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  1. {
  2. "document": {
  3. "public": {
  4. "program": {
  5. "programinfo": "Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com\nPathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.",
  6. "version": {
  7. "_version": "8.9b",
  8. "_primary": "8",
  9. "_secondary": "9",
  10. "_tertiary": "b",
  11. "_build": "909"
  12. },
  13. "_name": "Hero Lab",
  14. "_url": "https://www.wolflair.com"
  15. },
  16. "localization": {
  17. "_language": "eng",
  18. "_units": "imperial"
  19. },
  20. "character": {
  21. "race": {
  22. "_racetext": "vampiric pony",
  23. "_name": "vampiric pony",
  24. "_ethnicity": ""
  25. },
  26. "alignment": {
  27. "_name": "Chaotic Neutral"
  28. },
  29. "templates": {
  30. "_summary": "Vampiric +0"
  31. },
  32. "size": {
  33. "space": {
  34. "_text": "5'",
  35. "_value": "5"
  36. },
  37. "reach": {
  38. "_text": "5'",
  39. "_value": "5"
  40. },
  41. "_name": "Medium"
  42. },
  43. "deity": {
  44. "_name": "The Moon Princess"
  45. },
  46. "challengerating": {
  47. "_value": "9",
  48. "_text": "CR 9"
  49. },
  50. "xpaward": {
  51. "_value": "6400",
  52. "_text": "6,400 XP"
  53. },
  54. "classes": {
  55. "class": {
  56. "arcanespellfailure": {
  57. "_text": "0%",
  58. "_value": "0"
  59. },
  60. "_name": "Arcanist (Arcane Tinkerer)",
  61. "_level": "9",
  62. "_spells": "Flexible Book",
  63. "_casterlevel": "9",
  64. "_concentrationcheck": "+14",
  65. "_overcomespellresistance": "+9",
  66. "_basespelldc": "15",
  67. "_castersource": "Arcane"
  68. },
  69. "_level": "9",
  70. "_summary": "arcanist (arcane tinkerer) 9",
  71. "_summaryabbr": "Arc 9"
  72. },
  73. "factions": "",
  74. "types": {
  75. "type": {
  76. "_name": "Undead",
  77. "_active": "yes"
  78. }
  79. },
  80. "subtypes": {
  81. "subtype": {
  82. "_name": "Ponykind"
  83. }
  84. },
  85. "heropoints": {
  86. "_enabled": "no",
  87. "_total": "0"
  88. },
  89. "senses": {
  90. "special": [
  91. {
  92. "description": "A creature with darkvision can see in total darkness, usually to a range of 60 feet. Within this range the creature can see as clearly as a sighted creature could see in an area of bright light. Darkvision is black and white only but otherwise like normal sight.",
  93. "specsource": "Undead",
  94. "_name": "Darkvision (60 feet)",
  95. "_shortname": "Darkvision 60 ft.",
  96. "_sourcetext": "Undead"
  97. },
  98. {
  99. "description": "A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions.",
  100. "_name": "Low-Light Vision",
  101. "_shortname": "Low-Light Vision"
  102. }
  103. ]
  104. },
  105. "auras": "",
  106. "favoredclasses": {
  107. "favoredclass": {
  108. "_name": "Arcanist"
  109. }
  110. },
  111. "health": {
  112. "special": {
  113. "description": "A creature with the fast healing special quality regains hit points at an exceptional rate, usually 1 or more hit points per round, as given in the creature's entry. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.",
  114. "_name": "Fast Healing 1 (Ex)",
  115. "_shortname": "Fast Healing",
  116. "_type": "Extraordinary Ability"
  117. },
  118. "_hitdice": "9d6+45",
  119. "_hitpoints": "90",
  120. "_damage": "0",
  121. "_nonlethal": "0",
  122. "_currenthp": "90"
  123. },
  124. "xp": {
  125. "_total": "81000"
  126. },
  127. "money": {
  128. "_total": "14370",
  129. "_pp": "0",
  130. "_gp": "14370",
  131. "_sp": "0",
  132. "_cp": "0",
  133. "_cn1": "0",
  134. "_cn2": "0",
  135. "_cn3": "0",
  136. "_cn4": "0",
  137. "_valuables": "0"
  138. },
  139. "personal": {
  140. "description": "",
  141. "charheight": {
  142. "_text": "4' 2\"",
  143. "_value": "50"
  144. },
  145. "charweight": {
  146. "_text": "299 lb.",
  147. "_value": "299"
  148. },
  149. "_gender": "Male",
  150. "_age": "17",
  151. "_hair": "",
  152. "_eyes": "",
  153. "_skin": ""
  154. },
  155. "languages": {
  156. "language": [
  157. {
  158. "_name": "Celestial"
  159. },
  160. {
  161. "_name": "Common",
  162. "_useradded": "no"
  163. },
  164. {
  165. "_name": "Dark Whisper"
  166. },
  167. {
  168. "_name": "Draconic"
  169. },
  170. {
  171. "_name": "Giant"
  172. },
  173. {
  174. "_name": "Infernal"
  175. },
  176. {
  177. "_name": "Sylvan",
  178. "_useradded": "no"
  179. },
  180. {
  181. "_name": "Undercommon"
  182. }
  183. ]
  184. },
  185. "attributes": {
  186. "attribute": [
  187. {
  188. "attrvalue": {
  189. "_text": "9",
  190. "_base": "9",
  191. "_modified": "9"
  192. },
  193. "attrbonus": {
  194. "_text": "-1",
  195. "_base": "-1",
  196. "_modified": "-1"
  197. },
  198. "situationalmodifiers": {
  199. "_text": ""
  200. },
  201. "_name": "Strength"
  202. },
  203. {
  204. "attrvalue": {
  205. "_text": "12",
  206. "_base": "12",
  207. "_modified": "12"
  208. },
  209. "attrbonus": {
  210. "_text": "+1",
  211. "_base": "+1",
  212. "_modified": "+1"
  213. },
  214. "situationalmodifiers": {
  215. "_text": ""
  216. },
  217. "_name": "Dexterity"
  218. },
  219. {
  220. "attrvalue": {
  221. "_text": "-",
  222. "_base": "10",
  223. "_modified": "0"
  224. },
  225. "attrbonus": {
  226. "_text": "+4",
  227. "_base": "+4",
  228. "_modified": "+4"
  229. },
  230. "situationalmodifiers": {
  231. "situationalmodifier": {
  232. "_text": "+4 to continue running, vs. nonlethal damage from a forced march, to avoid nonlethal damage from starvation/thirst, or to hold your breath",
  233. "_source": "Endurance"
  234. },
  235. "_text": "Endurance: +4 to continue running, vs. nonlethal damage from a forced march, to avoid nonlethal damage from starvation/thirst, or to hold your breath"
  236. },
  237. "_name": "Constitution"
  238. },
  239. {
  240. "attrvalue": {
  241. "_text": "20",
  242. "_base": "20",
  243. "_modified": "20"
  244. },
  245. "attrbonus": {
  246. "_text": "+5",
  247. "_base": "+5",
  248. "_modified": "+5"
  249. },
  250. "situationalmodifiers": {
  251. "_text": ""
  252. },
  253. "_name": "Intelligence"
  254. },
  255. {
  256. "attrvalue": {
  257. "_text": "12",
  258. "_base": "12",
  259. "_modified": "12"
  260. },
  261. "attrbonus": {
  262. "_text": "+1",
  263. "_base": "+1",
  264. "_modified": "+1"
  265. },
  266. "situationalmodifiers": {
  267. "_text": ""
  268. },
  269. "_name": "Wisdom"
  270. },
  271. {
  272. "attrvalue": {
  273. "_text": "18",
  274. "_base": "18",
  275. "_modified": "18"
  276. },
  277. "attrbonus": {
  278. "_text": "+4",
  279. "_base": "+4",
  280. "_modified": "+4"
  281. },
  282. "situationalmodifiers": {
  283. "_text": ""
  284. },
  285. "_name": "Charisma"
  286. }
  287. ]
  288. },
  289. "saves": {
  290. "save": [
  291. {
  292. "situationalmodifiers": {
  293. "_text": "Endurance: +4 vs. hot or cold environments and to resist damage from suffocation"
  294. },
  295. "_name": "Fortitude Save",
  296. "_abbr": "Fort",
  297. "_save": "+7",
  298. "_base": "+3",
  299. "_fromattr": "+4",
  300. "_fromresist": "",
  301. "_frommisc": ""
  302. },
  303. {
  304. "situationalmodifiers": {
  305. "_text": ""
  306. },
  307. "_name": "Reflex Save",
  308. "_abbr": "Ref",
  309. "_save": "+4",
  310. "_base": "+3",
  311. "_fromattr": "+1",
  312. "_fromresist": "",
  313. "_frommisc": ""
  314. },
  315. {
  316. "situationalmodifiers": {
  317. "_text": ""
  318. },
  319. "_name": "Will Save",
  320. "_abbr": "Will",
  321. "_save": "+7",
  322. "_base": "+6",
  323. "_fromattr": "+1",
  324. "_fromresist": "",
  325. "_frommisc": ""
  326. }
  327. ],
  328. "allsaves": {
  329. "situationalmodifiers": {
  330. "situationalmodifier": {
  331. "_text": "+2 vs. poison, spells, and spell-like abilities",
  332. "_source": "Earth-Bound +2"
  333. },
  334. "_text": "Earth-Bound +2: +2 vs. poison, spells, and spell-like abilities"
  335. },
  336. "_save": "+0",
  337. "_base": "",
  338. "_fromresist": "",
  339. "_frommisc": ""
  340. }
  341. },
  342. "defensive": "",
  343. "damagereduction": "",
  344. "immunities": {
  345. "special": [
  346. {
  347. "description": "Immunity to ability drain",
  348. "_name": "Immunity to Ability Drain",
  349. "_shortname": "ability drain"
  350. },
  351. {
  352. "description": "You are immune to bleed.",
  353. "_name": "Immunity to Bleed",
  354. "_shortname": "bleed"
  355. },
  356. {
  357. "description": "You are immune to death effects.",
  358. "_name": "Immunity to Death Effects",
  359. "_shortname": "death effects"
  360. },
  361. {
  362. "description": "You are immune to diseases.",
  363. "_name": "Immunity to Disease",
  364. "_shortname": "disease"
  365. },
  366. {
  367. "description": "Immune to energy drain",
  368. "_name": "Immunity to Energy Drain",
  369. "_shortname": "energy drain"
  370. },
  371. {
  372. "description": "You are immune to the exhausted condition.",
  373. "_name": "Immunity to Exhausted",
  374. "_shortname": "exhaustion"
  375. },
  376. {
  377. "description": "You are immune to the fatigued condition.",
  378. "_name": "Immunity to Fatigue",
  379. "_shortname": "fatigue"
  380. },
  381. {
  382. "description": "You are immune to Mind-Affecting effects.",
  383. "_name": "Immunity to Mind-Affecting effects",
  384. "_shortname": "mind-affecting effects"
  385. },
  386. {
  387. "description": "You are immune to Nonlethal Damage",
  388. "_name": "Immunity to Nonlethal Damage",
  389. "_shortname": "nonlethal damage"
  390. },
  391. {
  392. "description": "You are immune to paralysis.",
  393. "_name": "Immunity to Paralysis",
  394. "_shortname": "paralysis"
  395. },
  396. {
  397. "description": "Immune to ability damage to your physical abilities.",
  398. "_name": "Immunity to Physical Ability Damage",
  399. "_shortname": "physical ability damage"
  400. },
  401. {
  402. "description": "You are immune to poison.",
  403. "_name": "Immunity to Poison",
  404. "_shortname": "poison"
  405. },
  406. {
  407. "description": "You are immune to sleep effects.",
  408. "_name": "Immunity to Sleep",
  409. "_shortname": "sleep"
  410. },
  411. {
  412. "description": "You are immune to being stunned.",
  413. "_name": "Immunity to Stunning",
  414. "_shortname": "stunning"
  415. },
  416. {
  417. "description": "Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Undead are not subject to ability drain, energy drain, or nonlethal damage. Undead are immune to damage or penalties to their physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Undead are not at risk of death from massive damage.",
  418. "_name": "Undead Traits",
  419. "_shortname": "Undead Traits"
  420. }
  421. ]
  422. },
  423. "resistances": "",
  424. "weaknesses": {
  425. "special": {
  426. "description": "Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire at bay takes a standard action. After 1 round, a vampire can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.\n\nVampires cannot enter a private home or dwelling unless invited in by someone with the authority to do so.\n\nReducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see fast healing). However, certain attacks can slay vampires. Exposing any vampire to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a vampire equal to one third of its maximum hit points—a vampire reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire’s heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.",
  427. "specsource": "Vampiric Creature",
  428. "_name": "Vampire Weaknesses (Ex)",
  429. "_shortname": "Vampire Weaknesses",
  430. "_type": "Extraordinary Ability",
  431. "_sourcetext": "Vampiric Creature"
  432. }
  433. },
  434. "armorclass": {
  435. "situationalmodifiers": {
  436. "_text": ""
  437. },
  438. "_ac": "12",
  439. "_touch": "11",
  440. "_flatfooted": "11",
  441. "_fromarmor": "",
  442. "_fromshield": "",
  443. "_fromdexterity": "+1",
  444. "_fromwisdom": "",
  445. "_fromcharisma": "",
  446. "_fromsize": "",
  447. "_fromnatural": "+1",
  448. "_fromdeflect": "",
  449. "_fromdodge": "",
  450. "_frommisc": ""
  451. },
  452. "penalties": {
  453. "penalty": [
  454. {
  455. "_name": "Armor Check Penalty",
  456. "_text": "0",
  457. "_value": "0"
  458. },
  459. {
  460. "_name": "Max Dex Bonus",
  461. "_text": "99999",
  462. "_value": "99999"
  463. }
  464. ]
  465. },
  466. "maneuvers": {
  467. "situationalmodifiers": {
  468. "_text": ""
  469. },
  470. "maneuvertype": [
  471. {
  472. "situationalmodifiers": {
  473. "_text": ""
  474. },
  475. "_name": "Awesome Blow",
  476. "_bonus": "0",
  477. "_cmb": "+3",
  478. "_cmd": "14"
  479. },
  480. {
  481. "situationalmodifiers": {
  482. "_text": ""
  483. },
  484. "_name": "Bull Rush",
  485. "_bonus": "0",
  486. "_cmb": "+3",
  487. "_cmd": "14"
  488. },
  489. {
  490. "situationalmodifiers": {
  491. "_text": ""
  492. },
  493. "_name": "Disarm",
  494. "_bonus": "0",
  495. "_cmb": "+3",
  496. "_cmd": "14"
  497. },
  498. {
  499. "situationalmodifiers": {
  500. "_text": ""
  501. },
  502. "_name": "Feint",
  503. "_bonus": "0",
  504. "_cmb": "+3",
  505. "_cmd": "14"
  506. },
  507. {
  508. "situationalmodifiers": {
  509. "_text": ""
  510. },
  511. "_name": "Grapple",
  512. "_bonus": "0",
  513. "_cmb": "+3",
  514. "_cmd": "14"
  515. },
  516. {
  517. "situationalmodifiers": {
  518. "_text": ""
  519. },
  520. "_name": "Overrun",
  521. "_bonus": "0",
  522. "_cmb": "+3",
  523. "_cmd": "18"
  524. },
  525. {
  526. "situationalmodifiers": {
  527. "_text": ""
  528. },
  529. "_name": "Pull",
  530. "_bonus": "0",
  531. "_cmb": "+3",
  532. "_cmd": "14"
  533. },
  534. {
  535. "situationalmodifiers": {
  536. "_text": ""
  537. },
  538. "_name": "Push",
  539. "_bonus": "0",
  540. "_cmb": "+3",
  541. "_cmd": "14"
  542. },
  543. {
  544. "situationalmodifiers": {
  545. "_text": ""
  546. },
  547. "_name": "Sunder",
  548. "_bonus": "0",
  549. "_cmb": "+3",
  550. "_cmd": "14"
  551. },
  552. {
  553. "situationalmodifiers": {
  554. "_text": ""
  555. },
  556. "_name": "Trip",
  557. "_bonus": "0",
  558. "_cmb": "+3",
  559. "_cmd": "18"
  560. }
  561. ],
  562. "_cmb": "+3",
  563. "_cmd": "14",
  564. "_cmdflatfooted": "13"
  565. },
  566. "initiative": {
  567. "situationalmodifiers": {
  568. "_text": ""
  569. },
  570. "_total": "+1",
  571. "_attrtext": "+1",
  572. "_misctext": "+0",
  573. "_attrname": "Dexterity"
  574. },
  575. "movement": {
  576. "speed": {
  577. "_text": "40'",
  578. "_value": "40"
  579. },
  580. "basespeed": {
  581. "_text": "40'",
  582. "_value": "40"
  583. }
  584. },
  585. "encumbrance": {
  586. "_carried": "4",
  587. "_encumstr": "9",
  588. "_light": "45",
  589. "_medium": "90",
  590. "_heavy": "135",
  591. "_level": "Light Load"
  592. },
  593. "skills": {
  594. "skill": [
  595. {
  596. "description": "You can keep your balance while traversing narrow or treacherous surfaces. You can also dive, flip, jump, and roll to avoid attacks and overcome obstacles.\n\nCheck: You can use Acrobatics to move on narrow surfaces and uneven ground without falling. A successful check allows you to move at half speed across such surfaces - only one check is needed per round. Use the following table to determine the base DC, which is then modified by the Acrobatics skill modifiers noted on page 89. While you are using Acrobatics in this way, you are considered flat-footed and lose your Dexterity bonus to your AC (if any). If you take damage while using Acrobatics, you must immediately make another Acrobatics check at the same DC to avoid falling or being knocked prone.\n\nSurface Width: Base Acrobatics DC\nGreater than 3 feet wide: 0*\n1-3 feet wide: 5*\n7-11 inches wide: 10\n2-6 inches wide 15\nLess than 2 inches wide: 20\n* No Acrobatics check is needed to move across these surfaces unless the modifiers to the surface (see page 89) increase the DC to 10 or higher.\n\nIn addition, you can move through a threatened square without provoking an attack of opportunity from an enemy by using Acrobatics. When moving in this way, you move at half speed. You can move at full speed by increasing the DC of the check by 10. You cannot use Acrobatics to move past foes if your speed is reduced due to carrying a medium or heavy load or wearing medium or heavy armor. If an ability allows you to move at full speed under such conditions, you can use Acrobatics to move past foes. You can use Acrobatics in this way while prone, but doing so requires a full-round action to move 5 feet, and the DC is increased by 5. If you attempt to move through an enemy's space and fail the check, you lose the move action and provoke an attack of opportunity.\n\nSituation: Base Acrobatics DC*\nMove through a threatened area: Opponent's Combat Maneuver Defense\nMove through an enemy's space: 5 + opponent's Combat Maneuver Defense\n* This DC is used to avoid an attack of opportunity due to movement. This DC increases by 2 for each additional opponent avoided in 1 round.\n\nFinally, you can use the Acrobatics skill to make jumps or to soften a fall. The base DC to make a jump is equal to the distance to be crossed (if horizontal) or four times the height to be reached (if vertical). These DCs double if you do not have at least 10 feet of space to get a running start. The only Acrobatics modifiers that apply are those concerning the surface you are jumping from. If you fail this check by 4 or less, you can attempt a DC 20 Reflex save to grab hold of the other side after having missed the jump. If you fail by 5 or more, you fail to make the jump and fall (or land prone, in the case of a vertical jump). Creatures with a base land speed above 30 feet receive a +4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed above 30 feet. Creatures with a base land speed below 30 feet receive a -4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed below 30 feet. No jump can allow you to exceed your maximum movement for the round. For a running jump, the result of your Acrobatics check indicates the distance traveled in the jump (and if the check fails, the distance at which you actually land and fall prone). Halve this result for a standing long jump to determine where you land.\n\nWhen you deliberately fall any distance, even as a result of a missed jump, a DC 15 Acrobatics skill check allows you to ignore the first 10 feet fallen, although you still end up prone if you take damage from a fall. See the falling rules on page 443 for further details.\n\nLong Jump: Acrobatics DC\n5 feet: 5\n10 feet: 10\n15 feet: 15\n20 feet: 20\nGreater than 20 feet: +5 per 5 feet.\n\nHigh Jump: Acrobatics DC\n1 foot: 4\n2 feet: 8\n3 feet: 12\n4 feet: 16\nGreater than 4 feet: +4 per foot\n\nMany conditions can affect your chances of success with Acrobatics checks. The following modifiers to target DCs apply to all Acrobatics skill checks. The modifiers stack with one another, but only the most severe modifier for any one condition applies.\n\nAcrobatics Modifiers: DC Modifier\nSlightly obstructed (gravel, sand): +2\nSeverely obstructed (cavern, rubble): +5\nSlightly slippery (wet): +2\nSeverely slippery (icy): +5\nSlightly sloped (less than 45°): +2\nSeverely sloped (greater than 45°): +5\nSlightly unsteady (boat in rough water): +2\nModerately unsteady (boat in a storm): +5\nSeverely unsteady (earthquake): +10\nMove at full speed on narrow or uneven surfaces: +5*\n* This does not apply to checks made to jump.\n\nContinued - Core Rulebook, pg. 87",
  597. "situationalmodifiers": {
  598. "situationalmodifier": {
  599. "_text": "+4 to jump",
  600. "_source": "Speed greater/less than 30 ft."
  601. },
  602. "_text": "Speed greater/less than 30 ft.: +4 to jump"
  603. },
  604. "_name": "Acrobatics",
  605. "_ranks": "0",
  606. "_attrbonus": "1",
  607. "_attrname": "DEX",
  608. "_value": "1",
  609. "_armorcheck": "yes"
  610. },
  611. {
  612. "description": "You can evaluate the monetary value of an object.\n\nCheck: A DC 20 Appraise check determines the value of a common item. If you succeed by 5 or more, you also determine if the item has magic properties, although this success does not grant knowledge of the magic item's abilities. If your fail the check by less than 5, you determine the price of that item to within 20% of its actual value. If you fail this check by 5 or more, the price is wildly inaccurate, subject to GM discretion. Particularly rare or exotic items might increase the DC of this check by 5 or more.\n\nYou can also use this check to determine the most valuable item visible in a treasure hoard. The DC of this check is generally 20 but can increase to as high as 30 for a particularly large hoard.\n\nAction: Appraising an item takes 1 standard action. Determining the most valuable object in a treasure hoard takes 1 full-round action.\n\nTry Again: Additional attempts to Appraise an item reveal the same result.\n\nSpecial: A spellcaster with a raven familiar gains a +3 bonus on Appraise checks.",
  613. "situationalmodifiers": {
  614. "_text": ""
  615. },
  616. "_name": "Appraise",
  617. "_ranks": "1",
  618. "_attrbonus": "5",
  619. "_attrname": "INT",
  620. "_value": "9",
  621. "_classskill": "yes"
  622. },
  623. {
  624. "description": "You know how to tell a lie.\n\nCheck: Bluff is an opposed skill check against your opponent's Sense Motive skill. If you use Bluff to fool someone, with a successful check you convince your opponent that what you are saying is true. Bluff checks are modified depending upon the believability of the lie. The following modifiers are applied to the roll of the creature attempting to tell the lie. Note that some lies are so improbable that it is impossible to convince anyone that they are true (subject to GM discretion).\n\nCircumstances: Bluff Modifier\nThe target wants to believe you: +5\nThe lie is believable: +0\nThe lie is unlikely: -5\nThe lie is far-fetched: -10\nThe lie is impossible: -20\nThe target is drunk or impaired: +5\nYou possess convincing proof: up to +10\n\nFeint: You can use Bluff to feint in combat, causing your opponent to be denied his Dexterity bonus to his AC against your next attack. The DC of this check is equal to 10 + your opponent's base attack bonus + your opponent's Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent's Sense Motive bonus, if higher. For more information on feinting in combat, see Chapter 8.\n\nSecret Messages: You can use Bluff to pass hidden messages along to another character without others understanding your true meaning by using innuendo to cloak your actual message. The DC of this check is 15 for simple messages and 20 for complex messages. If you are successful, the target automatically understands you, assuming you are communicating in a language that it understands. If your check fails by 5 or more, you deliver the wrong message. Other creatures that receive the message can decipher it by succeeding at an opposed Sense Motive check against your Bluff result.\n\nAction: Attempting to deceive someone takes at least 1 round, but can possibly take longer if the lie is elaborate (as determined by the GM on a case-by-case basis).\n\nFeinting in combat is a standard action. \n\nUsing Bluff to deliver a secret message takes twice as long as the message would otherwise take to relay.\n\nTry Again: If you fail to deceive someone, further attempts to deceive them are at a -10 penalty and may be impossible (GM discretion).\n\nYou can attempt to feint against someone again if you fail. Secret messages can be relayed again if the first attempt fails.\n\nSpecial: A spellcaster with a viper familiar gains a +3 bonus on Bluff checks.\n\nIf you have the Deceitful feat, you get a bonus on Bluff checks (see Chapter 5).",
  625. "situationalmodifiers": {
  626. "_text": ""
  627. },
  628. "_name": "Bluff",
  629. "_ranks": "0",
  630. "_attrbonus": "4",
  631. "_attrname": "CHA",
  632. "_value": "4"
  633. },
  634. {
  635. "description": "You are skilled at scaling vertical surfaces, from smooth city walls to rocky cliffs.\n\nCheck: With a successful Climb check, you can advance up, down, or across a slope, wall, or other steep incline (or even across a ceiling, provided it has handholds) at one-quarter your normal speed. A slope is considered to be any incline at an angle measuring less than 60 degrees; a wall is any incline at an angle measuring 60 degrees or more.\n\nA Climb check that fails by 4 or less means that you make no progress, and one that fails by 5 or more means that you fall from whatever height you have already attained.\n\nThe DC of the check depends on the conditions of the climb. Compare the task with those on the following table to determine an appropriate DC.\n\nClimb DC: Example Surface or Activity\n0: A slope too steep to walk up, or a knotted rope with a wall to brace against.\n5: A rope with a wall to brace against, or a knotted rope, or a rope affected by the rope trick spell.\n10: A surface with ledges to hold on to and stand on, such as a very rough wall or a ship's rigging.\n15: Any surface with adequate handholds and footholds (natural or artificial), such as a very rough natural rock surface or a tree, or an unknotted rope, or pulling yourself up when dangling by your hands.\n20: An uneven surface with narrow handholds and footholds, such as a typical wall in a dungeon.\n25: A rough surface, such as a natural rock wall or a brick wall.\n30: An overhang or ceiling with handholds only.\n -: A perfectly smooth, flat vertical (or inverted) surface cannot be climbed.\n\nClimb DC Modifier*: Example Surface or Activity\n-10: Climbing a chimney (artificial or natural) or other location where you can brace against two opposite walls.\n-5: Climbing a corner where you can brace against perpendicular walls.\n+5: Surface is slippery.\n* These modifiers are cumulative; use all that apply.\n\nYou need both hands free to climb, but you may cling to a wall with one hand while you cast a spell or take some other action that requires only one hand. While climbing, you can't move to avoid a blow, so you lose your Dexterity bonus to AC (if any). You also can't use a shield while climbing. Anytime you take damage while climbing, make a Climb check against the DC of the slope or wall. Failure means you fall from your current height and sustain the appropriate falling damage.\n\nAccelerated Climbing: You try to climb more quickly than normal. By accepting a -5 penalty, you can move half your speed (instead of one-quarter your speed).\n\nMake Your Own Handholds and Footholds: You can make your own handholds and footholds by pounding pitons into a wall. Doing so takes 1 minute per piton, and one piton is needed per 5 feet of distance. As with any surface that offers handholds and footholds, a wall with pitons in it has a DC of 15. In the same way, a climber with a handaxe or similar implement can cut handholds in an ice wall.\n\nCatch Yourself When Falling: It's practically impossible to catch yourself on a wall while falling, yet if you wish to attempt such a difficult task, you can make a Climb check (DC = wall's DC + 20) to do so. It's much easier to catch yourself on a slope (DC = slope's DC + 10).\n\nCatch a Falling Character While Climbing: If someone climbing above you or adjacent to you falls, you can attempt to catch the falling character if he or she is within your reach. Doing so requires a successful melee touch attack against the falling character (though he or she can voluntarily forego any Dexterity bonus to AC if desired). If you hit, you must immediately attempt a Climb check (DC = wall's DC + 10). Success indicates that you catch the falling character, but his total weight, including equipment, cannot exceed your heavy load limit or you automatically fall. If you fail your Climb check by 4 or less, you fail to stop the character's fall but don't lose your grip on the wall. If you fail by 5 or more, you fail to stop the character's fall and begin falling as well.\n\nAction: Climbing is part of movement, so it's generally part of a move action (and may be combined with other types of movement in a move action). Each move action that includes any climbing requires a separate Climb check. Catching yourself or another falling character doesn't take an action.\n\nSpecial: You can use a rope to haul a character upward (or lower a character) through sheer strength. You can lift double your maximum load in this manner.\n\nContinued - Core Rulebook, pg. 90",
  636. "situationalmodifiers": {
  637. "_text": ""
  638. },
  639. "_name": "Climb",
  640. "_ranks": "0",
  641. "_attrbonus": "-1",
  642. "_attrname": "STR",
  643. "_value": "-1",
  644. "_armorcheck": "yes",
  645. "_tools": "uses"
  646. },
  647. {
  648. "description": "You can use this skill to persuade others to agree with your arguments, to resolve differences, and to gather valuable information or rumors from people. This skill is also used to negotiate conflicts by using the proper etiquette and manners suitable to the problem.\n\nCheck: You can change the initial attitudes of nonplayer characters with a successful check. The DC of this check depends on the creature's starting attitude toward you, adjusted by its Charisma modifier. If you succeed, the character's attitude toward you is improved by one step. For every 5 by which your check result exceeds the DC, the character's attitude toward you increases by one additional step. A creature's attitude cannot be shifted more than two steps up in this way, although the GM can override this rule in some situations. If you fail the check by 4 or less, the character's attitude toward you is unchanged. If you fail by 5 or more, the character's attitude toward you is decreased by one step.\n\nYou cannot use Diplomacy against a creature that does not understand you or has an Intelligence of 3 or less. Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future. Any attitude shift caused through Diplomacy generally lasts for 1d4 hours but can last much longer or shorter depending upon the situation (GM discretion).\n\nStarting Attitude: Diplomacy DC\nHostile: 25 + creature's Cha modifier\nUnfriendly: 20 + creature's Cha modifier\nIndifferent: 15 + creature's Cha modifier\nFriendly: 10 + creature's Cha modifier\nHelpful: 0 + creature's Cha modifier\n\nIf a creature's attitude toward you is at least indifferent, you can make requests of the creature. This is an additional Diplomacy check, using the creature's current attitude to determine the base DC, with one of the following modifiers. Once a creature's attitude has shifted to helpful, the creature gives in to most requests without a check, unless the request is against its nature or puts it in serious peril. Some requests automatically fail if the request goes against the creature's values or its nature, subject to GM discretion.\n\nRequest: Diplomacy DC Modifier\nGive simple advice or directions: -5\nGive detailed advice: +0\nGive simple aid: +0\nReveal an unimportant secret: +5\nGive lengthy or complicated aid: +5\nGive dangerous aid: +10\nReveal an important secret: +10 or more\nGive aid that could result in punishment: +15 or more\nAdditional requests: +5 per request\n\nGather Information: You can also use Diplomacy to gather information about a specific topic or individual. To do this, you must spend at least 1d4 hours canvassing people at local taverns, markets, and gathering places. The DC of this check depends on the obscurity of the information sought, but for most commonly known facts or rumors it is 10. For obscure or secret knowledge, the DC might increase to 20 or higher. The GM might rule that some topics are simply unknown to common folk.\n\nAction: Using Diplomacy to influence a creature's attitude takes 1 minute of continuous interaction. Making a request of a creature takes 1 or more rounds of interaction, depending upon the complexity of the request. Using Diplomacy to gather information takes 1d4 hours of work searching for rumors and informants.\n\nTry Again: You cannot use Diplomacy to influence a given creature's attitude more than once in a 24-hour period. If a request is refused, the result does not change with additional checks, although other requests might be made. You can retry Diplomacy checks made to gather information.\n\nSpecial: If you have the Persuasive feat, you gain a bonus on Diplomacy checks (see Chapter 5).",
  649. "situationalmodifiers": {
  650. "_text": ""
  651. },
  652. "_name": "Diplomacy",
  653. "_ranks": "0",
  654. "_attrbonus": "4",
  655. "_attrname": "CHA",
  656. "_value": "4"
  657. },
  658. {
  659. "description": "You are skilled at disarming traps and opening locks. In addition, this skill lets you sabotage simple mechanical devices, such as catapults, wagon wheels, and doors.\n\nCheck: When disarming a trap or other device, the Disable Device check is made secretly, so that you don't necessarily know whether you've succeeded.\n\nThe DC depends on how tricky the device is. If the check succeeds, you disable the device. If it fails by 4 or less, you have failed but can try again. If you fail by 5 or more, something goes wrong. If the device is a trap, you trigger it. If you're attempting some sort of sabotage, you think the device is disabled, but it still works normally.\n\nYou also can rig simple devices such as saddles or wagon wheels to work normally for a while and then fail or fall off some time later (usually after 1d4 rounds or minutes of use).\n\nDevice: Time: Disable Device DC*: Example\nSimple: 1 round: 10: Jam a lock\nTricky: 1d4 rounds: 15: Sabotage a wagon wheel\nDifficult: 2d4 rounds: 20: Disarm a trap, reset a trap\nExtreme: 2d4 rounds: 25: Disarm a complex trap, cleverly sabotage a clockwork device\n* If you attempt to leave behind no trace of your tampering, add 5 to the DC.\n\nOpen Locks: The DC for opening a lock depends on its quality. If you do not have a set of thieves' tools, these DCs increase by 10.\n\nLock Quality: Disable Device DC\nSimple: 20\nAverage: 25\nGood: 30\nSuperior: 40\n\nAction: The amount of time needed to make a Disable Device check depends on the task, as noted above. Disabling a simple device takes 1 round and is a full-round action. A tricky or difficult device requires 1d4 or 2d4 rounds. Attempting to open a lock is a full-round action.\n\nTry Again: Varies. You can retry checks made to disable traps if you miss the check by 4 or less. You can retry checks made to open locks.\n\nSpecial: If you have the Deft Hands feat, you get a bonus on Disable Device checks (see Chapter 5).\n\nA rogue who beats a trap's DC by 10 or more can study the trap, figure out how it works, and bypass it without disarming it. A rogue can rig a trap so her allies can bypass it as well.\n\nRestriction: Characters with the trapfinding ability (like rogues) can disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.\n\nThe spells fire trap, glyph of warding, symbol, and teleportation circle also create traps that a rogue can disarm with a successful Disable Device check. Spike growth and spike stones, however, create magic hazards against which Disable Device checks do not succeed. See the individual spell descriptions for details.",
  660. "situationalmodifiers": {
  661. "_text": ""
  662. },
  663. "_name": "Disable Device",
  664. "_ranks": "0",
  665. "_attrbonus": "1",
  666. "_attrname": "DEX",
  667. "_value": "-1",
  668. "_armorcheck": "yes",
  669. "_trainedonly": "yes",
  670. "_usable": "no",
  671. "_tools": "needs"
  672. },
  673. {
  674. "description": "You are skilled at changing your appearance.\n\nCheck: Your Disguise check result determines how good the disguise is, and it is opposed by others' Perception check results. If you don't draw any attention to yourself, others do not get to make Perception checks. If you come to the attention of people who are suspicious (such as a guard who is watching commoners walking through a city gate), it can be assumed that such observers are taking 10 on their Perception checks.\n\nYou get only one Disguise check per use of the skill, even if several people make Perception checks against it. The Disguise check is made secretly, so that you can't be sure how good the result is.\n\nThe effectiveness of your disguise depends on how much you're changing your appearance. Disguise can be used to make yourself appear like a creature that is one size category larger or smaller than your actual size. This does not change your actual size or reach, should you enter combat while wearing such a disguise.\n\nDisguise: Check Modifier\nMinor details only: +5\nDisguised as different gender (1): -2\nDisguised as different race (1): -2\nDisguised as different age category (1) -2 (2)\nDisguised as different size category (1) -10\n(1) These modifiers are cumulative; use all that apply.\n(2) Per step of difference between your actual age category and your disguised age category. The steps are: young (younger than adulthood), adulthood, middle age, old, and venerable.\n\nIf you are impersonating a particular individual, those who know what that person looks like get a bonus on their Perception checks according to the table below. Furthermore, they are automatically considered to be suspicious of you, so opposed checks are always called for.\n\nFamiliarity: Viewer's Perception Check Bonus\nRecognizes on sight: +4\nFriends or associates: +6\nClose friends: +8\nIntimate: +10\n\nAn individual makes a Perception check to see through your disguise immediately upon meeting you and again every hour thereafter. If you casually meet a large number of different creatures, each for a short time, check once per day or hour, using an average Perception modifier for the group.\n\nAction: Creating a disguise requires 1d3 × 10 minutes of work. Using magic (such as the disguise self spell) reduces this action to the time required to cast the spell or trigger the effect.\n\nTry Again: Yes. You may try to redo a failed disguise, but once others know that a disguise was attempted, they'll be more suspicious.\n\nSpecial: Magic that alters your form, such as alter self, disguise self, polymorph, or shapechange, grants you a +10 bonus on Disguise checks (see the individual spell descriptions). Divination magic that allows people to see through illusions (such as true seeing) does not penetrate a mundane disguise, but it can negate the magical component of a magically enhanced one.\n\nYou must make a Disguise check when you cast a simulacrum spell to determine how good the likeness is.\n\nIf you have the Deceitful feat, you gain a bonus on Disguise checks (see Chapter 5).",
  675. "situationalmodifiers": {
  676. "_text": ""
  677. },
  678. "_name": "Disguise",
  679. "_ranks": "0",
  680. "_attrbonus": "4",
  681. "_attrname": "CHA",
  682. "_value": "4",
  683. "_tools": "uses"
  684. },
  685. {
  686. "description": "Your training allows you to slip out of bonds and escape from grapples.\n\nCheck: The table below gives the DCs needed to escape various forms of restraints.\nRopes: The DC of your Escape Artist check is equal to the binder's Combat Maneuver Bonus +20.\nManacles and Masterwork Manacles: The DC for manacles is set by their construction (see the table below).\nTight Space: The DC noted is for getting through a space through which your head fits but your shoulders don't. If the space is long, you may need to make multiple checks. You can't squeeze through a space that your head does not fit through.\nGrappler: You can make an Escape Artist check in place of a combat maneuver check to escape a grapple (see Chapter 8) or a pin.\n\nRestraint: Escape Artist DC\nRope/bindings: Binder's CMB +20\nNet, animate rope, command plants, control plants, or entangle: 20\nSnare spell: 23\nManacles: 30\nTight space: 30\nMasterwork manacles: 35\nGrappler: Grappler's CMD\n\nAction: Making an Escape Artist check to escape from rope bindings, manacles, or other restraints (except a grappler) requires 1 minute of work. Escaping from a net or an animate rope, command plants, control plants, or entangle spell is a full-round action. Escaping from a grapple or pin is a standard action. Squeezing through a tight space takes at least 1 minute, maybe longer, depending on how long the space is.\n\nTry Again: Varies. You can make another check after a failed check if you're squeezing your way through a tight space, making multiple checks. If the situation permits, you can make additional checks, or even take 20, as long as you're not being actively opposed. If the DC to escape from rope or bindings is higher than 20 + your Escape Artist skill bonus, you cannot escape from the bonds using Escape Artist.\n\nSpecial: If you have the Stealthy feat, you gain a bonus on Escape Artist checks (see Chapter 5).",
  687. "situationalmodifiers": {
  688. "_text": ""
  689. },
  690. "_name": "Escape Artist",
  691. "_ranks": "9",
  692. "_attrbonus": "1",
  693. "_attrname": "DEX",
  694. "_value": "14",
  695. "_armorcheck": "yes",
  696. "_classskill": "yes"
  697. },
  698. {
  699. "description": "You are skilled at flying, through either the use of wings or magic, and can perform daring or complex maneuvers while airborne. Note that this skill does not give you the ability to fly.\n\nCheck: You generally need only make a Fly check when you are attempting a complex maneuver. Without making a check, a flying creature can remain flying at the end of its turn so long as it moves a distance greater than half its speed. It can also turn up to 45 degrees by sacrificing 5 feet of movement, can rise at half speed at an angle of 45 degrees, and can descend at any angle at normal speed. Note that these restrictions only apply to movement taken during your current turn. At the beginning of the next turn, you can move in a different direction than you did the previous turn without making a check. Taking any action that violates these rules requires a Fly check. The difficulty of these maneuvers varies depending upon the maneuver you are attempting, as noted on the following chart.\n\nFlying Maneuver: Fly DC\nMove less than half speed and remain flying: 10\nHover: 15\nTurn greater than 45° by spending 5 feet of movement: 15\nTurn 180° by spending 10 feet of movement: 20\nFly up at greater than 45° angle: 20\n\nAttacked While Flying: You are not considered flat-footed while flying. If you are flying using wings and you take damage while flying, you must make a DC 10 Fly check to avoid losing 10 feet of altitude. This descent does not provoke an attack of opportunity and does not count against a creature's movement.\n\nCollision While Flying: If you are using wings to fly and you collide with an object equal to your size or larger, you must immediately make a DC 25 Fly check to avoid plummeting to the ground, taking the appropriate falling damage.\n\nAvoid Falling Damage: If you are falling and have the ability to fly, you can make a DC 10 Fly check to negate the damage. You cannot make this check if you are falling due to a failed Fly check or a collision.\n\nHigh Wind Speeds: Flying in high winds adds penalties on your Fly checks as noted on Table 4-5. \"Checked\" means that creatures of that size or smaller must succeed on a DC 20 Fly check to move at all so long as the wind persists. \"Blown away\" means that creatures of that size or smaller must make a DC 25 Fly check or be blown back 2d6 × 10 feet and take 2d6 points of nonlethal damage. This check must be made every round the creature remains airborne. A creature that is blown away must still make a DC 20 Fly check to move due to also being checked.\n\nAction: None. A Fly check doesn't require an action; it is made as part of another action or as a reaction to a situation.\n\nTry Again: Varies. You can attempt a Fly check to perform the same maneuver on subsequent rounds. If you are using wings and you fail a Fly check by 5 or more, you plummet to the ground, taking the appropriate falling damage (see Chapter 13).\n\nSpecial: A spellcaster with a bat familiar gains a +3 bonus on Fly checks.\n\nCreatures with a fly speed treat the Fly skill as a class skill. A creature with a natural fly speed receives a bonus (or penalty) on Fly skill checks depending on its maneuverability: Clumsy -8, Poor -4, Average +0, Good +4, Perfect +8. Creatures without a listed maneuverability rating are assumed to have average maneuverability.\n\nA creature larger or smaller than Medium takes a size bonus or penalty on Fly checks depending on its size category: Fine +8, Diminutive +6, Tiny +4, Small +2, Large -2, Huge -4, Gargantuan -6, Colossal -8.\n\nYou cannot take ranks in this skill without a natural means of flight or gliding. Creatures can also take ranks in Fly if they possess a reliable means of flying every day (either through a spell or other special ability).\n\nIf you have the Acrobatic feat, you get a bonus on Fly checks (see Chapter 5).",
  700. "situationalmodifiers": {
  701. "_text": ""
  702. },
  703. "_name": "Fly",
  704. "_ranks": "1",
  705. "_attrbonus": "1",
  706. "_attrname": "DEX",
  707. "_value": "5",
  708. "_armorcheck": "yes",
  709. "_classskill": "yes"
  710. },
  711. {
  712. "description": "You are trained at working with animals, and can teach them tricks, get them to follow your simple commands, or even domesticate them.\n\nCheck: The DC depends on what you are trying to do.\n\nTask: Handle Animal DC\nHandle an animal: 10\n\"Push\" an animal: 25\nTeach an animal a trick: 15 or 20*\nTrain an animal for a general purpose: 15 or 20*\nRear a wild animal: 15 + HD of animal\n* See the specific trick or purpose below.\n\nHandle an Animal: This task involves commanding an animal to perform a task or trick that it knows. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action.\n\n\"Push\" an Animal: To push an animal means to get it to perform a task or trick that it doesn't know but is physically capable of performing. This category also covers making an animal perform a forced march or forcing it to hustle for more than 1 hour between sleep cycles. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action.\n\nTeach an Animal a Trick: You can teach an animal a specific trick with 1 week of work and a successful Handle Animal check against the indicated DC. An animal with an Intelligence score of 1 can learn a maximum of three tricks, while an animal with an Intelligence score of 2 can learn a maximum of six tricks. Possible tricks (and their associated DCs) include, but are not necessarily limited to, the following.\n• Attack (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.\n• Come (DC 15): The animal comes to you, even if it normally would not do so.\n• Defend (DC 20): The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.\n• Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.\n• Fetch (DC 15): The animal goes and gets something. If you do not point out a specific item, the animal fetches a random object.\n• Guard (DC 20): The animal stays in place and prevents others from approaching.\n• Heel (DC 15): The animal follows you closely, even to places where it normally wouldn't go.\n• Perform (DC 15): The animal performs a variety of simple tricks, such as sitting up, rolling over, roaring or barking, and so on.\n• Seek (DC 15): The animal moves into an area and looks around for anything that is obviously alive or animate.\n• Stay (DC 15): The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.\n• Track (DC 20): The animal tracks the scent presented to it. (This requires the animal to have the scent ability.)\n• Work (DC 15): The animal pulls or pushes a medium or heavy load.\n\nTrain an Animal for a General Purpose: Rather than teaching an animal individual tricks, you can simply train it for a general purpose. Essentially, an animal's purpose represents a preselected set of known tricks that fit into a common scheme, such as guarding or heavy labor. The animal must meet all the normal prerequisites for all tricks included in the training package. If the package includes more than three tricks, the animal must have an Intelligence score of 2 or higher.\n\nAn animal can be trained for only one general purpose, though if the creature is capable of learning additional tricks (above and beyond those included in its general purpose), it may do so. Training an animal for a purpose requires fewer checks than teaching individual tricks does, but no less time.\n• Combat Training (DC 20): An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also \"upgrade\" an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal's previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way.\n\nContinued - Core Rulebook, pg. 97.",
  713. "situationalmodifiers": {
  714. "_text": ""
  715. },
  716. "_name": "Handle Animal",
  717. "_ranks": "0",
  718. "_attrbonus": "4",
  719. "_attrname": "CHA",
  720. "_value": "4",
  721. "_trainedonly": "yes",
  722. "_usable": "no"
  723. },
  724. {
  725. "description": "You are skilled at tending to wounds and ailments.\n\nCheck: The DC and effect of a Heal check depend on the task you attempt.\n\nTask DC\nFirst aid: 15\nLong-term care: 15\nTreat wounds from caltrops, spike growth, or spike stones: 15\nTreat deadly wounds: 20\nTreat poison: Poison's save DC\nTreat disease: Disease's save DC\n\nFirst Aid: You usually use first aid to save a dying character. If a character has negative hit points and is losing hit points (at the rate of 1 per round, 1 per hour, or 1 per day), you can make him stable. A stable character regains no hit points but stops losing them. First aid also stops a character from losing hit points due to effects that cause bleed (see Appendix 2 for rules on bleed damage).\n\nLong-Term Care: Providing long-term care means treating a wounded person for a day or more. If your Heal check is successful, the patient recovers hit points or ability score points lost to ability damage at twice the normal rate: 2 hit points per level for a full 8 hours of rest in a day, or 4 hit points per level for each full day of complete rest; 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest.\n\nYou can tend to as many as six patients at a time. You need a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands. Giving long-term care counts as light activity for the healer. You cannot give long-term care to yourself.\n\nTreat Wounds from Caltrops, Spike Growth, or Spike Stones: A creature wounded by stepping on a caltrop moves at half normal speed. A successful Heal check removes this movement penalty.\n\nA creature wounded by a spike growth or spike stones spell must succeed on a Reflex save or take injuries that reduce his speed by one-third. Another character can remove this penalty by taking 10 minutes to dress the victim's injuries and succeeding on a Heal check against the spell's save DC.\nTreat Deadly Wounds: When treating deadly wounds, you can restore hit points to a damaged creature.\n\nTreating deadly wounds restores 1 hit point per level of the creature. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount. A creature can only benefit from its deadly wounds being treated within 24 hours of being injured and never more than once per day. You must expend two uses from a healer's kit to perform this task. You take a -2 penalty on your Heal skill check for each use from the healer's kit that you lack.\n\nTreat Poison: To treat poison means to tend to a single character who has been poisoned and who is going to take more damage from the poison (or suffer some other effect). Every time the poisoned character makes a saving throw against the poison, you make a Heal check. If your Heal check exceeds the DC of the poison, the character receives a +4 competence bonus on his saving throw against the poison.\n\nTreat Disease: To treat a disease means to tend to a single diseased character. Every time the diseased character makes a saving throw against disease effects, you make a Heal check. If your Heal check exceeds the DC of the disease, the character receives a +4 competence bonus on his saving throw against the disease.\n\nAction: Providing first aid, treating a wound, or treating poison is a standard action. Treating a disease or tending a creature wounded by a spike growth or spike stones spell takes 10 minutes of work. Treating deadly wounds takes 1 hour of work. Providing long-term care requires 8 hours of light activity.\n\nTry Again: Varies. Generally speaking, you can't try a Heal check again without witnessing proof of the original check's failure. You can always retry a check to provide first aid, assuming the target of the previous attempt is still alive.\n\nSpecial: A character with the Self-Sufficient feat gets a bonus on Heal checks (see Chapter 5).\n\nA healer's kit gives you a +2 circumstance bonus on Heal checks.",
  726. "situationalmodifiers": {
  727. "_text": ""
  728. },
  729. "_name": "Heal",
  730. "_ranks": "0",
  731. "_attrbonus": "1",
  732. "_attrname": "WIS",
  733. "_value": "1",
  734. "_tools": "uses"
  735. },
  736. {
  737. "description": "You can use this skill to frighten your opponents or to get them to act in a way that benefits you. This skill includes verbal threats and displays of prowess.\n\nCheck: You can use Intimidate to force an opponent to act friendly toward you for 1d6 × 10 minutes with a successful check. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier.\n\nIf successful, the target gives you the information you desire, takes actions that do not endanger it, or otherwise offers limited assistance. After the Intimidate expires, the target treats you as unfriendly and may report you to local authorities. If you fail this check by 5 or more, the target attempts to deceive you or otherwise hinder your activities.\n\nDemoralize: You can use this skill to cause an opponent to become shaken for a number of rounds. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If you are successful, the target is shaken for 1 round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent this way if they are within 30 feet. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.\n\nAction: Using Intimidate to change an opponent's attitude requires 1 minute of conversation. Demoralizing an opponent is a standard action.\n\nTry Again: You can attempt to Intimidate an opponent again, but each additional check increases the DC by +5. This increase resets after 1 hour has passed.\n\nSpecial: You also gain a +4 bonus on Intimidate checks if you are larger than your target and a -4 penalty on Intimidate checks if you are smaller than your target.\n\nIf you have the Persuasive feat, you get a bonus on Intimidate checks (see Chapter 5).\n\nA half-orc gets a +2 bonus on Intimidate checks.",
  738. "situationalmodifiers": {
  739. "_text": ""
  740. },
  741. "_name": "Intimidate",
  742. "_ranks": "0",
  743. "_attrbonus": "4",
  744. "_attrname": "CHA",
  745. "_value": "4"
  746. },
  747. {
  748. "description": "You are educated in a field of study and can answer both simple and complex questions. Like the Craft, Perform, and Profession skills, Knowledge actually encompasses a number of different specialties. Below are listed typical fields of study.\n\n• Arcana (ancient mysteries, magic traditions, arcane symbols, constructs, dragons, magical beasts)\n• Dungeoneering (aberrations, caverns, oozes, spelunking)\n• Engineering (buildings, aqueducts, bridges, fortifications)\n• Geography (lands, terrain, climate, people)\n• History (wars, colonies, migrations, founding of cities)\n• Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)\n• Nature (animals, fey, monstrous humanoids, plants, seasons and cycles, weather, vermin)\n• Nobility (lineages, heraldry, personalities, royalty)\n• Planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, planar magic)\n• Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)\n\nCheck: Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions).\n\nYou can use this skill to identify monsters and their special powers or vulnerabilities. In general, the DC of such a check equals 10 + the monster's CR. For common monsters, such as goblins, the DC of this check equals 5 + the monster's CR. For particularly rare monsters, such as the tarrasque, the DC of this check equals 15 + the monster's CR, or more. A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information. Many of the Knowledge skills have specific uses as noted on Table 4-6.\n\nAction: Usually none. In most cases, a Knowledge check doesn't take an action (but see \"Untrained,\" below).\n\nTry Again: No. The check represents what you know, and thinking about a topic a second time doesn't let you know something that you never learned in the first place.\n\nUntrained: You cannot make an untrained Knowledge check with a DC higher than 10. If you have access to an extensive library that covers a specific skill, this limit is removed. The time to make checks using a library, however, increases to 1d4 hours. Particularly complete libraries might even grant a bonus on Knowledge checks in the fields that they cover.",
  749. "situationalmodifiers": {
  750. "_text": "Deific Obedience: +3 profane bonus to identify monsters in your presence"
  751. },
  752. "_name": "Knowledge (arcana)",
  753. "_ranks": "9",
  754. "_attrbonus": "5",
  755. "_attrname": "INT",
  756. "_value": "17",
  757. "_classskill": "yes",
  758. "_trainedonly": "yes"
  759. },
  760. {
  761. "description": "You are educated in a field of study and can answer both simple and complex questions. Like the Craft, Perform, and Profession skills, Knowledge actually encompasses a number of different specialties. Below are listed typical fields of study.\n\n• Arcana (ancient mysteries, magic traditions, arcane symbols, constructs, dragons, magical beasts)\n• Dungeoneering (aberrations, caverns, oozes, spelunking)\n• Engineering (buildings, aqueducts, bridges, fortifications)\n• Geography (lands, terrain, climate, people)\n• History (wars, colonies, migrations, founding of cities)\n• Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)\n• Nature (animals, fey, monstrous humanoids, plants, seasons and cycles, weather, vermin)\n• Nobility (lineages, heraldry, personalities, royalty)\n• Planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, planar magic)\n• Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)\n\nCheck: Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions).\n\nContinued - Core Rulebook, pg. 99.",
  762. "situationalmodifiers": {
  763. "_text": "Deific Obedience: +3 profane bonus to identify monsters in your presence"
  764. },
  765. "_name": "Knowledge (dungeoneering)",
  766. "_ranks": "4",
  767. "_attrbonus": "5",
  768. "_attrname": "INT",
  769. "_value": "12",
  770. "_classskill": "yes",
  771. "_trainedonly": "yes"
  772. },
  773. {
  774. "description": "You are educated in a field of study and can answer both simple and complex questions. Like the Craft, Perform, and Profession skills, Knowledge actually encompasses a number of different specialties. Below are listed typical fields of study.\n\n• Arcana (ancient mysteries, magic traditions, arcane symbols, constructs, dragons, magical beasts)\n• Dungeoneering (aberrations, caverns, oozes, spelunking)\n• Engineering (buildings, aqueducts, bridges, fortifications)\n• Geography (lands, terrain, climate, people)\n• History (wars, colonies, migrations, founding of cities)\n• Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)\n• Nature (animals, fey, monstrous humanoids, plants, seasons and cycles, weather, vermin)\n• Nobility (lineages, heraldry, personalities, royalty)\n• Planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, planar magic)\n• Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)\n\nCheck: Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions).\n\nContinued - Core Rulebook, pg. 99.",
  775. "situationalmodifiers": {
  776. "_text": "Deific Obedience: +3 profane bonus to identify monsters in your presence"
  777. },
  778. "_name": "Knowledge (engineering)",
  779. "_ranks": "1",
  780. "_attrbonus": "5",
  781. "_attrname": "INT",
  782. "_value": "9",
  783. "_classskill": "yes",
  784. "_trainedonly": "yes"
  785. },
  786. {
  787. "description": "You are educated in a field of study and can answer both simple and complex questions. Like the Craft, Perform, and Profession skills, Knowledge actually encompasses a number of different specialties. Below are listed typical fields of study.\n\n• Arcana (ancient mysteries, magic traditions, arcane symbols, constructs, dragons, magical beasts)\n• Dungeoneering (aberrations, caverns, oozes, spelunking)\n• Engineering (buildings, aqueducts, bridges, fortifications)\n• Geography (lands, terrain, climate, people)\n• History (wars, colonies, migrations, founding of cities)\n• Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)\n• Nature (animals, fey, monstrous humanoids, plants, seasons and cycles, weather, vermin)\n• Nobility (lineages, heraldry, personalities, royalty)\n• Planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, planar magic)\n• Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)\n\nCheck: Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions).\n\nContinued - Core Rulebook, pg. 99.",
  788. "situationalmodifiers": {
  789. "_text": "Deific Obedience: +3 profane bonus to identify monsters in your presence"
  790. },
  791. "_name": "Knowledge (geography)",
  792. "_ranks": "1",
  793. "_attrbonus": "5",
  794. "_attrname": "INT",
  795. "_value": "9",
  796. "_classskill": "yes",
  797. "_trainedonly": "yes"
  798. },
  799. {
  800. "description": "You are educated in a field of study and can answer both simple and complex questions. Like the Craft, Perform, and Profession skills, Knowledge actually encompasses a number of different specialties. Below are listed typical fields of study.\n\n• Arcana (ancient mysteries, magic traditions, arcane symbols, constructs, dragons, magical beasts)\n• Dungeoneering (aberrations, caverns, oozes, spelunking)\n• Engineering (buildings, aqueducts, bridges, fortifications)\n• Geography (lands, terrain, climate, people)\n• History (wars, colonies, migrations, founding of cities)\n• Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)\n• Nature (animals, fey, monstrous humanoids, plants, seasons and cycles, weather, vermin)\n• Nobility (lineages, heraldry, personalities, royalty)\n• Planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, planar magic)\n• Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)\n\nCheck: Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions).\n\nContinued - Core Rulebook, pg. 99.",
  801. "situationalmodifiers": {
  802. "_text": "Deific Obedience: +3 profane bonus to identify monsters in your presence"
  803. },
  804. "_name": "Knowledge (history)",
  805. "_ranks": "5",
  806. "_attrbonus": "5",
  807. "_attrname": "INT",
  808. "_value": "13",
  809. "_classskill": "yes",
  810. "_trainedonly": "yes"
  811. },
  812. {
  813. "description": "You are educated in a field of study and can answer both simple and complex questions. Like the Craft, Perform, and Profession skills, Knowledge actually encompasses a number of different specialties. Below are listed typical fields of study.\n\n• Arcana (ancient mysteries, magic traditions, arcane symbols, constructs, dragons, magical beasts)\n• Dungeoneering (aberrations, caverns, oozes, spelunking)\n• Engineering (buildings, aqueducts, bridges, fortifications)\n• Geography (lands, terrain, climate, people)\n• History (wars, colonies, migrations, founding of cities)\n• Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)\n• Nature (animals, fey, monstrous humanoids, plants, seasons and cycles, weather, vermin)\n• Nobility (lineages, heraldry, personalities, royalty)\n• Planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, planar magic)\n• Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)\n\nCheck: Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions).\n\nContinued - Core Rulebook, pg. 99.",
  814. "situationalmodifiers": {
  815. "_text": "Deific Obedience: +3 profane bonus to identify monsters in your presence"
  816. },
  817. "_name": "Knowledge (local)",
  818. "_ranks": "5",
  819. "_attrbonus": "5",
  820. "_attrname": "INT",
  821. "_value": "13",
  822. "_classskill": "yes",
  823. "_trainedonly": "yes"
  824. },
  825. {
  826. "description": "You are educated in a field of study and can answer both simple and complex questions. Like the Craft, Perform, and Profession skills, Knowledge actually encompasses a number of different specialties. Below are listed typical fields of study.\n\n• Arcana (ancient mysteries, magic traditions, arcane symbols, constructs, dragons, magical beasts)\n• Dungeoneering (aberrations, caverns, oozes, spelunking)\n• Engineering (buildings, aqueducts, bridges, fortifications)\n• Geography (lands, terrain, climate, people)\n• History (wars, colonies, migrations, founding of cities)\n• Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)\n• Nature (animals, fey, monstrous humanoids, plants, seasons and cycles, weather, vermin)\n• Nobility (lineages, heraldry, personalities, royalty)\n• Planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, planar magic)\n• Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)\n\nCheck: Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions).\n\nContinued - Core Rulebook, pg. 99.",
  827. "situationalmodifiers": {
  828. "_text": "Deific Obedience: +3 profane bonus to identify monsters in your presence"
  829. },
  830. "_name": "Knowledge (nature)",
  831. "_ranks": "1",
  832. "_attrbonus": "5",
  833. "_attrname": "INT",
  834. "_value": "9",
  835. "_classskill": "yes",
  836. "_trainedonly": "yes"
  837. },
  838. {
  839. "description": "You are educated in a field of study and can answer both simple and complex questions. Like the Craft, Perform, and Profession skills, Knowledge actually encompasses a number of different specialties. Below are listed typical fields of study.\n\n• Arcana (ancient mysteries, magic traditions, arcane symbols, constructs, dragons, magical beasts)\n• Dungeoneering (aberrations, caverns, oozes, spelunking)\n• Engineering (buildings, aqueducts, bridges, fortifications)\n• Geography (lands, terrain, climate, people)\n• History (wars, colonies, migrations, founding of cities)\n• Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)\n• Nature (animals, fey, monstrous humanoids, plants, seasons and cycles, weather, vermin)\n• Nobility (lineages, heraldry, personalities, royalty)\n• Planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, planar magic)\n• Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)\n\nCheck: Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions).\n\nContinued - Core Rulebook, pg. 99.",
  840. "situationalmodifiers": {
  841. "_text": "Deific Obedience: +3 profane bonus to identify monsters in your presence"
  842. },
  843. "_name": "Knowledge (nobility)",
  844. "_ranks": "1",
  845. "_attrbonus": "5",
  846. "_attrname": "INT",
  847. "_value": "9",
  848. "_classskill": "yes",
  849. "_trainedonly": "yes"
  850. },
  851. {
  852. "description": "You are educated in a field of study and can answer both simple and complex questions. Like the Craft, Perform, and Profession skills, Knowledge actually encompasses a number of different specialties. Below are listed typical fields of study.\n\n• Arcana (ancient mysteries, magic traditions, arcane symbols, constructs, dragons, magical beasts)\n• Dungeoneering (aberrations, caverns, oozes, spelunking)\n• Engineering (buildings, aqueducts, bridges, fortifications)\n• Geography (lands, terrain, climate, people)\n• History (wars, colonies, migrations, founding of cities)\n• Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)\n• Nature (animals, fey, monstrous humanoids, plants, seasons and cycles, weather, vermin)\n• Nobility (lineages, heraldry, personalities, royalty)\n• Planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, planar magic)\n• Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)\n\nCheck: Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions).\n\nContinued - Core Rulebook, pg. 99.",
  853. "situationalmodifiers": {
  854. "_text": "Deific Obedience: +3 profane bonus to identify monsters in your presence"
  855. },
  856. "_name": "Knowledge (planes)",
  857. "_ranks": "2",
  858. "_attrbonus": "5",
  859. "_attrname": "INT",
  860. "_value": "10",
  861. "_classskill": "yes",
  862. "_trainedonly": "yes"
  863. },
  864. {
  865. "description": "You are educated in a field of study and can answer both simple and complex questions. Like the Craft, Perform, and Profession skills, Knowledge actually encompasses a number of different specialties. Below are listed typical fields of study.\n\n• Arcana (ancient mysteries, magic traditions, arcane symbols, constructs, dragons, magical beasts)\n• Dungeoneering (aberrations, caverns, oozes, spelunking)\n• Engineering (buildings, aqueducts, bridges, fortifications)\n• Geography (lands, terrain, climate, people)\n• History (wars, colonies, migrations, founding of cities)\n• Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)\n• Nature (animals, fey, monstrous humanoids, plants, seasons and cycles, weather, vermin)\n• Nobility (lineages, heraldry, personalities, royalty)\n• Planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, planar magic)\n• Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)\n\nCheck: Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions).\n\nContinued - Core Rulebook, pg. 99.",
  866. "situationalmodifiers": {
  867. "_text": "Deific Obedience: +3 profane bonus to identify monsters in your presence"
  868. },
  869. "_name": "Knowledge (religion)",
  870. "_ranks": "5",
  871. "_attrbonus": "5",
  872. "_attrname": "INT",
  873. "_value": "13",
  874. "_classskill": "yes",
  875. "_trainedonly": "yes"
  876. },
  877. {
  878. "description": "You are skilled at working with language, in both its spoken and written forms. You can speak multiple languages, and can decipher nearly any tongue given enough time. Your skill in writing allows you to create and detect forgeries as well.\n\nCheck: You can decipher writing in an unfamiliar language or a message written in an incomplete or archaic form. The base DC is 20 for the simplest messages, 25 for standard texts, and 30 or higher for intricate, exotic, or very old writing. If the check succeeds, you understand the general content of a piece of writing about one page long (or the equivalent). If the check fails, make a DC 5 Wisdom check to see if you avoid drawing a false conclusion about the text. (Success means that you do not draw a false conclusion; failure means that you do.)\n\nBoth the Linguistics check and (if necessary) the Wisdom check are made secretly by the GM, so that you can't tell whether the conclusion you draw is true or false.\n\nCondition: Linguistics Check Modifier\nType of document unknown to reader: -2\nType of document somewhat known to reader: +0\nType of document well known to reader: +2\nHandwriting not known to reader: -2\nHandwriting somewhat known to reader: +0\nHandwriting intimately known to reader: +2\nReader only casually reviews the document: -2\nDocument contradicts orders or knowledge: +2\n\nCreate or Detect Forgeries: Forgery requires writing materials appropriate to the document being forged. To forge a document on which the handwriting is not specific to a person, you need only to have seen a similar document before, and you gain a +8 bonus on your check. To forge a signature, you need an autograph of that person to copy, and you gain a +4 bonus on the check. To forge a longer document written in the hand of some particular person, a large sample of that person's handwriting is needed.\n\nThe Linguistics check is made secretly, so that you're not sure how good your forgery is. As with Disguise, you don't make a check until someone examines the work. Your Linguistics check is opposed by the Linguistics check of the person who examines the document to verify its authenticity. The examiner gains modifiers if any of the conditions are listed on the table found on the previous page.\n\nLearn a Language: Whenever you put a rank into this skill, you learn to speak and read a new language. Common languages (and their typical speakers) include the following.\n• Abyssal (demons and other chaotic evil outsiders)\n• Aklo (derros, inhuman or otherworldly monsters, evil fey)\n• Aquan (aquatic creatures, water-based creatures)\n• Auran (flying creatures, air-based creatures)\n• Celestial (angels and other good outsiders)\n• Common (humans and the core races from Chapter 2)\n• Draconic (dragons, reptilian humanoids)\n• Druidic (druids only)\n• Dwarven (dwarves)\n• Elven (elves, half-elves)\n• Giant (cyclopses, ettins, giants, ogres, trolls)\n• Gnome (gnomes)\n• Goblin (bugbears, goblins, hobgoblins)\n• Gnoll (gnolls)\n• Halfling (halflings)\n• Ignan (fire-based creatures)\n• Infernal (devils and other lawful evil outsiders)\n• Orc (orcs, half-orcs)\n• Sylvan (centaurs, fey creatures, plant creatures, unicorns)\n• Terran (earth-based creatures)\n• Undercommon (drow, duergar, morlocks, svirfneblin)\n\nAction: Varies. Deciphering a page of ordinary text takes 1 minute (10 consecutive rounds). Creating a forgery can take anywhere from 1 minute to 1d4 minutes per page. Detecting a forgery using Linguistics takes 1 round of examination per page.\n\nTry Again: Yes.\n\nSpecial: You must be trained to use this skill, but you can always attempt to read archaic and strange forms of your own racial bonus languages. In addition, you can also always attempt to detect a forgery.",
  879. "situationalmodifiers": {
  880. "_text": ""
  881. },
  882. "_name": "Linguistics",
  883. "_ranks": "1",
  884. "_attrbonus": "5",
  885. "_attrname": "INT",
  886. "_value": "9",
  887. "_classskill": "yes",
  888. "_trainedonly": "yes"
  889. },
  890. {
  891. "description": "Your senses allow you to notice fine details and alert you to danger. Perception covers all five senses, including sight, hearing, touch, taste, and smell.\n\nCheck: Perception has a number of uses, the most common of which is an opposed check versus an opponent's Stealth check to notice the opponent and avoid being surprised. If you are successful, you notice the opponent and can react accordingly. If you fail, your opponent can take a variety of actions, including sneaking past you and attacking you.\n\nPerception is also used to notice fine details in the environment. The DC to notice such details varies depending upon distance, the environment, and how noticeable the detail is. The following table gives a number of guidelines.\n\nDetail: Perception DC\nHear the sound of battle: -10\nNotice the stench of rotting garbage: -10\nDetect the smell of smoke: 0\nHear the details of a conversation: 0\nNotice a visible creature: 0\nDetermine if food is spoiled: 5\nHear the sound of a creature walking: 10\nHear the details of a whispered conversation: 15\nFind the average concealed door: 15\nHear the sound of a key being turned in a lock: 20\nFind the average secret door: 20\nHear a bow being drawn: 25\nSense a burrowing creature underneath you: 25\nNotice a pickpocket: Opposed by Sleight of Hand\nNotice a creature using Stealth: Opposed by Stealth\nFind a hidden trap: Varies by trap\nIdentify the powers of a potion through taste: 15 + the potion's caster level\n\nPerception Modifiers: DC Modifier\nDistance to the source, object, or creature: +1/10 feet\nThrough a closed door: +5\nThrough a wall: +10/foot of thickness\nFavorable conditions (1): -2\nUnfavorable conditions (1): +2\nTerrible conditions (2): +5\nCreature making the check is distracted: +5\nCreature making the check is asleep: +10\nCreature or object is invisible: +20\n(1) Favorable and unfavorable conditions depend upon the sense being used to make the check. For example, bright light might increase the DC of checks involving sight, while torchlight or moonlight might give a penalty. Background noise might reduce a DC involving hearing, while competing odors might penalize any DC involving scent.\n(2) As for unfavorable conditions, but more extreme. For example, candlelight for DCs involving sight, a roaring dragon for DCs involving hearing, and an overpowering stench covering the area for DCs involving scent.\n\nAction: Most Perception checks are reactive, made in response to observable stimulus. Intentionally searching for stimulus is a move action.\n\nTry Again: Yes. You can try to sense something you missed the first time, so long as the stimulus is still present.\n\nSpecial: Elves, half-elves, gnomes, and halflings receive a +2 racial bonus on Perception checks. Creatures with the scent special quality have a +8 bonus on Perception checks made to detect a scent. Creatures with the tremorsense special quality have a +8 bonus on Perception checks against creatures touching the ground and automatically make any such checks within their range. For more on special qualities, see Appendix 1.\n\nA spellcaster with a hawk or owl familiar gains a +3 bonus on Perception checks. If you have the Alertness feat, you get a bonus on Perception checks (see Chapter 5).",
  892. "situationalmodifiers": {
  893. "_text": ""
  894. },
  895. "_name": "Perception",
  896. "_ranks": "4",
  897. "_attrbonus": "1",
  898. "_attrname": "WIS",
  899. "_value": "5"
  900. },
  901. {
  902. "description": "You are skilled at a specific job. Like Craft, Knowledge, and Perform, Profession is actually a number of separate skills. You could have several Profession skills, each with its own ranks. While a Craft skill represents ability in creating an item, a Profession skill represents an aptitude in a vocation requiring a broader range of less specific knowledge. The most common Profession skills are architect, baker, barrister, brewer, butcher, clerk, cook, courtesan, driver, engineer, farmer, fisherman, gambler, gardener, herbalist, innkeeper, librarian, merchant, midwife, miller, miner, porter, sailor, scribe, shepherd, stable master, soldier, tanner, trapper, and woodcutter.\n\nCheck: You can earn half your Profession check result in gold pieces per week of dedicated work. You know how to use the tools of your trade, how to perform the profession's daily tasks, how to supervise helpers, and how to handle common problems. You can also answer questions about your Profession. Basic questions are DC 10, while more complex questions are DC 15 or higher.\n\nAction: Not applicable. A single check generally represents a week of work.\n\nContinued - Core Rulebook, pg. 103",
  903. "situationalmodifiers": {
  904. "_text": ""
  905. },
  906. "_name": "Profession (engineer)",
  907. "_ranks": "1",
  908. "_attrbonus": "1",
  909. "_attrname": "WIS",
  910. "_value": "5",
  911. "_classskill": "yes",
  912. "_trainedonly": "yes"
  913. },
  914. {
  915. "description": "You are skilled at riding mounts, usually a horse, but possibly something more exotic, like a griffon or pegasus. If you attempt to ride a creature that is ill suited as a mount, you take a -5 penalty on your Ride checks.\n\nCheck: Typical riding actions don't require checks. You can saddle, mount, ride, and dismount from a mount without a problem. The following tasks do require checks.\n\nTask: Ride DC\nGuide with knees: 5\nStay in saddle: 5\nFight with a combat-trained mount: 10\nCover: 15\nSoft fall: 15\nLeap: 15\nSpur mount: 15\nControl mount in battle: 20\nFast mount or dismount: 20\n\nGuide with Knees: You can guide your mount with your knees so you can use both hands in combat. Make your Ride check at the start of your turn. If you fail, you can use only one hand this round because you need to use the other to control your mount. This does not take an action.\n\nStay in Saddle: You can react instantly to try to avoid falling when your mount rears or bolts unexpectedly or when you take damage. This usage does not take an action.\n\nFight with a Combat-Trained Mount: If you direct your wartrained mount to attack in battle, you can still make your own attack or attacks normally. This usage is a free action.\n\nCover: You can react instantly to drop down and hang alongside your mount, using it as cover. You can't attack or cast spells while using your mount as cover. If you fail your Ride check, you don't get the cover benefit. Using this option is an immediate action, but recovering from this position is a move action (no check required).\n\nSoft Fall: You negate damage when you fall off a mount. If you fail the Ride check, you take 1d6 points of damage and are prone. This usage does not take an action.\n\nLeap: You can get your mount to leap obstacles as part of its movement. If the Ride check to make the leap succeeds, make a check using your Ride modifier or the mount's jump modifier, whichever is lower, to see how far the creature can jump. If you fail your Ride check, you fall off the mount when it leaps and take the appropriate falling damage (at least 1d6 points). This usage does not take an action but is part of the mount's movement.\n\nSpur Mount: You can spur your mount to greater speed with a move action. A successful Ride check increases the mount's speed by 10 feet for 1 round but deals 1d3 points of damage to the creature. You can use this ability every round, but the mount becomes fatigued after a number of rounds equal to its Constitution score. This ability cannot be used on a fatigued mount.\n\nControl Mount in Battle: As a move action, you can attempt to control a light horse, pony, heavy horse, or other mount not trained for combat riding while in battle. If you fail the Ride check, you can do nothing else in that round. You do not need to roll for horses or ponies trained for combat.\n\nFast Mount or Dismount: You can attempt to mount or dismount from a mount of up to one size category larger than yourself as a free action, provided that you still have a move action available that round. If you fail the Ride check, mounting or dismounting is a move action. You can't use fast mount or dismount on a mount more than one size category larger than yourself.\n\nAction: Varies. Mounting or dismounting normally is a move action. Other checks are a move action, a free action, or no action at all, as noted above.\n\nSpecial: If you are riding bareback, you take a -5 penalty on Ride checks.\n\nIf you have the Animal Affinity feat, you get a bonus on Ride checks (see Chapter 5).\n\nIf you use a military saddle you get a +2 circumstance bonus on Ride checks related to staying in the saddle.\n\nRide is a prerequisite for Mounted Archery, Mounted Combat, Ride-By Attack, Spirited Charge, and Trample.",
  916. "situationalmodifiers": {
  917. "_text": ""
  918. },
  919. "_name": "Ride",
  920. "_ranks": "0",
  921. "_attrbonus": "1",
  922. "_attrname": "DEX",
  923. "_value": "1",
  924. "_armorcheck": "yes"
  925. },
  926. {
  927. "description": "You are skilled at detecting falsehoods and true intentions.\n\nCheck: A successful check lets you avoid being bluffed (see the Bluff skill). You can also use this skill to determine when \"something is up\" (that is, something odd is going on) or to assess someone's trustworthiness.\n\nTask: Sense Motive DC\nHunch: 20\nSense enchantment: 25 or 15\nDiscern secret message: Varies\n\nHunch: This use of the skill involves making a gut assessment of the social situation. You can get the feeling from another's behavior that something is wrong, such as when you're talking to an impostor. Alternatively, you can get the feeling that someone is trustworthy.\n\nSense Enchantment: You can tell that someone's behavior is being influenced by an enchantment effect even if that person isn't aware of it. The usual DC is 25, but if the target is dominated (see dominate person), the DC is only 15 because of the limited range of the target's activities.\n\nDiscern Secret Message: You may use Sense Motive to detect that a hidden message is being transmitted via the Bluff skill. In this case, your Sense Motive check is opposed by the Bluff check of the character transmitting the message. For each piece of information relating to the message that you are missing, you take a -2 penalty on your Sense Motive check. If you succeed by 4 or less, you know that something hidden is being communicated, but you can't learn anything specific about its content. If you beat the DC by 5 or more, you intercept and understand the message. If you fail by 4 or less, you don't detect any hidden communication. If you fail by 5 or more, you might infer false information.\n\nAction: Trying to gain information with Sense Motive generally takes at least 1 minute, and you could spend a whole evening trying to get a sense of the people around you.\n\nTry Again: No, though you may make a Sense Motive check for each Bluff check made against you.\n\nSpecial: A ranger gains a bonus on Sense Motive checks when using this skill against a favored enemy.\n\nIf you have the Alertness feat, you get a bonus on Sense Motive checks (see Chapter 5).",
  928. "situationalmodifiers": {
  929. "_text": ""
  930. },
  931. "_name": "Sense Motive",
  932. "_ranks": "2",
  933. "_attrbonus": "1",
  934. "_attrname": "WIS",
  935. "_value": "3"
  936. },
  937. {
  938. "description": "Your training allows you to pick pockets, draw hidden weapons, and take a variety of actions without being noticed.\n\nCheck: A DC 10 Sleight of Hand check lets you palm a coin-sized, unattended object. Performing a minor feat of legerdemain, such as making a coin disappear, also has a DC of 10 unless an observer is determined to note where the item went.\n\nWhen you use this skill under close observation, your skill check is opposed by the observer's Perception check. The observer's success doesn't prevent you from performing the action, just from doing it unnoticed.\n\nYou can hide a small object (including a light weapon or an easily concealed ranged weapon, such as a dart, sling, or hand crossbow) on your body. Your Sleight of Hand check is opposed by the Perception check of anyone observing you or of anyone frisking you. In the latter case, the searcher gains a +4 bonus on the Perception check, since it's generally easier to find such an object than to hide it. A dagger is easier to hide than most light weapons, and grants you a +2 bonus on your Sleight of Hand check to conceal it. An extraordinarily small object, such as a coin, shuriken, or ring, grants you a +4 bonus on your Sleight of Hand check to conceal it, and heavy or baggy clothing (such as a cloak) grants you a +2 bonus on the check.\n\nDrawing a hidden weapon is a standard action and doesn't provoke an attack of opportunity.\n\nIf you try to take something from a creature, you must make a DC 20 Sleight of Hand check. The opponent makes a Perception check to detect the attempt, opposed by the Sleight of Hand check result you achieved when you tried to grab the item. An opponent who succeeds on this check notices the attempt, regardless of whether you got the item. You cannot use this skill to take an object from another creature during combat if the creature is aware of your presence.\n\nYou can also use Sleight of Hand to entertain an audience as though you were using the Perform skill. In such a case, your \"act\" encompasses elements of legerdemain, juggling, and the like.\n\nSleight of Hand DC: Task\n10: Palm a coin-sized object, make a coin disappear\n20: Lift a small object from a person\n\nAction: Any Sleight of Hand check is normally a standard action. However, you may perform a Sleight of Hand check as a move action by taking a -20 penalty on the check.\n\nTry Again: Yes, but after an initial failure, a second Sleight of Hand attempt against the same target (or while you are being watched by the same observer who noticed your previous attempt) increases the DC for the task by 10.\n\nUntrained: An untrained Sleight of Hand check is simply a Dexterity check. Without actual training, you can't succeed on any Sleight of Hand check with a DC higher than 10, except for hiding an object on your body.\n\nSpecial: If you have the Deft Hands feat, you get a bonus on Sleight of Hand checks (see Chapter 5).",
  939. "situationalmodifiers": {
  940. "_text": ""
  941. },
  942. "_name": "Sleight of Hand",
  943. "_ranks": "0",
  944. "_attrbonus": "1",
  945. "_attrname": "DEX",
  946. "_value": "1",
  947. "_armorcheck": "yes",
  948. "_trainedonly": "yes",
  949. "_usable": "no"
  950. },
  951. {
  952. "description": "You are skilled at the art of casting spells, identifying magic items, crafting magic items, and identifying spells as they are being cast.\n\nCheck: Spellcraft is used whenever your knowledge and skill of the technical art of casting a spell or crafting a magic item comes into question. This skill is also used to identify the properties of magic items in your possession through the use of spells such as detect magic and identify. The DC of this check varies depending upon the task at hand.\n\nAction: Identifying a spell as it is being cast requires no action, but you must be able to clearly see the spell as it is being cast, and this incurs the same penalties as a Perception skill check due to distance, poor conditions, and other factors. Learning a spell from a spellbook takes 1 hour per level of the spell (0-level spells take 30 minutes). Preparing a spell from a borrowed spellbook does not add any time to your spell preparation. Making a Spellcraft check to craft a magic item is made as part of the creation process. Attempting to ascertain the properties of a magic item takes 3 rounds per item to be identified and you must be able to thoroughly examine the object.\n\nRetry: You cannot retry checks made to identify a spell. If you fail to learn a spell from a spellbook or scroll, you must wait at least 1 week before you can try again. If you fail to prepare a spell from a borrowed spellbook, you cannot try again until the next day. When using detect magic or identify to learn the properties of magic items, you can only attempt to ascertain the properties of an individual item once per day. Additional attempts reveal the same results.\n\nSpecial: If you are a specialist wizard, you get a +2 bonus on Spellcraft checks made to identify, learn, and prepare spells from your chosen school. Similarly, you take a -5 penalty on similar checks made concerning spells from your opposition schools.\n\nAn elf gets a +2 racial bonus on Spellcraft checks to identify the properties of magic items.\n\nIf you have the Magical Aptitude feat, you gain a bonus on Spellcraft checks (see Chapter 5).",
  953. "situationalmodifiers": {
  954. "_text": ""
  955. },
  956. "_name": "Spellcraft",
  957. "_ranks": "9",
  958. "_attrbonus": "5",
  959. "_attrname": "INT",
  960. "_value": "17",
  961. "_classskill": "yes",
  962. "_trainedonly": "yes"
  963. },
  964. {
  965. "description": "You are skilled at avoiding detection, allowing you to slip past foes or strike from an unseen position. Creatures that fail to beat your Stealth check are not aware of you and treat you as if you had total concealment. This skill covers hiding and moving silently.\n\nCheck: Your Stealth check is opposed by the Perception check of anyone who might notice you. You can move up to half your normal speed and use Stealth at no penalty. When moving at a speed greater than half but less than your normal speed, you take a -5 penalty. It's impossible to use Stealth while attacking, running, or charging.\n\nCreatures gain a bonus or penalty on Stealth checks based on their size: Fine +16, Diminutive +12, Tiny +8, Small +4, Medium +0, Large -4, Huge -8, Gargantuan -12, Colossal -16.\n\nIf people are observing you using any of their senses (but typically sight), you can't use Stealth. Against most creatures, finding cover or concealment allows you to use Stealth. If your observers are momentarily distracted (such as by a Bluff check), you can attempt to use Stealth. While the others turn their attention from you, you can attempt a Stealth check if you can get to an unobserved place of some kind. This check, however, is made at a -10 penalty because you have to move fast.\n\nBreaking Stealth: When you start your turn using Stealth, you can leave cover or concealment and remain unobserved as long as you succeed at a Stealth check and end your turn in cover or concealment. Your Stealth immediately ends after you make an attack roll, whether or not the attack is successful (except when sniping as noted below).\n\nSniping: If you've already successfully used Stealth at least 10 feet from your target, you can make one ranged attack and then immediately use Stealth again. You take a -20 penalty on your Stealth check to maintain your obscured location.\n\nCreating a Diversion to Hide: You can use Bluff to allow you to use Stealth. A successful Bluff check can give you the momentary diversion you need to attempt a Stealth check while people are aware of you.\n\nAction: Usually none. Normally, you make a Stealth check as part of movement, so it doesn't take a separate action. However, using Stealth immediately after a ranged attack (see Sniping, above) is a move action.\n\nSpecial: If you are invisible, you gain a +40 bonus on Stealth checks if you are immobile, or a +20 bonus on Stealth checks if you're moving.\n\nIf you have the Stealthy feat, you get a bonus on Stealth checks (see Chapter 5).",
  966. "situationalmodifiers": {
  967. "_text": ""
  968. },
  969. "_name": "Stealth",
  970. "_ranks": "0",
  971. "_attrbonus": "1",
  972. "_attrname": "DEX",
  973. "_value": "1",
  974. "_armorcheck": "yes"
  975. },
  976. {
  977. "description": "You are skilled at surviving in the wild and at navigating in the wilderness. You also excel at following trails and tracks left by others.\n\nCheck: You can keep yourself and others safe and fed in the wild. The table below gives the DCs for various tasks that require Survival checks.\n\nSurvival DC: Task\n10: Get along in the wild. Move up to half your overland speed while hunting and foraging (no food or water supplies needed). You can provide food and water for one other person for every 2 points by which your check result exceeds 10.\n15: Gain a +2 bonus on all Fortitude saves against severe weather while moving up to half your overland speed, or gain a +4 bonus if you remain stationary. You may grant the same bonus to one other character for every 1 point by which your Survival check result exceeds 15.\n15: Keep from getting lost or avoid natural hazards, such as quicksand.\n15: Predict the weather up to 24 hours in advance. For every 5 points by which your Survival check result exceeds 15, you can predict the weather for one additional day in advance.\n\nFollow Tracks: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow. If you are not trained in this skill, you can make untrained checks to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Perception skill to find a footprint or similar sign of a creature's passage using the same DCs, but you can't use Perception to follow tracks, even if someone else has already found them.\n\nYou move at half your normal speed while following tracks (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table.\n\nSurface: Survival DC\nVery soft ground: 5\nSoft ground: 10\nFirm ground: 15\nHard ground: 20\n\nVery Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.\n\nSoft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.\n\nFirm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.\n\nHard Ground: Any surface that doesn't hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).\n\nCondition: Survival DC Modifier\nEvery three creatures in the group being tracked: -1\nSize of creature or creatures being tracked: (1)\nFine: +8\nDiminutive: +4\nTiny: +2\nSmall: +1\nMedium: +0\nLarge: -1\nHuge: -2\nGargantuan: -4\nColossal: -8\nEvery 24 hours since the trail was made: +1\nEvery hour of rain since the trail was made: +1\nFresh snow since the trail was made: +10\nPoor visibility: (2)\nOvercast or moonless night: +6\nMoonlight: +3\nFog or precipitation: +3\nTracked party hides trail (and moves at half speed): +5\n(1) For a group of mixed sizes, apply only the modifier for the largest size category.\n(2) Apply only the largest modifier from this category.\n\nSeveral modifiers may apply to the Survival check, as given on the table above.\n\nAction: Varies. A single Survival check may represent activity over the course of hours or a full day. A Survival check made to find tracks is at least a full-round action, and it may take even longer.\n\nTry Again: Varies. For getting along in the wild or for gaining the Fortitude save bonus noted in the first table on page 107, you make a Survival check once every 24 hours. The result of that check applies until the next check is made. To avoid getting lost or avoid natural hazards, you make a Survival check whenever the situation calls for one. Retries to avoid getting lost in a specific situation or to avoid a specific natural hazard are not allowed. For finding tracks, you can retry a failed check after 1 hour (outdoors) or 10 minutes (indoors) of searching.\n\nSpecial: If you are trained in Survival, you can automatically determine where true north lies in relation to yourself.\n\nA ranger gains a bonus on Survival checks when using this skill to find or follow the tracks of a favored enemy.\n\nIf you have the Self-Sufficient feat, you get a bonus on Survival checks (see Chapter 5).",
  978. "situationalmodifiers": {
  979. "_text": ""
  980. },
  981. "_name": "Survival",
  982. "_ranks": "0",
  983. "_attrbonus": "1",
  984. "_attrname": "WIS",
  985. "_value": "1"
  986. },
  987. {
  988. "description": "You know how to swim and can do so even in stormy water.\n\nCheck: Make a Swim check once per round while you are in the water. Success means you may swim at up to half your speed (as a full-round action) or at a quarter of your speed (as a move action). If you fail by 4 or less, you make no progress. If you fail by 5 or more, you go underwater.\n\nIf you are underwater, either because you failed a Swim check or because you are swimming underwater intentionally, you must hold your breath. You can hold your breath for a number of rounds equal to twice your Constitution score, but only if you do nothing other than take move actions or free actions. If you take a standard action or a full-round action (such as making an attack), the remainder of the duration for which you can hold your breath is reduced by 1 round. (Effectively, a character in combat can hold his breath only half as long as normal.) After that period of time, you must make a DC 10 Constitution check every round to continue holding your breath. Each round, the DC for that check increases by 1. If you fail the Constitution check, you begin to drown. The DC for the Swim check depends on the water, as given on the table below.\n\nWater: Swim DC\nCalm water: 10\nRough water: 15\nStormy water: 20 (*)\n(*) You can't take 10 on a Swim check in stormy water, even if you aren't otherwise being threatened or distracted.\n\nEach hour that you swim, you must make a DC 20 Swim check or take 1d6 points of nonlethal damage from fatigue.\n\nAction: A successful Swim check allows you to swim a quarter of your speed as a move action or half your speed as a full-round action.\n\nSpecial: A creature with a swim speed can move through water at its indicated speed without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The creature can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line.\n\nIf you have the Athletic feat, you get a bonus on Swim checks (see Chapter 5).",
  989. "situationalmodifiers": {
  990. "_text": "Endurance: +4 to resist nonlethal damage from exhaustion"
  991. },
  992. "_name": "Swim",
  993. "_ranks": "0",
  994. "_attrbonus": "-1",
  995. "_attrname": "STR",
  996. "_value": "-1",
  997. "_armorcheck": "yes"
  998. },
  999. {
  1000. "description": "You are skilled at activating magic items, even if you are not otherwise trained in their use.\n\nCheck: You can use this skill to read a spell or to activate a magic item. Use Magic Device lets you use a magic item as if you had the spell ability or class features of another class, as if you were a different race, or as if you were of a different alignment.\n\nYou make a Use Magic Device check each time you activate a device such as a wand. If you are using the check to emulate an alignment or some other quality in an ongoing manner, you need to make the relevant Use Magic Device check once per hour.\n\nYou must consciously choose which requirement to emulate. That is, you must know what you are trying to emulate when you make a Use Magic Device check for that purpose. The DCs for various tasks involving Use Magic Device checks are summarized on the table below.\n\nTask: Use Magic Device DC\nActivate blindly: 25\nDecipher a written spell: 25 + spell level\nUse a scroll: 20 + caster level\nUse a wand: 20\nEmulate a class feature: 20\nEmulate an ability score: See text\nEmulate a race: 25\nEmulate an alignment: 30\n\nActivate Blindly: Some magic items are activated by special words, thoughts, or actions. You can activate such an item as if you were using the activation word, thought, or action, even when you're not and even if you don't know it. You do have to perform some equivalent activity in order to make the check. That is, you must speak, wave the item around, or otherwise attempt to get it to activate. You get a +2 bonus on your Use Magic Device check if you've activated the item in question at least once before. If you fail by 9 or less, you can't activate the device. If you fail by 10 or more, you suffer a mishap. A mishap means that magical energy gets released but doesn't do what you wanted it to do. The default mishaps are that the item affects the wrong target or that uncontrolled magical energy is released, dealing 2d6 points of damage to you. This mishap is in addition to the chance for a mishap that you normally risk when you cast a spell from a scroll that you could not otherwise cast yourself.\n\nDecipher a Written Spell: This usage works just like deciphering a written spell with the Spellcraft skill, except that the DC is 5 points higher. Deciphering a written spell requires 1 minute of concentration.\n\nEmulate an Ability Score: To cast a spell from a scroll, you need a high score in the appropriate ability (Intelligence for wizard spells, Wisdom for divine spells, or Charisma for sorcerer or bard spells). Your effective ability score (appropriate to the class you're emulating when you try to cast the spell from the scroll) is your Use Magic Device check result minus 15. If you already have a high enough score in the appropriate ability, you don't need to make this check.\n\nEmulate an Alignment: Some magic items have positive or negative effects based on the user's alignment. Use Magic Device lets you use these items as if you were of an alignment of your choice. You can emulate only one alignment at a time.\n\nEmulate a Class Feature: Sometimes you need to use a class feature to activate a magic item. In this case, your effective level in the emulated class equals your Use Magic Device check result minus 20. This skill does not let you actually use the class feature of another class. It just lets you activate items as if you had that class feature. If the class whose feature you are emulating has an alignment requirement, you must meet it, either honestly or by emulating an appropriate alignment with a separate Use Magic Device check (see above).\n\nEmulate a Race: Some magic items work only for members of certain races, or work better for members of those races. You can use such an item as if you were a member of a race of your choice. You can emulate only one race at a time.\n\nUse a Scroll: Normally, to cast a spell from a scroll, you must have the scroll's spell on your class spell list. Use Magic Device allows you to use a scroll as if you had a particular spell on your class spell list. The DC is equal to 20 + the caster level of the spell you are trying to cast from the scroll. In addition, casting a spell from a scroll requires a minimum score (10 + spell level) in the appropriate ability. If you don't have a sufficient score in that ability, you must emulate the ability score with a separate Use Magic Device check.\n\nThis use of the skill also applies to other spell completion magic items.\n\nContinued - Core Rulebook, pg. 108.",
  1001. "situationalmodifiers": {
  1002. "_text": ""
  1003. },
  1004. "_name": "Use Magic Device",
  1005. "_ranks": "1",
  1006. "_attrbonus": "4",
  1007. "_attrname": "CHA",
  1008. "_value": "8",
  1009. "_classskill": "yes",
  1010. "_trainedonly": "yes"
  1011. }
  1012. ]
  1013. },
  1014. "skillabilities": "",
  1015. "feats": {
  1016. "feat": [
  1017. {
  1018. "description": "You are adept at spellcasting when threatened or distracted.\n\nBenefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.",
  1019. "_name": "Combat Casting",
  1020. "_categorytext": ""
  1021. },
  1022. {
  1023. "description": "You can create magic armor, shields, and weapons.\n\nPrerequisite: Caster level 5th.\n\nBenefit: You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price. See the magic item creation rules in Magic Items for more information.\n\nThe weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.\n\nYou can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.",
  1024. "featcategory": "Item Creation",
  1025. "_name": "Craft Magic Arms & Armor",
  1026. "_categorytext": "Item Creation"
  1027. },
  1028. {
  1029. "description": "You can create wondrous items, a type of magic item.\n\nPrerequisite: Caster level 3rd.\n\nBenefit: You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. See the magic item creation rules in Magic Items for more information.\n\nYou can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.",
  1030. "featcategory": "Item Creation",
  1031. "_name": "Craft Wondrous Item",
  1032. "_categorytext": "Item Creation"
  1033. },
  1034. {
  1035. "description": "Favored of Shelia, you not only accept your destiny, but revel in it. You celebrate and excel, making your brand's guidance a shining beacon in all things you do.\n\nPrerequisites: Brand of Destiny\n\nBenefit: You may select one school of magic. You gain a +2 to caster level checks with that school of magic. The selection should relate to your brand of destiny.",
  1036. "_name": "Embraced Destiny (Spells, Evocation)",
  1037. "_categorytext": ""
  1038. },
  1039. {
  1040. "description": "Harsh conditions or long exertions do not easily tire you.\n\nBenefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.\n\nYou may sleep in light or medium armor without becoming fatigued.\n\nNormal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.",
  1041. "_name": "Endurance",
  1042. "_categorytext": "",
  1043. "_useradded": "no"
  1044. },
  1045. {
  1046. "description": "Your repertoire of arcanist exploits expands.\n\nPrerequisite: Arcanist exploit class feature.\n\nBenefit: You gain one additional arcanist exploit. You must meet the prerequisites for this arcanist exploit.\n\nSpecial: You can take this feat multiple times. Each time you do, you gain another arcanist exploit.",
  1047. "_name": "Extra Arcanist Exploit (Arcanist [Arcane Tinkerer])",
  1048. "_categorytext": ""
  1049. },
  1050. {
  1051. "description": "Your repertoire of arcanist exploits expands.\n\nPrerequisite: Arcanist exploit class feature.\n\nBenefit: You gain one additional arcanist exploit. You must meet the prerequisites for this arcanist exploit.\n\nSpecial: You can take this feat multiple times. Each time you do, you gain another arcanist exploit.",
  1052. "_name": "Extra Arcanist Exploit (Arcanist [Arcane Tinkerer])",
  1053. "_categorytext": ""
  1054. },
  1055. {
  1056. "description": "All leather wings have fangs, but not all learn how to come down on prey with them along and bring them down.\n\nPrerequisites: Leather Wing\n\nBenefit: You gain a bite attack that deals standard damage for your size (1d6 at Medium).",
  1057. "featcategory": "Combat",
  1058. "_name": "Sharpened Fangs",
  1059. "_categorytext": "Combat"
  1060. },
  1061. {
  1062. "description": "You are trained in the use of basic weapons.\n\nBenefit: You make attack rolls with simple weapons without penalty.\n\nNormal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.\n\nSpecial: All characters except for druids, monks, and wizards are automatically proficient with all simple weapons. They need not select this feat.",
  1063. "featcategory": "Combat",
  1064. "_name": "Simple Weapon Proficiency - All",
  1065. "_categorytext": "Combat",
  1066. "_profgroup": "yes",
  1067. "_useradded": "no"
  1068. },
  1069. {
  1070. "description": "You can cast spells without moving.\n\nBenefit: A stilled spell can be cast with no somatic components. Spells without somatic components are not affected. A stilled spell uses up a spell slot one level higher than the spell's actual level.",
  1071. "featcategory": "Metamagic",
  1072. "_name": "Still Spell",
  1073. "_categorytext": "Metamagic"
  1074. }
  1075. ]
  1076. },
  1077. "traits": {
  1078. "trait": [
  1079. {
  1080. "description": "While others quiver in silent fear, you have taken a stand against the doppelgangers. Any time you come within 30 feet of a creature not in its natural form, you may make a reflexive Sense Motive check vs. Bluff or Disguise to spot the disguise, be it magical or mundane. You are not aware of when you make these checks. While may know a creature is not what it seems, you are not made aware of its true form.",
  1081. "traitcategory": "Regional",
  1082. "_name": "Blevik Dissident",
  1083. "_categorytext": "Regional"
  1084. },
  1085. {
  1086. "description": "You have escaped slavery or other imprisonment and have vowed never to be shackled again. You gain a +1 trait bonus on Escape Artist checks, and Escape Artist is a class skill for you.",
  1087. "traitcategory": "Faith",
  1088. "_name": "Unshackled",
  1089. "_categorytext": "Faith"
  1090. }
  1091. ]
  1092. },
  1093. "flaws": "",
  1094. "skilltricks": "",
  1095. "animaltricks": "",
  1096. "attack": {
  1097. "special": [
  1098. {
  1099. "description": "An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.\n\nPoints from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.\n\nNote: After adding levels of Arcanist, you should go to the In-Play tab and press the Reset button on this ability, so that the correct number are left, as if you were fully rested. Because excess from the previous day is lost after resting, and only a few points are left in the pool, it will look as if most of the uses/day of this ability have been used up after resetting it. If you gain additional arcane reservoir points from your other abilities, decrease the number currently used in the pool.",
  1100. "specsource": "Arcanist",
  1101. "_name": "Arcane Reservoir +1 DC or CL (12/day) (Su)",
  1102. "_shortname": "Arcane Reservoir (12/day)",
  1103. "_type": "Supernatural Ability",
  1104. "_sourcetext": "Arcanist"
  1105. },
  1106. {
  1107. "description": "A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.",
  1108. "specsource": "Vampiric Creature",
  1109. "_name": "Blood Drain (1d4 Con, gain 5 Hp) (Ex)",
  1110. "_shortname": "Blood Drain",
  1111. "_type": "Extraordinary Ability",
  1112. "_sourcetext": "Vampiric Creature"
  1113. },
  1114. {
  1115. "description": "At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost.",
  1116. "specsource": "Arcanist",
  1117. "_name": "Consume Spells (4/day) (Su)",
  1118. "_shortname": "Consume Spells (4/day)",
  1119. "_type": "Supernatural Ability",
  1120. "_sourcetext": "Arcanist"
  1121. },
  1122. {
  1123. "description": "This attack saps a living opponent's vital energy and happens automatically when a melee or ranged attack hits. Each successful energy drain bestows one or more negative levels (the creature's description specifies how many). If an attack that includes an energy drain scores a critical hit, it bestows twice the listed number of negative levels. Unless otherwise specified in the creature's description, a draining creature gains 5 temporary hit points for each negative level it bestows on an opponent. These temporary hit points last for a maximum of 1 hour. Negative levels remain until 24 hours have passed or until they are removed with a spell, such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC = 10 + 1/2 the draining creature's racial HD + that creature's Charisma modifier; the exact DC is given in the creature's descriptive text). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level.",
  1124. "specsource": "Vampiric Creature",
  1125. "_name": "Energy Drain (1 level, DC 18) (Su)",
  1126. "_shortname": "Energy Drain (DC 18)",
  1127. "_type": "Supernatural Ability",
  1128. "_sourcetext": "Vampiric Creature"
  1129. }
  1130. ],
  1131. "_attackbonus": "+4",
  1132. "_meleeattack": "+3",
  1133. "_rangedattack": "+5",
  1134. "_baseattack": "+4"
  1135. },
  1136. "melee": {
  1137. "weapon": [
  1138. {
  1139. "description": "A creature's natural Bite attack.",
  1140. "wepcategory": "Melee Weapon",
  1141. "weptype": [
  1142. "Bludgeoning",
  1143. "Piercing",
  1144. "Slashing"
  1145. ],
  1146. "situationalmodifiers": {
  1147. "_text": ""
  1148. },
  1149. "_name": "Bite (Sharpened Fangs)",
  1150. "_categorytext": "Melee Weapon",
  1151. "_typetext": "B/P/S",
  1152. "_attack": "+3",
  1153. "_crit": "×2",
  1154. "_damage": "1d6-1",
  1155. "_useradded": "no"
  1156. },
  1157. {
  1158. "description": "A creature's natural Slam attack.",
  1159. "wepcategory": "Melee Weapon",
  1160. "weptype": "Bludgeoning",
  1161. "situationalmodifiers": {
  1162. "_text": ""
  1163. },
  1164. "_name": "Slam (Vampiric)",
  1165. "_categorytext": "Melee Weapon",
  1166. "_typetext": "B",
  1167. "_attack": "+3",
  1168. "_crit": "×2",
  1169. "_damage": "1d6-1 plus energy drain",
  1170. "_useradded": "no"
  1171. }
  1172. ]
  1173. },
  1174. "ranged": "",
  1175. "defenses": {
  1176. "armor": {
  1177. "weight": {
  1178. "_text": "",
  1179. "_value": "0"
  1180. },
  1181. "cost": {
  1182. "_text": "",
  1183. "_value": "0"
  1184. },
  1185. "description": "",
  1186. "itemslot": "Armor",
  1187. "_name": "Natural armor",
  1188. "_ac": "+1",
  1189. "_equipped": "yes",
  1190. "_natural": "yes",
  1191. "_useradded": "no",
  1192. "_quantity": "1"
  1193. }
  1194. },
  1195. "magicitems": {
  1196. "item": {
  1197. "weight": {
  1198. "_text": "1 lb",
  1199. "_value": "1"
  1200. },
  1201. "cost": {
  1202. "_text": "18,000 gp",
  1203. "_value": "18000"
  1204. },
  1205. "description": "This funeral shroud (or hooded cloak which completely covers the arms, body, and legs) at first glance appears to be made of the finest silk, no doubt in some dark color such as black, burgundy, or the deepest blue. However upon closer inspection, it reeks of death and corruption.\n\nWhen worn by the living, this shroud makes the wearer seem to be undead. Nonintelligent undead cannot detect the wearer as if cloaked by hide from undead.(/i} Even intelligent undead may fail to notice you unless they succeeed at a DC 11 Will save.\n\nWhen worn by a vampire, however, this shroud has a very different effect. The darkness woven into the cloak shrouds the vampire and allow them to move about during the day. Instead of taking damage from sunlight, they are only dazzled in areas of bright sunlight or within the radius of a daylight spell. This magic item does not free a vampire from its need to sleep however. A vampire who spends hours awake during the day must make up those hours by sleeping in their coffin at night.\n\nRegardless whether living or dead, once per day, as a standard action, the wearer may call forth the darkness within the shroud to make them invisible for up to nine minutes.",
  1206. "itemslot": "Shoulders",
  1207. "_name": "Shroud of the Daywalker",
  1208. "_quantity": "1"
  1209. }
  1210. },
  1211. "gear": {
  1212. "item": {
  1213. "weight": {
  1214. "_text": "3 lbs",
  1215. "_value": "3"
  1216. },
  1217. "cost": {
  1218. "_text": "1,215 gp",
  1219. "_value": "1215"
  1220. },
  1221. "description": "A spellbook has 100 pages of parchment, and each spell takes up one page per spell level (one page each for 0-level spells). A newly purchased spellbook contains no spells. A wizard character begins play with a spellbook containing the spells he knows (Core Rulebook 79).",
  1222. "_name": "Mawbook",
  1223. "_quantity": "1"
  1224. }
  1225. },
  1226. "spelllike": "",
  1227. "trackedresources": {
  1228. "trackedresource": [
  1229. {
  1230. "_name": "Arcane Reservoir +1 DC or CL (12/day) (Su)",
  1231. "_text": "0/12",
  1232. "_used": "0",
  1233. "_left": "12",
  1234. "_min": "0",
  1235. "_max": "12"
  1236. },
  1237. {
  1238. "_name": "Consume Spells (4/day) (Su)",
  1239. "_text": "0/4",
  1240. "_used": "0",
  1241. "_left": "4",
  1242. "_min": "0",
  1243. "_max": "4"
  1244. },
  1245. {
  1246. "_name": "Invisibility (9 minutes)",
  1247. "_text": "0/9",
  1248. "_used": "0",
  1249. "_left": "9",
  1250. "_min": "0",
  1251. "_max": "9"
  1252. }
  1253. ]
  1254. },
  1255. "otherspecials": {
  1256. "special": [
  1257. {
  1258. "description": "You gain a +3 sacred or profane bonus to Knowledge checks to identify monsters in your presence, depending on your alignment. If you are neutral, select a bonus type the first time. This choice cannot be changed.",
  1259. "specsource": "The Moon Princess",
  1260. "_name": "+3 to Knowledge checks to identify monsters (-Choose-)",
  1261. "_shortname": "+3 to Knowledge checks to identify monsters (-Choo",
  1262. "_sourcetext": "The Moon Princess"
  1263. },
  1264. {
  1265. "description": "All ponies are born with a Brand of Destiny on their flank. This symbol is of high importance to the pony, signifying their destiny or talent, and driving them to excel at it.",
  1266. "specsource": "Pony",
  1267. "_name": "Brand of Destiny",
  1268. "_shortname": "Brand of Destiny",
  1269. "_sourcetext": "Pony"
  1270. },
  1271. {
  1272. "description": "At 5th level, an arcane tinkerer can overcome a construct’s immunity to magic. When targeting a construct with a spell, the construct is instead treated as if it has spell resistance equal to 15 + the construct’s CR. At 11th level, a construct is instead treated as if it has spell resistance equal to 11 + the construct’s CR.\n\nThis replaces the arcanist exploits gained at 5th and 11th level.",
  1273. "specsource": "Arcanist",
  1274. "_name": "Break Magic Immunity (SR 15 + target CR) (Su)",
  1275. "_shortname": "Break Magic Immunity",
  1276. "_type": "Supernatural Ability",
  1277. "_sourcetext": "Arcanist"
  1278. },
  1279. {
  1280. "description": "If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the 'toucher'. The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.",
  1281. "specsource": "Arcanist",
  1282. "_name": "Deliver Touch Spells Through Familiar (Su)",
  1283. "_shortname": "Deliver Touch Spells Through Familiar",
  1284. "_type": "Supernatural Ability",
  1285. "_sourcetext": "Arcanist"
  1286. },
  1287. {
  1288. "description": "The arcanist can expend 1 point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see. This counts as 5 feet of movement. She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal.",
  1289. "specsource": "Arcanist",
  1290. "_name": "Dimensional Slide (90 feet) (Su)",
  1291. "_shortname": "Dimensional Slide",
  1292. "_type": "Supernatural Ability",
  1293. "_sourcetext": "Arcanist"
  1294. },
  1295. {
  1296. "description": "Gain a +2 racial bonus to saves vs Poison, Spells and Spell-Like effects, Endurance as a bonus feat",
  1297. "specsource": "Pony",
  1298. "_name": "Earth-Bound +2",
  1299. "_shortname": "Earth-Bound",
  1300. "_sourcetext": "Pony"
  1301. },
  1302. {
  1303. "description": "The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar's eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.\n\nBecause of this empathic link, the master has the same connection to an item or place that his familiar does.",
  1304. "specsource": "Arcanist",
  1305. "_name": "Empathic Link with Familiar (Su)",
  1306. "_shortname": "Empathic Link with Familiar",
  1307. "_type": "Supernatural Ability",
  1308. "_sourcetext": "Arcanist"
  1309. },
  1310. {
  1311. "description": "If you are within arm's reach of your familiar, you gain the benefits of the Alertness feat.\n\nIf you are within 1 mile of your familiar, you may gain other benefits.",
  1312. "specsource": "Arcanist",
  1313. "_name": "Familiar Bonus: +3 hit points",
  1314. "_shortname": "Familiar Bonus: +3 hit points",
  1315. "_sourcetext": "Arcanist"
  1316. },
  1317. {
  1318. "description": "Ponies and many other races of Everglow can manipulate any one-handed item with their mouths, despite their lack of fingers, as per the rules below:\n\n - Hand and ring slot items automatically adjust to fit, becoming anklets that otherwise function normally.\n - Any worn magical foot slot items (boots, shoes, etc.) adapt to cover all four hooves.\n - They may use horseshow items, but doing so occupies the foot slot, preventing boots, shoes, and other such items.\n - Ponies may wield/use items with their mouth as if their primary hand.\n - Touch attacks can be made with hooves or horn. There is no mechanical benefit to this and it resolves exactly the same as a humanoid touch with a finger.\n - Unarmed attacks from ponies can come in the form of teeth, slams, or hooves. They do normal damage for an unarmed adventurer of medium size and are resolved entirely as unarmed, not natural, attacks.\n - Somatic components are handled with hoof and horn.",
  1319. "specsource": "Pony",
  1320. "_name": "Fingerless",
  1321. "_shortname": "Fingerless",
  1322. "_sourcetext": "Pony"
  1323. },
  1324. {
  1325. "description": "The arcanist can unleash an arc of flame by expending 1 point from her arcane reservoir. This creates a 30-foot line of flame that deals 1d6 points of fire damage + the arcanist’s Charisma modifier, plus an additional 1d6 points of fire damage for every 2 levels beyond 1st (to a maximum of 10d6 at 19th level) to each target in the line. Creatures in the area of effect may attempt a Reflex saving throw to halve the damage.",
  1326. "specsource": "Arcanist",
  1327. "_name": "Flame Arc (5d6+4 fire damage, DC 18) (Su)",
  1328. "_shortname": "Flame Arc (DC 18)",
  1329. "_type": "Supernatural Ability",
  1330. "_sourcetext": "Arcanist"
  1331. },
  1332. {
  1333. "description": "As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.",
  1334. "specsource": "Vampiric Creature",
  1335. "_name": "Gaseous Form (At will) (Su)",
  1336. "_shortname": "Gaseous Form (At will)",
  1337. "_type": "Supernatural Ability",
  1338. "_sourcetext": "Vampiric Creature"
  1339. },
  1340. {
  1341. "description": "An arcane tinkerer can turn the animating magic of a construct against itself. As a standard action, she can expend 1 point from her arcane reservoir to impose a –1 penalty on a single construct’s attack and damage rolls for 1 round. The target can attempt a Will save to negate this effect (DC = 10 + half the arcane tinkerer’s level + the arcane tinkerer’s Charisma modifer). At 7th level, instead of gaining an arcanist exploit, an arcane tinkerer can improve her manipulate construct ability to instead affect a construct with slow for 1 round. At 13th level, if the arcane tinkerer has previously improved this ability, instead of gaining an arcanist exploit, she can improve this ability again to instead cause a construct to become helpless for 1 round.\n\nThis replaces the arcanist exploit gained at 1st level.",
  1342. "specsource": "Arcanist",
  1343. "_name": "Manipulate Construct (DC 18) (Su)",
  1344. "_shortname": "Manipulate Construct (DC 18)",
  1345. "_type": "Supernatural Ability",
  1346. "_sourcetext": "Arcanist"
  1347. },
  1348. {
  1349. "description": "The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. The arcanist must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced.",
  1350. "specsource": "Arcanist",
  1351. "_name": "Quick Study (Ex)",
  1352. "_shortname": "Quick Study",
  1353. "_type": "Extraordinary Ability",
  1354. "_sourcetext": "Arcanist"
  1355. },
  1356. {
  1357. "description": "A vampire casts no shadows and shows no reflection in a mirror.",
  1358. "specsource": "Vampiric Creature",
  1359. "_name": "Shadowless (Ex)",
  1360. "_shortname": "Shadowless",
  1361. "_type": "Extraordinary Ability",
  1362. "_sourcetext": "Vampiric Creature"
  1363. },
  1364. {
  1365. "description": "The wizard may cast a spell with a target of \"You\" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).",
  1366. "specsource": "Arcanist",
  1367. "_name": "Share Spells with Familiar",
  1368. "_shortname": "Share Spells with Familiar",
  1369. "_sourcetext": "Arcanist"
  1370. },
  1371. {
  1372. "description": "If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.",
  1373. "specsource": "Arcanist",
  1374. "_name": "Speak with Animals (Ex)",
  1375. "_shortname": "Speak with Animals",
  1376. "_type": "Extraordinary Ability",
  1377. "_sourcetext": "Arcanist"
  1378. },
  1379. {
  1380. "description": "If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.",
  1381. "specsource": "Arcanist",
  1382. "_name": "Speak with Familiar (Ex)",
  1383. "_shortname": "Speak with Familiar",
  1384. "_type": "Extraordinary Ability",
  1385. "_sourcetext": "Arcanist"
  1386. },
  1387. {
  1388. "description": "A vampire can climb sheer surfaces as though under the effects of a spider climb spell.",
  1389. "specsource": "Vampiric Creature",
  1390. "_name": "Spider Climb (Ex)",
  1391. "_shortname": "Spider Climb",
  1392. "_type": "Extraordinary Ability",
  1393. "_sourcetext": "Vampiric Creature"
  1394. },
  1395. {
  1396. "description": "Grants one bonus feat at 1st level.",
  1397. "specsource": "Pony",
  1398. "_name": "Unique Destiny",
  1399. "_shortname": "Unique Destiny",
  1400. "_sourcetext": "Pony"
  1401. }
  1402. ]
  1403. },
  1404. "spellsknown": {
  1405. "spell": [
  1406. {
  1407. "description": "You create a powerful blast of air capable of flinging an opponent upward. If the target fails its Reflex save, the force of the air deals 2d6 points of bludgeoning damage and hurls the target upward a number of feet equal to 5 x your caster level. If a solid object (such as a ceiling) is encountered, the target strikes the object in the same manner as it would during a normal fall. After this blast of air ceases, the target falls down (unless it was flying), taking falling damage as normal. A successful save means the target takes half damage from the air blast but is not moved by it.",
  1408. "spellcomp": [
  1409. "Verbal",
  1410. "Somatic"
  1411. ],
  1412. "spellschool": [
  1413. "Evocation",
  1414. "Air Elemental",
  1415. "Wood Elemental"
  1416. ],
  1417. "spelldescript": "Air",
  1418. "_name": "Air Geyser",
  1419. "_level": "3",
  1420. "_class": "Arcanist",
  1421. "_casttime": "1 action",
  1422. "_range": "close (25 + 5 ft./2 levels)",
  1423. "_target": "one creature or object up to large size",
  1424. "_area": "",
  1425. "_effect": "",
  1426. "_duration": "instantaneous",
  1427. "_save": "DC 18 Reflex partial (see text)",
  1428. "_resist": "yes",
  1429. "_dc": "18",
  1430. "_casterlevel": "9",
  1431. "_componenttext": "Verbal, Somatic",
  1432. "_schooltext": "Evocation, Air Elemental, Wood Elemental",
  1433. "_subschooltext": "",
  1434. "_descriptortext": "Air",
  1435. "_savetext": "Reflex partial, See Text",
  1436. "_resisttext": "Yes",
  1437. "_spontaneous": "yes"
  1438. },
  1439. {
  1440. "description": "This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.\n\nSee invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.\n\nIf an arcane mark is placed on a living being, the effect gradually fades in about a month.\n\nArcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).",
  1441. "spellcomp": [
  1442. "Verbal",
  1443. "Somatic"
  1444. ],
  1445. "spellschool": "Universal",
  1446. "_name": "Arcane Mark",
  1447. "_level": "0",
  1448. "_class": "Arcanist",
  1449. "_casttime": "1 action",
  1450. "_range": "touch",
  1451. "_target": "",
  1452. "_area": "",
  1453. "_effect": "one personal rune or mark, all of which must fit within 1 sq. ft.",
  1454. "_duration": "permanent",
  1455. "_save": "none",
  1456. "_resist": "no",
  1457. "_dc": "15",
  1458. "_casterlevel": "9",
  1459. "_componenttext": "Verbal, Somatic",
  1460. "_schooltext": "Universal",
  1461. "_subschooltext": "",
  1462. "_descriptortext": "",
  1463. "_savetext": "None",
  1464. "_resisttext": "No",
  1465. "_spontaneous": "yes"
  1466. },
  1467. {
  1468. "description": "You call upon the powers of unlife to render the subject blinded or deafened, as you choose.",
  1469. "spellcomp": "Verbal",
  1470. "spellschool": "Necromancy",
  1471. "_name": "Blindness/Deafness",
  1472. "_level": "2",
  1473. "_class": "Arcanist",
  1474. "_casttime": "1 action",
  1475. "_range": "medium (100 + 10 ft./level)",
  1476. "_target": "one living creature",
  1477. "_area": "",
  1478. "_effect": "",
  1479. "_duration": "permanent (D)",
  1480. "_save": "DC 17 Fortitude negates",
  1481. "_resist": "yes",
  1482. "_dc": "17",
  1483. "_casterlevel": "9",
  1484. "_componenttext": "Verbal",
  1485. "_schooltext": "Necromancy",
  1486. "_subschooltext": "",
  1487. "_descriptortext": "",
  1488. "_savetext": "Fortitude negates",
  1489. "_resisttext": "Yes",
  1490. "_spontaneous": "yes"
  1491. },
  1492. {
  1493. "description": "A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.",
  1494. "spellcomp": [
  1495. "Verbal",
  1496. "Somatic"
  1497. ],
  1498. "spellschool": [
  1499. "Evocation",
  1500. "Fire Elemental"
  1501. ],
  1502. "spelldescript": "Fire",
  1503. "_name": "Burning Hands",
  1504. "_level": "1",
  1505. "_class": "Arcanist",
  1506. "_casttime": "1 action",
  1507. "_range": "15 ft.",
  1508. "_target": "",
  1509. "_area": "cone-shaped burst",
  1510. "_effect": "",
  1511. "_duration": "instantaneous",
  1512. "_save": "DC 16 Reflex half",
  1513. "_resist": "yes",
  1514. "_dc": "16",
  1515. "_casterlevel": "9",
  1516. "_componenttext": "Verbal, Somatic",
  1517. "_schooltext": "Evocation, Fire Elemental",
  1518. "_subschooltext": "",
  1519. "_descriptortext": "Fire",
  1520. "_savetext": "Reflex half",
  1521. "_resisttext": "Yes",
  1522. "_spontaneous": "yes"
  1523. },
  1524. {
  1525. "description": "This spell functions as fireball except you can cause the bead of fire to originate from anywhere you can see within range. You can choose a number of squares within the area up to your Intelligence bonus (for magi, occultists, or wizards) or Charisma bonus (for bloodragers or sorcerers) to be struck by weaker flames; the controlled fireball deals minimum damage in those squares.\n\nAttempts to identify controlled fireball with a skill check incorrectly identify it as fireball (see the ruse descriptor on page 192).",
  1526. "spellcomp": [
  1527. "Verbal",
  1528. "Somatic",
  1529. "Material"
  1530. ],
  1531. "spellschool": [
  1532. "Evocation",
  1533. "Fire Elemental"
  1534. ],
  1535. "spelldescript": [
  1536. "Fire",
  1537. "Ruse"
  1538. ],
  1539. "_name": "Controlled Fireball",
  1540. "_level": "4",
  1541. "_class": "Arcanist",
  1542. "_casttime": "1 action",
  1543. "_range": "long (400 ft. + 40 ft./level)",
  1544. "_target": "",
  1545. "_area": "20-foot-radius spread",
  1546. "_effect": "",
  1547. "_duration": "instantaneous",
  1548. "_save": "DC 19 Reflex half",
  1549. "_resist": "yes",
  1550. "_dc": "19",
  1551. "_casterlevel": "9",
  1552. "_componenttext": "Verbal, Somatic, Material",
  1553. "_schooltext": "Evocation, Fire Elemental",
  1554. "_subschooltext": "",
  1555. "_descriptortext": "Fire, Ruse",
  1556. "_savetext": "Reflex half",
  1557. "_resisttext": "Yes",
  1558. "_spontaneous": "yes"
  1559. },
  1560. {
  1561. "description": "You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.\n\n1st Round: Presence or absence of magical auras.\n2nd Round: Number of different magical auras and the power of the most potent aura.\n3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft).\n\nMagical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.\n\nAura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.\n\nLingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:\n\nOriginal Strength - Duration of Lingering Aura\nFaint - 1d6 rounds\nModerate - 1d6 minutes\nStrong - 1d6 x 10 minutes\nOverwhelming - 1d6 days\n\nOutsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.\n\nDetect magic can be made permanent with a permanency spell.",
  1562. "spellcomp": [
  1563. "Verbal",
  1564. "Somatic"
  1565. ],
  1566. "spellschool": "Divination",
  1567. "_name": "Detect Magic",
  1568. "_level": "0",
  1569. "_class": "Arcanist",
  1570. "_casttime": "1 action",
  1571. "_range": "60 ft.",
  1572. "_target": "",
  1573. "_area": "cone-shaped emanation",
  1574. "_effect": "",
  1575. "_duration": "concentration, up to 1 min./level (D)",
  1576. "_save": "none",
  1577. "_resist": "no",
  1578. "_dc": "15",
  1579. "_casterlevel": "9",
  1580. "_componenttext": "Verbal, Somatic",
  1581. "_schooltext": "Divination",
  1582. "_subschooltext": "",
  1583. "_descriptortext": "",
  1584. "_savetext": "None",
  1585. "_resisttext": "No",
  1586. "_spontaneous": "yes"
  1587. },
  1588. {
  1589. "description": "You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.",
  1590. "spellcomp": [
  1591. "Verbal",
  1592. "Somatic"
  1593. ],
  1594. "spellschool": "Divination",
  1595. "_name": "Detect Poison",
  1596. "_level": "0",
  1597. "_class": "Arcanist",
  1598. "_casttime": "1 action",
  1599. "_range": "close (25 + 5 ft./2 levels)",
  1600. "_target": "one creature, one object, or a 5-ft. cube",
  1601. "_area": "",
  1602. "_effect": "",
  1603. "_duration": "instantaneous",
  1604. "_save": "none",
  1605. "_resist": "no",
  1606. "_dc": "15",
  1607. "_casterlevel": "9",
  1608. "_componenttext": "Verbal, Somatic",
  1609. "_schooltext": "Divination",
  1610. "_subschooltext": "",
  1611. "_descriptortext": "",
  1612. "_savetext": "None",
  1613. "_resisttext": "No",
  1614. "_spontaneous": "yes"
  1615. },
  1616. {
  1617. "description": "You can make a melee touch attack to send a pulse into the target, interfering with the magic that endows it with life. If the construct fails its saving throw, it becomes helpless, but it receives a new save each round at the end of its turn to shake off the effect. If the construct is normally immune to magic, the pulse is less effective and the construct receives a +4 bonus on its saving throw.",
  1618. "spellcomp": [
  1619. "Verbal",
  1620. "Somatic"
  1621. ],
  1622. "spellschool": "Transmutation",
  1623. "_name": "Disable Construct",
  1624. "_level": "3",
  1625. "_class": "Arcanist",
  1626. "_casttime": "1 action",
  1627. "_range": "touch",
  1628. "_target": "construct touched",
  1629. "_area": "",
  1630. "_effect": "",
  1631. "_duration": "1 round/level (D)",
  1632. "_save": "DC 18 Will negates",
  1633. "_resist": "no",
  1634. "_dc": "18",
  1635. "_casterlevel": "9",
  1636. "_componenttext": "Verbal, Somatic",
  1637. "_schooltext": "Transmutation",
  1638. "_subschooltext": "",
  1639. "_descriptortext": "",
  1640. "_savetext": "Will negates",
  1641. "_resisttext": "No",
  1642. "_spontaneous": "yes"
  1643. },
  1644. {
  1645. "description": "You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.",
  1646. "spellcomp": [
  1647. "Verbal",
  1648. "Somatic"
  1649. ],
  1650. "spellschool": "Necromancy",
  1651. "_name": "Disrupt Undead",
  1652. "_level": "0",
  1653. "_class": "Arcanist",
  1654. "_casttime": "1 action",
  1655. "_range": "close (25 + 5 ft./2 levels)",
  1656. "_target": "",
  1657. "_area": "",
  1658. "_effect": "ray",
  1659. "_duration": "instantaneous",
  1660. "_save": "none",
  1661. "_resist": "yes",
  1662. "_dc": "15",
  1663. "_casterlevel": "9",
  1664. "_componenttext": "Verbal, Somatic",
  1665. "_schooltext": "Necromancy",
  1666. "_subschooltext": "",
  1667. "_descriptortext": "",
  1668. "_savetext": "None",
  1669. "_resisttext": "Yes",
  1670. "_spontaneous": "yes"
  1671. },
  1672. {
  1673. "description": "This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.",
  1674. "spellcomp": "Verbal",
  1675. "spellschool": "Evocation",
  1676. "spelldescript": "Light",
  1677. "_name": "Flare",
  1678. "_level": "0",
  1679. "_class": "Arcanist",
  1680. "_casttime": "1 action",
  1681. "_range": "close (25 + 5 ft./2 levels)",
  1682. "_target": "",
  1683. "_area": "",
  1684. "_effect": "burst of light",
  1685. "_duration": "instantaneous",
  1686. "_save": "DC 15 Fortitude negates",
  1687. "_resist": "yes",
  1688. "_dc": "15",
  1689. "_casterlevel": "9",
  1690. "_componenttext": "Verbal",
  1691. "_schooltext": "Evocation",
  1692. "_subschooltext": "",
  1693. "_descriptortext": "Light",
  1694. "_savetext": "Fortitude negates",
  1695. "_resisttext": "Yes",
  1696. "_spontaneous": "yes"
  1697. },
  1698. {
  1699. "description": "This spell charges your hand with telekinetic force. Your successful melee touch attack deals 1d4 points of force damage per level (maximum 10d4) and causes the target to be pushed away from you in a straight line up to 5 feet per two caster levels. For every size category of the target above Medium, reduce the distance pushed by 5 feet (-5 feet for Large, -10 feet for Huge, -15 for Gargantuan, and -20 feet for Colossal) to a minimum of 0 feet. A successful Fortitude save negates the movement but not the damage.",
  1700. "spellcomp": [
  1701. "Verbal",
  1702. "Somatic"
  1703. ],
  1704. "spellschool": [
  1705. "Evocation",
  1706. "Aether Elemental"
  1707. ],
  1708. "spelldescript": "Force",
  1709. "_name": "Force Punch",
  1710. "_level": "3",
  1711. "_class": "Arcanist",
  1712. "_casttime": "1 action",
  1713. "_range": "touch",
  1714. "_target": "creature touched",
  1715. "_area": "",
  1716. "_effect": "",
  1717. "_duration": "instantaneous",
  1718. "_save": "DC 18 Fortitude partial",
  1719. "_resist": "yes",
  1720. "_dc": "18",
  1721. "_casterlevel": "9",
  1722. "_componenttext": "Verbal, Somatic",
  1723. "_schooltext": "Evocation, Aether Elemental",
  1724. "_subschooltext": "",
  1725. "_descriptortext": "Force",
  1726. "_savetext": "Fortitude partial",
  1727. "_resisttext": "Yes",
  1728. "_spontaneous": "yes"
  1729. },
  1730. {
  1731. "description": "This spell causes your hand to glow with a pale blue radiance. Your melee touch attack deals 4d6 points of cold damage and causes the target to be staggered for 1 round. If the attack is a critical hit, the target is staggered for 1 minute instead.",
  1732. "spellcomp": [
  1733. "Verbal",
  1734. "Somatic"
  1735. ],
  1736. "spellschool": [
  1737. "Evocation",
  1738. "Water Elemental"
  1739. ],
  1740. "spelldescript": "Cold",
  1741. "_name": "Frigid Touch",
  1742. "_level": "2",
  1743. "_class": "Arcanist",
  1744. "_casttime": "1 action",
  1745. "_range": "touch",
  1746. "_target": "creature touched",
  1747. "_area": "",
  1748. "_effect": "",
  1749. "_duration": "instantaneous",
  1750. "_save": "none",
  1751. "_resist": "yes",
  1752. "_dc": "17",
  1753. "_casterlevel": "9",
  1754. "_componenttext": "Verbal, Somatic",
  1755. "_schooltext": "Evocation, Water Elemental",
  1756. "_subschooltext": "",
  1757. "_descriptortext": "Cold",
  1758. "_savetext": "None",
  1759. "_resisttext": "Yes",
  1760. "_spontaneous": "yes"
  1761. },
  1762. {
  1763. "description": "Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee touch attack.\n\nA paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Fortitude negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench. This is a poison effect.",
  1764. "spellcomp": [
  1765. "Verbal",
  1766. "Somatic",
  1767. "Material"
  1768. ],
  1769. "spellschool": "Necromancy",
  1770. "_name": "Ghoul Touch",
  1771. "_level": "2",
  1772. "_class": "Arcanist",
  1773. "_casttime": "1 action",
  1774. "_range": "touch",
  1775. "_target": "living humanoid touched",
  1776. "_area": "",
  1777. "_effect": "",
  1778. "_duration": "1d6+2 rounds",
  1779. "_save": "DC 17 Fortitude negates",
  1780. "_resist": "yes",
  1781. "_dc": "17",
  1782. "_casterlevel": "9",
  1783. "_componenttext": "Verbal, Somatic, Material",
  1784. "_schooltext": "Necromancy",
  1785. "_subschooltext": "",
  1786. "_descriptortext": "",
  1787. "_savetext": "Fortitude negates",
  1788. "_resisttext": "Yes",
  1789. "_spontaneous": "yes"
  1790. },
  1791. {
  1792. "description": "An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.",
  1793. "spellcomp": [
  1794. "Verbal",
  1795. "Somatic",
  1796. "Focus"
  1797. ],
  1798. "spellschool": "Conjuration",
  1799. "spellsubschool": "Creation",
  1800. "spelldescript": "Force",
  1801. "_name": "Mage Armor",
  1802. "_level": "1",
  1803. "_class": "Arcanist",
  1804. "_casttime": "1 action",
  1805. "_range": "touch",
  1806. "_target": "creature touched",
  1807. "_area": "",
  1808. "_effect": "",
  1809. "_duration": "1 hour/level (D)",
  1810. "_save": "Will negates (harmless)",
  1811. "_resist": "no",
  1812. "_dc": "16",
  1813. "_casterlevel": "9",
  1814. "_componenttext": "Verbal, Somatic, Focus",
  1815. "_schooltext": "Conjuration",
  1816. "_subschooltext": "Creation",
  1817. "_descriptortext": "Force",
  1818. "_savetext": "Harmless, Will negates",
  1819. "_resisttext": "No",
  1820. "_spontaneous": "yes"
  1821. },
  1822. {
  1823. "description": "A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage. The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can't be singled out. Objects are not damaged by the spell. For every two caster levels beyond 1st, you gain an additional missile - two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.",
  1824. "spellcomp": [
  1825. "Verbal",
  1826. "Somatic"
  1827. ],
  1828. "spellschool": [
  1829. "Evocation",
  1830. "Aether Elemental"
  1831. ],
  1832. "spelldescript": "Force",
  1833. "_name": "Magic Missile",
  1834. "_level": "1",
  1835. "_class": "Arcanist",
  1836. "_casttime": "1 action",
  1837. "_range": "medium (100 + 10 ft./level)",
  1838. "_target": "up to five creatures, no two of which can be more than 15 ft. apart",
  1839. "_area": "",
  1840. "_effect": "",
  1841. "_duration": "instantaneous",
  1842. "_save": "none",
  1843. "_resist": "yes",
  1844. "_dc": "16",
  1845. "_casterlevel": "9",
  1846. "_componenttext": "Verbal, Somatic",
  1847. "_schooltext": "Evocation, Aether Elemental",
  1848. "_subschooltext": "",
  1849. "_descriptortext": "Force",
  1850. "_savetext": "None",
  1851. "_resisttext": "Yes",
  1852. "_spontaneous": "yes"
  1853. },
  1854. {
  1855. "description": "This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.",
  1856. "spellcomp": [
  1857. "Verbal",
  1858. "Somatic"
  1859. ],
  1860. "spellschool": [
  1861. "Transmutation",
  1862. "Metal Elemental"
  1863. ],
  1864. "_name": "Mending",
  1865. "_level": "0",
  1866. "_class": "Arcanist",
  1867. "_casttime": "10 minutes",
  1868. "_range": "10 ft.",
  1869. "_target": "one object of up to 1 lb./level",
  1870. "_area": "",
  1871. "_effect": "",
  1872. "_duration": "instantaneous",
  1873. "_save": "Will negates (harmless, object)",
  1874. "_resist": "yes (harmless, object)",
  1875. "_dc": "15",
  1876. "_casterlevel": "9",
  1877. "_componenttext": "Verbal, Somatic",
  1878. "_schooltext": "Transmutation, Metal Elemental",
  1879. "_subschooltext": "",
  1880. "_descriptortext": "",
  1881. "_savetext": "Harmless, Object, Will negates",
  1882. "_resisttext": "Harmless, Object, Yes",
  1883. "_spontaneous": "yes"
  1884. },
  1885. {
  1886. "description": "You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.",
  1887. "spellcomp": [
  1888. "Verbal",
  1889. "Somatic",
  1890. "Focus"
  1891. ],
  1892. "spellschool": [
  1893. "Transmutation",
  1894. "Air Elemental"
  1895. ],
  1896. "spelldescript": "Language-Dependent",
  1897. "_name": "Message",
  1898. "_level": "0",
  1899. "_class": "Arcanist",
  1900. "_casttime": "1 action",
  1901. "_range": "medium (100 + 10 ft./level)",
  1902. "_target": "one creature/level",
  1903. "_area": "",
  1904. "_effect": "",
  1905. "_duration": "10 min./level",
  1906. "_save": "none",
  1907. "_resist": "no",
  1908. "_dc": "15",
  1909. "_casterlevel": "9",
  1910. "_componenttext": "Verbal, Somatic, Focus",
  1911. "_schooltext": "Transmutation, Air Elemental",
  1912. "_subschooltext": "",
  1913. "_descriptortext": "Language-Dependent",
  1914. "_savetext": "None",
  1915. "_resisttext": "No",
  1916. "_spontaneous": "yes"
  1917. },
  1918. {
  1919. "description": "You create a fist-sized, red-hot ball of molten metal that you immediately hurl as a splash weapon. A direct hit deals 2d6 points of fire damage. Every creature within 5 feet of where the ball hits takes 1d6 points of fire damage from the splash (Reflex half). Each of these creatures takes an additional 1d6 points of fire damage on its turn for the next 1d3 rounds, unless it is cooled off (with water, snow, or any effect that deals 5 or more points of cold damage).",
  1920. "spellcomp": [
  1921. "Verbal",
  1922. "Somatic"
  1923. ],
  1924. "spellschool": [
  1925. "Evocation",
  1926. "Earth Elemental",
  1927. "Fire Elemental"
  1928. ],
  1929. "spellsubschool": [
  1930. "Earth",
  1931. "Fire"
  1932. ],
  1933. "_name": "Molten Orb",
  1934. "_level": "2",
  1935. "_class": "Arcanist",
  1936. "_casttime": "1 action",
  1937. "_range": "close (25 + 5 ft./2 levels)",
  1938. "_target": "",
  1939. "_area": "",
  1940. "_effect": "ranged attack",
  1941. "_duration": "instantaneous",
  1942. "_save": "none",
  1943. "_resist": "yes",
  1944. "_dc": "17",
  1945. "_casterlevel": "9",
  1946. "_componenttext": "Verbal, Somatic",
  1947. "_schooltext": "Evocation, Earth Elemental, Fire Elemental",
  1948. "_subschooltext": "Earth, Fire",
  1949. "_descriptortext": "",
  1950. "_savetext": "None",
  1951. "_resisttext": "Yes",
  1952. "_spontaneous": "yes"
  1953. },
  1954. {
  1955. "description": "You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell's ability to affect.",
  1956. "spellcomp": [
  1957. "Verbal",
  1958. "Somatic",
  1959. "Focus"
  1960. ],
  1961. "spellschool": "Transmutation",
  1962. "_name": "Open/Close",
  1963. "_level": "0",
  1964. "_class": "Arcanist",
  1965. "_casttime": "1 action",
  1966. "_range": "close (25 + 5 ft./2 levels)",
  1967. "_target": "object weighing up to 30 lbs. or portal that can be opened or closed",
  1968. "_area": "",
  1969. "_effect": "",
  1970. "_duration": "instantaneous",
  1971. "_save": "DC 15 Will negates (object)",
  1972. "_resist": "yes (object)",
  1973. "_dc": "15",
  1974. "_casterlevel": "9",
  1975. "_componenttext": "Verbal, Somatic, Focus",
  1976. "_schooltext": "Transmutation",
  1977. "_subschooltext": "",
  1978. "_descriptortext": "",
  1979. "_savetext": "Will negates",
  1980. "_resisttext": "Yes",
  1981. "_spontaneous": "yes"
  1982. },
  1983. {
  1984. "description": "Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance.",
  1985. "spellcomp": [
  1986. "Verbal",
  1987. "Somatic"
  1988. ],
  1989. "spellschool": [
  1990. "Abjuration",
  1991. "Void Elemental"
  1992. ],
  1993. "spelldescript": "Force",
  1994. "_name": "Shield",
  1995. "_level": "1",
  1996. "_class": "Arcanist",
  1997. "_casttime": "1 action",
  1998. "_range": "personal",
  1999. "_target": "you",
  2000. "_area": "",
  2001. "_effect": "",
  2002. "_duration": "1 min./level (D)",
  2003. "_save": "",
  2004. "_resist": "",
  2005. "_dc": "16",
  2006. "_casterlevel": "9",
  2007. "_componenttext": "Verbal, Somatic",
  2008. "_schooltext": "Abjuration, Void Elemental",
  2009. "_subschooltext": "",
  2010. "_descriptortext": "Force",
  2011. "_savetext": "",
  2012. "_resisttext": "",
  2013. "_spontaneous": "yes"
  2014. },
  2015. {
  2016. "description": "Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or is carrying a metal weapon or is made of metal).",
  2017. "spellcomp": [
  2018. "Verbal",
  2019. "Somatic"
  2020. ],
  2021. "spellschool": [
  2022. "Evocation",
  2023. "Air Elemental",
  2024. "Metal Elemental"
  2025. ],
  2026. "spelldescript": "Electricity",
  2027. "_name": "Shocking Grasp",
  2028. "_level": "1",
  2029. "_class": "Arcanist",
  2030. "_casttime": "1 action",
  2031. "_range": "touch",
  2032. "_target": "creature or object touched",
  2033. "_area": "",
  2034. "_effect": "",
  2035. "_duration": "instantaneous",
  2036. "_save": "none",
  2037. "_resist": "yes",
  2038. "_dc": "16",
  2039. "_casterlevel": "9",
  2040. "_componenttext": "Verbal, Somatic",
  2041. "_schooltext": "Evocation, Air Elemental, Metal Elemental",
  2042. "_subschooltext": "",
  2043. "_descriptortext": "Electricity",
  2044. "_savetext": "None",
  2045. "_resisttext": "Yes",
  2046. "_spontaneous": "yes"
  2047. },
  2048. {
  2049. "description": "You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 rounds and takes 5d6 points of sonic damage. A successful save negates the deafness and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature takes 1d6 points of sonic damage per caster level (maximum 15d6). An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save. A shout spell cannot penetrate a silence spell.",
  2050. "spellcomp": "Verbal",
  2051. "spellschool": [
  2052. "Evocation",
  2053. "Air Elemental",
  2054. "Metal Elemental"
  2055. ],
  2056. "spelldescript": "Sonic",
  2057. "_name": "Shout",
  2058. "_level": "4",
  2059. "_class": "Arcanist",
  2060. "_casttime": "1 action",
  2061. "_range": "30 ft.",
  2062. "_target": "",
  2063. "_area": "cone-shaped burst",
  2064. "_effect": "",
  2065. "_duration": "instantaneous",
  2066. "_save": "DC 19 Fortitude partial or Reflex negates (object); see text",
  2067. "_resist": "yes (object)",
  2068. "_dc": "19",
  2069. "_casterlevel": "9",
  2070. "_componenttext": "Verbal",
  2071. "_schooltext": "Evocation, Air Elemental, Metal Elemental",
  2072. "_subschooltext": "",
  2073. "_descriptortext": "Sonic",
  2074. "_savetext": "See Text",
  2075. "_resisttext": "Yes",
  2076. "_spontaneous": "yes"
  2077. }
  2078. ]
  2079. },
  2080. "spellsmemorized": "",
  2081. "spellbook": "",
  2082. "spellclasses": {
  2083. "spellclass": {
  2084. "spelllevel": [
  2085. {
  2086. "_level": "0",
  2087. "_unlimited": "yes",
  2088. "_used": "0"
  2089. },
  2090. {
  2091. "_level": "1",
  2092. "_maxcasts": "6",
  2093. "_used": "0"
  2094. },
  2095. {
  2096. "_level": "2",
  2097. "_maxcasts": "5",
  2098. "_used": "0"
  2099. },
  2100. {
  2101. "_level": "3",
  2102. "_maxcasts": "5",
  2103. "_used": "0"
  2104. },
  2105. {
  2106. "_level": "4",
  2107. "_maxcasts": "4",
  2108. "_used": "0"
  2109. }
  2110. ],
  2111. "_name": "Arcanist (Arcane Tinkerer)",
  2112. "_maxspelllevel": "4",
  2113. "_spells": "Flexible Book"
  2114. }
  2115. },
  2116. "journals": {
  2117. "journal": [
  2118. {
  2119. "description": "",
  2120. "_name": "Title",
  2121. "_gamedate": "0",
  2122. "_realdate": "20191228",
  2123. "_xp": "30000",
  2124. "_pp": "0",
  2125. "_gp": "-630",
  2126. "_sp": "0",
  2127. "_cp": "0",
  2128. "_cn1": "0",
  2129. "_cn2": "0",
  2130. "_cn3": "0",
  2131. "_cn4": "0",
  2132. "_prestigeaward": "0",
  2133. "_prestigespend": "0"
  2134. },
  2135. {
  2136. "description": "",
  2137. "_name": "Title",
  2138. "_gamedate": "0",
  2139. "_realdate": "20191228",
  2140. "_xp": "0",
  2141. "_pp": "0",
  2142. "_gp": "0",
  2143. "_sp": "0",
  2144. "_cp": "0",
  2145. "_cn1": "0",
  2146. "_cn2": "0",
  2147. "_cn3": "0",
  2148. "_cn4": "0",
  2149. "_prestigeaward": "0",
  2150. "_prestigespend": "0"
  2151. },
  2152. {
  2153. "description": "",
  2154. "_name": "Title",
  2155. "_gamedate": "0",
  2156. "_realdate": "20191228",
  2157. "_xp": "0",
  2158. "_pp": "0",
  2159. "_gp": "0",
  2160. "_sp": "0",
  2161. "_cp": "0",
  2162. "_cn1": "0",
  2163. "_cn2": "0",
  2164. "_cn3": "0",
  2165. "_cn4": "0",
  2166. "_prestigeaward": "0",
  2167. "_prestigespend": "0"
  2168. },
  2169. {
  2170. "description": "",
  2171. "_name": "Title",
  2172. "_gamedate": "0",
  2173. "_realdate": "20191228",
  2174. "_xp": "0",
  2175. "_pp": "0",
  2176. "_gp": "0",
  2177. "_sp": "0",
  2178. "_cp": "0",
  2179. "_cn1": "0",
  2180. "_cn2": "0",
  2181. "_cn3": "0",
  2182. "_cn4": "0",
  2183. "_prestigeaward": "0",
  2184. "_prestigespend": "0"
  2185. },
  2186. {
  2187. "description": "",
  2188. "_name": "Title",
  2189. "_gamedate": "0",
  2190. "_realdate": "20191228",
  2191. "_xp": "0",
  2192. "_pp": "0",
  2193. "_gp": "0",
  2194. "_sp": "0",
  2195. "_cp": "0",
  2196. "_cn1": "0",
  2197. "_cn2": "0",
  2198. "_cn3": "0",
  2199. "_cn4": "0",
  2200. "_prestigeaward": "0",
  2201. "_prestigespend": "0"
  2202. }
  2203. ]
  2204. },
  2205. "images": "",
  2206. "validation": {
  2207. "report": "+3 to Knowledge checks to identify monsters: You must choose an option; Vampirism: This selection is not permitted (all effects are ignored); Fangs: This selection is not permitted (all effects are ignored)",
  2208. "validmessage": [
  2209. "Error: +3 to Knowledge checks to identify monsters: You must choose an option",
  2210. "Error: Vampirism: This selection is not permitted (all effects are ignored)",
  2211. "Error: Fangs: This selection is not permitted (all effects are ignored)"
  2212. ]
  2213. },
  2214. "settings": {
  2215. "_summary": "User Content: Ponyfinder A Clockwork Equine, Ponyfinder A Subtle Change, Ponyfinder ACG Favored Classes, Ponyfinder Beachside Fun, Ponyfinder Born to Magic, Ponyfinder Campaign Setting, Ponyfinder Cave Fliers, Ponyfinder Children of Bones, Ponyfinder Day and Night, Ponyfinder Down to Earth, Ponyfinder Earning Your Stripes, Ponyfinder Forgotten Gods of Everglow, Ponyfinder From Chaos, Order, Ponyfinder From the Ashes, Ponyfinder Ghost of a Chance, Ponyfinder Griffons of Everglow, Ponyfinder Heart of Diamonds, Ponyfinder Living Large, Ponyfinder Occult Favored Classes, Ponyfinder Pegasi of Everglow, Ponyfinder Place in the Sun, Ponyfinder Small Packages; User Content -> Community Pack (v1.20) -> Player Section -> Legendary Games Adventures: LG - Legendary Planet AP; User Content -> Community Pack (v1.20) -> Player Section -> Paizo Adventures: Academy of Secrets, Broken Chains, Carrion Hill, City of Golden Death, Crypt of the Everflame, Cult of the Ebon Destroyer, Curse of the Riven Sky, Dawn of the Scarlet Sun, Doom Comes to Dustpawn, From Shore to Sea, Masks of the Living God, Master of the Fallen Fortress, Murder's Mark, No Response from Deepmar, Realm of the Fellnight Queen, Ruby Phoenix Tournament, Tears at Bitter Manor, The Dragon's Demand, The Emerald Spire Superdungeon, The Feast of Ravenmoor, The Godsmouth Heresy, The Harrowing, The Midnight Mirror, The Moonscar, The WItchwar Legacy, Tomb of the Iron Medusa, Wardens of the Reborn Forge, We Be Goblins, Doom Comes to Dustpawn; User Content -> Community Pack (v1.20) -> Player Section -> Paizo SRD Adventures: Treasure of Chimera Cove; User Content -> Community Pack (v1.20) -> Third Party Products -> Rogue Genius Games -> RGG - Bullet Points: RGG - Feats for Flying Foes (7), RGG - Feats of Fear and Fearlessness (10), RGG - Magic Missile Feats (7), RGG - Sinful Feats of Gluttony (7), RGG - Sinful Feats of Lust (7), RGG - Sinful Feats of Pride (7); User Content -> Community Pack (v1.20) -> Third Party Products -> Rogue Genius Games -> RGG - Feats of: RGG - Feats of Battle, RGG - Feats of Critical Combat, RGG - Feats of Divine Might, RGG - Feats of Metamagic, RGG - Feats of Runic Might I, RGG - Feats of Runic Might II, RGG - Feats of Spellcasting, RGG - Feats of Subterfuge; User Content -> Community Pack (v1.20) -> Third Party Products -> Rogue Genius Games -> RGG - Ultimate Options: RGG - Bardic Masterpieces; User Content -> Community Pack (v1.20) -> Third Party Products -> Legendary Games: LG - Treasury of the Macabre, LG - Ultimate Battle; User Content -> Community Pack (v1.20) -> Unchained: Unchained Barbarian Archetypes, Unchained Bloodrager Archetypes, Unchained Monk Archetypes, Unchained Ninja Archetypes, Unchained Rogue Archetypes, Unchained Warpriest Archetypes, Unchained Domains; User Content -> Community Pack (v1.20) -> GM Section -> Frog God Games: FGG - Tome of Horrors; User Content -> Community Pack (v1.20) -> GM Section -> Green Ronin: GR - Advanced Bestiary; User Content -> Community Pack (v1.20) -> GM Section -> Paizo Publishing: Paizo - Into the Darklands; Advanced Class Guide: Advanced Class Guide; Advanced Player's Guide: Advanced Player's Guide, Advanced Player's Guide Familiars, Advanced Player's Guide Traits; Advanced Race Guide: Advanced Race Guide, Race Builder; Adventurer's Guide: Adventurer's Guide; Book of the Damned: Book of the Damned; Horror Adventures: Horror Adventures; Occult Adventures: Occult Adventures; Pathfinder Unchained -> Chapter 1: Classes: Unchained Classes; Pathfinder Unchained -> Chapter 4: Magic: Dynamic Item Creation; Ultimate Campaign: Ultimate Campaign; Ultimate Campaign -> Ultimate Campaign Character Backgrounds: Unrestricted Traits & Drawbacks; Ultimate Combat: Ultimate Combat; Ultimate Equipment: Ultimate Equipment; Ultimate Intrigue: Ultimate Intrigue; Ultimate Magic: Ultimate Magic, Ultimate Magic Familiars, Words of Power; Ultimate Wilderness: Ultimate Wilderness; Bestiary: Bestiary 4, Bestiary Familiars, Bestiary Free Content; Kobold Press: Kobold Quarterly; Kobold Press -> Deep Magic: Deep Magic; Kobold Press -> Midgard Adventures: Halls of the Mountain-King; Kobold Press -> Midgard Player's Guides: Midgard Player's Guide; Player Companion: Advanced Class Origins, Adventurer's Armory, Adventurer's Armory 2, Agents of Evil, Andoran, Spirit of Liberty, Animal Archive, Arcane Anthology, Armor Master's Handbook, Black Markets, Blood of Shadows, Blood of the Ancients, Blood of the Beast, Blood of the Sea, Champions of Corruption, Champions of Purity, Cheliax, Empire of Devils, Cohorts and Companions, Demon Hunter's Handbook, Dirty Tactics Toolbox, Disciple's Doctrine, Divine Anthology, Dragon Empires Primer, Dragonslayer's Handbook, Dungeoneer's Handbook, Faiths and Philosophies, Faiths of Balance, Faiths of Corruption, Faiths of Purity, Familiar Folio, Giant Hunter's Handbook, Haunted Heroes Handbook, Healer's Handbook, Heroes from the Fringe, Heroes of Golarion, Heroes of the High Court, Heroes of the Str"
  2216. },
  2217. "minions": {
  2218. "character": {
  2219. "race": {
  2220. "_racetext": "cockroach (mascot)",
  2221. "_name": "cockroach (mascot)",
  2222. "_ethnicity": ""
  2223. },
  2224. "alignment": {
  2225. "_name": "True Neutral"
  2226. },
  2227. "templates": {
  2228. "_summary": "Cockroach (Mascot) +1"
  2229. },
  2230. "size": {
  2231. "space": {
  2232. "_text": "1'",
  2233. "_value": "1"
  2234. },
  2235. "reach": {
  2236. "_text": "0'",
  2237. "_value": "0"
  2238. },
  2239. "_name": "Diminutive"
  2240. },
  2241. "deity": {
  2242. "_name": ""
  2243. },
  2244. "challengerating": {
  2245. "_value": "0.125",
  2246. "_text": "CR 1/8"
  2247. },
  2248. "xpaward": {
  2249. "_value": "50",
  2250. "_text": "50 XP"
  2251. },
  2252. "classes": {
  2253. "_level": "0",
  2254. "_summary": "",
  2255. "_summaryabbr": ""
  2256. },
  2257. "factions": "",
  2258. "types": {
  2259. "type": {
  2260. "_name": "(Vermin)"
  2261. }
  2262. },
  2263. "subtypes": "",
  2264. "heropoints": {
  2265. "_enabled": "no",
  2266. "_total": "0"
  2267. },
  2268. "senses": {
  2269. "special": [
  2270. {
  2271. "description": "A creature with darkvision can see in total darkness, usually to a range of 60 feet. Within this range the creature can see as clearly as a sighted creature could see in an area of bright light. Darkvision is black and white only but otherwise like normal sight.",
  2272. "specsource": "Vermin",
  2273. "_name": "Darkvision (60 feet)",
  2274. "_shortname": "Darkvision 60 ft.",
  2275. "_sourcetext": "Vermin"
  2276. },
  2277. {
  2278. "description": "A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions.",
  2279. "_name": "Low-Light Vision",
  2280. "_shortname": "Low-Light Vision"
  2281. }
  2282. ]
  2283. },
  2284. "auras": "",
  2285. "favoredclasses": "",
  2286. "health": {
  2287. "_hitdice": "1d8+2",
  2288. "_hitpoints": "45",
  2289. "_damage": "0",
  2290. "_nonlethal": "0",
  2291. "_currenthp": "45"
  2292. },
  2293. "xp": {
  2294. "_total": "0"
  2295. },
  2296. "money": {
  2297. "_total": "0",
  2298. "_pp": "0",
  2299. "_gp": "0",
  2300. "_sp": "0",
  2301. "_cp": "0",
  2302. "_cn1": "0",
  2303. "_cn2": "0",
  2304. "_cn3": "0",
  2305. "_cn4": "0",
  2306. "_valuables": "0"
  2307. },
  2308. "personal": {
  2309. "description": "",
  2310. "charheight": {
  2311. "_text": "0'",
  2312. "_value": "0"
  2313. },
  2314. "charweight": {
  2315. "_text": "0 lb.",
  2316. "_value": "0"
  2317. },
  2318. "_gender": "",
  2319. "_age": "0",
  2320. "_hair": "",
  2321. "_eyes": "",
  2322. "_skin": ""
  2323. },
  2324. "languages": "",
  2325. "attributes": {
  2326. "attribute": [
  2327. {
  2328. "attrvalue": {
  2329. "_text": "1",
  2330. "_base": "1",
  2331. "_modified": "1"
  2332. },
  2333. "attrbonus": {
  2334. "_text": "-5",
  2335. "_base": "-5",
  2336. "_modified": "-5"
  2337. },
  2338. "situationalmodifiers": {
  2339. "_text": ""
  2340. },
  2341. "_name": "Strength"
  2342. },
  2343. {
  2344. "attrvalue": {
  2345. "_text": "15",
  2346. "_base": "15",
  2347. "_modified": "15"
  2348. },
  2349. "attrbonus": {
  2350. "_text": "+2",
  2351. "_base": "+2",
  2352. "_modified": "+2"
  2353. },
  2354. "situationalmodifiers": {
  2355. "_text": ""
  2356. },
  2357. "_name": "Dexterity"
  2358. },
  2359. {
  2360. "attrvalue": {
  2361. "_text": "14",
  2362. "_base": "14",
  2363. "_modified": "14"
  2364. },
  2365. "attrbonus": {
  2366. "_text": "+2",
  2367. "_base": "+2",
  2368. "_modified": "+2"
  2369. },
  2370. "situationalmodifiers": {
  2371. "_text": ""
  2372. },
  2373. "_name": "Constitution"
  2374. },
  2375. {
  2376. "attrvalue": {
  2377. "_text": "-",
  2378. "_base": "20",
  2379. "_modified": "0"
  2380. },
  2381. "attrbonus": {
  2382. "_text": "0",
  2383. "_base": "+0",
  2384. "_modified": "+0"
  2385. },
  2386. "situationalmodifiers": {
  2387. "_text": ""
  2388. },
  2389. "_name": "Intelligence"
  2390. },
  2391. {
  2392. "attrvalue": {
  2393. "_text": "11",
  2394. "_base": "11",
  2395. "_modified": "11"
  2396. },
  2397. "attrbonus": {
  2398. "_text": "0",
  2399. "_base": "+0",
  2400. "_modified": "+0"
  2401. },
  2402. "situationalmodifiers": {
  2403. "_text": ""
  2404. },
  2405. "_name": "Wisdom"
  2406. },
  2407. {
  2408. "attrvalue": {
  2409. "_text": "2",
  2410. "_base": "2",
  2411. "_modified": "2"
  2412. },
  2413. "attrbonus": {
  2414. "_text": "-4",
  2415. "_base": "-4",
  2416. "_modified": "-4"
  2417. },
  2418. "situationalmodifiers": {
  2419. "_text": ""
  2420. },
  2421. "_name": "Charisma"
  2422. }
  2423. ]
  2424. },
  2425. "saves": {
  2426. "save": [
  2427. {
  2428. "situationalmodifiers": {
  2429. "_text": ""
  2430. },
  2431. "_name": "Fortitude Save",
  2432. "_abbr": "Fort",
  2433. "_save": "+5",
  2434. "_base": "+3",
  2435. "_fromattr": "+2",
  2436. "_fromresist": "",
  2437. "_frommisc": ""
  2438. },
  2439. {
  2440. "situationalmodifiers": {
  2441. "_text": ""
  2442. },
  2443. "_name": "Reflex Save",
  2444. "_abbr": "Ref",
  2445. "_save": "+5",
  2446. "_base": "+3",
  2447. "_fromattr": "+2",
  2448. "_fromresist": "",
  2449. "_frommisc": ""
  2450. },
  2451. {
  2452. "situationalmodifiers": {
  2453. "_text": ""
  2454. },
  2455. "_name": "Will Save",
  2456. "_abbr": "Will",
  2457. "_save": "+6",
  2458. "_base": "+6",
  2459. "_fromattr": "",
  2460. "_fromresist": "",
  2461. "_frommisc": ""
  2462. }
  2463. ],
  2464. "allsaves": {
  2465. "situationalmodifiers": {
  2466. "_text": ""
  2467. },
  2468. "_save": "+0",
  2469. "_base": "",
  2470. "_fromresist": "",
  2471. "_frommisc": ""
  2472. }
  2473. },
  2474. "defensive": "",
  2475. "damagereduction": "",
  2476. "immunities": {
  2477. "special": {
  2478. "description": "You are immune to Mind-Affecting effects.",
  2479. "_name": "Immunity to Mind-Affecting effects",
  2480. "_shortname": "mind-affecting effects"
  2481. }
  2482. },
  2483. "resistances": "",
  2484. "weaknesses": {
  2485. "special": {
  2486. "description": "Creatures with light sensitivity are dazzled in areas of bright sunlight or within the radius of a daylight spell.",
  2487. "_name": "Light Sensitivity (Ex)",
  2488. "_shortname": "Light Sensitivity",
  2489. "_type": "Extraordinary Ability"
  2490. }
  2491. },
  2492. "armorclass": {
  2493. "situationalmodifiers": {
  2494. "_text": ""
  2495. },
  2496. "_ac": "21",
  2497. "_touch": "16",
  2498. "_flatfooted": "19",
  2499. "_fromarmor": "",
  2500. "_fromshield": "",
  2501. "_fromdexterity": "+2",
  2502. "_fromwisdom": "",
  2503. "_fromcharisma": "",
  2504. "_fromsize": "+4",
  2505. "_fromnatural": "+5",
  2506. "_fromdeflect": "",
  2507. "_fromdodge": "",
  2508. "_frommisc": ""
  2509. },
  2510. "penalties": {
  2511. "penalty": [
  2512. {
  2513. "_name": "Armor Check Penalty",
  2514. "_text": "0",
  2515. "_value": "0"
  2516. },
  2517. {
  2518. "_name": "Max Dex Bonus",
  2519. "_text": "99999",
  2520. "_value": "99999"
  2521. }
  2522. ]
  2523. },
  2524. "maneuvers": {
  2525. "situationalmodifiers": {
  2526. "_text": ""
  2527. },
  2528. "maneuvertype": [
  2529. {
  2530. "situationalmodifiers": {
  2531. "_text": ""
  2532. },
  2533. "_name": "Awesome Blow",
  2534. "_bonus": "0",
  2535. "_cmb": "+2",
  2536. "_cmd": "7"
  2537. },
  2538. {
  2539. "situationalmodifiers": {
  2540. "_text": ""
  2541. },
  2542. "_name": "Bull Rush",
  2543. "_bonus": "0",
  2544. "_cmb": "+2",
  2545. "_cmd": "7"
  2546. },
  2547. {
  2548. "situationalmodifiers": {
  2549. "_text": ""
  2550. },
  2551. "_name": "Disarm",
  2552. "_bonus": "0",
  2553. "_cmb": "+2",
  2554. "_cmd": "7"
  2555. },
  2556. {
  2557. "situationalmodifiers": {
  2558. "_text": ""
  2559. },
  2560. "_name": "Feint",
  2561. "_bonus": "0",
  2562. "_cmb": "+2",
  2563. "_cmd": "7"
  2564. },
  2565. {
  2566. "situationalmodifiers": {
  2567. "_text": ""
  2568. },
  2569. "_name": "Grapple",
  2570. "_bonus": "0",
  2571. "_cmb": "+2",
  2572. "_cmd": "7"
  2573. },
  2574. {
  2575. "situationalmodifiers": {
  2576. "_text": ""
  2577. },
  2578. "_name": "Overrun",
  2579. "_bonus": "0",
  2580. "_cmb": "+2",
  2581. "_cmd": "15"
  2582. },
  2583. {
  2584. "situationalmodifiers": {
  2585. "_text": ""
  2586. },
  2587. "_name": "Pull",
  2588. "_bonus": "0",
  2589. "_cmb": "+2",
  2590. "_cmd": "7"
  2591. },
  2592. {
  2593. "situationalmodifiers": {
  2594. "_text": ""
  2595. },
  2596. "_name": "Push",
  2597. "_bonus": "0",
  2598. "_cmb": "+2",
  2599. "_cmd": "7"
  2600. },
  2601. {
  2602. "situationalmodifiers": {
  2603. "_text": ""
  2604. },
  2605. "_name": "Sunder",
  2606. "_bonus": "0",
  2607. "_cmb": "+2",
  2608. "_cmd": "7"
  2609. },
  2610. {
  2611. "situationalmodifiers": {
  2612. "_text": ""
  2613. },
  2614. "_name": "Trip",
  2615. "_bonus": "0",
  2616. "_cmb": "+2",
  2617. "_cmd": "15"
  2618. }
  2619. ],
  2620. "_cmb": "+2",
  2621. "_cmd": "7",
  2622. "_cmdflatfooted": "5"
  2623. },
  2624. "initiative": {
  2625. "situationalmodifiers": {
  2626. "_text": ""
  2627. },
  2628. "_total": "+2",
  2629. "_attrtext": "+2",
  2630. "_misctext": "+0",
  2631. "_attrname": "Dexterity"
  2632. },
  2633. "movement": {
  2634. "speed": {
  2635. "_text": "20'",
  2636. "_value": "20"
  2637. },
  2638. "basespeed": {
  2639. "_text": "20'",
  2640. "_value": "20"
  2641. }
  2642. },
  2643. "encumbrance": {
  2644. "_carried": "0",
  2645. "_encumstr": "1",
  2646. "_light": "0.75",
  2647. "_medium": "1.5",
  2648. "_heavy": "2.5",
  2649. "_level": "Light Load"
  2650. },
  2651. "skills": {
  2652. "skill": [
  2653. {
  2654. "description": "You can keep your balance while traversing narrow or treacherous surfaces. You can also dive, flip, jump, and roll to avoid attacks and overcome obstacles.\n\nCheck: You can use Acrobatics to move on narrow surfaces and uneven ground without falling. A successful check allows you to move at half speed across such surfaces - only one check is needed per round. Use the following table to determine the base DC, which is then modified by the Acrobatics skill modifiers noted on page 89. While you are using Acrobatics in this way, you are considered flat-footed and lose your Dexterity bonus to your AC (if any). If you take damage while using Acrobatics, you must immediately make another Acrobatics check at the same DC to avoid falling or being knocked prone.\n\nSurface Width: Base Acrobatics DC\nGreater than 3 feet wide: 0*\n1-3 feet wide: 5*\n7-11 inches wide: 10\n2-6 inches wide 15\nLess than 2 inches wide: 20\n* No Acrobatics check is needed to move across these surfaces unless the modifiers to the surface (see page 89) increase the DC to 10 or higher.\n\nIn addition, you can move through a threatened square without provoking an attack of opportunity from an enemy by using Acrobatics. When moving in this way, you move at half speed. You can move at full speed by increasing the DC of the check by 10. You cannot use Acrobatics to move past foes if your speed is reduced due to carrying a medium or heavy load or wearing medium or heavy armor. If an ability allows you to move at full speed under such conditions, you can use Acrobatics to move past foes. You can use Acrobatics in this way while prone, but doing so requires a full-round action to move 5 feet, and the DC is increased by 5. If you attempt to move through an enemy's space and fail the check, you lose the move action and provoke an attack of opportunity.\n\nSituation: Base Acrobatics DC*\nMove through a threatened area: Opponent's Combat Maneuver Defense\nMove through an enemy's space: 5 + opponent's Combat Maneuver Defense\n* This DC is used to avoid an attack of opportunity due to movement. This DC increases by 2 for each additional opponent avoided in 1 round.\n\nFinally, you can use the Acrobatics skill to make jumps or to soften a fall. The base DC to make a jump is equal to the distance to be crossed (if horizontal) or four times the height to be reached (if vertical). These DCs double if you do not have at least 10 feet of space to get a running start. The only Acrobatics modifiers that apply are those concerning the surface you are jumping from. If you fail this check by 4 or less, you can attempt a DC 20 Reflex save to grab hold of the other side after having missed the jump. If you fail by 5 or more, you fail to make the jump and fall (or land prone, in the case of a vertical jump). Creatures with a base land speed above 30 feet receive a +4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed above 30 feet. Creatures with a base land speed below 30 feet receive a -4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed below 30 feet. No jump can allow you to exceed your maximum movement for the round. For a running jump, the result of your Acrobatics check indicates the distance traveled in the jump (and if the check fails, the distance at which you actually land and fall prone). Halve this result for a standing long jump to determine where you land.\n\nWhen you deliberately fall any distance, even as a result of a missed jump, a DC 15 Acrobatics skill check allows you to ignore the first 10 feet fallen, although you still end up prone if you take damage from a fall. See the falling rules on page 443 for further details.\n\nLong Jump: Acrobatics DC\n5 feet: 5\n10 feet: 10\n15 feet: 15\n20 feet: 20\nGreater than 20 feet: +5 per 5 feet.\n\nHigh Jump: Acrobatics DC\n1 foot: 4\n2 feet: 8\n3 feet: 12\n4 feet: 16\nGreater than 4 feet: +4 per foot\n\nMany conditions can affect your chances of success with Acrobatics checks. The following modifiers to target DCs apply to all Acrobatics skill checks. The modifiers stack with one another, but only the most severe modifier for any one condition applies.\n\nAcrobatics Modifiers: DC Modifier\nSlightly obstructed (gravel, sand): +2\nSeverely obstructed (cavern, rubble): +5\nSlightly slippery (wet): +2\nSeverely slippery (icy): +5\nSlightly sloped (less than 45°): +2\nSeverely sloped (greater than 45°): +5\nSlightly unsteady (boat in rough water): +2\nModerately unsteady (boat in a storm): +5\nSeverely unsteady (earthquake): +10\nMove at full speed on narrow or uneven surfaces: +5*\n* This does not apply to checks made to jump.\n\nContinued - Core Rulebook, pg. 87",
  2655. "situationalmodifiers": {
  2656. "situationalmodifier": {
  2657. "_text": "-4 to jump",
  2658. "_source": "Speed greater/less than 30 ft."
  2659. },
  2660. "_text": "Speed greater/less than 30 ft.: -4 to jump"
  2661. },
  2662. "_name": "Acrobatics",
  2663. "_ranks": "0",
  2664. "_attrbonus": "2",
  2665. "_attrname": "DEX",
  2666. "_value": "2",
  2667. "_armorcheck": "yes",
  2668. "_classskill": "yes"
  2669. },
  2670. {
  2671. "description": "You can evaluate the monetary value of an object.\n\nCheck: A DC 20 Appraise check determines the value of a common item. If you succeed by 5 or more, you also determine if the item has magic properties, although this success does not grant knowledge of the magic item's abilities. If your fail the check by less than 5, you determine the price of that item to within 20% of its actual value. If you fail this check by 5 or more, the price is wildly inaccurate, subject to GM discretion. Particularly rare or exotic items might increase the DC of this check by 5 or more.\n\nYou can also use this check to determine the most valuable item visible in a treasure hoard. The DC of this check is generally 20 but can increase to as high as 30 for a particularly large hoard.\n\nAction: Appraising an item takes 1 standard action. Determining the most valuable object in a treasure hoard takes 1 full-round action.\n\nTry Again: Additional attempts to Appraise an item reveal the same result.\n\nSpecial: A spellcaster with a raven familiar gains a +3 bonus on Appraise checks.",
  2672. "situationalmodifiers": {
  2673. "_text": ""
  2674. },
  2675. "_name": "Appraise",
  2676. "_ranks": "1",
  2677. "_attrbonus": "0",
  2678. "_attrname": "INT",
  2679. "_value": "1"
  2680. },
  2681. {
  2682. "description": "You know how to tell a lie.\n\nCheck: Bluff is an opposed skill check against your opponent's Sense Motive skill. If you use Bluff to fool someone, with a successful check you convince your opponent that what you are saying is true. Bluff checks are modified depending upon the believability of the lie. The following modifiers are applied to the roll of the creature attempting to tell the lie. Note that some lies are so improbable that it is impossible to convince anyone that they are true (subject to GM discretion).\n\nCircumstances: Bluff Modifier\nThe target wants to believe you: +5\nThe lie is believable: +0\nThe lie is unlikely: -5\nThe lie is far-fetched: -10\nThe lie is impossible: -20\nThe target is drunk or impaired: +5\nYou possess convincing proof: up to +10\n\nFeint: You can use Bluff to feint in combat, causing your opponent to be denied his Dexterity bonus to his AC against your next attack. The DC of this check is equal to 10 + your opponent's base attack bonus + your opponent's Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent's Sense Motive bonus, if higher. For more information on feinting in combat, see Chapter 8.\n\nSecret Messages: You can use Bluff to pass hidden messages along to another character without others understanding your true meaning by using innuendo to cloak your actual message. The DC of this check is 15 for simple messages and 20 for complex messages. If you are successful, the target automatically understands you, assuming you are communicating in a language that it understands. If your check fails by 5 or more, you deliver the wrong message. Other creatures that receive the message can decipher it by succeeding at an opposed Sense Motive check against your Bluff result.\n\nAction: Attempting to deceive someone takes at least 1 round, but can possibly take longer if the lie is elaborate (as determined by the GM on a case-by-case basis).\n\nFeinting in combat is a standard action. \n\nUsing Bluff to deliver a secret message takes twice as long as the message would otherwise take to relay.\n\nTry Again: If you fail to deceive someone, further attempts to deceive them are at a -10 penalty and may be impossible (GM discretion).\n\nYou can attempt to feint against someone again if you fail. Secret messages can be relayed again if the first attempt fails.\n\nSpecial: A spellcaster with a viper familiar gains a +3 bonus on Bluff checks.\n\nIf you have the Deceitful feat, you get a bonus on Bluff checks (see Chapter 5).",
  2683. "situationalmodifiers": {
  2684. "_text": ""
  2685. },
  2686. "_name": "Bluff",
  2687. "_ranks": "0",
  2688. "_attrbonus": "-4",
  2689. "_attrname": "CHA",
  2690. "_value": "-4"
  2691. },
  2692. {
  2693. "description": "You are skilled at scaling vertical surfaces, from smooth city walls to rocky cliffs.\n\nCheck: With a successful Climb check, you can advance up, down, or across a slope, wall, or other steep incline (or even across a ceiling, provided it has handholds) at one-quarter your normal speed. A slope is considered to be any incline at an angle measuring less than 60 degrees; a wall is any incline at an angle measuring 60 degrees or more.\n\nA Climb check that fails by 4 or less means that you make no progress, and one that fails by 5 or more means that you fall from whatever height you have already attained.\n\nThe DC of the check depends on the conditions of the climb. Compare the task with those on the following table to determine an appropriate DC.\n\nClimb DC: Example Surface or Activity\n0: A slope too steep to walk up, or a knotted rope with a wall to brace against.\n5: A rope with a wall to brace against, or a knotted rope, or a rope affected by the rope trick spell.\n10: A surface with ledges to hold on to and stand on, such as a very rough wall or a ship's rigging.\n15: Any surface with adequate handholds and footholds (natural or artificial), such as a very rough natural rock surface or a tree, or an unknotted rope, or pulling yourself up when dangling by your hands.\n20: An uneven surface with narrow handholds and footholds, such as a typical wall in a dungeon.\n25: A rough surface, such as a natural rock wall or a brick wall.\n30: An overhang or ceiling with handholds only.\n -: A perfectly smooth, flat vertical (or inverted) surface cannot be climbed.\n\nClimb DC Modifier*: Example Surface or Activity\n-10: Climbing a chimney (artificial or natural) or other location where you can brace against two opposite walls.\n-5: Climbing a corner where you can brace against perpendicular walls.\n+5: Surface is slippery.\n* These modifiers are cumulative; use all that apply.\n\nYou need both hands free to climb, but you may cling to a wall with one hand while you cast a spell or take some other action that requires only one hand. While climbing, you can't move to avoid a blow, so you lose your Dexterity bonus to AC (if any). You also can't use a shield while climbing. Anytime you take damage while climbing, make a Climb check against the DC of the slope or wall. Failure means you fall from your current height and sustain the appropriate falling damage.\n\nAccelerated Climbing: You try to climb more quickly than normal. By accepting a -5 penalty, you can move half your speed (instead of one-quarter your speed).\n\nMake Your Own Handholds and Footholds: You can make your own handholds and footholds by pounding pitons into a wall. Doing so takes 1 minute per piton, and one piton is needed per 5 feet of distance. As with any surface that offers handholds and footholds, a wall with pitons in it has a DC of 15. In the same way, a climber with a handaxe or similar implement can cut handholds in an ice wall.\n\nCatch Yourself When Falling: It's practically impossible to catch yourself on a wall while falling, yet if you wish to attempt such a difficult task, you can make a Climb check (DC = wall's DC + 20) to do so. It's much easier to catch yourself on a slope (DC = slope's DC + 10).\n\nCatch a Falling Character While Climbing: If someone climbing above you or adjacent to you falls, you can attempt to catch the falling character if he or she is within your reach. Doing so requires a successful melee touch attack against the falling character (though he or she can voluntarily forego any Dexterity bonus to AC if desired). If you hit, you must immediately attempt a Climb check (DC = wall's DC + 10). Success indicates that you catch the falling character, but his total weight, including equipment, cannot exceed your heavy load limit or you automatically fall. If you fail your Climb check by 4 or less, you fail to stop the character's fall but don't lose your grip on the wall. If you fail by 5 or more, you fail to stop the character's fall and begin falling as well.\n\nAction: Climbing is part of movement, so it's generally part of a move action (and may be combined with other types of movement in a move action). Each move action that includes any climbing requires a separate Climb check. Catching yourself or another falling character doesn't take an action.\n\nSpecial: You can use a rope to haul a character upward (or lower a character) through sheer strength. You can lift double your maximum load in this manner.\n\nContinued - Core Rulebook, pg. 90",
  2694. "situationalmodifiers": {
  2695. "_text": ""
  2696. },
  2697. "_name": "Climb",
  2698. "_ranks": "0",
  2699. "_attrbonus": "2",
  2700. "_attrname": "DEX",
  2701. "_value": "10",
  2702. "_armorcheck": "yes",
  2703. "_classskill": "yes",
  2704. "_tools": "uses"
  2705. },
  2706. {
  2707. "description": "You can use this skill to persuade others to agree with your arguments, to resolve differences, and to gather valuable information or rumors from people. This skill is also used to negotiate conflicts by using the proper etiquette and manners suitable to the problem.\n\nCheck: You can change the initial attitudes of nonplayer characters with a successful check. The DC of this check depends on the creature's starting attitude toward you, adjusted by its Charisma modifier. If you succeed, the character's attitude toward you is improved by one step. For every 5 by which your check result exceeds the DC, the character's attitude toward you increases by one additional step. A creature's attitude cannot be shifted more than two steps up in this way, although the GM can override this rule in some situations. If you fail the check by 4 or less, the character's attitude toward you is unchanged. If you fail by 5 or more, the character's attitude toward you is decreased by one step.\n\nYou cannot use Diplomacy against a creature that does not understand you or has an Intelligence of 3 or less. Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future. Any attitude shift caused through Diplomacy generally lasts for 1d4 hours but can last much longer or shorter depending upon the situation (GM discretion).\n\nStarting Attitude: Diplomacy DC\nHostile: 25 + creature's Cha modifier\nUnfriendly: 20 + creature's Cha modifier\nIndifferent: 15 + creature's Cha modifier\nFriendly: 10 + creature's Cha modifier\nHelpful: 0 + creature's Cha modifier\n\nIf a creature's attitude toward you is at least indifferent, you can make requests of the creature. This is an additional Diplomacy check, using the creature's current attitude to determine the base DC, with one of the following modifiers. Once a creature's attitude has shifted to helpful, the creature gives in to most requests without a check, unless the request is against its nature or puts it in serious peril. Some requests automatically fail if the request goes against the creature's values or its nature, subject to GM discretion.\n\nRequest: Diplomacy DC Modifier\nGive simple advice or directions: -5\nGive detailed advice: +0\nGive simple aid: +0\nReveal an unimportant secret: +5\nGive lengthy or complicated aid: +5\nGive dangerous aid: +10\nReveal an important secret: +10 or more\nGive aid that could result in punishment: +15 or more\nAdditional requests: +5 per request\n\nGather Information: You can also use Diplomacy to gather information about a specific topic or individual. To do this, you must spend at least 1d4 hours canvassing people at local taverns, markets, and gathering places. The DC of this check depends on the obscurity of the information sought, but for most commonly known facts or rumors it is 10. For obscure or secret knowledge, the DC might increase to 20 or higher. The GM might rule that some topics are simply unknown to common folk.\n\nAction: Using Diplomacy to influence a creature's attitude takes 1 minute of continuous interaction. Making a request of a creature takes 1 or more rounds of interaction, depending upon the complexity of the request. Using Diplomacy to gather information takes 1d4 hours of work searching for rumors and informants.\n\nTry Again: You cannot use Diplomacy to influence a given creature's attitude more than once in a 24-hour period. If a request is refused, the result does not change with additional checks, although other requests might be made. You can retry Diplomacy checks made to gather information.\n\nSpecial: If you have the Persuasive feat, you gain a bonus on Diplomacy checks (see Chapter 5).",
  2708. "situationalmodifiers": {
  2709. "_text": ""
  2710. },
  2711. "_name": "Diplomacy",
  2712. "_ranks": "0",
  2713. "_attrbonus": "-4",
  2714. "_attrname": "CHA",
  2715. "_value": "-4"
  2716. },
  2717. {
  2718. "description": "You are skilled at disarming traps and opening locks. In addition, this skill lets you sabotage simple mechanical devices, such as catapults, wagon wheels, and doors.\n\nCheck: When disarming a trap or other device, the Disable Device check is made secretly, so that you don't necessarily know whether you've succeeded.\n\nThe DC depends on how tricky the device is. If the check succeeds, you disable the device. If it fails by 4 or less, you have failed but can try again. If you fail by 5 or more, something goes wrong. If the device is a trap, you trigger it. If you're attempting some sort of sabotage, you think the device is disabled, but it still works normally.\n\nYou also can rig simple devices such as saddles or wagon wheels to work normally for a while and then fail or fall off some time later (usually after 1d4 rounds or minutes of use).\n\nDevice: Time: Disable Device DC*: Example\nSimple: 1 round: 10: Jam a lock\nTricky: 1d4 rounds: 15: Sabotage a wagon wheel\nDifficult: 2d4 rounds: 20: Disarm a trap, reset a trap\nExtreme: 2d4 rounds: 25: Disarm a complex trap, cleverly sabotage a clockwork device\n* If you attempt to leave behind no trace of your tampering, add 5 to the DC.\n\nOpen Locks: The DC for opening a lock depends on its quality. If you do not have a set of thieves' tools, these DCs increase by 10.\n\nLock Quality: Disable Device DC\nSimple: 20\nAverage: 25\nGood: 30\nSuperior: 40\n\nAction: The amount of time needed to make a Disable Device check depends on the task, as noted above. Disabling a simple device takes 1 round and is a full-round action. A tricky or difficult device requires 1d4 or 2d4 rounds. Attempting to open a lock is a full-round action.\n\nTry Again: Varies. You can retry checks made to disable traps if you miss the check by 4 or less. You can retry checks made to open locks.\n\nSpecial: If you have the Deft Hands feat, you get a bonus on Disable Device checks (see Chapter 5).\n\nA rogue who beats a trap's DC by 10 or more can study the trap, figure out how it works, and bypass it without disarming it. A rogue can rig a trap so her allies can bypass it as well.\n\nRestriction: Characters with the trapfinding ability (like rogues) can disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.\n\nThe spells fire trap, glyph of warding, symbol, and teleportation circle also create traps that a rogue can disarm with a successful Disable Device check. Spike growth and spike stones, however, create magic hazards against which Disable Device checks do not succeed. See the individual spell descriptions for details.",
  2719. "situationalmodifiers": {
  2720. "_text": ""
  2721. },
  2722. "_name": "Disable Device",
  2723. "_ranks": "0",
  2724. "_attrbonus": "2",
  2725. "_attrname": "DEX",
  2726. "_value": "0",
  2727. "_armorcheck": "yes",
  2728. "_trainedonly": "yes",
  2729. "_usable": "no",
  2730. "_tools": "needs"
  2731. },
  2732. {
  2733. "description": "You are skilled at changing your appearance.\n\nCheck: Your Disguise check result determines how good the disguise is, and it is opposed by others' Perception check results. If you don't draw any attention to yourself, others do not get to make Perception checks. If you come to the attention of people who are suspicious (such as a guard who is watching commoners walking through a city gate), it can be assumed that such observers are taking 10 on their Perception checks.\n\nYou get only one Disguise check per use of the skill, even if several people make Perception checks against it. The Disguise check is made secretly, so that you can't be sure how good the result is.\n\nThe effectiveness of your disguise depends on how much you're changing your appearance. Disguise can be used to make yourself appear like a creature that is one size category larger or smaller than your actual size. This does not change your actual size or reach, should you enter combat while wearing such a disguise.\n\nDisguise: Check Modifier\nMinor details only: +5\nDisguised as different gender (1): -2\nDisguised as different race (1): -2\nDisguised as different age category (1) -2 (2)\nDisguised as different size category (1) -10\n(1) These modifiers are cumulative; use all that apply.\n(2) Per step of difference between your actual age category and your disguised age category. The steps are: young (younger than adulthood), adulthood, middle age, old, and venerable.\n\nIf you are impersonating a particular individual, those who know what that person looks like get a bonus on their Perception checks according to the table below. Furthermore, they are automatically considered to be suspicious of you, so opposed checks are always called for.\n\nFamiliarity: Viewer's Perception Check Bonus\nRecognizes on sight: +4\nFriends or associates: +6\nClose friends: +8\nIntimate: +10\n\nAn individual makes a Perception check to see through your disguise immediately upon meeting you and again every hour thereafter. If you casually meet a large number of different creatures, each for a short time, check once per day or hour, using an average Perception modifier for the group.\n\nAction: Creating a disguise requires 1d3 × 10 minutes of work. Using magic (such as the disguise self spell) reduces this action to the time required to cast the spell or trigger the effect.\n\nTry Again: Yes. You may try to redo a failed disguise, but once others know that a disguise was attempted, they'll be more suspicious.\n\nSpecial: Magic that alters your form, such as alter self, disguise self, polymorph, or shapechange, grants you a +10 bonus on Disguise checks (see the individual spell descriptions). Divination magic that allows people to see through illusions (such as true seeing) does not penetrate a mundane disguise, but it can negate the magical component of a magically enhanced one.\n\nYou must make a Disguise check when you cast a simulacrum spell to determine how good the likeness is.\n\nIf you have the Deceitful feat, you gain a bonus on Disguise checks (see Chapter 5).",
  2734. "situationalmodifiers": {
  2735. "_text": ""
  2736. },
  2737. "_name": "Disguise",
  2738. "_ranks": "0",
  2739. "_attrbonus": "-4",
  2740. "_attrname": "CHA",
  2741. "_value": "-4",
  2742. "_tools": "uses"
  2743. },
  2744. {
  2745. "description": "Your training allows you to slip out of bonds and escape from grapples.\n\nCheck: The table below gives the DCs needed to escape various forms of restraints.\nRopes: The DC of your Escape Artist check is equal to the binder's Combat Maneuver Bonus +20.\nManacles and Masterwork Manacles: The DC for manacles is set by their construction (see the table below).\nTight Space: The DC noted is for getting through a space through which your head fits but your shoulders don't. If the space is long, you may need to make multiple checks. You can't squeeze through a space that your head does not fit through.\nGrappler: You can make an Escape Artist check in place of a combat maneuver check to escape a grapple (see Chapter 8) or a pin.\n\nRestraint: Escape Artist DC\nRope/bindings: Binder's CMB +20\nNet, animate rope, command plants, control plants, or entangle: 20\nSnare spell: 23\nManacles: 30\nTight space: 30\nMasterwork manacles: 35\nGrappler: Grappler's CMD\n\nAction: Making an Escape Artist check to escape from rope bindings, manacles, or other restraints (except a grappler) requires 1 minute of work. Escaping from a net or an animate rope, command plants, control plants, or entangle spell is a full-round action. Escaping from a grapple or pin is a standard action. Squeezing through a tight space takes at least 1 minute, maybe longer, depending on how long the space is.\n\nTry Again: Varies. You can make another check after a failed check if you're squeezing your way through a tight space, making multiple checks. If the situation permits, you can make additional checks, or even take 20, as long as you're not being actively opposed. If the DC to escape from rope or bindings is higher than 20 + your Escape Artist skill bonus, you cannot escape from the bonds using Escape Artist.\n\nSpecial: If you have the Stealthy feat, you gain a bonus on Escape Artist checks (see Chapter 5).",
  2746. "situationalmodifiers": {
  2747. "_text": ""
  2748. },
  2749. "_name": "Escape Artist",
  2750. "_ranks": "9",
  2751. "_attrbonus": "2",
  2752. "_attrname": "DEX",
  2753. "_value": "11",
  2754. "_armorcheck": "yes"
  2755. },
  2756. {
  2757. "description": "You are skilled at flying, through either the use of wings or magic, and can perform daring or complex maneuvers while airborne. Note that this skill does not give you the ability to fly.\n\nCheck: You generally need only make a Fly check when you are attempting a complex maneuver. Without making a check, a flying creature can remain flying at the end of its turn so long as it moves a distance greater than half its speed. It can also turn up to 45 degrees by sacrificing 5 feet of movement, can rise at half speed at an angle of 45 degrees, and can descend at any angle at normal speed. Note that these restrictions only apply to movement taken during your current turn. At the beginning of the next turn, you can move in a different direction than you did the previous turn without making a check. Taking any action that violates these rules requires a Fly check. The difficulty of these maneuvers varies depending upon the maneuver you are attempting, as noted on the following chart.\n\nFlying Maneuver: Fly DC\nMove less than half speed and remain flying: 10\nHover: 15\nTurn greater than 45° by spending 5 feet of movement: 15\nTurn 180° by spending 10 feet of movement: 20\nFly up at greater than 45° angle: 20\n\nAttacked While Flying: You are not considered flat-footed while flying. If you are flying using wings and you take damage while flying, you must make a DC 10 Fly check to avoid losing 10 feet of altitude. This descent does not provoke an attack of opportunity and does not count against a creature's movement.\n\nCollision While Flying: If you are using wings to fly and you collide with an object equal to your size or larger, you must immediately make a DC 25 Fly check to avoid plummeting to the ground, taking the appropriate falling damage.\n\nAvoid Falling Damage: If you are falling and have the ability to fly, you can make a DC 10 Fly check to negate the damage. You cannot make this check if you are falling due to a failed Fly check or a collision.\n\nHigh Wind Speeds: Flying in high winds adds penalties on your Fly checks as noted on Table 4-5. \"Checked\" means that creatures of that size or smaller must succeed on a DC 20 Fly check to move at all so long as the wind persists. \"Blown away\" means that creatures of that size or smaller must make a DC 25 Fly check or be blown back 2d6 × 10 feet and take 2d6 points of nonlethal damage. This check must be made every round the creature remains airborne. A creature that is blown away must still make a DC 20 Fly check to move due to also being checked.\n\nAction: None. A Fly check doesn't require an action; it is made as part of another action or as a reaction to a situation.\n\nTry Again: Varies. You can attempt a Fly check to perform the same maneuver on subsequent rounds. If you are using wings and you fail a Fly check by 5 or more, you plummet to the ground, taking the appropriate falling damage (see Chapter 13).\n\nSpecial: A spellcaster with a bat familiar gains a +3 bonus on Fly checks.\n\nCreatures with a fly speed treat the Fly skill as a class skill. A creature with a natural fly speed receives a bonus (or penalty) on Fly skill checks depending on its maneuverability: Clumsy -8, Poor -4, Average +0, Good +4, Perfect +8. Creatures without a listed maneuverability rating are assumed to have average maneuverability.\n\nA creature larger or smaller than Medium takes a size bonus or penalty on Fly checks depending on its size category: Fine +8, Diminutive +6, Tiny +4, Small +2, Large -2, Huge -4, Gargantuan -6, Colossal -8.\n\nYou cannot take ranks in this skill without a natural means of flight or gliding. Creatures can also take ranks in Fly if they possess a reliable means of flying every day (either through a spell or other special ability).\n\nIf you have the Acrobatic feat, you get a bonus on Fly checks (see Chapter 5).",
  2758. "situationalmodifiers": {
  2759. "_text": ""
  2760. },
  2761. "_name": "Fly",
  2762. "_ranks": "1",
  2763. "_attrbonus": "2",
  2764. "_attrname": "DEX",
  2765. "_value": "8",
  2766. "_armorcheck": "yes",
  2767. "_classskill": "yes"
  2768. },
  2769. {
  2770. "description": "You are trained at working with animals, and can teach them tricks, get them to follow your simple commands, or even domesticate them.\n\nCheck: The DC depends on what you are trying to do.\n\nTask: Handle Animal DC\nHandle an animal: 10\n\"Push\" an animal: 25\nTeach an animal a trick: 15 or 20*\nTrain an animal for a general purpose: 15 or 20*\nRear a wild animal: 15 + HD of animal\n* See the specific trick or purpose below.\n\nHandle an Animal: This task involves commanding an animal to perform a task or trick that it knows. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action.\n\n\"Push\" an Animal: To push an animal means to get it to perform a task or trick that it doesn't know but is physically capable of performing. This category also covers making an animal perform a forced march or forcing it to hustle for more than 1 hour between sleep cycles. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action.\n\nTeach an Animal a Trick: You can teach an animal a specific trick with 1 week of work and a successful Handle Animal check against the indicated DC. An animal with an Intelligence score of 1 can learn a maximum of three tricks, while an animal with an Intelligence score of 2 can learn a maximum of six tricks. Possible tricks (and their associated DCs) include, but are not necessarily limited to, the following.\n• Attack (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.\n• Come (DC 15): The animal comes to you, even if it normally would not do so.\n• Defend (DC 20): The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.\n• Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.\n• Fetch (DC 15): The animal goes and gets something. If you do not point out a specific item, the animal fetches a random object.\n• Guard (DC 20): The animal stays in place and prevents others from approaching.\n• Heel (DC 15): The animal follows you closely, even to places where it normally wouldn't go.\n• Perform (DC 15): The animal performs a variety of simple tricks, such as sitting up, rolling over, roaring or barking, and so on.\n• Seek (DC 15): The animal moves into an area and looks around for anything that is obviously alive or animate.\n• Stay (DC 15): The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.\n• Track (DC 20): The animal tracks the scent presented to it. (This requires the animal to have the scent ability.)\n• Work (DC 15): The animal pulls or pushes a medium or heavy load.\n\nTrain an Animal for a General Purpose: Rather than teaching an animal individual tricks, you can simply train it for a general purpose. Essentially, an animal's purpose represents a preselected set of known tricks that fit into a common scheme, such as guarding or heavy labor. The animal must meet all the normal prerequisites for all tricks included in the training package. If the package includes more than three tricks, the animal must have an Intelligence score of 2 or higher.\n\nAn animal can be trained for only one general purpose, though if the creature is capable of learning additional tricks (above and beyond those included in its general purpose), it may do so. Training an animal for a purpose requires fewer checks than teaching individual tricks does, but no less time.\n• Combat Training (DC 20): An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also \"upgrade\" an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal's previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way.\n\nContinued - Core Rulebook, pg. 97.",
  2771. "situationalmodifiers": {
  2772. "_text": ""
  2773. },
  2774. "_name": "Handle Animal",
  2775. "_ranks": "0",
  2776. "_attrbonus": "-4",
  2777. "_attrname": "CHA",
  2778. "_value": "-4",
  2779. "_trainedonly": "yes",
  2780. "_usable": "no"
  2781. },
  2782. {
  2783. "description": "You are skilled at tending to wounds and ailments.\n\nCheck: The DC and effect of a Heal check depend on the task you attempt.\n\nTask DC\nFirst aid: 15\nLong-term care: 15\nTreat wounds from caltrops, spike growth, or spike stones: 15\nTreat deadly wounds: 20\nTreat poison: Poison's save DC\nTreat disease: Disease's save DC\n\nFirst Aid: You usually use first aid to save a dying character. If a character has negative hit points and is losing hit points (at the rate of 1 per round, 1 per hour, or 1 per day), you can make him stable. A stable character regains no hit points but stops losing them. First aid also stops a character from losing hit points due to effects that cause bleed (see Appendix 2 for rules on bleed damage).\n\nLong-Term Care: Providing long-term care means treating a wounded person for a day or more. If your Heal check is successful, the patient recovers hit points or ability score points lost to ability damage at twice the normal rate: 2 hit points per level for a full 8 hours of rest in a day, or 4 hit points per level for each full day of complete rest; 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest.\n\nYou can tend to as many as six patients at a time. You need a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands. Giving long-term care counts as light activity for the healer. You cannot give long-term care to yourself.\n\nTreat Wounds from Caltrops, Spike Growth, or Spike Stones: A creature wounded by stepping on a caltrop moves at half normal speed. A successful Heal check removes this movement penalty.\n\nA creature wounded by a spike growth or spike stones spell must succeed on a Reflex save or take injuries that reduce his speed by one-third. Another character can remove this penalty by taking 10 minutes to dress the victim's injuries and succeeding on a Heal check against the spell's save DC.\nTreat Deadly Wounds: When treating deadly wounds, you can restore hit points to a damaged creature.\n\nTreating deadly wounds restores 1 hit point per level of the creature. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount. A creature can only benefit from its deadly wounds being treated within 24 hours of being injured and never more than once per day. You must expend two uses from a healer's kit to perform this task. You take a -2 penalty on your Heal skill check for each use from the healer's kit that you lack.\n\nTreat Poison: To treat poison means to tend to a single character who has been poisoned and who is going to take more damage from the poison (or suffer some other effect). Every time the poisoned character makes a saving throw against the poison, you make a Heal check. If your Heal check exceeds the DC of the poison, the character receives a +4 competence bonus on his saving throw against the poison.\n\nTreat Disease: To treat a disease means to tend to a single diseased character. Every time the diseased character makes a saving throw against disease effects, you make a Heal check. If your Heal check exceeds the DC of the disease, the character receives a +4 competence bonus on his saving throw against the disease.\n\nAction: Providing first aid, treating a wound, or treating poison is a standard action. Treating a disease or tending a creature wounded by a spike growth or spike stones spell takes 10 minutes of work. Treating deadly wounds takes 1 hour of work. Providing long-term care requires 8 hours of light activity.\n\nTry Again: Varies. Generally speaking, you can't try a Heal check again without witnessing proof of the original check's failure. You can always retry a check to provide first aid, assuming the target of the previous attempt is still alive.\n\nSpecial: A character with the Self-Sufficient feat gets a bonus on Heal checks (see Chapter 5).\n\nA healer's kit gives you a +2 circumstance bonus on Heal checks.",
  2784. "situationalmodifiers": {
  2785. "_text": ""
  2786. },
  2787. "_name": "Heal",
  2788. "_ranks": "0",
  2789. "_attrbonus": "0",
  2790. "_attrname": "WIS",
  2791. "_value": "0",
  2792. "_tools": "uses"
  2793. },
  2794. {
  2795. "description": "You can use this skill to frighten your opponents or to get them to act in a way that benefits you. This skill includes verbal threats and displays of prowess.\n\nCheck: You can use Intimidate to force an opponent to act friendly toward you for 1d6 × 10 minutes with a successful check. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier.\n\nIf successful, the target gives you the information you desire, takes actions that do not endanger it, or otherwise offers limited assistance. After the Intimidate expires, the target treats you as unfriendly and may report you to local authorities. If you fail this check by 5 or more, the target attempts to deceive you or otherwise hinder your activities.\n\nDemoralize: You can use this skill to cause an opponent to become shaken for a number of rounds. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If you are successful, the target is shaken for 1 round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent this way if they are within 30 feet. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.\n\nAction: Using Intimidate to change an opponent's attitude requires 1 minute of conversation. Demoralizing an opponent is a standard action.\n\nTry Again: You can attempt to Intimidate an opponent again, but each additional check increases the DC by +5. This increase resets after 1 hour has passed.\n\nSpecial: You also gain a +4 bonus on Intimidate checks if you are larger than your target and a -4 penalty on Intimidate checks if you are smaller than your target.\n\nIf you have the Persuasive feat, you get a bonus on Intimidate checks (see Chapter 5).\n\nA half-orc gets a +2 bonus on Intimidate checks.",
  2796. "situationalmodifiers": {
  2797. "_text": ""
  2798. },
  2799. "_name": "Intimidate",
  2800. "_ranks": "0",
  2801. "_attrbonus": "-4",
  2802. "_attrname": "CHA",
  2803. "_value": "-4"
  2804. },
  2805. {
  2806. "description": "You are skilled at working with language, in both its spoken and written forms. You can speak multiple languages, and can decipher nearly any tongue given enough time. Your skill in writing allows you to create and detect forgeries as well.\n\nCheck: You can decipher writing in an unfamiliar language or a message written in an incomplete or archaic form. The base DC is 20 for the simplest messages, 25 for standard texts, and 30 or higher for intricate, exotic, or very old writing. If the check succeeds, you understand the general content of a piece of writing about one page long (or the equivalent). If the check fails, make a DC 5 Wisdom check to see if you avoid drawing a false conclusion about the text. (Success means that you do not draw a false conclusion; failure means that you do.)\n\nBoth the Linguistics check and (if necessary) the Wisdom check are made secretly by the GM, so that you can't tell whether the conclusion you draw is true or false.\n\nCondition: Linguistics Check Modifier\nType of document unknown to reader: -2\nType of document somewhat known to reader: +0\nType of document well known to reader: +2\nHandwriting not known to reader: -2\nHandwriting somewhat known to reader: +0\nHandwriting intimately known to reader: +2\nReader only casually reviews the document: -2\nDocument contradicts orders or knowledge: +2\n\nCreate or Detect Forgeries: Forgery requires writing materials appropriate to the document being forged. To forge a document on which the handwriting is not specific to a person, you need only to have seen a similar document before, and you gain a +8 bonus on your check. To forge a signature, you need an autograph of that person to copy, and you gain a +4 bonus on the check. To forge a longer document written in the hand of some particular person, a large sample of that person's handwriting is needed.\n\nThe Linguistics check is made secretly, so that you're not sure how good your forgery is. As with Disguise, you don't make a check until someone examines the work. Your Linguistics check is opposed by the Linguistics check of the person who examines the document to verify its authenticity. The examiner gains modifiers if any of the conditions are listed on the table found on the previous page.\n\nLearn a Language: Whenever you put a rank into this skill, you learn to speak and read a new language. Common languages (and their typical speakers) include the following.\n• Abyssal (demons and other chaotic evil outsiders)\n• Aklo (derros, inhuman or otherworldly monsters, evil fey)\n• Aquan (aquatic creatures, water-based creatures)\n• Auran (flying creatures, air-based creatures)\n• Celestial (angels and other good outsiders)\n• Common (humans and the core races from Chapter 2)\n• Draconic (dragons, reptilian humanoids)\n• Druidic (druids only)\n• Dwarven (dwarves)\n• Elven (elves, half-elves)\n• Giant (cyclopses, ettins, giants, ogres, trolls)\n• Gnome (gnomes)\n• Goblin (bugbears, goblins, hobgoblins)\n• Gnoll (gnolls)\n• Halfling (halflings)\n• Ignan (fire-based creatures)\n• Infernal (devils and other lawful evil outsiders)\n• Orc (orcs, half-orcs)\n• Sylvan (centaurs, fey creatures, plant creatures, unicorns)\n• Terran (earth-based creatures)\n• Undercommon (drow, duergar, morlocks, svirfneblin)\n\nAction: Varies. Deciphering a page of ordinary text takes 1 minute (10 consecutive rounds). Creating a forgery can take anywhere from 1 minute to 1d4 minutes per page. Detecting a forgery using Linguistics takes 1 round of examination per page.\n\nTry Again: Yes.\n\nSpecial: You must be trained to use this skill, but you can always attempt to read archaic and strange forms of your own racial bonus languages. In addition, you can also always attempt to detect a forgery.",
  2807. "situationalmodifiers": {
  2808. "_text": ""
  2809. },
  2810. "_name": "Linguistics",
  2811. "_ranks": "1",
  2812. "_attrbonus": "0",
  2813. "_attrname": "INT",
  2814. "_value": "1",
  2815. "_trainedonly": "yes"
  2816. },
  2817. {
  2818. "description": "Your senses allow you to notice fine details and alert you to danger. Perception covers all five senses, including sight, hearing, touch, taste, and smell.\n\nCheck: Perception has a number of uses, the most common of which is an opposed check versus an opponent's Stealth check to notice the opponent and avoid being surprised. If you are successful, you notice the opponent and can react accordingly. If you fail, your opponent can take a variety of actions, including sneaking past you and attacking you.\n\nPerception is also used to notice fine details in the environment. The DC to notice such details varies depending upon distance, the environment, and how noticeable the detail is. The following table gives a number of guidelines.\n\nDetail: Perception DC\nHear the sound of battle: -10\nNotice the stench of rotting garbage: -10\nDetect the smell of smoke: 0\nHear the details of a conversation: 0\nNotice a visible creature: 0\nDetermine if food is spoiled: 5\nHear the sound of a creature walking: 10\nHear the details of a whispered conversation: 15\nFind the average concealed door: 15\nHear the sound of a key being turned in a lock: 20\nFind the average secret door: 20\nHear a bow being drawn: 25\nSense a burrowing creature underneath you: 25\nNotice a pickpocket: Opposed by Sleight of Hand\nNotice a creature using Stealth: Opposed by Stealth\nFind a hidden trap: Varies by trap\nIdentify the powers of a potion through taste: 15 + the potion's caster level\n\nPerception Modifiers: DC Modifier\nDistance to the source, object, or creature: +1/10 feet\nThrough a closed door: +5\nThrough a wall: +10/foot of thickness\nFavorable conditions (1): -2\nUnfavorable conditions (1): +2\nTerrible conditions (2): +5\nCreature making the check is distracted: +5\nCreature making the check is asleep: +10\nCreature or object is invisible: +20\n(1) Favorable and unfavorable conditions depend upon the sense being used to make the check. For example, bright light might increase the DC of checks involving sight, while torchlight or moonlight might give a penalty. Background noise might reduce a DC involving hearing, while competing odors might penalize any DC involving scent.\n(2) As for unfavorable conditions, but more extreme. For example, candlelight for DCs involving sight, a roaring dragon for DCs involving hearing, and an overpowering stench covering the area for DCs involving scent.\n\nAction: Most Perception checks are reactive, made in response to observable stimulus. Intentionally searching for stimulus is a move action.\n\nTry Again: Yes. You can try to sense something you missed the first time, so long as the stimulus is still present.\n\nSpecial: Elves, half-elves, gnomes, and halflings receive a +2 racial bonus on Perception checks. Creatures with the scent special quality have a +8 bonus on Perception checks made to detect a scent. Creatures with the tremorsense special quality have a +8 bonus on Perception checks against creatures touching the ground and automatically make any such checks within their range. For more on special qualities, see Appendix 1.\n\nA spellcaster with a hawk or owl familiar gains a +3 bonus on Perception checks. If you have the Alertness feat, you get a bonus on Perception checks (see Chapter 5).",
  2819. "situationalmodifiers": {
  2820. "_text": ""
  2821. },
  2822. "_name": "Perception",
  2823. "_ranks": "4",
  2824. "_attrbonus": "0",
  2825. "_attrname": "WIS",
  2826. "_value": "7",
  2827. "_classskill": "yes"
  2828. },
  2829. {
  2830. "description": "You are skilled at riding mounts, usually a horse, but possibly something more exotic, like a griffon or pegasus. If you attempt to ride a creature that is ill suited as a mount, you take a -5 penalty on your Ride checks.\n\nCheck: Typical riding actions don't require checks. You can saddle, mount, ride, and dismount from a mount without a problem. The following tasks do require checks.\n\nTask: Ride DC\nGuide with knees: 5\nStay in saddle: 5\nFight with a combat-trained mount: 10\nCover: 15\nSoft fall: 15\nLeap: 15\nSpur mount: 15\nControl mount in battle: 20\nFast mount or dismount: 20\n\nGuide with Knees: You can guide your mount with your knees so you can use both hands in combat. Make your Ride check at the start of your turn. If you fail, you can use only one hand this round because you need to use the other to control your mount. This does not take an action.\n\nStay in Saddle: You can react instantly to try to avoid falling when your mount rears or bolts unexpectedly or when you take damage. This usage does not take an action.\n\nFight with a Combat-Trained Mount: If you direct your wartrained mount to attack in battle, you can still make your own attack or attacks normally. This usage is a free action.\n\nCover: You can react instantly to drop down and hang alongside your mount, using it as cover. You can't attack or cast spells while using your mount as cover. If you fail your Ride check, you don't get the cover benefit. Using this option is an immediate action, but recovering from this position is a move action (no check required).\n\nSoft Fall: You negate damage when you fall off a mount. If you fail the Ride check, you take 1d6 points of damage and are prone. This usage does not take an action.\n\nLeap: You can get your mount to leap obstacles as part of its movement. If the Ride check to make the leap succeeds, make a check using your Ride modifier or the mount's jump modifier, whichever is lower, to see how far the creature can jump. If you fail your Ride check, you fall off the mount when it leaps and take the appropriate falling damage (at least 1d6 points). This usage does not take an action but is part of the mount's movement.\n\nSpur Mount: You can spur your mount to greater speed with a move action. A successful Ride check increases the mount's speed by 10 feet for 1 round but deals 1d3 points of damage to the creature. You can use this ability every round, but the mount becomes fatigued after a number of rounds equal to its Constitution score. This ability cannot be used on a fatigued mount.\n\nControl Mount in Battle: As a move action, you can attempt to control a light horse, pony, heavy horse, or other mount not trained for combat riding while in battle. If you fail the Ride check, you can do nothing else in that round. You do not need to roll for horses or ponies trained for combat.\n\nFast Mount or Dismount: You can attempt to mount or dismount from a mount of up to one size category larger than yourself as a free action, provided that you still have a move action available that round. If you fail the Ride check, mounting or dismounting is a move action. You can't use fast mount or dismount on a mount more than one size category larger than yourself.\n\nAction: Varies. Mounting or dismounting normally is a move action. Other checks are a move action, a free action, or no action at all, as noted above.\n\nSpecial: If you are riding bareback, you take a -5 penalty on Ride checks.\n\nIf you have the Animal Affinity feat, you get a bonus on Ride checks (see Chapter 5).\n\nIf you use a military saddle you get a +2 circumstance bonus on Ride checks related to staying in the saddle.\n\nRide is a prerequisite for Mounted Archery, Mounted Combat, Ride-By Attack, Spirited Charge, and Trample.",
  2831. "situationalmodifiers": {
  2832. "_text": ""
  2833. },
  2834. "_name": "Ride",
  2835. "_ranks": "0",
  2836. "_attrbonus": "2",
  2837. "_attrname": "DEX",
  2838. "_value": "2",
  2839. "_armorcheck": "yes"
  2840. },
  2841. {
  2842. "description": "You are skilled at detecting falsehoods and true intentions.\n\nCheck: A successful check lets you avoid being bluffed (see the Bluff skill). You can also use this skill to determine when \"something is up\" (that is, something odd is going on) or to assess someone's trustworthiness.\n\nTask: Sense Motive DC\nHunch: 20\nSense enchantment: 25 or 15\nDiscern secret message: Varies\n\nHunch: This use of the skill involves making a gut assessment of the social situation. You can get the feeling from another's behavior that something is wrong, such as when you're talking to an impostor. Alternatively, you can get the feeling that someone is trustworthy.\n\nSense Enchantment: You can tell that someone's behavior is being influenced by an enchantment effect even if that person isn't aware of it. The usual DC is 25, but if the target is dominated (see dominate person), the DC is only 15 because of the limited range of the target's activities.\n\nDiscern Secret Message: You may use Sense Motive to detect that a hidden message is being transmitted via the Bluff skill. In this case, your Sense Motive check is opposed by the Bluff check of the character transmitting the message. For each piece of information relating to the message that you are missing, you take a -2 penalty on your Sense Motive check. If you succeed by 4 or less, you know that something hidden is being communicated, but you can't learn anything specific about its content. If you beat the DC by 5 or more, you intercept and understand the message. If you fail by 4 or less, you don't detect any hidden communication. If you fail by 5 or more, you might infer false information.\n\nAction: Trying to gain information with Sense Motive generally takes at least 1 minute, and you could spend a whole evening trying to get a sense of the people around you.\n\nTry Again: No, though you may make a Sense Motive check for each Bluff check made against you.\n\nSpecial: A ranger gains a bonus on Sense Motive checks when using this skill against a favored enemy.\n\nIf you have the Alertness feat, you get a bonus on Sense Motive checks (see Chapter 5).",
  2843. "situationalmodifiers": {
  2844. "_text": ""
  2845. },
  2846. "_name": "Sense Motive",
  2847. "_ranks": "2",
  2848. "_attrbonus": "0",
  2849. "_attrname": "WIS",
  2850. "_value": "2"
  2851. },
  2852. {
  2853. "description": "Your training allows you to pick pockets, draw hidden weapons, and take a variety of actions without being noticed.\n\nCheck: A DC 10 Sleight of Hand check lets you palm a coin-sized, unattended object. Performing a minor feat of legerdemain, such as making a coin disappear, also has a DC of 10 unless an observer is determined to note where the item went.\n\nWhen you use this skill under close observation, your skill check is opposed by the observer's Perception check. The observer's success doesn't prevent you from performing the action, just from doing it unnoticed.\n\nYou can hide a small object (including a light weapon or an easily concealed ranged weapon, such as a dart, sling, or hand crossbow) on your body. Your Sleight of Hand check is opposed by the Perception check of anyone observing you or of anyone frisking you. In the latter case, the searcher gains a +4 bonus on the Perception check, since it's generally easier to find such an object than to hide it. A dagger is easier to hide than most light weapons, and grants you a +2 bonus on your Sleight of Hand check to conceal it. An extraordinarily small object, such as a coin, shuriken, or ring, grants you a +4 bonus on your Sleight of Hand check to conceal it, and heavy or baggy clothing (such as a cloak) grants you a +2 bonus on the check.\n\nDrawing a hidden weapon is a standard action and doesn't provoke an attack of opportunity.\n\nIf you try to take something from a creature, you must make a DC 20 Sleight of Hand check. The opponent makes a Perception check to detect the attempt, opposed by the Sleight of Hand check result you achieved when you tried to grab the item. An opponent who succeeds on this check notices the attempt, regardless of whether you got the item. You cannot use this skill to take an object from another creature during combat if the creature is aware of your presence.\n\nYou can also use Sleight of Hand to entertain an audience as though you were using the Perform skill. In such a case, your \"act\" encompasses elements of legerdemain, juggling, and the like.\n\nSleight of Hand DC: Task\n10: Palm a coin-sized object, make a coin disappear\n20: Lift a small object from a person\n\nAction: Any Sleight of Hand check is normally a standard action. However, you may perform a Sleight of Hand check as a move action by taking a -20 penalty on the check.\n\nTry Again: Yes, but after an initial failure, a second Sleight of Hand attempt against the same target (or while you are being watched by the same observer who noticed your previous attempt) increases the DC for the task by 10.\n\nUntrained: An untrained Sleight of Hand check is simply a Dexterity check. Without actual training, you can't succeed on any Sleight of Hand check with a DC higher than 10, except for hiding an object on your body.\n\nSpecial: If you have the Deft Hands feat, you get a bonus on Sleight of Hand checks (see Chapter 5).",
  2854. "situationalmodifiers": {
  2855. "_text": ""
  2856. },
  2857. "_name": "Sleight of Hand",
  2858. "_ranks": "0",
  2859. "_attrbonus": "2",
  2860. "_attrname": "DEX",
  2861. "_value": "2",
  2862. "_armorcheck": "yes",
  2863. "_trainedonly": "yes",
  2864. "_usable": "no"
  2865. },
  2866. {
  2867. "description": "You are skilled at the art of casting spells, identifying magic items, crafting magic items, and identifying spells as they are being cast.\n\nCheck: Spellcraft is used whenever your knowledge and skill of the technical art of casting a spell or crafting a magic item comes into question. This skill is also used to identify the properties of magic items in your possession through the use of spells such as detect magic and identify. The DC of this check varies depending upon the task at hand.\n\nAction: Identifying a spell as it is being cast requires no action, but you must be able to clearly see the spell as it is being cast, and this incurs the same penalties as a Perception skill check due to distance, poor conditions, and other factors. Learning a spell from a spellbook takes 1 hour per level of the spell (0-level spells take 30 minutes). Preparing a spell from a borrowed spellbook does not add any time to your spell preparation. Making a Spellcraft check to craft a magic item is made as part of the creation process. Attempting to ascertain the properties of a magic item takes 3 rounds per item to be identified and you must be able to thoroughly examine the object.\n\nRetry: You cannot retry checks made to identify a spell. If you fail to learn a spell from a spellbook or scroll, you must wait at least 1 week before you can try again. If you fail to prepare a spell from a borrowed spellbook, you cannot try again until the next day. When using detect magic or identify to learn the properties of magic items, you can only attempt to ascertain the properties of an individual item once per day. Additional attempts reveal the same results.\n\nSpecial: If you are a specialist wizard, you get a +2 bonus on Spellcraft checks made to identify, learn, and prepare spells from your chosen school. Similarly, you take a -5 penalty on similar checks made concerning spells from your opposition schools.\n\nAn elf gets a +2 racial bonus on Spellcraft checks to identify the properties of magic items.\n\nIf you have the Magical Aptitude feat, you gain a bonus on Spellcraft checks (see Chapter 5).",
  2868. "situationalmodifiers": {
  2869. "_text": ""
  2870. },
  2871. "_name": "Spellcraft",
  2872. "_ranks": "9",
  2873. "_attrbonus": "0",
  2874. "_attrname": "INT",
  2875. "_value": "9",
  2876. "_trainedonly": "yes"
  2877. },
  2878. {
  2879. "description": "You are skilled at avoiding detection, allowing you to slip past foes or strike from an unseen position. Creatures that fail to beat your Stealth check are not aware of you and treat you as if you had total concealment. This skill covers hiding and moving silently.\n\nCheck: Your Stealth check is opposed by the Perception check of anyone who might notice you. You can move up to half your normal speed and use Stealth at no penalty. When moving at a speed greater than half but less than your normal speed, you take a -5 penalty. It's impossible to use Stealth while attacking, running, or charging.\n\nCreatures gain a bonus or penalty on Stealth checks based on their size: Fine +16, Diminutive +12, Tiny +8, Small +4, Medium +0, Large -4, Huge -8, Gargantuan -12, Colossal -16.\n\nIf people are observing you using any of their senses (but typically sight), you can't use Stealth. Against most creatures, finding cover or concealment allows you to use Stealth. If your observers are momentarily distracted (such as by a Bluff check), you can attempt to use Stealth. While the others turn their attention from you, you can attempt a Stealth check if you can get to an unobserved place of some kind. This check, however, is made at a -10 penalty because you have to move fast.\n\nBreaking Stealth: When you start your turn using Stealth, you can leave cover or concealment and remain unobserved as long as you succeed at a Stealth check and end your turn in cover or concealment. Your Stealth immediately ends after you make an attack roll, whether or not the attack is successful (except when sniping as noted below).\n\nSniping: If you've already successfully used Stealth at least 10 feet from your target, you can make one ranged attack and then immediately use Stealth again. You take a -20 penalty on your Stealth check to maintain your obscured location.\n\nCreating a Diversion to Hide: You can use Bluff to allow you to use Stealth. A successful Bluff check can give you the momentary diversion you need to attempt a Stealth check while people are aware of you.\n\nAction: Usually none. Normally, you make a Stealth check as part of movement, so it doesn't take a separate action. However, using Stealth immediately after a ranged attack (see Sniping, above) is a move action.\n\nSpecial: If you are invisible, you gain a +40 bonus on Stealth checks if you are immobile, or a +20 bonus on Stealth checks if you're moving.\n\nIf you have the Stealthy feat, you get a bonus on Stealth checks (see Chapter 5).",
  2880. "situationalmodifiers": {
  2881. "_text": ""
  2882. },
  2883. "_name": "Stealth",
  2884. "_ranks": "0",
  2885. "_attrbonus": "2",
  2886. "_attrname": "DEX",
  2887. "_value": "14",
  2888. "_armorcheck": "yes",
  2889. "_classskill": "yes"
  2890. },
  2891. {
  2892. "description": "You are skilled at surviving in the wild and at navigating in the wilderness. You also excel at following trails and tracks left by others.\n\nCheck: You can keep yourself and others safe and fed in the wild. The table below gives the DCs for various tasks that require Survival checks.\n\nSurvival DC: Task\n10: Get along in the wild. Move up to half your overland speed while hunting and foraging (no food or water supplies needed). You can provide food and water for one other person for every 2 points by which your check result exceeds 10.\n15: Gain a +2 bonus on all Fortitude saves against severe weather while moving up to half your overland speed, or gain a +4 bonus if you remain stationary. You may grant the same bonus to one other character for every 1 point by which your Survival check result exceeds 15.\n15: Keep from getting lost or avoid natural hazards, such as quicksand.\n15: Predict the weather up to 24 hours in advance. For every 5 points by which your Survival check result exceeds 15, you can predict the weather for one additional day in advance.\n\nFollow Tracks: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow. If you are not trained in this skill, you can make untrained checks to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Perception skill to find a footprint or similar sign of a creature's passage using the same DCs, but you can't use Perception to follow tracks, even if someone else has already found them.\n\nYou move at half your normal speed while following tracks (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table.\n\nSurface: Survival DC\nVery soft ground: 5\nSoft ground: 10\nFirm ground: 15\nHard ground: 20\n\nVery Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.\n\nSoft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.\n\nFirm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.\n\nHard Ground: Any surface that doesn't hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).\n\nCondition: Survival DC Modifier\nEvery three creatures in the group being tracked: -1\nSize of creature or creatures being tracked: (1)\nFine: +8\nDiminutive: +4\nTiny: +2\nSmall: +1\nMedium: +0\nLarge: -1\nHuge: -2\nGargantuan: -4\nColossal: -8\nEvery 24 hours since the trail was made: +1\nEvery hour of rain since the trail was made: +1\nFresh snow since the trail was made: +10\nPoor visibility: (2)\nOvercast or moonless night: +6\nMoonlight: +3\nFog or precipitation: +3\nTracked party hides trail (and moves at half speed): +5\n(1) For a group of mixed sizes, apply only the modifier for the largest size category.\n(2) Apply only the largest modifier from this category.\n\nSeveral modifiers may apply to the Survival check, as given on the table above.\n\nAction: Varies. A single Survival check may represent activity over the course of hours or a full day. A Survival check made to find tracks is at least a full-round action, and it may take even longer.\n\nTry Again: Varies. For getting along in the wild or for gaining the Fortitude save bonus noted in the first table on page 107, you make a Survival check once every 24 hours. The result of that check applies until the next check is made. To avoid getting lost or avoid natural hazards, you make a Survival check whenever the situation calls for one. Retries to avoid getting lost in a specific situation or to avoid a specific natural hazard are not allowed. For finding tracks, you can retry a failed check after 1 hour (outdoors) or 10 minutes (indoors) of searching.\n\nSpecial: If you are trained in Survival, you can automatically determine where true north lies in relation to yourself.\n\nA ranger gains a bonus on Survival checks when using this skill to find or follow the tracks of a favored enemy.\n\nIf you have the Self-Sufficient feat, you get a bonus on Survival checks (see Chapter 5).",
  2893. "situationalmodifiers": {
  2894. "_text": ""
  2895. },
  2896. "_name": "Survival",
  2897. "_ranks": "0",
  2898. "_attrbonus": "0",
  2899. "_attrname": "WIS",
  2900. "_value": "0"
  2901. },
  2902. {
  2903. "description": "You know how to swim and can do so even in stormy water.\n\nCheck: Make a Swim check once per round while you are in the water. Success means you may swim at up to half your speed (as a full-round action) or at a quarter of your speed (as a move action). If you fail by 4 or less, you make no progress. If you fail by 5 or more, you go underwater.\n\nIf you are underwater, either because you failed a Swim check or because you are swimming underwater intentionally, you must hold your breath. You can hold your breath for a number of rounds equal to twice your Constitution score, but only if you do nothing other than take move actions or free actions. If you take a standard action or a full-round action (such as making an attack), the remainder of the duration for which you can hold your breath is reduced by 1 round. (Effectively, a character in combat can hold his breath only half as long as normal.) After that period of time, you must make a DC 10 Constitution check every round to continue holding your breath. Each round, the DC for that check increases by 1. If you fail the Constitution check, you begin to drown. The DC for the Swim check depends on the water, as given on the table below.\n\nWater: Swim DC\nCalm water: 10\nRough water: 15\nStormy water: 20 (*)\n(*) You can't take 10 on a Swim check in stormy water, even if you aren't otherwise being threatened or distracted.\n\nEach hour that you swim, you must make a DC 20 Swim check or take 1d6 points of nonlethal damage from fatigue.\n\nAction: A successful Swim check allows you to swim a quarter of your speed as a move action or half your speed as a full-round action.\n\nSpecial: A creature with a swim speed can move through water at its indicated speed without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The creature can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line.\n\nIf you have the Athletic feat, you get a bonus on Swim checks (see Chapter 5).",
  2904. "situationalmodifiers": {
  2905. "_text": ""
  2906. },
  2907. "_name": "Swim",
  2908. "_ranks": "0",
  2909. "_attrbonus": "2",
  2910. "_attrname": "DEX",
  2911. "_value": "2",
  2912. "_armorcheck": "yes",
  2913. "_classskill": "yes"
  2914. },
  2915. {
  2916. "description": "You are skilled at activating magic items, even if you are not otherwise trained in their use.\n\nCheck: You can use this skill to read a spell or to activate a magic item. Use Magic Device lets you use a magic item as if you had the spell ability or class features of another class, as if you were a different race, or as if you were of a different alignment.\n\nYou make a Use Magic Device check each time you activate a device such as a wand. If you are using the check to emulate an alignment or some other quality in an ongoing manner, you need to make the relevant Use Magic Device check once per hour.\n\nYou must consciously choose which requirement to emulate. That is, you must know what you are trying to emulate when you make a Use Magic Device check for that purpose. The DCs for various tasks involving Use Magic Device checks are summarized on the table below.\n\nTask: Use Magic Device DC\nActivate blindly: 25\nDecipher a written spell: 25 + spell level\nUse a scroll: 20 + caster level\nUse a wand: 20\nEmulate a class feature: 20\nEmulate an ability score: See text\nEmulate a race: 25\nEmulate an alignment: 30\n\nActivate Blindly: Some magic items are activated by special words, thoughts, or actions. You can activate such an item as if you were using the activation word, thought, or action, even when you're not and even if you don't know it. You do have to perform some equivalent activity in order to make the check. That is, you must speak, wave the item around, or otherwise attempt to get it to activate. You get a +2 bonus on your Use Magic Device check if you've activated the item in question at least once before. If you fail by 9 or less, you can't activate the device. If you fail by 10 or more, you suffer a mishap. A mishap means that magical energy gets released but doesn't do what you wanted it to do. The default mishaps are that the item affects the wrong target or that uncontrolled magical energy is released, dealing 2d6 points of damage to you. This mishap is in addition to the chance for a mishap that you normally risk when you cast a spell from a scroll that you could not otherwise cast yourself.\n\nDecipher a Written Spell: This usage works just like deciphering a written spell with the Spellcraft skill, except that the DC is 5 points higher. Deciphering a written spell requires 1 minute of concentration.\n\nEmulate an Ability Score: To cast a spell from a scroll, you need a high score in the appropriate ability (Intelligence for wizard spells, Wisdom for divine spells, or Charisma for sorcerer or bard spells). Your effective ability score (appropriate to the class you're emulating when you try to cast the spell from the scroll) is your Use Magic Device check result minus 15. If you already have a high enough score in the appropriate ability, you don't need to make this check.\n\nEmulate an Alignment: Some magic items have positive or negative effects based on the user's alignment. Use Magic Device lets you use these items as if you were of an alignment of your choice. You can emulate only one alignment at a time.\n\nEmulate a Class Feature: Sometimes you need to use a class feature to activate a magic item. In this case, your effective level in the emulated class equals your Use Magic Device check result minus 20. This skill does not let you actually use the class feature of another class. It just lets you activate items as if you had that class feature. If the class whose feature you are emulating has an alignment requirement, you must meet it, either honestly or by emulating an appropriate alignment with a separate Use Magic Device check (see above).\n\nEmulate a Race: Some magic items work only for members of certain races, or work better for members of those races. You can use such an item as if you were a member of a race of your choice. You can emulate only one race at a time.\n\nUse a Scroll: Normally, to cast a spell from a scroll, you must have the scroll's spell on your class spell list. Use Magic Device allows you to use a scroll as if you had a particular spell on your class spell list. The DC is equal to 20 + the caster level of the spell you are trying to cast from the scroll. In addition, casting a spell from a scroll requires a minimum score (10 + spell level) in the appropriate ability. If you don't have a sufficient score in that ability, you must emulate the ability score with a separate Use Magic Device check.\n\nThis use of the skill also applies to other spell completion magic items.\n\nContinued - Core Rulebook, pg. 108.",
  2917. "situationalmodifiers": {
  2918. "_text": ""
  2919. },
  2920. "_name": "Use Magic Device",
  2921. "_ranks": "1",
  2922. "_attrbonus": "-4",
  2923. "_attrname": "CHA",
  2924. "_value": "-3",
  2925. "_trainedonly": "yes"
  2926. }
  2927. ]
  2928. },
  2929. "skillabilities": "",
  2930. "feats": "",
  2931. "traits": "",
  2932. "flaws": "",
  2933. "skilltricks": "",
  2934. "animaltricks": "",
  2935. "attack": {
  2936. "special": {
  2937. "description": "If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.\n\nModification from Mascot: At 5th level, spells delivered by a mascot’s deliver touch spells ability function at its master’s caster level – 2. The mascot can deliver the touch spells of any of its team members.\n\nThis alters deliver touch spells.",
  2938. "specsource": "Familiar Benefits",
  2939. "_name": "Deliver Touch Spells (Su)",
  2940. "_shortname": "Deliver Touch Spells",
  2941. "_type": "Supernatural Ability",
  2942. "_sourcetext": "Familiar Benefits"
  2943. },
  2944. "_attackbonus": "+8",
  2945. "_meleeattack": "+3",
  2946. "_rangedattack": "+10",
  2947. "_baseattack": "+4"
  2948. },
  2949. "melee": {
  2950. "weapon": {
  2951. "description": "A creature's natural Bite attack.",
  2952. "wepcategory": "Melee Weapon",
  2953. "weptype": [
  2954. "Bludgeoning",
  2955. "Piercing",
  2956. "Slashing"
  2957. ],
  2958. "situationalmodifiers": {
  2959. "_text": ""
  2960. },
  2961. "_name": "Bite (Cockroach (Mascot))",
  2962. "_categorytext": "Melee Weapon",
  2963. "_typetext": "B/P/S",
  2964. "_attack": "+3",
  2965. "_crit": "×2",
  2966. "_damage": "1d2-5",
  2967. "_useradded": "no"
  2968. }
  2969. },
  2970. "ranged": "",
  2971. "defenses": {
  2972. "armor": {
  2973. "weight": {
  2974. "_text": "",
  2975. "_value": "0"
  2976. },
  2977. "cost": {
  2978. "_text": "",
  2979. "_value": "0"
  2980. },
  2981. "description": "",
  2982. "itemslot": "Armor",
  2983. "_name": "Natural armor",
  2984. "_ac": "+5",
  2985. "_equipped": "yes",
  2986. "_natural": "yes",
  2987. "_useradded": "no",
  2988. "_quantity": "1"
  2989. }
  2990. },
  2991. "magicitems": "",
  2992. "gear": "",
  2993. "spelllike": "",
  2994. "trackedresources": "",
  2995. "otherspecials": {
  2996. "special": [
  2997. {
  2998. "description": "A mascot is the heart and soul of its team. At first, the team consists of only the familiar and its master, but at 3rd level and every 3 levels thereafter, a mascot can add an additional member to its team. A mascot’s empathic link extends to all members of its team. A mascot can add or remove one team member over the course of a day.\n\nThis replaces alertness and alters empathic link.",
  2999. "specsource": "Familiar Benefits",
  3000. "_name": "Affinity for My Team (3 members) (Su)",
  3001. "_shortname": "Affinity for My Team",
  3002. "_type": "Supernatural Ability",
  3003. "_sourcetext": "Familiar Benefits"
  3004. },
  3005. {
  3006. "description": "The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.",
  3007. "specsource": "Familiar Benefits",
  3008. "_name": "Empathic Link (Su)",
  3009. "_shortname": "Empathic Link",
  3010. "_type": "Supernatural Ability",
  3011. "_sourcetext": "Familiar Benefits"
  3012. },
  3013. {
  3014. "description": "Once per day at 13th level, as a full-round action, a mascot can designate any member of its team as its master for the purpose of calculating its base attack bonus, Hit Dice, hit points, saving throws, and skill ranks.\n\nThis replaces spell resistance and scry on familiar.\n\nNote: This ability is not yet implemented.",
  3015. "specsource": "Familiar Benefits",
  3016. "_name": "Heart of the Team (Ex)",
  3017. "_shortname": "Heart of the Team",
  3018. "_type": "Extraordinary Ability",
  3019. "_sourcetext": "Familiar Benefits"
  3020. },
  3021. {
  3022. "description": "You can hold its breath for a number of rounds equal to the listed multiplier times its Constitution score before you risk drowning.\n\nNormal: You can hold your breath for a number of rounds equal to 2 times your CON score before you risk drowning.",
  3023. "_name": "Hold Breath (x4) (Ex)",
  3024. "_shortname": "Hold Breath (x4)",
  3025. "_type": "Extraordinary Ability"
  3026. },
  3027. {
  3028. "description": "Whenever a mascot uses the aid another action to improve a team member’s attack roll or AC, that team member also gains a +1 luck bonus to AC for 1 round.\n\nThis replaces improved evasion.",
  3029. "specsource": "Familiar Benefits",
  3030. "_name": "Lucky Mascot (Su)",
  3031. "_shortname": "Lucky Mascot",
  3032. "_type": "Supernatural Ability",
  3033. "_sourcetext": "Familiar Benefits"
  3034. },
  3035. {
  3036. "description": "The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).\n\nModification from Mascot: At 3rd level, spells that target a mascot via its share spells ability function at its master’s caster level – 2. The mascot also benefit from the spells of any team member when it is using share spells.\n\nThis alters share spells.",
  3037. "specsource": "Familiar Benefits",
  3038. "_name": "Share Spells",
  3039. "_shortname": "Share Spells",
  3040. "_sourcetext": "Familiar Benefits"
  3041. },
  3042. {
  3043. "description": "At 7th level, a mascot gains the ability to speak with all members of its team verbally as if using speak with master.\n\nThis replaces speak with master and speak with animals of its kind.",
  3044. "specsource": "Familiar Benefits",
  3045. "_name": "Speak With Team (Ex)",
  3046. "_shortname": "Speak With Team",
  3047. "_type": "Extraordinary Ability",
  3048. "_sourcetext": "Familiar Benefits"
  3049. }
  3050. ]
  3051. },
  3052. "spellsknown": "",
  3053. "spellsmemorized": "",
  3054. "spellbook": "",
  3055. "spellclasses": "",
  3056. "journals": {
  3057. "journal": [
  3058. {
  3059. "description": "",
  3060. "_name": "Title",
  3061. "_gamedate": "0",
  3062. "_realdate": "20191228",
  3063. "_xp": "0",
  3064. "_pp": "0",
  3065. "_gp": "0",
  3066. "_sp": "0",
  3067. "_cp": "0",
  3068. "_cn1": "0",
  3069. "_cn2": "0",
  3070. "_cn3": "0",
  3071. "_cn4": "0",
  3072. "_prestigeaward": "0",
  3073. "_prestigespend": "0"
  3074. },
  3075. {
  3076. "description": "",
  3077. "_name": "Title",
  3078. "_gamedate": "0",
  3079. "_realdate": "20191228",
  3080. "_xp": "0",
  3081. "_pp": "0",
  3082. "_gp": "0",
  3083. "_sp": "0",
  3084. "_cp": "0",
  3085. "_cn1": "0",
  3086. "_cn2": "0",
  3087. "_cn3": "0",
  3088. "_cn4": "0",
  3089. "_prestigeaward": "0",
  3090. "_prestigespend": "0"
  3091. },
  3092. {
  3093. "description": "",
  3094. "_name": "Title",
  3095. "_gamedate": "0",
  3096. "_realdate": "20191228",
  3097. "_xp": "0",
  3098. "_pp": "0",
  3099. "_gp": "0",
  3100. "_sp": "0",
  3101. "_cp": "0",
  3102. "_cn1": "0",
  3103. "_cn2": "0",
  3104. "_cn3": "0",
  3105. "_cn4": "0",
  3106. "_prestigeaward": "0",
  3107. "_prestigespend": "0"
  3108. },
  3109. {
  3110. "description": "",
  3111. "_name": "Title",
  3112. "_gamedate": "0",
  3113. "_realdate": "20191228",
  3114. "_xp": "0",
  3115. "_pp": "0",
  3116. "_gp": "0",
  3117. "_sp": "0",
  3118. "_cp": "0",
  3119. "_cn1": "0",
  3120. "_cn2": "0",
  3121. "_cn3": "0",
  3122. "_cn4": "0",
  3123. "_prestigeaward": "0",
  3124. "_prestigespend": "0"
  3125. },
  3126. {
  3127. "description": "",
  3128. "_name": "Title",
  3129. "_gamedate": "0",
  3130. "_realdate": "20191228",
  3131. "_xp": "0",
  3132. "_pp": "0",
  3133. "_gp": "0",
  3134. "_sp": "0",
  3135. "_cp": "0",
  3136. "_cn1": "0",
  3137. "_cn2": "0",
  3138. "_cn3": "0",
  3139. "_cn4": "0",
  3140. "_prestigeaward": "0",
  3141. "_prestigespend": "0"
  3142. }
  3143. ]
  3144. },
  3145. "images": "",
  3146. "validation": {
  3147. "report": ""
  3148. },
  3149. "settings": {
  3150. "_summary": "User Content: Ponyfinder A Clockwork Equine, Ponyfinder A Subtle Change, Ponyfinder ACG Favored Classes, Ponyfinder Beachside Fun, Ponyfinder Born to Magic, Ponyfinder Campaign Setting, Ponyfinder Cave Fliers, Ponyfinder Children of Bones, Ponyfinder Day and Night, Ponyfinder Down to Earth, Ponyfinder Earning Your Stripes, Ponyfinder Forgotten Gods of Everglow, Ponyfinder From Chaos, Order, Ponyfinder From the Ashes, Ponyfinder Ghost of a Chance, Ponyfinder Griffons of Everglow, Ponyfinder Heart of Diamonds, Ponyfinder Living Large, Ponyfinder Occult Favored Classes, Ponyfinder Pegasi of Everglow, Ponyfinder Place in the Sun, Ponyfinder Small Packages; User Content -> Community Pack (v1.20) -> Player Section -> Legendary Games Adventures: LG - Legendary Planet AP; User Content -> Community Pack (v1.20) -> Player Section -> Paizo Adventures: Academy of Secrets, Broken Chains, Carrion Hill, City of Golden Death, Crypt of the Everflame, Cult of the Ebon Destroyer, Curse of the Riven Sky, Dawn of the Scarlet Sun, Doom Comes to Dustpawn, From Shore to Sea, Masks of the Living God, Master of the Fallen Fortress, Murder's Mark, No Response from Deepmar, Realm of the Fellnight Queen, Ruby Phoenix Tournament, Tears at Bitter Manor, The Dragon's Demand, The Emerald Spire Superdungeon, The Feast of Ravenmoor, The Godsmouth Heresy, The Harrowing, The Midnight Mirror, The Moonscar, The WItchwar Legacy, Tomb of the Iron Medusa, Wardens of the Reborn Forge, We Be Goblins, Doom Comes to Dustpawn; User Content -> Community Pack (v1.20) -> Player Section -> Paizo SRD Adventures: Treasure of Chimera Cove; User Content -> Community Pack (v1.20) -> Third Party Products -> Rogue Genius Games -> RGG - Bullet Points: RGG - Feats for Flying Foes (7), RGG - Feats of Fear and Fearlessness (10), RGG - Magic Missile Feats (7), RGG - Sinful Feats of Gluttony (7), RGG - Sinful Feats of Lust (7), RGG - Sinful Feats of Pride (7); User Content -> Community Pack (v1.20) -> Third Party Products -> Rogue Genius Games -> RGG - Feats of: RGG - Feats of Battle, RGG - Feats of Critical Combat, RGG - Feats of Divine Might, RGG - Feats of Metamagic, RGG - Feats of Runic Might I, RGG - Feats of Runic Might II, RGG - Feats of Spellcasting, RGG - Feats of Subterfuge; User Content -> Community Pack (v1.20) -> Third Party Products -> Rogue Genius Games -> RGG - Ultimate Options: RGG - Bardic Masterpieces; User Content -> Community Pack (v1.20) -> Third Party Products -> Legendary Games: LG - Treasury of the Macabre, LG - Ultimate Battle; User Content -> Community Pack (v1.20) -> Unchained: Unchained Barbarian Archetypes, Unchained Bloodrager Archetypes, Unchained Monk Archetypes, Unchained Ninja Archetypes, Unchained Rogue Archetypes, Unchained Warpriest Archetypes, Unchained Domains; User Content -> Community Pack (v1.20) -> GM Section -> Frog God Games: FGG - Tome of Horrors; User Content -> Community Pack (v1.20) -> GM Section -> Green Ronin: GR - Advanced Bestiary; User Content -> Community Pack (v1.20) -> GM Section -> Paizo Publishing: Paizo - Into the Darklands; Advanced Class Guide: Advanced Class Guide; Advanced Player's Guide: Advanced Player's Guide, Advanced Player's Guide Familiars, Advanced Player's Guide Traits; Advanced Race Guide: Advanced Race Guide, Race Builder; Adventurer's Guide: Adventurer's Guide; Book of the Damned: Book of the Damned; Horror Adventures: Horror Adventures; Occult Adventures: Occult Adventures; Pathfinder Unchained -> Chapter 1: Classes: Unchained Classes; Pathfinder Unchained -> Chapter 4: Magic: Dynamic Item Creation; Ultimate Campaign: Ultimate Campaign; Ultimate Campaign -> Ultimate Campaign Character Backgrounds: Unrestricted Traits & Drawbacks; Ultimate Combat: Ultimate Combat; Ultimate Equipment: Ultimate Equipment; Ultimate Intrigue: Ultimate Intrigue; Ultimate Magic: Ultimate Magic, Ultimate Magic Familiars, Words of Power; Ultimate Wilderness: Ultimate Wilderness; Bestiary: Bestiary 4, Bestiary Familiars, Bestiary Free Content; Kobold Press: Kobold Quarterly; Kobold Press -> Deep Magic: Deep Magic; Kobold Press -> Midgard Adventures: Halls of the Mountain-King; Kobold Press -> Midgard Player's Guides: Midgard Player's Guide; Player Companion: Advanced Class Origins, Adventurer's Armory, Adventurer's Armory 2, Agents of Evil, Andoran, Spirit of Liberty, Animal Archive, Arcane Anthology, Armor Master's Handbook, Black Markets, Blood of Shadows, Blood of the Ancients, Blood of the Beast, Blood of the Sea, Champions of Corruption, Champions of Purity, Cheliax, Empire of Devils, Cohorts and Companions, Demon Hunter's Handbook, Dirty Tactics Toolbox, Disciple's Doctrine, Divine Anthology, Dragon Empires Primer, Dragonslayer's Handbook, Dungeoneer's Handbook, Faiths and Philosophies, Faiths of Balance, Faiths of Corruption, Faiths of Purity, Familiar Folio, Giant Hunter's Handbook, Haunted Heroes Handbook, Healer's Handbook, Heroes from the Fringe, Heroes of Golarion, Heroes of the High Court, Heroes of the Str"
  3151. },
  3152. "minions": "",
  3153. "_name": "Dancing Cockroach",
  3154. "_characterindex": "2",
  3155. "_nature": "normal",
  3156. "_role": "pc",
  3157. "_relationship": "ally",
  3158. "_type": "Arcane Familiar",
  3159. "_playername": "Venport"
  3160. }
  3161. },
  3162. "_active": "yes",
  3163. "_characterindex": "1",
  3164. "_nature": "normal",
  3165. "_role": "pc",
  3166. "_relationship": "ally",
  3167. "_type": "Hero",
  3168. "_name": "Dusty Sprinkles",
  3169. "_playername": "Venport"
  3170. }
  3171. }
  3172. }
  3173. }
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