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== Base info ==
 
== Base info ==
  
:'''Half-Elf Druid''' 6 / '''[http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/a-b/brightness-seeker Brightness Seeker]''' 2
+
:'''Half-Elf Druid''' 6 / '''[http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/a-b/brightness-seeker Brightness Seeker]''' 4
 
:'''N Medium humanoid''' (elf, human)
 
:'''N Medium humanoid''' (elf, human)
 
:'''Init''' +2 (+2 Dex)
 
:'''Init''' +2 (+2 Dex)
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=== Defense ===
 
=== Defense ===
  
:'''AC''' 21, touch 14, flat-footed 18 (+5 armor, +2 Dex, +1 dodge, +2 shield, +1 Ring of Protection)
+
:'''AC''' 25, touch 14, flat-footed 22 (+9 armor, +2 Dex, +1 dodge, +2 shield, +1 Ring of Protection)
:'''hp''' 47 (8d8+8); acid resistance 10 ([[#Earth Domain]])
+
:'''hp''' 59 (10d8+10); acid resistance 10 ([[#Earth Domain]])
:'''Fort''' +8 (+1 Con, +5 Druid, +1 Seeker, +1 equip)
+
:'''Fort''' +9 (+1 Con, +5 Druid, +2 Seeker, +1 equip)
 
:'''Ref''' +8 (+2 Dex, +2 feat, +2 Druid, +1 equip, +1 Seeker)
 
:'''Ref''' +8 (+2 Dex, +2 feat, +2 Druid, +1 equip, +1 Seeker)
:'''Will''' +13 (+4 Wis, +5 Druid, +1 Seeker, +2 feat, +1 equip); +2 vs. enchantments, +4 vs. fey and plant-targeted effects, +10 vs. fear
+
:'''Will''' +14 (+4 Wis, +5 Druid, +2 Seeker, +2 feat, +1 equip); +2 vs. enchantments, +4 vs. fey and plant-targeted effects, +10 vs. fear
  
 
=== Offense ===
 
=== Offense ===
  
 
:'''Speed''' 20 ft. (due to armor; 30 ft base)
 
:'''Speed''' 20 ft. (due to armor; 30 ft base)
:'''Melee''' quarterstaff +4 (1d6–1) or sickle +4 (1d6–1)
+
:'''Melee''' quarterstaff +6 (1d6–1) or sickle +6 (1d6–1)
:'''Ranged''' mwk sling +8 (1d4–1)
+
:'''Ranged''' mwk sling +9 (1d4–1)
:'''Special Attacks''' [[#Wild Shape]] 2/day
+
:'''Special Attacks''' [[#Wild Shape]] 4/day
 
:'''Domain Spell-Like Abilities''' (CL 6th; concentration +10)
 
:'''Domain Spell-Like Abilities''' (CL 6th; concentration +10)
 
: 7/day — acid dart (from [[#Earth domain]]).
 
: 7/day — acid dart (from [[#Earth domain]]).
Строка 33: Строка 33:
  
 
:'''Str''' 9, '''Dex''' 14, '''Con''' 13, '''Int''' 12, '''Wis''' 18, '''Cha''' 10
 
:'''Str''' 9, '''Dex''' 14, '''Con''' 13, '''Int''' 12, '''Wis''' 18, '''Cha''' 10
:'''Base Atk''' +5; '''CMB''' +4 (+5 BAB, -1 Str); '''CMD''' 16 (10 +5 BAB, -1 Str, +2 Dex)
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:'''Base Atk''' +7 (+4 Druid +3 Seeker); '''CMB''' +6 (+7 BAB, -1 Str); '''CMD''' 18 (10 +7 BAB, -1 Str, +2 Dex)
  
 
'''Feats'''
 
'''Feats'''
* ''Dodge'': +1 dodge to AC
+
* 1st: ''Dodge'': +1 dodge to AC
* ''Lightning Reflexes'': +2 to Ref
+
* 3rd: ''Lightning Reflexes'': +2 to Ref
* ''Natural Spell'': Allows to cast spells while wild shaped
+
* 5th: ''Natural Spell'': Allows to cast spells while wild shaped
* ''Skill Focus'' (Survival): +3 bonus to skill
+
* 7th: ''Skill Focus'' (Survival): +3 bonus to skill
* ''Iron Will'': Will save +2
+
* 9th: ''Iron Will'': Will save +2
  
 
'''Skills''' (4 +1 Int +1 fav. class) x6 for Druid, (4 +1 Int) x2 for Seeker
 
'''Skills''' (4 +1 Int +1 fav. class) x6 for Druid, (4 +1 Int) x2 for Seeker
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! 2nd  
 
! 2nd  
 
| +1 || +1 || +1 || +1 || [[#Channel Past Incarnation]], [[#Tranquility]]
 
| +1 || +1 || +1 || +1 || [[#Channel Past Incarnation]], [[#Tranquility]]
 +
|-
 +
! 3nd
 +
| +2 || +2 || +1 || +2 || [[#Common ground]], wild shape 1/day
 +
|-
 +
! 4nd
 +
| +3 || +2 || +1 || +2 || [[#One with nature]], [[#tranquility aura]]
 
|}
 
|}
  

Версия 13:31, 7 сентября 2013

Содержание

Base info

Half-Elf Druid 6 / Brightness Seeker 4
N Medium humanoid (elf, human)
Init +2 (+2 Dex)
Senses low-light vision (half-elf); Perception +11

Defense

AC 25, touch 14, flat-footed 22 (+9 armor, +2 Dex, +1 dodge, +2 shield, +1 Ring of Protection)
hp 59 (10d8+10); acid resistance 10 (#Earth Domain)
Fort +9 (+1 Con, +5 Druid, +2 Seeker, +1 equip)
Ref +8 (+2 Dex, +2 feat, +2 Druid, +1 equip, +1 Seeker)
Will +14 (+4 Wis, +5 Druid, +2 Seeker, +2 feat, +1 equip); +2 vs. enchantments, +4 vs. fey and plant-targeted effects, +10 vs. fear

Offense

Speed 20 ft. (due to armor; 30 ft base)
Melee quarterstaff +6 (1d6–1) or sickle +6 (1d6–1)
Ranged mwk sling +9 (1d4–1)
Special Attacks #Wild Shape 4/day
Domain Spell-Like Abilities (CL 6th; concentration +10)
7/day — acid dart (from #Earth domain).

Druid #Spells Prepared (CL 6th; concentration +10)

3rd: #Spike Growth (DC 17), #Daylight, #Stone Shape D
2nd: #Barkskin x2, #Bear's Endurance, #Summon Swarm, #Soften Earth and Stone D
1st: #Cure Light Wounds, #Obscuring Mist, #Faery Fire, #Speak with Animals, #Magic Stone D
0th (at will): #Create Water, #Guidance, #Know Direction, #Light
D: Domain spell; #Earth domain

Statistics

Str 9, Dex 14, Con 13, Int 12, Wis 18, Cha 10
Base Atk +7 (+4 Druid +3 Seeker); CMB +6 (+7 BAB, -1 Str); CMD 18 (10 +7 BAB, -1 Str, +2 Dex)

Feats

  • 1st: Dodge: +1 dodge to AC
  • 3rd: Lightning Reflexes: +2 to Ref
  • 5th: Natural Spell: Allows to cast spells while wild shaped
  • 7th: Skill Focus (Survival): +3 bonus to skill
  • 9th: Iron Will: Will save +2

Skills (4 +1 Int +1 fav. class) x6 for Druid, (4 +1 Int) x2 for Seeker

  • Climb +3 (1 rank, -1 Str, +3 default)
  • #Fly +9 (4 rank, +2 Dex, +3 default)
  • #Swim +4 (2 rank, -1 Str, +3 default)
  • Handle Animal +6 (3 rank, +3 default, +0 Cha)
  • Heal +10 (3 ranks, +3 default, +4 Wis)
  • Knowledge (dungeoneering) +6 (5 ranks, +1 Int)
  • Knowledge (nature) +14 (8 ranks, +3 default, +1 Int, +2 nature sense)
  • Knowledge (religion) +9 (5 ranks, +1 Int, +3 default)
  • Knowledge (the planes) +6 (5 ranks, +1 Int)
  • Perception +11 (4 ranks, +3 default, +4 Wis)
  • Spellcraft +7 (3 ranks, +3 default, +1 Int)
  • Survival +15 (3 ranks, +3 default, +4 Wis, +3 feat, +2 nature sense)

Languages Common, Druidic, Elven, Undercommon, Skald

SQ

  • Elf blood: Counts as elf for purpose of effects working on elves.
  • Nature bond (#Earth domain)
  • #Nature sense: +2 to Know (nature) and Survival.
  • #Trackless Step: leaves no trail in natural surroundings and cannot be tracked.
  • #Wild Empathy +6 (Druid level + Cha mod)
  • #Woodland Stride: can move through any sort non-magical of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.
  • #Discover Omen: Meditate to grant insight bonus (+1).
  • #Favored Pilgrim: Improves elves' attitude.
  • #Tranquility: +10 to saves vs. fear

Combat Gear:

Other Gear

  • +1 hide armor
  • Heavy wooden shield
  • Masterwork sling with 20 bullets
  • Quarterstaff
  • Sickle
  • Cloak of resistance +1
  • Backpack
  • Healer's kit
  • Holly and mistletoe: used as divine focus
  • Silk rope (50 ft.)
  • Spell component pouc
  • 91 gp

Reference

Druid

Alignment: Any neutral

Hit Die: d8

Class Skills

The druid's class skills are Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).

Skill Ranks Per Level: 4 + Int modifier.

Levels

Lvl BAB Fort Ref Will Special Spells Per Day
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Nature bond (#Earth Domain), #Nature Sense, #Orisons, #Wild Empathy 3 1
2nd +1 +3 +0 +3 #Woodland Stride 4 2
3rd +2 +3 +1 +3 #Trackless Step]] 4 2 1
4th +3 +4 +1 +4 #Resist Nature's Lure, #Wild Shape (1/day) 4 3 2
5th +3 +4 +1 +4 4 3 2 1
6th +4 +5 +2 +5 Wild shape (2/day) 4 3 3 2

Earth Domain

Granted Powers
You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.
Acid Dart (Sp)
As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Acid Resistance (Ex)
At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid.

Domain Spells:

  1. #Magic Stone
  2. #Soften Earth and Stone
  3. #Stone Shape
  4. Spike stones
  5. Wall of stone
  6. Stoneskin
  7. Elemental body IV (earth only)
  8. Earthquake
  9. Elemental swarm (earth spell only)

Wild Empathy

Wild Empathy (Ex)

A druid can improve the attitude of an animal. This ability functions just like a #Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier 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, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Diplomacy

You can change the initial attitudes of nonplayer characters with a successful check. The DC of this check depends on the creature’s starting attitude toward you, adjusted by its Charisma modifier.

Succeed: If you succeed, the character’s attitude toward you is improved by one step. For every 5 by which your check result exceeds the DC, the character’s attitude toward you increases by one additional step. A creature’s attitude cannot be shifted more than two steps up in this way, although the GM can override this rule in some situations.
Fail: If you fail the check by 4 or less, the character’s attitude toward you is unchanged. If you fail by 5 or more, the character’s attitude toward you is decreased by one step.

You cannot use Diplomacy against a creature that does not understand you or has an Intelligence of 3 or less. Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future. Any attitude shift caused through Diplomacy generally lasts for 1d4 hours but can last much longer or shorter depending upon the situation (GM discretion).

Starting Attitude Diplomacy DC
Hostile 25+ creature's Cha Modifier
Unfriendly 20+ creature's Cha Modifier
Indifferent 15+ creature's Cha Modifier
Friendly 10+ creature's Cha Modifier
Helpful 0+ creature's Cha Modifier

If a creature’s attitude toward you is at least indifferent, you can make requests of the creature. This is an additional Diplomacy check, using the creature’s current attitude to determine the base DC, with one of the following modifiers. Once a creature’s attitude has shifted to helpful, the creature gives in to most requests without a check, unless the request is against its nature or puts it in serious peril. Some requests automatically fail if the request goes against the creature’s values or its nature, subject to GM discretion.

Request Diplomacy Modifier
Give simple advice or directions –5
Give detailed advice +0
Give simple aid +0
Reveal an unimportant secret +5
Give lengthy or complicated aid +5
Give dangerous aid +10
Reveal secret knowledge +10 or more
Give aid that could result in punishment +15 or more

Additional requests +5 per request

Nature Sense

A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Woodland Stride

Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her 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 her.

Trackless Step

Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Resist Nature's Lure =

Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.

Brightness Seeker

Hit Die: d8

To qualify to become a Brightness Seeker, a character must fulfill all of the following criteria:

  • Feat: Iron Will
  • Race: Elf
  • Skills: Perception 1 rank, Survival 1 rank, Knowledge (nature) 1 rank and Knowledge (religion) 5 ranks (or vice versa).

Class Skills

The Brightness Seeker's class skills (and the key ability for each) are Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Points at Each Level: 4 + Int modifier.

Levels

Lvl BAB Fort Ref Will Special
1st +0 +1 +0 +1 #Discover Omen, #Favored Pilgrim
2nd +1 +1 +1 +1 #Channel Past Incarnation, #Tranquility
3nd +2 +2 +1 +2 #Common ground, wild shape 1/day
4nd +3 +2 +1 +2 #One with nature, #tranquility aura


Discover Omen

Discover Omen (Su)

All Brightness Seekers know how to interpret the omens the natural world presents to them in order to discover lucky or unlucky actions for themselves and others. Once per day per class level, a Brightness Seeker may attempt to forecast the future of herself or a creature within 30 ft.

Searching for an omen takes 1 hour of uninterrupted meditation; the Brightness Seeker rolls 1d20 and adds her class level and Charisma modifier to determine the omen check result. She may add a +3 to her roll if she knows the target’s birthday and birth month, the target’s true name or birth name, or his city of birth (or similarly specific geographic area); these bonuses stack if she knows more than one of these things. If the check result is 20 or higher, she learns an omen regarding that creature’s next 24 hours. She may perform multiple forecasts for the same creature if the initial check fails to reveal an omen, but once she achieves a result, she cannot forecast for that creature again until a day has passed.

A creature who knows his omen may utilize a one-time insight bonus equal to the Brightness Seeker’s class level. This bonus may be used on any single attack roll, ability check, skill check, or saving throw made by the creature. Alternatively, he can apply the insight bonus to his AC against a single attack targeting them (even if flat-footed). Activating the effect doesn’t take an action; the character can even activate the bonus on another creature’s turn if needed. The character must choose to use this bonus before making the roll it is to modify. Once used, the effect of the omen ends.

Favored Pilgrim

Favored Pilgrim (Ex)

Most elves revere Brightness Seekers, and will often do whatever they can to help them complete their personal journeys through their current incarnations. Elves who believe in the Brightness who normally would have an initial attitude of hostile, unfriendly, or indifferent toward the character instead start as one step closer to friendly when dealing with the character.


Channel Past Incarnation

Channel Past Incarnation (Su)

At 2nd level, Brightness Seekers establish a mystical connection with their previous lives spent as simple creatures of the forest or field. Once per day, a Brightness Seeker may spend 1 hour meditating to manifest one of the special qualities detailed below. This special quality remains for 1 day or until the Brightness Seeker changes form or dismisses it.

  • Bite and claws (1d6 points of damage each)
  • #Blindsense 30 ft. (sound-based, like a bat)
  • #Darkvision 60 ft.
  • #Scent
  • Temperature-adapted (as #Endure Elements)
  • Thick hide (+3 natural armor bonus to AC)
  • Waterborn (#Swim speed 40 ft., can breathe water and air)
  • Wings (average maneuverability, #Fly speed 40 ft.)

Tranquility

Tranquility (Ex)

At 2nd level, Brightness Seekers awaken memories of their past incarnations and realize that even death is merely a threshold to another existence rather than something to be feared. They gain a +10 resistance bonus on saves against fear effects.

Spells

A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.

To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier.

Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Spontaneous Casting

A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any #Summon Nature's Ally spell of the same level or lower.

Chaotic, Evil, Good, and Lawful Spells

A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Orisons (Sp)

Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spike Growth

School transmutation; Level druid 3, ranger 2
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft./level)
Area one 20-ft. square/level
Duration 1 hour/level (D)
Saving Throw Reflex partial; Spell Resistance yes

Any ground-covering vegetation in the spell's area becomes very hard and sharply pointed without changing its appearance.

In areas of bare earth, roots and rootlets act in the same way. Typically, spike growth can be cast in any outdoor setting except open water, ice, heavy snow, sandy desert, or bare stone. Any creature moving on foot into or through the spell's area takes 1d4 points of piercing damage for each 5 feet of movement through the spiked area.

Any creature that takes damage from this spell must also succeed on a Reflex save or suffer injuries to its feet and legs that slow its land speed by half. This speed penalty lasts for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell's save DC.

Note: Magic traps are hard to detect. A rogue (only) can use the Perception skill to find a spike growth. The DC is 25 + spell level, or DC 28 for spike growth (or DC 27 for spike growth cast by a ranger). Spike growth can't be disabled with the Disable Device skill.

Stone Shape

School transmutation [earth]; Level cleric/oracle 3, druid 3, sorcerer/wizard 4; Domain artifice 3, earth 3
Casting Time 1 standard action
Components V, S, M/DF (soft clay)
Range touch
Target stone or stone object touched, up to 10 cu. ft. + 1 cu. ft./level
Duration instantaneous
Saving Throw none; Spell Resistance no

You can form an existing piece of stone into any shape that suits your purpose. While it's possible to make crude coffers, doors, and so forth with stone shape, fine detail isn't possible. There is a 30% chance that any shape including moving parts simply doesn't work.

Barkskin

School transmutation; Level alchemist 2, druid 2, ranger 2, summoner 2; Domain defense 2, plant 2
Casting Time 1 standard action
Components V, S, DF
Range touch
Target living creature touched
Duration 10 min./level
Saving Throw none; Spell Resistance yes (harmless)

Barkskin toughens a creature's skin. The effect grants a +2 enhancement bonus to the creature's existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level.

The enhancement bonus provided by barkskin stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.

Bear's Endurance

School transmutation; Level alchemist 2, cleric/oracle 2, druid 2, magus 2, ranger 2, sorcerer/wizard 2, summoner 2
Casting Time 1 standard action
Components V, S, M/DF (a few hairs, or a pinch of dung, from a bear)
Range touch
Target creature touched
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes

The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth. Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject's Constitution drops back to normal. They are not lost first as temporary hit points are.

Soften Earth and Stone

School transmutation [earth]; Level druid 2; Domain earth 2
Casting Time 1 standard action
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Area 10-ft. square/level; see text
Duration instantaneous
Saving Throw none; Spell Resistance no

When this spell is cast, all natural, undressed earth or stone in the spell's area is softened. Wet earth becomes thick mud, dry earth becomes loose sand or dirt, and stone becomes soft clay that is easily molded or chopped. You affect a 10-foot square area to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot. Magical, enchanted, dressed, or worked stone cannot be affected. Earth or stone creatures are not affected.

A creature in mud must succeed on a Reflex save or be caught for 1d2 rounds and unable to move, attack, or cast spells. A creature that succeeds on its save can move through the mud at half speed, and it can't run or charge. Loose dirt is not as troublesome as mud, but all creatures in the area can move at only half their normal speed and can't run or charge over the surface. Stone softened into clay does not hinder movement, but it does allow characters to cut, shape, or excavate areas they may not have been able to affect before.

While this spell does not affect dressed or worked stone, cavern ceilings or vertical surfaces such as cliff faces can be affected. Usually, this causes a moderate collapse or landslide as the loosened material peels away from the face of the wall or roof and falls (treat as a cave-in with no bury zone, see Environment).

A moderate amount of structural damage can be dealt to a manufactured structure by softening the ground beneath it, causing it to settle. However, most well-built structures will only be damaged by this spell, not destroyed.

Summon Swarm

School conjuration (summoning); Level bard 2, druid 2, sorcerer/wizard 2, summoner 2, witch 2
Casting Time 1 round
Components V, S, M/DF (a square of red cloth)
Range close (25 ft. + 5 ft./2 levels)
Effect one swarm of bats, rats, or spiders
Duration concentration + 2 rounds
Saving Throw none; Spell Resistance no

You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel.


Cure Light Wounds

School conjuration (healing); Level alchemist 1, bard 1, cleric/oracle 1, druid 1, inquisitor 1, paladin 1, ranger 2, witch 1
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text

When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.

Magic Stone

School transmutation; Level cleric/oracle 1, druid 1; Domain earth 1
Casting Time 1 standard action
Components V, S, DF
Range touch
Targets up to three pebbles touched
Duration 30 minutes or until discharged
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)

You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spell's enhancement bonus), or 2d6+2 points against undead.

Obscuring Mist

School conjuration (creation); Level cleric/oracle 1, druid 1, magus 1, sorcerer/wizard 1, witch 1; Domain air 1, darkness 1, water 1, weather 1
Casting Time 1 standard action
Components V, S
Range 20 ft.
Effect cloud spreads in 20-ft. radius from you, 20 ft. high
Duration 1 min./level (D)
Saving Throw none; Spell Resistance no

A misty vapor arises around you. It is stationary. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell's area. A wall of fire burns away the fog in the area into which it deals damage.

This spell does not function underwater.

Faery Fire

School evocation [light]; Level druid 1; Domain light 1
Casting Time 1 standard action
Components V, S, DF
Range long (400 ft. + 40 ft./level)
Area creatures and objects within a 5-ft.-radius burst
Duration 1 min./level (D)
Saving Throw none; Spell Resistance yes

A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Creatures outlined by faerie fire take a -20 penalty on all Stealth checks. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light.

The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.

Candle

A candle dimly illuminates a small area, increasing the light level in a 5-foot radius by one step (darkness becomes dim light and dim light becomes normal light).

Speak with Animals

School divination; Level bard 3, druid 1, ranger 1
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 min./level

You can ask questions of and receive answers from animals, but the spell doesn't make them any more friendly than normal. Wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.

Create Water

School conjuration (creation) [water]; Level cleric/oracle 0, druid 0, inquisitor 0, paladin 1
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect up to 2 gallons of water/level
Duration instantaneous
Saving Throw none; Spell Resistance no

This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large -- possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed.

Note: Conjuration spells can't create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

Guidance

School divination; Level cleric/oracle 0, druid 0, inquisitor 0, summoner 0, witch 0
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 1 minute or until discharged
Saving Throw Will negates (harmless); Spell Resistance yes

This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.

Know Direction

School divination; Level bard 0, druid 0
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration instantaneous

When you cast this spell, you instantly know the direction of north from your current position. The spell is effective in any environment in which "north" exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don't find some external reference point to help you keep track of direction.

Light

School evocation [light]; Level bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, sorcerer/wizard 0, summoner 0, witch 0
Casting Time 1 standard action
Components V, M/DF (a firefly)
Range touch
Target object touched
Duration 10 min./level
Saving Throw none; Spell Resistance no

This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.

You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.

Summon Nature's Ally

Summon Nature's Ally I

School conjuration (summoning); Level druid 1, ranger 1
Casting Time 1 round
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Effect one summoned creature
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no

This spell summons to your side a natural creature (typically an animal, fey, magical beast, outsider with the elemental subtype, or a giant). The summoned ally appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions as you command.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells that have expensive material components (such as wish).

The spell conjures one of the creatures from the 1st Level list on Table: Nature's Ally. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted.

When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. All creatures summoned with this spell without alignment subtypes have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.

Summon Nature's Ally II

School conjuration (summoning); Level druid 2, ranger 2

This spell functions as summon nature's ally I, except that you summon one 2nd-level creature or 1d3 1st-level creatures of the same kind.

Summon Nature's Ally III

School conjuration (summoning); Level druid 3, ranger 3

This spell functions like summon nature's ally I, except that you can summon one 3rd-level creature, 1d3 2nd-level creatures of the same kind, or 1d4+1 1st-level creatures of the same kind.

Tables
1st Level Subtype
Dire rat
Dog
Dolphin
Eagle
Giant centipede
Fire beetle
Mite (gremlin)
Poisonous frog
Pony (horse)
Stirge
Viper (snake)
2nd Level Subtype
Ant, giant (worker)
Elemental (small) Elemental
Giant frog
Giant spider
Goblin dog
Horse
Hyena
Octopus
Squid
Wolf
3rd Level Subtype
Ant, giant (soldier)
Ape
Aurochs (herd animal)
Boar
Cheetah
Constrictor snake
Crocodile
Dire bat
Electric eel
Giant Crab
Leopard (cat)
Monitor lizard
Shark
Wolverine

Beast Shape I

School transmutation (polymorph); Level alchemist 3, magus 3, sorcerer/wizard 3; Domain fur 3
Casting Time 1 standard action
Components V, S, M (a piece of the creature whose form you plan to assume)
Range personal
Target you
Duration 1 min./level (D)

When you cast this spell, you can assume the form of any Small or Medium creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent.

Small animal: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus.

Medium animal: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus.

Beast Shape II

School transmutation (polymorph); Level alchemist 4, magus 4, sorcerer/wizard 4

This spell functions as beast shape I, except that it also allows you to assume the form of a Tiny or Large creature of the animal type. If the form you assume has any of the following abilities, you gain the listed ability: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, scent, grab, pounce, and trip.

Tiny animal: If the form you take is that of a Tiny animal, you gain a +4 size bonus to your Dexterity, a -2 penalty to your Strength, and a +1 natural armor bonus.

Large animal: If the form you take is that of a Large animal, you gain a +4 size bonus to your Strength, a -2 penalty to your Dexterity, and a +4 natural armor bonus.

Elemental Body I

School transmutation (polymorph); Level alchemist 4, magus 4, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M (the element you plan to assume)
Range personal
Target you
Duration 1 min/level (D)

When you cast this spell, you can assume the form of a Small air elemental, Small earth elemental, Small fire elemental, or Small water elemental. The abilities you gain depend upon the type of elemental into which you change. Elemental abilities based on size, such as burn, vortex, and whirlwind, use the size of the elemental you transform into to determine their effect.

#Air Elemental: If the form you take is that of a Small air elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the ability to create a Whirlwind.
#Earth Elemental: If the form you take is that of a Small earth elemental, you gain a +2 size bonus to your Strength and a +4 natural armor bonus. You also gain darkvision 60 feet and the ability to Earth Glide.
#Fire Elemental: If the form you take is that of a Small fire elemental, you gain a +2 size bonus to your Dexterity and a +2 natural armor bonus. You gain darkvision 60 feet, resist fire 20, vulnerability to cold, and the Burn ability.
#Water Elemental: If the form you take is that of a Small water elemental, you gain a +2 size bonus to your Constitution and a +4 natural armor bonus. You also gain swim 60 feet, darkvision 60 feet, the ability to create a Vortex, and the ability to breathe water.

Endure Elements

School abjuration; Level alchemist 1, cleric/oracle 1, druid 1, paladin 1, ranger 1, sorcerer/wizard 1, summoner 1; Domain sun 1
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 24 hours
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit (-45 and 60 degrees Celsius) without having to make Fortitude saves. The creature's equipment is likewise protected.

Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

Wild Shape

At 4th level, a druid gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the #Beast Shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains in levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily usage of this ability, regardless of the form taken.

At 6th level, a druid can use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid's wild shape now functions as #Beast Shape II. When taking the form of an elemental, the druid's wild shape functions as #Elemental Body I.

Air Elemental

N Small humanoid (elf, human)
Init +3 (+3 Dex)
Senses darkvision 60 ft.
AC 18, touch 15, flat-footed 13 (+3 Dex, +1 dodge, +2 NA, +1 size, +1 Ring)
Ref +9 (+3 Dex, +2 feat, +2 Druid, +1 equip, +1 Seeker)
Speed #Fly 60 ft. (perfect)
Melee slam +5 (1d4-1)
Special Attacks #Whirlwind
Str 9, Dex 16 (+2 size), Con 13, Int 12, Wis 18, Cha 10
Base Atk +5; CMB +3 (+5 BAB, -1 Str, -1 size); CMD 16 (10 +5 BAB, -1 Str, +3 Dex, -1 size)
Whirlwind

DC 13 (10 + 1/2 HD + Str mod), 4 rounds, 5 ft. wide at base, 10-10 ft. high, 1/2 wide at top

Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. If the creature has a fly speed, it can continue to fly at that same speed while in whirlwind form; otherwise it gains a fly speed equal to its base land speed (average maneuverability) while in whirlwind form.

The whirlwind is always 5 feet wide at its base, but its height and width at the top vary from creature to creature (minimum 10 feet high). A whirlwind’s width at its peak is always equal to half its height. The creature controls the exact height, but it must be at least 10 feet high.

The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through the creature’s space. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it.

A creature that comes in contact with the whirlwind must succeed at a Reflex save (DC 10 + 1/2 the monster’s HD + the monster’s Strength modifier) or take damage as if it were hit by the whirlwind creature’s slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round on its turn to escape the whirlwind. The creature still takes damage that round but can leave if the save is successful.

Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed at a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind’s volume. As a free action, the whirlwind can eject any carried creatures whenever it wishes, depositing them in its space.

If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the creature and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud of debris must succeed on a concentration check (DC 15 + spell level) to cast a spell.

Fire Elemental

N Small humanoid (elf, human)
Init +3 (+3 Dex)
Senses darkvision 60 ft.
AC 18, touch 15, flat-footed 14 (+3 Dex, +1 dodge, +2 NA, +1 size, +1 Ring)
Resist fire 20, vulner. to cold (+50% dmg)
Ref +9 (+3 Dex, +2 feat, +2 Druid, +1 equip, +1 Seeker)
Speed 50 ft.
Melee slam +5 (1d4-1 + #Burn [1d4, DC 14])
Str 9, Dex 16 (+2 size), Con 13, Int 12, Wis 18, Cha 10
Base Atk +5; CMB +3 (+5 BAB, -1 Str, -1 size); CMD 16 (10 +5 BAB, -1 Str, +3 Dex, -1 size)
Burn

A creature with the burn special attack deals fire damage in addition to damage dealt on a successful hit in melee. A creature affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage at the start of its turn for an additional 1d4 rounds (DC 10 + 1/2 the attacking creature’s racial HD + the attacking creature’s Con modifier). A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit the monster with natural weapons or unarmed attacks take fire damage as though hit by the monster’s burn attack and must make a Reflex save to avoid catching on fire.

Earth Elemental

N Small humanoid (elf, human)
Senses darkvision 60 ft.
AC 18, touch 16, flat-footed 14 (+2 Dex, +1 dodge, +5 NA, +1 size, +1 Ring)
Speed 20 ft., burrow 20 ft.
Melee slam +7 (1d6+1)
Str 13 (+4 size), Dex 14, Con 13, Int 12, Wis 18, Cha 10
Base Atk +5; CMB +5 (+5 BAB, +1 Str, -1 size); CMD 17 (10 +5 BAB, +1 Str, +2 Dex, -1 size)
Earth Glide

A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Water Elemental

N Small humanoid (elf, human)
Senses darkvision 60 ft.
AC 18, touch 16, flat-footed 14 (+2 Dex, +1 dodge, +5 NA, +1 size, +1 Ring)
hp 55 (8d8+16); acid resistance 10 (#Earth Domain)
After changing back, Character loses 8 hp gained from higher Con.
Speed 20 ft., swim 60 ft. (breathes water)
Melee slam +5 (1d4-1)
Fort +9 (+2 Con, +5 Druid, +1 equip, +1 Seeker)
Str 9, Dex 14, Con 15 (+2 size), Int 12, Wis 18, Cha 10
Base Atk +5; CMB +3 (+5 BAB, -1 Str, -1 size); CMD 15 (10 +5 BAB, -1 Str, +2 Dex, -1 size)
Vortex

DC 14 (10 + 1/2 HD + Str mod), 4 rounds, 5 ft. wide at base, 10-10 ft. high, 1/2 wide at top

A water elemental can create a whirlpool as a standard action, at will. This ability functions identically to the #Whirlwind special attack, but can only form underwater and cannot leave the water.

Deinonychus

Senses low-light vision, #Scent.
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 dodge, +2 NA, +1 Ring)
Speed 60 ft.
Melee 2 talons +5 (1d8), bite +5 (1d6), foreclaws +0 (1d4)
Special Attacks: pounce (full attack after charge)
Str 11 (+2 size), Dex 14, Con 13, Int 12, Wis 18, Cha 10
CMB +5 (+5 BAB); CMD 17 (10 +5 BAB, +2 Dex)
Skills:
Jump +12 (+0 Str +12 racial)

Cave Bear

N Large humanoid (elf, human)
Senses low-light vision, #Scent.
Init: +1
AC 17, touch 13, flat-footed 14 (+2 Dex, +1 dodge, +4 NA -1 size +1 Ring)
Ref +7 (+1 Dex, +2 feat, +2 Druid, +1 equip, +1 Seeker)
Speed 40 ft.
Melee 2 claws +5 (1d6+1 plus #Grab), bite +5 (1d8+1)
Space/Reach: 10 ft./ 5 ft.
Str 13 (+4 size), Dex 12 (-2 size), Con 13, Int 12, Wis 18, Cha 10
Base Atk +5; CMB +7 (+5 BAB, +1 Str, +1 size); +11 for grapple; CMD 18 (10 +5 BAB, +1 Str, +1 Dex, +1 size)
Skills:
Jump +5 (+1 Str +4 racial)
Stealth -3 (-4 size, +1 Dex)

Dire Tiger

N Large humanoid (elf, human)
Senses low-light vision, #Scent.
Init: +1
AC 17, touch 12, flat-footed 14 (+2 Dex, +1 dodge, +4 NA -1 size)
Ref +7 (+1 Dex, +2 feat, +2 Druid, +1 equip +1 Seeker)
Speed 40 ft.
Melee 2 claws +5 (2d4+1 plus #Grab), bite +5 (2d6+1/19–20 plus #Grab)
Special Attacks: pounce (full attack after charge), rake (2 claws +7, 2d4+1)
Space/Reach: 10 ft./ 5 ft.
Str 13 (+4 size), Dex 12 (-2 size), Con 13, Int 12, Wis 18, Cha 10
Base Atk +5; CMB +7 (+5 BAB, +1 Str, +1 size); +11 for grapple; CMD 18 (10 +5 BAB, +1 Str, +1 Dex, +1 size)
Skills:
Jump +5 (+1 Str +4 racial)
Stealth -3 (-4 size, +1 Dex), +1 in tall grass

Special Abilities

Scent

This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

The creature 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 a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.

A creature with the scent ability 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. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Grab

If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a #Grapple as a free action without provoking an attack of opportunity. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creature's Special Attacks line.

The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself.

A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text).

Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.

Grapple

As a standard action, you can attempt to grapple a foe, hindering his combat options. If you do not have Improved Grapple, grab, or a similar ability, attempting to grapple a foe provokes an attack of opportunity from the target of your maneuver. Humanoid creatures without two free hands attempting to grapple a foe take a –4 penalty on the combat maneuver roll. If successful, both you and the target gain the grappled condition. If you successfully grapple a creature that is not adjacent to you, move that creature to an adjacent open space (if no space is available, your grapple fails). Although both creatures have the grappled condition, you can, as the creature that initiated the grapple, release the grapple as a free action, removing the condition from both you and the target. If you do not release the grapple, you must continue to make a check each round, as a standard action, to maintain the hold. If your target does not break the grapple, you get a +5 circumstance bonus on grapple checks made against the same target in subsequent rounds. Once you are grappling an opponent, a successful check allows you to continue grappling the foe, and also allows you to perform one of the following actions (as part of the standard action spent to maintain the grapple).

Move

You can move both yourself and your target up to half your speed. At the end of your movement, you can place your target in any square adjacent to you. If you attempt to place your foe in a hazardous location, such as in a wall of fire or over a pit, the target receives a free attempt to break your grapple with a +4 bonus.

Damage

You can inflict damage to your target equal to your unarmed strike, a natural attack, or an attack made with armor spikes or a light or one-handed weapon. This damage can be either lethal or nonlethal.

Pin

You can give your opponent the pinned condition (see Conditions). Despite pinning your opponent, you still only have the grappled condition, but you lose your Dexterity bonus to AC. Tie Up

If you have your target pinned, otherwise restrained, or unconscious, you can use rope to tie him up. This works like a pin effect, but the DC to escape the bonds is equal to 20 + your Combat Maneuver Bonus (instead of your CMD). The ropes do not need to make a check every round to maintain the pin. If you are grappling the target, you can attempt to tie him up in ropes, but doing so requires a combat maneuver check at a –10 penalty. If the DC to escape from these bindings is higher than 20 + the target's CMB, the target cannot escape from the bonds, even with a natural 20 on the check.

If You Are Grappled

If you are grappled, you can attempt to break the grapple as a standard action by making a combat maneuver check (DC equal to your opponent's CMD; this does not provoke an attack of opportunity) or Escape Artist check (with a DC equal to your opponent's CMD). If you succeed, you break the grapple and can act normally. Alternatively, if you succeed, you can become the grappler, grappling the other creature (meaning that the other creature cannot freely release the grapple without making a combat maneuver check, while you can). Instead of attempting to break or reverse the grapple, you can take any action that doesn’t require two hands to perform, such as cast a spell or make an attack or full attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you. See the grappled condition for additional details. If you are pinned, your actions are very limited. See the pinned condition in Conditions for additional details.

Multiple Creatures

Multiple creatures can attempt to grapple one target. The creature that first initiates the grapple is the only one that makes a check, with a +2 bonus for each creature that assists in the grapple (using the Aid Another action). Multiple creatures can also assist another creature in breaking free from a grapple, with each creature that assists (using the Aid Another action) granting a +2 bonus on the grappled creature's combat maneuver check.

grappled condition

A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.

A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.

Casting Spells while Grappled/Grappling: The only spells which can be cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a concentration check (DC 10 + the grappler's CMB + the level of the spell you're casting) or lose the spell.

pinned condition

A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is denied its Dexterity bonus. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level) or lose the spell. Pinned is a more severe version of grappled, and their effects do not stack.

Casting Spells while Pinned: The only spells which can be cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a concentration check (DC 10 + the grappler's CMB + the level of the spell you're casting) or lose the spell.

Jump

Finally, you can use the Acrobatics skill to make jumps or to soften a fall. The base DC to make a jump is equal to the distance to be crossed (if horizontal) or four times the height to be reached (if vertical). These DCs double if you do not have at least 10 feet of space to get a running start. The only Acrobatics modifiers that apply are those concerning the surface you are jumping from. If you fail this check by 4 or less, you can attempt a DC 20 Reflex save to grab hold of the other side after having missed the jump. If you fail by 5 or more, you fail to make the jump and fall (or land prone, in the case of a vertical jump).

Faster Base Movement: Creatures with a base land speed above 30 feet receive a +4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed above 30 feet. Creatures with a base land speed below 30 feet receive a –4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed below 30 feet. No jump can allow you to exceed your maximum movement for the round.

Running Jump: For a running jump, the result of your Acrobatics check indicates the distance traveled in the jump (and if the check fails, the distance at which you actually land and fall prone). Halve this result for a standing long jump to determine where you land.

Fly

Fly (Dex; Armor Check Penalty)

You are skilled at flying, either through the use of wings or magic, and you can perform daring or complex maneuvers while airborne. Note that this skill does not give you the ability to fly. Requirement

You cannot take this skill without a natural means of flight or gliding. Creatures can also take ranks in Fly if they possess a reliable means of flying every day (either through a spell or other magical manner, such as a druid’s wild shape ability).

Move less than half speed and remain flying || 10
Table: Flying Maneuver DCs
Flying Maneuver Fly DC
Hover 15
Turn greater than 45° by spending 5 feet of movement 15
Turn 180° by spending 10 feet of movement 20
Fly up at a greater than 45° angle1 20
Table: Wind Effects on Flying
Wind Force Wind Speed Checked Size Blown Away Size Fly Penalty
Light 0–10 mph
Moderate 11–20 mph
Strong 21–30 mph Tiny –2
Severe 31–50 mph Small Tiny –4
Windstorm 51–74 mph Medium Small –8
Hurricane 75–174 mph Large Medium –12
Tornado 175+ mph Huge Large –16
Attacked While Flying

You are not considered flat-footed while flying. If you are flying using wings and you take damage while flying, you must make a DC 10 Fly check to avoid losing 10 feet of altitude. This descent does not provoke an attack of opportunity and does not count against a creature’s movement.

Collision While Flying

If you are using wings to fly and you collide with an object equal to your size or larger, you must immediately make a DC 25 Fly check to avoid plummeting to the ground, taking the appropriate falling damage. Avoid Falling Damage

If you are falling and have the ability to fly, you can make a DC 10 Fly check to negate the damage. You cannot make this check if you are falling due to a failed Fly check or a collision. See Falling Damage if you fail this check.

High Wind Speeds

Flying in high winds adds penalties on your Fly checks as noted on the Wind Effects table.

“Checked” means that creatures of that size or smaller must succeed on a DC 20 Fly check to move at all so long as the wind persists.

“Blown away” means that creatures of that size or smaller must succeed on a DC 25 Fly check or be blown back 2d6×10 feet and take 2d6 points of nonlethal damage. This check must be made every round the creature remains airborne. A creature that is blown away must still make a DC 20 Fly check to move due to also being checked.

Action

None. A Fly check doesn’t require an action; it is made as part of another action or as a reaction to a situation.

Try Again

Varies. You can attempt a Fly check to perform the same maneuver on subsequent rounds. If you are using wings and you fail a Fly check by 5 or more, you plummet to the ground, taking the appropriate falling damage.

Fly Speed

Creatures with a fly speed treat the Fly skill as a class skill. A creature with a natural fly speed receives a bonus (or penalty) on Fly skill checks depending on its maneuverability:

Clumsy –8
Poor –4
Average +0
Good +4
Perfect +8

Creatures without a maneuverability rating are assumed to have average maneuverability and take no penalty on Fly checks.

Size

A creature larger or smaller than Medium takes a size bonus or penalty on Fly checks depending on its size category:

Fine +8
Diminutive +6
Tiny +4
Small +2
Large –2
Huge –4
Gargantuan –6
Colossal –8

Low-light Vision

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 him 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.

Darkvision

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.

Blindsense

Blindsense lets a creature notice things it cannot see, but without the precision of blindsight. The creature with blindsense usually does not need to make Perception checks to notice and locate creatures within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent that cannot be seen has total concealment (50% miss chance) against a creature with blindsense, and the blindsensing creature 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.

Swim

A creature with a swim speed can move through water at its indicated speed without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The creature can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line.

Swim skill

You know how to swim and can do so even in stormy water.

Check

Make a Swim check once per round while you are in the water. Success means you may swim at up to half your speed (as a full-round action) or at a quarter of your speed (as a move action). If you fail by 4 or less, you make no progress. If you fail by 5 or more, you go underwater.

Table: Swim Skill DCs
Water Swim DC
Calm water 10
Rough water 15
Stormy water 20*
  • You can't take 10 on a Swim check in stormy water, even if you aren't otherwise being threatened or distracted.

If you are underwater, either because you failed a Swim check or because you are swimming underwater intentionally, you must hold your breath. You can hold your breath for a number of rounds equal to twice your Constitution score, but only if you do nothing other than take move actions or free actions. If you take a standard action or a full-round action (such as making an attack), the remainder of the duration for which you can hold your breath is reduced by 1 round. (Effectively, a character in combat can hold his breath only half as long as normal.) After that period of time, you must make a DC 10 Constitution check every round to continue holding your breath. Each round, the DC for that check increases by 1. If you fail the Constitution check, you begin to drown. The DC for the Swim check depends on the water, as given on the table below.

Each hour that you swim, you must make a DC 20 Swim check or take 1d6 points of nonlethal damage from fatigue. Action

A successful Swim check allows you to swim a quarter of your speed as a move action or half your speed as a full-round action.

Special'

  • Swim Speed: A creature with a swim speed can move through water at its indicated speed without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The creature can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line.
  • Feats: If you have the Athletic feat, you get a +2 bonus on Swim skill checks. If you have 10 or more ranks in Swim, the bonus increases to +4.
  • Size: The rules for familiars say "Small animals like these use Dexterity to modify Climb and Swim checks." Note however, that not all familiars are size Small. For example, bats are size Diminutive and cats are size Tiny. Therefore our guess is that the sentence, "Small animals like these..." isn't referring specifically to size "Small" but instead to creatures size Tiny or smaller (note though that not even all creatures size Tiny or smaller appear to have this applied to their skills.)

Gear

Alchemist Fire

You can throw a flask of alchemist's fire as a splash weapon with a range increment of 10 feet.

A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.

Using Splash Weapons

Make a ranged attack against an unoccupied grid intersection (AC 5 plus range penalties.)

You Hit
Creatures in all adjacent squares are dealt splash damage. No creatures take direct hit damage.
You Miss
First, roll 1d8 to determine the misdirection of the throw.
  • 1 - Falls short (straight line towards the thrower.)
  • 2 through 8 - Count around the target creature or grid intersection in a clockwise direction.

Then, count a number of squares in the indicated direction equal to the number of range increments thrown. The thrown object lands that number of spaces away from the target.

Finally, the item deals splash damage (if any) to all creatures in the square it lands in and in all adjacent squares.