Taiolu High Royal Guard Taiolu Not Meant For Standard Play True Neutral (Every Alignment at Once) None 578 Click for Bio
Character Name OVERCLASS NAME PLAYER CAMPAIGN ALIGNMENT DEITY SPELL POINTS
250 Semi Scaled to 50 System Not Used Human Small / 5 ft. by 5 ft. 5' 2" 107 lbs. Blindsense (60 ft.), Darkvision (60 ft.)
LEVEL EXPERIENCE RACE SIZE / FACE HEIGHT WEIGHT VISION
Often Times Naked Capped 13 Male Blue Black, Wavy Bi Male Preference, Pedophile
QUIRK NEXT LEVEL AGE GENDER EYES HAIR SEXUAL ORIENTATION
Barbarian (Brutal Pugilist) 20 / Fighter (Brawler) 20 / Ranger (Skirmisher) 20 / Cavalier (Honor Guard) 20 / Ninja (Ninja) 20 / Horizon Walker (Horizon Walker) 10 / Sorcerer (Crossblooded) 20 / Eldritch Knight (Eldritch Knight) 10 / Dragon Disciple (Red Dragon Disciple) 10 / Monk (Monk of the Four Winds) 20 / Stalwart Defender (Stalwart Defender) 10 / Bard (Court Bard) 20 / Oracle (Enlightened Philosopher) 20 / Arcane Tricker (Arcane Trickster) 20 / Rage Prophet (Rage Prophet) 10 / Loremaster (Loremaster) 10
CLASS
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
Strength
53 +21 53 +21
DEX
Dexterity
35 +12 35 +12
CON
Constitution
27 +8 27 +8
INT
Intelligence
26 +8 26 +8
WIS
Wisdom
34 +12 34 +12
CHA
Charisma
44 +17 44 +17

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE
REDUCTION

SPEED
HP
Hit Points
872




 10/Cold Iron; 5/- 
Walk 130 ft.
Fly 90 ft. (Average)
AC
Armour Class
66 : 42 : 66 = 10 + 0 + 0 + 12 + 1 + 24 + 2 + 0 + 17
TOTAL TOUCH FLAT BASE ARMOR
BONUS
SHIELD
BONUS
STAT
BONUS
SIZE
BONUS
NATURAL
ARMOR
DODGE
BONUS
DEFLECTION
BONUS
MISC
BONUS
INITIATIVE
Modifier
+16 = +12 + +4
TOTAL DEX MISC
BASE ATTACK
Bonus
+41/+36/+31/+26


0 +0 30  
MISS
CHANCE
ARCANE
FAILURE
ARMOR
CHECK
MAX
DEX
SPELL
RESIST.
TEMP
SAVING THROWS TOTAL BASE ABILITY MAGIC EPIC MISC TEMPORARY
Fortitude
Constitution
+51 = +23 + +8 + +0
+ +0
+ +20
+
Reflex
Dexterity
+53 = +21 + +12 + +0
+ +0
+ +20
+
Will
Wisdom
+52 = +22 + +12 + +0
+ +0
+ +16
+
CONDITIONAL MODIFIERS:
When raging gain +4 bonus to Will saves vs. Enchantment spells.
+2 vs. enchantment spells and effects
+4 vs. Bardic Performance, sonic, and language-dependent effects
TOTAL BASE ATTACK STAT SIZE EPIC MISC TEMP
MELEE
ATTACK BONUS
+63/+58/+53/+48 = +41/+36/+31/+26
+ +21 + +1
+ 0
+ +0
+
RANGED
ATTACK BONUS
+54/+49/+44/+39 = +41/+36/+31/+26
+ +12 + +1
+ 0
+ +0
+
CMB
ATTACK BONUS
+79 = +41
+ +21 + +0
+ +0
+ +17
+
CMB +56 +55 +56 +55 +56 +54
CMD 73 72 73 72 73 72
GRAPPLE TRIP DISARM SUNDER BULL RUSH OVERRUN

CONDITIONAL MODIFIERS:
+1 dodge bonus to AC against ranged attacks. In addition, you do not provide soft cover to creatures when ranged attacks pass through your square.
+4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.
Defensive Stance - For rounds, +2 dodge bonus to AC, a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves.
You gain a +2 bonus on Attack rolls and Damage rolls against native outsiders.
You gain a +4 bonus on Attack rolls and Damage rolls against alignment based outsiders.
Unarmed
TOTAL ATTACK BONUS DAMAGE CRITICAL
+48/+43/+38/+33
2d10+30
19-20/x3
NATURAL RANGE TYPE SIZE SPECIAL PROPERTIES
Unarmed Strike
5 ft.
B
S
 

Flurry of Blows
TOTAL ATTACK BONUS DAMAGE CRITICAL
+49/+49/+49/+49/+44/+39/+34
2d10+30
19-20/x3
NATURAL RANGE TYPE SIZE SPECIAL PROPERTIES
Unarmed Strike Tech
0 ft.
B
S
 

Bite
TOTAL ATTACK BONUS DAMAGE CRITICAL
+46
1d3+36
19-20/x2
NATURAL RANGE TYPE SIZE SPECIAL PROPERTIES
Fangs
0 ft.
BPS
S
 

Claw
TOTAL ATTACK BONUS DAMAGE CRITICAL
+46/+46
1d3+26
19-20/x2
NATURAL RANGE TYPE SIZE SPECIAL PROPERTIES
Finger and Toe Tips
0 ft.
BS
S
 

1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand.
◆ = Useable Untrained
SKILLS MAX
RANKS
250/250
SKILL NAME ABILITY SKILL
MODIFIER
ABILITY
MODIFIER
RANKS MISC
MODIFIER
  Acrobatics DEX 47 = 12
+ 20
+ 15
  Acrobatics (Perform (Dance)) CHA 46 = 17
+ 26
+ 3
  Appraise INT 55 = 8
+ 44
+ 3
  Bluff CHA 52 = 17
+ 31
+ 4
  Bluff (Perform (Act)) CHA 48 = 17
+ 28
+ 3
  Bluff (Perform (Comedy)) CHA 67 = 17
+ 47
+ 3
  Bluff (Perform (Sing)) CHA 49 = 17
+ 29
+ 3
  Climb STR 66 = 21
+ 26
+ 19
  Craft (Alchemy) INT 54 = 8
+ 43
+ 3
  Craft (Armor) INT 43 = 8
+ 32
+ 3
  Craft (Books) INT 41 = 8
+ 30
+ 3
  Craft (Calligraphy) INT 35 = 8
+ 24
+ 3
  Craft (Clothing) INT 34 = 8
+ 23
+ 3
  Craft (Jewelry) INT 29 = 8
+ 18
+ 3
  Craft (Leather) INT 25 = 8
+ 14
+ 3
  Craft (Paintings) INT 49 = 8
+ 38
+ 3
  Craft (Pottery) INT 43 = 8
+ 32
+ 3
  Craft (Rope) INT 30 = 8
+ 19
+ 3
  Craft (Sculptures) INT 56 = 8
+ 45
+ 3
  Craft (Ships) INT 25 = 8
+ 14
+ 3
  Craft (Shoes) INT 25 = 8
+ 14
+ 3
  Craft (Siege Engine) INT 42 = 8
+ 31
+ 3
  Craft (Tattoos) INT 31 = 8
+ 20
+ 3
  Craft (Traps) INT 33 = 8
+ 22
+ 3
  Craft (Untrained) INT 8 = 8
+ 0
+ 0
  Craft (Weapons) INT 40 = 8
+ 29
+ 3
  Diplomacy CHA 48 = 17
+ 20
+ 11
  Diplomacy (Perform (Oratory)) CHA 47 = 17
+ 24
+ 6
  Disable Device DEX 34 = 12
+ 19
+ 3
  Disguise CHA 41 = 17
+ 21
+ 3
  Disguise (Perform (Act)) CHA 48 = 17
+ 28
+ 3
  Escape Artist DEX 64 = 12
+ 49
+ 3
  Fly DEX 72 = 12
+ 49
+ 11
  Fly (Perform (Dance)) CHA 46 = 17
+ 26
+ 3
  Handle Animal CHA 51 = 17
+ 31
+ 3
  Heal WIS 75 = 12
+ 55
+ 8
  Intimidate CHA 44 = 17
+ 20
+ 7
  Intimidate (Perform (Comedy)) CHA 67 = 17
+ 47
+ 3
  Knowledge (Arcana) INT 60 = 8
+ 38
+ 14
  Knowledge (Dungeoneering) INT 47 = 8
+ 31
+ 8
  Knowledge (Engineering) INT 29 = 8
+ 13
+ 8
  Knowledge (Geography) INT 39 = 8
+ 23
+ 8
  Knowledge (History) INT 39 = 8
+ 23
+ 8
  Knowledge (Local) INT 63 = 8
+ 46
+ 9
  Knowledge (Nature) INT 61 = 8
+ 39
+ 14
  Knowledge (Nobility) INT 42 = 8
+ 26
+ 8
  Knowledge (Planes) INT 37 = 8
+ 21
+ 8
  Knowledge (Religion) INT 34 = 8
+ 18
+ 8
  Linguistics(Aquan, Auran, Celestial, Draconic, Elven, Ignan, Infernal, Terran, Truespeech) INT 20 = 8
+ 9
+ 3
  Perception WIS 53 = 12
+ 38
+ 3
  Perform (Act) CHA 48 = 17
+ 28
+ 3
  Perform (Comedy) CHA 67 = 17
+ 47
+ 3
  Perform (Dance) CHA 46 = 17
+ 26
+ 3
  Perform (Keyboard Instruments) CHA 34 = 17
+ 14
+ 3
  Perform (Oratory) CHA 47 = 17
+ 24
+ 6
  Perform (Percussion Instruments) CHA 33 = 17
+ 13
+ 3
  Perform (Sing) CHA 49 = 17
+ 29
+ 3
  Perform (String Instruments) CHA 32 = 17
+ 12
+ 3
  Perform (Untrained) CHA 17 = 17
+ 0
+ 0
  Perform (Wind Instruments) CHA 32 = 17
+ 12
+ 3
  Profession (Baker) WIS 33 = 12
+ 18
+ 3
  Profession (Barrister) WIS 38 = 12
+ 23
+ 3
  Profession (Brewer) WIS 28 = 12
+ 13
+ 3
  Profession (Butcher) WIS 24 = 12
+ 9
+ 3
  Profession (Cook) WIS 55 = 12
+ 40
+ 3
  Profession (Courtesan) WIS 83 = 12
+ 62
+ 9
  Profession (Farmer) WIS 39 = 12
+ 24
+ 3
  Profession (Innkeeper) WIS 42 = 12
+ 27
+ 3
  Profession (Librarian) WIS 38 = 12
+ 23
+ 3
  Profession (Merchant) WIS 56 = 12
+ 41
+ 3
  Profession (Sailor) WIS 33 = 12
+ 18
+ 3
  Profession (Scribe) WIS 42 = 12
+ 27
+ 3
  Profession (Siege Engineer) WIS 46 = 12
+ 31
+ 3
  Profession (Soldier) WIS 70 = 12
+ 55
+ 3
  Ride DEX 39 = 12
+ 24
+ 3
  Sense Motive WIS 41 = 12
+ 26
+ 3
  Sense Motive (Perform (Oratory)) CHA 47 = 17
+ 24
+ 6
  Sense Motive (Perform (Sing)) CHA 49 = 17
+ 29
+ 3
  Sleight of Hand DEX 39 = 12
+ 24
+ 3
  Spellcraft INT 63 = 8
+ 46
+ 9
  Stealth DEX 68 = 12
+ 49
+ 7
  Survival WIS 60 = 12
+ 45
+ 3
  Swim STR 55 = 21
+ 31
+ 3
  Use Magic Device CHA 41 = 17
+ 21
+ 3
CONDITIONAL MODIFIERS:
You gain a +4 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks, Initiative checks and cannot be tracked in earthlike terrain
You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against native outsiders.
You gain a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against alignment based outsiders.

WEIGHT ALLOWANCE
Light 9,600 Medium 19,200 Heavy 28,800
Lift Over Head 28,800 Lift Off Ground 57,600 Push or Drag 144,000

TEMPLATES
Advanced Creature, Racial Heritage, Young Creature

1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand.




TAIOLU'S UNIFORM IS NUDITY
Art is TheLandOfOOO for Taiolu
Standard Outfit
Standard Outfit
Standard Outfit
Standard Outfit
Standard Outfit
Art is TheLandOfOOO for Taiolu
Art is Fairwind for Taiolu
Standard Outfit
Standard Outfit
Art is Fairwind for Taiolu
Art is TwoTails for Taiolu
Standard Outfit
Art is TwoTails for Taiolu
Art is Darkeshi for Taiolu
Standard Outfit
Standard Outfit
Art is Darkeshi for Taiolu
Art is DiDi for Taiolu
Standard Outfit
Art is DiDi for Taiolu
TAIOLU'S UNIFORM IS NUDITY
LANGUAGES
Aquan, Auran, Celestial, Common, Draconic, Elven, Ignan, Infernal, Read Lips, Sylvan, Terran, Truespeech, Undercommon
PROFICIENCIES
Natural, Monk, Siege engines, Close
Archetypes
Brawler All melee is up close and personal, but some warriors bring it as close as they can get. Brawlers can be found anywhere, among all races and societies. A brawler could be hired muscle in a tavern, a local crime syndicate enforcer, or a hotheaded recruit among the ranks of a baron's guard. Often brawlers' in-your-face attitudes are as powerful as their tactics.
Brutal Pugilist Some barbarians focus on using their bare hands to tear their opponents limb from limb. These brutal pugilists also learn a great deal about various combat maneuvers, using them to cripple or crush their foes.
Court Bard Spending years studying all of the finer points of erudition and etiquette, the court bard takes up the role of resplendent proclaimer and artist-in-residence at the hand of nobility, royalty, and the well-moneyed elite who aspire to join their ranks.
Crossblooded A crossblooded bloodline combines the powers of two distinct heritages.
Enlightened Philosopher The enlightened philosopher seeks enlightenment through compassion, moderation, and humility.
Honor Guard Certain cavaliers are trained not as advance combatants, but as loyal guards, standing as f irm defenders in the face of threats to their chosen charge. These honor guards are sometimes merely ornamental, performing their functions on a ceremonial basis, but a surprising number are capable, deadly opponents, able to take down a threat long before their liege knows of the danger. To be an honor guard is to constantly place one's self in harm's way, and to always be willing to lay down one's life at a moment's notice.
Monk of the Four Winds The monk of the four winds is connected to the natural world in a way few other creatures-even other monks- can hope to match. He can call upon the elements and the spirits of the world in times of need, and as he nears his goal of perfection, he gains the ability to slow down time and even defeat death itself. A monk of the four winds has the following class features.
Skirmisher Many rangers rely on spells, but there are some who eschew aid from divine powers for their own reasons. Skirmishers rely on their wits, their wisdom, and sometimes even instinct to aid in their quests.
Traits
Caretaker [Paizo Inc. - Advanced Player's Guide, p.328]
     As the child of an herbalist or an assistant in a temple infirmary, you often had to assist in tending to the sick and wounded. You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you.
Fast-Talker [Paizo Inc. - Advanced Player's Guide, p.330]
     You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
Focused Mind [Paizo Inc. - Advanced Player's Guide, p.329]
     Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.
World Traveler (Knowledge (Local)) [Paizo Inc. - Advanced Player's Guide, p.332]
     Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. You gain a +1 trait bonus on Knowledge (Local), and it is always a class skill for you.
SPECIAL ATTACKS
Animal Fury (Ex) [Paizo Inc. - Core Rulebook, p.32]
     While raging, you gain a bite attack, If uses as a part of a full-attack action, the bite is made at your full base attack bonus-5. If the bite hits, it deals 1d3+10 points of damage. You can make a bite attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple check is made. If the bite attack hits, any grapple checks you make against the target this round are at a +2 bonus.
Blindsense (Ex) [Paizo Inc. - Core Rulebook, p.382]
     At 5th level, the dragon disciple gains blindsense with a range of 30 feet. Using nonvisual senses the dragon disciple notices things he cannot see. He usually does not need to make Perception checks to notice and pinpoint the location of creatures within range of his blindsense ability, provided that he has line of effect (see page 215) to that creature. Any opponent the dragon disciple cannot see still has total concealment against him, and the dragon disciple still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. At 10th level, the range of this ability increases to 60 feet.
Brawler [Paizo Inc. - Advanced Player's Guide, p.74]
     While raging, the barbarian is treated as if she has Improved Unarmed Strike. If she already has the feat, her unarmed strikes deal 1d6 points of damage (1d4 if she is Small).
Brawler, Greater [Paizo Inc. - Advanced Player's Guide, p.74]
     While raging, the barbarian is treated as if she has Two-Weapon Fighting when making unarmed strike attacks.
Breath Weapon (Su) [Paizo Inc. - Core Rulebook, p.75]
     You gain the use of a 30-ft.-cone breath weapon 4/day that deals 30d6 points of fire damage. Those caught in the breath receive a Reflex save for half damage (DC 42).
Challenge (Ex) [Paizo Inc. - Advanced Player's Guide]
     7/day [Swift Action], you can challenge a foe to combat. Choose one target within sight to challenge. Your melee attacks deal extra damage whenever the attacks are made against the target of the challenge. This extra damage is 20. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Challenging a foe requires much of the cavalier's concentration. The cavalier takes a -2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier's challenge also includes another effect which is listed in the section describing the cavalier's order. he receives a +1 dodge bonus to his AC against attacks made by the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses.
Come and Get Me (Ex) [Paizo Inc. - Advanced Player's Guide, p.74]
     While raging, as a free action the barbarian may leave herself open to attack while preparing devastating counterattacks. Enemies gain a +4 bonus on attack and damage rolls against the barbarian until the beginning of her next turn, but every attack against the barbarian provokes an attack of opportunity from her, which is resolved prior to resolving each enemy attack.
Deadly Performance (Su) [Paizo Inc. - Core Rulebook, p.38]
     You can use your performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear you perform for 1 full round and be within 30 feet. The target receives a Will save (DC 37) to negate the effect. If a creature's saving throw succeeds, the target is staggered for 1d4 rounds, and you cannot use Deadly Performance on that creature again for 24 hours. If a creature's saving throw fails, it dies. Deadly Performance is a mind-affecting death effect that relies on audible and visual components.
Distraction (Su) [Paizo Inc. - Core Rulebook, p.36]
     You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use your Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.
Dragon Bite (Ex) [Paizo Inc. - Core Rulebook, p.382]
     At 2nd level, whenever the dragon disciple uses his bloodline to grow claws, he also gains a bite attack. This is a primary natural attack that deals 1d6 points of damage (1d4 if the dragon disciple is small) plus 1-1/2 times the dragon disciple's Strength modifier. Upon reaching 6th level, this bite also deals 1d6 points of energy damage. The type of damage dealt is determined by the dragon disciple's bloodline.
Dragon Form (Sp) [Paizo Inc. - Core Rulebook, p.382]
     At 7th level, a dragon disciple can assume the form of a dragon. This ability works like form of the dragon I. At 10th level, this ability functions as form of the dragon II and the dragon disciple can use this ability twice per day. His caster level for this effect is equal to his effective sorcerer levels for his draconic bloodline. Whenever he casts form of the dragon, he must assume the form of a dragon of the same type as his bloodline.
Fascinate (Su) [Paizo Inc. - Core Rulebook, p.37]
     You can use your performance to cause up to 7 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 37) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue to maintain it. While fascinated, a target takes a -4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Flurry of Blows (Ex) [Paizo Inc. - Core Rulebook, p.57]
     You can make a flurry of blows as a full-attack action. You can make a flurry of blows as a full-attack action. When doing so, you may make three additional attacks using any combination of unarmed strikes or attack with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting, Improved Two-Weapon Fighting, and Greater Two-Weapon Fighting feats. For the purpose of these attacks, your base attack bonus is equal to your monk level. For all other purposes, such as qualifying for a feat or a prestige class, you use your normal base attack bonus.
Impromptu Sneak Attack 2/day (Su) [Paizo Inc. - Core Rulebook, p.377]
     Beginning at 3rd level, 2 per day an arcane trickster can declare one melee or ranged attack she makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack). At 7th level, an arcane trickster can use this ability twice per day.
Ki Pool (Su) [Paizo Inc. - Core Rulebook, p.59]
     You have a pool of 40 ki points, supernatural energy he can use to accomplish amazing feats. You have a pool of 40 ki points, supernatural energy you can use to accomplish amazing feats. As long as you have at least 1 point in your ki pool, you can make a ki strike. Ki strike allows your unarmed attacks to be treated as magic, cold iron, silver, lawful, and adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. By spending 1 point from your ki pool, you can make one additional attack at your highest attack bonus when making a Flurry of Blows attack. In addition, you can spend 1 point to increase your speed by 20 feet for 1 round. Finally, you can spend 1 point from your ki pool to give yourself a +4 dodge bonus to AC for 1 round. Each use of these powers is activated as a swift action. The ki pool is replenished after 8 hours of rest or meditation; these hours do not need to be consecutive.
Mass Suggestion (Sp) [Paizo Inc. - Core Rulebook, p.38]
     You use your performance to make a Suggestion (as per the spell) to any number of creatures you have already fascinated. Using this ability does not disrupt the Fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the Fascinate effect). You can use this ability more than once against an individual creature during an individual performance. Making a Mass Suggestion does not count against your daily use of Bardic Performance. A Will saving throw (DC 37) negates the effect. Mass Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability that relies on audible components.
Outsider (Chaotic) (Ex) [Paizo Inc. - Core Rulebook, p.64]
     You gain a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against chaotic outsiders. Likewise, you get a +4 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Outsider (Evil) (Ex) [Paizo Inc. - Core Rulebook, p.64]
     You gain a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against evil outsiders. Likewise, you get a +4 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Outsider (Good) (Ex) [Paizo Inc. - Core Rulebook, p.64]
     You gain a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against good outsiders. Likewise, you get a +4 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Outsider (Lawful) (Ex) [Paizo Inc. - Core Rulebook, p.64]
     You gain a +4 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against lawful outsiders. Likewise, you get a +4 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Outsider (Native) (Ex) [Paizo Inc. - Core Rulebook, p.64]
     You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against native outsiders. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Quivering Palm (Su) [Paizo Inc. - Core Rulebook, p.60]
     You can set up vibrations within the body of another creature that can thereafter be fatal if you so desire. You can use this attack once per day, and you must announce your intent before making your attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if you strike successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, you can try to slay the victim at any later time, as long as the attempt is made within a 0 days. To make such an attempt, you merely will the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 22), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. You can have no more than 1 quivering palm attack at one time. If you use quivering palm while another is still in effect, the previous effect is negated.
Sneak Attack (Ex) [Paizo Inc. - Core Rulebook, p.68]
     If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 15d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
Suggestion (Sp) [Paizo Inc. - Core Rulebook, p.37]
     You use your performance to make a Suggestion (as per the spell) to a creature you have already fascinated. Using this ability does not disrupt the Fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the Fascinate effect). You can use this ability more than once against an individual creature during an individual performance. Making a Suggestion does not count against your daily use of Bardic Performance. A Will saving throw (DC 37) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components.
Supreme Charge (Ex) [Paizo Inc. - Advanced Player's Guide]
     At 20th level, whenever the cavalier makes a charge attack while mounted, he deals double the normal amount of damage (or triple if using a lance). In addition, if the cavalier confirms a critical hit on a charge attack while mounted, the target is stunned for 1d4 rounds. A Will save reduces this to staggered for 1d4 rounds. The DC is equal to 10 + the cavalier's base attack bonus.
World Serpent Spirit (Su) [Paizo Inc. - Ultimate Combat, p.28]
     While raging, the barbarian considers her weapons to be chaotic-, evil-, good-, and lawful-aligned for the purposes of overcoming damage reduction. She also gains a +1 resistance bonus on saving throws against spells and effects that have an alignment descriptor or come from an outsider or aberration. This bonus increases by +1 for each world serpent rage power the barbarian possesses, excluding this one. A barbarian must have the world serpent totem rage power and be at least 6th level before selecting this rage power.
World Serpent Totem (Su) [Paizo Inc. - Ultimate Combat, p.28]
     While raging, the barbarian gains a +1 insight bonus to AC against outsiders and aberrations. This bonus increases by +1 for each world serpent rage power the barbarian possesses, excluding this one.
World Serpent Totem Unity (Su) [Paizo Inc. - Ultimate Combat, p.28]
     While raging, the barbarian doubles her fast movement bonus to land speed and cannot be knocked prone. She also doubles her world serpent totem insight bonus to AC against attack rolls made by an outsider or aberration to confirm a critical hit against her. A barbarian must have the world serpent totem and world serpent totem spirit rage powers and be at least 10th level before selecting this rage power.
SPECIAL QUALITIES
Ability Boost (Ex) [Paizo Inc. - Core Rulebook, p.]
     As a dragon disciple gains levels in this prestige class, his ability scores increase as noted on Table 11-4. These increases stack and are gained as if through level advancement.
AC Bonus (Ex) [Paizo Inc. - Core Rulebook, p.57]
     When unarmored and unencumbered, you add +17 to your AC and your CMD. These bonuses apply even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.
Armored Casting (Ex) [Paizo Inc. - Core Rulebook, p.35]
     You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.
Aspect Master (Su) [Paizo Inc. - Advanced Player's Guide, p.112]
     At 17th level, a monk of the four winds must choose an aspect of one of the great spirits of the world. Once made, this choice cannot be changed. This spirit grants the monk a new appearance and new abilities, as well as changing or augmenting the monk's personality in some way. Once this choice is made, it cannot be changed. The monk must abide by the alignment restrictions of the aspect. If the monk ever changes his alignment to something outside the aspect's alignment restrictions, he loses this ability and cannot regain it unless his alignment later changes again to match that of the aspect. This ability replaces timeless body.
Aspect of the Tiger [Paizo Inc. - Advanced Player's Guide, p.112]
     Dark stripes appear on the monk's skin, and his face becomes more feline. His eyes become catlike, with vertical pupils, and his canines enlarge. Once per hour, the monk can move at 10 times his normal land speed when he makes a charge and is treated as if he had the pounce ability. The tiger is swift, fierce, and deadly - a monk of any alignment can take on the aspect of the tiger.
Banner (Ex) [Paizo Inc. - Advanced Player's Guide]
     At 5th level, a cavalier's banner becomes a symbol of inspiration to his allies and companions. As long as the cavalier's banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function.
Bardic Performance [Paizo Inc. - Core Rulebook, p.35]
     You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 77 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a swift action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a swift action. A bardic performance cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.
Bloodline Arcana [Paizo Inc. - Core Rulebook, p.75]
     Whenever you cast a spell with the fire descriptor, that spell deals +1 point of damage per die rolled.
Blood of Dragons [Paizo Inc. - Core Rulebook, p.381]
     A dragon disciple adds his level to his sorcerer levels when determining the powers gained from his bloodline. If the dragon disciple does not have levels of sorcerer, he instead gains bloodline powers of the draconic bloodline, using his dragon disciple level as his sorcerer level to determine the bonuses gained. He must choose a dragon type upon gaining his first level in this class and that type must be the same as his sorcerer type. This ability does not grant bonus spells to a sorcerer unless he possesses spell slots of an appropriate level. Such bonus spells are automatically granted if the sorcerer gains spell slots of the spell's level.
Bonus Fast Movement (20x) [Paizo Inc. - Advanced Race Guide]
     Add 20 to the elf's base speed. In combat this has no effect unless the elf has selected this reward 5 times (or another increment of 5); a speed of 34 feet is effectively the same as a speed of 30 feet, for example. This bonus stacks with a class's fast movement feature and applies only under the same conditions as that ability.
Bonus Feat (Ex) [Paizo Inc. - Advanced Player's Guide]
     At 6th level, and at every six levels thereafter, a cavalier gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The cavalier must meet the prerequisites of these bonus feats.
Bonus Feat [Paizo Inc. - Core Rulebook, p.385]
     At 1st level, an eldritch knight may choose a bonus combat feat. This is in addition to the feats that a character of any class normally gets from advancing levels. The character must still meet any prerequisites for these bonus feats. An eldritch knight gains an additional combat feat at 5th and 9th level.
Bonus Feat [Paizo Inc. - Core Rulebook, p.27]
     Humans select one extra feat at 1st level.
Bonus Feats [Paizo Inc. - Core Rulebook]
     At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Bravery (Ex) [Paizo Inc. - Core Rulebook, p.55]
     You gain a +5 bonus to Will saves against fear effects.
Breath Weapon (Su) [Paizo Inc. - Core Rulebook, p.]
     At 3rd level, a dragon disciple gains the breath weapon bloodline power, even if his level does not yet grant that power. Once his level is high enough to grant this ability through the bloodline, the dragon disciple gains an additional use of his breath weapon each day. The type and shape of the breath weapon depends on the type of dragon selected by the dragon disciple, as detailed under the Draconic sorcerer bloodline description (see page 75).
Bulwark (Ex) [Paizo Inc. - Advanced Player's Guide]
     The defender adds his armor check penalty as a bonus to the DC of opponents attempting to Bluff him and Acrobatics checks to pass by him without provoking an attack of opportunity for moving through spaces he threatens.
Camouflage (Ex) [Paizo Inc. - Core Rulebook, p.67]
     You can use the Stealth skill to hide in any of your favored terrains, even if the terrain doesn't grant cover or concealment.
Cantrips [Paizo Inc. - Core Rulebook, p.38]
     You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Cantrips [Paizo Inc. - Core Rulebook, p.71]
     You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Catfall (Ex) [Paizo Inc. - Advanced Player's Guide, p.128]
     The ranger can use this trick as an immediate action when he falls 20 or more feet, ignoring the first 20 feet of the fall when calculating the falling damage. If the ranger takes no damage from the fall, he does not fall prone.
The Cat-Step (Su) [Paizo Inc. - Ultimate Magic, p.21]
     Your agile dancing allows you and others to fall safely and land gracefully. This quick dance is a series of small steps culminating in a series of leaps. When you complete the performance, for the next 10 minutes you treat any distance fallen as if it were 50 feet shorter. You may spend the first minute of this effect demonstrating the dance to up to 10 creatures; if these students succeed at a DC 15 Perform (dance) check, they also gain the benefits of this masterpiece for the remainder of its duration. Use: 4 bardic performance rounds. Action: 4 full rounds.
Claws (Su) [Paizo Inc. - Core Rulebook, p.75]
    
Close Combatant (Ex) [Paizo Inc. - Ultimate Combat, p.44]
     At 3rd level, a brawler gains a +1 bonus on attack rolls and a +3 bonus on damage rolls with weapons in the close weapon group. Both of these bonuses increase by +1 for every four levels beyond 3rd (to a maximum of +5 on attack rolls and +7 on damage rolls at 19th level). This ability replaces weapon training 1 and 2.
Close Control (Ex) [Paizo Inc. - Ultimate Combat, p.44]
     At 2nd level, a brawler becomes skilled at forcefully moving his opponent around the battlefield. The brawler gains a +1 bonus on bull rush, drag, and reposition combat maneuver checks. The brawler also gains a +1 bonus to CMD when attacked with the bull rush, drag, and reposition maneuvers. These bonuses increase by +1 for every four levels after 2nd (to a maximum of +5 at 18th level). This ability replaces armor training 1.
Countersong (Su) [Paizo Inc. - Core Rulebook, p.36]
     You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use your Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Cunning Pantomime (Ex) [Paizo Inc. - Advanced Player's Guide, p.128]
     As a standard action, the ranger can communicate with a single creature as if using the tongues spell for 10 minutes. Because the communication is slow and lacks subtlety, the ranger suffers a -4 penalty on all Bluff and Diplomacy checks relating to the creature he is communicating with when using this trick.
Damage Reduction (Ex) [Paizo Inc. - Core Rulebook, p.34]
     You gain damage reduction. Subtract 5 from the damage you take each time you are dealt damage from a weapon or natural attack. Damage reduction can reduce damage to 0 but not below 0.
Damage Reduction (Ex) [Paizo Inc. - Advanced Player's Guide]
     The stalwart defender gains DR 5/-. Damage reduction from different sources does not stack; however, a stalwart defender of 5th or higher level that gains DR from armor (but not from any other source) increases his class-based DR by the value of the armor's DR.
The Dance of 23 Steps (Su) [Paizo Inc. - Ultimate Magic, p.22]
     This complex dance makes you difficult to strike. The shuffling steps, bends, and leaps of this intricate dance make you a difficult target to hit, but also make it more difficult for you to perform other actions. When using this masterpiece, you take a -7 penalty on melee attack rolls and combat maneuver checks, and you must make a concentration check to cast any spell (DC 15 + the spell's level), but you gain a +7 dodge bonus to your Armor Class. You can combine this masterpiece with fighting defensively and Combat Expertise, but not total defense. When you use this masterpiece, it lasts until the start of your next turn. Abilities that extend the duration of a bardic performance (such as Lingering Performance; see page 164 of the Advanced Player's Guide ) affect this masterpiece; this allows you to get multiple rounds of its benefit (and its penalties) at the cost of only 1 round of bardic performance. Use: 1 bardic performance round. Action: 1 free action.
Darkvision (Ex) [Paizo Inc. - Bestiary]
     Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Defensive Powers (Ex) [Paizo Inc. - Advanced Player's Guide]
     As a stalwart defender gains levels, he augments his defensive stance. Starting at 2nd level, the stalwart defender gains a defensive power. He gains another defensive power for every two levels of stalwart defender attained after 2nd level. The stalwart defender gains the benefits of defensive powers only while in a defensive stance, and some of these powers require him to take an action first. Unless otherwise noted, he cannot select an individual power more than once.
Defensive Stance (Ex) [Paizo Inc. - Advanced Player's Guide]
     At 1st level, a stalwart defender can enter a defensive stance, a position of readiness and trancelike determination. A stalwart defender can maintain this stance for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can maintain the stance for 2 additional rounds per day. Temporary increases to Constitution, such as those gained from the defensive stance and spells like bear's endurance, do not increase the total number of rounds that the stalwart defender can maintain a defensive stance per day. The stalwart defender can enter a defensive stance as a free action. The total number of rounds of defensive stance per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in a defensive stance, the stalwart defender gains a +2 dodge bonus to AC, a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. The increase to Constitution grants the stalwart defender 2 hit points per Hit Die, but these hit points disappear when the defensive stance ends and are not lost first like temporary hit points. While in a defensive stance, a stalwart defender cannot willingly move from his current position through any means (including normal movement, riding a mount, teleportation, or willingly allowing allies to carry him). If he enters a defensive stance while on a moving vehicle he does not control (such as a wagon or ship), he can maintain the stance even if the vehicle moves. If the stalwart defender moves under his own power as a result of an enemy's successful use of the Bluff skill or an enchantment spell, his stance ends. The stalwart defender can end his defensive stance as a free action; after ending the stance, he is fatigued for a number of rounds equal to 2 times the number of rounds spent in the stance. A stalwart defender cannot enter a new defensive stance while fatigued or exhausted but can otherwise enter a stance multiple times during a single encounter or combat. If a stalwart defender falls unconscious, his defensive stance immediately ends, placing him in peril of death. A defensive stance requires a level of emotional calm, and it may not be maintained by a character in a rage (such as from the rage class feature or the rage spell).
Deft Stand (Ex) [Paizo Inc. - Advanced Player's Guide, p.128]
     The ranger can spend a move action to stand up without provoking attacks of opportunity.
Diamond Body (Su) [Paizo Inc. - Core Rulebook, p.59]
     You are immune to poisons of all kinds.
Diamond Soul (Ex) [Paizo Inc. - Core Rulebook, p.59]
     You gain spell resistance 30. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk's spell resistance.
Diverse Training [Paizo Inc. - Core Rulebook, p.385]
     An eldritch knight adds his level to any levels of fighter he might have for the purpose of meeting the prerequisites for feats (if he has no fighter levels, treat his eldritch knight levels as levels of fighter). He also adds his level to any levels in an arcane spellcasting class for the purpose of meeting the prerequisites for feats.
Dodge Trick [Paizo Inc. - Core Rulebook, p.387]
     +1 dodge bonus to AC
Draconic Bloodline (Red) [Paizo Inc. - Ultimate Magic, p.75]
     At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.
Dragon Resistances (Ex) [Paizo Inc. - Core Rulebook, p.75]
    
Empty Body (Su) [Paizo Inc. - Core Rulebook, p.60]
     You can assume an ethereal state for 1 minute as though using the spell Etherealness. Using this ability is a move action that consumes 3 points for your Ki pool. This ability only affects you and cannot be used to make other creatures ethereal.
Enduring Rage (Su) [Paizo Inc. - Advanced Player's Guide]
     At 6th level, as a free action, a rage prophet can extend the duration of his rage by sacrificing a spell slot; this prolongs the duration of his rage for a number of rounds equal to the level of the spell slot used.
Enhanced Cures (Su) [Paizo Inc. - Advanced Player's Guide, p.49]
     Whenever you cast a cure spell, the maximum number of hit points healed is based on your oracle level, not the limit based on the spell. For example, casting cure light wounds heals 1d8+20 hit points instead of the normal 1d8+5 maximum.
Expert Trainer (Ex) [Paizo Inc. - Advanced Player's Guide]
     At 4th level, a cavalier learns to train mounts with speed and unsurpassed expertise. The cavalier receives a bonus equal to 1/2 his cavalier level whenever he uses Handle Animal on an animal that serves as a mount. In addition, he can reduce the time needed to teach a mount a new trick or train a mount for a general purpose to 1 day per 1 week required by increasing the DC by +5. He can also train more than one mount at once, although each mount after the first adds +2 to the DC.
Fast Movement (Ex) [Paizo Inc. - Core Rulebook, p.31]
     Your land speed is faster than the norm for your race by +10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load.
Fast Movement (Ex) [Paizo Inc. - Core Rulebook, p.59]
     You gain a +60 feet enhancement bonus to your land speed. If you wear armor or carry a medium or heavy load, you lose this extra speed.
Fast Stealth (Ex) [Paizo Inc. - Ultimate Combat]
     A ninja with this trick can move at full speed using the Stealth skill without penalty.
Favored Terrain (Cold) (Ex) [Paizo Inc. - Core Rulebook, p.65]
     You gain a +4 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in cold terrain (ice, glaciers, snow, and tundra). Likewise, you get a +4 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.
Favored Terrain (Desert) (Ex) [Paizo Inc. - Core Rulebook, p.65]
     You gain a +4 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in desert terrain (sand and wastelands). Likewise, you get a +4 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.
Favored Terrain (Forest) (Ex) [Paizo Inc. - Core Rulebook, p.65]
     You gain a +4 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in forest terrain (coniferous and deciduous). Likewise, you get a +4 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.
Favored Terrain (Jungle) (Ex) [Paizo Inc. - Core Rulebook, p.65]
     You gain a +4 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in jungle terrain . Likewise, you get a +4 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.
Favored Terrain (Mountain) (Ex) [Paizo Inc. - Core Rulebook, p.65]
     You gain a +4 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in mountain terrain (including hills). Likewise, you get a +4 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.
Favored Terrain (Plains) (Ex) [Paizo Inc. - Core Rulebook, p.65]
     You gain a +6 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in plains terrain. Likewise, you get a +6 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.
Favored Terrain (Plane) (Ex) [Paizo Inc. - Core Rulebook, p.65]
     You gain a +0 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills on your chosen plane. Likewise, you get a +0 bonus on initiative checks when on that plane. If you desire, you leave no trail on that plane and cannot be tracked.
Favored Terrain (Swamp) (Ex) [Paizo Inc. - Core Rulebook, p.65]
     You gain a +4 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in swamp terrain. Likewise, you get a +4 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.
Favored Terrain (Underground) (Ex) [Paizo Inc. - Core Rulebook, p.65]
     You gain a +4 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in underground terrain (caves and dungeons). Likewise, you get a +4 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.
Favored Terrain (Urban) (Ex) [Paizo Inc. - Core Rulebook, p.65]
     You gain a +4 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in urban terrain (buildings, streets, and sewers). Likewise, you get a +4 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.
Favored Terrain (Water) (Ex) [Paizo Inc. - Core Rulebook, p.65]
     You gain a +4 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills above or below the water surface. Likewise, you get a +4 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.
Final Revelation [Paizo Inc. - Ultimate Magic, p.58]
     You achieve true enlightenment and become one with the universe. You receive a +17 bonus on all saving throws. You become immune to confusion, exhaustion, fatigue, nausea, and sickened effects. You can take 20 on all Knowledge skill checks. Should you die, you are reborn 3 days later as a living example of the summoning of your chosen philosophy (treat as the reincarnate spell).
For the King (Ex) [Paizo Inc. - Advanced Player's Guide]
     At 8th level, an order of the lion cavalier can call out to his allies, inspiring them to greatness. As a swift action, the cavalier can grant a competence bonus equal to his Charisma modifier on all attack and damage rolls to all allies within 30 feet. This bonus lasts for 1 round. This ability can be used once per combat.
Glorious Epic (Su) [Paizo Inc. - Advanced Player's Guide, p.81]
     A court bard of 8th level or higher can weave captivating tales that engross those who hear them. Enemies within 30 feet become flat-footed unless they succeed at a Will save DC 37 (DC 10 + 1/2 the bard's level + the bard's Cha modifier). A save renders them immune to this ability for 24 hours. Glorious epic is a language-dependent, mind-affecting ability that uses audible components. This performance replaces dirge of doom.
Greater Banner (Ex) [Paizo Inc. - Advanced Player's Guide]
     At 14th level, the cavalier's banner becomes a rallying call to his allies. All allies within 60 feet receive a +2 morale bonus on saving throws against charm and compulsion spells and effects. In addition, while his banner is displayed, the cavalier can spend a standard action to wave the banner through the air, granting all allies within 60 feet an additional saving throw against any one spell or effect that is targeting them. This save is made at the original DC. Spells and effects that do not allow saving throws are unaffected by this ability. An ally cannot benefit from this ability more than once per day.
Greater Lore (Ex) [Paizo Inc. - Core Rulebook, p.386]
     At 6th level, a loremaster gains the ability to understand magic items. Whenever a loremaster examines a magic item to determine its properties, he gains a +10 circumstance bonus on his Spellcraft skill check.
Greater Rage (Ex) [Paizo Inc. - Advanced Player's Guide]
     At 10th level, when a rage prophet enters a rage, his morale bonus to Strength and Constitution increases to +6 and his morale bonus on Will saves increases to +3.
Greater Tactician (Ex) [Paizo Inc. - Advanced Player's Guide]
     At 9th level, the cavalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The cavalier can grant this feat to his allies using the tactician ability. Using the tactician ability is a swift action.
Halting Blow (Ex) [Paizo Inc. - Advanced Player's Guide]
     If a foe's movement in the defender's threatened area provokes an attack of opportunity and the stalwart defender successfully hits the foe with the attack, the foe's movement ends immediately. The foe cannot move again until its next turn but can still take the rest of its action. A stalwart defender must have selected the bulwark power prior to selecting halting blow.
Haunted [Paizo Inc. - Advanced Player's Guide, p.44]
     Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises).
Healing Hands (Ex) [Paizo Inc. - Advanced Player's Guide, p.49]
     You gain a +4 bonus on Heal checks. You may provide first aid to two people or treat two people for poison as a standard action (make a separate Heal check for each creature). When using the Heal skill to treat wounds from caltrops (and so on), treat deadly wounds, treat poison, treat disease, or treat long-term care, you may treat double the normal number of people you may treat at the same time. You may provide longterm care for yourself.
Heraldic Expertise (Ex) [Paizo Inc. - Advanced Player's Guide, p.81]
     A court bard gains a bonus equal to half his bard level on Diplomacy, Knowledge (history), Knowledge (local), and Knowledge (nobility) checks [Bonus is 10] (minimum +1).5/day, the court bard can also reroll a check against one of these skills, though he must take the result of the second roll even if it is worse. He can reroll one additional time per day at 5th level and every five levels thereafter. This ability replaces bardic knowledge.
Hidden Master (Su) [Paizo Inc. - Ultimate Combat]
     At 20th level, a ninja becomes a true master of her art. She can, as a standard action, cast greater invisibility on herself. While invisible in this way, she cannot be detected by any means, and not even invisibility purge, see invisibility, and true seeing can reveal her. She uses her ninja level as her caster level for this ability. Using this ability consumes 3 ki points from her ki pool. In addition, whenever the ninja deals sneak attack damage, she can sacrifice additional damage dice to apply a penalty to one ability score of the target equal to the number of dice sacrificed for 1 minute. This penalty does not stack with itself and cannot reduce an ability score below 1.
Hide in Plain Sight (Ex) [Paizo Inc. - Core Rulebook, p.67]
     While in any of your favored terrains, you can use the Stealth skill even while being observed.
High Jump (Ex) [Paizo Inc. - Core Rulebook, p.59]
     You can adds +20 to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, you always count as having a running start when making jump checks using Acrobatics. By spending 1 point from your ki pool as a swift action, you gain a +20 bonus on Acrobatics checks made to jump for 1 round.
The House of Imaginary Walls (Su) [Paizo Inc. - Ultimate Magic, p.23]
     You can trap opponents with the power of your acting. You silently mime building an invisible wall, flattening your hands along linear planes to indicate its location and orientation. This "wall" is only real for creatures that see you perform this masterpiece (Will negates, DC 37); you and your allies may automatically fail your saves if you want to treat the wall as real (for example, if you want to use the wall as a bridge to cross a chasm). For creatures who believe the wall is real, it has hardness 8, 90 hit points, and a break DC of 30 (multiple believing creatures can attack the walls, breaking through it more quickly as if they were all attacking a real wall rather than each attacking separate mental constructs). This is an illusion (phantasm) effect. Because the wall is a mental image, it blocks incorporeal creatures that fail their saves (because they perceive it as a magical barrier that excludes them), though they can still go around the wall or through the floor or ceiling to bypass it. It does not affect objects or creatures immune to mental effects (which can result in situations like an archer firing through the wall but unable to physically cross it). You can create one 10-foot-square wall per use of this ability; over several rounds you can extend this square or create other walls, all of which persist until you stop using bardic performance rounds to sustain them. The wall is immobile once created. Part of the wall must be in or along the edge of your space, and you cannot create a wall that extends beyond your natural reach (though you can create a wall, move, and create another by using this ability again). Once created, the wall exists until you end your performance or affected creatures "break" it. Abilities that extend the duration of a bardic performance (such as Lingering Performance; see page 164 of the Advanced Player's Guide) affect this masterpiece. Use: 1 bardic performance round per round. Action: 1 standard action per 10-foot square.
Hunter's Tricks [Paizo Inc. - Advanced Player's Guide, p.128]
     A skirmisher ranger learns the use of 8 hunter's tricks, which typically grant a boon or bonus to the ranger or a nearby ally. A ranger can use these tricks 22 times per day. Tricks are usually swift actions, but sometimes move or free actions that modify a standard action, usually an attack action. Once a trick is chosen, it can't be retrained. A ranger cannot select an individual trick more than once. This ability replaces the ranger's spells class feature. Skirmishers do not gain any spells or spellcasting ability, do not have a caster level, and cannot use spell trigger and spell completion magic items.
Hunting Companions (Ex) [Paizo Inc. - Core Rulebook, p.66]
     You form a powerful band with your companions. You may spend a move action to grant half your favored enemy bonus against a single target to all allies within 30 feet who can see or hear you for 12 rounds. This bonus does not stack with any favored enemy bonuses possessed by your allies; they use whichever bonus is higher.
Immobile (Ex) [Paizo Inc. - Advanced Player's Guide]
     While in a defensive stance, the stalwart defender adds his class level to his CMD against any bull rush, overrun, pull, and push combat maneuvers, as well as grapple attempts to move him.
Immortality (Su) [Paizo Inc. - Advanced Player's Guide, p.112]
     At 20th level, a monk of the four winds no longer ages. He remains in his current age category forever. Even if the monk comes to a violent end, he spontaneously reincarnates (as the spell) 24 hours later in a place of his choosing within 20 miles of the place he died. The monk must have visited the place in which he returns back to life at least once. This ability replaces perfect self.
Immunity to Disease (Ex) [Paizo Inc. - Bestiary, p.301]
     You are never subject to disease effects.
Immunity to Exhaustion (Ex) [Paizo Inc. - Bestiary, p.301]
     You can never be exhausted.
Immunity to Fatigue (Ex) [Paizo Inc. - Bestiary, p.301]
     You can never be fatigued.
Immunity to Poison (Ex) [Paizo Inc. - Bestiary, p.301]
     You never take poison damage.
Improved Evasion (Ex) [Paizo Inc. - Core Rulebook]
     You can avoid damage from many area-effect attacks. If you make a successful Reflex save against an attack that normally deals half damage on a successful save, you instead take no damage, and even on a failed saving throw you take only half damage. If you are helpless, you do not gain the benefit of improved evasion.
Improved Quarry (Ex) [Paizo Inc. - Core Rulebook, p.67]
     You can, as a free action, denote one target within your line of sight as your quarry. Whenever you are following the tracks of your quarry, you can take 20 on Survival skill checks while moving at normal speed, without penalty. In addition, you receive a +4 insight bonus on attack rolls made against your quarry and all critical threats are automatically confirmed. You can have no more than one quarry at a time and the creature's type must correspond to one of your favored enemy types. You can end this effect at any time as a free action, but you cannot select a new quarry for 24 hours. If your quarry is killed, you can select a new quarry after waiting 10 minutes.
Improved Savage Grapple (Ex) [Paizo Inc. - Advanced Player's Guide, p.78]
     At 5th level, the brutal pugilist takes no penalties to Dexterity, attack rolls, and combat maneuver checks when she has the grappled condition. She also is treated as one size larger than her actual size when determining whether she can grapple or be grappled by another creature. This ability replaces improved uncanny dodge.
Improved Uncanny Dodge (Ex) [Paizo Inc. - Core Rulebook]
     You can no longer be flanked. This defense denies a rogue the ability to sneak attack you by flanking you, unless the attacker is a rogue of at least level 24.
Improved Uncanny Dodge (Ex) [Paizo Inc. - Advanced Player's Guide]
     At 7th level, a stalwart defender can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack the stalwart defender. The exception to this defense is that a rogue at least four levels higher than the stalwart defender can flank him (and thus sneak attack him). If the character gains uncanny dodge from a second class (see above), he automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.
Increased Damage Reduction (3x) (Ex) [Paizo Inc. - Core Rulebook, p.33]
     Your damage reduction increases by 3/--. This increase is always active while you are raging.
Indomitable Caster (Ex) [Paizo Inc. - Advanced Player's Guide]
     At 3rd level, a rage prophet adds his Constitution bonus (if any) on concentration checks.
Indomitable Will (Ex) [Paizo Inc. - Core Rulebook, p.34]
     While in rage, you gain a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves you also recieve during your rage.
Inspire Greatness (Su) [Paizo Inc. - Core Rulebook, p.38]
     You can use your performance to inspire greatness in yourself or up to 4 willing allies within 30 feet, granting extra fighting capability. To inspire greatness, all of the targets must be able to see and hear you. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire Greatness is a mind-affecting ability and it relies on audible and visual components.
Inspire Heroics (Su) [Paizo Inc. - Core Rulebook, p.38]
     You can inspire tremendous heroism in yourself or up to 2 allies within 30 feet. To inspire heroics, all of the targets must be able to see and hear you. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. This effect lasts for as long as the targets are able to witness your performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components.
Intercept (Ex) [Paizo Inc. - Ultimate Combat, p.37]
     At 3rd level, an honor guard learns to better disrupt the attacks of his enemies. He gains Bodyguard (Advanced Player's Guide 151) as a bonus feat, even if he does not meet the prerequisite. In addition, whenever the honor guard uses the aid another action to increase an ally's Armor Class, the bonus to Armor Class granted by the aid another action increases by +1. This ability replaces cavalier's charge.
Intercept (Ex) [Paizo Inc. - Advanced Player's Guide]
     Once a round as an immediate action, when a melee or ranged weapon would successfully strike an adjacent ally, the stalwart defender can choose to have the weapon strike him instead of the intended target. The attack automatically hits the stalwart defender, regardless his AC or any miss chance in effect, and he suffers the normal consequences of the attack.
Invisible Thief [Paizo Inc. - Core Rulebook, p.378]
     At 9th level, an arcane trickster can become invisible, as if under the effects of greater invisibility, as a free action. She can remain invisible for a number of rounds per day equal to her arcane trickster level. Her caster level for this effect is equal to her caster level. These rounds need not be consecutive.
Ki Pool (Su) [Paizo Inc. - Ultimate Combat]
     A ninja with this ability has a pool of 40 ki points, supernatural energy she can use to accomplish amazing feats. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows). By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. The ninja can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.
Ledge Walker (Ex) [Paizo Inc. - Core Rulebook, p.68]
     This ability allows you to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, you are not flat-footed when using Acrobatics to move along narrow surfaces.
Life Mysteries [Paizo Inc. - Advanced Player's Guide, p.48]
     You draw upon the divine mystery of Life to grant your spells and powers.
Lifesense (Su) [Paizo Inc. - Advanced Player's Guide, p.49]
     You notice and locate living creatures within 30 feet, just as if you possessed the blindsight ability. You must be at least 11th level to select this revelation.
Light Steps (Ex) [Paizo Inc. - Ultimate Combat, p.16]
     At 6th level, a ninja learns to move while barely touching the surface underneath her. As a full-round action, she can move up to twice her speed, ignoring difficult terrain. While moving in this way, any surface will support her, no matter how much she weighs. This allows her to move across water, lava, or even the thinnest tree branches. She must end her move on a surface that can support her normally. She cannot move across air in this way, nor can she walk up walls or other vertical surfaces. When moving in this way, she does not take damage from surfaces or hazards that react to being touched, such as lava or caltrops, nor does she need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Finally, when using light steps, the ninja ignores any mechanical traps that use a location-based trigger.
Lion's Call (Ex) [Paizo Inc. - Advanced Player's Guide]
     At 2nd level, an order of the lion cavalier gains the ability to rally his allies. As a standard action, he can give an encouraging speech which grants all allies within 60 feet a competence bonus on their saving throws against fear equal to his Charisma modifier and a +1 competence bonus on attack rolls for a number of rounds equal to his cavalier level. If an ally within range is under the effect of a spell or ability that causes him to be frightened or panicked, he can immediately make another saving throw to resist the effect (if allowed).
Lore [Paizo Inc. - Core Rulebook, p.386]
     At 2nd level, a loremaster adds half his level to all Knowledge skill checks and may make such checks untrained. The bonuses gained from this ability stack with those gained from Bardic Knowledge.
Maneuver Training (Ex) [Paizo Inc. - Core Rulebook, p.59]
     A monk uses his monk level in place of his base attack bonus when calculating his combat maneuver bonus. Base attack bonuses granted from other classes are unaffected and are added normally.
Master Hunter (Ex) [Paizo Inc. - Core Rulebook, p.67]
     You can always move at full speed while using Survival to follow tracks without penalty. You can, as a standard action, make a single attack against a favored enemy at your full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die (DC 32). You can choose instead to deal an amount of nonlethal damage equal to the creature's current hit points. A successful save negates this damage. You can use this ability once per day against each favored enemy type you possess, but not against the same creature more than once in a 24-hour period.
Master of All Lands (Su) [Paizo Inc. - Advanced Player's Guide]
     At 10th level, the horizon walker becomes familiar with and comfortable in all possible terrains. His terrain bonus in all favored terrains increases by +2, and he treats all other terrains as if they were favored terrains (+2 bonus). If a naturally occurring condition of temperature or weather requires a check or saving throw, he automatically succeeds. All allies within 60 feet of him gain a +2 bonus on these checks and saves; if the horizon walker is in a mastered terrain, this bonus increases to +4.
Master Tactician (Ex) [Paizo Inc. - Advanced Player's Guide]
     At 17th level, the cavalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The cavalier can grant this feat to his allies using the tactician ability. Whenever the cavalier uses the tactician ability, he grants any two teamwork feats that he knows. He can select from any of his teamwork feats, not just his bonus feats.
Menacing Stance (Ex) [Paizo Inc. - Ultimate Combat, p.44]
     At 7th level, a brawler constantly harries and distracts his enemies. While adjacent to the brawler, enemies take a -1 penalty on attack rolls and a -4 penalty on concentration checks. These penalties increase by 1 for every four levels after 7th level (to a maximum of -4 on attack rolls and -7 on concentration checks at 19th level). Creatures do not take these penalties if the brawler is dazed, helpless, staggered, stunned, or unconscious. This ability replaces armor training 2, 3, and 4 and armor mastery.
Mental Acuity (Ex) [Paizo Inc. - Advanced Player's Guide, p.50]
     Your explorations into the secret mysteries of the world have granted you a preternatural understanding of all thingsQand you just keep getting smarter. You gain a +1 inherent bonus to Intelligence upon taking this revelation and another at every third oracle level gained thereafter. You must be at least 7th level to select this revelation.
Mobile Defense (Ex) [Paizo Inc. - Advanced Player's Guide]
     At 9th level, a stalwart defender can adjust his position while maintaining a defensive stance. While in a defensive stance, he can take one 5-foot step each round without losing the benefit of the stance.
Mockery (Su) [Paizo Inc. - Advanced Player's Guide, p.81]
     A court bard of 3rd level or higher can subtly ridicule and defame a specific individual. The bard selects one target who can hear his performance. That individual takes a -2 penalty on Charisma checks and Charisma-related skill checks as long as the bard continues performing. This penalty increases by -1 every four levels after 3rd. Mockery is a language-dependent, mind-affecting ability that relies on audible components. This performance replaces inspire competence.
Moment of Clarity (Ex) [Paizo Inc. - Core Rulebook, p.33]
     You do not gain any benefits or take any of the penalties from rage for 1 round. This includes the penalty to Armor Class and the restriction on what actions can be performed. This round still counts against your total number of rounds of rage per day. This power can only be used once per rage. Activating this power is a swift action.
Mount (Ex) [Paizo Inc. - Advanced Player's Guide]
     A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid's animal companion, using the cavalier's level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts. A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier's mount does not gain the share spells special ability. A cavalier's bond with his mount is strong, with the pair learning to anticipate each other's moods and moves. Should a cavalier's mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level.
Natural Armor Increase (Ex) [Paizo Inc. - Core Rulebook, p.381]
     As his skin thickens, a dragon disciple takes on more and more of his progenitor's physical aspect. At 1st, 4th, and 7th level, a dragon disciple gains an increase to the character's existing natural armor (if any), as indicated on Table 11-4. These armor bonuses stack.
Ninja Trick [Paizo Inc. - Ultimate Combat]
     As a ninja continues her training, she learns a number of tricks that allow her to confuse her foes and grant her supernatural abilities. Starting at 2nd level, a ninja gains one ninja trick. She gains one additional ninja trick for every 2 levels attained after 2nd. Unless otherwise noted, a ninja cannot select an individual ninja trick more than once. Tricks marked with an asterisk (*) add effects to a ninja's sneak attack. Only one of these tricks can be applied to an individual attack and the decision must be made before the attack is made.
Ninja Weapon Proficiencies [Paizo Inc. - Ultimate Combat]
     Ninja are proficient with all simple weapons, plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi. They are proficient with light armor but not with shields.
No Escape (Ex) [Paizo Inc. - Ultimate Combat, p.44]
     At 9th level, taking a 5-foot step out of the area of a brawler's menacing stance or moving out of the area of a brawler's menacing stance with a withdraw action provokes an attack of opportunity from the brawler. This ability replaces weapon training 3 and 4.
No Trace (Ex) [Paizo Inc. - Ultimate Combat, p.16]
     The ninja learnt to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +6. In addition, her training gives her a +6 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round.
Order (Ex) [Paizo Inc. - Advanced Player's Guide]
     At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order's challenge ability for 24 hours. The violation of an edict is subject to GM interpretation. A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM's preference.
Order of the Lion [Paizo Inc. - Advanced Player's Guide]
     An order of the lion cavalier can make Knowledge (nobility) skill checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1) as long as the check involves his sovereign.
Orisons [Paizo Inc. - Advanced Player's Guide, p.45]
     You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Permanency Spell / Darkvision (20) [Paizo Inc. - Core Rulebook]
     Self Only, (5,000GP), Caster Level 20. The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision does not grant one the ability to see in magical darkness.
Permanency Spell / Detect Magic (20) [Paizo Inc. - Core Rulebook]
    

Self Only, (2,500GP), Caster Level 20. You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of magical auras.

2nd Round: Number of different magical auras and the power of the most potent aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. [Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.]

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.

|--------- Aura Power ---------

Spell or Object |Faint |Moderate |Strong |Overwhelming

Functioning spell [spell level] |3rd or lower |4th-6th |7th-9th |10th+ [deity-level]

Magic item [caster level] |5th or lower |6th-11th |12th-20th |21st+ [artifact]

Lingering 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:

Original Strength |Duration of Lingering Aura

Faint |1d6 rounds

Moderate |1d6 minutes

Strong |1d6x10 minutes

Overwhelming |1d6 days

Outsiders 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.

Permanency Spell / Magic Fang (20) [Paizo Inc. - Core Rulebook]
     (2,500GP), Caster Level 20. Magic fang gives one natural weapon of the subject a +1 enhancement bonus on attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon. [The spell does not change an unarmed strike's damage from nonlethal damage to lethal damage.]
Permanency Spell / Resistance (20) [Paizo Inc. - Core Rulebook]
     (2,500GP), Caster Level 20. You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Permanency Spell / See Invisibility (20) [Paizo Inc. - Core Rulebook]
     Self Only, (5,000GP), Caster Level 20. You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures. The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.
Permanency Spell / Telepathic Bond (20) [Paizo Inc. - Core Rulebook]
     (12,500GP), Caster Level 20. You forge a telepathic bond among yourself and a number of willing creatures, each of which must have an Intelligence score of 3 or higher. Each creature included in the link is linked to all the others. The creatures can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance [although not from one plane to another]. If desired, you may leave yourself out of the telepathic bond forged. This decision must be made at the time of casting. Telepathic bond can be made permanent with a permanency spell, though it only bonds two creatures per casting of permanency.
Permanency Spell / Tongues (20) [Paizo Inc. - Core Rulebook]
     Self Only, (7,500GP), Caster Level 20. This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don't speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way.
Pit Fighter (Ex) [Paizo Inc. - Advanced Player's Guide, p.78]
     At 3rd level, the brutal pugilist has learned combat tricks from fighting in pit brawls and gladiatorial arenas. She selects one combat maneuver and gains a +1 insight bonus on her CMB or to her CMD in that maneuver. This bonus increases to +2 if the barbarian is wearing no armor (shields are allowed). At every three levels after 3rd, the barbarian may select another combat maneuver and add this bonus on her CMB or to her CMD. This bonus can be applied to each maneuver no more than twice, once on CMB and once to CMD. This ability replaces trap sense.
Poison Use [Paizo Inc. - Ultimate Combat]
     At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.
Pressure Points (Su) [Paizo Inc. - Ultimate Combat]
     * A ninja with this trick can strike at an opponent's vital pressure points, causing weakness and intense pain. Whenever the ninja deals sneak attack damage, she also deals 1 point of Strength or Dexterity damage, decided by the ninja. Unlike normal ability damage, this damage can be healed by a DC 15 Heal check. Each successful check heals 1 point of damage caused by this trick. A ninja with this trick receives a +10 insight bonus on this Heal check.
Purity of Body (Ex) [Paizo Inc. - Core Rulebook, p.59]
     You are immune to all diseases, including supernatural and magical diseases.
Quarry (Ex) [Paizo Inc. - Core Rulebook, p.67]
     You can, as a standard action, denote one target within your line of sight as your quarry. Whenever you are following the tracks of your quarry, you can take 10 on Survival skill checks while moving at normal speed, without penalty. In addition, you receive a +2 insight bonus on attack rolls made against your quarry and all critical threats are automatically confirmed. You can have no more than one quarry at a time and the creature's type must correspond to one of your favored enemy types. You can end this effect at any time as a free action, but you cannot select a new quarry for 24 hours. If your quarry is killed, you can select a new quarry after waiting 1 hour.
Quick Climb (Ex) [Paizo Inc. - Advanced Player's Guide, p.128]
     The ranger can climb at his full speed as a move action without penalty.
Quick Healing (Ex) [Paizo Inc. - Advanced Player's Guide, p.128]
     As a swift action, the ranger can make a Heal check to administer first aid on an adjacent dying character. Alternatively, the ranger can administer a potion to an unconscious character as a move action.
Quick Reflexes (Ex) [Paizo Inc. - Core Rulebook, p.33]
     While raging, you can make one additional attack of opportunity per round.
Quick Swim (Ex) [Paizo Inc. - Advanced Player's Guide, p.128]
     The ranger can swim at his full speed as a move action without penalty.
Rage (Ex) [Paizo Inc. - Core Rulebook, p.32]
     You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 68 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +8 morale bonus to your Strength and a +10 morale bonus to Constitution, as well as a +4 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 250 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.
Rage (Ex) [Paizo Inc. - Core Rulebook, p.32]
     You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 68 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +8 morale bonus to your Strength and a +10 morale bonus to Constitution, as well as a +4 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 250 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.
Ragecaster (Su) [Paizo Inc. - Advanced Player's Guide]
     Starting at 4th level, a rage prophet's spells grow more potent when he rages. When using moment of clarity, he adds his barbarian level to his caster level. At 7th level, he adds his Constitution bonus to the save DC of any spells cast while raging.
Rage Prophet Mystery [Paizo Inc. - Advanced Player's Guide]
     [Not Implemented] At 2nd level and every even level thereafter, a rage prophet learns an additional spell from his spirit guide. These spells are in addition to those listed in Table 2-6: Oracle Spells Known. Like spells from an oracle's mystery, the rage prophet cannot exchange these spells for different spells at higher levels. The rage prophet must be able to cast oracle spells of the listed level to learn one of these spells from his spirit guide. The rage prophet treats the spell as an oracle spell of the listed level. The possible spells are arcane eye (4th), augury (2nd), divination (4th), dream (5th), find the path (6th), helping hand (3rd), see invisibility (2nd), shadow walk (6th), speak with dead (3rd), spectral hand (2nd), spiritual weapon (2nd), unseen servant (1st), vision (7th), and whispering wind (2nd).
Raging Healer (Su) [Paizo Inc. - Advanced Player's Guide]
     At 2nd level, a rage prophet is able to cast cure spells on himself while raging, without having to use clarity of mind.
Raging Leaper (Ex) [Paizo Inc. - Core Rulebook, p.33]
     While raging you add a +20 enhancement bonus to all Acrobatics skill checks made to jump. When making a jump in this way, you are always considered to have a running start.
Raging Spellstrength (Su) [Paizo Inc. - Advanced Player's Guide]
     At 8th level, a rage prophet is able to cast spells with a range of "personal" on himself while raging, without having to use clarity of mind.
Ranged Legerdemain (Su) [Paizo Inc. - Core Rulebook, p.377]
     An arcane trickster can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. She can only use this ability if she has at least 1 rank in the skill being used.
Resistance to Cold (Ex) [Paizo Inc. - Bestiary, p.303]
     You may ignore 20 points of Cold damage each time you take cold damage.
Resistance to Fire (Ex) [Paizo Inc. - Bestiary, p.303]
     You may ignore 10 points of Fire damage each time you take fire damage.
Rogue Crawl (Ex) [Paizo Inc. - Core Rulebook, p.68]
     While prone, you can move at half speed. This movement provokes attacks of opportunity as normal. You cannot take a 5-foot steps while crawling.
Rogue Talent (2x) [Paizo Inc. - Ultimate Combat]
     The ninja can select a rogue talent in place of a ninja trick. The ninja cannot select a rogue talent that has the same name as a ninja trick. The ninja can select this talent multiple times.
Safe Curing (Su) [Paizo Inc. - Advanced Player's Guide, p.49]
     Whenever you cast a spell that cures the target of hit point damage, you do not provoke attacks of opportunity for spellcasting.
Satire (Su) [Paizo Inc. - Advanced Player's Guide, p.81]
     A court bard can use performance to undermine the confidence of enemies who hear it, causing them to take a -3 penalty on attack and damage rolls (minimum 1) and a -3 penalty on saves against fear and charm effects as long as the bard continues performing. This penalty increases by -1 at 5th level and every six levels thereafter. Satire is a language-dependent, mind-affecting ability that uses audible components. This performance replaces inspire courage.
Savage Grapple (Ex) [Paizo Inc. - Advanced Player's Guide, p.78]
     At 2nd level, the brutal pugilist takes only half the normal penalties to Dexterity, attack rolls, and combat maneuver checks when she has the grappled condition. She can make an attack of opportunity against creatures trying to grapple her even if they possess the Improved Grapple feat or the grab special attack. If she hits with this attack of opportunity, she gains a +2 circumstance bonus to her CMD against the grapple attempt. She cannot make these attacks of opportunity once a grapple has succeeded. This ability replaces uncanny dodge.
Savage Seer [Paizo Inc. - Advanced Player's Guide]
     A rage prophet's class level stacks with barbarian levels for determining the effect of his rage powers, oracle revelations, and his oracle's curse. This does not grant additional abilities.
Scandal (Su) [Paizo Inc. - Advanced Player's Guide, p.81]
     A court bard of 14th level or higher can combine salacious gossip and biting calumny to incite a riot. Each enemy within 30 feet is affected as if by a song of discord for as long as it can hear the performance. A successful Will save DC 37 (DC 10 + 1/2 the bard's level + the bard's Cha modifier) negates the effect, and that creature is immune to this ability for 24 hours. Scandal is a language-dependent, mind-affecting ability that uses audible components. This performance replaces frightening tune.
Scent (Ex) [Paizo Inc. - Core Rulebook, p.33]
     You gain the scent ability while raging and can use this ability to locate unseen foes.
Secret Knowledge of Avoidance [Paizo Inc. - Core Rulebook, p.387]
     +2 bonus on Reflex saves
Secret Lore (Ex) [Paizo Inc. - Core Rulebook, p.386]
     At 1st level and every two levels higher than 1st (3rd, 5th, 7th, and 9th), the loremaster chooses one secret from the Loremaster Secrets table. His level plus Intelligence modifier determines which secrets he can choose. He can't choose the same secret twice.
Secrets of Inner Strength [Paizo Inc. - Core Rulebook, p.387]
     +2 bonus on Will saves
Shield of the Liege (Ex) [Paizo Inc. - Advanced Player's Guide]
     At 15th level, an order of the lion cavalier can protect those around him. Allies that are adjacent to the cavalier receive a +2 shield bonus to their AC. In addition, as an immediate action, the cavalier can redirect an attack made at a creature adjacent to himself, as long as the creature making the attack is within the cavalier's reach. This ability must be declared before the attack roll is made. The attack is made against the cavalier's AC and defenses, even if the creature could not normally reach or attack the cavalier. The cavalier loses any cover or concealment bonuses when subject to the redirected attack.
Skilled [Paizo Inc. - Core Rulebook, p.27]
     Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Skill Sage (Ex) [Paizo Inc. - Advanced Player's Guide, p.129]
     As a free action, the ranger can roll twice on any one skill check and take the better result. He must have at least 1 rank in that skill to use this ability.
Slow Fall (Ex) [Paizo Inc. - Core Rulebook, p.59]
     You can use a nearby wall to slow your descent. You can use a nearby wall to slow your descent and fall any distance without harm.
Slow Metabolism (Ex) [Paizo Inc. - Ultimate Combat]
     The ninja has a slower-than-normal metabolism. She can hold her breath for twice as long as normal before needing to make Constitution checks (four times her Constitution score). In addition, whenever the ninja is poisoned, the time between saving throws (the poison's frequency) is doubled. Thus, a poison that has a frequency of 1/round for 6 rounds would instead be 1/2 rounds for 12 rounds.
Slow Reactions (Ex) [Paizo Inc. - Ultimate Combat]
     * Opponents that are damaged by the ninja's sneak attack can't make attacks of opportunity for 1 round.
Slow Time (Su) [Paizo Inc. - Advanced Player's Guide, p.112]
     At 12th level, a monk of the four winds can use his ki to slow time or quicken his movements, depending on the observer. As a swift action, the monk can expend 6 ki points to gain three standard actions during his turn instead of just one. The monk can use these actions to do the following: take a melee attack action, use a skill, use an extraordinary ability, or take a move action. The monk cannot use these actions to cast spells or use spell-like abilities, and cannot combine them to take full-attack actions. Any move actions the monk makes this turn do not provoke attacks of opportunity. This ability replaces abundant step.
Smash (Ex) [Paizo Inc. - Advanced Player's Guide]
     While in a defensive stance, the stalwart defender may make an extra attack per round that is either a shield bash or a slam (even if he doesn't normally have a slam attack). If used as part of a full attack action, the extra attack is made at the stalwart defender's full base attack bonus -5. The smash deals 1d4 points of damage (if the stalwart defender is Medium, or 1d3 if he is Small) plus half the character's Strength modifier. The character can make this attack as part of the action to maintain or break free from a grapple; this attack is resolved before the grapple check is made. If the attack hits, any grapple checks made by the stalwart defender against the target this round are at a +2 bonus.
Smoke Bomb (Ex) [Paizo Inc. - Ultimate Combat]
     This ability allows a ninja to throw a smoke bomb that creates a cloud of smoke with a 15-foot radius. This acts like the smoke from a smokestick. The ninja can center this smoke on herself, or throw the bomb as a ranged touch attack with a range of 20 feet. Using this ability is a standard action. Each use of this ability uses up 1 ki point.
Sneak Attack [Paizo Inc. - Core Rulebook, p.176]
     This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If an arcane trickster gets a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack. [Sneak Attack Damage 15d6]
Sneak Attack [Paizo Inc. - Ultimate Combat, p.13]
     If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The ninja's attacks deal extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. This extra damage is 15d6. Bonus damage from sneak attacks is precision damage. Should the ninja score a critical hit with a sneak attack, this precision damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (such as a sap, whip, or unarmed strike), a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual -4 penalty. The ninja must be able to see the target well enough to pick out a vital spot, and must be able to reach this spot. A ninja cannot sneak attack while striking a creature that has concealment.
Soothing Performance (Su) [Paizo Inc. - Core Rulebook, p.38]
     You can use your performance to create an effect equivalent to a Mass Cure Serious Wounds (caster level 20). In addition, this performance removes the fatigued, sickened, and shaken conditions from all those affected. Using this ability requires 4 rounds of continuous performance, and the targets must be able to see and hear you throughout the performance. Soothing performance affects all targets that remain within 30 feet throughout the performance. Soothing performance relies on audible and visual components.
Soul of the Fey (Su) [Paizo Inc. - Core Rulebook, p.76]
     Your soul becomes one with the world of the fey. You gain immunity to poison and DR 10/cold iron. Creatures of the animal type do not attack you unless compelled to do so through magic. Once per day, you can cast shadow walk as a bonus spell.
Spell Critical (Su) [Paizo Inc. - Core Rulebook, p.385]
     At 10th level, whenever an eldritch knight successfully confirms a critical hit, he can cast a spell as a swift action. The spell must include the target of the attack as one of its targets or in its area of effect. Casting this spell does not provoke an attack of opportunity. The caster must still meet all of the spell's components and must roll for arcane spell failure if necessary.
Spirit Boost (Su) [Paizo Inc. - Advanced Player's Guide, p.49]
     Whenever your healing spells heal a target up to its maximum hit points, any excess points persist for 20 round(s) as temporary hit points (up to a maximum of 20 temporary hit points).
Spirit Guardian (Sp) [Paizo Inc. - Advanced Player's Guide]
     At 5th level, the competence bonus provided by the spirit guide's guidance spell increases to half the rage prophet's class level when used while battling a fey, outsider, undead, or incorporeal creature. As a swift action, the rage prophet can spend 1 round of rage (whether he is raging or not) to give his armor and weapons the ghost touch property for 1 round; this effect ends if the item is no longer in his possession.
Spirit Guide (Sp) [Paizo Inc. - Advanced Player's Guide]
     Every rage prophet possesses a spirit guide, an insubstantial phantom that speaks to his mind, watches over him, and lends him its strength and wisdom. Whenever the rage prophet rages, he gains the benefit of a single guidance spell from his spirit guide; this bonus can be used at any time during his rage. The spirit guide also allows the rage prophet to use dancing lights, ghost sound, and mage hand as spell-like abilities once per day each (caster level equal to the rage prophet's class level). The DCs are Charisma-based.
Spirit Warrior (Su) [Paizo Inc. - Advanced Player's Guide]
     At 9th level, the competence bonus provided by the rage prophet's guidance increases to his rage prophet level when used while battling a fey, outsider, undead, or incorporeal creature. His ability to give his armor and weapons the ghost touch property becomes an immediate action instead of a swift action.
Stand Still [Paizo Inc. - Ultimate Combat, p.44]
     At 13th level, a brawler gains Stand Still as a bonus feat, even if he does not have the Combat Reflexes feat. If the brawler already has the Stand Still feat, he can take any other combat feat instead. Furthermore, he gains a bonus equal to 1/2 his fighter level on combat maneuver checks when using the Stand Still feat.
Still Mind (Ex) [Paizo Inc. - Core Rulebook, p.59]
     You gain a +2 bonus on saving throws against enchantment spells and effects.
Superstition (Ex) [Paizo Inc. - Core Rulebook, p.33]
     You gain a +7 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. While raging, you cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.
Surprise Spells [Paizo Inc. - Core Rulebook, p.378]
     At 10th level, an arcane trickster can add her sneak attack damage to any spell that deals damage, if the targets are flat-footed. This additional damage only applies to spells that deal hit point damage, and the additional damage is of the same type as the spell. If the spell allows a saving throw to negate or halve the damage, it also negates or halves the sneak attack damage.
Swift Foot (Ex) [Paizo Inc. - Core Rulebook, p.34]
     You gain a +5-foot enhancement bonus to your speed. This increase is always active while you are raging.
Swift Tracker (Ex) [Paizo Inc. - Core Rulebook, p.67]
     You can move at your normal speed while using Survival to follow tracks without taking the normal -5 penalty. You take only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
Sworn Defense (Ex) [Paizo Inc. - Ultimate Combat, p.37]
     At 1st level, whenever an honor guard issues a challenge, he can select one ally as his ward for the duration of the challenge. Whenever the honor guard is adjacent to his ward, he takes a -1 penalty to Armor Class, and the ward receives a +1 dodge bonus to AC. This modifies the challenge ability.
Sylvan (Wildblooded Fey) Bloodline [Paizo Inc. - Ultimate Magic, p.73]
     Your ties to nature have more to do with creatures than with capriciousness.
Tactician (Ex) [Paizo Inc. - Advanced Player's Guide]
     At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.
Terrain Dominance (Ex) [Paizo Inc. - Advanced Player's Guide]
     At 3rd level, a horizon walker learns total dominance over one terrain he has already selected for terrain mastery. When dealing with creatures native to that terrain, the horizon walker treats his favored terrain bonus for that terrain as a favored enemy bonus (as the ranger class feature) against those creatures. This bonus overlaps (does not stack with) bonuses gained when fighting a favored enemy. Each terrain dominance grants additional abilities, detailed below. When the horizon walker gains a new terrain dominance he may, if he prefers, instead pick an additional terrain mastery.
Terrain Dominance (Cold) (Ex) [Paizo Inc. - Advanced Player's Guide]
     The horizon walker gains cold resistance 20 (this replaces the character's cold resistance from mastery of the cold terrain) and a +1 competence bonus on all attack and damage rolls against creatures of the cold subtype.
Terrain Dominance (Desert) (Ex) [Paizo Inc. - Advanced Player's Guide]
     The horizon walker gains fire resistance 10 and immunity to fatigue.
Terrain Dominance (Plains) (Ex) [Paizo Inc. - Advanced Player's Guide]
     The walker's base speed increases by +10 feet.
Terrain Mastery (Ex) [Paizo Inc. - Advanced Player's Guide]
     At 2nd level, a horizon walker selects a favored terrain to master. When within this terrain the horizon walker may, as a move action, grant a +2 bonus on Climb, Stealth, Perception and Survival checks made by all allies within 30 feet who can see and hear him. This bonus lasts for a number of rounds equal to the horizon walker's Wisdom modifier (minimum 1). The character masters one additional terrain at 4th, 6th, and 8th levels. Mastery of each terrain has additional benefits, outlined below; these benefits apply to the horizon walker at all times whether or not he is in the relevant terrain.
Terrain Mastery (Cold) (Ex) [Paizo Inc. - Advanced Player's Guide]
     The horizon walker gains cold resistance 10.
Terrain Mastery (Desert) (Ex) [Paizo Inc. - Advanced Player's Guide]
     The horizon walker gains immunity to exhaustion; anything that would cause him to become exhausted makes him fatigued instead.
Terrain Mastery (Mountain) (Ex) [Paizo Inc. - Advanced Player's Guide]
     The horizon walker gains a +4 competence bonus on Climb checks and does not lose his Dexterity modifier to AC while climbing.
Terrain Mastery (Plains) (Ex) [Paizo Inc. - Advanced Player's Guide]
     The horizon walker's movement is not reduced by wearing medium armor or carrying a medium load.
Terrain Mastery (Urban) (Ex) [Paizo Inc. - Advanced Player's Guide]
     The horizon walker gains a +4 competence bonus on Diplomacy checks.
The Lore of True Stamina [Paizo Inc. - Core Rulebook, p.387]
     +2 bonus on Fortitude saves
Tireless Rage (Ex) [Paizo Inc. - Core Rulebook, p.34]
     You no longer become fatigued at the end of your rage.
Tongue of the Sun and Moon (Ex) [Paizo Inc. - Core Rulebook, p.60]
     You can speak with any living creature.
Track (Ex) [Paizo Inc. - Core Rulebook, p.64]
     You gain +10 to Survival checks made to follow tracks.
Tricky Spells 5/day [Paizo Inc. - Core Rulebook, p.378]
     Starting at 5th level, an arcane trickster can cast her spells without their somatic or verbal components, as if using the Still Spell and Silent Spell feats. Spells cast using this ability do not increase in spell level or casting time. She can use this ability 3 times per day at 5th level and one additional time per every two levels thereafter, to a maximum of 5 times per day at 9th level. The arcane trickster decides to use this ability at the time of casting.
Triple Time (Su) [Paizo Inc. - Ultimate Magic, p.25]
     Your lively cadence puts a spring in the step of weary marchers. This bright and spritely tune mimics the sound of human feet, slowly building to a steady, ground-eating pace. When you complete this performance, you affect 20 allies in hearing range. This masterpiece increases the affected target's base land speed by 10 feet for 1 hour. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Acrobatics skill). Use: 1 bardic performance round. Action: 1 minute.
True Lore (Ex) [Paizo Inc. - Core Rulebook, p.386]
     At 10th level, a loremaster's knowledge becomes vast indeed. Once per day a loremaster can use his knowledge to gain the effect of a legend lore spell or an analyze dweomer spell. If used to create a legend lore effect, this ability has a casting time of 1 minute, regardless of how much information is already known about the subject in question.
Unarmed Combat Mastery (Ex) [Paizo Inc. - Ultimate Combat]
     A ninja who selects this trick deals damage with her unarmed strikes as if she were a monk of her ninja level -4. If the ninja has levels in monk, this ability stacks with monk levels to determine how much damage she can do with her unarmed strikes. A ninja must have the Improved Unarmed Strike feat before taking this trick.
Uncanny Dodge (Ex) [Paizo Inc. - Advanced Player's Guide]
     At 3rd level, a stalwart defender gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A stalwart defender with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. If the character gains uncanny dodge from a second class, he automatically gains improved uncanny dodge (see below).
Uncanny Dodge (Ex) [Paizo Inc. - Core Rulebook]
     You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.
Uncanny Senses (Ex) [Paizo Inc. - Advanced Player's Guide, p.129]
     As an immediate action, the ranger gains a +10 insight bonus on Perception checks for 1 round.
Vanishing Trick (Su) [Paizo Inc. - Ultimate Combat]
     As a swift action, the ninja can disappear for 20 rounds. This ability functions as invisibility. Using this ability uses up 1 ki point.
Versatile Performance (Act) (Ex) [Paizo Inc. - Core Rulebook, p.38]
     You can use your bonus in the Perform (Act) skill in place of your bonus in the Bluff or Disguise skills. When substituting in this way, you use your total Perform (Act) skill bonus, including class skill bonus, in place of your Bluff or Disguise skill bonus, whether or not you have ranks in that skill or if it is a class skill.
Versatile Performance (Comedy) (Ex) [Paizo Inc. - Core Rulebook, p.38]
     You can use your bonus in the Perform (Comedy) skill in place of your bonus in the Bluff or Intimidate skills. When substituting in this way, you use your total Perform (Comedy) skill bonus, including class skill bonus, in place of your Bluff or Intimidate skill bonus, whether or not you have ranks in that skill or if it is a class skill.
Versatile Performance (Dance) (Ex) [Paizo Inc. - Core Rulebook, p.38]
     You can use your bonus in the Perform (Dance) skill in place of your bonus in the Acrobatics or Fly skills. When substituting in this way, you use your total Perform (Dance) skill bonus, including class skill bonus, in place of your Acrobatics or Fly skill bonus, whether or not you have ranks in that skill or if it is a class skill.
Versatile Performance (Oratory) (Ex) [Paizo Inc. - Core Rulebook, p.38]
     You can use your bonus in the Perform (Oratory) skill in place of your bonus in the Diplomacy or Sense Motive skills. When substituting in this way, you use your total Perform (Oratory) skill bonus, including class skill bonus, in place of your Diplomacy or Sense Motive skill bonus, whether or not you have ranks in that skill or if it is a class skill.
Versatile Performance (Sing) (Ex) [Paizo Inc. - Core Rulebook, p.38]
     You can use your bonus in the Perform (Sing) skill in place of your bonus in the Bluff or Sense Motive skills. When substituting in this way, you use your total Perform (Sing) skill bonus, including class skill bonus, in place of your Bluff or Disguise skill bonus, whether or not you have ranks in that skill or if it is a class skill.
Wall Climber (Su) [Paizo Inc. - Ultimate Combat]
     A ninja with this ability gains a climb speed of 20 feet, but only on vertical surfaces. This ability cannot be used to scale perfectly smooth surfaces or to climb on the underside of horizontal surfaces.
Warding Charge (Ex) [Paizo Inc. - Ultimate Combat, p.37]
     At 11th level, an honor guard can flash across the battlefield to protect his ward against the target of his challenge. Whenever the target of the honor guard's challenge makes an attack against his ward, the honor guard can move up to his speed and make a single melee attack against the target of his challenge as an immediate action. This movement and attack can be made as a charge if the movement qualifies. This ability replaces mighty charge. honor guard declares a challenge, his target must pay particular attention to him and his ability to intercept attacks. As long as the target is within the threatened area of the cavalier, it takes a -2 penalty on attack rolls against anyone other than the honor guard. This ability replaces demanding challenge.
Weapon Mastery (Ex) [Paizo Inc. - Ultimate Combat, p.44]
     A brawler must select a close weapon for this ability.
Weapon Mastery (Unarmed Strike) (Ex) [Paizo Inc. - Core Rulebook, p.56]
     Any attacks made a Unarmed Strike automatically confirm all critical threats and have their damage multiplier increased by 1 (x2 becomes x3, for example). In addition, you cannot be disarmed while wielding a weapon of this type.
Weapon Trick [Paizo Inc. - Core Rulebook, p.387]
     +1 bonus on attack rolls
Well-Versed (Ex) [Paizo Inc. - Core Rulebook, p.38]
     You have becomes resistant to the Bardic Performance of others, and to sonic effects in general. You gain a +4 bonus on saving throws made against Bardic Performance, sonic, and language-dependent effects.
Wholeness of Body (Su) [Paizo Inc. - Core Rulebook, p.59]
     You can heal your own wounds as a standard action. You can heal 20 hit points of damage by using 2 points from your ki pool.
Wide Audience (Su) [Paizo Inc. - Advanced Player's Guide, p.81]
     At 5th level, a court bard can choose to affect a 90-foot [60-foot] cone instead of a 90 [30-foot] radius with bardic performances that affect an area. In addition, for every five levels beyond 5th, the area of such powers is increased by 10 feet (radius) or 20 feet (cone). If the power instead affects multiple creatures, it affects one additional creature than normal for every five levels beyond 5th. This does not affect powers that affect only a single creature. This ability replaces lore master and jack of all trades.
Wild Empathy (Ex) [Paizo Inc. - Core Rulebook, p.50/64]
     You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+37 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.
The Winds of the Five Heavens (Su) [Paizo Inc. - Ultimate Magic, p.25]
     You control the wind by telling a tale demonstrating the hubris of mortals. This short monologue tells the story of a village priest who thought to command the gods. This so annoyed the gods of the weather that they gave him exactly what he wished for, and the priest's long-winded sermons tore apart his temple and scattered his parishioners. When you complete the performance, you conjure a great wind as if you had cast control winds. Use: 3 bardic performance round. Action: 3 full rounds.
Wings (Su) [Paizo Inc. - Core Rulebook, p.75]
     As a standard action, leathery wings grow from your back, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.
Wings (Su) [Paizo Inc. - Core Rulebook, p.]
     At 9th level, a dragon disciple gains the wings bloodline power, even if his level does not yet grant that power. Once his level is high enough to grant this ability through the bloodline, the dragon disciple's speed increases to 90 feet.
Woodland Stride (Ex) [Paizo Inc. - Core Rulebook, p.76]
     You can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.
Woodland Stride (Ex) [Paizo Inc. - Core Rulebook]
     You may move through any sort of magical undergrowth (such as natural thorns, briars, overgrown areas, and similar terrains) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.
FEATS
Additional Traits [Paizo Inc. - Advanced Player's Guide, p.150]
    You have more traits than normal
Armor Proficiency, Light [Paizo Inc. - Core Rulebook, p.118]
    You are skilled at wearing light armor.
Aspect of the Beast [Paizo Inc. - Advanced Player's Guide, p.151]
    Whether by magic or a curse of your blood, some part of you is more beast than man.
Attuned to the Wild (Desert, Forest, Jungle, Plains, Water) [Paizo Inc. - Advanced Race Guide, p.28]
    You share a strong mystic connection with one type of wilderness terrain.
Bleeding Critical [Paizo Inc. - Core Rulebook, p.118]
    Your critical hits cause opponents to bleed profusely.
Blind-Fight [Paizo Inc. - Core Rulebook, p.118]
    You are skillled at attacking opponents that you cannot clearly perceive.
Blinding Critical [Paizo Inc. - Core Rulebook, p.119]
    Your critical hits blind your opponents.
Bodyguard [Paizo Inc. - Advanced Player's Guide, p.151]
    Your swift strikes ward off enemies attacking nearby allies.
Burning Spell [Paizo Inc. - Ultimate Magic, p.143]
    You cause creatures to take extra damage when you affect them with a spell that has the acid or fire descriptor.
Cartwheel Dodge [Paizo Inc. - Ultimate Combat, p.91]
    You use your knack for avoiding damage to reposition yourself in combat.
Catch Off-Guard [Paizo Inc. - Core Rulebook, p.119]
    Foes are surprised by your skilled use of unorthodox and improvised weapons.
Cleave [Paizo Inc. - Core Rulebook, p.119]
    You can strike two adjacent foes with a single swing.
Cleaving Finish [Paizo Inc. - Ultimate Combat, p.92]
    When you strike down an opponent, you can continue your swing into another target.
Combat Casting [Paizo Inc. - Core Rulebook, p.119]
    You are adept at spellcasting when threatened or distracted.
Combat Expertise [Paizo Inc. - Core Rulebook, p.119]
    You can increase your defense at the expense of your accuracy.
Combat Expertise (Flurry) [Paizo Inc. - Core Rulebook]
    You can increase your defense at the expense of your accuracy.
Combat Medic [Paizo Inc. - Ultimate Combat, p.92]
    You know the urgency of treating wounds in the heat of battle, applying first aid to your allies with such speed that you assure no one gets left behind.
Combat Reflexes [Paizo Inc. - Core Rulebook, p.119]
    You can make additional attacks of opportunity.
Combat Style Master [Paizo Inc. - Ultimate Combat, p.93]
    You shift between combat styles, combining them to increased effect.
Cooperative Crafting [Paizo Inc. - Advanced Player's Guide, p.156]
    Your assistance makes item crafting far more efficient.
Craft Construct [Paizo Inc. - Bestiary, p.314]
    You can create construct creatures like golems.
Craft Magic Arms and Armor [Paizo Inc. - Core Rulebook, p.120]
    You can create magic armor, shields, or weapons.
Craft Rod [Paizo Inc. - Core Rulebook, p.120]
    You can create magic rods.
Craft Staff [Paizo Inc. - Core Rulebook, p.120]
    You can create magic staves.
Craft Wand [Paizo Inc. - Core Rulebook, p.120]
    You can create magic wands.
Craft Wondrous Item [Paizo Inc. - Core Rulebook, p.120]
    You can create wondrous items, a type of magic item.
Critical Focus [Paizo Inc. - Core Rulebook, p.120]
    You are trained in the arts of causing pain.
Critical Mastery [Paizo Inc. - Core Rulebook, p.120]
    Your critical hits cause two additional effects.
Defensive Combat Training [Paizo Inc. - Core Rulebook, p.121]
    You excel at defending yourself from all manner of combat maneuvers.
Deflect Arrows [Paizo Inc. - Core Rulebook, p.121]
    You can know arrows and other projectiles off course, preventing them from hitting you.
Devastating Strike [Paizo Inc. - Ultimate Combat, p.95]
    Pitting all of your strength and resolve against your enemy, you deliver a strike that is impossible to ignore.
Diehard [Paizo Inc. - Core Rulebook, p.122]
    You are especially hard to kill. Not only do your wounds automatically stabilize when grievously injured, but you can remain conscious and continue to act even at death's door.
Disarming Strike [Paizo Inc. - Advanced Player's Guide, p.157]
    Your critical hits can disarm your foes.
Discordant Voice [Paizo Inc. - Ultimate Combat, p.96]
    By singing out a precise tone, you cause discordant vibrations to run through allies' weapons.
Dispelling Fist [Paizo Inc. - Ultimate Combat, p.97]
    By focusing on your knowledge of magic and spells that negate its powers, you use your bare hands to rip magical defenses from your enemy. PREFEAT:1,Improved Unarmed Strike
Disruptive [Paizo Inc. - Core Rulebook, p.122]
    Your training makes it difficult for enemy spellcasters to safely cast spells near you.
Djinni Spin [Paizo Inc. - Ultimate Combat, p.97]
    You can surround yourself with the power of the storm, spinning like a hurricane to unleash a violent blast of electrical energy.
Djinni Spirit [Paizo Inc. - Ultimate Combat, p.97]
    By calling upon the spirits of storms, you can manipulate lightning to protect yourself and buffet your enemies with peals of thunder.
Djinni Style [Paizo Inc. - Ultimate Combat, p.97]
    Your hands sheathed in an auras of lightning, you move like the wind.
Dodge [Paizo Inc. - Core Rulebook, p.122]
    Your training and reflexes allow you to react swiftly to avoid an opponent's attack.
Dragon Ferocity [Paizo Inc. - Ultimate Combat, p.98]
    You attack with the strength of a dragon, your telling blows striking fear into your enemies.
Dragon Roar [Paizo Inc. - Ultimate Combat, p.98]
    The spirit of the dragon wells up inside you and bursts forth in a mighty roar.
Dragon Style [Paizo Inc. - Ultimate Combat, p.98]
    You call upon the spirit of dragonkind, gaining greater resilience, mobility, and fierceness from the blessing of these great beings.
Ectoplasmic Spell [Paizo Inc. - Advanced Player's Guide, p.158]
    Your spells breach the gulf between dimensions, sending ghostly emanations into the ether.
Eldritch Claws [Paizo Inc. - Advanced Player's Guide, p.158]
    Who needs magic weapons? Eldritch tricks are no match for your bestial ferocity.
Elemental Fist [Paizo Inc. - Advanced Player's Guide, p.158]
    You empower your strike with elemental energy
Empower Spell [Paizo Inc. - Core Rulebook, p.122]
    You can increase the power of your spells, causing them to deal more damage.
Endurance [Paizo Inc. - Core Rulebook, p.112]
    Harsh conditions or long exertions do not easily tire you.
Escape Route [Paizo Inc. - Ultimate Combat, p.100]
    You have trained to watch your allies' backs, covering them as they make tactical withdraws.
Eschew Materials [Paizo Inc. - Core Rulebook, p.123]
    You can cast many spells without needing to utilize minor material components.
Exotic Weapon Proficiency (Katana) [Paizo Inc. - Core Rulebook, p.123]
    You understand how to use your chosen exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.
Extra Ki (4x) [Paizo Inc. - Core Rulebook, p.124]
    You can use your ki pool more times per day than most.
Extra Performance (3x) [Paizo Inc. - Core Rulebook, p.124]
    You can use your bardic performance ability more often than normal
Extra Rage (3x) [Paizo Inc. - Core Rulebook, p.124]
    You can use your rage ability more than narmal.
Extra Rage Power (6x) [Paizo Inc. - Advanced Player's Guide, p.160]
    You have unlocked a new ability to use while raging.
Fast Healer [Paizo Inc. - Advanced Player's Guide, p.160]
    You benefit greatly from your healing, be it from spells or natural healing.
Fire Music [Paizo Inc. - Ultimate Magic, p.151]
    Your ability to command fire and bardic music has created a strange blend of both magics.
Flyby Attack [Paizo Inc. - Bestiary, p.315]
    This creature can make an attack before and after it moves while flying.
Forge Ring [Paizo Inc. - Core Rulebook, p.124]
    You can create magic rings.
Furious Finish [Paizo Inc. - Ultimate Combat, p.102]
    You channel all of your rage into one massive blow to crush your enemy.
Gang Up [Paizo Inc. - Advanced Player's Guide, p.161]
    You are adept at using greater numbers against foes.
Gorgon's Fist [Paizo Inc. - Core Rulebook, p.124]
    With one well-placed blow, you leave your target reeling.
Go Unnoticed [Paizo Inc. - Advanced Player's Guide, p.161]
    Your small size lets you quickly duck out of sight.
Great Cleave [Paizo Inc. - Core Rulebook, p.124]
    You can strike many adjacent foes with a single blow.
Greater Bull Rush [Paizo Inc. - Core Rulebook, p.125]
    Your bull rush attacks throw enemies off balance.
Greater Steal [Paizo Inc. - Advanced Player's Guide, p.162]
    You have a knack for snatching items from your opponent in combat.
Greater Vital Strike [Paizo Inc. - Core Rulebook, p.126]
    You can make a single attack that deals a tremendous amount of damage.
Greater Weapon Focus (Unarmed Strike) [Paizo Inc. - Core Rulebook, p.126]
    You are a master at your chosen weapon.
Greater Wild Empathy (Fey) [Paizo Inc. - Ultimate Magic, p.152]
    
Great Fortitude [Paizo Inc. - Core Rulebook, p.124]
    You are resistant to poisons, diseases, and other deadly maladies.
Hover [Paizo Inc. - Bestiary, p.315]
    This creature can hover in place with ease and can kick up clouds of dust and debris.
Improved Bull Rush [Paizo Inc. - Core Rulebook, p.126]
    You are skilled at pushing your foes around.
Improved Cleaving Finish [Paizo Inc. - Ultimate Combat, p.105]
    You can cut down many opponents in a single strike.
Improved Critical (Unarmed Strike) [Paizo Inc. - Core Rulebook, p.127]
    Attacks made with your chosen weapon are quite deadly.
Improved Disarm [Paizo Inc. - Core Rulebook, p.127]
    You are skilled at knocking weapons from a foe's grasp.
Improved Drag [Paizo Inc. - Advanced Player's Guide, p.162]
    You are skilled at dragging foes around the battlefield
Improved Grapple [Paizo Inc. - Core Rulebook, p.127]
    You are skilled at grappling opponents.
Improved Initiative [Paizo Inc. - Core Rulebook, p.127]
    Your quick reflexes allow you to react quickly to danger.
Improved Natural Armor (17x) [Paizo Inc. - Bestiary, p.315]
    This creature's hide is tougher than most.
Improved Steal [Paizo Inc. - Advanced Player's Guide, p.163]
    You have a knack for snatching items from your opponents.
Improved Unarmed Strike [Paizo Inc. - Core Rulebook, p.128]
    You are skilled while fighting unarmed.
Improved Vital Strike [Paizo Inc. - Core Rulebook, p.128]
    You can make a single attack that deals a large amount of damage.
Improvised Weapon Mastery [Paizo Inc. - Core Rulebook, p.128]
    You can turn nearly any object into a deadly weapon, from a razor sharp chair leg to a sack of flour.
Janni Rush [Paizo Inc. - Ultimate Combat, p.106]
    When you leap to the attack, your blows are like bolts from on high.
Janni Style [Paizo Inc. - Ultimate Combat, p.106]
    Your whirling fighting technique makes you difficult to hit.
Janni Tempest [Paizo Inc. - Ultimate Combat, p.106]
    Your gale of attacks easily throws your opponents off balance.
Ki Stand [Paizo Inc. - Ultimate Magic, p.153]
    If an opponent knocks you down, you swiftly rebound with an attack.
Landing Roll [Paizo Inc. - Ultimate Combat, p.107]
    You have learned the technique of rolling safely away when an enemy trips you.
Leadership [Paizo Inc. - Core Rulebook, p.129]
    You attract followers to your cause and a companion to join you on your adventure.
Lightning Reflexes [Paizo Inc. - Core Rulebook, p.130]
    You have faster reflexes than normal.
Low Profile [Paizo Inc. - Advanced Player's Guide, p.164]
    Your small stature helps you avoid ranged attacks.
Mage of the Wild [Paizo Inc. - Advanced Race Guide, p.28]
    Your mystic connection with the wilderness enhances your spellcasting.
Martial Versatility (Weapon Focus) [Paizo Inc. - Advanced Race Guide, p.78]
    You further broaden your study of weapons to encompass multiple similar weapons.
Masterpiece (The Cat-Step) [Paizo Inc. - Ultimate Magic, p.21]
    You learn the masterpiece The Cat-Step.
Masterpiece (The Dance of 23 Steps) [Paizo Inc. - Ultimate Magic, p.21]
    You learn the masterpiece The Dance of 23 Steps.
Masterpiece (The House of Imaginary Walls) [Paizo Inc. - Ultimate Magic, p.21]
    You learn the masterpiece The House of Imaginary Walls.
Masterpiece (Triple Time) [Paizo Inc. - Ultimate Magic, p.21]
    You learn the masterpiece Triple Time.
Masterpiece (The Winds of the Five Heavens) [Paizo Inc. - Ultimate Magic, p.21]
    You learn the masterpiece The Winds of the Five Heavens.
Merciful Spell [Paizo Inc. - Advanced Player's Guide, p.165]
    Your damaging spells subdue rather than kill.
Mobility [Paizo Inc. - Core Rulebook, p.130]
    You can easily move through a dangerous melee.
Mocking Dance [Paizo Inc. - Ultimate Combat, p.109]
    You do a little dance that mocks your foe and entertains the crowd.
Monastic Legacy [Paizo Inc. - Ultimate Combat, p.109]
    Your formal unarmed training continues to bolster your training in other areas.
Monkey Moves [Paizo Inc. - Ultimate Combat, p.109]
    You scramble around your foes, moving and striking in an erratic fashion.
Monkey Shine [Paizo Inc. - Ultimate Combat, p.110]
    You combine acrobatics and opportunity to devastating effect against your opponent.
Monkey Style [Paizo Inc. - Ultimate Combat, p.110]
    Your unarmed fighting style is nimble and unpredictable, full of ground rolls and short leaps.
Nimble Moves [Paizo Inc. - Core Rulebook, p.131]
    You can move across a single obstacle with ease.
Outflank [Paizo Inc. - Advanced Player's Guide, p.165]
    You look for every edge when flanking an enemy.
Performance Weapon Mastery [Paizo Inc. - Ultimate Combat, p.112]
    You wield all your weapons with the flair of a performer.
Persuasive [Paizo Inc. - Core Rulebook, p.131]
    You are skilled at swaying attitudes and intimidating others into your way of thinking.
Power Attack [Paizo Inc. - Core Rulebook, p.131]
    You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Punishing Kick [Paizo Inc. - Advanced Player's Guide, p.167]
    Your kicks are so powerful you use them to push or knock back.
Quicken Spell [Paizo Inc. - Core Rulebook, p.132]
    You can cast spells in the fraction of the normal time.
Racial Heritage [Paizo Inc. - Advanced Player's Guide, p.168]
    The blood of a non-human ancestor flows in your veins.
Raging Vitality [Paizo Inc. - Advanced Player's Guide, p.168]
    While raging, you are full of vigor and health.
Rending Claws [Paizo Inc. - Advanced Player's Guide, p.168]
    Your claw attacks do greater harm to your enemy.
Run [Paizo Inc. - Core Rulebook, p.132]
    You are swift of foot.
Shake It Off [Paizo Inc. - Ultimate Combat, p.118]
    You support your allies and help them recover from crippling effects.
Silent Spell [Paizo Inc. - Core Rulebook, p.133]
    You can cast your spells without making any sound.
Simple Weapon Proficiency [Paizo Inc. - Core Rulebook, p.133]
    You are trained in the use of basic weapons.
Skill Focus (Fly, Knowledge (Arcana), Knowledge (Nature), Profession (Courtesan), Spellcraft) [Paizo Inc. - Core Rulebook, p.134]
    You are particularly adept at your chosen skill.
Snatch Arrows [Paizo Inc. - Core Rulebook, p.134]
    Instead of knocking an arrow or ranged attack aside, you can catch it in mid-flight.
Spell Bluff [Paizo Inc. - Ultimate Magic, p.156]
    You know the principles of arcane dueling, and when fighting other spellcasters, you have learned to hide the true nature of your spells until the last possible moment.
Spell Penetration [Paizo Inc. - Core Rulebook, p.134]
    Your spells break through spell resistance more easily than most.
Stand Still [Paizo Inc. - Core Rulebook, p.134]
    You can stop foes that try to move past you.
Still Spell [Paizo Inc. - Core Rulebook, p.135]
    You can cast spells without moving.
Strangler [Paizo Inc. - Ultimate Combat, p.121]
    Throttling the life out of enemies is second nature to you.
Stunning Fist [Paizo Inc. - Core Rulebook, p.135]
    You know just where to strike to temporarily stun a foe. 78/day (DC 147)
Taunt [Paizo Inc. - Advanced Player's Guide, p.172]
    You may be small, but your remarks cut others down to size.
Throw Anything [Paizo Inc. - Core Rulebook, p.135]
    You are used to throwing things you have on hand.
Toughness [Paizo Inc. - Core Rulebook, p.135]
    You have enhanced physical stamina.
Vital Strike [Paizo Inc. - Core Rulebook, p.136]
    You make a single attack that deals significantly more damage than normal.
Voice of the Sybil [Paizo Inc. - Ultimate Magic, p.159]
    Your voice is strangely compelling.
Weapon Focus (Unarmed Strike) [Paizo Inc. - Core Rulebook, p.136]
    You are especially good at using your chosen weapon.
Weapon Specialization (Unarmed Strike) [Paizo Inc. - Core Rulebook, p.137]
    You deal extra damage when using your chosen weapon.
Wind Stance [Paizo Inc. - Core Rulebook, p.137]
    Your erratic movements make it difficult for enemies to pinpoint your location.
Wingover [Paizo Inc. - Bestiary, p.316]
    This creature can make turns with ease while flying.

Innate Spell-like Abilities
Shadow Walk
DC: 28
Save: Will negates
Time: 1 standard action, 1/Day or 9 Spell Points
Duration: 30 hours [D]
Rng: Touch
Comp: V, S
SR: Yes
School: Illusion
Effect:  You and any creature you touch are transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow.
Source:  CR p.341
Target Area:   Up to 30 touched creatures
Caster Level:   30


Permanency Spell Spell-like Abilities
Darkvision
DC: 10
Save: Will negates (harmless)
Time: 1 standard action, at will
Duration: 20 hours
Rng: Touch
Comp: V, S, M
SR: Yes (harmless)
School: Transmutation
Effect:  The subject gains the ability to see 60 feet even in total darkness.
Source:  CR p.264
Target Area:   Creature touched
Caster Level:   20
Detect Magic
Save: None
Time: 1 standard action, at will
Duration: Concentration, up to 20 minutes [D]
Rng: 60 ft.
Comp: V, S
SR: No
School: Divination
Effect:  You detect magical auras.
Source:  CR p.267
Target Area:   Cone-shaped emanation
Caster Level:   20
Magic Fang
DC: 10
Save: Will negates (harmless)
Time: 1 standard action, at will
Duration: 20 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Transmutation
Effect:  Magic fang gives one natural weapon or unarmed strike of the subject a +1 enhancement bonus on attack and damage rolls.
Source:  CR p.308
Target Area:   Living creature touched
Caster Level:   20
Resistance
DC: 10
Save: Will negates (harmless)
Time: 1 standard action, at will
Duration: 1 minute
Rng: Touch
Comp: V, S, M/DF
SR: Yes (harmless)
School: Abjuration
Effect:  You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Source:  CR p.334
Target Area:   Creature touched
Caster Level:   20
See Invisibility
Save:
Time: 1 standard action, at will
Duration: 200 minutes [D]
Rng: Personal
Comp: V, S, M
SR:
School: Divination
Effect:  You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible.
Source:  CR p.339
Target Area:   You
Caster Level:   20
Telepathic Bond
Save: None
Time: 1 standard action, at will
Duration: 200 minutes [D]
Rng: Close (75 ft.)
Comp: V, S, M
SR: No
School: Divination
Effect:  You forge a telepathic bond among yourself and a number of willing creatures, each of which must have an Intelligence score of 3 or higher.
Source:  CR p.358
Target Area:   You plus 6 willing creatures, no two of which can be more than 30 ft. apart
Caster Level:   20
Tongues
DC: 10
Save: Will negates (harmless)
Time: 1 standard action, at will
Duration: 200 minutes
Rng: Touch
Comp: V, M/DF
SR: No
School: Divination
Effect:  This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect.
Source:  CR p.360
Target Area:   Creature touched
Caster Level:   20



Sorcerer Spells
LEVEL 0 1 2 3 4 5 6 7 8 9
KNOWN 8 6 4 3 3 3 4 4 4 3
SPELL POINT COST 0 1 4 9 16 25 36 49 64 81
LEVEL 0
Arcane Mark
Save: None
Time: 1 standard action
Duration: Permanent
Rng: Touch
Comp: V, S
SR: No
School: Universal
Effect:  This spell allows you to inscribe your personal rune or mark.
Source:  CR p.244
Target Area:   One personal rune or mark, all of which must fit within 1 sq. ft.
Caster Level:   56
Dancing Lights
Save: None
Time: 1 standard action
Duration: 1 minute [D]
Rng: Medium (660 ft.)
Comp: V, S
SR: No
School: Evocation
Effect:  You create up to four lights that resemble lanterns or torches.
Source:  CR p.263
Target Area:   Up to four lights, all within a 10-ft.-radius area
Caster Level:   56
Detect Magic
Save: None
Time: 1 standard action
Duration: Concentration, up to 56 minutes [D]
Rng: 60 ft.
Comp: V, S
SR: No
School: Divination
Effect:  You detect magical auras.
Source:  CR p.267
Target Area:   Cone-shaped emanation
Caster Level:   56
Detect Poison
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (165 ft.)
Comp: V, S
SR: No
School: Divination
Effect:  You determine whether a creature, object, or area has been poisoned or is poisonous.
Source:  CR p.268
Target Area:   Or Area one creature, one object, or a 5-ft. cube
Caster Level:   56
Haunted Fey Aspect
Save:
Time: 1 standard action
Duration: 56 rounds [D]
Rng: Personal
Comp: S
SR:
School: Illusion
Effect:  You surround yourself with disturbing illusions.
Source:  UC p.230
Target Area:   You
Caster Level:   56
Mage Hand
Save: None
Time: 1 standard action
Duration: Concentration
Rng: Close (165 ft.)
Comp: V, S
SR: No
School: Transmutation
Effect:  You point your finger at an object and can lift it and move it at will from a distance.
Source:  CR p.306
Target Area:   One nonmagical, unattended object weighing up to 5 lbs.
Caster Level:   56
Read Magic
Save:
Time: 1 standard action
Duration: 560 minutes
Rng: Personal
Comp: V, S, F
SR:
School: Divination
Effect:  You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.
Source:  CR p.330
Target Area:   You
Caster Level:   56
Spark
DC: 27
Save: Fortitude negates (object)
Time: 1 standard action
Duration: Instantaneous
Rng: Close (165 ft.)
Comp: V or S
SR: Yes (object)
School: Evocation, FireSchool
Effect:  Ignites flammable objects.
Source:  APG p.246
Target Area:   one Fine object
Caster Level:   56
LEVEL 1
Blend
Save: None
Time: 1 standard action
Duration: 560 minutes
Rng: Personal
Comp: S
SR: No
School: Illusion
Effect:  You draw upon your elven link to the wilderness to change the coloration of yourself and your equipment to match that of your surroundings. This grants you a +4 circumstance bonus on Stealth checks and allows you to make Stealth checks without cover or concealment, but only while you move no more than half your base speed or less. If you move more than half your base speed on your turn, you gain no benefit from this spell until the start of your next turn. If you make an attack, this spell ends [as invisibility].
Source:  ARG p.29
Target Area:   You
Caster Level:   56
Endure Elements
DC: 28
Save: Will negates (harmless)
Time: 1 standard action
Duration: 24 hours
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Abjuration
Effect:  A creature protected by endure elements suffers no harm from being in a hot or cold environment.
Source:  CR p.277
Target Area:   Creature touched
Caster Level:   56
Feather Fall
DC: 28
Save: Will negates (harmless) or Will negates (object);
Time: 1 immediate action
Duration: Until landing or 56 rounds
Rng: Close (165 ft.)
Comp: V
SR: Yes (object)
School: Transmutation, AirSchool
Effect:  The affected creatures or objects fall slowly.
Source:  CR p.281
Target Area:   56 Medium or smaller free-falling objects or creatures, no two of which may be more than 20 ft. apart
Caster Level:   56
Jury-Rig
DC: 28
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: 56 rounds
Rng: Touch
Comp: V, S, M (a pinch of tree resin)
SR: Yes (harmless, object)
School: Transmutation
Effect:  Removes the broken condition from the targeted object.
Source:  UC p.233
Target Area:   one broken object of up to 112 lbs.
Caster Level:   56
Entangle
DC: 28
Save: Reflex partial; see text
Time: 1 standard action
Duration: 56 minutes [D]
Rng: Long (2640 ft.)
Comp: V, S, DF
SR: No
School: Transmutation
Effect:  This spell causes tall grass, weeds, and other plants to wrap around foes in the area of effect or those that enter the area.
Source:  CR p.278
Target Area:   Plants in a 40-ft.-radius spread
Caster Level:   56
Mage Armor
DC: 28
Save: Will negates (harmless)
Time: 1 standard action
Duration: 56 hours [D]
Rng: Touch
Comp: V, S, F
SR: No
School: Conjuration
Effect:  An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.
Source:  CR p.306
Target Area:   Creature touched
Caster Level:   56
LEVEL 2
Adoration
DC: 29
Save: Will negates (harmless)
Time: 1 standard action
Duration: 56 minutes
Rng: Close (165 ft.)
Comp: V, S
SR: Yes
School: Transmutation
Effect:  You gain a bonus on Diplomacy checks and performance combat checks.
Source:  UC p.222
Target Area:   one creature
Caster Level:   56
Blur
DC: 29
Save: Will negates (harmless)
Time: 1 standard action
Duration: 56 minutes [D]
Rng: Touch
Comp: V
SR: Yes (harmless)
School: Illusion
Effect:  The subject's outline appears blurred, shifting, and wavering granting the subject concealment [20% miss chance].
Source:  CR p.251
Target Area:   Creature touched
Caster Level:   56
Gust of Wind
DC: 29
Save: Fortitude negates
Time: 1 standard action
Duration: 1 round
Rng: 60 ft.
Comp: V, S
SR: Yes
School: Evocation, AirSchool
Effect:  This spell creates a severe blast of air [approximately 50 mph] that originates from you, affecting all creatures in its path.
Source:  CR p.293
Target Area:   Line-shaped gust of severe wind emanating out from you to the extreme of the range
Caster Level:   56
Unnatural Lust
DC: 29
Save: Will negates
Time: 1 standard action
Duration: 1 round
Rng: Close (165 ft.)
Comp: V, S
SR: Yes
School: Enchantment
Effect:  Target is compelled to kiss or caress another.
Source:  UM p.245
Target Area:   One creature
Caster Level:   56
LEVEL 3
Arcane Sight
Save:
Time: 1 standard action
Duration: 56 minutes [D]
Rng: Personal
Comp: V, S
SR:
School: Divination
Effect:  This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you.
Source:  CR p.244
Target Area:   You
Caster Level:   56
Fireball
DC: 30
Save: Reflex half
Time: 1 standard action
Duration: Instantaneous
Rng: Long (2640 ft.)
Comp: V, S, M
SR: Yes
School: Evocation, FireSchool
Effect:  A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 10d6 points of fire damage to every creature within the area.
Source:  CR p.283
Target Area:   20-ft.-radius spread
Caster Level:   56
Ki Leech
Save:
Time: 1 standard action
Duration: 56 minutes [D]
Rng: Personal
Comp: V, S
SR:
School: Necromancy
Effect:  Add to your ki pool when you critically hit.
Source:  UM p.225
Target Area:   You
Caster Level:   56
LEVEL 4
Detect Scrying
Save: None
Time: 1 standard action
Duration: 24 hours
Rng: 40 ft.
Comp: V, S, M
SR: No
School: Divination
Effect:  You immediately become aware of any attempt to observe you by means of a divination [scrying] spell or effect.
Source:  CR p.268
Target Area:   40-ft.-radius emanation centered on you
Caster Level:   56
Invisibility (Greater)
DC: 31
Save: Will negates (harmless)
Time: 1 standard action
Duration: 56 rounds [D]
Rng: Personal or touch
Comp: V, S
SR: Yes (harmless) or yes (harmless, object)
School: Illusion
Effect:  This spell functions like invisibility, except that it doesn't end if the subject attacks.
Source:  CR p.302
Target Area:   You or creature touched
Caster Level:   56
Magic Siege Engine (Greater)
DC: 31
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: 56 hours
Rng: Close (165 ft.)
Comp: V, S, M/DF (black powder)
SR: Yes (harmless, object)
School: Transmutation
Effect:  Siege engine gains +5 on targeting and damage rolls.
Source:  UC p.236
Target Area:   one siege engine touched
Caster Level:   56
LEVEL 5
Fabricate
Save: None
Time: see text
Duration: Instantaneous
Rng: Close (165 ft.)
Comp: V, S, M
SR: No
School: Transmutation
Effect:  You convert material of one sort into a product that is of the same material.
Source:  CR p.280
Target Area:   Up to 560 cu. ft.; see text
Caster Level:   56
Fire Snake
DC: 32
Save: Reflex half
Time: 1 standard action
Duration: Instantaneous
Rng: 60 ft.
Comp: V, S, M (a snake scale)
SR: Yes
School: Evocation, FireSchool
Effect:  Creates a serpentine path of fire 280 ft. long that deals 56d6 fire damage.
Source:  APG p.222
Target Area:   see text
Caster Level:   56
Planar Adaptation
Save:
Time: 1 standard action
Duration: 56 hours [D]
Rng: Personal
Comp: V
SR:
School: Transmutation, AirSchool, EarthSchool, FireSchool, WaterSchool
Effect:  Resist harmful effects of other plane.
Source:  APG p.236
Target Area:   You
Caster Level:   56
LEVEL 6
Flesh to Stone
DC: 33
Save: Fortitude negates
Time: 1 standard action
Duration: Instantaneous
Rng: Medium (660 ft.)
Comp: V, S, M
SR: Yes
School: Transmutation, EarthSchool
Effect:  The subject, along with all its carried gear, turns into a mindless, inert statue.
Source:  CR p.284
Target Area:   One creature
Caster Level:   56
Stone to Flesh
DC: 33
Save: Fortitude negates (object); see text; Spell
Time: 1 standard action
Duration: Instantaneous
Rng: Medium (660 ft.)
Comp: V, S, M
SR: Yes
School: Transmutation, EarthSchool
Effect:  This spell restores a petrified creature to its normal state, restoring life and goods.
Source:  CR p.350
Target Area:   One petrified creature or a cylinder of stone from 1 ft. to 3 ft. in diameter and up to 10 ft. long
Caster Level:   56
Mislead
DC: 33
Save: None or Will disbelief (if interacted with); see text;
Time: 1 standard action
Duration: 56 rounds [D] and concentration + 3 rounds; see text
Rng: Close (165 ft.)
Comp: S
SR: No
School: Illusion
Effect:  You become invisible [as greater invisibility, a glamer], and at the same time, an illusory double of you [as major image, a figment] appears.
Source:  CR p.315
Target Area:   You/one illusory double
Caster Level:   56
Form of the Dragon I
Save: See text
Time: 1 standard action
Duration: 56 minutes [D]
Rng: Personal
Comp: V, S, M
SR: No
School: Transmutation
Effect:  You become a Medium chromatic or metallic dragon.
Source:  CR p.286
Target Area:   You
Caster Level:   56
LEVEL 7
Instant Summons
Save: None
Time: 1 standard action
Duration: Permanent until discharged
Rng: See text
Comp: V, S, M
SR: No
School: Conjuration
Effect:  You call some nonliving item directly to your hand from virtually any location.
Source:  CR p.301
Target Area:   One object weighing 10 lbs. or less whose longest dimension is 6 ft. or less
Caster Level:   56
Teleport (Greater)
DC: 34
Save: None and Will negates (object)
Time: 1 standard action
Duration: Instantaneous
Rng: Personal and touch
Comp: V
SR: No and yes (object)
School: Conjuration
Effect:  This spell functions like teleport, except that there is no range limit and there is no chance you arrive off target.
Source:  CR p.359
Target Area:   You and touched objects or other touched willing creatures
Caster Level:   56
Form of the Dragon II
Save: See text
Time: 1 standard action
Duration: 56 minutes [D]
Rng: Personal
Comp: V, S, M
SR: No
School: Transmutation
Effect:  This spell functions as form of the dragon I except that it also allows you to assume the form of a Large chromatic or metallic dragon.
Source:  CR p.286
Target Area:   You
Caster Level:   56
Phase Door
Save: None
Time: 1 standard action
Duration: One usage per two levels
Rng: Touch
Comp: V
SR: No
School: Conjuration
Effect:  This spell creates an ethereal passage through wooden, plaster, or stone walls, but not other materials.
Source:  CR p.320
Target Area:   Ethereal 5-ft.-by-8-ft. opening, 103 ft. deep
Caster Level:   56
LEVEL 8
Scintillating Pattern
Save: None
Time: 1 standard action
Duration: Concentration + 2 rounds
Rng: Close (165 ft.)
Comp: V, S, M
SR: Yes
School: Illusion
Effect:  A twisting pattern of coruscating colors weaves through the air, affecting creatures within.
Source:  CR p.336
Target Area:   Colorful lights in a 20-ft.-radius spread
Caster Level:   56
Sunburst
DC: 35
Save: Reflex partial; see text
Time: 1 standard action
Duration: Instantaneous
Rng: Long (2640 ft.)
Comp: V, S, M/DF
SR: Yes
School: Evocation
Effect:  Sunburst causes a globe of searing radiance to explode silently from a point you select.
Source:  CR p.355
Target Area:   80-ft.-radius burst
Caster Level:   56
Irresistible Dance
DC: 35
Save: Will partial
Time: 1 standard action
Duration: 1d4+1 rounds
Rng: Touch
Comp: V
SR: Yes
School: Enchantment
Effect:  The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping.
Source:  CR p.303
Target Area:   Living creature touched
Caster Level:   56
Form of the Dragon III
Save: See text
Time: 1 standard action
Duration: 56 minutes [D]
Rng: Personal
Comp: V, S, M
SR: No
School: Transmutation
Effect:  This spell functions as form of the dragon II save that it also allows you to take the form of a Huge chromatic or metallic dragon.
Source:  CR p.286
Target Area:   You
Caster Level:   56
LEVEL 9
Fiery Body
Save:
Time: 1 standard action
Duration: 56 minutes
Rng: Personal
Comp: V
SR:
School: Transmutation, FireSchool
Effect:  You gain various fire-related powers.
Source:  APG p.221
Target Area:   You
Caster Level:   56
Interplanetary Teleport
DC: 36
Save: None and Will negates (object)
Time: 1 standard action
Duration: Instantaneous
Rng: Personal and touch
Comp: V
SR: No and yes (object)
School: Conjuration
Effect:  Teleport to another planet.
Source:  UM p.225
Target Area:   You and touched objects or other touched willing creatures
Caster Level:   56
Wish
DC: 36
Save: None, see text
Time: 1 standard action
Duration: See text
Rng: See text
Comp: V, S, M
SR: Yes
School: Universal
Effect:  Wish is the mightiest spell a wizard or sorcerer can cast. By simply speaking aloud, you can alter reality to better suit you.
Source:  CR p.370
Target Area:   See text
Caster Level:   56
* = Domain/Specialty Spell

Bard Spells
LEVEL 0 1 2 3 4 5 6
KNOWN 6 6 6 6 6 5 5
SPELL POINT COST 0 1 4 9 16 25 36
LEVEL 0
Dancing Lights
Save: None
Time: 1 standard action
Duration: 1 minute [D]
Rng: Medium (300 ft.)
Comp: V, S
SR: No
School: Evocation
Effect:  You create up to four lights that resemble lanterns or torches.
Source:  CR p.263
Target Area:   Up to four lights, all within a 10-ft.-radius area
Caster Level:   20
Flare
DC: 27
Save: Fortitude negates
Time: 1 standard action
Duration: Instantaneous
Rng: Close (75 ft.)
Comp: V
SR: Yes
School: Evocation
Effect:  This cantrip creates a burst of light.
Source:  CR p.284
Target Area:   Burst of light
Caster Level:   20
Lullaby
DC: 27
Save: Will negates
Time: 1 standard action
Duration: Concentration + 20 rounds [D]
Rng: Medium (300 ft.)
Comp: V, S
SR: Yes
School: Enchantment
Effect:  Any creature within the area that fails a Will save becomes drowsy and inattentive, taking a -5 penalty on Perception checks and a -2 penalty on Will saves against sleep effects while the lullaby is in effect.
Source:  CR p.305
Target Area:   Living creatures within a 10-ft.-radius burst
Caster Level:   20
Open/Close
DC: 27
Save: Will negates (object)
Time: 1 standard action
Duration: Instantaneous
Rng: Close (75 ft.)
Comp: V, S, F
SR: Yes (object)
School: Transmutation
Effect:  You can open or close [your choice] a door, chest, box, window, bag, pouch, bottle, barrel, or other container.
Source:  CR p.317
Target Area:   Object weighing up to 30 lbs. or portal that can be opened or closed
Caster Level:   20
Read Magic
Save:
Time: 1 standard action
Duration: 200 minutes
Rng: Personal
Comp: V, S, F
SR:
School: Divination
Effect:  You can decipher magical inscriptions on objects--books, scrolls, weapons, and the like--that would otherwise be unintelligible.
Source:  CR p.330
Target Area:   You
Caster Level:   20
Summon Instrument
Save: None
Time: 1 round
Duration: 20 minutes [D]
Rng: 0 ft.
Comp: V, S
SR: No
School: Conjuration
Effect:  This spell summons one handheld musical instrument of your choice.
Source:  CR p.350
Target Area:   One summoned handheld musical instrument
Caster Level:   20
LEVEL 1
Flare Burst
DC: 28
Save: Fortitude negates
Time: 1 standard action
Duration: Instantaneous
Rng: Close (75 ft.)
Comp: V
SR: Yes
School: Evocation
Effect:  This spell functions as flare, except it affects all creatures in a 10-foot-radius burst from the target point.
Source:  APG p.223
Target Area:   10-ft.-radius burst of light
Caster Level:   20
Magic Aura
DC: 28
Save: None; see text
Time: 1 standard action
Duration: 20 days [D]
Rng: Touch
Comp: V, S, F
SR: No
School: Illusion
Effect:  You alter an item's aura so that it registers to detect spells as though it were nonmagical, or a magic item of a kind you specify, or the subject of a spell you specify.
Source:  CR p.307
Target Area:   One touched object weighing up to 100 lbs.
Caster Level:   20
Masterpiece (Triple Time)
DC:
Save:
Time: 1 minute
Duration:
Rng:
Comp:
SR:
School: Masterpiece
Effect:  
Source:  UM p.25
Target Area:  
Caster Level:   20
Play Instrument
Save: None
Time: 1 standard action
Duration: 200 minutes
Rng: Personal
Comp: V, S
SR: No
School: Divination
Effect:  Play instrument as if you were skilled.
Source:  UM p.231
Target Area:   You
Caster Level:   20
See Alignment
Save:
Time: 1 standard action
Duration: 1/round per level
Rng: Personal
Comp: V, S, M (eye of newt)
SR:
School: Divination
Effect:  Pick an alignment; in your sight, creatures and items with that alignment emit a ghostly radiance.
Source:  UC p.243
Target Area:   You
Caster Level:   20
Unnatural Lust
DC: 28
Save: Will negates
Time: 1 standard action
Duration: 1 round
Rng: Close (75 ft.)
Comp: V, S
SR: Yes
School: Enchantment
Effect:  Target is compelled to kiss or caress another.
Source:  UM p.245
Target Area:   One creature
Caster Level:   20
LEVEL 2
Acute Senses
DC: 29
Save: Will negates (harmless)
Time: 1 standard action
Duration: 20 minutes
Rng: Touch
Comp: V, S, M
SR: Yes
School: Transmutation
Effect:  Subject gains a bonus on Perception checks.
Source:  UM p.205
Target Area:   Creature touched
Caster Level:   20
Blood Biography
DC: 29
Save: Will negates (see text)
Time: 1 minute
Duration: Instantaneous
Rng: Touch
Comp: V, S, M/DF (a scrap of parchment)
SR: No
School: Divination
Effect:  Learn about a creature with its blood.
Source:  APG p.206
Target Area:   one creature's blood or one bloodstain
Caster Level:   20
Compassionate Ally
DC: 29
Save: Will negates
Time: 1 standard action
Duration: 20 rounds
Rng: Close (75 ft.)
Comp: V, S
SR: Yes
School: Enchantment
Effect:  Target is compelled to help injured ally.
Source:  UM p.211
Target Area:   One creature
Caster Level:   20
Hidden Speech
DC: 29
Save: Will negates (harmless)
Time: 1 standard action
Duration: 200 minutes [D]
Rng: Close (75 ft.)
Comp: V, S, M/DF (a cipher written on a piece of parchment)
SR: Yes
School: Transmutation
Effect:  Gain +10 on Bluff to send secret messages.
Source:  APG p.227
Target Area:   You plus 20 creatures, no two of which can be more than 30 ft. apart
Caster Level:   20
Share Memory
DC: 29
Save: Will negates
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes
School: Divination
Effect:  Share one memory with the target.
Source:  UM p.238
Target Area:   You and one creature touched
Caster Level:   20
Tongues
DC: 29
Save: Will negates (harmless)
Time: 1 standard action
Duration: 200 minutes
Rng: Touch
Comp: V, M/DF
SR: No
School: Divination
Effect:  This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect.
Source:  CR p.360
Target Area:   Creature touched
Caster Level:   20
LEVEL 3
Dispel Magic
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Medium (300 ft.)
Comp: V, S
SR: No
School: Abjuration
Effect:  You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster's spell.
Source:  CR p.272
Target Area:   One spellcaster, creature, or object
Caster Level:   20
Exquisite Accompaniment
Save: None
Time: 1 standard action
Duration: 20 rounds [D]
Rng: Personal
Comp: V, S
SR: No
School: Illusion
Effect:  Instrument maintains bardic performance for you.
Source:  UM p.219
Target Area:   Phantom instrument
Caster Level:   20
Haunting Choir
DC: 30
Save: Will negates
Time: 1 standard action
Duration: Concentration + 2 rounds
Rng: Close (75 ft.)
Comp: V, S
SR: Yes
School: Necromancy
Effect:  Spirits cause wracking pain to listeners.
Source:  UM p.222
Target Area:   30-ft.-radius emanation
Caster Level:   20
Phantom Driver
Save: None
Time: 10 minutes
Duration: 20 hours [D]
Rng: 10 ft.
Comp: V, S
SR: No
School: Conjuration
Effect:  Conjures a phantom to drive vehicles.
Source:  UC p.239
Target Area:   one quasi-real, humanlike creature
Caster Level:   20
Phantom Steed
Save: None
Time: 10 minutes
Duration: 20 hours [D]
Rng: 0 ft.
Comp: V, S
SR: No
School: Conjuration
Effect:  You conjure a Large, quasi-real, horselike creature.
Source:  CR p.319
Target Area:   One quasi-real, horselike creature
Caster Level:   20
Witness
DC: 30
Save: Will negates (harmless)
Time: 1 standard action
Duration: 20 minutes [D]
Rng: Long (1200 ft.)
Comp: V, S
SR: Yes (harmless)
School: Divination
Effect:  See through the target's eyes and ears.
Source:  UM p.249
Target Area:   One living creature
Caster Level:   20
LEVEL 4
Cure Critical Wounds
DC: 31
Save: Will half (harmless); see text
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless); see text
School: Conjuration
Effect:  When laying your hand upon a living creature, you channel positive energy that cures 4d8+20 points of damage.
Source:  CR p.262
Target Area:   Creature touched
Caster Level:   20
Dance of a Hundred Cuts
Save:
Time: 1 standard action
Duration: 20 rounds
Rng: Personal
Comp: V
SR:
School: Transmutation
Effect:  Gain +5 combat bonus.
Source:  UM p.215
Target Area:   You
Caster Level:   20
Daze, Mass
DC: 31
Save: Will negates
Time: 1 standard action
Duration: 1 round
Rng: Medium (300 ft.)
Comp: V, S
SR: Yes
School: Enchantment
Effect:  As daze, but affecting multiple creatures.
Source:  UM p.216
Target Area:   One or more humanoid creatures, no two of which may be more than 30 ft. apart
Caster Level:   20
Freedom of Movement
DC: 31
Save: Will negates (harmless)
Time: 1 standard action
Duration: 200 minutes
Rng: Personal or touch
Comp: V, S, M, DF
SR: Yes (harmless)
School: Abjuration
Effect:  This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web.
Source:  CR p.287
Target Area:   You or creature touched
Caster Level:   20
Legend Lore
Save:
Time: see text
Duration: See text
Rng: Personal
Comp: V, S, M, F
SR:
School: Divination
Effect:  Legend lore brings to your mind legends about an important person, place, or thing.
Source:  CR p.304
Target Area:   You
Caster Level:   20
Secure Shelter
Save: None
Time: 10 minutes
Duration: 40 hours [D]
Rng: Close (75 ft.)
Comp: V, S, M
SR: No
School: Conjuration
Effect:  You conjure a sturdy cottage or lodge made of material that is common in the area where the spell is cast.
Source:  CR p.338
Target Area:   20-ft.-square structure
Caster Level:   20
LEVEL 5
Cure Light Wounds (Mass)
DC: 32
Save: Will half (harmless) or Will half; see text
Time: 1 standard action
Duration: Instantaneous
Rng: Close (75 ft.)
Comp: V, S
SR: Yes (harmless) or yes; see text
School: Conjuration
Effect:  You channel positive energy to cure 1d8+20 points of damage points on each selected creature.
Source:  CR p.263
Target Area:   20 creatures, no two of which can be more than 30 ft. apart
Caster Level:   20
Dispel Magic (Greater)
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Medium (300 ft.)
Comp: V, S
SR: No
School: Abjuration
Effect:  This spell functions like dispel magic, except that it can end more than one spell on a target and it can be used to target multiple creatures.
Source:  CR p.272
Target Area:   One spellcaster, creature, or object; or a 20-ft.- radius burst
Caster Level:   20
Dream
Save: None
Time: 1 minute
Duration: See text
Rng: Unlimited
Comp: V, S
SR: Yes
School: Illusion
Effect:  You, or a messenger you touch, send a message to others in the form of a dream.
Source:  CR p.274
Target Area:   One living creature touched
Caster Level:   20
Ki Shout
DC: 32
Save: Fortitude partial (see text)
Time: 1 standard action
Duration: Instantaneous
Rng: Close (75 ft.)
Comp: V, S
SR: Yes
School: Evocation
Effect:  Target takes 20d6 sonic damage and is stunned.
Source:  UM p.226
Target Area:   One living creature
Caster Level:   20
Shadowbard
Save: None
Time: 1 standard action
Duration: 20 rounds [D]
Rng: Close (75 ft.)
Comp: V, S, M
SR: No
School: Illusion
Effect:  Shadowy duplicate starts a bardic performance.
Source:  UM p.236
Target Area:   Phantom singer
Caster Level:   20
LEVEL 6
Analyze Dweomer
DC: 33
Save: None or Will negates, see text
Time: 1 standard action
Duration: 20 rounds [D]
Rng: Close (75 ft.)
Comp: V, S, F
SR: No
School: Divination
Effect:  You can observe magical auras.
Source:  CR p.240
Target Area:   20 objects or creatures
Caster Level:   20
Getaway
Save: None
Time: 1 minute
Duration: 20 hours
Rng: unlimited
Comp: V, S, M (a brass doorknob)
SR: No
School: Conjuration
Effect:  Teleports a group of predetermined allies and creatures to a predetermined location.
Source:  APG p.225
Target Area:   You and 10 willing creatures, all of which must be within 30 feet of you
Caster Level:   20
Heroes' Feast
Save: None
Time: 10 minutes
Duration: 1 hour plus 12 hours; see text
Rng: Close (75 ft.)
Comp: V, S, DF
SR: No
School: Conjuration
Effect:  You bring forth a great feast, including a magnificent table, chairs, service, and food and drink.
Source:  CR p.295
Target Area:   Feast for 20 creatures
Caster Level:   20
Scrying (Greater)
DC: 33
Save: Will negates
Time: 1 standard action
Duration: 20 hours
Rng: See text
Comp: V, S
SR: Yes
School: Divination
Effect:  This spell functions like scrying, except as noted above.
Source:  CR p.337
Target Area:   Magical sensor
Caster Level:   20
Veil
DC: 33
Save: Will negates; see text
Time: 1 standard action
Duration: Concentration + 20 hours [D]
Rng: Long (1200 ft.)
Comp: V, S
SR: Yes; see text
School: Illusion
Effect:  You instantly change the appearance of the subjects and then maintain that appearance for the spell's duration.
Source:  CR p.364
Target Area:   One or more creatures, no two of which can be more than 30 ft. apart
Caster Level:   20
* = Domain/Specialty Spell

Oracle Spells
LEVEL 0 1 2 3 4 5 6 7 8 9
KNOWN 11 7 9 6 6 7 5 6 5 4
SPELL POINT COST 0 1 4 9 16 25 36 49 64 81
LEVEL 0
Bleed
DC: 27
Save: Will negates
Time: 1 standard action
Duration: Instantaneous
Rng: Close (90 ft.)
Comp: V, S
SR: Yes
School: Necromancy
Effect:  You cause a living creature that is below 0 hit points but stabilized to resume dying.
Source:  CR p.249
Target Area:   One living creature
Caster Level:   27
Create Water
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (90 ft.)
Comp: V, S
SR: No
School: Conjuration
Effect:  This spell generates wholesome, drinkable water, just like clean rain water.
Source:  CR p.262
Target Area:   Up to 54 gallons of water
Caster Level:   27
Guidance
DC: 27
Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 minute or until discharged
Rng: Touch
Comp: V, S
SR: Yes
School: Divination
Effect:  This spell imbues the subject with a touch of divine guidance.
Source:  CR p.292
Target Area:   Creature touched
Caster Level:   27
Light
Save: None
Time: 1 standard action
Duration: 270 minutes
Rng: Touch
Comp: V, M/DF
SR: No
School: Evocation
Effect:  This spell causes a touched object to glow like a torch.
Source:  CR p.304
Target Area:   Object touched
Caster Level:   27
Mending
DC: 27
Save: Will negates (harmless, object)
Time: 10 minutes
Duration: Instantaneous
Rng: 10 ft.
Comp: V, S
SR: Yes (harmless, object)
School: Transmutation
Effect:  This spell repairs damaged objects, restoring 1d4 hit points to the object.
Source:  CR p.312
Target Area:   One object of up to 27 lb.
Caster Level:   27
Purify Food and Drink
DC: 27
Save: Will negates (object)
Time: 1 standard action
Duration: Instantaneous
Rng: 10 ft.
Comp: V, S
SR: Yes (object)
School: Transmutation
Effect:  This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking.
Source:  CR p.328
Target Area:   27 cu. ft. of contaminated food and water
Caster Level:   27
Resistance
DC: 27
Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 minute
Rng: Touch
Comp: V, S, M/DF
SR: Yes (harmless)
School: Abjuration
Effect:  You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Source:  CR p.334
Target Area:   Creature touched
Caster Level:   27
Stabilize
DC: 27
Save: Will negates (harmless)
Time: 1 standard action
Duration: Instantaneous
Rng: Close (90 ft.)
Comp: V, S
SR: Yes (harmless)
School: Conjuration
Effect:  Upon casting this spell, you target a living creature that has -1 or fewer hit points.
Source:  CR p.348
Target Area:   One living creature
Caster Level:   27
Virtue
Save: None
Time: 1 standard action
Duration: 1 min.
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Transmutation
Effect:  With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point.
Source:  CR p.365
Target Area:   Creature touched
Caster Level:   27
Mage Hand
Save: None
Time: 1 standard action
Duration: Concentration
Rng: Close (90 ft.)
Comp: V, S
SR: No
School: Transmutation
Effect:  You point your finger at an object and can lift it and move it at will from a distance.
Source:  CR p.306
Target Area:   One nonmagical, unattended object weighing up to 5 lbs.
Caster Level:   27
Ghost Sound
DC: 27
Save: Will disbelief
Time: 1 standard action
Duration: 27 rounds [D]
Rng: Close (90 ft.)
Comp: V, S, M
SR: No
School: Illusion
Effect:  Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place.
Source:  CR p.289
Target Area:   Illusory sounds
Caster Level:   27
LEVEL 1
Bless Water
DC: 28
Save: Will negates (object)
Time: 1 minute
Duration: Instantaneous
Rng: Touch
Comp: V, S, M
SR: Yes (object)
School: Transmutation
Effect:  This transmutation imbues a flask of water with positive energy, turning it into holy water.
Source:  CR p.249
Target Area:   Flask of water touched
Caster Level:   27
Curse Water
DC: 28
Save: Will negates (object)
Time: 1 minute
Duration: Instantaneous
Rng: Touch
Comp: V, S, M
SR: Yes (object)
School: Necromancy
Effect:  This spell imbues a flask [1 pint] of water with negative energy, turning it into unholy water.
Source:  CR p.263
Target Area:   Flask of water touched
Caster Level:   27
Deadeye's Lore
Save:
Time: 1 round
Duration: 27 hours
Rng: Personal
Comp: V, S
SR:
School: Divination
Effect:  Gain a +4 bonus on Survival and move full speed while tracking.
Source:  UC p.227
Target Area:   You
Caster Level:   27
Endure Elements
DC: 28
Save: Will negates (harmless)
Time: 1 standard action
Duration: 24 hours
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Abjuration
Effect:  A creature protected by endure elements suffers no harm from being in a hot or cold environment.
Source:  CR p.277
Target Area:   Creature touched
Caster Level:   27
Sanctuary
DC: 28
Save: Will negates
Time: 1 standard action
Duration: 27 rounds
Rng: Touch
Comp: V, S, DF
SR: No
School: Abjuration
Effect:  Any opponent attempting to directly attack the warded creature, even with a targeted spell, must attempt a Will save.
Source:  CR p.336
Target Area:   Creature touched
Caster Level:   27
Detect Undead
Save: None
Time: 1 standard action
Duration: Concentration, up to 27 minutes [D]
Rng: 60 ft.
Comp: V, S, M/DF
SR: No
School: Divination
Effect:  You can detect the aura that surrounds undead creatures.
Source:  CR p.269
Target Area:   Cone-shaped emanation
Caster Level:   27
Cure Light Wounds
DC: 28
Save: Will half (harmless); see text
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless); see text
School: Conjuration
Effect:  When laying your hand upon a living creature, you channel positive energy that cures 1d8+5 points of damage.
Source:  CR p.263
Target Area:   Creature touched
Caster Level:   27
LEVEL 2
Consecrate
Save: None
Time: 1 standard action
Duration: 54 hours
Rng: Close (90 ft.)
Comp: V, S, M, DF
SR: No
School: Evocation
Effect:  This spell blesses an area with positive energy.
Source:  CR p.258
Target Area:   20-ft.-radius emanation
Caster Level:   27
Make Whole
DC: 29
Save: Will negates (harmless, object)
Time: 10 minutes
Duration: Instantaneous
Rng: Close (90 ft.)
Comp: V, S
SR: Yes (harmless, object)
School: Transmutation
Effect:  This spell functions as mending, except that it repairs 5d6 points of damage when cast on a construct creature.
Source:  CR p.311
Target Area:   One object of up to 270 cu. ft. or one construct creature of any size
Caster Level:   27
Masterwork Transformation
Save: None
Time: 1 hour
Duration: Instantaneous
Rng: Touch
Comp: V, S, M (see text)
SR: No
School: Transmutation
Effect:  Make a normal item into a masterwork one.
Source:  UM p.228
Target Area:   One weapon, suit of armor, tool, or skill kit touched
Caster Level:   27
Restoration (Lesser)
DC: 29
Save: Will negates (harmless)
Time: 3 rounds
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Conjuration
Effect:  Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores.
Source:  CR p.334
Target Area:   Creature touched
Caster Level:   27
Zone of Truth
DC: 29
Save: Will negates
Time: 1 standard action
Duration: 27 minutes
Rng: Close (90 ft.)
Comp: V, S, DF
SR: Yes
School: Enchantment
Effect:  Creatures within the emanation area [or those who enter it] can't speak any deliberate and intentional lies.
Source:  CR p.371
Target Area:   20-ft.-radius emanation
Caster Level:   27
Owl's Wisdom
DC: 29
Save: Will negates (harmless)
Time: 1 standard action
Duration: 27 minutes
Rng: Touch
Comp: V, S, M/DF
SR: Yes
School: Transmutation
Effect:  The transmuted creature becomes wiser gaining a +4 enhancement bonus to Wisdom.
Source:  CR p.318
Target Area:   Creature touched
Caster Level:   27
Minor Image
DC: 29
Save: Will disbelief (if interacted with)
Time: 1 standard action
Duration: Concentration + 2 rounds
Rng: Long (1480 ft.)
Comp: V, S, F
SR: No
School: Illusion
Effect:  This spell functions like silent image, except that minor image includes some minor sounds but not understandable speech.
Source:  CR p.314
Target Area:   Visual figment that cannot extend beyond 31 10-ft. cubes [S]
Caster Level:   27
Cure Moderate Wounds
DC: 29
Save: Will half (harmless) or Will half; see text
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless) or yes; see text
School: Conjuration
Effect:  When laying your hand upon a living creature, you channel positive energy that cures 2d8+10 points of damage.
Source:  CR p.263
Target Area:   Creature touched
Caster Level:   27
Levitate
Save: None
Time: 1 standard action
Duration: 27 minutes [D]
Rng: Personal or Close
Comp: V, S, F
SR: No
School: Transmutation, AirSchool
Effect:  Levitate allows you to move yourself, another creature, or an object up and down as you wish.
Source:  CR p.304
Target Area:   You or one willing creature or one object [total weight up to 2700 lbs.]
Caster Level:   27
LEVEL 3
Bestow Curse
DC: 30
Save: Will negates
Time: 1 standard action
Duration: Permanent
Rng: Touch
Comp: V, S
SR: Yes
School: Necromancy
Effect:  You place a curse on the subject.
Source:  CR p.247
Target Area:   Creature touched
Caster Level:   27
Create Food and Water
Save: None
Time: 10 minutes
Duration: 24 hours; see text
Rng: Close (90 ft.)
Comp: V, S
SR: No
School: Conjuration
Effect:  The food that this spell creates is simple fare of your choice--highly nourishing, if rather bland.
Source:  CR p.261
Target Area:   Food and water to sustain 81 humans or 27 horses for 24 hours
Caster Level:   27
Dispel Magic
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Medium (370 ft.)
Comp: V, S
SR: No
School: Abjuration
Effect:  You can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster's spell.
Source:  CR p.272
Target Area:   One spellcaster, creature, or object
Caster Level:   27
Remove Curse
DC: 30
Save: Will negates (harmless)
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Abjuration
Effect:  Remove curse can remove all curses on an object or a creature.
Source:  CR p.332
Target Area:   Creature or object touched
Caster Level:   27
Water Walk
DC: 30
Save: Will negates (harmless)
Time: 1 standard action
Duration: 270 minutes [D]
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Transmutation
Effect:  The transmuted creatures can tread on any liquid as if it were firm ground.
Source:  CR p.368
Target Area:   27 touched creatures
Caster Level:   27
Cure Serious Wounds
DC: 30
Save: Will half (harmless) or Will half; see text
Time: 1 standard action
Duration: Instantaneous
Rng: Close (90 ft.)
Comp: V, S
SR: Yes (harmless) or yes; see text
School: Conjuration
Effect:  When laying your hand upon a living creature, you channel positive energy that cures 3d8+15 points of damage.
Source:  CR p.263
Target Area:   Creature touched
Caster Level:   27
LEVEL 4
Control Summoned Creature
DC: 31
Save: Will negates
Time: 1 standard action
Duration: 27 rounds
Rng: Close (90 ft.)
Comp: V, S
SR: Yes
School: Enchantment
Effect:  Direct a summoned monster as if you had summoned it.
Source:  UM p.212
Target Area:   One summoned creature
Caster Level:   27
Death Ward
DC: 31
Save: Will negates (harmless)
Time: 1 standard action
Duration: 27 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Necromancy
Effect:  The subject gains a +4 morale bonus on saves against all death spells and magical death effects.
Source:  CR p.264
Target Area:   Living creature touched
Caster Level:   27
Neutralize Poison
DC: 31
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: Instantaneous or 270 minutes; see text
Rng: Touch
Comp: V, S, M/DF
SR: Yes (harmless, object)
School: Conjuration
Effect:  You detoxify any sort of venom in the creature or object touched.
Source:  CR p.316
Target Area:   Creature or object of up to 27 cu. ft. touched
Caster Level:   27
Restoration
DC: 31
Save: Will negates (harmless)
Time: 3 rounds
Duration: Instantaneous
Rng: Touch
Comp: V, S, M
SR: Yes (harmless)
School: Conjuration
Effect:  This spell functions like lesser restoration, except that it also dispels temporary negative levels or one permanent negative level.
Source:  CR p.334
Target Area:   Creature touched
Caster Level:   27
Discern Lies
DC: 31
Save: Will negates
Time: 1 standard action
Duration: Concentration, up to 27 rounds
Rng: Close (90 ft.)
Comp: V, S, DF
SR: No
School: Divination
Effect:  You know if the target deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying.
Source:  CR p.270
Target Area:   27 creatures, no two of which can be more than 30 ft. apart
Caster Level:   27
Cure Critical Wounds
DC: 31
Save: Will half (harmless); see text
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless); see text
School: Conjuration
Effect:  When laying your hand upon a living creature, you channel positive energy that cures 4d8+20 points of damage.
Source:  CR p.262
Target Area:   Creature touched
Caster Level:   27
LEVEL 5
Curse, Major
DC: 32
Save: Will negates
Time: 1 standard action
Duration: Permanent
Rng: Close (90 ft.)
Comp: V, S
SR: Yes
School: Necromancy
Effect:  As Bestow Curse, but harder to remove.
Source:  UM p.215
Target Area:   One creature
Caster Level:   27
Flame Strike
DC: 32
Save: Reflex half
Time: 1 standard action
Duration: Instantaneous
Rng: Medium (370 ft.)
Comp: V, S, DF
SR: Yes
School: Evocation
Effect:  A flame strike evokes a vertical column of divine fire dealing 15d6 points of damage.
Source:  CR p.283
Target Area:   Cylinder 10
Caster Level:   27
Hallow
DC: 32
Save: See text
Time: 24 hours
Duration: Instantaneous
Rng: Touch
Comp: V, S, M, DF
SR: See text
School: Evocation
Effect:  Hallow makes a particular site, building, or structure a holy site.
Source:  CR p.293
Target Area:   40-ft. radius emanating from the touched point
Caster Level:   27
Unhallow
DC: 32
Save: See text
Time: 24 hours
Duration: Instantaneous
Rng: Touch
Comp: V, S, M
SR: See text
School: Evocation
Effect:  Unhallow makes a particular site, building, or structure an unholy site.
Source:  CR p.363
Target Area:   40-ft. radius emanating from the touched point
Caster Level:   27
Telekinesis
DC: 32
Save: Will negates (object) or none; see text; Spell
Time: 1 standard action
Duration: Concentration [up to 27 rounds] or instantaneous; see text
Rng: Long (1480 ft.)
Comp: V, S
SR: Yes (object); see text
School: Transmutation
Effect:  You move objects or creatures by concentrating on them.
Source:  CR p.357
Target Area:   Or Targets see text
Caster Level:   27
Cure Light Wounds (Mass)
DC: 32
Save: Will half (harmless) or Will half; see text
Time: 1 standard action
Duration: Instantaneous
Rng: Close (90 ft.)
Comp: V, S
SR: Yes (harmless) or yes; see text
School: Conjuration
Effect:  You channel positive energy to cure 1d8+25 points of damage points on each selected creature.
Source:  CR p.263
Target Area:   27 creatures, no two of which can be more than 30 ft. apart
Caster Level:   27
True Seeing
DC: 32
Save: Will negates (harmless)
Time: 1 standard action
Duration: 27 minutes
Rng: Touch
Comp: V, S, M
SR: Yes (harmless)
School: Divination
Effect:  You confer on the subject the ability to see all things as they actually are.
Source:  CR p.363
Target Area:   Creature touched
Caster Level:   27
LEVEL 6
Find the Path
DC: 33
Save: None or Will negates (harmless)
Time: 3 rounds
Duration: 270 minutes
Rng: Personal or touch
Comp: V, S, F
SR: No or yes (harmless)
School: Divination
Effect:  The recipient of this spell can find the shortest, most direct physical route to a prominent specified destination, such as a city, keep, lake, or dungeon.
Source:  CR p.281
Target Area:   You or creature touched
Caster Level:   27
Heal
DC: 33
Save: Will negates (harmless)
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Conjuration
Effect:  Heal enables you to channel positive energy into a creature to wipe away injury and afflictions.
Source:  CR p.294
Target Area:   Creature touched
Caster Level:   27
Heroes' Feast
Save: None
Time: 10 minutes
Duration: 1 hour plus 12 hours; see text
Rng: Close (90 ft.)
Comp: V, S, DF
SR: No
School: Conjuration
Effect:  You bring forth a great feast, including a magnificent table, chairs, service, and food and drink.
Source:  CR p.295
Target Area:   Feast for 27 creatures
Caster Level:   27
Wind Walk
DC: 33
Save: No and Will negates (harmless)
Time: 1 standard action
Duration: 27 hours [D]; see text
Rng: Touch
Comp: V, S, DF
SR: No and yes (harmless)
School: Transmutation
Effect:  You alter the substance of your body to a cloudlike vapor and move through the air, possibly at great speed.
Source:  CR p.369
Target Area:   You and 9 touched creatures
Caster Level:   27
Cure Moderate Wounds (Mass)
DC: 33
Save: Will half (harmless); see text
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless); see text
School: Conjuration
Effect:  You channel positive energy to cure 2d8+27 points of damage points on each selected creature.
Source:  CR p.263
Target Area:   27 creatures, no two of which can be more than 30 ft. apart
Caster Level:   27
LEVEL 7
Bestow Grace of the Champion
DC: 34
Save: Will negates (harmless)
Time: 1 standard action
Duration: 27 rounds [see text]
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Transmutation
Effect:  Target gains paladin abilities.
Source:  UM p.208
Target Area:   Lawful good creature touched
Caster Level:   27
Control Weather
Save: None
Time: 10 minutes; see text
Duration: 4d12 hours; see text
Rng: 2 miles
Comp: V, S
SR: No
School: Transmutation, AirSchool, WaterSchool
Effect:  You change the weather in the local area.
Source:  CR p.261
Target Area:   2-mile-radius circle, centered on you; see text
Caster Level:   27
Regenerate
DC: 34
Save: Fortitude negates (harmless)
Time: 3 full rounds
Duration: Instantaneous
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Conjuration
Effect:  The subject's severed body members [fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures], broken bones, and ruined organs grow back
Source:  CR p.331
Target Area:   Living creature touched
Caster Level:   27
Cure Serious Wounds (Mass)
DC: 34
Save: Will half (harmless); see text
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless); see text
School: Conjuration
Effect:  You channel positive energy to cure 3d8+27 points of damage points on each selected creature.
Source:  CR p.263
Target Area:   27 creatures, no two of which can be more than 30 ft. apart
Caster Level:   27
Ethereal Jaunt
Save:
Time: 1 standard action
Duration: 27 rounds [D]
Rng: Personal
Comp: V, S
SR:
School: Transmutation
Effect:  You become ethereal, along with your equipment.
Source:  CR p.279
Target Area:   You
Caster Level:   27
Reverse Gravity
DC: 34
Save: None; see text
Time: 1 standard action
Duration: 27 rounds [D]
Rng: Medium (370 ft.)
Comp: V, S, M/DF
SR: No
School: Transmutation, EarthSchool
Effect:  This spell reverses gravity in an area, causing unattached objects and creatures in the area to fall upward and reach the top of the area in 1 round.
Source:  CR p.335
Target Area:   Up to 27 10-ft. cubes [S]
Caster Level:   27
LEVEL 8
Discern Location
Save: None
Time: 10 minutes
Duration: Instantaneous
Rng: Unlimited
Comp: V, S, DF
SR: No
School: Divination
Effect:  A discern location spell is among the most powerful means of locating creatures or objects.
Source:  CR p.270
Target Area:   One creature or object
Caster Level:   27
Fire Storm
DC: 35
Save: Reflex half
Time: 1 standard action
Duration: Instantaneous
Rng: Medium (370 ft.)
Comp: V, S
SR: Yes
School: Evocation
Effect:  When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame.
Source:  CR p.282
Target Area:   54 10-ft. cubes [S]
Caster Level:   27
Planar Ally (Greater)
Save: None
Time: 10 minutes
Duration: Instantaneous
Rng: Close (90 ft.)
Comp: V, S, M, DF
SR: No
School: Conjuration
Effect:  This spell functions like lesser planar ally, except that you may call a single creature of 18 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 18.
Source:  CR p.320
Target Area:   Up to three called outsiders, totaling no more than 18 HD, no two of which can be more than 30 ft. apart when they appear.
Caster Level:   27
Cure Critical Wounds (Mass)
DC: 35
Save: Will half (harmless); see text
Time: 1 standard action
Duration: Instantaneous
Rng: Close (90 ft.)
Comp: V, S
SR: Yes (harmless); see text
School: Conjuration
Effect:  You channel positive energy to cure 4d8+27 points of damage points on each selected creature.
Source:  CR p.262
Target Area:   27 creatures, no two of which can be more than 30 ft. apart
Caster Level:   27
Moment of Prescience
Save:
Time: 1 standard action
Duration: 27 hours or until discharged
Rng: Personal
Comp: V, S
SR:
School: Divination
Effect:  This spell grants you a sixth sense.
Source:  CR p.315
Target Area:   You
Caster Level:   27
LEVEL 9
Create Demiplane, Greater
Save: None
Time: 6 hours
Duration: 27 days or instantaneous
Rng: 0 ft.
Comp: V, S, F (500 gp forked metal rod)
SR: No
School: Conjuration
Effect:  As create demiplane, but larger and with more planar traits.
Source:  UM p.213
Target Area:   Extradimensional demiplane, up to 540 10-ft. cubes [S]
Caster Level:   27
Gate
Save: None
Time: 1 standard action
Duration: Instantaneous or concentration [up to 27 rounds]; see text
Rng: Medium (370 ft.)
Comp: V, S, M (see text)
SR: No
School: Conjuration, AirSchool, EarthSchool, FireSchool, WaterSchool
Effect:  Casting a gate spell creates an interdimensional connection between your plane of existence and a plane you specify. You may call a particular individual or kind of being through the gate.
Source:  CR p.287
Target Area:   See text
Caster Level:   27
True Resurrection
DC: 36
Save: None, see text
Time: 10 minutes
Duration: Instantaneous
Rng: Touch
Comp: V, S, M, DF
SR: Yes (harmless)
School: Conjuration
Effect:  This spell functions like raise dead, except that you can resurrect a creature that has been dead for as long as 270 years.
Source:  CR p.362
Target Area:   Dead creature touched
Caster Level:   27
Astral Projection
Save: None
Time: 30 minutes
Duration: See text
Rng: Touch
Comp: V, S, M
SR: Yes
School: Necromancy
Effect:  By freeing your spirit from your physical body, this spell allows you to project an astral body onto another plane altogether.
Source:  CR p.244
Target Area:   You plus 13 additional willing creatures touched
Caster Level:   27
* = Domain/Specialty Spell


Racial Innate
Shadow Walk (DC:28)


Permanency Spell Spells
At Will Darkvision (DC:10)
At Will Detect Magic (DC:)
At Will Magic Fang (DC:10)
At Will Resistance (DC:10)
At Will See Invisibility (DC:)
At Will Telepathic Bond (DC:)
At Will Tongues (DC:10)


Taiolu
Taiolu's portrait
Human (Immortal)
RACE
Taiolu automaticly uses a wish spell to return to his base body when slain. This is done before he gets a new body. He also uses Restoration automaticly.
RACE NOTE
"13"
AGE
5' 2"
HEIGHT
107 lbs.
WEIGHT
Blue
EYE COLOR
Slightly Tan
SKIN COLOR
Black
HAIR COLOR
Wavy
HAIR STYLE
Ability Loss
PHOBIAS
Very Cruel with Words, Uncaring and Nonjudgemental
PERSONALITY TRAITS
Knowledge, Children, Child Nudity, Power
INTERESTS
Common, Easily Exciteable, "Not my fault! Well... this time."
SPOKEN STYLE
The Bare Rider, Honored Ancient Red Fairy Dragon, Immortal One, Jōnin of the Loin Ninja Clan, Master of the Four Winds, Ace of the Fighter's Guild, High Royal Guard, Royal Knight-Sentinel, Eternal Heir of the World Serpent Tribe
TITLES
High Immortal Royal Bare Knight-Dragon of the World Serpent's Four Winds
DESIGNATED COMBINED TITLE
The Bare Higher Ace Rider
TITLE NICKNAME
Description

Taiolu is a tattooed child who seems somewhat out of place. There is a hint of magic about him that always seems there. He is often naked in times that you would not consider 'proper' and this can lead to confusion. He's toned and well built for a child and he has the strength to back it. He recently hit puberdy and as such has devoloped some pubic hair which is bound to be seen sooner or later.

Home

Some Huge City, Royal Court

Biography

A time ago a wizard made a bargain with a demon named Ipos. He was going to be considered a god who can attain knowledge and mastery with ease. Ipos was quick to grant this contract, and then kill the subject on the spot. This soul was the damned soul, one of the 10 beings that was put into Taiolu. A mere infant in the hands of a barbarian tribe was offered to Ipos and there was a fusion. The child was going to be raised to lead the tribe, all the bloodlines were set. Dragons, Fey, Generations of planning. And then, the barbarians picked a fight they couldn't win, and the children of the barbarians were raised in a monastery. Taiolu was the youngest of them.


Taiolu was brought up by monks of the four winds. These monks simply taught the methods of being one with existance. There were lessons about fairies, elementals and things like that. There was also lessons about the pinnacle of the order, immortality. Taiolu was perhaps a student gifted greatly with this. He reached the pinnacle at the age of 10. The monks were astounded by this feat, so much so that he was sent off to see the four winds themselves.


Taiolu found himself in a city, in that city he found himself in the fighter's guild. It was here that his skills as a monk were refined even further with the skills as a brawler. Things were normal, usually kill bandits or monsters things like that. Taiolu was able to combine his skills as a monk with the skills of a fighter to the point that he'd be considered even more of a maaster. It didn't end there, not even close. Sometimes a war breaks out, and sometimes that war means the fighter's guild sends out men. Taiolu got more formal training as an honor guard, he was one of the best and he was more than happy with this position. In time, he reached a total of 3 pinnacles, he didn't want to stop.


Taiolu inbetween missions met Wuff, his mount, in a outdoor dungeon, the two quickly bonded over thier bloodline. Taiolu got a thing for magic here, it wasn't as he expected and he learned skills as a bard would. It was still spontanious magic mind you, and it really made a difference. He was to have a higher position when he got back. Taiolu and Wuff formed a close bond that exists to this day, Taiolu rides Wuff and most times he'll do so naked as per request of an anonymous leader member. Taiolu became known as The Bare Rider, which oddly enough struck fear into his enemies.


Taiolu was given formal training when the war ended, for a higher position in the court he got himself as a court bard. It was a slow start, he figured learning from a ninja clan would keep his mind off how long it was taking him. He didn't come close to the pinnacle, while he was as proud as he could be before, he no longer was. He tried new things to try and find inspiration, it came to theft, dealing, and eventually... rape, specifically rape of the 8 year old prince. The worst part about it is he found his goals, the prince kept quiet and he had the change forced upon him needed. Oddly enough a wizard was nice enough to point him the right way, he was to meet with the fairies and the red dragons.


To say it was a quest was to be an understatement, Taiolu died, quite often. The wilds were not nice to him and he had to pick up the ways of a ranger with them. He never figured out ranger magic though, instead he learned a few tricks to handle that. He found himself welcome at a fairy council, he was... suprised. Eventually it was hinted at his bloodline, and he'd figure out the rest when he figures out the rest. The Red Dragon Council was... different. Taiolu was to be a nude exotic slave until he figures things out. There was no quest to save him, he was able to leave in the event he died, which isn't an issue for an immortal.


The Kobolds at one point brought a 6 year old child with them, one that got lost in the woods. Taiolu needed to know where his parents were. The child kept on going about Taiolu being nude, it was near endless. Taiolu wound up raping the kid to keep him quiet. It stirred something in him, he felt it, raw magic. He wound up raping the kid over and over to master the feeling. The kid didn't survive but... Taiolu wound up mastering his bloodline in mere seconds and 3 well placed wishes revived the kid, and another made him forget about the rape. Taiolu wound up learning more from the dragon, almost as a disciple. He learned new martial arts, more everything. Being a Disciple of a Dragon, Sorcery, Eldrich Knighthood, all these things just required some freedom.


Taiolu in time was sent off, the dragon who put him under his wing was content. Taiolu returned to the city, it's been 3 years. Taiolu found himself as the personal protector of the prince he raped. He was to be the Stalwart Defender, a job he did well. There was... a catch however, the prince remembered everything. Taiolu was on a whim, placed in the outskirts out of the city. Where the beginning was to be. A tribe of barbarians, who were talking about the tiger of the four winds. Taiolu fit the description fully and he was to be the long lost heir of the tribe. When he grew up he'd lead it. About that... immortality isn't always a boon, upon explaining that, he was killed, he respawned, and he was named the eternal heir. He was known as the 0th in line, to have a higher position in the tribe than the leader's first born but be lower than the leader. He learned how emotions completed him, the aspects of law was left to a few details now.


Taiolu's vacation ended on the prince's 12th birthday, where he gave a mission. Teach him the ways of the four winds. Taiolu's student... succeeded 4 months after his 13th birthday. Taiolu was known as High Captain of the Royal Court. Taiolu's uniform at the prince's decression, was nudity. Taiolu didn't mind and most of all, nobody questioned the sex they had. Years passed, and the prince became a king. In time Taiolu was allowed the royal gate. Taiolu could go to any reality with this, the king offered it as a retirement of sorts. The eternally 13 21 year old figured maybe, just maybe Taiolu would find his way better like this.


Outside of the world, Taiolu became afflicted with pure knowledge. He learned more about the mysteries of life and this has lead him to prohecies of the enlighened. All of these mixed with his tribe's control of emotion and all the lore he learned made him a near master. He even learned how to use his magic for trickery and fun. Eventually he found himself as the role of a world hopper. The uncaring immortal force was just here to further what he considers what should be done. He's a force of good that does evil time to time, he's a guard that doesn't follow everything true.


Wuff Multitasking Animal Companion Taiolu Not Meant For Standard Play True Neutral (Every Alignment At Once) None 578 Click for Bio
Character Name OVERCLASS NAME PLAYER CAMPAIGN ALIGNMENT DEITY SPELL POINTS
100 Semi Scaled to 50 System Not Used Companion Dog Medium / 5 ft. by 5 ft. 4' 11" 111 lbs. Blindsense (60 ft.), Darkvision (60 ft.), Low-Light Vision
LEVEL EXPERIENCE RACE SIZE / FACE HEIGHT WEIGHT VISION
Magical Aura Capped 3 Male Hazel Black, Short Asexual
QUIRK NEXT LEVEL AGE GENDER EYES HAIR SEXUAL ORIENTATION
Animal (Animal) 16 / Barbarian (Savage Barbarian) 6 / Ninja (Ninja) 4 / Ranger (Skirmisher) 4 / Sorcerer (Crossblooded) 9 / Fighter (Savage Warrior) 5 / Eldritch Knight (Eldrich Knight) 6 / Monk (Monk of the Four Winds) 20 / Oracle (Enlightened Philosopher) 20 / Dragon Disciple (Dragon Disciple) 10
CLASS
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
Strength
16 +3 20 +5
DEX
Dexterity
22 +6 20 +5
CON
Constitution
22 +6 24 +7
INT
Intelligence
13 +1 13 +1
WIS
Wisdom
15 +2 15 +2
CHA
Charisma
21 +5 21 +5

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE
REDUCTION

SPEED
HP
Hit Points
812




  
Walk 110 ft. Fly 90 ft. (Average)
AC
Armour Class
48 : 24 : 48 = 10 + 0 + 0 + 5 + 0 + 24 + 2 + 0 + 7
TOTAL TOUCH FLAT BASE ARMOR
BONUS
SHIELD
BONUS
STAT
BONUS
SIZE
BONUS
NATURAL
ARMOR
DODGE
BONUS
DEFLECTION
BONUS
MISC
BONUS
INITIATIVE
Modifier
+11 = +5 + +6
TOTAL DEX MISC
BASE ATTACK
Bonus
+39/+34/+29/+24


0 +0 30  
MISS
CHANCE
ARCANE
FAILURE
ARMOR
CHECK
MAX
DEX
SPELL
RESIST.
TEMP
SAVING THROWS TOTAL BASE ABILITY MAGIC EPIC MISC TEMPORARY
Fortitude
Constitution
+42 = +27 + +7 + +0
+ +0
+ +8
+
Reflex
Dexterity
+37 = +24 + +5 + +0
+ +0
+ +8
+
Will
Wisdom
+30 = +24 + +2 + +0
+ +0
+ +4
+
CONDITIONAL MODIFIERS:
+1 morale bonus on saving throws against fear when wearing no armor
+2 vs. enchantment spells and effects
TOTAL BASE ATTACK STAT SIZE EPIC MISC TEMP
MELEE
ATTACK BONUS
+49/+44/+39/+34 = +39/+34/+29/+24
+ +5 + +0
+ 0
+ +0
+
RANGED
ATTACK BONUS
+49/+44/+39/+34 = +39/+34/+29/+24
+ +5 + +0
+ 0
+ +0
+
CMB
ATTACK BONUS
+54 = +39
+ +5 + +0
+ +0
+ +72
+
CMB +54 +56 +54 +56 +54 +54
CMD 73 79 72 75 73 73
GRAPPLE TRIP DISARM SUNDER BULL RUSH OVERRUN

CONDITIONAL MODIFIERS:
You gain a +2 bonus on Attack rolls and Damage rolls against native outsiders.
Unarmed
TOTAL ATTACK BONUS DAMAGE CRITICAL
+42/+37/+32/+27
3d8+6
20/x2
NATURAL RANGE TYPE SIZE SPECIAL PROPERTIES
Unarmed Strike
5 ft.
B
M
 

Flurry of Blows
TOTAL ATTACK BONUS DAMAGE CRITICAL
+42/+42/+42/+42/+36/+31/+26
3d8+6
20/x2
NATURAL RANGE TYPE SIZE SPECIAL PROPERTIES
Unarmed Strike
0 ft.
B
M
 

Bite
TOTAL ATTACK BONUS DAMAGE CRITICAL
+42
1d8+10
20/x2
NATURAL RANGE TYPE SIZE SPECIAL PROPERTIES
Fangs
0 ft.
BPS
S
 

Claw
TOTAL ATTACK BONUS DAMAGE CRITICAL
+42/+42
2d6+6
20/x2
NATURAL RANGE TYPE SIZE SPECIAL PROPERTIES
Paw Tips
0 ft.
BS
M
 

1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand.
SKILLS MAX
RANKS
100/100
SKILL NAME ABILITY SKILL
MODIFIER
ABILITY
MODIFIER
RANKS MISC
MODIFIER
  Acrobatics DEX 16 = 5
+ 8
+ 3
  Appraise INT 10 = 1
+ 6
+ 3
  Bluff CHA 14 = 5
+ 6
+ 3
  Climb STR 20 = 5
+ 12
+ 3
  Craft (Untrained) INT 1 = 1
+ 0
+ 0
  Diplomacy CHA 12 = 5
+ 4
+ 3
  Disable Device DEX 10 = 5
+ 2
+ 3
  Disguise CHA 13 = 5
+ 4
+ 4
  Escape Artist DEX 28 = 5
+ 16
+ 7
  Fly DEX 28 = 5
+ 20
+ 3
  Handle Animal CHA 12 = 5
+ 4
+ 3
  Heal WIS 21 = 2
+ 12
+ 7
  Intimidate CHA 21 = 5
+ 8
+ 8
  Knowledge (Arcana) INT 30 = 1
+ 20
+ 9
  Knowledge (Dungeoneering) INT 8 = 1
+ 4
+ 3
  Knowledge (Geography) INT 26 = 1
+ 22
+ 3
  Knowledge (History) INT 6 = 1
+ 2
+ 3
  Knowledge (Local) INT 10 = 1
+ 6
+ 3
  Knowledge (Nature) INT 39 = 1
+ 29
+ 9
  Knowledge (Nobility) INT 16 = 1
+ 12
+ 3
  Knowledge (Planes) INT 12 = 1
+ 8
+ 3
  Knowledge (Religion) INT 8 = 1
+ 4
+ 3
  Linguistics(Common, Draconic, Elven, Sylvan) INT 8 = 1
+ 4
+ 3
  Perception WIS 29 = 2
+ 24
+ 3
  Perform (Act) CHA 21 = 5
+ 13
+ 3
  Perform (Comedy) CHA 21 = 5
+ 13
+ 3
  Perform (Dance) CHA 21 = 5
+ 13
+ 3
  Perform (Oratory) CHA 16 = 5
+ 8
+ 3
  Perform (Sing) CHA 16 = 5
+ 8
+ 3
  Perform (Untrained) CHA 5 = 5
+ 0
+ 0
  Profession (Soldier) WIS 25 = 2
+ 20
+ 3
  Ride DEX 22 = 5
+ 14
+ 3
  Sense Motive WIS 15 = 2
+ 10
+ 3
  Sleight of Hand DEX 20 = 5
+ 12
+ 3
  Spellcraft INT 19 = 1
+ 15
+ 3
  Stealth DEX 34 = 5
+ 22
+ 7
  Survival WIS 31 = 2
+ 26
+ 3
  Swim STR 30 = 5
+ 22
+ 3
  Use Magic Device CHA 14 = 5
+ 6
+ 3
◆ = Useable Untrained
CONDITIONAL MODIFIERS:
You gain a +2 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks, Initiative checks and cannot be tracked in urban terrain
You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against native outsiders.

WEIGHT ALLOWANCE
Light 200 Medium 400 Heavy 600
Lift Over Head 600 Lift Off Ground 1200 Push Or Drag 3000

1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand.
WUFF DOES NOT USE ARMOR
Art is DJ Rogers
Standard Outfit
Art is DJ Rogers
WUFF DOES NOT USE ARMOR
LANGUAGES
Common, Draconic, Elven, Sylvan
PROFICIENCIES
Natural, Close (Claws Only)
Archetypes
Crossblooded A crossblooded bloodline combines the powers of two distinct heritages.
Enlightened Philosopher The enlightened philosopher seeks enlightenment through compassion, moderation, and humility.
Monk of the Four Winds The monk of the four winds is connected to the natural world in a way few other creatures-even other monks- can hope to match. He can call upon the elements and the spirits of the world in times of need, and as he nears his goal of perfection, he gains the ability to slow down time and even defeat death itself. A monk of the four winds has the following class features.
Savage Barbarian Some barbarians are truly savage, having little training in modern arms. These savage barbarians learn to avoid blows and toughen up their skin.
Savage Warrior Warriors' might is not measured only by their skill with steel, but also by their ability to inflict death with fang and claw, horn and hoof, and every exotic appendage the natural and unnatural world has to offer.
Skirmisher Many rangers rely on spells, but there are some who eschew aid from divine powers for their own reasons. Skirmishers rely on their wits, their wisdom, and sometimes even instinct to aid in their quests.
Traits
Adopted [Paizo Inc. - Advanced Player's Guide, p.329]
     You were adopted and raised by someone not of your actual race, and raised in a society not your own. You may immediately select a race trait from your adoptive parent's race.
Elven Reflexes [Paizo Inc. - Advanced Player's Guide, p.331]
     One of your parents was a member of a wild elven tribe, and you've inherited a portion of your elven parent's quick reflexes. You gain a +2 trait bonus on Initiative checks.
Reactionary [Paizo Inc. - Advanced Player's Guide, p.328]
     You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
SPECIAL ATTACKS
Blindsense (Ex) [Paizo Inc. - Core Rulebook, p.382]
     At 5th level, the dragon disciple gains blindsense with a range of 30 feet. Using nonvisual senses the dragon disciple notices things he cannot see. He usually does not need to make Perception checks to notice and pinpoint the location of creatures within range of his blindsense ability, provided that he has line of effect (see page 215) to that creature. Any opponent the dragon disciple cannot see still has total concealment against him, and the dragon disciple still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. At 10th level, the range of this ability increases to 60 feet.
Breath Weapon (Su) [Paizo Inc. - Core Rulebook, p.75]
     You gain the use of a 30-ft.-cone breath weapon 3/day that deals 19d6 points of fire damage. Those caught in the breath receive a Reflex save for half damage (DC 24).
Dragon Bite (Ex) [Paizo Inc. - Core Rulebook, p.382]
     At 2nd level, whenever the dragon disciple uses his bloodline to grow claws, he also gains a bite attack. This is a primary natural attack that deals 1d6 points of damage (1d4 if the dragon disciple is small) plus 1-1/2 times the dragon disciple's Strength modifier. Upon reaching 6th level, this bite also deals 1d6 points of energy damage. The type of damage dealt is determined by the dragon disciple's bloodline.
Dragon Form (Sp) [Paizo Inc. - Core Rulebook, p.382]
     At 7th level, a dragon disciple can assume the form of a dragon. This ability works like form of the dragon I. At 10th level, this ability functions as form of the dragon II and the dragon disciple can use this ability twice per day. His caster level for this effect is equal to his effective sorcerer levels for his draconic bloodline. Whenever he casts form of the dragon, he must assume the form of a dragon of the same type as his bloodline.
Flurry of Blows (Ex) [Paizo Inc. - Core Rulebook, p.57]
     You can make a flurry of blows as a full-attack action. You can make a flurry of blows as a full-attack action. When doing so, you may make three additional attacks using any combination of unarmed strikes or attack with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting, Improved Two-Weapon Fighting, and Greater Two-Weapon Fighting feats. For the purpose of these attacks, your base attack bonus is equal to your monk level. For all other purposes, such as qualifying for a feat or a prestige class, you use your normal base attack bonus.
Ki Pool (Su) [Paizo Inc. - Core Rulebook, p.59]
     You have a pool of 23 ki points, supernatural energy he can use to accomplish amazing feats. You have a pool of 23 ki points, supernatural energy you can use to accomplish amazing feats. As long as you have at least 1 point in your ki pool, you can make a ki strike. Ki strike allows your unarmed attacks to be treated as magic, cold iron, silver, lawful, and adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness. By spending 1 point from your ki pool, you can make one additional attack at your highest attack bonus when making a Flurry of Blows attack. In addition, you can spend 1 point to increase your speed by 20 feet for 1 round. Finally, you can spend 1 point from your ki pool to give yourself a +4 dodge bonus to AC for 1 round. Each use of these powers is activated as a swift action. The ki pool is replenished after 8 hours of rest or meditation; these hours do not need to be consecutive.
Outsider (Native) (Ex) [Paizo Inc. - Core Rulebook, p.64]
     You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against native outsiders. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Quivering Palm (Su) [Paizo Inc. - Core Rulebook, p.60]
     You can set up vibrations within the body of another creature that can thereafter be fatal if you so desire. You can use this attack once per day, and you must announce your intent before making your attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if you strike successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, you can try to slay the victim at any later time, as long as the attempt is made within a 0 days. To make such an attempt, you merely will the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 12), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. You can have no more than 1 quivering palm attack at one time. If you use quivering palm while another is still in effect, the previous effect is negated.
ANIMAL TRICKS
Air Walk The animal is trained to move with the aid of the air walk spell.
Come The animal comes to you, even if it normally would not do so.
Defend 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.
Down 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.
Fetch The animal goes and gets something. If you do not point out a specific item, the animal fetches a random object.
Heel The animal follows you closely, even to places where it normally wouldn't go.
Perform The animal performs a variety of simple tricks, such as sitting up, rolling over, roaring or barking, and so on.
Seek The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay 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.
Swooping Charge The falconer's bird companion flies up and then swoops down into a charge. To perform this trick, the companion must be able to fly, and it must be outdoors or someplace with enough room for the bird to fly great distances in (a grand cathedral may have enough room, but dungeons usually do not). It spends a full-round action flying to a high vantage point, and on the next round makes a charge attack upon an enemy the falconer designates. If that charge attack hits, the bird deals 2d4 points of damage instead of 1d4 with its bite and gains a x4 critical modifier when making the attack. If the bird hits, the target is staggered for 1 round.
Track The animal tracks the scent presented to it. (This requires the animal to have the scent ability.)
Work The animal pulls or pushes a medium or heavy load.
SPECIAL QUALITIES
Ability Boost (Ex) [Paizo Inc. - Core Rulebook, p.]
     As a dragon disciple gains levels in this prestige class, his ability scores increase as noted on Table 11-4. These increases stack and are gained as if through level advancement.
AC Bonus (Ex) [Paizo Inc. - Core Rulebook, p.57]
     When unarmored and unencumbered, you add +7 to your AC and your CMD. These bonuses apply even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.
Armor Training (Ex) [Paizo Inc. - Core Rulebook, p.55]
     You are more maneuverable while wearing armor. Whenever you are wearing armor, you reduce the armor check penalty by 1 and increase the maximum Dexterity bonus allowed by your armor by +1
Aspect Master (Su) [Paizo Inc. - Advanced Player's Guide, p.112]
     At 17th level, a monk of the four winds must choose an aspect of one of the great spirits of the world. Once made, this choice cannot be changed. This spirit grants the monk a new appearance and new abilities, as well as changing or augmenting the monk's personality in some way. Once this choice is made, it cannot be changed. The monk must abide by the alignment restrictions of the aspect. If the monk ever changes his alignment to something outside the aspect's alignment restrictions, he loses this ability and cannot regain it unless his alignment later changes again to match that of the aspect. This ability replaces timeless body.
Aspect of the Tiger [Paizo Inc. - Advanced Player's Guide, p.112]
     Dark stripes appear on the monk's skin, and his face becomes more feline. His eyes become catlike, with vertical pupils, and his canines enlarge. Once per hour, the monk can move at 10 times his normal land speed when he makes a charge and is treated as if he had the pounce ability. The tiger is swift, fierce, and deadly - a monk of any alignment can take on the aspect of the tiger.
Bloodline Arcana [Paizo Inc. - Core Rulebook, p.76]
     Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2.
Bloodline Arcana [Paizo Inc. - Core Rulebook, p.75]
     Whenever you cast a spell with the fire descriptor, that spell deals +1 point of damage per die rolled.
Blood of Dragons [Paizo Inc. - Core Rulebook, p.381]
     A dragon disciple adds his level to his sorcerer levels when determining the powers gained from his bloodline. If the dragon disciple does not have levels of sorcerer, he instead gains bloodline powers of the draconic bloodline, using his dragon disciple level as his sorcerer level to determine the bonuses gained. He must choose a dragon type upon gaining his first level in this class and that type must be the same as his sorcerer type. This ability does not grant bonus spells to a sorcerer unless he possesses spell slots of an appropriate level. Such bonus spells are automatically granted if the sorcerer gains spell slots of the spell's level.
Bonus Feat [Paizo Inc. - Core Rulebook, p.385]
     At 1st level, an eldritch knight may choose a bonus combat feat. This is in addition to the feats that a character of any class normally gets from advancing levels. The character must still meet any prerequisites for these bonus feats. An eldritch knight gains an additional combat feat at 5th and 9th level.
Bonus Feats [Paizo Inc. - Core Rulebook]
     At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Breath Weapon (Su) [Paizo Inc. - Core Rulebook, p.]
     At 3rd level, a dragon disciple gains the breath weapon bloodline power, even if his level does not yet grant that power. Once his level is high enough to grant this ability through the bloodline, the dragon disciple gains an additional use of his breath weapon each day. The type and shape of the breath weapon depends on the type of dragon selected by the dragon disciple, as detailed under the Draconic sorcerer bloodline description (see page 75).
Cantrips [Paizo Inc. - Core Rulebook, p.71]
     You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Claws (Su) [Paizo Inc. - Core Rulebook, p.75]
    
Darkvision (Ex) [Paizo Inc. - Bestiary]
     Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Diamond Body (Su) [Paizo Inc. - Core Rulebook, p.59]
     You are immune to poisons of all kinds.
Diamond Soul (Ex) [Paizo Inc. - Core Rulebook, p.59]
     You gain spell resistance 30. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk's spell resistance.
Diverse Training [Paizo Inc. - Core Rulebook, p.385]
     An eldritch knight adds his level to any levels of fighter he might have for the purpose of meeting the prerequisites for feats (if he has no fighter levels, treat his eldritch knight levels as levels of fighter). He also adds his level to any levels in an arcane spellcasting class for the purpose of meeting the prerequisites for feats.
Draconic Bloodline (Red) [Paizo Inc. - Ultimate Magic, p.75]
     At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.
Empty Body (Su) [Paizo Inc. - Core Rulebook, p.60]
     You can assume an ethereal state for 1 minute as though using the spell Etherealness. Using this ability is a move action that consumes 3 points for your Ki pool. This ability only affects you and cannot be used to make other creatures ethereal.
Enhanced Cures (Su) [Paizo Inc. - Advanced Player's Guide, p.49]
     Whenever you cast a cure spell, the maximum number of hit points healed is based on your oracle level, not the limit based on the spell. For example, casting cure light wounds heals 1d8+20 hit points instead of the normal 1d8+5 maximum.
Fast Movement (Ex) [Paizo Inc. - Core Rulebook, p.31]
     Your land speed is faster than the norm for your race by +10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load.
Fast Movement (Ex) [Paizo Inc. - Core Rulebook, p.59]
     You gain a +60 feet enhancement bonus to your land speed. If you wear armor or carry a medium or heavy load, you lose this extra speed.
Favored Terrain (Urban) (Ex) [Paizo Inc. - Core Rulebook, p.65]
     You gain a +2 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills in urban terrain (buildings, streets, and sewers). Likewise, you get a +2 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.
Fey Bloodline [Paizo Inc. - Ultimate Magic, p.76]
     The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. This tends to make you more emotional than most, prone to bouts of extreme joy and rage.
Fey Magic (Su) [Paizo Inc. - Core Rulebook, p.76]
     You may reroll any caster level check made to overcome spell resistance. You must decide to use this ability before the results are revealed. You must take the second result, even if it is worse. You can use this ability at will.
Final Revelation [Paizo Inc. - Ultimate Magic, p.58]
     You achieve true enlightenment and become one with the universe. You receive a +5 bonus on all saving throws. You become immune to confusion, exhaustion, fatigue, nausea, and sickened effects. You can take 20 on all Knowledge skill checks. Should you die, you are reborn 3 days later as a living example of the summoning of your chosen philosophy (treat as the reincarnate spell).
Haunted [Paizo Inc. - Advanced Player's Guide, p.44]
     Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises).
Healing Hands (Ex) [Paizo Inc. - Advanced Player's Guide, p.49]
     You gain a +4 bonus on Heal checks. You may provide first aid to two people or treat two people for poison as a standard action (make a separate Heal check for each creature). When using the Heal skill to treat wounds from caltrops (and so on), treat deadly wounds, treat poison, treat disease, or treat long-term care, you may treat double the normal number of people you may treat at the same time. You may provide longterm care for yourself.
High Jump (Ex) [Paizo Inc. - Core Rulebook, p.59]
     You can adds +20 to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, you always count as having a running start when making jump checks using Acrobatics. By spending 1 point from your ki pool as a swift action, you gain a +20 bonus on Acrobatics checks made to jump for 1 round.
Hunting Companions (Ex) [Paizo Inc. - Core Rulebook, p.66]
     You form a powerful band with your companions. You may spend a move action to grant half your favored enemy bonus against a single target to all allies within 30 feet who can see or hear you for 2 rounds. This bonus does not stack with any favored enemy bonuses possessed by your allies; they use whichever bonus is higher.
Immortality (Su) [Paizo Inc. - Advanced Player's Guide, p.112]
     At 20th level, a monk of the four winds no longer ages. He remains in his current age category forever. Even if the monk comes to a violent end, he spontaneously reincarnates (as the spell) 24 hours later in a place of his choosing within 20 miles of the place he died. The monk must have visited the place in which he returns back to life at least once. This ability replaces perfect self.
Immunity to Disease (Ex) [Paizo Inc. - Bestiary, p.301]
     You are never subject to disease effects.
Immunity to Exhaustion (Ex) [Paizo Inc. - Bestiary, p.301]
     You can never be exhausted.
Immunity to Fatigue (Ex) [Paizo Inc. - Bestiary, p.301]
     You can never be fatigued.
Immunity to Poison (Ex) [Paizo Inc. - Bestiary, p.301]
     You never take poison damage.
Improved Evasion (Ex) [Paizo Inc. - Core Rulebook]
     You can avoid damage from many area-effect attacks. If you make a successful Reflex save against an attack that normally deals half damage on a successful save, you instead take no damage, and even on a failed saving throw you take only half damage. If you are helpless, you do not gain the benefit of improved evasion.
Improved Uncanny Dodge (Ex) [Paizo Inc. - Core Rulebook]
     You can no longer be flanked. This defense denies a rogue the ability to sneak attack you by flanking you, unless the attacker is a rogue of at least level 8.
Ki Pool (Su) [Paizo Inc. - Ultimate Combat]
     A ninja with this ability has a pool of 23 ki points, supernatural energy she can use to accomplish amazing feats. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. The ninja can now use ki points from this pool to power the abilities of every class she possesses that grants a ki pool.
Ledge Walker (Ex) [Paizo Inc. - Core Rulebook, p.68]
     This ability allows you to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, you are not flat-footed when using Acrobatics to move along narrow surfaces.
Life Mysteries [Paizo Inc. - Advanced Player's Guide, p.48]
     You draw upon the divine mystery of Life to grant your spells and powers.
Lifesense (Su) [Paizo Inc. - Advanced Player's Guide, p.49]
     You notice and locate living creatures within 30 feet, just as if you possessed the blindsight ability. You must be at least 11th level to select this revelation.
Low-Light Vision (Ex) [Paizo Inc. - Bestiary]
     You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Maneuver Training (Ex) [Paizo Inc. - Core Rulebook, p.59]
     A monk uses his monk level in place of his base attack bonus when calculating his combat maneuver bonus. Base attack bonuses granted from other classes are unaffected and are added normally.
Mental Acuity (Ex) [Paizo Inc. - Advanced Player's Guide, p.50]
     Your explorations into the secret mysteries of the world have granted you a preternatural understanding of all thingsQand you just keep getting smarter. You gain a +1 inherent bonus to Intelligence upon taking this revelation and another at every third oracle level gained thereafter. You must be at least 7th level to select this revelation.
Moment of Clarity (Ex) [Paizo Inc. - Core Rulebook, p.33]
     You do not gain any benefits or take any of the penalties from rage for 1 round. This includes the penalty to Armor Class and the restriction on what actions can be performed. This round still counts against your total number of rounds of rage per day. This power can only be used once per rage. Activating this power is a swift action.
Naked Courage (Ex) [Paizo Inc. - Advanced Player's Guide, p.79]
     At 3rd level, the savage barbarian gains a +1 dodge bonus to AC and a +1 morale bonus on saving throws against fear when wearing no armor (shields are allowed). This bonus increases by +1 for every six levels after 3rd. This ability replaces trap sense.
Natural Armor Increase (Ex) [Paizo Inc. - Core Rulebook, p.381]
     As his skin thickens, a dragon disciple takes on more and more of his progenitor's physical aspect. At 1st, 4th, and 7th level, a dragon disciple gains an increase to the character's existing natural armor (if any), as indicated on Table 11-4. These armor bonuses stack.
Natural Savagery (Ex) [Paizo Inc. - Advanced Player's Guide, p.107]
     At 5th level, a savage warrior gains a +1 bonus on attack and damage rolls with natural weapons. This bonus also applies to CMB and CMD for grappling. This bonus increases by +1 for every four levels beyond 5th. This ability replaces weapon training 1.
Ninja Trick [Paizo Inc. - Ultimate Combat]
     As a ninja continues her training, she learns a number of tricks that allow her to confuse her foes and grant her supernatural abilities. Starting at 2nd level, a ninja gains one ninja trick. She gains one additional ninja trick for every 2 levels attained after 2nd. Unless otherwise noted, a ninja cannot select an individual ninja trick more than once. Tricks marked with an asterisk (*) add effects to a ninja's sneak attack. Only one of these tricks can be applied to an individual attack and the decision must be made before the attack is made.
Ninja Weapon Proficiencies [Paizo Inc. - Ultimate Combat]
     Ninja are proficient with all simple weapons, plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi. They are proficient with light armor but not with shields.
No Trace (Ex) [Paizo Inc. - Ultimate Combat, p.16]
     The ninja learnt to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round.
Orisons [Paizo Inc. - Advanced Player's Guide, p.45]
     You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Permanency Spell / Arcane Sight (20) [Paizo Inc. - Core Rulebook]
     Self Only, (7,500GP), Caster Level 20. This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The effect is similar to that of a detect magic spell, but arcane sight does not require concentration and discerns aura location and power more quickly. You know the location and power of all magical auras within your sight. An aura's power depends on a spell's functioning level or an item's caster level, as noted in the description of the detect magic spell. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. [Make one check per aura; DC 15 + spell level, or 15 + one-half caster level for a nonspell effect.] If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine [spell-like abilities register as arcane], and the strength of the most powerful spell or spell-like ability the creature currently has available for use.
Permanency Spell / Darkvision (20) [Paizo Inc. - Core Rulebook]
     Self Only, (5,000GP), Caster Level 20. The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision does not grant one the ability to see in magical darkness.
Permanency Spell / Magic Fang (20) [Paizo Inc. - Core Rulebook]
     (2,500GP), Caster Level 20. Magic fang gives one natural weapon of the subject a +1 enhancement bonus on attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon. [The spell does not change an unarmed strike's damage from nonlethal damage to lethal damage.]
Permanency Spell / Resistance (20) [Paizo Inc. - Core Rulebook]
     (2,500GP), Caster Level 20. You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Permanency Spell / Telepathic Bond (20) [Paizo Inc. - Core Rulebook]
     (12,500GP), Caster Level 20. You forge a telepathic bond among yourself and a number of willing creatures, each of which must have an Intelligence score of 3 or higher. Each creature included in the link is linked to all the others. The creatures can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance [although not from one plane to another]. If desired, you may leave yourself out of the telepathic bond forged. This decision must be made at the time of casting. Telepathic bond can be made permanent with a permanency spell, though it only bonds two creatures per casting of permanency.
Permanency Spell / Tongues (20) [Paizo Inc. - Core Rulebook]
     Self Only, (7,500GP), Caster Level 20. This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don't speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way.
Poison Use [Paizo Inc. - Ultimate Combat]
     At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.
Purity of Body (Ex) [Paizo Inc. - Core Rulebook, p.59]
     You are immune to all diseases, including supernatural and magical diseases.
Quick Reflexes (Ex) [Paizo Inc. - Core Rulebook, p.33]
     While raging, you can make one additional attack of opportunity per round.
Rage (Ex) [Paizo Inc. - Core Rulebook, p.32]
     You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 26 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 200 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.
Rage (Ex) [Paizo Inc. - Core Rulebook, p.32]
     You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 26 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 200 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.
Rogue Talent [Paizo Inc. - Ultimate Combat]
     The ninja can select a rogue talent in place of a ninja trick. The ninja cannot select a rogue talent that has the same name as a ninja trick. The ninja can select this talent multiple times.
Safe Curing (Su) [Paizo Inc. - Advanced Player's Guide, p.49]
     Whenever you cast a spell that cures the target of hit point damage, you do not provoke attacks of opportunity for spellcasting.
Scent (Ex) [Paizo Inc. - Bestiary, p.304]
     You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.
Slow Fall (Ex) [Paizo Inc. - Core Rulebook, p.59]
     You can use a nearby wall to slow your descent. You can use a nearby wall to slow your descent and fall any distance without harm.
Slow Metabolism (Ex) [Paizo Inc. - Ultimate Combat]
     The ninja has a slower-than-normal metabolism. She can hold her breath for twice as long as normal before needing to make Constitution checks (four times her Constitution score). In addition, whenever the ninja is poisoned, the time between saving throws (the poison's frequency) is doubled. Thus, a poison that has a frequency of 1/round for 6 rounds would instead be 1/2 rounds for 12 rounds.
Slow Time (Su) [Paizo Inc. - Advanced Player's Guide, p.112]
     At 12th level, a monk of the four winds can use his ki to slow time or quicken his movements, depending on the observer. As a swift action, the monk can expend 6 ki points to gain three standard actions during his turn instead of just one. The monk can use these actions to do the following: take a melee attack action, use a skill, use an extraordinary ability, or take a move action. The monk cannot use these actions to cast spells or use spell-like abilities, and cannot combine them to take full-attack actions. Any move actions the monk makes this turn do not provoke attacks of opportunity. This ability replaces abundant step.
Sneak Attack [Paizo Inc. - Ultimate Combat, p.13]
     If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The ninja's attacks deal extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. This extra damage is 2d6. Bonus damage from sneak attacks is precision damage. Should the ninja score a critical hit with a sneak attack, this precision damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (such as a sap, whip, or unarmed strike), a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual -4 penalty. The ninja must be able to see the target well enough to pick out a vital spot, and must be able to reach this spot. A ninja cannot sneak attack while striking a creature that has concealment.
Spark of Life (Ex) [Paizo Inc. - Advanced Player's Guide, p.107]
     At 2nd level, a savage warrior gains a +1 bonus on saving throws made against energy drain and death effects. This bonus increases by +1 for every four levels beyond 2nd. This ability replaces bravery.
Spirit Boost (Su) [Paizo Inc. - Advanced Player's Guide, p.49]
     Whenever your healing spells heal a target up to its maximum hit points, any excess points persist for 20 round(s) as temporary hit points (up to a maximum of 20 temporary hit points).
Still Mind (Ex) [Paizo Inc. - Core Rulebook, p.59]
     You gain a +2 bonus on saving throws against enchantment spells and effects.
Superstition (Ex) [Paizo Inc. - Core Rulebook, p.33]
     You gain a +3 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. While raging, you cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.
Swift Foot (Ex) [Paizo Inc. - Core Rulebook, p.34]
     You gain a +5-foot enhancement bonus to your speed. This increase is always active while you are raging.
Tongue of the Sun and Moon (Ex) [Paizo Inc. - Core Rulebook, p.60]
     You can speak with any living creature.
Track (Ex) [Paizo Inc. - Core Rulebook, p.64]
     You gain +2 to Survival checks made to follow tracks.
Uncanny Dodge (Ex) [Paizo Inc. - Core Rulebook]
     You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.
Wholeness of Body (Su) [Paizo Inc. - Core Rulebook, p.59]
     You can heal your own wounds as a standard action. You can heal 20 hit points of damage by using 2 points from your ki pool.
Wild Empathy (Ex) [Paizo Inc. - Core Rulebook, p.50/64]
     You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+9 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.
Wings (Su) [Paizo Inc. - Core Rulebook, p.75]
     As a standard action, leathery wings grow from your back, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.
Wings (Su) [Paizo Inc. - Core Rulebook, p.]
     At 9th level, a dragon disciple gains the wings bloodline power, even if his level does not yet grant that power. Once his level is high enough to grant this ability through the bloodline, the dragon disciple's speed increases to 90 feet.
Woodland Stride (Ex) [Paizo Inc. - Core Rulebook, p.76]
     You can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.
FEATS
Armor Proficiency, Light [Paizo Inc. - Core Rulebook, p.118]
    You are skilled at wearing light armor.
Blind-Fight [Paizo Inc. - Core Rulebook, p.118]
    You are skillled at attacking opponents that you cannot clearly perceive.
Burning Spell [Paizo Inc. - Ultimate Magic, p.143]
    You cause creatures to take extra damage when you affect them with a spell that has the acid or fire descriptor.
Catch Off-Guard [Paizo Inc. - Core Rulebook, p.119]
    Foes are surprised by your skilled use of unorthodox and improvised weapons.
Combat Reflexes [Paizo Inc. - Core Rulebook, p.119]
    You can make additional attacks of opportunity.
Deflect Arrows [Paizo Inc. - Core Rulebook, p.121]
    You can know arrows and other projectiles off course, preventing them from hitting you.
Diehard [Paizo Inc. - Core Rulebook, p.122]
    You are especially hard to kill. Not only do your wounds automatically stabilize when grievously injured, but you can remain conscious and continue to act even at death's door.
Djinni Spirit [Paizo Inc. - Ultimate Combat, p.97]
    By calling upon the spirits of storms, you can manipulate lightning to protect yourself and buffet your enemies with peals of thunder.
Djinni Style [Paizo Inc. - Ultimate Combat, p.97]
    Your hands sheathed in an auras of lightning, you move like the wind.
Dodge [Paizo Inc. - Core Rulebook, p.122]
    Your training and reflexes allow you to react swiftly to avoid an opponent's attack.
Dragon Ferocity [Paizo Inc. - Ultimate Combat, p.98]
    You attack with the strength of a dragon, your telling blows striking fear into your enemies.
Dragon Roar [Paizo Inc. - Ultimate Combat, p.98]
    The spirit of the dragon wells up inside you and bursts forth in a mighty roar.
Dragon Style [Paizo Inc. - Ultimate Combat, p.98]
    You call upon the spirit of dragonkind, gaining greater resilience, mobility, and fierceness from the blessing of these great beings.
Ectoplasmic Spell [Paizo Inc. - Advanced Player's Guide, p.158]
    Your spells breach the gulf between dimensions, sending ghostly emanations into the ether.
Eldritch Claws [Paizo Inc. - Advanced Player's Guide, p.158]
    Who needs magic weapons? Eldritch tricks are no match for your bestial ferocity.
Elemental Fist [Paizo Inc. - Advanced Player's Guide, p.158]
    You empower your strike with elemental energy
Endurance [Paizo Inc. - Core Rulebook, p.112]
    Harsh conditions or long exertions do not easily tire you.
Eschew Materials [Paizo Inc. - Core Rulebook, p.123]
    You can cast many spells without needing to utilize minor material components.
Exotic Weapon Proficiency (Katana) [Paizo Inc. - Core Rulebook, p.123]
    You understand how to use your chosen exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.
Extra Ki (3x) [Paizo Inc. - Core Rulebook, p.124]
    You can use your ki pool more times per day than most.
Extra Rage [Paizo Inc. - Core Rulebook, p.124]
    You can use your rage ability more than narmal.
Extra Rage Power [Paizo Inc. - Advanced Player's Guide, p.160]
    You have unlocked a new ability to use while raging.
Fast Healer [Paizo Inc. - Advanced Player's Guide, p.160]
    You benefit greatly from your healing, be it from spells or natural healing.
Flyby Attack [Paizo Inc. - Bestiary, p.315]
    This creature can make an attack before and after it moves while flying.
Greater Wild Empathy (Fey, Vermin) [Paizo Inc. - Ultimate Magic, p.152]
    
Great Fortitude [Paizo Inc. - Core Rulebook, p.124]
    You are resistant to poisons, diseases, and other deadly maladies.
Hammer the Gap [Paizo Inc. - Ultimate Combat, p.103]
    You repeatedly strike the same location, causing increasing amounts of damage.
Hover [Paizo Inc. - Bestiary, p.315]
    This creature can hover in place with ease and can kick up clouds of dust and debris.
Improved Counterspell [Paizo Inc. - Core Rulebook, p.126]
    You are skilled at countering the spells of others using similar spells.
Improved Feint [Paizo Inc. - Core Rulebook, p.127]
    You are skilled at fooling your opponents in combat.
Improved Initiative [Paizo Inc. - Core Rulebook, p.127]
    Your quick reflexes allow you to react quickly to danger.
Improved Lightning Reflexes [Paizo Inc. - Core Rulebook, p.127]
    You have a knack for avoiding danger all around you.
Improved Natural Armor (17x) [Paizo Inc. - Bestiary, p.315]
    This creature's hide is tougher than most.
Improved Natural Attack (Bite, Claw, Unarmed Strike) [Paizo Inc. - Bestiary, p.315]
    Attacks made by one natural weapon leaves vicious wounds.
Improved Sunder [Paizo Inc. - Core Rulebook, p.128]
    You are skilled at damaging your foes' weapons and armor.
Improved Trip [Paizo Inc. - Core Rulebook, p.128]
    You are skilled at sending your opponents to the ground.
Improved Unarmed Strike [Paizo Inc. - Core Rulebook, p.128]
    You are skilled while fighting unarmed.
Intimidating Prowess [Paizo Inc. - Core Rulebook, p.128]
    Your physical might is intimidating to others.
Ki Stand [Paizo Inc. - Ultimate Magic, p.153]
    If an opponent knocks you down, you swiftly rebound with an attack.
Lightning Reflexes [Paizo Inc. - Core Rulebook, p.130]
    You have faster reflexes than normal.
Merciful Spell [Paizo Inc. - Advanced Player's Guide, p.165]
    Your damaging spells subdue rather than kill.
Power Attack [Paizo Inc. - Core Rulebook, p.131]
    You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Quicken Spell [Paizo Inc. - Core Rulebook, p.132]
    You can cast spells in the fraction of the normal time.
Rending Claws [Paizo Inc. - Advanced Player's Guide, p.168]
    Your claw attacks do greater harm to your enemy.
Run [Paizo Inc. - Core Rulebook, p.132]
    You are swift of foot.
Silent Spell [Paizo Inc. - Core Rulebook, p.133]
    You can cast your spells without making any sound.
Simple Weapon Proficiency [Paizo Inc. - Core Rulebook, p.133]
    You are trained in the use of basic weapons.
Skill Focus (Knowledge (Arcana), Knowledge (Nature)) [Paizo Inc. - Core Rulebook, p.134]
    You are particularly adept at your chosen skill.
Snatch Arrows [Paizo Inc. - Core Rulebook, p.134]
    Instead of knocking an arrow or ranged attack aside, you can catch it in mid-flight.
Spring Attack [Paizo Inc. - Core Rulebook, p.134]
    You can deftly move up to a foe, strike, and withdraw before he can react.
Stand Still [Paizo Inc. - Core Rulebook, p.134]
    You can stop foes that try to move past you.
Stealthy [Paizo Inc. - Core Rulebook, p.135]
    You are good at avoiding attention and slipping out of bonds.
Still Spell [Paizo Inc. - Core Rulebook, p.135]
    You can cast spells without moving.
Stunning Fist [Paizo Inc. - Core Rulebook, p.135]
    You know just where to strike to temporarily stun a foe. 41/day (DC 62)
Toughness [Paizo Inc. - Core Rulebook, p.135]
    You have enhanced physical stamina.


Permanency Spell Spell-like Abilities
Arcane Sight
Save:
Time: 1 standard action, at will
Duration: 20 minutes [D]
Rng: Personal
Comp: V, S
SR:
School: Divination
Effect:  This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you.
Source:  CR p.244
Target Area:   You
Caster Level:   20
Darkvision
DC: 10
Save: Will negates (harmless)
Time: 1 standard action, at will
Duration: 20 hours
Rng: Touch
Comp: V, S, M
SR: Yes (harmless)
School: Transmutation
Effect:  The subject gains the ability to see 60 feet even in total darkness.
Source:  CR p.264
Target Area:   Creature touched
Caster Level:   20
Magic Fang
DC: 10
Save: Will negates (harmless)
Time: 1 standard action, at will
Duration: 20 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Transmutation
Effect:  Magic fang gives one natural weapon or unarmed strike of the subject a +1 enhancement bonus on attack and damage rolls.
Source:  CR p.308
Target Area:   Living creature touched
Caster Level:   20
Resistance
DC: 10
Save: Will negates (harmless)
Time: 1 standard action, at will
Duration: 1 minute
Rng: Touch
Comp: V, S, M/DF
SR: Yes (harmless)
School: Abjuration
Effect:  You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Source:  CR p.334
Target Area:   Creature touched
Caster Level:   20
Telepathic Bond
Save: None
Time: 1 standard action, at will
Duration: 200 minutes [D]
Rng: Close (75 ft.)
Comp: V, S, M
SR: No
School: Divination
Effect:  You forge a telepathic bond among yourself and a number of willing creatures, each of which must have an Intelligence score of 3 or higher.
Source:  CR p.358
Target Area:   You plus 6 willing creatures, no two of which can be more than 30 ft. apart
Caster Level:   20
Tongues
DC: 10
Save: Will negates (harmless)
Time: 1 standard action, at will
Duration: 200 minutes
Rng: Touch
Comp: V, M/DF
SR: No
School: Divination
Effect:  This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect.
Source:  CR p.360
Target Area:   Creature touched
Caster Level:   20



Sorcerer Spells
LEVEL 0 1 2 3 4 5 6 7 8 9
KNOWN 8 5 5 5 3 4 3 3 3 3
SPELL POINT COST 0 1 4 9 16 25 36 49 64 81
LEVEL 0
Detect Magic
Save: None
Time: 1 standard action
Duration: Concentration, up to 21 minutes [D]
Rng: 60 ft.
Comp: V, S
SR: No
School: Divination
Effect:  You detect magical auras.
Source:  CR p.267
Target Area:   Cone-shaped emanation
Caster Level:   21
Detect Poison
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (75 ft.)
Comp: V, S
SR: No
School: Divination
Effect:  You determine whether a creature, object, or area has been poisoned or is poisonous.
Source:  CR p.268
Target Area:   Or Area one creature, one object, or a 5-ft. cube
Caster Level:   21
Haunted Fey Aspect
Save:
Time: 1 standard action
Duration: 21 rounds [D]
Rng: Personal
Comp: S
SR:
School: Illusion
Effect:  You surround yourself with disturbing illusions.
Source:  UC p.230
Target Area:   You
Caster Level:   21
Message
Save: None
Time: 1 standard action
Duration: 210 minutes
Rng: Medium (310 ft.)
Comp: V, S, F
SR: No
School: Transmutation, AirSchool
Effect:  You can whisper messages and receive whispered replies.
Source:  CR p.313
Target Area:   21 creatures
Caster Level:   21
Open/Close
DC: 15
Save: Will negates (object)
Time: 1 standard action
Duration: Instantaneous
Rng: Close (75 ft.)
Comp: V, S, F
SR: Yes (object)
School: Transmutation
Effect:  You can open or close [your choice] a door, chest, box, window, bag, pouch, bottle, barrel, or other container.
Source:  CR p.317
Target Area:   Object weighing up to 30 lbs. or portal that can be opened or closed
Caster Level:   21
Prestidigitation
DC: 15
Save: See text
Time: 1 standard action
Duration: 1 hour
Rng: 10 ft.
Comp: V, S
SR: No
School: Universal
Effect:  Prestidigitations are minor tricks that novice spellcasters use for practice.
Source:  CR p.325
Target Area:   See text
Caster Level:   21
Resistance
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 minute
Rng: Touch
Comp: V, S, M/DF
SR: Yes (harmless)
School: Abjuration
Effect:  You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Source:  CR p.334
Target Area:   Creature touched
Caster Level:   21
Spark
DC: 15
Save: Fortitude negates (object)
Time: 1 standard action
Duration: Instantaneous
Rng: Close (75 ft.)
Comp: V or S
SR: Yes (object)
School: Evocation, FireSchool
Effect:  Ignites flammable objects.
Source:  APG p.246
Target Area:   one Fine object
Caster Level:   21
LEVEL 1
Disguise Self
Save:
Time: 1 standard action
Duration: 210 minutes [D]
Rng: Personal
Comp: V, S
SR:
School: Illusion
Effect:  You make yourself--including clothing, armor, weapons, and equipment--look different.
Source:  CR p.271
Target Area:   You
Caster Level:   21
Sleep
DC: 18
Save: Will negates
Time: 1 round
Duration: 21 minutes
Rng: Medium (310 ft.)
Comp: V, S, M
SR: Yes
School: Enchantment
Effect:  A sleep spell causes a magical slumber to come upon 4 HD of creatures.
Source:  CR p.344
Target Area:   One or more living creatures within a 10-ft.-radius burst
Caster Level:   21
Summon Minor Monster
Save: None
Time: 1 round
Duration: 21 rounds [D]
Rng: Close (75 ft.)
Comp: V, S, F/DF
SR: No
School: Conjuration
Effect:  Summon 1d3 Tiny animals
Source:  UM p.241
Target Area:   1d3 summoned creatures
Caster Level:   21
True Strike
Save:
Time: 1 standard action
Duration: See text
Rng: Personal
Comp: V, F
SR:
School: Divination
Effect:  You gain temporary, intuitive insight into the immediate future during your next attack.
Source:  CR p.363
Target Area:   You
Caster Level:   21
Entangle
DC: 16
Save: Reflex partial; see text
Time: 1 standard action
Duration: 21 minutes [D]
Rng: Long (1240 ft.)
Comp: V, S, DF
SR: No
School: Transmutation
Effect:  This spell causes tall grass, weeds, and other plants to wrap around foes in the area of effect or those that enter the area.
Source:  CR p.278
Target Area:   Plants in a 40-ft.-radius spread
Caster Level:   21
LEVEL 2
Detect Thoughts
DC: 17
Save: Will negates; see text
Time: 1 standard action
Duration: Concentration, up to 21 minutes [D]
Rng: 60 ft.
Comp: V, S, F/DF
SR: No
School: Divination
Effect:  You detect surface thoughts.
Source:  CR p.268
Target Area:   Cone-shaped emanation
Caster Level:   21
Haunting Mists
DC: 17
Save: Will partial (see text)
Time: 1 standard action
Duration: 21 minutes [D]
Rng: 20 ft.
Comp: V, S
SR: No
School: Illusion
Effect:  Creatures are shaken and take Wis damage.
Source:  UM p.222
Target Area:   Cloud spreads in 20-ft. radius, 20 ft. high
Caster Level:   21
Knock
Save: None
Time: 1 standard action
Duration: Instantaneous; see text
Rng: Medium (310 ft.)
Comp: V
SR: No
School: Transmutation
Effect:  Knock opens stuck, barred, or locked doors, as well as those subject to hold portal or arcane lock.
Source:  CR p.303
Target Area:   One door, box, or chest with an area of up to 210 sq. ft.
Caster Level:   21
Share Language
DC: 17
Save: Will negates (harmless)
Time: 1 standard action
Duration: 24 hours
Rng: Touch
Comp: V, S, M (a page from a dictionary)
SR: Yes (harmless)
School: Divination
Effect:  Subject understands chosen language.
Source:  APG p.243
Target Area:   creature touched
Caster Level:   21
Hideous Laughter
DC: 19
Save: Will negates
Time: 1 standard action
Duration: 21 rounds
Rng: Close (75 ft.)
Comp: V, S, M
SR: Yes
School: Enchantment
Effect:  This spell afflicts the subject with uncontrollable laughter.
Source:  CR p.296
Target Area:   One creature; see text
Caster Level:   21
LEVEL 3
Magic Circle against Chaos
DC: 18
Save: Will negates (harmless)
Time: 1 standard action
Duration: 210 minutes
Rng: Touch
Comp: V, S, M/DF
SR: No; see text
School: Abjuration
Effect:  All creatures within the area gain the effects of a protection from chaos spell, and chaotic summoned creatures cannot enter the area either.
Source:  CR p.308
Target Area:   10-ft.-radius emanation from touched creature
Caster Level:   21
Magic Circle against Evil
DC: 18
Save: Will negates (harmless)
Time: 1 standard action
Duration: 210 minutes
Rng: Touch
Comp: V, S, M/DF
SR: No; see text
School: Abjuration
Effect:  All creatures within the area gain the effects of a protection from evil spell, and evil summoned creatures cannot enter the area either.
Source:  CR p.308
Target Area:   10-ft.-radius emanation from touched creature
Caster Level:   21
Magic Circle against Good
DC: 18
Save: Will negates (harmless)
Time: 1 standard action
Duration: 210 minutes
Rng: Touch
Comp: V, S, M/DF
SR: No; see text
School: Abjuration
Effect:  All creatures within the area gain the effects of a protection from good spell, and good summoned creatures cannot enter the area either.
Source:  CR p.308
Target Area:   10-ft.-radius emanation from touched creature
Caster Level:   21
Magic Circle against Law
DC: 18
Save: Will negates (harmless)
Time: 1 standard action
Duration: 210 minutes
Rng: Touch
Comp: V, S, M/DF
SR: No; see text
School: Abjuration
Effect:  All creatures within the area gain the effects of a protection from law spell, and lawfull summoned creatures cannot enter the area either.
Source:  CR p.308
Target Area:   10-ft.-radius emanation from touched creature
Caster Level:   21
Deep Slumber
DC: 20
Save: Will negates
Time: 1 round
Duration: 21 minutes
Rng: Close (75 ft.)
Comp: V, S, M
SR: Yes
School: Enchantment
Effect:  This spell functions like sleep, except that it affects 10 HD of targets.
Source:  CR p.265
Target Area:   One or more living creatures within a 10-ft.-radius burst
Caster Level:   21
LEVEL 4
Secure Shelter
Save: None
Time: 10 minutes
Duration: 42 hours [D]
Rng: Close (75 ft.)
Comp: V, S, M
SR: No
School: Conjuration
Effect:  You conjure a sturdy cottage or lodge made of material that is common in the area where the spell is cast.
Source:  CR p.338
Target Area:   20-ft.-square structure
Caster Level:   21
Shout
DC: 19
Save: Fortitude partial or Reflex negates (object); see text;
Time: 1 standard action
Duration: Instantaneous
Rng: 30 ft.
Comp: V
SR: Yes (object)
School: Evocation, AirSchool
Effect:  You emit an ear-splitting yell that deafens and damages creatures in its path.
Source:  CR p.343
Target Area:   Cone-shaped burst
Caster Level:   21
Stoneskin
DC: 19
Save: Will negates (harmless)
Time: 1 standard action
Duration: 210 minutes or until discharged
Rng: Touch
Comp: V, S, M
SR: Yes (harmless)
School: Abjuration, EarthSchool
Effect:  The warded creature gains resistance to blows, cuts, stabs, and slashes.
Source:  CR p.349
Target Area:   Creature touched
Caster Level:   21
LEVEL 5
Animal Growth
DC: 20
Save: Fortitude negates
Time: 1 standard action
Duration: 21 minutes
Rng: Medium (310 ft.)
Comp: V, S
SR: Yes
School: Transmutation
Effect:  The target animal grows to twice its normal size and eight times its normal weight.
Source:  CR p.240
Target Area:   One animal [Gargantuan or smaller]
Caster Level:   21
Hold Monster
DC: 22
Save: Will negates; see text
Time: 1 standard action
Duration: 21 rounds [D]; see text
Rng: Medium (310 ft.)
Comp: V, S, M/DF
SR: Yes
School: Enchantment
Effect:  This spell functions like hold person, except that it affects any living creature that fails its Will save.
Source:  CR p.296
Target Area:   One living creature
Caster Level:   21
Passwall
Save: None
Time: 1 standard action
Duration: 21 hours [D]
Rng: Touch
Comp: V, S, M
SR: No
School: Transmutation, EarthSchool
Effect:  You create a passage through wooden, plaster, or stone walls, but not through metal or other harder materials.
Source:  CR p.318
Target Area:   5-ft.-by-8-ft. opening, 45 ft. deep
Caster Level:   21
Planar Adaptation
Save:
Time: 1 standard action
Duration: 21 hours [D]
Rng: Personal
Comp: V
SR:
School: Transmutation, AirSchool, EarthSchool, FireSchool, WaterSchool
Effect:  Resist harmful effects of other plane.
Source:  APG p.236
Target Area:   You
Caster Level:   21
LEVEL 6
Cloak of Dreams
DC: 23
Save: Will negates
Time: 1 round
Duration: 21 rounds [D]
Rng: 5 ft.
Comp: V, S, M (a rose petal and a drop of perfume)
SR: Yes
School: Enchantment
Effect:  Living creatures within 5 ft. fall asleep.
Source:  APG p.211
Target Area:   5-ft.-radius emanation centered on you
Caster Level:   21
Control Water
DC: 21
Save: None; see text
Time: 1 standard action
Duration: 210 minutes [D]
Rng: Long (1240 ft.)
Comp: V, S, M/DF
SR: No
School: Transmutation
Effect:  This spell has two different applications, both of which control water in different ways.
Source:  CR p.260
Target Area:   Water in a volume of 210 ft. by 210 ft. by 42 ft. [S]
Caster Level:   21
Form of the Dragon I
Save: See text
Time: 1 standard action
Duration: 21 minutes [D]
Rng: Personal
Comp: V, S, M
SR: No
School: Transmutation
Effect:  You become a Medium chromatic or metallic dragon.
Source:  CR p.286
Target Area:   You
Caster Level:   21
LEVEL 7
Form of the Dragon II
Save: See text
Time: 1 standard action
Duration: 21 minutes [D]
Rng: Personal
Comp: V, S, M
SR: No
School: Transmutation
Effect:  This spell functions as form of the dragon I except that it also allows you to assume the form of a Large chromatic or metallic dragon.
Source:  CR p.286
Target Area:   You
Caster Level:   21
Planar Adaptation, Mass
DC: 22
Save: Will negates (harmless)
Time: 1 standard action
Duration: 21 hours [D]
Rng: Close (75 ft.)
Comp: V, S
SR: Yes (harmless)
School: Transmutation, AirSchool, EarthSchool, FireSchool, WaterSchool
Effect:  Resist harmful effects of other plane.
Source:  APG p.236
Target Area:   21 creatures, no two of which can be more than 30 ft. apart
Caster Level:   21
Teleport (Greater)
DC: 22
Save: None and Will negates (object)
Time: 1 standard action
Duration: Instantaneous
Rng: Personal and touch
Comp: V
SR: No and yes (object)
School: Conjuration
Effect:  This spell functions like teleport, except that there is no range limit and there is no chance you arrive off target.
Source:  CR p.359
Target Area:   You and touched objects or other touched willing creatures
Caster Level:   21
LEVEL 8
Charm Monster (Mass)
DC: 23
Save: Will negates
Time: 1 standard action
Duration: 21 days
Rng: Close (75 ft.)
Comp: V
SR: Yes
School: Enchantment
Effect:  This spell functions like charm monster, except that mass charm monster affects a number of creatures whose combined HD do not exceed twice your level, or at least one creature regardless of HD.
Source:  CR p.254
Target Area:   One or more creatures, no two of which can be more than 30 ft. apart
Caster Level:   21
Create Greater Undead
Save: None
Time: 1 hour
Duration: Instantaneous
Rng: Close (75 ft.)
Comp: V, S, M
SR: No
School: Necromancy
Effect:  This spell functions like create undead, except that you can create more powerful and intelligent sorts of undead.
Source:  CR p.261
Target Area:   One corpse
Caster Level:   21
Form of the Dragon III
Save: See text
Time: 1 standard action
Duration: 21 minutes [D]
Rng: Personal
Comp: V, S, M
SR: No
School: Transmutation
Effect:  This spell functions as form of the dragon II save that it also allows you to take the form of a Huge chromatic or metallic dragon.
Source:  CR p.286
Target Area:   You
Caster Level:   21
LEVEL 9
Gate
Save: None
Time: 1 standard action
Duration: Instantaneous or concentration [up to 21 rounds]; see text
Rng: Medium (310 ft.)
Comp: V, S, M (see text)
SR: No
School: Conjuration, AirSchool, EarthSchool, FireSchool, WaterSchool
Effect:  Casting a gate spell creates an interdimensional connection between your plane of existence and a plane you specify. You may call a particular individual or kind of being through the gate.
Source:  CR p.287
Target Area:   See text
Caster Level:   21
Interplanetary Teleport
DC: 24
Save: None and Will negates (object)
Time: 1 standard action
Duration: Instantaneous
Rng: Personal and touch
Comp: V
SR: No and yes (object)
School: Conjuration
Effect:  Teleport to another planet.
Source:  UM p.225
Target Area:   You and touched objects or other touched willing creatures
Caster Level:   21
Wish
DC: 24
Save: None, see text
Time: 1 standard action
Duration: See text
Rng: See text
Comp: V, S, M
SR: Yes
School: Universal
Effect:  Wish is the mightiest spell a wizard or sorcerer can cast. By simply speaking aloud, you can alter reality to better suit you.
Source:  CR p.370
Target Area:   See text
Caster Level:   21
* = Domain/Specialty Spell

Oracle Spells
LEVEL 0 1 2 3 4 5 6 7 8 9
KNOWN 11 7 9 6 6 7 5 6 5 4
SPELL POINT COST 0 1 4 9 16 25 36 49 64 81
LEVEL 0
Bleed
DC: 15
Save: Will negates
Time: 1 standard action
Duration: Instantaneous
Rng: Close (75 ft.)
Comp: V, S
SR: Yes
School: Necromancy
Effect:  You cause a living creature that is below 0 hit points but stabilized to resume dying.
Source:  CR p.249
Target Area:   One living creature
Caster Level:   20
Create Water
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (75 ft.)
Comp: V, S
SR: No
School: Conjuration
Effect:  This spell generates wholesome, drinkable water, just like clean rain water.
Source:  CR p.262
Target Area:   Up to 40 gallons of water
Caster Level:   20
Detect Magic
Save: None
Time: 1 standard action
Duration: Concentration, up to 20 minutes [D]
Rng: 60 ft.
Comp: V, S
SR: No
School: Divination
Effect:  You detect magical auras.
Source:  CR p.267
Target Area:   Cone-shaped emanation
Caster Level:   20
Detect Poison
Save: None
Time: 1 standard action
Duration: Instantaneous
Rng: Close (75 ft.)
Comp: V, S
SR: No
School: Divination
Effect:  You determine whether a creature, object, or area has been poisoned or is poisonous.
Source:  CR p.268
Target Area:   Or Area one creature, one object, or a 5-ft. cube
Caster Level:   20
Purify Food and Drink
DC: 15
Save: Will negates (object)
Time: 1 standard action
Duration: Instantaneous
Rng: 10 ft.
Comp: V, S
SR: Yes (object)
School: Transmutation
Effect:  This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking.
Source:  CR p.328
Target Area:   20 cu. ft. of contaminated food and water
Caster Level:   20
Resistance
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: 1 minute
Rng: Touch
Comp: V, S, M/DF
SR: Yes (harmless)
School: Abjuration
Effect:  You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Source:  CR p.334
Target Area:   Creature touched
Caster Level:   20
Spark
DC: 15
Save: Fortitude negates (object)
Time: 1 standard action
Duration: Instantaneous
Rng: Close (75 ft.)
Comp: V or S
SR: Yes (object)
School: Evocation, FireSchool
Effect:  Ignites flammable objects.
Source:  APG p.246
Target Area:   one Fine object
Caster Level:   20
Stabilize
DC: 15
Save: Will negates (harmless)
Time: 1 standard action
Duration: Instantaneous
Rng: Close (75 ft.)
Comp: V, S
SR: Yes (harmless)
School: Conjuration
Effect:  Upon casting this spell, you target a living creature that has -1 or fewer hit points.
Source:  CR p.348
Target Area:   One living creature
Caster Level:   20
Virtue
Save: None
Time: 1 standard action
Duration: 1 min.
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Transmutation
Effect:  With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point.
Source:  CR p.365
Target Area:   Creature touched
Caster Level:   20
Mage Hand
Save: None
Time: 1 standard action
Duration: Concentration
Rng: Close (75 ft.)
Comp: V, S
SR: No
School: Transmutation
Effect:  You point your finger at an object and can lift it and move it at will from a distance.
Source:  CR p.306
Target Area:   One nonmagical, unattended object weighing up to 5 lbs.
Caster Level:   20
Ghost Sound
DC: 15
Save: Will disbelief
Time: 1 standard action
Duration: 20 rounds [D]
Rng: Close (75 ft.)
Comp: V, S, M
SR: No
School: Illusion
Effect:  Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place.
Source:  CR p.289
Target Area:   Illusory sounds
Caster Level:   20
LEVEL 1
Obscuring Mist
Save: None
Time: 1 standard action
Duration: 20 minutes [D]
Rng: 20 ft.
Comp: V, S
SR: No
School: Conjuration, WaterSchool
Effect:  A misty, stationary vapor arises around you obscuring all sight, including darkvision, beyond 5 feet.
Source:  CR p.317
Target Area:   Cloud spreads in 20-ft. radius from you, 20 ft. high
Caster Level:   20
Protection from Chaos
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 20 minutes [D]
Rng: Touch
Comp: V, S, M/DF
SR: No; see text
School: Abjuration
Effect:  This spell wards a creature from attacks by chaotic creatures, from mental control, and from summoned creatures.
Source:  CR p.327
Target Area:   Creature touched
Caster Level:   20
Protection from Evil
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 20 minutes [D]
Rng: Touch
Comp: V, S, M/DF
SR: No; see text
School: Abjuration
Effect:  This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures.
Source:  CR p.327
Target Area:   Creature touched
Caster Level:   20
Protection from Good
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 20 minutes [D]
Rng: Touch
Comp: V, S, M/DF
SR: No; see text
School: Abjuration
Effect:  This spell wards a creature from attacks by good creatures, from mental control, and from summoned creatures.
Source:  CR p.328
Target Area:   Creature touched
Caster Level:   20
Protection from Law
DC: 16
Save: Will negates (harmless)
Time: 1 standard action
Duration: 20 minutes [D]
Rng: Touch
Comp: V, S, M/DF
SR: No; see text
School: Abjuration
Effect:  This spell wards a creature from attacks by lawful creatures, from mental control, and from summoned creatures.
Source:  CR p.328
Target Area:   Creature touched
Caster Level:   20
Cure Light Wounds
DC: 16
Save: Will half (harmless); see text
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless); see text
School: Conjuration
Effect:  When laying your hand upon a living creature, you channel positive energy that cures 1d8+5 points of damage.
Source:  CR p.263
Target Area:   Creature touched
Caster Level:   20
Detect Undead
Save: None
Time: 1 standard action
Duration: Concentration, up to 20 minutes [D]
Rng: 60 ft.
Comp: V, S, M/DF
SR: No
School: Divination
Effect:  You can detect the aura that surrounds undead creatures.
Source:  CR p.269
Target Area:   Cone-shaped emanation
Caster Level:   20
LEVEL 2
Reinforce Armaments (Communal)
DC: 17
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: 200 minutes
Rng: Touch
Comp: V, S, M/DF (a metal pin)
SR: Yes (harmless, object)
School: Transmutation
Effect:  As reinforce armaments, but you may divide the spell's duration among objects touched.
Source:  UC p.241
Target Area:   armor suits or weapons touched
Caster Level:   20
Remove Paralysis
DC: 17
Save: Will negates (harmless)
Time: 1 standard action
Duration: Instantaneous
Rng: Close (75 ft.)
Comp: V, S
SR: Yes (harmless)
School: Conjuration
Effect:  You can free one or more creatures from the effects of temporary paralysis or related magic.
Source:  CR p.332
Target Area:   Up to four creatures, no two of which can be more than 30 ft. apart
Caster Level:   20
Restoration (Lesser)
DC: 17
Save: Will negates (harmless)
Time: 3 rounds
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless)
School: Conjuration
Effect:  Lesser restoration dispels any magical effects reducing one of the subject's ability scores or cures 1d4 points of temporary ability damage to one of the subject's ability scores.
Source:  CR p.334
Target Area:   Creature touched
Caster Level:   20
Shatter
DC: 17
Save: Will negates (object); Will negates (object) or Fortitude half; see text
Time: 1 standard action
Duration: Instantaneous
Rng: Close (75 ft.)
Comp: V, S, M/DF
SR: Yes
School: Evocation, EarthSchool
Effect:  Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature.
Source:  CR p.341
Target Area:   Or Target 5-ft.-radius spread; or one solid object or one crystalline creature
Caster Level:   20
Silence
DC: 17
Save: Will negates; see text or none (object)
Time: 1 round
Duration: 20 rounds [D]
Rng: Long (1200 ft.)
Comp: V, S
SR: Yes; see text or no (object)
School: Illusion
Effect:  Upon the casting of this spell, complete silence prevails in the affected area.
Source:  CR p.343
Target Area:   20-ft.-radius emanation centered on a creature, object, or point in space
Caster Level:   20
Owl's Wisdom
DC: 17
Save: Will negates (harmless)
Time: 1 standard action
Duration: 20 minutes
Rng: Touch
Comp: V, S, M/DF
SR: Yes
School: Transmutation
Effect:  The transmuted creature becomes wiser gaining a +4 enhancement bonus to Wisdom.
Source:  CR p.318
Target Area:   Creature touched
Caster Level:   20
Levitate
Save: None
Time: 1 standard action
Duration: 20 minutes [D]
Rng: Personal or Close
Comp: V, S, F
SR: No
School: Transmutation, AirSchool
Effect:  Levitate allows you to move yourself, another creature, or an object up and down as you wish.
Source:  CR p.304
Target Area:   You or one willing creature or one object [total weight up to 2000 lbs.]
Caster Level:   20
Cure Moderate Wounds
DC: 17
Save: Will half (harmless) or Will half; see text
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless) or yes; see text
School: Conjuration
Effect:  When laying your hand upon a living creature, you channel positive energy that cures 2d8+10 points of damage.
Source:  CR p.263
Target Area:   Creature touched
Caster Level:   20
Minor Image
DC: 17
Save: Will disbelief (if interacted with)
Time: 1 standard action
Duration: Concentration + 2 rounds
Rng: Long (1200 ft.)
Comp: V, S, F
SR: No
School: Illusion
Effect:  This spell functions like silent image, except that minor image includes some minor sounds but not understandable speech.
Source:  CR p.314
Target Area:   Visual figment that cannot extend beyond 24 10-ft. cubes [S]
Caster Level:   20
LEVEL 3
Create Food and Water
Save: None
Time: 10 minutes
Duration: 24 hours; see text
Rng: Close (75 ft.)
Comp: V, S
SR: No
School: Conjuration
Effect:  The food that this spell creates is simple fare of your choice--highly nourishing, if rather bland.
Source:  CR p.261
Target Area:   Food and water to sustain 60 humans or 20 horses for 24 hours
Caster Level:   20
Elemental Speech
Save:
Time: 1 standard action
Duration: 20 minutes
Rng: Personal
Comp: V, S, M (iron filings)
SR:
School: Divination, AirSchool, EarthSchool, FireSchool, WaterSchool
Effect:  Enables you to speak to elementals and some creatures.
Source:  APG p.218
Target Area:   You
Caster Level:   20
Locate Object
Save: None
Time: 1 standard action
Duration: 20 minutes
Rng: Long (1200 ft.)
Comp: V, S, F/DF
SR: No
School: Divination
Effect:  You sense the direction of a well-known or clearly visualized object.
Source:  CR p.305
Target Area:   Circle, centered on you, with a radius of 1200 ft.
Caster Level:   20
Water Breathing
DC: 18
Save: Will negates (harmless)
Time: 1 standard action
Duration: 40 hours; see text
Rng: Touch
Comp: V, S, M/DF
SR: Yes (harmless)
School: Transmutation, WaterSchool
Effect:  The transmuted creatures can breathe water freely.
Source:  CR p.368
Target Area:   Living creatures touched
Caster Level:   20
Water Walk
DC: 18
Save: Will negates (harmless)
Time: 1 standard action
Duration: 200 minutes [D]
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Transmutation
Effect:  The transmuted creatures can tread on any liquid as if it were firm ground.
Source:  CR p.368
Target Area:   20 touched creatures
Caster Level:   20
Cure Serious Wounds
DC: 18
Save: Will half (harmless) or Will half; see text
Time: 1 standard action
Duration: Instantaneous
Rng: Close (75 ft.)
Comp: V, S
SR: Yes (harmless) or yes; see text
School: Conjuration
Effect:  When laying your hand upon a living creature, you channel positive energy that cures 3d8+15 points of damage.
Source:  CR p.263
Target Area:   Creature touched
Caster Level:   20
LEVEL 4
Dimensional Anchor
Save: None
Time: 1 standard action
Duration: 20 minutes
Rng: Medium (300 ft.)
Comp: V, S
SR: Yes (object)
School: Abjuration
Effect:  A green ray springs from your hand, any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel.
Source:  CR p.270
Target Area:   Ray
Caster Level:   20
Neutralize Poison
DC: 19
Save: Will negates (harmless, object)
Time: 1 standard action
Duration: Instantaneous or 200 minutes; see text
Rng: Touch
Comp: V, S, M/DF
SR: Yes (harmless, object)
School: Conjuration
Effect:  You detoxify any sort of venom in the creature or object touched.
Source:  CR p.316
Target Area:   Creature or object of up to 20 cu. ft. touched
Caster Level:   20
Repel Vermin
DC: 19
Save: None or Will negates; see text
Time: 1 standard action
Duration: 200 minutes [D]
Rng: 10 ft.
Comp: V, S, DF
SR: Yes
School: Abjuration
Effect:  An invisible barrier holds back vermin.
Source:  CR p.333
Target Area:   10-ft.-radius emanation centered on you
Caster Level:   20
Restoration
DC: 19
Save: Will negates (harmless)
Time: 3 rounds
Duration: Instantaneous
Rng: Touch
Comp: V, S, M
SR: Yes (harmless)
School: Conjuration
Effect:  This spell functions like lesser restoration, except that it also dispels temporary negative levels or one permanent negative level.
Source:  CR p.334
Target Area:   Creature touched
Caster Level:   20
Discern Lies
DC: 19
Save: Will negates
Time: 1 standard action
Duration: Concentration, up to 20 rounds
Rng: Close (75 ft.)
Comp: V, S, DF
SR: No
School: Divination
Effect:  You know if the target deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying.
Source:  CR p.270
Target Area:   20 creatures, no two of which can be more than 30 ft. apart
Caster Level:   20
Cure Critical Wounds
DC: 19
Save: Will half (harmless); see text
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless); see text
School: Conjuration
Effect:  When laying your hand upon a living creature, you channel positive energy that cures 4d8+20 points of damage.
Source:  CR p.262
Target Area:   Creature touched
Caster Level:   20
LEVEL 5
Dispel Chaos
DC: 20
Save: See text
Time: 1 standard action
Duration: 20 rounds or until discharged, whichever comes first
Rng: Touch
Comp: V, S, DF
SR: See text
School: Abjuration
Effect:  Shimmering, blue lawful energy surrounds you granting a +4 deflection bonus to AC against attacks by chaotic creatures and you can choose to drive chaotic creatures back to their home plane on making a successful melee touch attack.
Source:  CR p.271
Target Area:   You and a touched chaotic creature from another plane, or you and an enchantment or chaotic spell on a touched creature or object
Caster Level:   20
Dispel Evil
DC: 20
Save: See text
Time: 1 standard action
Duration: 20 rounds or until discharged, whichever comes first
Rng: Touch
Comp: V, S, DF
SR: See text
School: Abjuration
Effect:  Shimmering, white holy energy surrounds you granting a +4 deflection bonus to AC against attacks by evil creatures and you can choose to drive evil creatures back to their home plane on making a successful melee touch attack.
Source:  CR p.271
Target Area:   You and a touched evil creature from another plane, or you and an enchantment or evil spell on a touched creature or object
Caster Level:   20
Dispel Good
DC: 20
Save: See text
Time: 1 standard action
Duration: 20 rounds or until discharged, whichever comes first
Rng: Touch
Comp: V, S, DF
SR: See text
School: Abjuration
Effect:  Dark, wavering unholy energy surrounds you granting a +4 deflection bonus to AC against attacks by good creatures and you can choose to drive good creatures back to their home plane on making a successful melee touch attack.
Source:  CR p.272
Target Area:   You and a touched good creature from another plane, or you and an enchantment or good spell on a touched creature or object
Caster Level:   20
Dispel Law
DC: 20
Save: See text
Time: 1 standard action
Duration: 20 rounds or until discharged, whichever comes first
Rng: Touch
Comp: V, S, DF
SR: See text
School: Abjuration
Effect:  Flickering, yellow chaotic energy surrounds you granting a +4 deflection bonus to AC against attacks by lawful creatures and you can choose to drive lawful creatures back to their home plane on making a successful melee touch attack.
Source:  CR p.272
Target Area:   You and a touched lawful creature from another plane, or you and an enchantment or lawful spell on a touched creature or object
Caster Level:   20
Cure Light Wounds (Mass)
DC: 20
Save: Will half (harmless) or Will half; see text
Time: 1 standard action
Duration: Instantaneous
Rng: Close (75 ft.)
Comp: V, S
SR: Yes (harmless) or yes; see text
School: Conjuration
Effect:  You channel positive energy to cure 1d8+20 points of damage points on each selected creature.
Source:  CR p.263
Target Area:   20 creatures, no two of which can be more than 30 ft. apart
Caster Level:   20
True Seeing
DC: 20
Save: Will negates (harmless)
Time: 1 standard action
Duration: 20 minutes
Rng: Touch
Comp: V, S, M
SR: Yes (harmless)
School: Divination
Effect:  You confer on the subject the ability to see all things as they actually are.
Source:  CR p.363
Target Area:   Creature touched
Caster Level:   20
Telekinesis
DC: 20
Save: Will negates (object) or none; see text; Spell
Time: 1 standard action
Duration: Concentration [up to 20 rounds] or instantaneous; see text
Rng: Long (1200 ft.)
Comp: V, S
SR: Yes (object); see text
School: Transmutation
Effect:  You move objects or creatures by concentrating on them.
Source:  CR p.357
Target Area:   Or Targets see text
Caster Level:   20
LEVEL 6
Find the Path
DC: 21
Save: None or Will negates (harmless)
Time: 3 rounds
Duration: 200 minutes
Rng: Personal or touch
Comp: V, S, F
SR: No or yes (harmless)
School: Divination
Effect:  The recipient of this spell can find the shortest, most direct physical route to a prominent specified destination, such as a city, keep, lake, or dungeon.
Source:  CR p.281
Target Area:   You or creature touched
Caster Level:   20
Heroes' Feast
Save: None
Time: 10 minutes
Duration: 1 hour plus 12 hours; see text
Rng: Close (75 ft.)
Comp: V, S, DF
SR: No
School: Conjuration
Effect:  You bring forth a great feast, including a magnificent table, chairs, service, and food and drink.
Source:  CR p.295
Target Area:   Feast for 20 creatures
Caster Level:   20
Undeath to Death
DC: 21
Save: Will negates
Time: 1 standard action
Duration: Instantaneous
Rng: Medium (300 ft.)
Comp: V, S, M/DF
SR: Yes
School: Necromancy
Effect:  This spell functions like circle of death, except that it destroys undead creatures as noted above.
Source:  CR p.363
Target Area:   Several undead creatures within a 40-ft.-radius burst
Caster Level:   20
Wind Walk
DC: 21
Save: No and Will negates (harmless)
Time: 1 standard action
Duration: 20 hours [D]; see text
Rng: Touch
Comp: V, S, DF
SR: No and yes (harmless)
School: Transmutation
Effect:  You alter the substance of your body to a cloudlike vapor and move through the air, possibly at great speed.
Source:  CR p.369
Target Area:   You and 6 touched creatures
Caster Level:   20
Cure Moderate Wounds (Mass)
DC: 21
Save: Will half (harmless); see text
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless); see text
School: Conjuration
Effect:  You channel positive energy to cure 2d8+20 points of damage points on each selected creature.
Source:  CR p.263
Target Area:   20 creatures, no two of which can be more than 30 ft. apart
Caster Level:   20
LEVEL 7
Bestow Grace of the Champion
DC: 22
Save: Will negates (harmless)
Time: 1 standard action
Duration: 20 rounds [see text]
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Transmutation
Effect:  Target gains paladin abilities.
Source:  UM p.208
Target Area:   Lawful good creature touched
Caster Level:   20
Restoration (Greater)
DC: 22
Save: Will negates (harmless)
Time: 3 rounds
Duration: Instantaneous
Rng: Touch
Comp: V, S, M
SR: Yes (harmless)
School: Conjuration
Effect:  This spell functions like lesser restoration, except that it dispels all permanent and temporary negative levels afflicting the healed creature.
Source:  CR p.334
Target Area:   Creature touched
Caster Level:   20
Scrying (Greater)
DC: 22
Save: Will negates
Time: 1 standard action
Duration: 20 hours
Rng: See text
Comp: V, S
SR: Yes
School: Divination
Effect:  This spell functions like scrying, except as noted above.
Source:  CR p.337
Target Area:   Magical sensor
Caster Level:   20
Cure Serious Wounds (Mass)
DC: 22
Save: Will half (harmless); see text
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless); see text
School: Conjuration
Effect:  You channel positive energy to cure 3d8+20 points of damage points on each selected creature.
Source:  CR p.263
Target Area:   20 creatures, no two of which can be more than 30 ft. apart
Caster Level:   20
Reverse Gravity
DC: 22
Save: None; see text
Time: 1 standard action
Duration: 20 rounds [D]
Rng: Medium (300 ft.)
Comp: V, S, M/DF
SR: No
School: Transmutation, EarthSchool
Effect:  This spell reverses gravity in an area, causing unattached objects and creatures in the area to fall upward and reach the top of the area in 1 round.
Source:  CR p.335
Target Area:   Up to 20 10-ft. cubes [S]
Caster Level:   20
Ethereal Jaunt
Save:
Time: 1 standard action
Duration: 20 rounds [D]
Rng: Personal
Comp: V, S
SR:
School: Transmutation
Effect:  You become ethereal, along with your equipment.
Source:  CR p.279
Target Area:   You
Caster Level:   20
LEVEL 8
Earthquake
DC: 23
Save: See text
Time: 1 standard action
Duration: 1 round
Rng: Long (1200 ft.)
Comp: V, S, DF
SR: No
School: Evocation
Effect:  When you cast earthquake, an intense but highly localized tremor rips the ground.
Source:  CR p.275
Target Area:   80-ft.-radius spread [S]
Caster Level:   20
Fire Storm
DC: 23
Save: Reflex half
Time: 1 standard action
Duration: Instantaneous
Rng: Medium (300 ft.)
Comp: V, S
SR: Yes
School: Evocation
Effect:  When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame.
Source:  CR p.282
Target Area:   40 10-ft. cubes [S]
Caster Level:   20
Spell Immunity (Greater)
DC: 23
Save: Will negates (harmless)
Time: 1 standard action
Duration: 200 minutes
Rng: Touch
Comp: V, S, DF
SR: Yes (harmless)
School: Abjuration
Effect:  This spell functions like spell immunity, except the immunity applies to spells of 8th level or lower.
Source:  CR p.347
Target Area:   Creature touched
Caster Level:   20
Cure Critical Wounds (Mass)
DC: 23
Save: Will half (harmless); see text
Time: 1 standard action
Duration: Instantaneous
Rng: Close (75 ft.)
Comp: V, S
SR: Yes (harmless); see text
School: Conjuration
Effect:  You channel positive energy to cure 4d8+20 points of damage points on each selected creature.
Source:  CR p.262
Target Area:   20 creatures, no two of which can be more than 30 ft. apart
Caster Level:   20
Moment of Prescience
Save:
Time: 1 standard action
Duration: 20 hours or until discharged
Rng: Personal
Comp: V, S
SR:
School: Divination
Effect:  This spell grants you a sixth sense.
Source:  CR p.315
Target Area:   You
Caster Level:   20
LEVEL 9
Heal (Mass)
DC: 24
Save: Will negates (harmless)
Time: 1 standard action
Duration: Instantaneous
Rng: Close (75 ft.)
Comp: V, S
SR: Yes (harmless)
School: Conjuration
Effect:  This spell functions like heal, except as noted above. The maximum number of hit points restored to each creature is 200.
Source:  CR p.294
Target Area:   One or more creatures, no two of which can be more than 30 ft. apart
Caster Level:   20
Summon Monster IX
Save: None
Time: 1 round
Duration: 20 rounds [D]
Rng: Close (75 ft.)
Comp: V, S, F/DF
SR: No
School: Conjuration
Effect:  This spell functions like summon monster I, except that you can summon one creature from the 9th-level list, 1d3 creatures of the same kind from the 8th-level list, or 1d4+1 creatures of the same kind from a lower-level list.
Source:  CR p.352
Target Area:   One summoned creature
Caster Level:   20
True Resurrection
DC: 24
Save: None, see text
Time: 10 minutes
Duration: Instantaneous
Rng: Touch
Comp: V, S, M, DF
SR: Yes (harmless)
School: Conjuration
Effect:  This spell functions like raise dead, except that you can resurrect a creature that has been dead for as long as 200 years.
Source:  CR p.362
Target Area:   Dead creature touched
Caster Level:   20
Astral Projection
Save: None
Time: 30 minutes
Duration: See text
Rng: Touch
Comp: V, S, M
SR: Yes
School: Necromancy
Effect:  By freeing your spirit from your physical body, this spell allows you to project an astral body onto another plane altogether.
Source:  CR p.244
Target Area:   You plus 10 additional willing creatures touched
Caster Level:   20
* = Domain/Specialty Spell


Permanency Spell Spells
At Will Arcane Sight (DC:)
At Will Darkvision (DC:10)
At Will Magic Fang (DC:10)
At Will Resistance (DC:10)
At Will Telepathic Bond (DC:)
At Will Tongues (DC:10)


Wuff
Wuff's portrait
Dog: Giant Husky (Immortal)
RACE
Wuff automaticly uses a wish spell to return to his base body when slain. This is done before he gets a new body. He also uses Restoration automaticly.
RACE NOTE
3
AGE
4' 11"
HEIGHT
111 lbs.
WEIGHT
Hazel
EYE COLOR
Black
SKIN COLOR
Black
HAIR COLOR
Short
HAIR LENGTH
Starvation
PHOBIAS
Calm and Collected, Protective
PERSONALITY TRAITS
Knowledge, Allies, Power
INTERESTS
Common, Strong Personality, "A command is not to be obeyed on merit of blood alone. Yet it is not to be on ideals alone. Instead, a command is to come from one whosed blood and ideals mix to your own. It so happens that the Guard meets that purpose... most of the time."
SPOKEN STYLE
Master of the Four Winds, Knight-Captain, Heroic Royal Guard, Chūnin of the Lion Ninja Clan, Honored Ancient Red Fairy Dragon, Beast King of the World Serpent, Taiolu's Partner
TITLES
Taiolu's Honored Royal Knight-Dragon of the World Serpent's Four Winds
DESIGNATED COMBINED TITLE
Dragon-Fang
TITLE NICKNAME
Description

Wuff is a black furred giant husky. He is well built and very light on his feet. Wuff while a battle dog, has no scars or permanent injuries.

Home

Some Huge City, Royal Court

Biography

Wuff was once a guardian in a outdoor dungeon. He's a magical beast who took his role very seriously. By some chance that might be considered fazte, he met a child with the red fairy dragon bloodline, a bloodline he shared with the child. This is how the bond between Taioly and Wuff started. A mere chance with an adventurer looking into a dungeon. He was honored to give Taiolu the gem he guarded and in turn, it brought the beginning to the bloodlines awakening in both.


This bond was strenghended the more Taiolu branched out into his various rolls. Wuff is very proud to have followed the ways of the four winds and even more proud to be cursed by the same mystery of life as Taiolu. Thier bond is as close as can be, they even went to the dragon council together. All this lead to a unbreakable bond between now immortals. As Taiolu goes about worlds, Wuff is but a whistle away from teleporting on the spot.