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"Curst" is a template that can be added to any humanoid creature (referred to hereafter
as the "base creature"). It uses all the base creature's statistics and special abilities
except as noted here.
Armor Class: The curst's natural armor bonus improves by 3 over that of the base
creature.
Attack: A curst retains all the attacks of the base creature and also gains a slam attack if
it didn't already have one. If the base creature can use weapons, the curst retains this
ability. A curst fighting without weapons uses either its slam attack or its primary natural
weapon (if it has any) when making an attack action. When it has a weapon, it usually
uses that instead.
Full Attack: A curst fighting without weapons uses either its slam attack (see above) or
its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as
its primary attack along with a slam or other natural weapon as a natural secondary
attack.
Damage: A curst has a slam attack. If the base creature does not have this attack form,
use the appropriate damage value from the table below according to the curst's size. A
creature that has other kinds of natural weapons retains its old damage values or uses
the appropriate value from the table below, whichever is better.
Size
Base Damage
Small
1d3
Medium
1d4
Large:
1d6
Special Qualities: A curst retains all the special qualities of the base creature and gains
those described below.
Fast Healing (Ex): A curst heals 1 point of damage each round so long as it has at least
1 hit point. If reduced to 0 or fewer hit points, it falls to the ground paralyzed, and its fast
healing stops. After 1 hour, the curst makes a DC 20 level check. If the check succeeds,
the curst regains 1 hit point, its fast healing resumes, and it is no longer paralyzed. If the
check fails, the curst must make another check at the same DC 24 hours later, and every
24 hours thereafter until it succeeds and begins to recover hit points again. Thus, even a
dismembered curst eventually recovers from its injuries.
Immunity to Cold and Fire (Ex): A curst takes no damage frdm cold or fire attacks.
Madness (Ex): A curst whose Wisdom score is 1 or 2 is afflicted with bouts of madness.
In combat, it has a 5% chance each round to behave erratically. On any round when this
occurs, the curst takes no action.
Spell Resistance (Ex): A curst has spell resistance equal to 12 + its character level.
Turning Immunity (Ex): Cursts cannot be turned, rebuked, destroyed, or commanded.
Unkillable (Ex): Only two ways exist to destroy a curst permanently. One is to destroy
its body (by total immersion in acid, or a disintegrate or undeath to death spell, for
example). The other is to remove the curse that keeps it from dying. The caster of the
remove curse spell must succeed on a caster level check (DC 10 + the curst's HD) to
successfully remove the curse.
Abilities: Change from the base creature as follows: Str +2, Int -4 (minimum 3), Wis -6
(minimum 1), Cha -2 (minimum 1). As an undead creature, a curst has no Constitution
score. A curst whose Wisdom score is reduced to 1 or 2 gains the madness special quality
(see above).
Skills: Same as the base creature. Do not reduce existing skill ranks because of the drop
in Intelligence, but apply the new Intelligence modifier normally to any Intelligence-based
skill checks and to the number of skill points gained when the curst, gains new levels.
Organization: Solitary.
315:
BaB
+0
+1
+2
+3
+3
The Rogue
Fort/ Ref/ Will
+0/+2/+0
+0/+3/+0
+1/+3/+1
+1/+4/+1
+1/+4/+1
Special
Sneak attack +1d6, trapfinding
Evasion
Sneak attack +2d6, trap sense +1
Uncanny dodge
Sneak attack +3d6
+3 = 3 [base] +2 [strength]
+3 = 3 [base] +2 [strength]
+4 = 3 [base] +3 [dexterity] -2 [shaky]
+3 = 3 [base] +2 [strength]
[1d4,
[1d6,
2 lb,
1 lb,
light,
light, slashing]
Club
[1d6,
crit x2,
range incr. 10 ft.
3 lb, onehanded, bludgeoning]
Quarterstaff [1d6/1d6,
crit x2,
4 lb, two-handed,
bludgeoning]
Hand Crossbow
[1d4,
crit 19-20/x2, range incr 30 ft.
2 lb, piercing]
Chain shirt
25 lb.]
Carry Capacity:
Light: 58lb or Less
Medium: 59-116lb
Heavy:117-175lb
Lift over Head: 175lb Lift off Ground: 350lb Push or Drag: 875lb
Feats:
Blind Fight, Combat Expertise, Improved Feint, Shaky [flaw], Lifesense
Skills:
Balance +10, Bluff +11, Climb +2, Diplomacy +7, Disable Device +11, Disguise +3,
Escape Artist +8,
Gather Information +3, Heal +0, Hide +0, Intimidate +5, Jump +12, Listen +8, Move
Silently +3,
Perform [base] +3, Ride +3, Search +8, Sense Motive +8, Spot +8, Survival +0, Swim
+2, Tumble +13,
Use Magic Device +9, Use Rope +11
Weapon and Armor Proficiency:
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, shortbow,
and short sword. Rogues are proficient with light armor, but not with shields.
Sneak Attack:
If a rogue can catch an opponent when he is unable to defend himself effectively from
her attack, she can strike a vital spot for extra damage. Basically, the rogues attack
deals extra damage any time her target would be denied a Dexterity bonus to AC
(whether the target actually has a Dexterity bonus or not), or when the rogue flanks her
target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue
levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra
damage is not multiplied. (See Table 85: Attack Roll Modifiers and Table 86: Armor Class
Modifiers, page 151, for combat situations in which the rogue flanks an opponent or the
opponent loses his Dexterity bonus to AC.)
Ranged attacks can count as sneak attacks only if the target is within 30 feet. A rogue
cant strike with deadly accuracy from beyond that range.
With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals
nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal
damage to deal nonlethal damage in a sneak attack, not even with the usual 4 penalty,
because she must make optimal use of her weapon in order to execute a sneak attack.
(See Nonlethal Damage, page 146.)
A rogue can sneak attack only living creatures with discernible anatomiesundead,
constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any
creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must
be able to see the target well enough to pick out a vital spot and must be able to reach
such a spot. A rogue cannot sneak attack while striking a creature with concealment (see
page 152) or striking the limbs of a creature whose vitals are beyond reach.
Trapfinding:
Rogues (and only rogues) can use the Search skill to locate traps when the task has a
Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a
magic trap has a DC of 25 + the level of the spell used to create it.
Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic
trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats
a traps DC by 10 or more with a Disable Device check can study a trap, figure out how it
works, and bypass it (with her party) without disarming it.
Evasion (Ex):
At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great
agility. If she makes a successful Reflex saving throw against an attack that normally
deals half damage on a successful save (such as a red dragons fiery breath or a fireball),
she instead takes no damage. Evasion can be used only if the rogue is wearing light
armor or no armor. A helpless rogue (such as one who is unconscious or paralysed) does
not gain the benefit of evasion.
BLIND-FIGHT [GENERAL]
You know how to fight in melee without being able to see your foes.
Benefit: In melee, every time you miss because of concealment, you can reroll your miss
chance percentile roll one time to see if you actually hit (see Concealment, page 152).
An invisible attacker gets no advantages related to hitting you in melee. That is, you
dont lose your Dexterity bonus to Armor Class, and the attacker doesnt get the usual
+2 bonus for being invisible
(see Table 85: Attack Roll Modifiers and Table 86: Armor Class Modifiers, page 151). The
invisible attackers bonuses do still apply for ranged attacks, however You take only half
the usual penalty to speed for being unable to see. Darkness and poor visibility in
general reduces your speed to three-quarters normal, instead of one-half (see Table 94:
Hampered Movement, page 163).
Normal: Regular attack roll modifiers for invisible attackers trying to hit you (see Table 8
5: Attack Roll Modifiers, page 151) apply, and you lose your Dexterity bonus to AC. The
speed reduction
for darkness and poor visibility (see Table 94: Hampered Movement, page 163) also
applies.
Special: The Blind-Fight feat is of no use against a character who is the subject of a blink
spell (see page 206).
LIFESENSE [MONSTROUS]
You see the light that all living creatures emit.
Prerequisites: Cha 13, Con (no Constitution score).
Benefits: In addition to any normal light that might be present, your surroundings are
illuminated by roving points of brightness created by living creatures. To your eyes, a
Medium or smaller creature gives off life force sufficient to provide bright illumination in a
60-foot radius, revealing itself and all features and objects in range to your life-adapted
sight. This life-light behaves like regular lightyou cant see into solid objects, or
past solid walls.
A Large creature gives off life-light in a 120-foot radius, and the radius doubles again for
each additional size category larger than Medium, up to a maximum radius of 960 feet
for a Colossal creature.
Shaky [Flaw]
You are relatively poor at ranged combat.
Effect: You take a -2 penalty on all ranged attack rolls.
Weapons
Simple Weapons
Cost
Type
Light Melee Weapons
Dagger
2 gp
slashing
Sickle
6 gp 1d6
One-Handed Melee Weapons
Dmg Critical
1d4
2
1920/2
RangeWeight
10 ft. 1 lb.
2 lb.
Piercing or
Slashing
Club
Quarterstaff5
Martial Weapons
Type2
Light Melee Weapons
Sword, short
10 gp
Exotic Weapons
Type2
Ranged Weapons
Crossbow, hand
Bolts (2x 10)
2 gp
1d6
2
1d6/1d6
Cost Dmg
1d6
Cost
Adventuring Gear
Item
Chain (10 ft.)
Ram, portable
Pick, miners
Backpack (empty)
Spade or shovel
Crowbar
Caltrops
Case, map/scroll
Grappling hook
Pouch, belt
Rope, hemp (50 ft.)
Hammer
Piton x10
Pole, 10-foot
Sack (empty)
Sewing needle
Signal whistle
Chalk, 1 piece
Whetstone
Cost
30 gp
10 gp
3 gp
2 gp
1 gp
1 gp
1920/2
Dmg Critical
100 gp 1d4
Armor/Shield
Armor (Cost)
Bonus
ft.)
Weight
Chain shirt (100gp)
+4
30 ft. 25 lb.
+4
Weight
2 lb.
20 lb.
10 lb.
2 lb.
2 gp 8 lb.
2 gp 5 lb.
1 gp 2 lb.
1 gp 1/2 lb.
1 gp 4 lb.
1/2 lb.
10 lb.
8 sp
1 cp
2 cp
1 lb.
467gp1sp
532gp 8sp
7cp
1920/2
Maximum
Dex Bonus
5 sp 2 lb.
1/2 lb.
8 lb.
1/2 lb.
5 sp
1 gp
2 sp
1 sp
10 ft. 3 lb.
2
Critical
3cp
2 lb.
Bludgeoning
4 lb. Bludgeoning
RangeWeight
Piercing
RangeWeight1
30 ft. 2 lb.
1 lb.
Piercing
Armor
Arcane Spell Speed
Check Penalty
Failure
(30
2
20%
Skill Name
Balance
Bluff
Climb
Diplomacy
Disable Device
Disguise
Escape Artist
Gather Information
Heal
Hide
Intimidate
Jump
Listen
Move Silently
Perform_1
Ride
Search
Sense Motive
Spot
Survival
Swim
Tumble
Use Magic Device
Use Rope
Key
Skill
Ability
Ranks
Ability Modifier Modifier
Dex*
10 =
+3
+5
Cha
11 =
+3
+8
Str*
2=
+2
Cha
7=
+3
Dex
11 =
+3
+8
Cha
3=
+3
Dex*
8=
+3
+5
Cha
3=
+3
Wis
0=
+0
Dex*
0=
+3
Cha
5=
+3
*
Str
12 =
+2
+8
Wis
8=
+0
+8
Dex*
3=
+3
Cha
3=
+3
Dex
3=
+3
Int
8=
+0
+8
Wis
8=
+0
+8
Wis
8=
+0
+8
Wis
0=
+0
Str**
2=
+2
Dex*
13 =
+3
+8
Cha
9=
+3
+6
Dex
11 =
+3
+8
Misc.
Modifier
+2 [tumble]
+2 [bluff]
+2 [tumble]
+2 [jump]