Académique Documents
Professionnel Documents
Culture Documents
Brew Potion
Feat
Iron Will
Feat
Potion Glutton
Feat
Indomitable Faith
Trait
You were born in a region where your faith was not popular, yet you
never abandoned it. Your constant struggle to maintain your own faith
has bolstered your drive; you gain a +1 trait bonus on Will saves as a
result.
Appears In: Character Traits Web Enhancement, Advanced Player's
Guide Traits, Ultimate Campaign
Feat
Reactionary
Trait
Youthful Mischief
Choose one type of weapon. You can also choose unarmed strike or
grapple (or ray, if you are a spellcaster) as your weapon for the
purposes of this feat.
Feat
Trait
Toughness
Elf Blood
Half-elves count as both elves and humans for any effect related to
race.
Elven Immunities
Feat
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Unknown
Racial Ability
Low-Light Vision
Racial Ability,Senses
Alchemy +6 (Su)
Breath Mastery
At 1st level, the internal alchemist can control his breath and the flow of
vital energy within his body. Without preparation, he can hold his breath
for a number of minutes equal to his Constitution score (after this, he
must begin making Constitution checks or risk suffocation); by
spending a full-round action preparing himself, he can increase this
duration to 1 hour per point of Constitution. The alchemist can survive
twice as long as normal without food or water before he starts to take
penalties. He can put himself into a state of suspended animation as a
move action, and is then unconscious and appears completely dead;
he awakens at a preset time or in response to a condition set by him
when he enters this state. This ability replaces Throw Anything.
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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
Poison Use
You are trained in the use of poison and cannot accidentally poison
yourself when applying poison to a blade (see Poison).
You gain the ability to react to danger before her senses would
normally allow you to do so. You cannot be caught flat-footed, nor do
you lose your Dex bonus to AC if the attacker is invisible. You still lose
your Dexterity bonus to AC if immobilized. You can still lose your
Dexterity bonus to AC if an opponent successfully uses the feint action
against you.
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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
Feat
Indomitable Faith
Trait
You were born in a region where your faith was not popular, yet you
never abandoned it. Your constant struggle to maintain your own faith
has bolstered your drive; you gain a +1 trait bonus on Will saves as a
result.
Point-Blank Shot
Feat
You are especially accurate when making ranged attacks against close
targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged
weapons at ranges of up to 30 feet.
Precise Shot
Feat
Feat
Trait
You suspect that a child you know has been abducted by Gaedren.
Whatever the relationship, youve heard rumors about Gaedrens Little
Lamms, and of how the old man uses children as pickpockets and
agents for his crimes. Youve even heard rumors that the child youre
looking for has been spotted in the marketplaces in the company of
other known to be cutpurses and pickpockets. Although the Korvosan
Guard has been understanding of your plight, yet it has its hands full
with more important matters these days, it seems, and has not yet
been able to learn anything more about Gaedren. No one else is
interested in bringing Gaedren down and rescuing his victimsthat
task falls to you. Yet where could the old scoundrel be hiding?
Missing Son or Daughter: The missing child is your own son or
daughter, a niece or nephew, or the son or daughter of your superior or
employer and one you had been charged with protecting. The child was
abducted during a trip to the market or some other daily event. Long
hours spent searching for rumors and your stubborn will to continue
grant you a +1 bonus on Will saves.
Appears In: Curse of the Crimson Throne
Insanity Points
Feat
Choose a type of crossbow (hand, light, heavy) or a single type of onehanded or two-handed firearm that you are proficient with.
Rapid Shot
Racial Ability
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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
At 3rd level, the gunslinger can make a surprise melee attack with the
butt or handle of her firearm as a standard action. When she does, she
is considered to be proficient with the firearm as a melee weapon and
gains a bonus on the attack and damage rolls equal to the
enhancement bonus of the firearm. The damage dealt by the pistolwhip is of the bludgeoning type, and is determined by the size of the
firearm. One-handed firearms deal 1d6 points of damage (1d4 if
wielded by Small creatures) and two-handed firearms deal 1d10 points
of damage (1d8 if wielded by Small creatures). Regardless of the
gunslinger's size, the critical multiplier of this attack is 20/2. If the
attack hits, the gunslinger can make a combat maneuver check to
knock the target prone as a free action. Performing this deed costs 1
grit point.
At 1st level, a bolt ace can resolve an attack against touch AC instead
of normal AC when firing a crossbow at a target within its first range
increment. Performing this deed costs 1 grit point. This deed's cost
cannot be reduced by any ability or effect that reduces the amount of
grit points a deed costs (such as Signature Deed). This deed replaces
deadeye.
At 3rd level, a bolt ace can spend 1 grit point when making a crossbow
attack as a standard action and ignore the effects of concealment
(though not total concealment) and cover (other than total cover)
against that shot. This deed replaces utility shot.
At 1st level, as long as a bolt ace has at least 1 grit point, she does not
provoke attacks of opportunity when loading a crossbow. This deed
replaces quick clear.
Grit (Ex)
A gunslinger makes her mark upon the world with daring deeds. Some
gunslingers claim they belong to a mystical way of the gun, but it's
more likely that the volatile nature of firearms simply prunes the
unlucky and careless from their ranks. Whatever the reason, all
gunslingers have grit. In game terms, grit is a fluctuating measure of a
gunslinger's ability to perform amazing actions in combat. At the start of
each day, a gunslinger gains a number of grit points equal to her
Wisdom modifier (minimum 1). Her grit goes up or down throughout the
day, but usually cannot go higher than her Wisdom modifier (minimum
1), though some feats and magic items may affect this maximum. A
gunslinger spends grit to accomplish deeds (see below), and regains
grit in the following ways.
Critical Hit with a Firearm: Each time the gunslinger confirms a critical
hit with a firearm attack while in the heat of combat, she regains 1 grit
point. Confirming a critical hit on a helpless or unaware creature or on
a creature that has fewer Hit Dice than half the gunslinger's character
level does not restore grit.
Killing Blow with a Firearm: When the gunslinger reduces a creature to
0 or fewer hit points with a firearm attack while in the heat of combat,
she regains 1 grit point. Destroying an unattended object, reducing a
helpless or unaware creature to 0 or fewer hit points, or reducing a
creature that has fewer Hit Dice than half the gunslinger's character
level to 0 or fewer hit points does not restore any grit.
Optional Rule: Daring Act
The following method for regaining grit points requires a measure of
GM judgment, so it is an optional rule.
Daring Act: Each time a gunslinger performs a daring act, she can
regain grit. As a general guideline, a daring act should be risky and
dramatic. It should take a good deal of guts, and its outcome should
have a low probability of success. If it is successful, the gunslinger
regains 1 grit point.
Before attempting a daring act, the player should ask the GM whether
the act qualifies. The GM is the final arbiter of what's considered a
daring act, and can grant a regained grit point for a daring act even if
the player does not ask beforehand whether the act qualifies.
Modification from Bolt Ace: A bolt ace regains grit when she scores a
critical hit or deals a killing blow with any kind of crossbow.
Wand
Gravity Bow
Gravity bow significantly increases the weight and density of arrows or
bolts fired from your bow or crossbow the instant before they strike
their target and then return them to normal a few moments later. Any
arrow fired from a bow or crossbow you are carrying when the spell is
cast deals damage as if one size larger than it actually is. For instance,
an arrow fired from a Medium longbow normally deals 1d8 points of
damage, but it would instead deal 2d6 points of damage if fired from a
gravity bow (see page 145 of the Core Rulebook for more information).
Only you can benefit from this spell. If anyone else uses your bow to
make an attack the arrows deal damage as normal for their size.
Potion or Oil
Restoration, Lesser
Lesser restoration dispels any magical effects reducing one of the
subject's ability scores or cures 1d4 points of temporary ability damage
to one of the subject's ability scores. It also eliminates any fatigue
suffered by the character, and improves an exhausted condition to
fatigued. It does not restore permanent ability drain.
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Potion or Oil
Restoration, Lesser
Lesser restoration dispels any magical effects reducing one of the
subject's ability scores or cures 1d4 points of temporary ability damage
to one of the subject's ability scores. It also eliminates any fatigue
suffered by the character, and improves an exhausted condition to
fatigued. It does not restore permanent ability drain.
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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
Feat
Feat
Even in the midst of fierce and furious blows, you can find focus in the
carnage and your seemingly wild blows strike home.
Benefit: When you are wielding a two-handed weapon or a onehanded weapon with two hands, and using the Power Attack feat, you
do not suffer Power Attacks penalty on melee attack rolls on the first
attack you make each turn. You still suffer the penalty on any additional
attacks, including attacks of opportunity.
Benefit: You can choose to take a 1 penalty on all melee attack rolls
and combat maneuver checks to gain a +2 bonus on all melee damage
rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon
using two hands, or a primary natural weapon that adds 1-1/2 times
your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or
secondary natural weapon. When your base attack bonus reaches +4,
and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. You must choose to use this feat
before making an attack roll, and its effects last until your next turn. The
bonus damage does not apply to touch attacks or effects that do not
deal hit point damage.
Note: Because the first listed attack roll for a weapon isn't only used for
normal attacks - it's also used for Attacks of Opportunity and some
special circumstances, the effects of furious focus are not incorporated
into the attack roll while the power attack feat is turned on. Because of
this, you will need to decide when furious focus does apply to an attack
you are making and apply its effects.
Appears In: Advanced Player's Guide
Feat
Feat
Indomitable Faith
Trait
You suspect that a child you know has been abducted by Gaedren.
Whatever the relationship, youve heard rumors about Gaedrens Little
Lamms, and of how the old man uses children as pickpockets and
agents for his crimes. Youve even heard rumors that the child youre
looking for has been spotted in the marketplaces in the company of
other known to be cutpurses and pickpockets. Although the Korvosan
Guard has been understanding of your plight, yet it has its hands full
with more important matters these days, it seems, and has not yet
been able to learn anything more about Gaedren. No one else is
interested in bringing Gaedren down and rescuing his victimsthat
task falls to you. Yet where could the old scoundrel be hiding?
Missing Son or Daughter: The missing child is your own son or
daughter, a niece or nephew, or the son or daughter of your superior or
employer and one you had been charged with protecting. The child was
abducted during a trip to the market or some other daily event. Long
hours spent searching for rumors and your stubborn will to continue
grant you a +1 bonus on Will saves.
Appears In: Curse of the Crimson Throne
Iron Will
Trait
You were born in a region where your faith was not popular, yet you
never abandoned it. Your constant struggle to maintain your own faith
has bolstered your drive; you gain a +1 trait bonus on Will saves as a
result.
Feat
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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
Racial Ability
The character 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 character cannot
sneak attack while striking a creature with concealment.
A character cannot gain more insanity points than her Wisdom score.
Should her insanity points reduce her Wisdom to 0, she immediately
stops gaining insanity points and gains a major madness.
Ability (Slayer)
Track +3
Underhanded Trick
A rogue who selects this talent gains Improved Dirty Trick APG as a
bonus feat, even if she does not meet the prerequisites. At 6th level,
she is treated as if she meets all the prerequisites for Greater Dirty
TrickAPG (although she must take the feat as normal). If she succeeds
in giving her target the blinded condition, the target cannot remove the
condition during the first round of blindness.
Appears In: Blood of Shadows
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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
Potion or Oil
Blur
The subject's outline appears blurred, shifting, and wavering. This
distortion grants the subject concealment (20% miss chance). A see
invisibility spell does not counteract the blur effect, but a true seeing
spell does. Opponents that cannot see the subject ignore the spell's
effect (though fighting an unseen opponent carries penalties of its
own).
These scarred and worn armbands have clearly seen rough use, and
are constructed out of coarse leather and fastened with thick leather
straps. They grant their wearer a +1 competence bonus on grapple
checks and checks to break a grapple.
Construction
Requirements Craft Wondrous Item, bull's strength; Cost 250 gp
Appears In: Ultimate Equipment
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
Feat
Fey Foundling
Feat
You were found in the wilds as a child, bearing a mark of the First
World.
Prerequisites: You may only select this feat at 1st level.
Tortured: Gaedren tortured you and left you for dead on a garbage
heap after you made one too many errors. Your scars and memories
have honed your reaction speed and make you rather jumpy. You gain
a +1 bonus on Reflex saves.
Benefit: Your strange connection to the First World and the fey infuses
you with life, and whenever you receive magical healing, you heal an
additional 2 points per die rolled. You gain a +2 bonus on all saving
throws against death effects. Unfortunately, you also suffer +1 point of
damage from cold iron weapons (although you can wield cold iron
weapons without significant discomfort).
Feat
Deft Dodger
Immunity to Disease
Trait
Unknown
Trait
Insanity Points
Unknown
Racial Ability
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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
The power of a paladin's aura of good (see the detect good spell) is
equal to her paladin level.
At will, a paladin can use detect evil, as the spell. A paladin can, as a
move action, concentrate on a single item or individual within 60 feet
and determine if it is evil, learning the strength of its aura as if having
studied it for 3 rounds. While focusing on one individual or object, the
paladin does not detect evil in any other object or individual within
range.
Ability (Paladin)
Beginning at 2nd level, a paladin can heal wounds (her own or those of
others) by touch. Each day she can use this ability a number of times
equal to 1/2 her paladin level plus her Charisma modifier. With one use
of this ability, a paladin can heal 1d6 hit points of damage for every two
paladin levels she possesses. Using this ability is a standard action,
unless the paladin targets herself, in which case it is a swift action.
Despite the name of this ability, a paladin only needs one free hand to
use this ability.
Alternatively, a paladin can use this healing power to deal damage to
undead creatures, dealing 1d6 points of damage for every two levels
the paladin possesses. Using lay on hands in this way requires a
successful melee touch attack and doesn't provoke an attack of
opportunity. Undead do not receive a saving throw against this
damage.
When you use your lay on hands ability, it also removes disease, as
per the remove disease spell at a caster level of your Paladin level.
When you use your lay on hands ability, it also removes the fatigued
condition.
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Once per day, a paladin can call out to the powers of good to aid her in
her struggle against evil. As a swift action, the paladin chooses one
target within sight to smite. If this target is evil, the paladin adds her
Charisma bonus (if any) to her attack rolls and adds her paladin level to
all damage rolls made against the target of her smite. If the target of
smite evil is an outsider with the evil subtype, an evil-aligned dragon, or
an undead creature, the bonus to damage on the first successful attack
increases to 2 points of damage per level the paladin possesses.
Regardless of the target, smite evil attacks automatically bypass any
DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection
bonus equal to her Charisma modifier (if any) to her AC against attacks
made by the target of the smite. If the paladin targets a creature that is
not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the
next time the paladin rests and regains her uses of this ability. At 4th
level, and at every three levels thereafter, the paladin may smite evil
one additional time per day, as indicated on Table: Paladin, to a
maximum of seven times per day at 19th level.
Note: Either activation checkbox on the in-play tab will apply the to-hit
and AC modifiers, select "Activated" for x1 damage or "Double
Damage" for x2.
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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
Feat
Iron Will
Feat
Feat
Feat
Feat
Trait
You were born in a region where your faith was not popular, yet you
never abandoned it. Your constant struggle to maintain your own faith
has bolstered your drive; you gain a +1 trait bonus on Will saves as a
result.
Appears In: Character Traits Web Enhancement, Advanced Player's
Guide Traits, Ultimate Campaign
Life of Toil
Elven Immunities
Unknown
Insanity Points
Racial Ability
For the purpose of skill or ability checks and Will saves, a characters
effective Wisdom is equal to her Wisdom score minus her IP.
However, for the purpose of spellcasting or class abilities (including
bonus spells, save DCs, a monks Wisdom bonus to AC and save DCs
versus ki abilities, etc.), the characters effective Wisdom equals her
Wisdom score plus her IP.
A character cannot gain more insanity points than her Wisdom score.
Should her insanity points reduce her Wisdom to 0, she immediately
stops gaining insanity points and gains a major madness.
At any time, a character may sacrifice a number of insanity points to
acquire a madness.
Indomitable Faith
Weapon Finesse
Elf Blood
Rapid Shot
Racial Ability,Senses
Half-elves count as both elves and humans for any effect related to
race.
Trait
Note: Becuase of the way Hero Lab handles attribues there is, at this
time, no way to gaurentee that all abilities that depend on Wisdom will
be properaly modifed. If an ability does not appear to be recaculating
correcting use an adustment to add a bonus equal to twice your IP if it
depends on the full Wisdom score, or just your IP if it depends on the
Wisdom modifier.
Low-Light Vision
Racial Ability,Senses
You have lived a physically taxing life, working long hours for a master
or to support a trade. Hard physical labor has toughened your body
and mind. You gain a +1 trait bonus on Fortitude saves.
Appears In: Ultimate Campaign
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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
At 3rd level, this class gains a +1 bonus on Reflex saves to avoid traps
and a +1 dodge bonus to AC against attacks by traps. In addition, she
gains a +1 bonus on Perception checks to avoid being surprised by a
foe. These bonuses increase by 1 every 3 levels thereafter (to a
maximum of +6 at 18th level). This ability counts as trap sense for any
feat or class prerequisite, and can be replaced by any archetype class
feature that replaces trap sense. The bonuses gained from this ability
stack with those gained from trap sense (if the character has trap
sense from another class).
Debilitating Injury: Bewildered -2/-4 (Ex) Class Ability (Rogue (Unchained))
Evasion (Ex)
Trapfinding +3
A rogue adds 1/2 her level on Perception checks to locate traps and on
Disable Device checks (minimum +1). A rogue can use Disable Device
to disarm magic traps.
You gain the ability to react to danger before her senses would
normally allow you to do so. You cannot be caught flat-footed, nor do
you lose your Dex bonus to AC if the attacker is invisible. You still lose
your Dexterity bonus to AC if immobilized. You can still lose your
Dexterity bonus to AC if an opponent successfully uses the feint action
against you.
This belt has a large silver buckle, usually depicting the image of a
tiger. The belt grants the wearer an enhancement bonus to Dexterity of
+2. Treat this as a temporary ability bonus for the first 24 hours the belt
is worn.
Construction
Requirements: Craft Wondrous Item, cats grace; Cost 2,000 gp
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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
Wondrous Item
This implement at first seems to be nothing but a 12-inch iron bar lined
with small plates and spikes. It can be folded, twisted, hinged, and
bent, to form almost any known tool. Hammers, shovels, even a block
and tackle (without rope) are possible. It can duplicate any tool the
wielder can clearly visualize that contains only limited moving parts,
such as a pair of scissors, but not a handloom. It cannot be used to
replace missing or broken parts of machines or vehicles unless a
mundane tool would have done the job just as well.
The any-tool counts as a set of masterwork artisan's tools for most
Craft or Profession skills (although very specialist crafts such as
alchemy still require their own unique toolset). It is an ineffective
weapon, always counting as an improvised weapon and never granting
any masterwork bonus on attack rolls.
Construction
Requirements Craft Wondrous Item, major creation; Cost 125 gp
Appears In: Ultimate Equipment
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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
Feat
Furious Focus
Feat
Even in the midst of fierce and furious blows, you can find focus in the
carnage and your seemingly wild blows strike home.
Diehard
Feat
You are especially hard to kill. Not only do your wounds automatically
stabilize when grievously injured, but you can remain conscious and
continue to act even at death's door.
Prerequisite: Endurance.
Note: Because the first listed attack roll for a weapon isn't only used for
normal attacks - it's also used for Attacks of Opportunity and some
special circumstances, the effects of furious focus are not incorporated
into the attack roll while the power attack feat is turned on. Because of
this, you will need to decide when furious focus does apply to an attack
you are making and apply its effects.
Appears In: Advanced Player's Guide
Benefit: When your hit point total is below 0, but you are not dead, you
automatically stabilize. You do not need to make a Constitution check
each round to avoid losing additional hit points. You may choose to act
as if you were disabled, rather than dying. You must make this decision
as soon as you are reduced to negative hit points (even if it isn't your
turn). If you do not choose to act as if you were disabled, you
immediately fall unconscious.
When using this feat, you are staggered. You can take a move action
without further injuring yourself, but if you perform any standard action
(or any other action deemed as strenuous, including some swift
actions, such as casting a quickened spell) you take 1 point of damage
after completing the act. If your negative hit points are equal to or
greater than your Constitution score, you immediately die.
Normal: A character without this feat who is reduced to negative hit
points is unconscious and dying.
Endurance
Benefit: When you are wielding a two-handed weapon or a onehanded weapon with two hands, and using the Power Attack feat, you
do not suffer Power Attacks penalty on melee attack rolls on the first
attack you make each turn. You still suffer the penalty on any additional
attacks, including attacks of opportunity.
Feat
Feat
Stalwart
Feat
You adopt a defensive stance that allows you to absorb and redirect
hits.
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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
Trait
You are always ready for bloodshed. You gain a +1 trait bonus on
initiative and Intimidate checks.
Appears In: Champions of Corruption
Indomitable Faith
Trait
You were born in a region where your faith was not popular, yet you
never abandoned it. Your constant struggle to maintain your own faith
has bolstered your drive; you gain a +1 trait bonus on Will saves as a
result.
Appears In: Character Traits Web Enhancement, Advanced Player's
Guide Traits, Ultimate Campaign
Unknown
Unknown
Insanity Points
Racial Ability
A barbarians base speed is faster than the norm for her race by 10
feet. This benefit applies only when she is wearing no armor, light
armor, or medium armor, and not carrying a heavy load. Apply this
bonus before modifying the barbarians speed because of any load
carried or armor worn. This bonus stacks with any other bonuses to the
barbarians base speed.
Superstition +3 (Ex)
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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
Feat
Feat
Gunsmithing
Feat
Iron Will
Feat
Choose a type of crossbow (hand, light, heavy) or a single type of onehanded or two-handed firearm that you are proficient with.
You can reload such a weapon quickly.
Prerequisite: Weapon Proficiency (crossbow type chosen) or Exotic
Weapon Proficiency (firearm).
Benefit: The time required for you to reload your chosen type of
weapon is reduced to a free action (for a hand or light crossbow), a
move action (for a heavy crossbow or one-handed firearm), or a
standard action (for a two-handed firearm). Reloading a crossbow or
firearm still provokes attacks of opportunity.
If you have selected this feat for a hand crossbow or light crossbow,
you may fire that weapon as many times in a full-attack action as you
could attack if you were using a bow.
Normal: A character without this feat needs a move action to reload a
hand or light crossbow, a standard action to reload a one-handed
firearm, or a full-round action to load a heavy crossbow or a twohanded firearm.
Special: You can gain Rapid Reload multiple times. Each time you take
the feat, it applies to a new type of crossbow or a new type of firearm.
Feat
Benefit: You can choose to take a 1 penalty on all melee attack rolls
and combat maneuver checks to gain a +2 bonus on all melee damage
rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon
using two hands, or a primary natural weapon that adds 1-1/2 times
your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or
secondary natural weapon. When your base attack bonus reaches +4,
and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. You must choose to use this feat
before making an attack roll, and its effects last until your next turn. The
bonus damage does not apply to touch attacks or effects that do not
deal hit point damage.
Weapon Finesse
Feat
Indomitable Faith
Trait
You were born in a region where your faith was not popular, yet you
never abandoned it. Your constant struggle to maintain your own faith
has bolstered your drive; you gain a +1 trait bonus on Will saves as a
result.
Appears In: Character Traits Web Enhancement, Advanced Player's
Guide Traits, Ultimate Campaign
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Trait
Insanity Points
Racial Ability
At 3rd level, the gunslinger can make a surprise melee attack with the
butt or handle of her firearm as a standard action. When she does, she
is considered to be proficient with the firearm as a melee weapon and
gains a bonus on the attack and damage rolls equal to the
enhancement bonus of the firearm. The damage dealt by the pistolwhip is of the bludgeoning type, and is determined by the size of the
firearm. One-handed firearms deal 1d6 points of damage (1d4 if
wielded by Small creatures) and two-handed firearms deal 1d10 points
of damage (1d8 if wielded by Small creatures). Regardless of the
gunslinger's size, the critical multiplier of this attack is 20/2. If the
attack hits, the gunslinger can make a combat maneuver check to
knock the target prone as a free action. Performing this deed costs 1
grit point.
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At 3rd level, if the gunslinger has at least 1 grit point, she can perform
all of the following utility shots. Each utility shot can be applied to any
single attack with a firearm, but the gunslinger must declare the utility
shot she is using before firing the shot.
Blast Lock: The gunslinger makes an attack roll against a lock within
the first range increment of her firearm. A Diminutive lock usually has
AC 7, and larger locks have a lower AC. The lock gains a bonus to its
AC against this attack based on its quality. A simple lock has a +10
bonus to AC, an average lock has a +15 bonus to AC, a good lock has
a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane
lock grants a +10 bonus to the AC of a lock against this attack. On a
hit, the lock is destroyed, and the object can be opened as if it were
unlocked. On a miss, the lock is destroyed, but the object is jammed
and still considered locked. It can still be unlocked by successfully
performing this deed, by using the Disable Device skill, or with the
break DC, though the DC for either break or Disable Device or the AC
increases by 10. A key, combination, or similar mechanical method of
unlocking the lock no longer works, though knock can still be employed
to bypass the lock, and the creator of an arcane lock can still bypass
the wards of that spell.
Scoot Unattended Object: The gunslinger makes an attack roll against
a Tiny or smaller unattended object within the first range increment of
her firearm. A Tiny unattended object has an AC of 5, a Diminutive
unattended object has an AC of 7, and a Fine unattended object has
an AC of 11. On a hit, the gunslinger does not damage the object with
the shot, but can move it up to 15 feet farther away from the shot's
origin. On a miss, she damages the object normally.
Stop Bleeding: The gunslinger makes a firearm attack and then
presses the hot barrel against herself or an adjacent creature to
staunch a bleeding wound. Instead of dealing damage, the shot ends a
single bleed condition affecting the creature. The gunslinger does not
have to make an attack roll when performing the deed in this way; she
can instead shoot the firearm into the air, but that shot still uses up
ammunition normally.
Grit (Ex)
A gunslinger makes her mark upon the world with daring deeds. Some
gunslingers claim they belong to a mystical way of the gun, but it's
more likely that the volatile nature of firearms simply prunes the
unlucky and careless from their ranks. Whatever the reason, all
gunslingers have grit. In game terms, grit is a fluctuating measure of a
gunslinger's ability to perform amazing actions in combat. At the start of
each day, a gunslinger gains a number of grit points equal to her
Wisdom modifier (minimum 1). Her grit goes up or down throughout the
day, but usually cannot go higher than her Wisdom modifier (minimum
1), though some feats and magic items may affect this maximum. A
gunslinger spends grit to accomplish deeds (see below), and regains
grit in the following ways.
Critical Hit with a Firearm: Each time the gunslinger confirms a critical
hit with a firearm attack while in the heat of combat, she regains 1 grit
point. Confirming a critical hit on a helpless or unaware creature or on
a creature that has fewer Hit Dice than half the gunslinger's character
level does not restore grit.
Killing Blow with a Firearm: When the gunslinger reduces a creature to
0 or fewer hit points with a firearm attack while in the heat of combat,
she regains 1 grit point. Destroying an unattended object, reducing a
helpless or unaware creature to 0 or fewer hit points, or reducing a
creature that has fewer Hit Dice than half the gunslinger's character
level to 0 or fewer hit points does not restore any grit.
Optional Rule: Daring Act
The following method for regaining grit points requires a measure of
GM judgment, so it is an optional rule.
Daring Act: Each time a gunslinger performs a daring act, she can
regain grit. As a general guideline, a daring act should be risky and
dramatic. It should take a good deal of guts, and its outcome should
have a low probability of success. If it is successful, the gunslinger
regains 1 grit point.
Before attempting a daring act, the player should ask the GM whether
the act qualifies. The GM is the final arbiter of what's considered a
daring act, and can grant a regained grit point for a daring act even if
the player does not ask beforehand whether the act qualifies.
Pistol Training (+4, misfire value -2) (Ex)
Elixir of vision
Wondrous Item
Drinking this elixir grants the imbiber the ability to notice acute details
with great accuracy (+10 competence bonus on Perception checks for
1 hour).
Construction
Requirements: Craft Wondrous Item, true seeing; Cost 125 gp
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Feat
Scarred Legion
Feat
Your ritual scars make you more fearsome, and allies with similar scars
grow bolder when they're near you.
Furious Focus
Feat
Even in the midst of fierce and furious blows, you can find focus in the
carnage and your seemingly wild blows strike home.
Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: When you are wielding a two-handed weapon or a onehanded weapon with two hands, and using the Power Attack feat, you
do not suffer Power Attacks penalty on melee attack rolls on the first
attack you make each turn. You still suffer the penalty on any additional
attacks, including attacks of opportunity.
Note: Because the first listed attack roll for a weapon isn't only used for
normal attacks - it's also used for Attacks of Opportunity and some
special circumstances, the effects of furious focus are not incorporated
into the attack roll while the power attack feat is turned on. Because of
this, you will need to decide when furious focus does apply to an attack
you are making and apply its effects.
Appears In: Advanced Player's Guide
Outflank
Feat
Feat
Feat
Toughness
Feat
Indomitable Faith
Tandem Trip
You know how to work together to trip your foes.
Trait
You were born in a region where your faith was not popular, yet you
never abandoned it. Your constant struggle to maintain your own faith
has bolstered your drive; you gain a +1 trait bonus on Will saves as a
result.
Appears In: Character Traits Web Enhancement, Advanced Player's
Guide Traits, Ultimate Campaign
Reactionary
Trait
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Racial Ability
Bear +2 (Su)
Bull +2 (Su)
Falcon +4 (Su)
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At 3rd level, the hunter automatically grants her teamwork feats to her
animal companion. The companion doesnt need to meet the
prerequisites of these teamwork feats.
Note: You should be able to add these feats to your companion's
Hunter Benefits tab.
Mouse (Su)
The creature gains evasion, as the rogue class feature. At 12th level,
this increases to improved evasion, as the rogue advanced talent.
Appears In: Advanced Class Guide
Track +3
Potion or Oil
The druid may cast a spell with a target of "You" on her animal
companion (as a spell with a range of touch) instead of on herself. A
druid may cast spells on her animal companion even if the spells
normally do not affect creatures of the companion's type (animal).
Spells cast in this way must come from a class that grants an animal
companion. This ability does not allow the animal to share abilities that
are not spells, even if they function like spells.
Tiger +2 (Su)
Potion or Oil
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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
Feat
Tandem Trip
Feat
Special: This feat counts as having Dex 13, Int 13, Combat Expertise,
and Improved Unarmed Strike for the purposes of meeting the
prerequisites of the various improved combat maneuver feats, as well
as feats that require those improved combat maneuver feats as
prerequisites.
Furys Fall
Feat
You can use strength and agility to send foes crashing to the ground.
Prerequisites: Improved Trip.
Benefit: When making a trip attack, add your Dexterity bonus to your
CMB.
Appears In: Cheliax, Empire of Devils
Improved Trip
Feat
Outflank
Feat
Scarred Legion
Racial Ability
Devotion +4 (Ex)
Feat
Your ritual scars make you more fearsome, and allies with similar scars
grow bolder when they're near you.
Benefit: You gain a +2 bonus on Intimidate checks. You also gain a +2
morale bonus on Will saving throws while adjacent to an ally with this
feat. When you charge, if you started the charge adjacent to an ally
with this feat, you retain the bonus on Will saves until the start of your
next turn.
Evasion (Ex)
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Racial Ability
Low-Light Vision
Trip (Ex)
A creature with the trip special attack can attempt to trip its opponent
as a free action without provoking an attack of opportunity if it hits with
the specified attack. If the attempt fails, the creature is not tripped in
return.
Racial Ability
This creature can move through any sort of foliage at full speed without
taking damage or suffering impairment. Areas of foliage that have been
magically manipulated affect it normally.
Bear +2 (Su)
Bull +2 (Su)
Tiger +2 (Su)
Racial Ability,Senses
Scent (Ex)
Racial Ability
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Feat
You can use your bardic performance ability more often than normal.
Prerequisite: Bardic performance class feature.
Benefit: You can use bardic performance for 6 additional rounds per
day.
Special: You can gain Extra Performance multiple times. Its effects
stack.
Improved Initiative
Feat
Feat
When using your bardic performance abilities, you grant your allies
greater bonuses.
Prerequisite: Bardic performance class feature, Extra Performance,
Kitharodian Academy 15 Fame.
Benefit: When any of your bardic performance abilities grant your allies
a bonus, that bonus is increased by +1.
Appears In: Faction Guide
Insanity Points
Racial Ability
Life of Toil
Trait
You have lived a physically taxing life, working long hours for a master
or to support a trade. Hard physical labor has toughened your body
and mind. You gain a +1 trait bonus on Fortitude saves.
Appears In: Ultimate Campaign
Trait
You grew up among the outcasts and outlaws of your society, learning
to forage and survive in an urban environment. Select one of the
following skills: Disable Device, Escape Artist, or Sleight of Hand. You
gain a +1 trait bonus on that skill, and it is always a class skill for you.
Note: Becuase of the way Hero Lab handles attribues there is, at this
time, no way to gaurentee that all abilities that depend on Wisdom will
be properaly modifed. If an ability does not appear to be recaculating
correcting use an adustment to add a bonus equal to twice your IP if it
depends on the full Wisdom score, or just your IP if it depends on the
Wisdom modifier.
A bard or skald adds 1/2 his class level (minimum 1) on all Knowledge
skill checks, and may make all Knowledge skill checks untrained.
Unknown
Some halflings have greater control over their innate luck. This ability
gives them more options for how they can apply their good fortune from
day to day, but also narrows its scope. Three times per day, a halfling
can gain a +2 luck bonus on an ability check, attack roll, saving throw,
or skill check. If halflings choose to use the ability before they make the
roll or check, they gain the full +2 bonus; if they choose to do so
afterward, they only gain a +1 bonus. Using adaptive luck in this way is
not an action. This racial trait replaces halfling luck.
Appears In: Advanced Race Guide
Fearless
+2 racial bonus on all saving throws against fear. This bonus stacks
with the bonus granted by halfling luck.
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Ability (Bard)
Ability (Bard)
At 1st level a bard can use his performance to cause one or more
creatures to become fascinated with him. Each creature to be
fascinated must be within 90 feet, able to see and hear the bard, and
capable of paying attention to him. The bard must also be able to see
the creatures affected. The distraction of a nearby combat or other
dangers prevents the ability from working. For every three levels a bard
has attained beyond 1st, he can target one additional creature with this
ability.
Each creature within range receives a Will save (DC 10 + 1/2 bard's
level + bard's Cha modifier) to negate the effect. If a creature's saving
throw succeeds, the bard cannot attempt to fascinate that creature
again for 24 hours. If its saving throw fails, the creature sits quietly and
observes the performance for as long as the bard continues to maintain
it. While fascinated, a target takes a -4 penalty on skill checks made as
reactions, such as Perception checks. Any potential threat requires the
target allows the target to make a new saving throw against the effect.
Any obvious threat, such as someone drawing a weapon, casting a
spell, or aiming a ranged weapon at the target, automatically breaks
the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability.
Fascinate relies on audible and visual components in order to function.
Bardic Performance: Inspire Competence +3 (Su)
Class
Ability (Bard)
A bard of 3rd level or higher can use his performance to help an ally
succeed at a task. The ally must be within 30 feet and able to see and
hear the bard. The ally gets a +2 competence bonus on skill checks
with a particular skill as long as she continues to hear the bard's
performance. This bonus increases by +1 for every four levels the bard
has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at
19th).
Certain uses of this ability are infeasible, such as Stealth, and may be
disallowed at the GM's discretion. A bard can't inspire competence in
himself. Inspire competence relies on audible components.
Bardic Performance: Inspire Courage +3 (Su)
A 1st level bard can use his performance to inspire courage in his allies
(including himself), bolstering them against fear and improving their
combat abilities. To be affected, an ally must be able to perceive the
bard's performance. An affected ally receives a +1 morale bonus on
saving throws against charm and fear effects and a +1 competence
bonus on attack and weapon damage rolls. At 5th level, and every six
bard levels thereafter, this bonus increases by +1, to a maximum of +4
at 17th level. Inspire courage is a mind-affecting ability. Inspire courage
can use audible or visual components. The bard must choose which
component to use when starting his performance.
Bardic Performance: Suggestion (DC 16) (Sp)
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A 5th level bard or 7th level skald becomes a master of many different
types of lore, and can choose to take 10 on any Knowledge skill check
that he has ranks in. Once per day, the character can take 20 on any
Knowledge skill check as a standard action, instead of spending the
normal time taking 20 requires. He can use this ability to take 20 on a
Knowledge skill check one additional time per day for every six levels
he possesses beyond the level needed to gain the ability (to a
maximum of three times per day at 17th level bard or 19th level skald).
Versatile Performance (Keyboard Instruments)Class
+14 (Ex)Ability (Bard)
At 2nd level, the bard or skald becomes resistant to sonic effects. The
character gains a +4 bonus on saving throws made against bardic
performance, as well as all sonic or language-dependent effects.
Antitoxin
Gear
Scroll
Scroll
Scroll
Scroll of glitterdust
Scroll
Scroll
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Scroll
Scroll
Scroll
Shield (x5)
Shield creates an invisible shield of force that hovers in front of you. It
negates magic missile attacks directed at you. The disk also provides a
+4 shield bonus to AC. This bonus applies against incorporeal touch
attacks, since it is a force effect. The shield has no armor check penalty
or arcane spell failure chance.
Windsong lute
Wondrous Item
The haunting strains of any music played on this unusually light, goldinlaid oak lute travel farther than that of any mundane instrument, as if
carried by the wind. If a bard uses this lute to play a bardic
performance with a limited range (such as countersong or distraction),
the range of the bardic performance increases by 10 feet. If the bard is
a sylph, the range increases by 20 feet instead.
Construction
Requirements Craft Wondrous Item, whispering wind, creator must be
a sylph with the bardic performance class feature; Cost 2,125 gp
Appears In: Blood of the Elements
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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
Feat
Your devastating strikes cleave through weapons and armor and into
their wielders, damaging both item and wielder alike in a single terrific
strike.
Feat
Improved Overrun
Feat
Benefit: You can choose to take a 1 penalty on all melee attack rolls
and combat maneuver checks to gain a +2 bonus on all melee damage
rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon
using two hands, or a primary natural weapon that adds 1-1/2 times
your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or
secondary natural weapon. When your base attack bonus reaches +4,
and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. You must choose to use this feat
before making an attack roll, and its effects last until your next turn. The
bonus damage does not apply to touch attacks or effects that do not
deal hit point damage.
Feat
Choose one type of weapon. You can also choose unarmed strike or
grapple (or ray, if you are a spellcaster) as your weapon for the
purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus
+1.
Benefit: You gain a +1 bonus on all attack rolls you make using the
selected weapon.
Improved Sunder
Feat
Special: You can gain this feat multiple times. Its effects do not stack.
Each time you take the feat, it applies to a new type of weapon.
Feat
You are skilled at dealing damage with one weapon. Choose one type
of weapon (including unarmed strike or grapple) for which you have
already selected the Weapon Focus feat. You deal extra damage when
using this weapon.
Prerequisites: Proficiency with selected weapon, Weapon Focus with
selected weapon, fighter level 4th.
Benefit: You gain a +2 bonus on all damage rolls you make using the
selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack.
Each time you take the feat, it applies to a new type of weapon..
Iron Will
Feat
Armor Expert
Trait
You have worn armor as long as you can remember, either as part of
your training to become a knight's squire or simply because you were
seeking to emulate a hero. Your childhood armor wasn't the real thing
as far as protection, but it did encumber you as much as real armor
would have, and you've grown used to moving in such suits with
relative grace. When you wear armor of any sort, reduce that suit's
armor check penalty by 1, to a minimum check penalty of 0.
Appears In: Character Traits Web Enhancement, Advanced Player's
Guide Traits
Indomitable Faith
Trait
You were born in a region where your faith was not popular, yet you
never abandoned it. Your constant struggle to maintain your own faith
has bolstered your drive; you gain a +1 trait bonus on Will saves as a
result.
Appears In: Character Traits Web Enhancement, Advanced Player's
Guide Traits, Ultimate Campaign
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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
Trait
Elf Blood
Half-elves count as both elves and humans for any effect related to
race.
Elven Immunities
Unknown
Insanity Points
Racial Ability
Low-Light Vision
Racial Ability,Senses
At 3rd level, when a two-handed fighter makes a single attack (with the
attack action or a charge) with a two-handed weapon, he adds double
his Strength bonus on damage rolls. This ability replaces armor training
1.
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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
Feat
Saving Shield
Feat
Feat
Choose one type of weapon. You can also choose unarmed strike or
grapple (or ray, if you are a spellcaster) as your weapon for the
purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus
+1.
Benefit: You gain a +1 bonus on all attack rolls you make using the
selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack.
Each time you take the feat, it applies to a new type of weapon.
Special: The Combat Reflexes feat does not allow a rogue to use her
opportunist ability more than once per round.
In Harm's Way
Feat
Iron Will
Feat
Deft Dodger
Trait
Indomitable Faith
Trait
You were born in a region where your faith was not popular, yet you
never abandoned it. Your constant struggle to maintain your own faith
has bolstered your drive; you gain a +1 trait bonus on Will saves as a
result.
Appears In: Character Traits Web Enhancement, Advanced Player's
Guide Traits, Ultimate Campaign
Unknown
Elf Blood
Half-elves count as both elves and humans for any effect related to
race.
Elven Immunities
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Unknown
Material
First crafted in the deeps of time by the titans and bestowed as gifts to
monster-slaying heroes among the lesser races, Elysian bronze retains
the brazen coloration of its namesake but is as hard as steel. A
weapon made of Elysian bronze adds a +1 bonus on weapon damage
rolls against magical beasts and monstrous humanoids; this damage is
multiplied on a critical hit. After a creature uses an Elysian bronze
weapon to deal damage to a magical beast or monstrous humanoid,
the wielder gains a +1 bonus on attack rolls against that specific
creature type (for example, against chimeras, not all magical beasts)
for the next 24 hours, or until the weapon deals damage to a different
kind of magical beast or monstrous humanoid.
Armor made of Elysian bronze also protects its wearer against the
natural weapons or unarmed strikes of magical beasts and monstrous
humanoids, providing damage reduction as if it were adamantine (1/
for light armor, 2/ for medium armor, or 3/ for heavy armor). It does
not provide this protection against creatures of other types. Elysian
bronze has the same hit points and hardness as steel.
Insanity Points
Racial Ability
Low-Light Vision
Racial Ability,Senses
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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
Feat
Elf Blood
Half-elves count as both elves and humans for any effect related to
race.
Feat
Feat
Unknown
Insanity Points
Racial Ability
Iron Will
Elven Immunities
Feat
For the purpose of skill or ability checks and Will saves, a characters
effective Wisdom is equal to her Wisdom score minus her IP.
However, for the purpose of spellcasting or class abilities (including
bonus spells, save DCs, a monks Wisdom bonus to AC and save DCs
versus ki abilities, etc.), the characters effective Wisdom equals her
Wisdom score plus her IP.
A character cannot gain more insanity points than her Wisdom score.
Should her insanity points reduce her Wisdom to 0, she immediately
stops gaining insanity points and gains a major madness.
At any time, a character may sacrifice a number of insanity points to
acquire a madness.
Deft Dodger
Trait
Trait
Note: Becuase of the way Hero Lab handles attribues there is, at this
time, no way to gaurentee that all abilities that depend on Wisdom will
be properaly modifed. If an ability does not appear to be recaculating
correcting use an adustment to add a bonus equal to twice your IP if it
depends on the full Wisdom score, or just your IP if it depends on the
Wisdom modifier.
Low-Light Vision
Racial Ability,Senses
Abjuration (Amulet)
Tortured: Gaedren tortured you and left you for dead on a garbage
heap after you made one too many errors. Your scars and memories
have honed your reaction speed and make you rather jumpy. You gain
a +1 bonus on Reflex saves.
Appears In: Curse of the Crimson Throne
At 5th level, the occultist can read the auras of creatures around him as
a standard action. This functions as the aura sightACG spell with a
duration of 1 round.
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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
Conjuration (Skull)
Divination (Goggles)
An occultist can invest a portion of his mental focus into his chosen
implements for the day, allowing him to utilize a variety of abilities
depending on the implements and the amount of mental focus invested
in them. An occultist has a number of points of mental focus equal to
his occultist level + his Intelligence modifier; these points refresh each
day. He can divide this mental focus between his implements in any
way he desires. If an implement is lost or destroyed, the focus invested
in it is lost as well, though the occultist still refreshes those points of
focus normally.
Once mental focus is invested inside an implement, the implement
gains the resonant power of its implement school (see page 50), and
the occultist can expend the mental focus stored in the implement to
activate the associated focus powers he knows. If a resonant power
grants a bonus that varies based on the amount of mental focus
invested in the implement, the bonus is determined when the focus is
invested, and is not reduced or altered by expending the mental focus
invested in the item. Once all of the mental focus in an implement has
been expended, it loses its resonant power until mental focus is once
again invested in the implement.
The implement grants its resonant power to whoever possesses it; the
occultist can lend the implement to an ally to assist that ally, but if he
does so, he has difficulty casting that implements spells (see
Implements on page 47) and cant expend that implements focus on
focus powers until he retrieves the implement or refreshes his focus.
The occultist refreshes his mental focus once each day after receiving
at least 8 hours of sleep. After refreshing his mental focus, the occultist
must spend 1 hour preparing his implements and investing them with
this power. Mental focus that is not used before the next time the
occultist refreshes his focus is lost.
The occultist can choose to save generic mental focus inside his own
body instead of investing all of it, but expending this focus comes at a
higher cost. Any focus power the occultist activates with generic focus
costs twice as much mental focus to use (and to maintain, if
applicable). The occultist can expend his generic focus through an
appropriate implement on any focus power he knows, but an implement
he didnt invest any focus in at the start of the day grants no resonant
power.
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The implement allows its bearer to notice that which cant easily be
seen. The implement grants a +1 insight bonus on Perception checks
per 2 points of mental focus stored in it, to a maximum bonus equal to
the occultists level. If the occultist is 3rd level or higher and stores at
least 3 points of mental focus in it, the implement also grants low-light
vision. If the occultist is 5th level or higher and stores at least 6 points
of mental focus in it, the implement also grants darkvision 60 feet. (If
the bearer already has darkvision, the implement increases the range
of the darkvision by 30 feet.) If the occultist is 7th level or higher and
stores at least 9 points of mental focus in it, the implement also grants
the effects of see invisibility. If the occultist is 13th level or higher and
stores at least 12 points of mental focus in it, the implement also grants
blindsense 60 feet. If the occultist is 19th level or higher and stores at
least 15 points of mental focus in it, the implement also grants
blindsight 30 feet.
Transmutation (Vest)
Unraveling (Sp)
Ability (Occultist)
At 4th level, an occultist gains the ability to shift his mental focus from
one implement to another, though some of the focus is lost along the
way. Shifting mental focus removes a number of points of mental focus
from one implement and adds the same number 1 to another
implement; this takes 1 minute of quiet contemplation while touching
both implements. The occultist can shift his mental focus only from one
implement to another implement; he cant shift generic focus into an
implement. Unlike expending focus normally, this shift can reduce the
effect of a resonant power in the implement from which the mental
focus was taken. It does not, however, add to the resonant power of
the implement to which the focus is added.
Antitoxin
Gear
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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
Wondrous Item
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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
Feat
Extra Discovery
Firebug
Trait
Feat
Indomitable Faith
Trait
You were born in a region where your faith was not popular, yet you
never abandoned it. Your constant struggle to maintain your own faith
has bolstered your drive; you gain a +1 trait bonus on Will saves as a
result.
Appears In: Character Traits Web Enhancement, Advanced Player's
Guide Traits, Ultimate Campaign
Elf Blood
Benefit: You get a +1 bonus on attack and damage rolls with ranged
weapons at ranges of up to 30 feet.
Feat
Throw Anything
You are especially accurate when making ranged attacks against close
targets.
Potion Glutton
Elven Immunities
Point-Blank Shot
Half-elves count as both elves and humans for any effect related to
race.
Feat
Unknown
Insanity Points
Racial Ability
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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
Racial Ability,Senses
Alchemy +6 (Su)
Perfect Recall
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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
Gear
Doctor's mask
Gear
Often stylized to look like bird masks, a doctors mask consists of a pair
of goggles attached to a wooden or ceramic beak that covers the
wearers nose and mouth. This beak can be filled with herbs, perfumes,
and spices to aid in preventing the contraction of infectious diseases.
While worn, the mask grants a +1 circumstance bonus on Fortitude
saves made against airborne toxins and scent based effects. In
Korvosa, it is a minor crime to wear a doctors mask in public if you are
not a healer or physician.
Appears In: Curse of the Crimson Throne, Adventurer's Armory
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
Feat
Improved Channel
Feat
Trait
Student of Faith
While you have personally dedicated your life to a single deity, you
study all religions and mortal faiths. Upon hearing that the town of
Sandpoint recently completed a cathedral dedicated to the six deities
most popular in the area, you had to see the place for yourself, and
have arrived in time for the consecration of this holy edifice. Because of
your strong faith and broad range of study, you cast all cure spells at
+1 caster level, and whenever you channel energy, you gain a +1 trait
bonus to the save DC of your channeled energy.
Feat
Benefit: You can choose to take a 1 penalty on all melee attack rolls
and combat maneuver checks to gain a +2 bonus on all melee damage
rolls. This bonus to damage is increased by half (+50%) if you are
making an attack with a two-handed weapon, a one handed weapon
using two hands, or a primary natural weapon that adds 1-1/2 times
your Strength modifier on damage rolls. This bonus to damage is
halved (50%) if you are making an attack with an off-hand weapon or
secondary natural weapon. When your base attack bonus reaches +4,
and every 4 points thereafter, the penalty increases by 1 and the
bonus to damage increases by +2. You must choose to use this feat
before making an attack roll, and its effects last until your next turn. The
bonus damage does not apply to touch attacks or effects that do not
deal hit point damage.
A good cleric (or a neutral cleric who worships a good deity) channels
positive energy and can choose to deal damage to undead creatures or
to heal living creatures. An evil cleric (or a neutral cleric who worships
an evil deity) channels negative energy and can choose to deal
damage to living creatures or to heal undead creatures. A neutral cleric
of a neutral deity (or one who is not devoted to a particular deity) must
choose whether she channels positive or negative energy. Once this
choice is made, it cannot be reversed. This decision also determines
whether the cleric can cast spontaneous cure or inflict spells (see
spontaneous casting).
Feat
Choose one type of weapon. You can also choose unarmed strike or
grapple (or ray, if you are a spellcaster) as your weapon for the
purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus
+1.
Benefit: You gain a +1 bonus on all attack rolls you make using the
selected weapon.
Channeling energy causes a burst that affects all creatures of one type
(either undead or living) in a 30-foot radius centered on the cleric. The
amount of damage dealt or healed is equal to 1d6 points of damage
plus 1d6 points of damage for every two cleric levels beyond 1st (2d6
at 3rd, 3d6 at 5th, and so on). Creatures that take damage from
channeled energy receive a Will save to halve the damage. The DC of
this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma
modifier. Creatures healed by channel energy cannot exceed their
maximum hit point totalall excess healing is lost. A cleric may
channel energy a number of times per day equal to 3 + her Charisma
modifier. This is a standard action that does not provoke an attack of
opportunity. A cleric can choose whether or not to include herself in this
effect. A cleric must be able to present her holy symbol to use this
ability.
Special: You can gain this feat multiple times. Its effects do not stack.
Each time you take the feat, it applies to a new type of weapon.
Sacred Conduit
Trait
Your birth was particularly painful and difficult for your mother, who
needed potent divine magic to ensure you survived; your mother may
or may not have survived. In any event, the magic infused you from an
early age, and you now channel divine energy with greater ease than
most. Whenever you channel energy, you gain a +1 trait bonus to the
save DC of your channeled energy.
Appears In: Character Traits Web Enhancement, Advanced Player's
Guide Traits, Ultimate Campaign
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
Racial Ability
Aura (Ex)
Spontaneous Casting
A good cleric (or a neutral cleric of a good deity) can channel stored
spell energy into healing spells that she did not prepare ahead of time.
The cleric can "lose" any prepared spell that is not an orison or domain
spell in order to cast any cure spell of the same spell level or lower (a
cure spell is any spell with "cure" in its name).
An evil cleric (or a neutral cleric of an evil deity) can't convert prepared
spells to cure spells but can convert them to inflict spells (an inflict spell
is one with "inflict" in its name).
A cleric who is neither good nor evil and whose deity is neither good
nor evil can convert spells to either cure spells or inflict spells (player's
choice). Once the player makes this choice, it cannot be reversed. This
choice also determines whether the cleric channels positive or negative
energy (see channel energy).
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.