy ground
worn on back you must have a free hand and a pocket or pouch that is devoted to holding sand.
You quickly reach into your pocket and toss a small handful of sand into your enemy's eyes. Attempt a Thievery check against their Reflex DC. If you are an expert in Thievery, this attack does not trigger reactions caused by the manipulate trait. Creatures that do not have eyes or whose eyes are covered are immune.
The target is blinded until the end of their next turn.
The target is dazzled until the end of their next turn. A creature dazzled by Pocket Sand can spend an Interact action to rub their eyes, ending the effect
lye dust
2
3 sp
Lye thrown at the eyes of a target has the same effect as pocket sand, except on a critical success the target takes 1d4 persistent acid damage.
glass sand
3
5 sp
It takes 1 hour to break glass into fine sand. It has the same effect as pocket sand, except on a critical success the target takes 1d4 persistent damage.
#### Shield †
ITEM 1+
All shields have the
shove
trait. However, shields can only shove targets of size equal to their wielder's size or smaller.
#### Shield Boss †
ITEM 1
5 sp
—
1
Typically a round, convex, or conical piece of thick metal attached to the center of a shield, a shield boss increases the bludgeoning damage of a shield bash. If the target of your shield bash benefits from AC bonus from a shield, you may choose to deal no damage with a successful shield bash. If you choose so, the target no longer benefits from its Raise Shield action and cannot take a Shield Block reaction (or similar reactions using its shield) until the start of its next turn. **Critical Specialization Effect** (Shield) You knock the target back from you 5 feet. This is forced movement (page 475).
#### Weighted Net {1A}
ITEM 1
ATTACK
MARTIAL
MELEE
1 gp
held with 1 hand
1
0
15 ft.
the grabbed creature's AC -5
2
8
4
bludgeoning
piercing 5
Used to distract and snare enemies, this weapon is swung short distances or thrown up to its first range increment. A large or smaller creature hit by a net takes -10-foot penalty to its Speed and is flat-footed until the end of its next turn. The effect only applies to the last target hit by the net. A net has no effect on creatures that are formless, or creatures that are Huge or larger.
(Net) The target is grabbed until freed or no longer within the reach of the wielder. While the target is grabbed, the net can't be used to attack any other targer. A creature can use the Escape action against a DC 20 to free itself or another creature within reach. Dealing slashing damage can cause a net to become broken, freeing a creature without harming it.
\columnbreak \pagebreakNum # Magical Gear
## Minor Runes Minor runes are another class of runes which can be etched on various items. Unless otherwise specified, they can be etched onto weapons and armor without a fundamental rune and they don’t count against the number of property runes an item can hold. All items can hold up to 1 minor runes without needing to have a fundamental rune, and an item with at least one fundamental rune can hold up to 2 minor runes. If an item has multiple etchings of the same rune, only one of the runes applies. You can upgrade and transfer minor runes in the same way as fundamental and property runes. ##### LIST OF MINOR RUNES
| | |:---:| | Animating | | Attracting | | Bonding | | Chilling | | Chiming | | Cloning | | Coloring | | | |:---:| | Dictating | | Durable | | Evergreen | | Flavoring | | Folding | | Glowing | | Quieting | | | |:---:| | Renewing | | Swinging | | Warning | | Evergreen | | Flavoring | | Folding | | Glowing | | | |:---:| | Quieting | | Renewing | | Swinging | | Warning | | | | | | |
#### Animating
RUNE 1+
MAGICAL
TRASMUTATION
etched onto an item of limited Bulk
This minor magic can animate simple items into mindless minions who follow simple commands. The etched item gains the construct and mindless traits as well as a 5-foot flying speed, but it must be within 1 foot of a surface that could hold its weight while using this speed. See Table 11-4 (
Corebook
, pg. 577) for item hardness, hit points, and broken threshold. The item has AC 5 and can only take the Stride and Interact actions. The GM decides what Interact actions are appropriate for the item’s form and any additional actions it may be able to take.
{1A} command, envision
You speak the item’s name and issue it a simple command. The item uses up to 2 actions each round to carry out the command to the best of its ability until the task is completed.
animating
1
10 gp
The item must be of light or negligible Bulk.
greater animating
6
160 gp
The item must be 5 Bulk or less.
major animating
12
960 gp
The item must be 25 Bulk or less.
\columnbreak #### Attracting
RUNE 3
RARE
MAGICAL
TRASMUTATION
etched onto two items
These runes are etched in pairs, an invisible, intangible, and indestructible thread of force connecting them. The etched items cannot be separated by more than a commanded distance.
{1A} command, Interact
With the two etched items touching, you speak a distance between 0 and 30 feet. This sets the length of the thread connecting the runes, and thus the maximum separation between the items.
attracting
3
55 gp
The item must be 25 Bulk or less.
#### Bonding
RUNE 2+
UNCOMMON
DIVINATION
MAGICAL
etched onto two items
These runes are etched in pairs. While two creatures without the mindless trait bear the etched items and are within 1 mile of one another, they can form brief empathic links.
{1A} envision
Thinking of the bearer of the other etched item, you gain knowledge of their current emotional state and can communicate very simple ideas.
bonding
2
25 gp
greater bonding
6
160 gp
As
bonding
but Activate is a free action ({0A}) and etched items must be within of 100 miles of one another.
major bonding
12
960 gp
As
greater bonding
but the empathic link can be formed as long as the bearers are on the same plane.
#### Chilling
RUNE 1+
MAGICAL
TRASMUTATION
etched onto a container or clothing
When activated, this simple rune absorbs heat, chilling the interior of the item which it emblazons.
{1A} command
The item is activated (or deactivated if it was already active). If the etched item is a container, up to 1 Bulk of items or materials can be placed inside and are cooled to just above the freezing temperature of water. If the etched item is clothing, it negates the effects of severe heat and the damage from extreme heat is halved.
bonding
1
10 gp
greater bonding
6
160 gp
The maximum capacity for a container is 5 Bulk. For clothing, the effects of severe and extreme heat are negated and the damage from incredible heat is halved.
major bonding
12
960 gp
The maximum capacity for a container is 25 Bulk. For clothing, the effects of severe, extreme, and incredible heat are negated.
\pagebreakNum #### Chiming
RUNE 0
MAGICAL
TRASMUTATION
1 gp
etched onto an item
For the individual who tends to lose things. This simple bell-shaped rune can be taught to make a responding chime to the sound of a voice.
{1A} command, Interact
You speak the command “chime” while holding the item to your forehead and the item learns to react to your voice.
{1A} command, Interact
You speak the command “rest” while holding the item to your forehead, the item forgets your voice and no longer reacts to you.
{1A} command
If the item has learned to react to your voice, when you speak the command “chime”, the item emits the sound of a small bell that can be heard clearly up to 30 feet away through open air.
#### Cloning
RUNE 1+
RARE
MAGICAL
TRASMUTATION
etched onto an item of limited Bulk
This rune is typically etched on a chunk of raw material in order to make perfect copies of existing items.
{1A} command, Interact
You place the etched item against another item of equal or lesser Bulk which you wish for it to copy and speak the command word. The etched item changes shape to match the present shape of the cloned item but retains its original material composition and Bulk. If the cloned item possesses moving parts, they are not copied by the etched item.
cloning
1
10 gp
The item must be of light or negligible Bulk.
greater cloning
6
160 gp
The item must be 2 Bulk or less.
major cloning
12
960 gp
The item must be 5 Bulk or less.
#### Coloring
RUNE 0+
MAGICAL
TRASMUTATION
1 gp
etched onto an item
A favorite of the fashion-minded across the land, with this rune etched on your items, you can change their colors at-will.
{1A} command, envision
You speak the name of a color as you envision the item in that color. The item is colored as imagined, or as closely as possible within the restrictions of its rune’s type.
coloring
0
1 gp
The item can take on only one solid color.
greater coloring
2
25 gp
The item can take on simple patterns of multiple colors (e.g. plaid or stripes).
major coloring
6
160 gp
The item can take on any pattern which you can envision.
\columnbreak #### Dictating
RUNE 1+
UNCOMMON
MAGICAL
TRASMUTATION
etched onto an item
This simple rune in the shape of a quill can be etched on any item.
{1A} command
You activate the item. If the item was already active, it becomes inactive instead. When activated, your spoken words are inscribed on the surface of the object in small but legible font.
{1A} command, Interact
You touch the rune and speak the command word “erase.” All of the words that had been inscribed on the item are removed.
dictating
1
10 gp
The item can take on only one solid color.
greater dictating
6
160 gp
The item gains the following additional activation which allows it to transfer its inscriptions.
{1A} command, Interact
You touch the etched item to a piece of parchment and speak its command word. All of the words that had been inscribed on the item are transferred to the parchment.
#### Durable
RUNE 1+
ABJURATION
MAGICAL
etched onto an item
The outline of a shield imbues the etched item with a greater resilience to damaging effects. The item has resistance 5 to physical damage.
durable
1
10 gp
greater durable
6
160 gp
The item has resistance 10 to physical damage.
major durable
12
960 gp
The item has resistance 15 to all damage.
#### Evergreen
RUNE 1+
MAGICAL
NECROMACY
POSITIVE
etched onto a container
A bit of positive energy emanates from the rune, attuned to plant life. Up to 1 Bulk of plants can be placed in the etched item and will remain nourished and healthy regardless of other environmental factors. Plant creatures without the mindless trait placed inside the item gain nourishment but no additional benefits.
evergreen
1
10 gp
greater evergreen
6
160 gp
Up to 5 Bulk of plants can be placed within.
major evergreen
12
960 gp
Up to 25 Bulk of plants can be placed within.
#### Flavoring
RUNE 2+
MAGICAL
TRANSMUTATION
etched onto a container
Inspired by the bland foods of long journeys, this rune’s magic can re-flavor any material..
\pagebreakNum
{1A} command, envision
With up to 1 Bulk of materials inside the etched item, you speak the name of a flavor while imagining its taste and scent in your mind. The materials within the etched item take on the scent and taste of the ascribed flavor, although no other properties or traits are changed.
flavoring
2
16 gp
greater flavoring
6
160 gp
Up to 5 Bulk of materials can be flavored.
major flavoring
12
960 gp
Up to 25 Bulk of materials can be flavored.
#### Folding
RUNE 1+
UNCOMMON
MAGICAL
TRASMUTATION
etched onto an item that can be held in one or two hands
This simple rune can very briefly turn solid materials malleable and reshape them into set forms before they become solid again. The item has two set forms designated mentally when the rune is etched: its natural form and a folded form.
{1A} envision
you draw or stow the etched item
The item immediately shifts from its current set form to the other set form.
folding
1
10 gp
greater folding
6
160 gp
When in its folded form, the Bulk of the item is halved. If the original Bulk value was 1, the folded item is considered light. If the original Bulk value was light, it is considered negligible when folded.
major folding
12
960 gp
When in its folded form, the Bulk of the item is one-tenth of normal. If the Bulk value would be less than 1, it is considered light it is considered negligible.
#### Glowing
RUNE 0+
EVOCATION
LIGHT
MAGICAL
etched onto an item
When active, the item glows faintly, shedding magical light like a candle (dim light in a 10-foot radius).
{1A} command, Interact
The item is activated. If it was already active, it is deactivated instead.
glowing
0
1 gp
greater glowing
2
25 gp
When activated, the item sheds magical light like a torch (20-foot radius of bright light, and an additional 20 feet of dim light).
#### Queting
RUNE 2+
UNCOMMON
ILLUSION
MAGICAL
etched onto an item that can be worn
A simple rune can quiet the noise of the world around you. While the item is worn, the wearer is deafened.
quieting
2
25 gp
greater quieting
10
725 gp
supply one 2nd-level casting of
silence
The wearer is deafened and under the effects of a 2nd-level
silence
spell.
\columnbreak
major quieting
18
1,285 gp
supply one 4th-level casting of
silence
The wearer is deafened and under the effects of a 4nd-level
silence
spell.
#### Renewing
RUNE 1+
RARE
MAGICAL
TRANSMUTATION
etched onto an item
For the proper individual who wants to stay tidy while traveling or for those prone to scratching and wearing out their favorite items. As long as it is not destroyed, the etched item automatically regains 1 hit point every hour, although it cannot restore missing pieces.
{1A} command
The item is freed from filth and any nicks, tears, or other minor wear is repaired. This does not restore hit points.
renewing
1
10 gp
greater renewing
6
160 gp
The item regains 1 hit point every 10 minutes.
major renewing
12
960 gp
The item regains 5 hit points every 10 minutes.
#### Singing
RUNE 1
UNCOMMON
AUDITORY
ILLUSION
MAGICAL
etched onto an item
These runes are usually crafted while a song is played, storing the sounds of the song in the item to be played later. Among the more musically inclined high society, songs are often traded among their decorative etched items. The volume of the sound depends on the item on which it is etched. An object of less than 1 Bulk produces sound clearly audible within 10 feet, and the distance increases by 10 feet for each additional 1 Bulk. When paired with a quieting rune, only the deafened creature hears the song and this auditory effect overrides their deafened condition.
{1A} command
You speak the command word naming the song in the item and it plays the song through to its end.
{1A} command<, Interact
You press the etched item against a second item with a singing rune and speak the second item’s command, replacing the current song with the second item’s song.
singing
1
10 gp
#### Warming
RUNE 1+
AUDITORY
ILLUSION
MAGICAL
etched onto a container or clothing
When activated, this simple rune releases heat, warming the interior of the item which it emblazons.
{1A} command
The item is activated (or deactivated if it was already active). If the etched item is a container, up to 1 Bulk of items or materials can be placed inside and are warmed to just above 140°F (60°C) . If the etched item is clothing, it negates the effects of severe cold and the damage from extreme cold is halved.
warming
1
10 gp
\pagebreakNum
greater warming
6
160 gp
The maximum capacity for a container is 5 Bulk. For clothing, the effects of severe and extreme cold are negated and the damage from incredible cold is halved.
greater warming
12
960 gp
The maximum capacity for a container is 25 Bulk. For clothing, the effects of severe, extreme, and incredible cold are negated.
## Fundamental Runes These special optional runes for shields will allow you to upgrade your current shields instead of having to aim for specific magical shields. #### Shield Potency
ITEM 4+
ABJURATION
MAGICAL
etched onto shield or two hands
A magical rune is etched on the back side of the shield, enhancing its defenses and allowing it to protect you even further than a regular shield. The rune increases the shield's Hardness as well as its Hit Points (HP) and Break Threshold (BT).
shield potency +1
4
100 gp
Increase the shield's Hardness by 3, Its HP by 20 and BT by 10.
shield potency +2
7
360 gp
Increase the shield's hardness by 6, its HP by 40 and BT by 20.
shield potency +3
10
1,000 gp
Increase the shield's hardness by 9, its HP by 60 and BT by 30.
shield potency +4
13
3,000 gp
Increase the shield's hardness by 12, its HP by 80 and BT by 40.
shield potency +5
16
10,000 gp
Increase the shield's hardness by 15, its HP by 100 and BT by 50.
shield potency +6
19
40,000 gp
Increase the shield's hardness by 18, its HP by 120 and BT by 60.
## Weapon Property Runes These special optional runes for shields will allow you to upgrade your current shields instead of having to aim for specific magical shields. #### Reliable
ITEM 7+
ENCHANTMENT
MAGICAL
FIREARM
etched onto a weapon with the Misfire trait or two hands
This weapon is reliable and has a reduced chanse of misfire.
reliable
7
340 gp
Reduce the value of the Misfire trait by 1.
greatly reliable
7
4,300 gp
Reduce the value of the Misfire trait by 2.
\pagebreakNum # Basic Actions
Actions with the obelisk symbol † are modified versions of officially published rules.
#### Aid † {R}
An ally is about to use an action that requires a skill check or attack roll.
The ally is willing to accept your aid, and you have prepared to help (see below).
You try to help your ally with a task. To use this reaction, you must first prepare to help, usually by using the Ready action during your turn. You must explain to the GM exactly how you're trying to help, and they determine whether you can Aid your ally. When you use the Aid reaction, attempt a skill check or attack roll of a type decided by the GM. The typical DC is 20, though the GM may choose to adjust thia DC for particularly easy or hard tasks. If you are an expert, you may instead attempt a DC 30 check to increase the circumstance bonus on a successful check to +2, if you're a master you may instead attempt a DC 40 check to increase the bonus to +3, and if you're legendary you may instead attempt a DC 50 check to increase the bonus to +4. The GM can add any relevant traits to your preparatory action or your Aid reaction depending on the situation, or even allow you to Aid checks other than skill checks and attack rolls.
You grant your ally a +1 circumstance bonus to the triggering check and if they roll a critical failure they instead get a failure.
You grant your ally a +1 circumstance bonus to the triggering check.
Your ally takes a -1 circumstance penalty to the triggering check.
#### Antagonize {1A}
AUDITORY
CONCENTRATE
EMOTION
MENTAL
With a vicious insult or a provoking display you draw the ire of a creature. Choose a unfriendly or hostile creature within 30 feet of you who you’re aware of. Attempt a Deception or Performance check against that target’s Will DC. If the target does not understand the language you are speaking, you’re not speaking a language, or they can’t hear you, you take a –4 circumstance penalty to the check. As long as you are not threatened by other hostile creatures, if you make yourself flat-footed to attacks from that creature until the start of your next turn you get a +4 circumstance bonus to the check. Regardless of your result, the target is temporarily immune to your attempts to Antagonize it for 10 minutes. The GM should encourage their players to come up with fitting insults. A deeply personal or culturally intolerable provocation may further increase the
taunted
value by 1, or affect the behavior of the target beyond the effect of the
taunted
condition. The GM may also waive the temporary immunity and allow the target creature to be Antagonized again if a player finds a way to build upon the insult without repeating it.
The target becomes
taunted
3. While
taunted
, your next attack against the target creature treats it a flat-footed.
The target becomes
taunted
2.
The target reads your feeble attempt to affect its decision in combat and becomes temporarily immune to any attempts to Antagonize it for 1 day.
##### Taunted You've been challenged or insulted during combat in a way that might influence you into attacking the creature that dared to draw your ire. The GM may change the behavior of an NPC or a monster when it becomes *taunted*. The *taunted* condition always includes a value and a target creature. You take a status penalty equal to this value to your attack roll against creatures other than the target. You also have a +2 status bonus equal to your damage rolls against the target creature. While *taunted*, other attempts to taunt you automatically fail. If you become *frightened* while *taunted*, you lose the *taunted* condition and become temporarily immune to this condition until you lose the *frightened* condition. Unless specified otherwise, at the end of each of your turns, the value of your *taunted* condition decreases by 1.
#### Called Shot {R}
ATTACK
FLOURISH
You’re attacking with a weapon that you’re expert or better in.
You Strike a single creature that is flat-footed to your attack
You carefully aim your attack at a specific part of the target’s body, attempting to hobble or otherwise hinder them. Choose body region. You take a circumstance penalty to the triggering Strike based on the body region you’re targeting, and the Strike’s success and critical success effects of the triggering Strike with the following effects.
As a success, but your Strike deals normal damage and the target moves two steps down the injury track associated with the chosen body region.
Your Strike deals damage half damage according to the weapon or unarmed strike; roll the damage normally, including any modifiers, bonuses, and penalties you have to damage, then deal damage equal to half of the result. The target also moves one step down the injury track associated with the chosen body region.
##### Called Shot Body Regions When you make a Called Shot, you choose one body region to target. This must be a body region that your target possesses; for example, you couldn’t choose manipulating limb if your target is a snake because snakes lack dedicated manipulating limbs. When you attempt a Called Shot, you take a circumstance penalty to your Strike’s attack roll based on the body region that you’re targeting. \pagebreakNum If your Called Shot is a success, your target moves one step down the injury track associated with that body region, typically to Stage 1 if the target doesn’t have a previous injury to that body region. If the target is already injured, they instead progress one stage down that body region’s injury track. If your Strike is a critical Hit, they move two steps down the injury track, up to Stage 4. Recovering from an injury caused by a Called Shot is difficult. To recover from an injury, the victim must receive one or more 24-hour days of medical treatment via the Treat Wounds skill action, as noted by the body region’s recovery entry. The person providing this care to the victim can take a single 8-hour rest during each 24 hours spent providing medical treatment, but any other interruption greater than a moment of conversation requires the provider to add 12 hours to the time required to treat the victim’s injury. After fully receiving this treatment, the victim’s stage on that injury track is reduced by one stage. If this would reduce the victim’s stage below Stage 1, the victim makes a full recovery, is no longer injured, and suffers no effect from the injury. If an injury progresses to Stage 4, the body part associated with that region is damaged beyond repair, usually because it has been severed (if the Strike dealt slashing damage) or ruined (if the Strike dealt any other type of damage). No amount of medical treatment can allow a severed or ruined region to recover.
* Healing Effects and Injuries An injury represent a form of damage that is more extreme than what a simple heal or soothe spell can mend. As a general rule, healing effects cannot remove or reduce the effects of injuries, including effects that normally remove or suppress the conditions they impose. The exception to this rule is the regenerate spell, which is specifically capable of restoring severed and ruined body parts. Each round that an injured target is affected by regenerate, they can choose one injured body region and reduce their Stage on that body region’s injury track by one, even removing the injury outright if this would reduce the injury’s stage below Stage 1. Regenerate can even reduce the injury stage of an injury that has progressed to Stage 4, so long as the victim is alive, but it cannot do so if the victim is dead. * Resurrection and Injuries Effects that return dead creatures to life, such as raise dead, generally do not reduce the stage of any injuries that the victim suffered unless that injury’s effect specifically notes that the victim’s injury inflicts the dying condition upon them. In such cases, the effect reduces the victim’s injury stage by one stage.
##### Called Shots in your game Called Shots used by both players and enemies make already lethal *Pathfinder 2nd Edition* combat into a brutal and unforgiving game where one strike to the eye can end a character's career. These rules are best suited for short and realistic campaigns with very few combat encounters, and are not suited for published adventures.
\columnbreak ##### Ears Ear injuries impair a victim’s auditory senses. This makes it difficult for the victim to gather information from their environment. A hard helmet or armor with *bulwark* protects the ears, making called shorts against them impossible.
Penalty
–4;
Recovery
3 × the injury’s stage;
Stage 1
The target takes a –1 status penalty to initiative checks and checks that involve sound but also rely on other senses. If they perform an action with the auditory trait, they must succeed at a DC 2 flat check or the action is lost; attempt the check after spending the action but before any effects are applied;
Stage 2
As Stage 1, except the target takes a –2 status penalty and their flat check’s DC is 5;
Stage 3
The target is deafened;
Stage 4
As Stage 3, but the structures responsible for the target’s hearing are ruined.
##### Eyes Eye injuries impair a victim’s vision, making it difficult for them to see. A helmet with a visor or or armor with *bulwark* protects the eyes, making called shorts against them impossible except with piercing weapons.
Penalty
–6;
Recovery
3 × the injury’s stage;
Stage 1
The target is dazzled;
Stage 2
As Stage 1, but to target you they must succeed at a DC 8 flat check;
Stage 3
The target is blinded;
Stage 4
As Stage 3, but the target’s eyes are ruined.
##### Head Often resulting in serious cognitive functioning impairments, head injuries are among the most dangerous that living creatures can suffer. A hard helmet with padding or armor with *bulwark* increases the penalty to -6.
Penalty
–4;
Recovery
7 × the injury’s stage;
Stage 1
The target is stupefied 1;
Stage 2
The target is slowed 1 and stupefied 2;
Stage 3
The target is slowed 2 and stupefied 3;
Stage 4
The target dies, as if they had progressed to dying 5.
##### Heart Damage to the victim’s heart is catastrophic, often leading to instant death or lifelong incapacitation. Armors of the Plate group protect the heart, making called shots against it impossible.
Penalty
–4;
Recovery
7 × the injury’s stage;
Stage 1
At the end of any round during which the target uses more than half of their available actions (rounded up), the target must succeed at a DC 5 flat check or gain the enfeebled 1, clumsy 1, drained 1, and wounded 1 conditions until they restore any number of Hit Points from the Treat Wounds skill action. If the target has any of these conditions from this injury, their value increases by 1 instead;
Stage 2
As Stage 1, except the flat check’s DC is 10;
Stage 3
As Stage 2, except the flat check’s DC is 15;
Stage 4
As Stage 1, except the target gains the dying 1 condition when they fail their check (or dying 2 if they critically fail).
\pagebreakNum ##### Locomotive Limb Locomotive limb injuries dramatically impair a victim’s ability to move about. When using Called Shot to inflict a locomotive limb injury, you must choose one type of locomotive limb to injure, such as legs, wings, or fins. Armors with *bulwark* increase the penalty to -6.
Penalty
–4;
Recovery
2 × the injury’s stage;
Stage 1
The target is clumsy 1;
Stage 2
The target is enfeebled 1 and clumsy 1, and all Speeds they have that are associated with the injured locomotive limb are reduced by 10 feet;
Stage 3
The target is enfeebled 2 and clumsy 2, and they lose all Speeds they have that are associated with the targeted locomotive limb;
Stage 4
As Stage 3, but the limb is ruined or severed.
##### Manipulation Limb Manipulation limb injuries impair a victim’s ability to manipulate their environment. Hands and arms are the most common manipulation limbs, but prehensile tails, tentacles, and even stranger appendages can be viable targets for some creatures. Armors with *bulwark* increase the penalty to -6.
Penalty
–4;
Recovery
2 × the injury’s stage;
Stage 1
When the target uses an action that requires the use of the injured manipulating limb, they must succeed at a DC 2 flat check or the action is lost; if they succeed, they are enfeebled 1 and clumsy 1 for that action (no penalty on a critical success);
Stage 2
As Stage 1, except the flat check’s DC is 5 and the target is enfeebled 2 and clumsy 2 on a success (enfeebled 1 and clumsy 1 on a critical success);
Stage 3
The target’s total number of hands is reduced by 1, and the removed arm drops any held items that are not attached.
Stage 4
As Stage 3, but the target’s manipulation limb is ruined or severed.
##### Vitals Vital injuries deal heavy damage to the victim’s organ systems, causing internal bleeding and even death. Armors of the Plate group increase the penalty to -6.
Penalty
–4;
Recovery
4 × the injury’s stage;
Stage 1
The target is wounded 1. At the end of any round during which the target uses more than half of their available actions (rounded up), they must succeed at a DC 5 flat check or take 1d6 persistent bleed damage;
Stage 2
As Stage 1, except the target is wounded 2, the flat check’s DC is 10, and on a failed check the target takes 1d8 persistent bleed damage;
Stage 3
As Stage 1, except the target is wounded 3, the flat check’s DC is 15, and on a failed check the target takes 2d6 persistent bleed damage;
Stage 4
The target gains the dying 4 condition.
##### Called Shots vs unknown anatomy Called shots can only be attempted only if the body region can be clearly identified using precise sense such as sight, or you are aware of its internal anatomy by succeeding at a Recall Knowledge check with +2 increase to the DC based on the creature's level, or you have killed and dissected a creature of the same species and succeeded at DC 20 Medicine check. The DM can increase the penalty by additional -2 if the body region is very hard to reach (such as head on a creature larger than you) or very hard to spot.
#### Drag a Creature {1A}
MOVE
MANIPULATE
you are grabbing a creature with two hands, or with only one hand if the creature is smaller than you.
You attempt to drag a hostile creature that is grabbed by you. The grabbed creature must make a Fortitude save against your Athletics DC. If its condition does not allow it to use actions (such as being unconscious or paralyzed) or chooses not to resist, treat it as a critical failure. Movement while using the Drag action does not end the grabbed condition.
The grabbed creature resists your attempt and breaks free from your grapple.
You and the creature both move 5 feet in a direction of your choice. The grabbed creature may use its reaction to attempt an Escape from your grapple.
You and the creature both move 5 feet per 10 feet of your land Speed (a total of 10 feet for most PCs, minimum 5 feet if your Speed is below 10 feet) in a direction of your choice.
As failure, but you can also exchange your position with that of the grabbed creature you dragged.
##### Forced Movement The *Drag* action can force a grabbed creature to move. When an effect forces it to move, or if it starts falling, the distance you move is defined by the effect that moved it, not by its Speed. Because it's not acting to move, this doesn’t trigger reactions triggered by movement.
\pagebreakNum # Exploration Activities
#### Assess Value
CONCENTRATE
EXPLORATION
SECRET
You examine a newfound item for 1 minute and attempt to find its monetary value for which it can be sold. If the item has properties that have not been identified yet, such as alchemical, magical or occult effect, you take a -4 circumstance penalty on the check. The GM determines which skills apply. The DCs for the check uses Table 10-5,
Corebook, pg. 503-404
. Increase the DC by 2 for Uncommon items, and by 4 for Rare and Unique items.
You find the exact value of the item and you know the best buyers who might be interested in acquiring it. You have a +2 circumstance bonus to checks during Negotiate Sale or Haggle Purchase activities. Depending on the outcome of the negotiation, you may sell the item for up to 150% its exact value.
You find an approximate value of the item, rounded down to the nearest round number but no less than 80% of the exact value. Depending on your negotiation, you may sell the item for up to 120% its exact value.
You find an approximate value of the item, rounded down to the nearest round number but no more than 80% of the exact value. Depending on your negotiation, you may sell the item for up to its exact value.
You make a completely false estimation of the value of the item, at least two times above or below its exact value. You take a -2 circumstance bonus to checks during Negotiate Sale or Haggle Purchase activities. You are lucky if you sell the item up to half of its exact value.
The following skills can be used to Assess Value, depending on the nature of the examined item. If you are trained in a Lore skill directly related to the examined item, you have a +2 circumstance bonus to the check. In some cases, you can get the GM’s permission to use a different but related skill, usually against a higher DC than normal.
*
Arcana:
magical items and components used to craft magical items, even if you cannot craft such items
*
Crafting:
components used for crafting an item of a type that you can craft. You have +2 circumstance bonus if you have a formula for an item that uses these components.
*
Nature:
precious metals, rare minerals, crystals and gem stones used to store value or are used as magic or crafting components
*
Occultism:
items of unknown or supernatural origin, that may not originate from this world, and may have a greater purpose
*
Religion:
sacred items of divine worship or anathema, of great importance to followers of that faith or collectors
*
Society:
objects of art such as paintings, sculptures, works of literature, luxury and ceremonial items
*
Thievery:
contraband and black market goods, stolen goods, and slave trade
#### Negotiate Sale
CONCENTRATE
EXPLORATION
LINGUISTIC
SECRET
You enter negotiation with an interested party to procure the sale of an item at the highest price. Not all items are worthy of price negotiation and this activity should only be used for discovered loot, magical items and items of uncommon and higher rarity. Negotiate Sale is a skill challenge requiring multiple checks. For each check, you or an ally that assists you spends at least a minute and picks a skill that applies to the next negotiation approach. The GM determines the DCs for such checks, usually the skill DC of the same skill used by player, or Perception DC if the buyer is not trying to lower the price. You can cancel this activity anytime by agreeing to the price or refusing to sell. The buyer can do the same. The GM decides the starting price that the buyer is willing to pay. Usually, that is 80% for magical items, art objects, gems, and raw materials, and 40% for everything else. The buyer may have limit to how much he can spend on the item. The buyer can make a Request to determine the item's exact value and then decide on the starting price; if he fails on the Request, he may trust your assessment. Success on the the skill checks raise the price, while failures lower the price. The price cannot be lowered below the starting price except by critical failures. The maximum price of the negotiation is determined by your Assess Value check result. If during negotiation the price increased above 100% of its exact value, and the buyer is aware of the item's exact or approximate value, he has +2 circumstance bonus to all Skill and Perception DCs during the negotiation. Buyers have the interested condition. This condition always has a value. Most buyers have the interested 2 condition, but dedicated collectors of luxury items may have interested 4 or higher. Every time you fail on a check (except critical failure) you may choose to ignore the result. If you do so, the buyer's interested condition decreases by 1. When the buyer loses the interested condition, they either make you a final offer or they refuse to buy the item. If the buyer is indifferent or hostile towards you, they will not enter another negotiation with you for the same item unless the situation changes greatly.
The buyer is willing to increase the price by 10% if they can afford it. You have +2 circumstance bonus to your next check.
The buyer is willing to increase the price by 5% if they can afford it.
The buyer found a way to decrease the price by 5%. You may ignore the effect of this check if you lower buyer's interested condition by 1.
The buyer found a way to decrease the price by 10%. The buyer's interested condition decreases by 1.
The following skills can be used during negitiation. In some cases, you can get the GM’s permission to use a different but related skill, usually against a higher buyer DC than normal.
*
Deception:
Success and critical success with this skill can raise the price up to 200% of item's assessed price. Failure (when ignored) or Critical Failure decrease buyer's interested condition by 2 instead of 1.
*
Diplomacy:
The default skill to negotiate with all kind of buyers, such as local traders or traveling merchants. If only this skill was used for all negotiation checks, you may still do one final check when the buyer loses the interested condition.
\pagebreakNum *
Lore:
The lore topic must be related to the item. You gain +1 circumstance bonus to any Lore check if they buyer is trained in the same Lore and recognizes you as knowledgeable.
*
Performance:
The default skill to hold an auction among multiple interested buyers. If only Performance is used for all negotiation checks during an auction, the price cannot be lowered on failure and critical failure.
*
Society:
You gain +1 circumstance bonus to any Society check if the buyer is local trade guilds, authorities or people of power, as long as the price is below 120% of item's assessed price.
*
Thievery:
You gain +1 circumstance bonus to any Thievery check if the buyer is on the black market or used with buying illegal goods, and the item can be considered as such.
#### Haggle Purchase
CONCENTRATE
EXPLORATION
LINGUISTIC
SECRET
You start haggling with a seller to lower the asked price of an item sold at a profit. Not all items are worthy of price haggling and this activity should only be used for items costing 5 gp or more, or items of uncommon and higher rarity. Haggle Purchase is a skill challenge requiring multiple checks. For each check, you or an ally that assists you spends at least a minute and picks a skill that applies to the next haggling approach. The GM determines the DCs for such checks, usually the skill DC of the same skill used by the player, or Will DC. You can cancel this activity anytime by agreeing to the price or refusing to buy. The seller can do the same. The GM decides the starting price that the seller is asking for. Usually that is the 100% of the regular price for any item but it can be higher for uncommon or rare items. You may use the Request action to request Assess Value activity. Success or critical success on the Assess Value activity allows you to know if the item is sold at its regular value or is overpriced. If during negotiation the price is decreased below 80% of its regular price, the seller is aware he is selling at a loss and has +2 circumstance bonus to all Skill and Will DCs during the negotiation. Sellers would not agree to selling below 50% of the regular price unless through deceptive practices. Sellers have the interested condition. The condition always has a value. Most sellers have the interested 2 condition, but sellers selling overpriced items or who are desperate for a sale may have interested 4 and more. Every time you succeed on a check (except critical success), the seller's interested condition decreases by 1. When the seller loses the interested condition, they either make you one final offer or they refuse to sell the item. In places where haggling is not culturally accepted, unless the seller is helpful towards you, their attitude towards you decreases by one step. If they are indifferent or hostile towards you, they will not haggle with you unless situation changes greatly.
The seller agrees to give you a 5% cumulative discount. You may push for an additional 10% but the seller's interested condition decreases by 1.
The seller agrees to give you a 5% cumulative discount. The seller's interested condition decreases by 1.
The buyer's interested condition decreases by 1 unless you give up on a 5% from your cumulative discount.
The buyer's interested condition decreases by 1, and an additional 1 unless you give up on a 5% from your cumulative discount.
The following skills can be used during negitiation. In some cases, you can get the GM’s permission to use a different but related skill, usually against a higher buyer DC than normal.
*
Deception:
Success and critical success gives you an additional 5% cumulative discount and ignores the minimum of 50% of the regular price. However, if the seller's interested value decreases, it decreases by an additional 1. On a failure or critical failure you cannot use this skill again during this activity.
*
Diplomacy:
The default skill to haggle with all kinds of sellers, such as local traders or traveling merchants. If only this skill was used for all haggle checks, you may still do one final check when the seller loses the interested condition.
*
Lore:
The lore topic must be related to the item. You gain +1 circumstance bonus to any Lore check if they seller is trained in the same Lore and recognizes you as knowledgeable.
*
Performance:
You may use Performance to make a scene by drawing attention of a crowd of customers or onlookers. If the seller is afraid of negative influence, you gain +2 circumstance bonus to the next check as long as it is not another Performance check. If you benefit from this circumstance bonus you can not make another Performance check during this activity.
*
Society:
You gain +1 circumstance bonus to any Society check if the buyer offers items at inflated prices due to regulations, taxes and trade guild agreements that you are aware of.
*
Thievery:
You gain +1 circumstance bonus to any Thievery check if the seller is on the black market or is peddling illegal or stolen goods.
\pagebreakNum # Downtime Activities
#### Befriend a Local
CONCENTRATE
DOWNTIME
LINGUISTIC
SECRET
You spend the day in the company of an NPC whose companionship you value in order to strengthen the bonds of your friendship with them. You can always roll a Diplomacy check to determine your degree of success when you try to Befriend a Local, but you can instead attempt another skill check of your choice to engage that NPC in an area of expertise they might be interested in. For example, if you seek to befriend a local smith, you could instead roll a Crafting check to make friends. Or if you seek to befriend an herbalist, you could attempt a Medicine check or a Nature check. If you use a skill that is poor choice for the NPC, the GM may decide to treat the outcome of your check as one degree of success worse. Regardless of the skill you choose, the DC is 20. Once you make the check, the NPC becomes immune to further attempts to be befriend him for one month.
The creature becomes
helpful
towards you.
The creature becomes
friendly
towards you.
The creature’s feelings towards you don’t change or they become
indifferent
towards you, at the GM’s discretion.
The creature becomes
unfriendly
towards you. If they were already unfriendly towards you, they may become
hostile
towards you at the GM’s discretion.
##### Befriending vs. Impressions Make and Impression is a faster and easer way to improve the target's attitude compared to Befriend a Local, however the improved impression is not permanent. Impressions usually last only for the current social interaction. In comparison, befriending lasts until a friendship is tarnished, and if properly maintained over time (by repeating at least once a month) it may last for a lifetime.
#### Research
CONCENTRATE
DOWNTIME
LINGUISTIC
You spend time researching a creature, object, place, or event. In order to research a topic, you must have access to a suitable repository of knowledge, such as a library. More obscure topics may need a more expansive place to research, and some topics may not be able to be researched at all, at the GM’s discretion. If you spend 1 day researching the topic, you benefit from a +1 circumstance bonus to Recall Knowledge checks related to the topic for a period of 1 week, as long as the check does not require expert or better proficiency. If you spend 1 week studying the topic, you temporarily gain the Additional Lore skill feat for a period of 1 month, with the lore being related to the topic (as this is temporary feat benefit, neither the feat nor the lore can be used as a prerequisite). If you spend 1 month studying the topic, you permanently gain the Additional Lore skill feat.
\pagebreakNum # Animal Companions
## Animal Fear of Combat When an animal that is not combat trained or does not serve as a companion to a guardian creature enters combat or takes damage during combat, it gets the *frightened 4* condition. It is fleeing unless a creature uses the Command action to reign over the animal's instinct. However, creatures that have survived through combat or have a guardian they can trust are more resistant to the peril of combat. They still get the *frightened 4* condition but can ignore it under certain conditions. Animals trained for combat ignore this *frightened 4* condition as long as they are mounted, or while taking actions following a Command action. Companions ignore this *frightened 4* condition as long as they can sense their guardian, and their guardian creature is conscious and capable of commanding them. Hostile animals from the *Bestiary* ignore this *frightened 4* condition if driven by self-preservation instincts (such as protecting their lair, their offspring, or hunting to avoid starvation). If any of the conditions above no longer applies (such as combat-trained animals is left unmounted or unattended, companion's guardian is unconscious or dead, or a beast has no reason to fight for self-preservation), it no longer ignores the *frightened 4* condition and flees. ## Young Companions Young animal companions can also have types. Rather than advancing them by taking feats, you must dedicate to training your companion in a specific way. You can choose a companion type only during character creation, and they only become available to animal companions you have raised for longer than a year. The young companion type retains its type, effects and abilities as the companion matures and gains additional types, effects and abilities. ### Chonky Companion To advance a young animal companion to a chonky animal companion, you must dedicate to overfeeding your animal companion and limit its physical activity to bare minimum for at least one fifth of its lifespan. Once it becomes chonky, increase its Charisma modifier by 2 and lower its Dexterity modifier by 2. Its speed decreases by 10 feet to a minimum of 10 feet. Increase its proficiency rank in Performance. A chonky animal companion can attempt to Aid Another checks to Performance. When it gets a failure on a Perfor-mance check to Aid Another, it gets a success instead. Once per day, you or an ally can spend 10 minutes to play with or admire your chonky companion. If you do so, you gain +2 bonus to the one Will saving throw you make until your next daily preparations. This is a fortune effect. \columnbreak ## Incredible Companions Incredible animal companions have reached their final stage of growth, developing into their final stage before their specialization. A mature companion becomes incredible when a feat allows the mature companion a choice between nimble, savage or indominable types. In addition, new types may be available to incredible companions. Some types are unique only to specific classes when they take a feat with the listed name. ### ADORABLE COMPANION To advance a mature animal companion to an adorable animal companion, increase its Charisma modifier by 2 and its Dexterity, Constitution and Wisdom modifiers by 1. It deals 2 additional damage with its unarmed attacks. Increase its proficiency ranks in Diplomacy and unarmored defense to expert. It also learns the advanced maneuver for its type. Its attacks become magical for the purpose of ignoring resistances. An adorable animal companion can attempt to Aid Another checks to Diplomacy. When it rolls a critical failure on a Diplomacy check to Aid Another, it gets a failure instead.
A druid can select adorable animal companion when they take the Incredible Companion feat.
### NOBLE COMPANION To advance a mature animal companion to a noble animal companion, increase its Constitution modifier by 1 and its Strength, Dexterity and Wisdom modifiers by 1. It deals 3 additional damage with its unarmed attacks. Increase its proficiency rank in Athletics to expert. It also learns the advanced maneuver for its type. It gains the mount trait, and if it is the same size as you it grows to be one size larger than you. Its attacks become magical for the purpose of ignoring resistances.
A ranger, druid or champion can select noble animal companion when they take the Incredible Companion or Imposing Destrier feat.
\pagebreakNum # Bestiary
## Creature Templates ### Tough Adjustment Sometimes you'll want a creature to just be a bit tougher than normal so you can present a challenge that would otherwise be trivialized by a poor initiative check or few of its attacks missing. To do this quickly, apply the tough adjustment to its statistics as follows:
* Increase the creature's AC, attack modifiers, DCs, saving throws, Perception, and skill modifiers by 1. * Increase the creature's Hit Points by 5 per creature level. For creatures of level 0 or less, increase Hit Points by 5. * As long as the adjusted creature is not an encounter boss with creature level 3 or more than the average party level, the creature gains the Ferocity ability but can only use it once per day. If it already has Ferocity, the first use of this ability does not increase the *wounded* condition. * Increase creature's level by 1 for the purpose of encounter balance and rewards. ### Swift Adjustment Sometimes you'll want a creature to just be among the first to act at the start of combat. To do this quickly, apply the swift adjustment to its statistics as follows:
* Increase the creature's AC, attack modifiers, DCs, saving throws, Perception, and skill modifiers by 1. * At start of combat, as long as the creature is not caught by surprise, choose one: gain a +4 circumstance bonus to its initiative check; or exchange its position in initiative order with that of another ally creature. * The creature has +1 circumstance bonus to damage rolls for each damage die rolled against enemies that haven't acted yet in combat. * Increase creature's level by 1 for the purpose of encounter balance and rewards.
##### Combining Adjustments You can combine both Tough and Swift adjustments without increasing the creature's AC, attack modifiers, DCs, saving throws, Perception, and skill modifiers. The result will be an adjusted creature that is only slightly weaker than 1 level higher than the original. It is advised that you do such combined adjustment only to creatures with level higher than the party level where modifier increases would make it too hard for the party to challenge. For creatures at level equal or less than that of the party, use separate adjustments with modifier increases.