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Stand 4.9.2010

Base Rules

Basically allowed are all rules from the Core rule book (CRB) and the Bestiary. They are also released as the Pathfinder Reference Document (PRD). Additional allowed is the Inquisitor from the Playtest for the Advanced Players Guide, final round.

Actions in Combat

Conditions

Blinded
Crature takes a -4 penalty on most Str- and Dexbased skill checks and on opposed Perception skill checks. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Creatures must make a DC 10 Acrobatics skill check to move faster than half speed or fall prone.

Entangled
No movement if bonds are anchored, otherwise move at half speed. Exhausted Creatures move at half speed. -6 penalty to Str and Dex. Rest 1 hour to become fatigued.

Fatigued
Creature cannot run or charge. -2 penalty to Str and Dex.Rest 8 hours to remove.

Grappled
Creature cannot move or take action that requires 2 hands. -4 penalty to Dex. -2 penalty to attacks or combat maneuvers (except checks made to escape). Cannot take attacks of opportunity.

Nauseated
Creature can only take a move action and cannot attack, cast spells or concentrate.

Paralyzed
Str and Dex are reduced to 0, fliers using wings fall, creature is helpless.

Pinned
Creature can only take verbal or mental actions (except checks made to escape).

Shaken
Creature takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks and ability checks.

Staggered
Creature can only take a move action or standard action (plus swift and immediate).

Stunned
Creature cannot take actions, drops everything held, takes a -2 penalty to AC and loses its Dex bonus to AC (if any).

Modified rules

Aid Another
Changing the rules of Aid Another for Skill Checks (CRB 86) or combat (CRB 197) so, that for every 10 points you get as a result of the roll, the person you are helping gains another +2 bonus. Summon Monster Spells Some additional monsters are provided for summoning monsters.

Desna
Desna’s clerics can use summon monster spells to call upon the aid of the following creatures in addition to those listed in the spells.

  • Summon Monster II
    1. Lyrakien (CG)
  • Summon Monster III
    1. Star monarch (CG) – same stats as a giant eagle.
  • Summon Monster VII
    1. Young brass dragon (CG) – This creature has the extraplanar subtype but otherwise has the normal statistics for a creature of its kind.

Worshippers
Divine spellcasters who are worshippers of common gods may learn some spells at decreased spelllevels. Cayden Cailean Neutralize Poison: cleric 3, inquisitor 3 Knock: bard 2 Cayden Caileans clerics and inquisitors may spontaneously cast knock as a 1st-level spell but only to open welds, shackles or chains used to imprison or hobble someone. Thert create water spell can create ale or wine (1 cup per level) and the create food and water spell of his clerics can be used to make ale or wine rather than water (which spoils at the same rate the food does). Desna Dream: cleric 5, inquisitor 5, druid 5, ranger 4

Magic Item Creation
If an item is upgraded on a failure only the additional material and the time is wasted, not the basic magic item. If the check is failed by more than 5 the itrem is cursed. If the needed caster level is not reached the DC for the Spellcraft-check is increased by +2 for each time your caster level is lower than the needed.

Action Points

Action points give you the means to a ect game play in significant ways, by improving important rolls or unlocking special abilities. Each character has a limited number of action points, and once an action point is spent, it is gone for good.

Acquiring Action Points

A 1st-level character starts the game with 5 action points. Characters who start the game at higher than 1st level have a number of action points equal to 5 + 1/2 their current character level. Every time a character advances, the action points are resetted to 5 + 1/2 the new character level. Some prestige classes might allow a faster rate of accrual, at the DM’s option.

Action Points and existing games

Adding action points to an existing campaign is easy, since you don’t need to make any special changes. Characters simply gain a number of action points equal to 5 + 1/2 their current character level.

NPCs and Action Points

Rank-and-file NPCs shouldn’t have action points. Important villains or other significant characters, however, can have action points to use against the player characters. A number of action points equal to 1/2 the NPC’s level is a good baseline.

Using Action Points

You can spend 1 action point to add to any single d20 roll, to temporarily improve a feat’s benefit, or to take a special action. Only 1 action point can be spent during a given round. If you spend a point to use a special action, you can’t spend another one during the same round to improve a d20 roll, and vice versa.

Add to a roll

When you spend 1 action point to improve a d20 roll, add the result of a d6 roll to your d20 roll to help you meet or exceed the target Diculty Class. You can declare the use of 1 action point to alter a d20 roll after the roll is made, but only before the DM reveals the result of that roll. You can’t use an action point to alter the result when you are taking 10 or taking 20. Depending on your character level (see the table), you might be able to roll more than one d6 when spending 1 action point. When rolling more than one d6, apply the highest result from among the rolls, disregarding the others. The player of a 15thlevel character, for instance, can roll 3d6 and take the best result of the three. So, if that player rolled a 1, 2, and 4, the 4 applies to the d20 roll.

Character Level Dice Rolled
1st–7th 1d6
8th–14th 2d6
15th–20th 3d6

Special Actions

You can perform certain tasks by spending an action point. Spending an action point to accomplish a special action is a free action. In addition to the actions described in this entry, some prestige classes and feats might allow the expenditure of action points in order to gain or activate specific abilities, at the DM’s option.

  • Boost Defense:

You can spend 1 action point when fighting defensively. This grants double the normal benefit for fighting defensively for the entire round (+4 dodge bonus to AC).

  • Extra Attack:

You can spend 1 action point to make an extra attack at your highest attack bonus when you take a full attack action.

  • Spell Boost:

You can spend 1 action point to increase the e ffective caster level of one spell by 2. You must decide whether or not to spend an action point in this manner before casting the spell.

  • Spell Recall:

You can spend 1 action point to cast a spell without losing that prepared spell, if you prepare spells, or a daily spell slot, if you’re a spontaneous spellcaster. Either use must be done during the same round that the spell is cast.

  • Stabilize:

When dying, you can spend 1 action point to become stable at your current hit point total.

Improving Feats

You can improve existing feats to take advantage of action points. Here are a few examples of how action points can be used with existing feats. Unless otherwise stated, each e ect requires a free action to activate and lasts 1 round. The DM can expand these options.

  • Blind-Fight:

You can spend 1 action point to negate your miss chance for a single attack.

  • Combat Expertise:

You can spend 1 action point to double the bonus to Armor Class granted by the feat. For example, if you take a penalty of –3 on your attack roll, you gain a +6 dodge bonus to AC.

  • Dodge:

You can spend 1 action point to increase the dodge bonus granted by the feat to +2. The effect lasts for the entire encounter.

  • Improved Critical:

You can spend 1 action point to double your critical threat range. Since two doublings equals a tripling, this benefit increases your threat range from 19–20 to 18–20, from 17–20 to 15–20, or from 15–20 to 12–20, including the effect of your Improved Critical feat. This benefit stacks with the benefit from Improved Critical, but not with other effects that increase threat range. Improved Initiative: You can spend 1 action point to double the bonus on initiative checks granted by the feat, from +4 to +8.

  • Metamagic Feats:

You can spend 1 action point to add the e ffect of any one metamagic feat that you have to a spell you are casting. The spell is cast at its normal level, without any level adjustment because of the feat, and it takes no extra time to cast.

  • Heighten Spell

automatically raises a spell’s effective level to the highest level of spell you are capable of casting. For example, if a 7th-level wizard with the Heighten Spell feat casts burning hands and spends 1 action point to heighten the spell, the spell is treated as if it were a 4th-level spell in all respects even though the wizard prepared it normally as a 1st-level spell.

  • Power Attack:

You can spend 1 action point to double the bonus on damage rolls granted by the feat. For example, if you take a penalty of –3 on your attack roll, you add +12 to your damage roll.

  • Spell Focus:

You can spend 1 action point to double the increase to save DCs granted by the feat, from +1 to +2.

  • Spell Penetration:

You can spend 1 action point to double the bonus on caster level checks granted by the feat, from +2 to +4. The e ect lasts for the entire encounter.

Feats

Allied Spellcaster (Teamwork)

With the aid of an ally, you are skilled at piercing the protections of other creatures with your spells.
Prerequisites: Caster level 1st.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 bonus on level checks made to overcome spell resistance. If your ally has the same spell prepared (or known with a slot available if they are spontaneous spellcasters), this bonus increases to +4 and you receive a+1 bonus to the caster level for all level-dependent variables, such as duration, range, and e ect.
Source: APGPT 47

Big Game Hunter

You are experienced in fighting the gigantic creatures that stalk Varisia’s landscape.
Benefit: You gain a +1 bonus on attack rolls and a +2 bonus on weapon damage rolls against large or larger creatures.
Source: RRPG 13

Coordinated Defense (Combat, Teamwork)

You are adept at working with allies to avoid being tripped, grappled, and subjected to other maneuvers.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus to your Combat Maneuver Defense. This bonus increases to +4 if the creature attempting the maneuver is larger than both you and your ally.
Source: APGPT 47

Coordinated Maneuvers (Combat, Teamwork)

You are skilled at working with your allies to perform dangerous combat maneuvers.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on all combat maneuver checks. This bonus increases to +4 when attempting to break free from a grapple.
Source: APGPT 47

Crossbow Mastery (Combat)

You can load crossbows with blinding speed and even fire them in melee with little fear of reprisal.
Prerequisites: Dex 15, Point Blank Shot, Rapid Reload, Rapid Shot
Benefit: The time required for you to reload any type of crossbow is reduced to a free action, regardless of the type of crossbow used. You can fire a crossbow as many times in a full attack action as you could attack if you were using a bow. Reloading a crossbow for the type of crossbow you chose when you took Rapid Reload no longer provokes attacks of opportunity.
Special: A fighter may select Crossbow Mastery as one of his fighter bonus feats. A ranger may select Crossbow Mastery as Combat Style Feat in place of Manyshot for his improved combat style at 6th level.
Source: GCS 218

Dervish dance (Combat)

You have learned to turn your speed into power, even with a heavier blade.
Prerequisites: Dexterity 13, Weapon Finesse, Perform (dance) 2 ranks, proficient with scimitar.
Benefit: When wielding a scimitar with one hand, you can use your Dexterity modifer instead of your Strengthmodifer on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your o hand.
Source: Qadira, Gateway to the East

Duck and Cover (Teamwork)

Your allies assist you in avoiding certain attacks.
Benefit: Whenever you are adjacent to an ally who also has this feat, and both of you are required to make a Reflex saving throw against a spell or effect, you may take the result of your die roll or that of your ally (your modifiers still apply to the roll, regardless of which result you take). If you take your ally’s result, you are knocked prone (or staggered on your next turn, if you are already prone or cannot be knocked prone). In addition, you receive a +2 cover bonus to yourACagainst ranged attacks as long as your ally is wielding a shield.
Source: APGPT 47

Gunslinger

You are so skilled with firearms that you can fire one without letting down your guard.
Prerequisites: Base attack bonus +4,Weapon Focus (any firearm), profiency with any firearm.
Benefit: When you attack with a firearm, you do not provoke attacks of opportunity. Normal: Attacking with any kind of ranged weapon in a threatened square provokes attacks of opportunity.
Source: GCS 59

Indigestible

You have acquired a resistance to the acids of oozes. Prerequisites: Favored enemy (ooze) or surviving engulfing by an ooze.
Benefit: You gain acid resistance 5.
Source: DDR 18

Katheer scholar

You have graduated from one of the many colleges, universities, and specialty schools of higher learning scattered throughout Katheer.
Prerequisites: Int 15, Qadira affnity.
Benefit: Whenever you succeed on a Knowledge check to identify a kind of creature you face, you can spend a standard action to provide detailed information to your allies. Doing so grants every ally who can hear you within 30 feet a +1 circumstance bonus on weapon damage rolls made against the identified kind of creature for a number of rounds equal to your Intelligence bonus. You may only use this ability once per encounter. Creatures immune to critical hits and sneak attacks are not immune to the extra damage from this ability.
Source: GCS 121

Lookout (Combat, Teamwork)

Your allies help you avoid being surprised.
Benefit: Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally – 1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.
Source: APGPT 47

Outflank (Combat, Teamwork)

You look for every edge when f lanking an enemy.
Prerequisites: Base attack bonus +4.
Benefit: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
Source: APGPT 47

Paired Opportunists (Combat, Teamwork)

You know how to make an enemy pay for lax defenses.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action.
Source: APGPT 47

Precise Strike (Combat, Teamwork)

You are skilled at striking where it counts, as long as an ally distracts your foe.
Prerequisites: Dex 13, base attack bonus +1.
Benefit: Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.
Source: APGPT 48

Shield Wall (Combat, Teamwork)

You are skilled at working together with those around you for protection.
Prerequisite: Shield Proficiency.
Benefit: Whenever you are wielding a shield and are adjacent to an ally who also has this feat, the AC bonus from your shield increases, depending on the shield wielded by your ally. If your ally is wielding a buckler or a light shield, your shield bonus increases by +1. If your ally is wielding a heavy shield or a tower shield, your shield bonus increases by +2. You keep these bonuses even if your ally loses his shield bonus due to making a shield bash attack. If an adjacent ally with this feat uses a tower shield to grant total cover, you also benefit if an attack targeting you passes through the edge of the shield (see page 153 of the Pathfinder RPG Core Rulebook).
Source: APGPT 48

Shielded Caster (Teamwork)

Your allies are skilled at covering for you while you cast complicated spells.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 bonus on concentration checks. If your ally is wielding a buckler or a light shield, this bonus increases by +1. If you ally is wielding a heavy shield or a tower shield, this bonus increases by +2. Finally, if an enemy that is threatening you and your ally has the Disruptive feat, or another ability that increases the DC of concentration checks, the amount of the
increase is halved. Source: APGPT 48

Sly Draw

You can draw your weapon with such speed and finesse that your opponents don’t realize they’Re threatened.
Prerequisite: Quick Draw
Benefit: When you draw a light weapon, you may make a Sleight of Hand check instead of a Blu check to feint in combat. Other feats and abilities that a ect a feint still apply to your feint.
Source: AA 31

Splash Weapon Mastery

You are adept at increasing the range, area and accuracy of splash weapons.
Benefit: When throwing a splash weapon, you act as if you had the Far Shot feat. When you hit with a splashweapon, select one additional square adjacent to the splash area; creatures in this area also take splash damage. When you miss with a splash weapon, you may adjust the miss direction on the grid by +1 or -1. This feat counts as Far Shot for the purpose of qualifying for other feats, but only in regard to splash weapons.
Source: AA 31

Swap Places (Combat, Teamwork)

You are skilled at changing places with your ally during a chaotic melee.
Benefit: Whenever you are adjacent to an ally whoalso has this feat, you can move into your ally’s square as part of a normal movement (including a 5-foot step). At the same time, your ally moves into your previous space. Both you and your ally must be willing and able to move to take advantage of this feat. Your ally must be the same size as you to utilize this feat. Your ally does not provoke an attack of opportunity from this movement, but you provoke as normal. This movement does not count against your ally’s movement on his next turn.
Source: APGPT 48

Totem Spirit

You are closely and mystically tied to your tribe’s sacred totem.
Prerequisite: Member of a Shoanti tribe.
Benefit: The benefit granted by this feat depends on which Shoanti tribe you belong to:
Lyrune-Quah (Moon Clan): You gain a +1 bonus on Will saves and a +2 bonus on Perception checks.
Shadde-Quah (Axe-Clan): If you have the rage ability, you can rage for 3 additional rounds per day. You also gain a +2 bonus on Intimidate checks.
Shriikirri-Quah (Hawk Clan): You gain a +2 bonus on Initiative checks and a +2 bonus on Ride checks. Shundar-Quah (Spire Clan): You gain a +1 bonus on Fortitude saves and a +2 bonus on Perception checks.
Slar-Quah (Sun Clan): You gain a +1 bonus on Reflex saves and a +2 bonus on Acrobatics checks. Skoan-Quah (Skull Clan): You gain a +2 bonus on weapon damage against undead and a +2 bonus on Heal checks.
Tamiir-Quah (Wind Clan): Your base land speed increases by 5 feet. You also gain a +2 bonus on Acrobatics checks.
Source: GCS 147 and RRPG 14

Varisian Tatoo

You bear intricate tatoos which inspire and empower your natural magical ability. These tatoos mark you as a worker of the ancient traditions of Varisian magic. A Varisian tatoo typically consists of a long string of characters in Thassilonian, the language found on the ancient monuments of the land. Most are quite complex, running the entire length of an arm or leg.
Prerequisite: Spell Focus in matching school.
Benefit: Select a school of magic other than divination in which you have Spell Focus - you cast spells from this school at +1 caster level. Additionally, you can cast a single cantrip as a spell-like ability a number of times per day equal to your Constitution modifier (minimum 1/day, caster level equals Hit Dice, save DC is Charisma-based). The spell-like ability gained (and it’s Varisian name) are as follows:
Abjuration (avidais): resistance
Conjuration (idolis): acid splash
Enchantment (carnasia): daze
Evocation (ragario): dancing lights
Illusion (vangloris): ghost sound
Necromancy (voratalo): touch of fatigue
Transmutation (avaria): mage hand
Source: GCS 147 and RRPG 14

Equipment

Weapons

Bich’hwa: Also known as the waveblade or „scorpion’s tail“, this short, double-curved blade has no hilt but features a knuckle guard and can easily be used in either hand. A bich’hwa provides a +2 bonus on the Combat Maneuver Defense against disarming it.
Blunderbuss: This weapon fires lead shot from its trumpet-shaped barrel, making it effective as a fowling weapon or as a close-fighting personal defense weapon. While potentially devastating up close, it becomes quickly ineffectual against human-sized targets at a distance.
Dogslicer: Asavage weapon created fromcasto bits of sharpened metal, goblins named the weapon after the act for which it’s most commonly employed. Holes drilled in the weapon’s blade make it easier to heft. If a wielder rolls a natural 1 when attacking with a dogslicer, the weapon breaks. Masterwork and magical dogslicers do not have this flaw. Most dogslicers are size Small.
Double Crossbow: This heavy weapon fires a pair of iron tipped bolts with a single squeeze of the trigger. Due to its size and weight, however, non-proficient wielders suffer a -8 penalty on their attack rolls. Even proficient wielders takes a -2 penalty on their attack rolls. If the attack succeeds, the target takes the listed damage twice, but critical hits and precision damage are only applied to one of the bolts. Reloading a double crossbow requires 2 standard actions (1 for each bolt), although the Rapid Reload feat reduces this to 2 move actions (meaning it can be accomplished in 1 round). The Crossbow Mastery feat allows you to reload one bolt in a double crossbow as a free action, but not both bolts.
Dueling Sword, Aldori: You can use theWeapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier on attack rolls with an Aldori Dueling Sword sized for you, even though it isn’t a light weapon. You may wield an Aldori Dueling Sword in two hands in order to apply 1-1/2 times your Strength bonus to damage, even when using it with Weapon Finesse. These swords are about 3-1/2-feet long, very slightly curved and sharp only along the outer edge.
Earth Breaker: A massive hammer used by Varisia’s Shoanti tribes, the crude metal of the weapon’s head ends in multiple blunt spikes, which channel themomentumof a powerful swing.
Falcata: The traditional weapon of Taldor, the falcata has a single edged, concave blade and a hook-shaped hilt often stylized in the shape of a horse. Its shape distributes the weight to give it the momentum of an axe with the cutting edge of a sword.
Horsechopper: This weapon is essentially a halberd with an enlarged hook opposite the blade. When using a horsechopper, you gain a +2 bonus on your Combat Maneuver Bonus to trip an opponent with more than two legs.
Katar, Tri-bladed: Although most katars (or punching daggers) boast a single long, thick blade, the tribladed katar features a fan of three splayed razor edges.
Klar: Traditionally a Shoanti blade bound to the skull of a horned spirestalker (a breed of Storval Plateau giant gecko), in recent years the armorers of southern Varisia have started crafting these bladed shields from iron. You can attack an opponent with a klar, using it as an one-hand, martial slashing weapon. For the purpose of penalties on attack rolls, treat a klar as a light weapon. If you use a klar to make an attack, you lose its AC bonus until your next action (usually until the next round). Both the sword and shield segments of a klar can be enhanced separately. An enhancement bonus on the shield does not improve the e ectiveness of the blade.
Maulaxe: This versatile weapon is a unique design passed down through the dwarvish lords of the Five Kings. It initially appears like a heavyheaded axe, but a skilled wielder can strike equally well with its chopping edge as with the forged sledge that backs the blade; thus it can be used to deliver bludgeoning or slashing damage as the wielder desires.
A dwarven maulaxe is a martial weapon for dwarves and an exotic weapon for members of other races. It is not a double weapon and any enchantments applied to the weapon operate normally regardless of which part of the weapon’s head is used to deliver the blow, except for enhancements that apply only to blunt or sharp weapons. Such enhancements apply only to attacks dealing the appropiate type of damage.
Musket: This smooth-bore longarm fires largecaliber bullets. What it lacks in accuracy it makes up for in high damage potential.
Ogre Hook: A huge crook of crude, sharpened metal, ogre hooks take their name from the savages who most typically employ them. Usually created by giants and their ilk, ogre hooks are commonly size Large and awkward for most humanoids to use.
Osirian Khopesh: The Osirian khopesh begins as a straight blade extending 2 feet from its hilt. It then extends a further 2 feet in a curved crescent, enabling the weapon to be used for trip attacks.
Pata: An evolution of the standard katar, the pata is a short sword that ends in a full, fingerless gauntlet hilt. You punch rather than stab with the weapon, allowing you to put more force behind each strike. A pata provides a +10 bonus on Combat maneuver defense against disarming the pata.
Pistol: The single-shot, rifled-bore pistol is relatively easy to conceal. You gain a +2 bonus on Sleight of Hand checks made to conceal a pistol.
Revolver: The most advanced firearm available, a revolver has up to five chambers that each hold a bullet and a wad of guncotton. Cocking the hammer spins the chambers to align the next bullet with the barrel. The complicated mechanism of a revolver makes it misfire on a natural 1 or 2.
Rifle: Firing small-caliber rounds at high velocity from a rifled barrel, a rifle makes for an excellent long-range weapon and is favored by snipers.
Sawtooth Sabre: The signature weapons of the notorious assassins’ guild known as the Red Mantis, sawtooth sabres are cruel but ecient weapons. Their curved, serrated blades are capable of making deep wounds and in the hands of a skilled user are treated as light weapons. A char acter without ExoticWeapon Proficiency (sawtooth sabre) can wield one of these weapons as a longsword.
Scattergun: A larger version of a blunderbuss, a scattergun fires a devastating blast of shot, that can be quite ruinous at close range.
Shoanti Bola: The Shoanti often use special bolas carved from bones and weighted with stones. These bolas function as standard bolas but deal lethal damage rather than nonlethal damage. Most Shoanti bolas can also function as bullroarers — tiny holes carved in the weights cause them to emit a mournful keening sound when spun.
Temple Sword: Typically used by guardians of religious sites, temple swords have distinctive crescent-shaped blades, appearing as an amalgam of a sickle and a sword. Many temple swords have holes drilled into the blade or places on the pommel, where charms, bells or other holy trinkets might be attached.
Thorn Bracer: These sturdy leather bracers are studded with lacquered rose thorns that can be used to pierce foes. You can attack with these bracers even while holding objects in your hands. When attacking with thorn bracers you lose any shield bonus to AC gained from a readied shield until your next action. A thorn bracer can be used to make an offhand attack if you aren’t wielding a weapon or shield in that hand.
Thorn bow: This polished rosewood bow is studded with thorns and tiny rose flowers. You need at least two hands to use a thorn bow, regardless of its size. You can use a thorn bow while mounted. Penalties for low Strength apply on damage rolls rolls made with a thorn bow. Thorn bows cannot be made into composite thorn bows.
War Razor: In all appearances, a war razor is an oversized razor or flip knife. As the razor folds into the handle, no sheath is required, making the weapon easy to hide, granting you a +2 bonus on Sleight of Hand checks made to conceal the weapon on your body.
Wooden stake: Popular in certain parts of Ustalav, a wooden stake proves very handy against vampires.

Firearms

Although generally quite deadly, firearms remain rare on Golarion thanks to the greater power and reliability of magic. In places where magic is fickle or doesn’t work at all (such as the Mana Wastes), firearms become more desirable but no less expensive. Firearms generally work like any other weapons, except where noted here.
Firearm Profiency: The ExoticWeapon Profiency (firearms) feat grants profiency with all the firearms listed here. A non-proficient character who attacks with a firearm does so at the standard -4 penalty on attack rolls, but also su ers twice the normal chances for a misfire.
Attacks of Opportunity: Attacking with a firearm provokes attacks of opportunity. Capacity: This lists the number of shots the weapon can hold. You may fire a weapon as many times in a round as you have attacks, up to this number. Reloading a flintlock firearm (blunderbuss and musket) requires 1 round. Reloading a percussion cap firearm (pistol, revolver, rifle, scattergun) requires 1 move action per shot.
Bullets: Although each type of firearm fires differently sized bullets, individual bullets cost the same, regardless of the firearm they are used for. A pouch of 10 bullets costs 1 gp.
Damage: The round bullets of firearms deal bludgeoning and piercing damage because they rely on kinetic force to punch into their targets. A bullet that fails to penetrate deeply can still damage its target, just from the force of impact alone. Exploding Dice: Whenever you deal damage with a firearm and roll maximum on any damage die, reroll that die and add that roll to the total as well. If you roll maximum on rerolls, continue to reroll, adding the damage each time.
Misfire: Whenever you roll a natural 1 on an attack roll made with a firearm, your firearm might misfire. Immediately roll 1d20. On a 1, the firearm is damaged and the powder explodes out the breech, dealing the weapon’s damage to you; on a 2-7 the firearm is damaged; on a 8-18 the firearm jams; and on a 19-20 you simply miss. A damaged firearm requires a DC 20 Craft (gunsmithing) check and 1 hour to repair. A jammed firearm requires 1 round to clear, but as long as at least one chamber holds a bullet it can be fired immediately.

Armor

Armored Kilt: Popular among the Keleshite soldiers of Qadira, the armored kilt is made of a thick cloth skirt with bars of steel hanging down fromthe waist and a ring of horizontal steel plates just above the hem. An armored kilt can be worn separately as light armor, or it can be added to other suits of light and medium armor. Adding an armored kilt increases a suit of armor’s armor bonus by +1, but it adds 15 pounds to the armor, lowers the maximum Dex bonus by 1, and increases the armor’s weight category (from light to medium and from medium to heavy). Adding an armored kilt to heavy armor does not provide an armor bonus increase.
Field Plate: This heavy armor is similar to full plate but lighter in construction, sacrificing a bit in protection for greater flexibility and mobility.
Hide Shirt: Made fromthe hide, bones, and thick scales of the giant lizards, a suit of this light armor provides greater protection than its heft suggests. Many Shoanti warriors favor this armor, especially shirts made from rare black-scaled spirestalkers.
Klar: You can attack an opponent with a klar, using it as an o -hand, martial slashing weapon. For the purpose of attack roll penalties, treat a klar as a light weapon. If you use a klar to make an attack, you lose its AC bonus until your next action (usually until the next round). Both segments of a klar can be anhanced separately. An enhancement bonus on the shield does not improve the e ectiveness of the blade and vice versa.
Leaf Armor: Druidic elves use secret alchemical compounds to treat special leaves used in crafting armor for their warriors. Stitching the overlapping leaves into a leather jerkin, bracers, and leggins provides great flexibility while deflecting blows as well as metal armor. Leaf armor is always masterwork. It cannot be constructed from other special materials.
Rosewood Armor: This suit of leather armor is wrapped in special rose vines. Anyone grappling a creature wearing rosewood armor takes 1d4 points of piercing damage per round. This damage can be prevented by taking a -10 penalty on the grapple check. The rose vines must be watered with at least 1 gallon of water each day or they whither and die, turning the armor into normal leather armor.
Stoneplate: Crafted by dwarven stonesmiths from alchemically strengthened plates of shale or basalt, stoneplate is heavy and unwieldy, but it offers unparalleled protection to its wearer.

Gear

Alkali flask: This is a flask of caustic liquid that reacts with an ooze’s natural acids. You can throw an alkali flask as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. Adirect hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash. Oozs and other acid-based creatures take double damage from the flask.
Alkali salt: These tiny granules can be dissolved in water, creating a slimy material used to coat metallic items such as weapons or armor. Such a coatingneutralizes the metal-eating acid of black puddings and gray oozes, protecting the item from 1d3 contacts with an ooze’s acidic touch.
Coffin, Common: This is a plain, wooden funerary box for transporting and holding dead bodies or remains.
Coffin, Ornate: A more ornate version of the common coffin, favired by aristocratic families for displaying the remains of their dead scions before they are reanimated as undead. Some undead Gebbies, particularly vampires, continue using their coffins as beds after their reanimation.
False Jewelry: Favored by rogues in statuesque Magnimar, these adornments hide tiny secret compartments. False jewelry grants a +8 bonus on Sleight of Hand checks to hide a tiny object on your person (does not stack with the bonus for hiding very small objects) and negates the +4 bonuses searchers receive when frisking you.
False jewelry costs 20 gp in addition to the value of the ornament being fitted with the secret compartment.
Harpy Musk: The reek of this doubtful cureall proves useful at scaring o Varisian goblins. If smeared on a surface or used as a thrown weapon, the musk fills a 30-foot area with the stink of harpies for 1 minute. Any Varisian goblin who enters the area must make a DC 14Will save or be shaken for 1 minute.
Harrow Deck: This is a traditional fortunetelling deck of cards used by Varisian soothsayers and seers. Some Harrow decks are elaborately illustrated, but most are parchment or paper cards with hand-painted images. Harrow decks are often handed down through generations and treated with utmost care by their users as a result.
Heatstones: These round or ovoid stones of volcanic glass have a decent heft to them, weighing from 2 to 4 pounds, and generate their own heat. They provide enough heat to keep chambers warm in the coldest winter. One heatstone keeps a 20- foot-square are comfortably warm even in xtreme cold (below -20°), or a 40-foot-square area in severe cold (below 0°).
Heatstones do not generate enough warmth to be useful in direct combat, although they are helpful in keeping troops battle-ready. They last just three winters and then must be replaced, ensuring that the trade in them as luxuries in the North stays constant. Rumor has it that some such stones are scrying devices that enable Leleshite sorcerers to hear the conversations of distant lands, but this is surely idle paranoia. These naturally occurring magical stones are found all throughout Qadira, and desert nomads frequently arrive in Katheer bearing dozens of them.
Marker Dye: This alechemical liquid leaves an obvious, bright stain wherever splashed. The stain is nearly impossible to remove with anything but time – it fades after 72 hours, and disappears in 2 weeks. Molthuni explorers use it to mark trails, scouts to mark positions, some jailers to mark special prisoners, and conquerors to claim their primacy. When thrown, treat it as a ranged touch attack with a range increment of 10 feet.
Ooze grease: This alchemical concotion can be spread over a Medium or Small creature’s body as a full-round action. It provides a +5 alchemical bonus on Escape Artist checks, Combat Maneuver Defense to avoid a grapple and reflex saves to avoid an ooze’s improved grab or engulf abilities, but gives a -5 penalty to disarm checks, grapple checks to start or maintain a grapple or pin and other checks that may be hindered by a loose grip (such as Climb). One application lasts for up to 1 hour and can be removed with soap and water.
Perfume/Cologne: Perfume and cologne are common accessories for those who hope to avoid o ending through scent. More expensive scents are available in finer quarters of any city. Rare perfumes and colognes are sold in vials containing 10 applications, with a single dose lasting for 24 hours during which its wearer gains a +2 circumstance bonus on Diplomacy checks against targets of her own race. Exotic perfumes grant a +2 circumstance bonus on all Diplomacy checks.
Scarf, Pocketed: An elaborate design disguises several small pockets on one side of this scarf. This scarf grants you a +4 bonus on Sleight of Hand checks made to hide objects on your body. This bonus does not stack with the bonus wearing heavy clothing provides, but does stack with bonuses for attempting to hide small objects.
Scarf, Reinforced: One side of this 8-foot-long scarf is reinforced with chain links and metal plates. While not enough to provide a benefit to Armor Class, these versatile scarves can be used like a length of chain to climb short distances or bind an enemy. A reinforced scarf has hardness 10 and 4 hit points. It can be burst with a DC 24 Strength check.
Unguent of Revivification: The preservation of dead flesh is important in undead-friendly Geb. Geb’s elite commonly use this alchemical ointment as a cheaper alternative to gentle repose to give their undead flesh the blush of life. A single dose staves o the decomposition of dead flesh for 1d6 days. It cannot reverse decay that is already present and has no e ect on the time limit for raising creatures from the dead.
Varisian Idol: Scavenged from rare uneroded Varisian monuments, these depictions of forgotten spirits can be used to augment summoning magic. If used as an additional material component for any summon monster or summon nature’s ally spell, the summoned creature has an additional +2 hit points per Hit Die.

Magic Items

Spells

Sources

regeln/start.txt · Zuletzt geändert: 2021/01/09 02:10 von malcolm