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Abomination #6 Abilities & Gear

Brew Potion

Feat

You can create magic potions.


Prerequisite: Caster level 3rd.
Benefit: You can create a potion of any 3rd-level or lower spell that you
know and that targets one or more creatures or objects. Brewing a
potion takes 2 hours if its base price is 250 gp or less, otherwise
brewing a potion takes 1 day for each 1,000 gp in its base price. When
you create a potion, you set the caster level, which must be sufficient to
cast the spell in question and no higher than your own level. To brew a
potion, you must use up raw materials costing one half this base price.
See the magic item creation rules in Magic Items for more information.
When you create a potion, you make any choices that you would
normally make when casting the spell. Whoever drinks the potion is the
target of the spell.

Iron Will

Feat

You are more resistant to mental effects.


Benefit: You get a +2 bonus on all Will saving throws.

Potion Glutton

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.

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

You gulp down potions with unsettling speed.


Prerequisite: Worshiper of Urgathoa.
Benefit: You can drink potions, elixirs, or other potables as a swift
action without provoking attacks of opportunity.
Normal: Drinking potions is a move action that provokes attacks of
opportunity.

Reactionary

Trait

You were bullied often as a child, but never quite developed an


offensive response. Instead, you became adept at anticipating sudden
attacks and reacting to danger quickly. You gain a +2 trait bonus to
Initiative checks.
Appears In: Character Traits Web Enhancement, Advanced Player's
Guide Traits

Youthful Mischief

Appears In: Inner Sea Gods

Power Attack -2/+4

Weapon Focus (Claw)

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

You can make exceptionally deadly melee attacks by sacrificing


accuracy for strength.

Trait

Though you gave up the life of a padfoot, scout, or minstrel decades


before, you still know how to roll with the punches when things turn
sour. You gain a +1 trait bonus on Reflex saves.
Appears In: Elves of Golarion

Prerequisites: Str 13, base attack bonus +1.


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.

Toughness

Elf Blood

Racial Ability (Half-Elf)

Half-elves count as both elves and humans for any effect related to
race.

Elven Immunities

Racial Ability (Half-Elf)

+2 racial bonus on saving throws against enchantment spells and


effects.

Elven Immunities - Sleep


You are immune to magic sleep effects.

Feat

You have enhanced physical stamina.


Benefit: You gain +3 hit points. For every Hit Die you possess beyond
3, you gain an additional +1 hit point. If you have more than 3 Hit Dice,
you gain +1 hit points whenever you gain a Hit Die (such as when you
gain a level).

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.

Unknown

Abomination #6 Abilities & Gear


Insanity Points

Racial Ability

Insanity points, or IP, quantify a characters derangement, expressing


how unhinged he becomes after numerous encounters with the awful.
Each time a character studies a forbidden text; endures a profoundly
terrible supernatural experience; encounters a shifting abomination
hauled up from the underworld to wreak havoc in the mortal plane; or
suffers Intelligence, Wisdom, or Charisma drain, that character is at risk
of suffering frayed sanity. The more insanity points a character
accumulates, the more insane the character becomes, until he slips
completely into madness.
Effects of Insanity Points
Insanity points can affect a number of different factors, but for the most
part they affect a characters Wisdom score and most of its functions.
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.
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

A creature with low-light vision can see twice as far as a human in


starlight, moonlight, torchlight, and similar conditions of dim light. It
retains the ability to distinguish color and detail under these conditions.

Alchemy +6 (Su)

Class Ability (Alchemist)

Alchemists are not only masters of creating mundane alchemical


substances such as alchemists fire and smokesticks, but also of
fashioning magical potion-like extracts in which they can store spell
effects. In effect, an alchemist prepares his spells by mixing ingredients
into a number of extracts, and then casts his spells by drinking the
extract. When an alchemist creates an extract or bomb, he infuses the
concoction with a tiny fraction of his own magical powerthis enables
the creation of powerful effects, but also binds the effects to the creator.
When using Craft (alchemy) to create an alchemical item, an alchemist
gains a competence bonus equal to his class level to the Craft
(alchemy) check. In addition, an alchemist can use Craft (alchemy) to
identify potions as if using detect magic. He must hold the potion for
one round to make such a check.

Breath Mastery

Class Ability (Alchemist)

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.

Disease Resistance +4 (Ex)

Class Ability (Alchemist)

At 3rd level, an internal alchemist gains a bonus on all saving throws


against disease equal to his alchemist class bonus against poison.
When he gains the poison immunity alchemist class ability, he becomes
immune to disease as well. This ability replaces swift alchemy.

Feral Mutagen (Su)

Class Ability (Alchemist,Deviant,Master Ch

Whenever the alchemist imbibes a mutagen, he gains two claw attacks


and a bite attack. These are primary attacks and are made using the
alchemists full base attack bonus. The claw attacks deal 1d6 points of
damage (1d4 if the alchemist is Small) and the bite attack deals 1d8
points of damage (1d6 if the alchemist is Small). While the mutagen is
in effect, the alchemist gains a +2 competence bonus on Intimidate skill
checks.
Note: When you make a mutagen, you should add it to your character
on the Magic tab. There, you can select the attribute you have chosen
this time, and then drink it on the In-Play tab.

Improved Beastform Mutagen Class Ability (Alchemist)


At 3rd level, a beastmorphs mutagen causes him to take on animalistic
featureswhether those of an animal, a magical beast, an animal-like
humanoid (such as a lizardfolk), or a monstrous humanoid. For
example, when the beastmorph uses his mutagen, he may gain a furry
muzzle and pointed ears like a werewolf, scaly skin like a lizardfolk or
sahuagin, or compound eyes and mandibles like a giant insect. The
beastmorph also gains his choice of one of the abilities listed in the
alter self spell, which persists as long as the mutagen. He may select a
different ability each time he creates a mutagen. This ability replaces
swift alchemy.
At 6th level, a beastmorph's mutagen grants him additional abilities and
options. The alchemist gains his choice of two of the abilities listed in
the beast shape I spell, which persist as long as the mutagen. He may
select two different abilities each time he creates a mutagen. This
ability replaces swift poisoning.
At 10th level, a beastmorph's mutagen grants him three of the abilities
listed in the beast shape II spell, which persist as long as the mutagen.
He may select three different abilities each time he creates a mutagen.
This ability replaces poison resistance +2, +4, and +6, as well as
poison immunity.
At 14th level, a beastmorph's mutagen grants him four of the abilities
listed in the beast shape III spell, which persist as long as the mutagen.
He may select four different abilities each time he creates a mutagen.
This ability replaces persistent mutagen.

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.

Abomination #6 Abilities & Gear


Mutagen (DC 15) (Su)

Class Ability (Alchemist)

At 1st level, an alchemist discovers how to create a mutagen that he


can imbibe in order to heighten his physical prowess at the cost of his
personality. It takes 1 hour to brew a dose of mutagen, and once
brewed, it remains potent until used. An alchemist can only maintain
one dose of mutagen at a timeif he brews a second dose, any
existing mutagen becomes inert. As with an extract or bomb, a
mutagen that is not in an alchemists possession becomes inert until an
alchemist picks it up again.
When an alchemist brews a mutagen, he selects one physical ability
scoreeither Strength, Dexterity, or Constitution. Its a standard action
to drink a mutagen. Upon being imbibed, the mutagen causes the
alchemist to grow bulkier and more bestial, granting him a +2 natural
armor bonus and a +4 alchemical bonus to the selected ability score for
10 minutes per alchemist level. In addition, while the mutagen is in
effect, the alchemist takes a 2 penalty to one of his mental ability
scores. If the mutagen enchances his Strength, it applies a penalty to
his Intelligence. If it enhances his Dexterity, it applies a penalty to his
Wisdom. If it enchances his Constitution, it applies a penalty to his
Charisma.
A non-alchemist who drinks a mutagen must make a Fortitude save
(DC 10 + 1/2 the alchemists level + the alchemists Intelligence
modifier) or become nauseated for 1 houra non-alchemist can never
gain the benefit of a mutagen, but an alchemist can gain the effects of
another alchemists mutagen if he drinks it. (Although if the other
alchemist creates a different mutagen, the effects of the stolen
mutagen immediately cease.) The effects of a mutagen do not stack.
Whenever an alchemist drinks a mutagen, the effects of any previous
mutagen immediately end.
At 14th level, the effects of a mutagen last for 1 hour per level.
Note: When you make a mutagen, you should add it to your character
on the Magic tab. There, you can select the attribute you have chosen
this time, and then drink it on the In-Play tab.

Poison Use

Class Ability (Alchemist)

You are trained in the use of poison and cannot accidentally poison
yourself when applying poison to a blade (see Poison).

Poisoning (Standard Action) (Ex) Class Ability (Alchemist)


At 3rd level, an alchemist can apply a dose of poison to a weapon as a
move action.
At 6th level, this only requires a swift action.
At 18th level, this only requires an immediate action.
Normal: Applying poison to a weapon is a standard action

Sneak Attack +3d6

Class Ability (Alchemist)

If a character can catch an opponent when he is unable to defend


himself effectively from her attack, she can strike a vital spot for extra
damage.
The character's attack deals extra damage anytime her target would be
denied a Dexterity bonus to AC (whether the target actually has a
Dexterity bonus or not), or when the character flanks her target. Should
the character score a critical hit with a sneak attack, this extra damage
is not multiplied. Ranged attacks can count as sneak attacks only if the
target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an
unarmed strike), a character 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.
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.

Uncanny Dodge (Ex)

Class Ability (Alchemist)

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.

Amulet of natural armor +1

Wondrous Item (Neck)

This amulet, usually containing some type of magically preserved


monster hide or other natural armor - such as bone, horn, carapace, or
beast scales - toughens the wearer's body and flesh, giving him an
enhancement bonus to his natural armor of +1.
Construction
Requirements: Craft Wondrous Item, barkskin, creators caster level
must be at least three times the amulets bonus; Cost 1,000 gp

Feral Mutagen: +4 STR, -2 INT, +2 Nat AC Wondrous Item


When the alchemist creates a mutagen, he can infuse it with an extra
bit of his own magical power. This inflicts 2 points of Intelligence
damage to the alchemist and costs 1,000 gp in rare reagents, but the
mutagen created persists on its own and is not rendered inert if the
alchemist creates another mutagen. This allows an alchemist to create
different types of mutagens and keep them handy for emergencies.
This does not allow an alchemist to gain the effects of multiple
mutagensonly the most recently imbibed mutagen has any effect.
Whenever the alchemist imbibes a mutagen, he gains two claw attacks
and a bite attack. These are primary attacks and are made using the
alchemists full base attack bonus. The claw attacks deal 1d6 points of
damage (1d4 if the alchemist is Small) and the bite attack deals 1d8
points of damage (1d6 if the alchemist is Small). While the mutagen is
in effect, the alchemist gains a +2 competence bonus on Intimidate skill
checks.
Appears In: Advanced Player's Guide

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.

Arbalester #6 Abilities & Gear


Deadly Aim -2/+4

Feat

You can make exceptionally deadly ranged attacks by pinpointing a


foe's weak spot, at the expense of making the attack less likely to
succeed.

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.

Prerequisites: Dex 13, base attack bonus +1.


Benefit: You can choose to take a 1 penalty on all ranged attack rolls
to gain a +2 bonus on all ranged damage rolls. When your base attack
bonus reaches +4, and every +4 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.

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

You are adept at firing ranged attacks into melee.


Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent
engaged in melee without taking the standard 4 penalty on your attack
roll.
Appears In: Not New Paths Option: Use Scaling Feats

Rapid Reload (Light crossbow)

Missing Child (Son or Daughter)

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

You can make an additional ranged attack.


Prerequisites: Dex 13, Point-Blank Shot.
Benefit: When making a full-attack action with a ranged weapon, you
can fire one additional time this round. All of your attack rolls take a 2
penalty when using Rapid Shot.

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

Appears In: Character Traits Web Enhancement, Advanced Player's


Guide Traits, Ultimate Campaign

Racial Ability

Insanity points, or IP, quantify a characters derangement, expressing


how unhinged he becomes after numerous encounters with the awful.
Each time a character studies a forbidden text; endures a profoundly
terrible supernatural experience; encounters a shifting abomination
hauled up from the underworld to wreak havoc in the mortal plane; or
suffers Intelligence, Wisdom, or Charisma drain, that character is at risk
of suffering frayed sanity. The more insanity points a character
accumulates, the more insane the character becomes, until he slips
completely into madness.
Effects of Insanity Points
Insanity points can affect a number of different factors, but for the most
part they affect a characters Wisdom score and most of its functions.
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.
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.

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.

Arbalester #6 Abilities & Gear


Deed: Gunslinger Initiative (Ex) Class Ability (Gunslinger)
At 3rd level, as long as the gunslinger has at least 1 grit point, she
gains the following benefits. First, she gains a +2 bonus on initiative
checks. Furthermore, if she has the Quick Draw feat, her hands are
free and unrestrained, and the firearm is not hidden, she can draw a
single firearm as part of the initiative check.
Deed: Gunslinger's Dodge (+2 AC) (Ex) Class Ability (Gunslinger)
At 1st level, the gunslinger gains an uncanny knack for getting out of
the way of ranged attacks. When a ranged attack is made against the
gunslinger, she can spend 1 grit point to move 5 feet as an immediate
action; doing so grants the gunslinger a +2 bonus to AC against the
triggering attack. This movement is not a 5-foot step, and provokes
attacks of opportunity. Alternatively, the gunslinger can drop prone to
gain a +4 bonus to AC against the triggering attack. The gunslinger can
only perform this deed while wearing medium or light armor, and while
carrying no more than a light load.

Deed: Pistol-Whip (Ex)

Class Ability (Gunslinger)

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.

Deed: Sharp Shoot (Ex)

Class Ability (Gunslinger)

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.

Deed: Shooter's Resolve (Ex)

Class Ability (Gunslinger)

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.

Deed: Vigilant Loading (Ex)

Class Ability (Gunslinger)

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)

Class Ability (Gunslinger)

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 of gravity bow (50 charges)

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 of lesser restoration

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.

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.

Arbalester #6 Abilities & Gear


Potion of lesser restoration

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.

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.

Bounty Hunter #6 Abilities & Gear


Furious Focus

Feat

Power Attack -2/+4

Feat

Even in the midst of fierce and furious blows, you can find focus in the
carnage and your seemingly wild blows strike home.

You can make exceptionally deadly melee attacks by sacrificing


accuracy for strength.

Prerequisites: Str 13, Power Attack, base attack bonus +1.

Prerequisites: Str 13, 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.

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

Greater Dirty Trick

Feat

When you pull a dirty trick, your foe is truly hindered.


Prerequisites: Int 13, Combat Expertise, Improved Dirty Trick, base
attack bonus +6.
Benefit: You receive a +2 bonus on checks made to attempt a dirty
trick. This bonus stacks with the bonus granted by Improved Dirty Trick.
Whenever you successfully perform a dirty trick, the penalty lasts for
1d4 rounds, plus 1 round for every 5 by which your attack exceeds the
targets CMD. In addition, removing the condition requires the target to
spend a standard action.
Normal: The condition imposed by a dirty trick lasts for 1 round plus 1
round for every 5 by which your attack exceeds the targets CMD.
Removing the condition requires the target to spend a move action.
Appears In: Advanced Player's Guide New Combat Maneuvers

Improved Dirty Trick

Feat

You are skilled at pulling dirty tricks on your foes.


Prerequisites: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when performing
a dirty trick combat maneuver. In addition, you receive a +2 bonus on
checks made to attempt a dirty trick. You also receive a +2 bonus to
your Combat Maneuver Defense when an opponent tries a dirty trick on
you.
Normal: You provoke an attack of opportunity when performing a dirty
trick combat maneuver.

Indomitable Faith

Appears In: Character Traits Web Enhancement, Advanced Player's


Guide Traits, Ultimate Campaign

Missing Child (Son or Daughter)

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

Appears In: Advanced Player's Guide New Combat Maneuvers

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

You are more resistant to mental effects.


Benefit: You get a +2 bonus on all Will saving throws.

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.

Bounty Hunter #6 Abilities & Gear


Insanity Points

Racial Ability

Insanity points, or IP, quantify a characters derangement, expressing


how unhinged he becomes after numerous encounters with the awful.
Each time a character studies a forbidden text; endures a profoundly
terrible supernatural experience; encounters a shifting abomination
hauled up from the underworld to wreak havoc in the mortal plane; or
suffers Intelligence, Wisdom, or Charisma drain, that character is at risk
of suffering frayed sanity. The more insanity points a character
accumulates, the more insane the character becomes, until he slips
completely into madness.
Effects of Insanity Points
Insanity points can affect a number of different factors, but for the most
part they affect a characters Wisdom score and most of its functions.
For the purpose of skill or ability checks and Will saves, a characters
effective Wisdom is equal to her Wisdom score minus her IP.

Sneak Attack +2d6

Class Ability (Slayer)

If a character can catch an opponent when he is unable to defend


himself effectively from her attack, she can strike a vital spot for extra
damage.
The character's attack deals extra damage anytime her target would be
denied a Dexterity bonus to AC (whether the target actually has a
Dexterity bonus or not), or when the character flanks her target. Should
the character score a critical hit with a sneak attack, this extra damage
is not multiplied. Ranged attacks can count as sneak attacks only if the
target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an
unarmed strike), a character 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.

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.

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.

A slayer can study an opponent he can see as a move action. The


slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense
Motive, and Survival checks attempted against that opponent, and a +1
bonus on weapon attack and damage rolls against it. The DCs of slayer
class abilities against that opponent increase by 1. A slayer can only
maintain these bonuses against one opponent at a time; these bonuses
remain in effect until either the opponent is dead or the slayer studies a
new target.

At any time, a character may sacrifice a number of insanity points to


acquire a madness.
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.

Dirty Trick (Ex)

Class Ability (Slayer)

At 2nd level, anytime a bounty hunter is able to deal sneak attack


damage to a studied target, he can instead attempt to hamper the
target. The bounty hunter must declare that hes using this ability
before the attack roll is made. If the attack hits, it deals damage
normally, but instead of rolling sneak attack damage, the bounty hunter
can attempt a dirty trick combat maneuver against the studied target as
a free action, adding 1 to the combat maneuver check for each die of
the bounty hunters sneak attack damage. This combat maneuver does
not provoke attacks of opportunity. This ability replaces the slayer talent
gained at 2nd level.

Studied Target +2 (move action, 2 at a time) (Ex)


Class

Ability (Slayer)

If a slayer deals sneak attack damage to a target, he can study that


target as an immediate action, allowing him to apply his studied target
bonuses against that target (including to the normal weapon damage
roll).
At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack and
damage rolls, as well as the bonus to slayer ability DCs against a
studied target increase by 1. In addition, at each such interval, the
slayer is able to maintain these bonuses against an additional studied
target at the same time. The slayer may discard this connection to a
studied target as a free action, allowing him to study another target in
its place.
At 7th level, a slayer can study an opponent as a move or swift action.

Submission Hold (Ex)

Class Ability (Slayer)

At 6th level, when a bounty hunter attempts a grapple combat


maneuver check to deal damage, he can choose to add his sneak
attack damage to the grapple damage for that attack. He takes a 5
penalty on the combat maneuver check if he does this. This sneak
attack damage is nonlethal damage, unless the bounty hunter is able to
deal normal damage with a grapple and chooses to do so. This ability
replaces the slayer talent gained at 6th level.

Track +3

Class Ability (Slayer)

A ranger or slayer adds 1/2 his level (minimum 1) to Survival skill


checks made to follow tracks.

Underhanded Trick

Class Ability (Rogue,Rogue (Unchained),Sl

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

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.

Bounty Hunter #6 Abilities & Gear


Potion of blur

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).

Armbands of the brawler

Wondrous Item (Wrist)

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.

Crusader #6 Abilities & Gear


Extra Lay on Hands

Feat

You can use your lay on hands ability more often.


Prerequisite: Lay on hands class feature.
Benefit: You can use your lay on hands ability two additional times per
day.
Special: You can gain Extra Lay On Hands multiple times. Its effects
stack.

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.

Unhappy Childhood (Tortured)

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).

Appears In: Curse of the Crimson Throne

Appears In: Inner Sea World Guide

You are immune to all fear effects.

Power Attack -2/+4

Feat

Prerequisites: Str 13, base attack bonus +1.


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.

Deft Dodger

Immunity to Disease

Trait

Growing up in a rough neighborhood or a dangerous environment has


honed your senses. You gain a +1 trait bonus on Reflex saves.
Appears In: Character Traits Web Enhancement, Advanced Player's
Guide Traits

Unknown

You are immune to diseases.

Immunity to Fear (Ex)

You can make exceptionally deadly melee attacks by sacrificing


accuracy for strength.

Trait

You spent a period of time as one of Gaedrens enslaved orphans.


Maybe you were abducted from your parents home or during a trip to
the market. Perhaps the irresponsible matron who ruled your
orphanage traded you to him in return for a desperately needed loan of
money. Or perhaps you, like most of Gaedrens slaves, were merely a
child of the street who succumbed to his promise of regular meals and
a roof in return for what he said would be a little light work. Whatever
the case, you spent several years of your life as one of his Little
Lamms before escaping. Youve nursed a grudge for the old man ever
since.

Insanity Points

Unknown
Racial Ability

Insanity points, or IP, quantify a characters derangement, expressing


how unhinged he becomes after numerous encounters with the awful.
Each time a character studies a forbidden text; endures a profoundly
terrible supernatural experience; encounters a shifting abomination
hauled up from the underworld to wreak havoc in the mortal plane; or
suffers Intelligence, Wisdom, or Charisma drain, that character is at risk
of suffering frayed sanity. The more insanity points a character
accumulates, the more insane the character becomes, until he slips
completely into madness.
Effects of Insanity Points
Insanity points can affect a number of different factors, but for the most
part they affect a characters Wisdom score and most of its functions.
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.
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.

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.

Crusader #6 Abilities & Gear


Paladin Channel Positive Energy 3d6 (4/day,Class
DC 16) Ability
(Su)
(Paladin)

Regardless of alignment, any cleric can release a wave of energy by


channeling the power of her faith through her holy (or unholy) symbol
(see Channel Energy). This energy can be used to cause or heal
damage, depending on the type of energy channeled and the creatures
targeted.
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).
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.

Aura of Courage +4 (10 ft.) (Su) Class Ability (Paladin)


At 3rd level, a paladin is immune to fear (magical or otherwise). Each
ally within 10 feet of her gains a +4 morale bonus on saving throws
against fear effects. This ability functions only while the paladin is
conscious, not if she is unconscious or dead.

Aura of Good (Ex)

Class Ability (Paladin)

The power of a paladin's aura of good (see the detect good spell) is
equal to her paladin level.

Detect Evil (At will) (Sp)

Class Ability (Paladin)

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.

Divine Bond (Weapon +1, 6 mins, 1/day) (Sp)Class

Ability (Paladin)

This bond allows a paladin to enhance her weapon as a standard


action by calling upon the aid of a celestial spirit for 1 minute per
paladin level. When called, the spirit causes the weapon to shed light
as a torch. At 5th level, this spirit grants the weapon a +1 enhancement
bonus. For every three levels beyond 5th, the weapon gains another +1
enhancement bonus, to a maximum of +6 at 20th level. These bonuses
can be added to the weapon, stacking with existing weapon bonuses to
a maximum of +5, or they can be used to add any of the following
weapon properties: axiomatic, brilliant energy, defending, disruption,
flaming, flaming burst, holy, keen, merciful, and speed. Adding these
properties consumes an amount of bonus equal to the property's cost
(see Table 15-9). These bonuses are added to any properties the
weapon already has, but duplicate abilities do not stack. If the weapon
is not magical, at least a +1 enhancement bonus must be added before
any other properties can be added. The bonus and properties granted
by the spirit are determined when the spirit is called and cannot be
changed until the spirit is called again. The celestial spirit imparts no
bonuses if the weapon is held by anyone other than the paladin but
resumes giving bonuses if returned to the paladin. These bonuses
apply to only one end of a double weapon. A paladin can use this
ability once per day at 5th level, and one additional time per day for
every four levels beyond 5th, to a total of four times per day at 17th
level.
If a weapon bonded with a celestial spirit is destroyed, the paladin
loses the use of this ability for 30 days, or until she gains a level,
whichever comes first. During this 30-day period, the paladin takes a -1
penalty on attack and weapon damage rolls.
Lay on Hands (3d6 hit points, 8/day) (Su)

Class 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.

Mercy (Diseased) (Su)

Class Ability (Paladin)

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.

Mercy (Fatigued) (Su)

Class Ability (Paladin)

When you use your lay on hands ability, it also removes the fatigued
condition.

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.

Crusader #6 Abilities & Gear


Smite Evil (2/day) (Su)

Class Ability (Paladin)

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.

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.

Grave Robber #6 Abilities & Gear


Great Fortitude

Feat

You are resistant to poisons, diseases, and other maladies.


Benefit: You get a +2 bonus on all Fortitude saving throws.

Iron Will

Feat

You are more resistant to mental effects.

Feat

Prerequisites: Weapon Finesse, base attack bonus +1.

Appears In: Sargava, the Lost Colony

Feat

You can make an additional ranged attack.

Benefit: When making a full-attack action with a ranged weapon, you


can fire one additional time this round. All of your attack rolls take a 2
penalty when using Rapid Shot.

Feat

You are trained in using your agility in melee combat, as opposed to


brute strength.
Benefit: With a light weapon, rapier, whip, or spiked chain made for a
creature of your size category, you may use your Dexterity modifier
instead of your Strength modifier on attack rolls. If you carry a shield,
its armor check penalty applies to your attack rolls.

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

Racial Ability (Half-Elf)

Elven Immunities - Sleep

Unknown

You are immune to magic sleep effects.

Insanity Points

Racial Ability

Insanity points, or IP, quantify a characters derangement, expressing


how unhinged he becomes after numerous encounters with the awful.
Each time a character studies a forbidden text; endures a profoundly
terrible supernatural experience; encounters a shifting abomination
hauled up from the underworld to wreak havoc in the mortal plane; or
suffers Intelligence, Wisdom, or Charisma drain, that character is at risk
of suffering frayed sanity. The more insanity points a character
accumulates, the more insane the character becomes, until he slips
completely into madness.

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.

Special: Natural weapons are considered light weapons.

Indomitable Faith

Racial Ability (Half-Elf)

Effects of Insanity Points


Insanity points can affect a number of different factors, but for the most
part they affect a characters Wisdom score and most of its functions.

Prerequisites: Dex 13, Point-Blank Shot.

Weapon Finesse

Elf Blood

+2 racial bonus on saving throws against enchantment spells and


effects.

Benefit: When wielding a light weapon, 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 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 for every 4 points thereafter, the penalty increases by 1 and the
bonus on damage rolls increases by +2. You must choose to use this
feat before the 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. This feat cannot be used in conjunction with the
Power Attack feat.

Rapid Shot

Racial Ability,Senses

Half-elves count as both elves and humans for any effect related to
race.

Benefit: You get a +2 bonus on all Will saving throws.

Piranha Strike -2/+4

Darkvision (60 feet)

A creature with darkvision can see in total darkness, usually to a range


of 60 feet. Within this range the creature can see as clearly as a
sighted creature could see in an area of bright light. Darkvision is black
and white only but otherwise like normal sight.

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

A creature with low-light vision can see twice as far as a human in


starlight, moonlight, torchlight, and similar conditions of dim light. It
retains the ability to distinguish color and detail under these conditions.

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

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.

Grave Robber #6 Abilities & Gear


Danger Sense +2 (Ex)

Class Ability (Rogue (Unchained))

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))

At 4th level, whenever a rogue deals sneak attack damage to a foe,


she can also debilitate the target of her attack, causing it to take a
penalty for 1 round (this is in addition to any penalty caused by a rogue
talent or other special ability).
These penalties do not stack with themselves, but additional attacks
that deal sneak attack damage extend the duration by 1 round. A
creature cannot suffer from more than one penalty from this ability at a
time. If a new penalty is applied, the old penalty immediately ends. Any
form of healing applied to a target suffering from one of these penalties
also removes the penalty.
Bewildered: The target becomes bewildered, taking a 2 penalty to AC.
The target takes an additional 2 penalty to AC against all attacks
made by the rogue. At 10th level and 16th level, the penalty to AC
against attacks made by the rogue increases by 2 (to a total
maximum of 8).
Debilitating Injury: Disoriented -2/-4 (Ex) Class Ability (Rogue (Unchained))

At 4th level, whenever a rogue deals sneak attack damage to a foe,


she can also debilitate the target of her attack, causing it to take a
penalty for 1 round (this is in addition to any penalty caused by a rogue
talent or other special ability).
These penalties do not stack with themselves, but additional attacks
that deal sneak attack damage extend the duration by 1 round. A
creature cannot suffer from more than one penalty from this ability at a
time. If a new penalty is applied, the old penalty immediately ends. Any
form of healing applied to a target suffering from one of these penalties
also removes the penalty.
Disoriented: The target takes a 2 penalty on attack rolls. In addition,
the target takes an additional 2 penalty on all attack rolls it makes
against the rogue. At 10th level and 16th level, the penalty on attack
rolls made against the rogue increases by 2 (to a total maximum of
8).

Debilitating Injury: Hampered (Ex)

Class Ability (Rogue (Unchained))

At 4th level, whenever a rogue deals sneak attack damage to a foe,


she can also debilitate the target of her attack, causing it to take a
penalty for 1 round (this is in addition to any penalty caused by a rogue
talent or other special ability).
These penalties do not stack with themselves, but additional attacks
that deal sneak attack damage extend the duration by 1 round. A
creature cannot suffer from more than one penalty from this ability at a
time. If a new penalty is applied, the old penalty immediately ends. Any
form of healing applied to a target suffering from one of these penalties
also removes the penalty.
Hampered: All of the targets speeds are reduced by half (to a minimum
of 5 feet). In addition, the target cannot take a 5-foot step.

Double Debilitation (Ex)

Class Ability (Rogue (Unchained))

Whenever the rogue inflicts a penalty against a target using the


debilitating injury class feature, she can select two penalties to inflict.
The target can never be subject to more than two penalties in this way
at one time. If any additional penalties are inflicted, any previous
penalties immediately end. Any effect that heals damage to the target
negates both of the penalties.
Appears In: Unchained Classes

Evasion (Ex)

Class Ability (Rogue (Unchained))

If exposed to any effect that normally allows her to attempt a Reflex


saving throw for half damage, you takes no damage with a successful
saving throw.

Opportunist (1/round) (Ex)

Class Ability (Rogue,Rogue (Unchained),Sl

The rogue can make an attack of opportunity against an opponent who


has just been struck for damage in melee by another character. This
attack counts as an attack of opportunity for that round and cant be
used more than once per round.

Sneak Attack (Unchained) +3d6

Class Ability (Rogue (Unchained))

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.
The rogues attack deals extra damage anytime her target would be
denied a Dexterity bonus to AC (whether the target actually has a
Dexterity bonus or not), or when the rogue flanks her target. This extra
damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels
thereafter. Ranged attacks can count as sneak attacks only if the target
is within 30 feet. This additional damage is precision damage and is not
multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed
strike, or whip), 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 attacknot even
with the usual 4 penalty.
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 total concealment.

Trapfinding +3

Class Ability (Rogue (Unchained))

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.

Uncanny Dodge (Ex)

Class Ability (Rogue (Unchained))

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.

Belt of incredible dexterity +2

Wondrous Item (Belt)

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.

Grave Robber #6 Abilities & Gear


Traveler's any-tool

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

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.

Hellion #6 Abilities & Gear


Combat Expertise +/-2

Feat

You can increase your defense at the expense of your accuracy.

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.

Prerequisite: Int 13.


Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: You can choose to take a 1 penalty on melee attack rolls and
combat maneuver checks to gain a +1 dodge bonus to your Armor
Class. When your base attack bonus reaches +4, and every +4
thereafter, the penalty increases by 1 and the dodge bonus increases
by +1. You can only choose to use this feat when you declare that you
are making an attack or a full-attack action with a melee weapon. The
effects of this feat last until your next turn.

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

Harsh conditions or long exertions do not easily tire you.


Benefit: You gain a +4 bonus on the following checks and saves: Swim
checks made to resist nonlethal damage from exhaustion; Constitution
checks made to continue running; Constitution checks made to avoid
nonlethal damage from a forced march; Constitution checks made to
hold your breath; Constitution checks made to avoid nonlethal damage
from starvation or thirst; Fortitude saves made to avoid nonlethal
damage from hot or cold environments; and Fortitude saves made to
resist damage from suffocation.

Power Attack -2/+4

Feat

You can make exceptionally deadly melee attacks by sacrificing


accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
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.
Addition from Furious Focus: When you are wielding a two-handed
weapon or a one-handed 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.

Stalwart

Feat

You adopt a defensive stance that allows you to absorb and redirect
hits.

You may sleep in light or medium armor without becoming fatigued.


Prerequisites: Diehard, Endurance, base attack bonus +4.
Normal: A character without this feat who sleeps in medium or heavier
armor is fatigued the next day.

Benefit: While using the total defense action, fighting defensively


action, or Combat Expertise, you can forgo the dodge bonus to AC you
would normally gain to instead gain an equivalent amount of DR, to a
maximum of DR 5/ - , until the start of your next turn. This damage
reduction stacks with DR you gain from class features, such as the
barbarian's, but not with DR from any other source. If you are denied
your Dexterity bonus to AC, you are also denied this DR.
Note: The effects of this feat have not been implemented yet.
Appears In: Ultimate Combat

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.

Hellion #6 Abilities & Gear


Bloody-Minded

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

Extreme Endurance (Fire) (Ex) Class Ability (Barbarian)


At 3rd level, the invulnerable rager is inured to either hot or cold climate
effects (choose one) as if using endure elements. In addition, the
barbarian gains 1 point of fire or cold resistance for every three levels
beyond 3rd. This ability replaces trap sense.

Fast Movement +10 (Ex)

Rage (14 rounds/day) (Ex)


Damage Reduction (2/-)

Unknown

You have Damage Reduction against all attacks.

Damage Reduction (4/lethal)

Unknown

You have Damage Reduction against non-lethal damage

Heart of the Fields +3 (Craft [traps], 1/day) Unknown


Humans born in rural areas are used to hard labor. They gain a racial
bonus equal to half their character level to any one Craft or Profession
skill, and once per day they may ignore an effect that would cause
them to become fatigued or exhausted. This racial trait replaces skilled.
Appears In: Advanced Player's Guide, Advanced Race Guide

Insanity Points

Racial Ability

Insanity points, or IP, quantify a characters derangement, expressing


how unhinged he becomes after numerous encounters with the awful.
Each time a character studies a forbidden text; endures a profoundly
terrible supernatural experience; encounters a shifting abomination
hauled up from the underworld to wreak havoc in the mortal plane; or
suffers Intelligence, Wisdom, or Charisma drain, that character is at risk
of suffering frayed sanity. The more insanity points a character
accumulates, the more insane the character becomes, until he slips
completely into madness.
Effects of Insanity Points
Insanity points can affect a number of different factors, but for the most
part they affect a characters Wisdom score and most of its functions.
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.
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.

Class Ability (Barbarian)

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.

Class Ability (Barbarian)

A barbarian can call upon inner reserves of strength and ferocity,


granting her additional combat prowess. Starting at 1st level, a
barbarian can rage for a number of rounds per day equal to 4 + her
Constitution modifier. At each level after 1st, she can rage for 2
additional rounds. Temporary increases to Constitution, such as those
gained from rage and spells like bears endurance, do not increase the
total number of rounds that a barbarian can rage per day. A barbarian
can enter rage as a free action. The total number of rounds of rage per
day is renewed after resting for 8 hours, although these hours do not
need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to her Strength and
Constitution, as well as a +2 morale bonus on Will saves. In addition,
she takes a -2 penalty to Armor Class. The increase to Constitution
grants the barbarian 2 hit points per Hit Dice, but these disappear when
the rage ends and are not lost first like temporary hit points. While in
rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligencebased skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability
that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage
for a number of rounds equal to 2 times the number of rounds spent in
the rage. A barbarian cannot enter a new rage while fatigued or
exhausted but can otherwise enter rage multiple times during a single
encounter or combat. If a barbarian falls unconscious, her rage
immediately ends, placing her in peril of death.

Reckless Abandon (+/-2) (Ex)

Class Ability (Barbarian)

While raging, the barbarian can take a 1 penalty to AC to gain a +1


bonus on attack rolls. The AC penalty increases by 1 and the attack
roll bonus increases by +1 at 4th level and every four levels thereafter.
Appears In: Advanced Player's Guide

Superstition +3 (Ex)

Class Ability (Barbarian)

The barbarian gains a +2 morale bonus on saving throws made to


resist spells, supernatural abilities, and spell-like abilities. This bonus
increases by +1 for every 4 levels the barbarian has attained. While
raging, the barbarian cannot be a willing target of any spell and must
make saving throws to resist all spells, even those cast by allies.

Wondrous Item (Shoulders)


Cloak of resistance +1
Flecks of silver or steel are often sown amid the fabric of these magical
cloaks. This garment offers magic protection in the form of a +1
resistance bonus on all saving throws (Fortitude, Reflex, and Will).
Construction
Requirements: Craft Wondrous Item, resistance, creators caster level
must be at least three times the cloaks bonus; Cost 500 gp

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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.

Highwayman #6 Abilities & Gear


Deadly Aim -2/+4

Feat

You can make exceptionally deadly ranged attacks by pinpointing a


foe's weak spot, at the expense of making the attack less likely to
succeed.

Power Attack -2/+4

Feat

You can make exceptionally deadly melee attacks by sacrificing


accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.

Prerequisites: Dex 13, base attack bonus +1.


Benefit: You can choose to take a 1 penalty on all ranged attack rolls
to gain a +2 bonus on all ranged damage rolls. When your base attack
bonus reaches +4, and every +4 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.

Gunsmithing

Feat

You know the secrets of repairing and restoring firearms.


Benefit: If you have access to a gunsmith's kit, you can create and
restore firearms, craft bullets, and mix black powder for all types of
firearms. You do not need to make a Craft check to create firearms and
ammunition or to restore firearms.
Crafting Firearms: You can craft any early firearm for a cost in raw
materials equal to half the price of the firearm. At your GM's discretion,
you can craft advanced firearms for a cost in raw materials equal to half
the price of the firearm. Crafting a firearm in this way takes 1 day of
work for every 1,000 gp of the firearm's price (minimum 1 day).
Crafting Ammunition: You can craft bullets, pellets, and black powder
for a cost in raw materials equal to 10% of the price. If you have at
least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a
cost in raw materials equal to half the price of the cartridge. At your
GM's discretion, you can craft metal cartridges for a cost in raw
materials equal to half the cost of the cartridge. Crafting bullets, black
powder, or cartridges takes 1 day of work for every 1,000 gp of
ammunition (minimum 1 day).
Restoring a Broken Firearm: Each day, with an hour's worth of work,
you can use this feat to repair a single firearm with the broken
condition. You can take time during a rest period to restore a broken
firearm with this feat.
Special: If you are a gunslinger, this feat grants the following additional
benefit. You can use this feat to repair and restore your initial, battered
weapon. It costs 300 gp and 1 day of work to upgrade it to a
masterwork firearm of its type.

Iron Will

Rapid Reload (Pistol)

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.

Appears In: Ultimate Combat

Feat

You are more resistant to mental effects.

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

You are trained in using your agility in melee combat, as opposed to


brute strength.

Benefit: You get a +2 bonus on all Will saving throws.


Benefit: With a light weapon, rapier, whip, or spiked chain made for a
creature of your size category, you may use your Dexterity modifier
instead of your Strength modifier on attack rolls. If you carry a shield,
its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.

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

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.

Highwayman #6 Abilities & Gear


Reactionary

Trait

You were bullied often as a child, but never quite developed an


offensive response. Instead, you became adept at anticipating sudden
attacks and reacting to danger quickly. You gain a +2 trait bonus to
Initiative checks.
Appears In: Character Traits Web Enhancement, Advanced Player's
Guide Traits

Insanity Points

Racial Ability

Insanity points, or IP, quantify a characters derangement, expressing


how unhinged he becomes after numerous encounters with the awful.
Each time a character studies a forbidden text; endures a profoundly
terrible supernatural experience; encounters a shifting abomination
hauled up from the underworld to wreak havoc in the mortal plane; or
suffers Intelligence, Wisdom, or Charisma drain, that character is at risk
of suffering frayed sanity. The more insanity points a character
accumulates, the more insane the character becomes, until he slips
completely into madness.
Effects of Insanity Points
Insanity points can affect a number of different factors, but for the most
part they affect a characters Wisdom score and most of its functions.
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.

Deed: Pistol-Whip (Ex)

Class Ability (Gunslinger)

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.

Deed: Quick Clear (Ex)

Class Ability (Gunslinger)

At 1st level, as a standard action, the gunslinger can remove the


broken condition from a single firearm she is currently wielding, as long
as that condition was gained by a firearm misfire. The gunslinger must
have at least 1 grit point to perform this deed. Alternatively, if the
gunslinger spends 1 grit point to perform this deed, she can perform
quick clear as a move-equivalent action instead of a standard action.

Deed: Up Close and Deadly +2d6 (Ex) Class Ability (Gunslinger)


At 1st level, when the pistolero hits a target with a one-handed firearm
that is not making a scatter shot, she can spend 1 grit point to deal 1d6
points of extra damage on a hit. If she misses with the attack, she
grazes the target, dealing half the extra damage anyway. This is
precision damage and is not multiplied if the attack is a critical hit. This
precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to
4d6 at 15th level, and to 5d6 at 20th level. This precision damage
stacks with sneak attack and other forms of precision damage. The
cost of using this deed cannot be reduced with the Signature Deed
feat, the true grit class feature, or any similar effect. This deed replaces
the deadeye deed.

At any time, a character may sacrifice a number of insanity points to


acquire a madness.
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.

Deed: Gunslinger Initiative (Ex) Class Ability (Gunslinger)


At 3rd level, as long as the gunslinger has at least 1 grit point, she
gains the following benefits. First, she gains a +2 bonus on initiative
checks. Furthermore, if she has the Quick Draw feat, her hands are
free and unrestrained, and the firearm is not hidden, she can draw a
single firearm as part of the initiative check.
Deed: Gunslinger's Dodge (+2 AC) (Ex) Class Ability (Gunslinger)
At 1st level, the gunslinger gains an uncanny knack for getting out of
the way of ranged attacks. When a ranged attack is made against the
gunslinger, she can spend 1 grit point to move 5 feet as an immediate
action; doing so grants the gunslinger a +2 bonus to AC against the
triggering attack. This movement is not a 5-foot step, and provokes
attacks of opportunity. Alternatively, the gunslinger can drop prone to
gain a +4 bonus to AC against the triggering attack. The gunslinger can
only perform this deed while wearing medium or light armor, and while
carrying no more than a light load.

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Highwayman #6 Abilities & Gear


Deed: Utility Shot (Ex)

Class Ability (Gunslinger)

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)

Class Ability (Gunslinger)

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)

Class Ability (Gunslinger)

Starting at 5th level, a pistolero increases her skill with one-handed


firearms. She gains a bonus on damage rolls equal to her Dexterity
modifier, and when she misfires with a one-handed firearm, the misfire
value increases by 2 instead of 4. Every four levels thereafter (9th,
13th, and 17th), the bonus on damage rolls increases by +1. This
ability replaces gun training 1 to 4.

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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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.

Houndmaster #6 Abilities & Gear


Cornugon Smash

Feat

Your terrible attacks strike fear into your enemies.

Scarred Legion

Feat

Your ritual scars make you more fearsome, and allies with similar scars
grow bolder when they're near you.

Prerequisites: Power Attack, Intimidate 6 ranks.


Benefit: When you damage an opponent with a Power Attack, you may
make an immediate Intimidate check as a free action to attempt to
demoralize your opponent.

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.

Appears In: Cheliax, Empire of Devils


Appears In: Monster Codex

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

Prerequisites: Base attack bonus +4.


Benefit: Whenever you and an ally who also has this feat are flanking
the same creature, your flanking bonus on attack rolls increases to +4.
In addition, whenever you score a critical hit against the flanked
creature, it provokes an attack of opportunity from your ally.
Appears In: Advanced Player's Guide

Feat

You can make exceptionally deadly melee attacks by sacrificing


accuracy for strength.

Feat

Benefit: Whenever you attempt a trip combat maneuver against an


enemy threatened by an ally with this feat, you roll twice and take the
better result.
Appears In: Ultimate Combat

Toughness

Feat

You have enhanced physical stamina.


Benefit: You gain +3 hit points. For every Hit Die you possess beyond
3, you gain an additional +1 hit point. If you have more than 3 Hit Dice,
you gain +1 hit points whenever you gain a Hit Die (such as when you
gain a level).

Indomitable Faith

You look for every edge when flanking an enemy.

Power Attack -2/+4

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

You were bullied often as a child, but never quite developed an


offensive response. Instead, you became adept at anticipating sudden
attacks and reacting to danger quickly. You gain a +2 trait bonus to
Initiative checks.
Appears In: Character Traits Web Enhancement, Advanced Player's
Guide Traits

Prerequisites: Str 13, base attack bonus +1.


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.
Addition from Furious Focus: When you are wielding a two-handed
weapon or a one-handed 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.

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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.

Houndmaster #6 Abilities & Gear


Insanity Points

Racial Ability

Insanity points, or IP, quantify a characters derangement, expressing


how unhinged he becomes after numerous encounters with the awful.
Each time a character studies a forbidden text; endures a profoundly
terrible supernatural experience; encounters a shifting abomination
hauled up from the underworld to wreak havoc in the mortal plane; or
suffers Intelligence, Wisdom, or Charisma drain, that character is at risk
of suffering frayed sanity. The more insanity points a character
accumulates, the more insane the character becomes, until he slips
completely into madness.
Effects of Insanity Points
Insanity points can affect a number of different factors, but for the most
part they affect a characters Wisdom score and most of its functions.
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.
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.
Animal Companion (animal companion (wolfClass
named Balto))
(Hunter)
Ability(Ex)

At 1st level, a hunter forms a bond with an animal companion. A hunter


may begin play with any of the animals available to a druid. This animal
is a loyal companion that accompanies the hunter on her adventures.
This ability functions like the druid animal companion ability (which is
part of the nature bond class feature). The hunters effective druid level
is equal to her hunter level. If a character receives an animal
companion from more than one source, her effective druid levels stack
for the purposes of determining the companions statistics and abilities.
A hunter may teach her companion hunters tricks from the skirmisher
ranger archetype (Pathfinder RPG Advanced Players Guide 128)
instead of standard tricks. The animal companion can use skirmisher
tricks when commanded, a number of times per day equal to half its Hit
Dice plus its Wisdom modifier.
If a hunter releases her companion from service or her animal
companion perishes, she may gain a new one by performing a
ceremony requiring 24 uninterrupted hours of prayer in the environment
where the new companion typically lives. While the hunters animal
companion is dead, any animal she summons with a summon natures
ally spell remains for 1 minute per level instead of 1 round per level. A
hunter cannot have more than one summon natures ally spell active in
this way at one time. If this ability is used again, any existing summon
natures ally immediately ends.

Animal Companion Link (Ex)

Class Ability (Hunter)

Animal Focus (6 minutes/day) (Su) Class Ability (Hunter)


At 1st level, a hunter can take on the aspect of an animal as a swift
action. She must select one type of animal to emulate, gaining a bonus
or special ability based on the type of animal emulated and her hunter
level. The hunter can use this ability for a number of minutes per day
equal to her level. This duration does not need to be consecutive, but
must be spent in 1-minute increments. The hunter can emulate only
one animal at a time. The hunter can also apply one of these aspects
to her animal companion. Unlike with the hunter herself, there is no
duration on the animal aspect applied to her animal companion. An
aspect applied in this way does not count against the hunters minutes
of duration per dayit remains in effect until the hunter changes it. The
companions aspect can be the same aspect the ranger has taken on
or a different one. The hunter can select or change the animal foci on
both herself and her animal companion as part of the same swift action.
If the hunters animal companion is dead, the hunter can apply her
companions animal focus to herself instead of her animal companion.
This is in addition to the normal one she can choose, and (as with a
companions focus) remains in effect until the hunter changes it instead
of counting against her minutes per day.
At 8th level, whenever a hunter uses her animal focus ability, she
selects two different animal aspects for herself instead of one, and can
assign two aspects to her companion instead of one. As with the
companions previous aspect, the second one does not count against
the minutes per day a hunter can take on an aspect. If the hunters
animal companion is dead and the hunter has applied the companions
animal aspect to herself, that aspect does not count toward her
maximum of two aspects at once. The hunter can still apply only one of
her dead companions aspects to herself, not both.
Note: On the Hunter tab or the Animal Focus tab on your animal
companion, you can add as many or as few animal focuses as you
wish, so that you can save space by choosing only your favorites or
add them all so you can see all your options. You can activate the
focuses you are currently using on the In-Play tab.

Bat (60 feet) (Su)

Class Ability (Hunter)

The creature gains darkvision to a range of 60 feet. At 8th level, the


range increases by 30 feet. At 15th level, the creature also gains
blindsense to a range of 10 feet.
Appears In: Advanced Class Guide

Bear +2 (Su)

Class Ability (Hunter)

The creature gains a +2 enhancement bonus to Constitution. This


bonus increases to +4 at 8th level and +6 at 15th level.
Appears In: Advanced Class Guide

Bull +2 (Su)

Class Ability (Hunter)

The creature gains a +2 enhancement bonus to Strength. This bonus


increases to +4 at 8th level and +6 at 15th level.
Appears In: Advanced Class Guide

Falcon +4 (Su)

Class Ability (Hunter)

The creature gains a +4 competence bonus on Perception checks. This


bonus increases to +6 at 8th level and +8 at 15th level.
Appears In: Advanced Class Guide

You can handle the animal companion as a free action, or push it as a


move action, even if you doesn't have any ranks in the Handle Animal
skill. The link grants a +4 circumstance bonus on all wild empathy
checks and Handle Animal checks made regarding an animal
companion.

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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.

Houndmaster #6 Abilities & Gear


Hunter Tactics (Ex)

Class Ability (Hunter)

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.

Improved Empathic Link (1 mile) (Su) Class Ability (Hunter)


At 4th level, the hunter gains an empathic link with her animal
companion. This functions like an empathic link with a familiar, except
the hunter can also see through a companions eyes as a swift action,
maintaining this connection as long as she likes (as long as the
companion is within 1 mile) and ending it as a free action. The hunter is
blinded while maintaining this connection.

Mouse (Su)

Class Ability (Hunter)

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

Potion of anticipate peril (CL 5th)

Potion of hide from undead

Share Spells with Companion (Ex) Class Ability (Hunter)

Class Ability (Hunter)

The creature gains a +2 enhancement bonus to Dexterity. This bonus


increases to +4 at 8th level and +6 at 15th level.
Appears In: Advanced Class Guide

Track +3

Class Ability (Hunter)

A ranger or slayer adds 1/2 his level (minimum 1) to Survival skill


checks made to follow tracks.

Wild Empathy +7 (Ex)

Class Ability (Hunter)

A character can improve the attitude of an animal. This ability functions


just like a Diplomacy check made to improve the attitude of a person.
The character rolls 1d20 and adds her class 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 character 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.

Woodland Stride (Ex)

Potion or Oil

Hide from Undead, See Text or Will Negates (DC 11)


Undead cannot see, hear, or smell creatures warded by this spell. Even
extraordinary or supernatural sensory capabilities, such as blindsense,
blindsight, scent, and tremorsense, cannot detect or locate warded
creatures. Nonintelligent undead creatures (such as skeletons or
zombies) are automatically affected and act as though the warded
creatures are not there. An intelligent undead creature gets a single
Will saving throw. If it fails, the subject can't see any of the warded
creatures. If it has reason to believe unseen opponents are present,
however, it can attempt to find or strike them. If a warded creature
attempts to channel positive energy, turn or command undead, touches
an undead creature, or attacks any creature (even with a spell), the
spell ends for all recipients.

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

Anticipate Peril, Will Negates (DC 11)


A creature affected by anticipate peril gains a preternatural sense of
danger. The first time during this spell's duration that the target has to
make an initiative check, the creature adds an insight bonus on that
initiative check equal to the spell's caster level (maximum +5). Once
this bonus applies, the effects of the spell end.

Class Ability (Hunter)

A character 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.

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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.

Balto Abilities & Gear


Dirty Fighting

Feat

Tandem Trip

Feat

You can take advantage of a distracted foe.

You know how to work together to trip your foes.

Benefit: When you attempt a combat maneuver check against a foe


you are flanking, you can forgo the +2 bonus on your attack roll for
flanking to instead have the combat maneuver not provoke an attack of
opportunity. If you have a feat or ability that allows you to attempt the
combat maneuver without provoking an attack of opportunity, you can
instead increase the bonus on your attack roll for flanking to +4 for the
combat maneuver check.

Benefit: Whenever you attempt a trip combat maneuver against an


enemy threatened by an ally with this feat, you roll twice and take the
better result.

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.

+4 to Survival when tracking by Scent.

Appears In: Dirty Tactics Toolbox

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

You are skilled at sending your opponents to the ground.


Prerequisite: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when performing
a trip combat maneuver. In addition, you receive a +2 bonus on checks
made to trip a foe. You also receive a +2 bonus to your Combat
Maneuver Defense whenever an opponent tries to trip you.
Normal: You provoke an attack of opportunity when performing a trip
combat maneuver.
Appears In: Not New Paths Option: Use Scaling Feats

Outflank

Feat

You look for every edge when flanking an enemy.


Prerequisites: Base attack bonus +4.
Benefit: Whenever you and an ally who also has this feat are flanking
the same creature, your flanking bonus on attack rolls increases to +4.
In addition, whenever you score a critical hit against the flanked
creature, it provokes an attack of opportunity from your ally.
Appears In: Advanced Player's Guide

Scarred Legion

Appears In: Ultimate Combat

+4 to Survival when tracking by Scent Racial Ability (Wolf)

Animal Focus (Su)

Racial Ability

At 1st level, a hunter can take on the aspect of an animal as a swift


action. She must select one type of animal to emulate, gaining a bonus
or special ability based on the type of animal emulated and her hunter
level. The hunter can use this ability for a number of minutes per day
equal to her level. This duration does not need to be consecutive, but
must be spent in 1-minute increments. The hunter can emulate only
one animal at a time.
The hunter can also apply one of these aspects to her animal
companion. Unlike with the hunter herself, there is no duration on the
animal aspect applied to her animal companion. An aspect applied in
this way does not count against the hunter's minutes of duration per
day?it remains in effect until the hunter changes it. The companion's
aspect can be the same aspect the ranger has taken on or a different
one. The hunter can select or change the animal foci on both herself
and her animal companion as part of the same swift action.
If the hunter's animal companion is dead, the hunter can apply her
companion's animal focus to herself instead of her animal companion.
This is in addition to the normal one she can choose, and (as with a
companion's focus) remains in effect until the hunter changes it instead
of counting against her minutes per day.
At 8th level, whenever a hunter uses her animal focus ability, she
selects two different animal aspects for herself instead of one, and can
assign two aspects to her companion instead of one. As with the
companion's previous aspect, the second one does not count against
the minutes per day a hunter can take on an aspect. If the hunter's
animal companion is dead and the hunter has applied the companion's
animal aspect to herself, that aspect does not count toward her
maximum of two aspects at once. The hunter can still apply only one of
her dead companion's aspects to herself, not both.
Note: On the Hunter tab or the Animal Focus tab on your animal
companion, you can add as many or as few animal focuses as you
wish, so that you can save space by choosing only your favorites or
add them all so you can see all your options. You can activate the
focuses you are currently using on the In-Play tab.

Devotion +4 (Ex)

Racial Ability (Master)

An animal companion gains a +4 morale bonus on Will saves against


enchantment spells and effects.

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)

Racial Ability (Master)

If an animal companion is subjected to an attack that normally allows a


Reflex saving throw for half damage, it takes no damage if it makes a
successful saving throw.

Appears In: Monster Codex

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.

Balto Abilities & Gear


Insanity Points

Racial Ability

Insanity points, or IP, quantify a characters derangement, expressing


how unhinged he becomes after numerous encounters with the awful.
Each time a character studies a forbidden text; endures a profoundly
terrible supernatural experience; encounters a shifting abomination
hauled up from the underworld to wreak havoc in the mortal plane; or
suffers Intelligence, Wisdom, or Charisma drain, that character is at risk
of suffering frayed sanity. The more insanity points a character
accumulates, the more insane the character becomes, until he slips
completely into madness.
Effects of Insanity Points
Insanity points can affect a number of different factors, but for the most
part they affect a characters Wisdom score and most of its functions.
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.
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

Trip (Ex)

Racial Ability (Wolf)

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.

Woodland Stride (Ex)

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)

Class Ability (Hunter)

The creature gains a +2 enhancement bonus to Constitution. This


bonus increases to +4 at 8th level and +6 at 15th level.
Appears In: Advanced Class Guide

Bull +2 (Su)

Class Ability (Hunter)

The creature gains a +2 enhancement bonus to Strength. This bonus


increases to +4 at 8th level and +6 at 15th level.
Appears In: Advanced Class Guide

Tiger +2 (Su)

Class Ability (Hunter)

The creature gains a +2 enhancement bonus to Dexterity. This bonus


increases to +4 at 8th level and +6 at 15th level.
Appears In: Advanced Class Guide

Racial Ability,Senses

A creature with low-light vision can see twice as far as a human in


starlight, moonlight, torchlight, and similar conditions of dim light. It
retains the ability to distinguish color and detail under these conditions.

Scent (Ex)

Racial Ability

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.

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.

Jester #6 Abilities & Gear


Extra Performance (6 rounds/day)

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

Your quick reflexes allow you to react rapidly to danger.


Benefit: You get a +4 bonus on initiative checks.

Master Performer (Kitharodian Academy)

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

Insanity points, or IP, quantify a characters derangement, expressing


how unhinged he becomes after numerous encounters with the awful.
Each time a character studies a forbidden text; endures a profoundly
terrible supernatural experience; encounters a shifting abomination
hauled up from the underworld to wreak havoc in the mortal plane; or
suffers Intelligence, Wisdom, or Charisma drain, that character is at risk
of suffering frayed sanity. The more insanity points a character
accumulates, the more insane the character becomes, until he slips
completely into madness.
Effects of Insanity Points
Insanity points can affect a number of different factors, but for the most
part they affect a characters Wisdom score and most of its functions.
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.

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

Vagabond Child (urban, Disable Device)

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.

Bardic Knowledge +3 (Ex)

Class Ability (Bard)

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.

Appears In: Advanced Player's Guide Traits, Taldor, Echoes of Glory,


Ultimate Campaign

Adaptable Luck +2/+1 (3/day)

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

Racial Ability (Halfling)

+2 racial bonus on all saving throws against fear. This bonus stacks
with the bonus granted by halfling luck.

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.

Jester #6 Abilities & Gear


Bardic Performance (standard action, 17 rounds/day)
Class

Ability (Bard)

A bard is trained to use the Perform skill to create magical effects on


those around him, including himself if desired. He can use this ability
for a number of rounds per day equal to 4 + his Charisma modifier. At
each level after 1st a bard can use bardic performance for 2 additional
rounds per day. Each round, the bard can produce any one of the types
of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be
maintained each round as a free action. Changing a bardic
performance from one effect to another requires the bard to stop and
previous performance and start a new one as a standard action. A
bardic performance cannot be disrupted, but it ends immediately if the
bard is killed, paralyzed, stunned, knocked unconscious, or otherwise
prevented from taking a free action to maintain it each round. A bard
cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action
instead of a standard action. At 13th level, a bard can start a bardic
performance as a swift action.
Each bardic performance has audible components, visual components,
or both
If a bardic performance has audible components, the targets must be
able to hear the bard for the performance to have any effect, and many
such performances are language dependent (as noted in the
description). A deaf bard has a 20% change to fail when attempting to
use a bardic performance with an audible component. If he fails this
check, the attempt still counts against his daily limit. Deaf creatures are
immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have
line of sight to the bard for the performance to have any effect. A blind
bard has a 50% chance to fail when attempting to use a bardic
performance with a visual component. If he fails this check, the attempt
still counts against his daily limit. Blind creatures are immune to bardic
performances with visual components.

Bardic Performance: Countersong (Su) Class Ability (Bard)


At 1st level, a bard learns to counter magic effects that depend on
sound (but not spells that have verbal components.) Each round of the
countersong he makes a Perform (keyboard, percussion, wind, string,
or sing) skill check. Any creature within 30 feet of the bard (including
the bard himself) that is affected by a sonic or language-dependent
magical attack may use the bard's Perform check result in place of its
saving throw if, after the saving throw is rolled, the Perform check
result proves to be higher. If a creature within range of the countersong
is already under the effect of a non-instantaneous sonic or languagedependent magical attack, it gains another saving throw against the
effect each round it hears the countersong, but it must use the bard's
Perform skill check result for the save. Countersong does not work on
effects that don't allow saves. Countersong relies on audible
components.

Bardic Performance: Distraction (Su) Class Ability (Bard)


At 1st level, a bard can use his performance to counter magic effects
that depend on sight. Each round of the distraction, he makes a
Perform (act, comedy, dance, or oratory) skill check. Any creature
within 30 feet of the bard (including the bard himself) that is affected by
an illusion (pattern) or illusion (figment) magical attack may use the
bard's Perform check result in place of its saving throw if, after the
saving throw is rolled, the Perform check result proves to be higher. If a
creature within range of the distraction is already under the effect of a
non-instantaneous illusion (pattern) or illusion (figment) magical attack,
it gains another saving throw against the effect each round it sees the
distraction, but it must use the bard's Perform check result for the save.
Distraction does not work on effects that don't allow saves. Distraction
relies on visual components.

Bardic Performance: Fascinate (3 targets, DC 16)


(Su)
Class

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)

Class Ability (Bard)

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)

Class Ability (Bard)

A bard of 6th level or higher can use his performance to make a


suggestion (as per the spell) to a creature that he has already
fascinated (see above). Using this ability does not disrupt the fascinate
effect, but it does require a standard action to activate (in addition to
the free action to continue the fascinate effect). A bard can use this
ability more than once against an individual creature during an
individual performance.
A Will saving throw (DC 10 + 1/2 bard's level + bard's Cha modifier)
negates the effect. This ability affects only a single creature (but see
mass suggestion, below). Suggestion is an enchantment (compulsion),
mind-affecting, language-dependent ability and relies on audible
components.
At 18th level, a bard can use this ability against any number of
fascinated creatures.

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.

Jester #6 Abilities & Gear


Lore Master (1/day) (Ex)

Class Ability (Bard)

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)

You may substitute the final value of your Perform: Keyboard


Instruments skill for Diplomacy or Intimidate checks
Appears In: Not Consolidated Skills

Versatile Performance (Singing) +14 (Ex) Class Ability (Bard)


You may substitute the final value of your Perform: Sing skill for Bluff or
Sense Motive checks
Appears In: Not Consolidated Skills

Well Versed (Ex)

Class 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

This substance counteracts a specific toxin. If you drink a vial of


antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws
against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize
poison on a target creature. Antitoxin has no effect when you cast the
spell on an object.

Scroll of acute senses

Scroll

Acute Senses, Will Negates (DC 13)


The target gains a +10 enhancement bonus on Perception checks. The
bonus increases to +20 at caster level 8th, and +30 (the maximum) at
caster level 16th.

Scroll of air bubble (x2)

Scroll

Air Bubble (x2)


Air bubble creates a small pocket of breathable air that surrounds the
touched creature's head or the touched object. The air bubble allows
the creature touched to breathe underwater or in similar airless
environments, or protects the object touched from water damage.
A firearm within an air bubble can be loaded - assuming the black
powder comes from a powder horn, a cartridge, or some other airtight
protective device - and fired. When shooting such a firearm underwater,
the shot still takes the standard -2 penalty on attack rolls for every 5
feet of water the bullet passes through, in addition to normal penalties
due to range. If a firearm within the air bubble explodes, the explosion
occurs normally.

Scroll of detect magic (x6)

Scroll

Detect Magic (x6)


You detect magical auras. The amount of information revealed depends
on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the
most potent aura.
3rd Round: The strength and location of each aura. If the items or
creatures bearing the auras are in line of sight, you can make
Knowledge (arcana) skill checks to determine the school of magic
involved in each. (Make one check per aura: DC 15 + spell level, or 15
+ 1/2 caster level for a nonspell effect.) If the aura eminates from a
magic item, you can attempt to identify its properties (see Spellcraft).
Magical areas, multiple types of magic, or strong local magical
emanations may distort or conceal weaker auras.
Aura Strength: An aura's power depends on a spell's functioning spell
level or an item's caster level; see the accompanying table. If an aura
falls into more than one category, detect magic indicates the stronger of
the two.
Lingering Aura: A magical aura lingers after its original source
dissipates (in the case of a spell) or is destroyed (in the case of a
magic item). If detect magic is cast and directed at such a location, the
spell indicates an aura strength of dim (even weaker than a faint aura).
How long the aura lingers at this dim level depends on its original
power:
Original Strength - Duration of Lingering Aura
Faint - 1d6 rounds
Moderate - 1d6 minutes
Strong - 1d6 x 10 minutes
Overwhelming - 1d6 days
Outsiders and elementals are not magical in themselves, but if they are
summoned, the conjuration spell registers. Each round, you can turn to
detect magic in a new area. The spell can penetrate barriers, but 1 foot
of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of
wood or dirt blocks it.
Detect magic can be made permanent with a permanency spell.

Scroll of glitterdust

Scroll

Glitterdust, See Text or Will Negates (DC 13)


A cloud of golden particles covers everyone and everything in the area,
causing creatures to become blinded and visibly outlining invisible
things for the duration of the spell. All within the area are covered by
the dust, which cannot be removed and continues to sparkle until it
fades. Each round at the end of their turn blinded creatures may
attempt new saving throws to end the blindness effect. Any creature
covered by the dust takes a -40 penalty on Stealth checks.

Scroll of heightened awareness (x2)

Scroll

Heightened Awareness (x2)


You enter a heightened state of awareness that allows you to notice
more about your surroundings and recall information effortlessly. You
gain a +2 competence bonus on Perception checks and on all
Knowledge checks that you are trained in.
If this spell is active when you have to make an initiative check, you
can instantly dismiss this spell and gain a +4 bonus on that check.

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.

Jester #6 Abilities & Gear


Scroll of lead blades (x5)

Scroll

Lead Blades (x5)


Lead blades increases the momentum and density of your melee
weapons just as they strike a foe. All melee weapons you are carrying
when the spell is cast deal damage as if one size category larger than
they actually are. For instance, a Medium longsword normally deals
1d8 points of damage, but it would instead deal 2d6 points of damage if
benefiting from lead blades (see page 145 of the Core Rulebook for
more information). Only you can benefit from this spell. If anyone else
uses one of your weapons to make an attack it deals damage as
normal for its size.

Scroll of lesser (x5) restoration

Scroll

Restoration, Lesser (x5)


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.

Scroll of shield (x5)

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

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.

Leper #6 Abilities & Gear


Greater Sunder

Feat

Your devastating strikes cleave through weapons and armor and into
their wielders, damaging both item and wielder alike in a single terrific
strike.

Power Attack -2/+4

Feat

You can make exceptionally deadly melee attacks by sacrificing


accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.

Prerequisites: Improved Sunder, Power Attack, base attack bonus +6,


Str 13.
Benefit: You receive a +2 bonus on checks made to sunder an item.
This bonus stacks with the bonus granted by Improved Sunder.
Whenever you sunder to destroy a weapon, shield, or suit of armor, any
excess damage is applied to the item's wielder. No damage is
transferred if you decide to leave the item with 1 hit point.
Appears In: Not New Paths Option: Use Scaling Feats

Improved Overrun

Feat

You are skilled at running down your foes.


Prerequisite: Str 13, Power Attack, base attack bonus +1.

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 Focus (Greatsword)

Benefit: You do not provoke an attack of opportunity when performing


an overrun combat maneuver. In addition, you receive a +2 bonus on
checks made to overrrun a foe. You also receive a +2 bonus to your
Combat Maneuver Defense whenever an opponent tries to overrun
you. Targets of your overrun attempt may not chose to avoid you.
Normal: You provoke an attack of opportunity when performing an
overrun combat maneuver.

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.

Appears In: Not New Paths Option: Use Scaling Feats

Improved Sunder

Feat

You are skilled at damaging your foes' weapons and armor.

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.

Weapon Specialization (Greatsword)

Prerequisite: Str 13, Power Attack, base attack bonus +1.


Benefit: You do not provoke an attack of opportunity when performing
a sunder combat maneuver. In addition, you receive a +2 bonus on
checks made to sunder an item. You also receive a +2 bonus to your
Combat Maneuver Defense whenever an opponent tries to sunder your
gear.

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.

Normal: You provoke an attack of opportunity when performing a


sunder combat maneuver.

Benefit: You gain a +2 bonus on all damage rolls you make using the
selected weapon.

Appears In: Not New Paths Option: Use Scaling Feats

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

You are more resistant to mental effects.


Benefit: You get a +2 bonus on all Will saving throws.

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
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.

Leper #6 Abilities & Gear


Plague Survivor

Trait

You survived an encounter with disease in a slum or contagion-prone


area. You gain a +2 trait bonus on Fortitude saving throws against
diseases and on Constitution checks to stabilize while dying.

Shattering Strike +2 (Ex)

Class Ability (Fighter)

At 2nd level, a two-handed fighter gains a +1 bonus to CMB and CMD


on sunder attempts and on damage rolls made against objects. These
bonuses increase by +1 for every four levels beyond 2nd. This ability
replaces bravery.

Appears In: Inner Sea Races


Weapon Training (Blades, Heavy) +1 (Ex)

Elf Blood

Racial Ability (Half-Elf)

Half-elves count as both elves and humans for any effect related to
race.

Elven Immunities

Racial Ability (Half-Elf)

+2 racial bonus on saving throws against enchantment spells and


effects.

Elven Immunities - Sleep

Unknown

You are immune to magic sleep effects.

Insanity Points

Racial Ability

Insanity points, or IP, quantify a characters derangement, expressing


how unhinged he becomes after numerous encounters with the awful.
Each time a character studies a forbidden text; endures a profoundly
terrible supernatural experience; encounters a shifting abomination
hauled up from the underworld to wreak havoc in the mortal plane; or
suffers Intelligence, Wisdom, or Charisma drain, that character is at risk
of suffering frayed sanity. The more insanity points a character
accumulates, the more insane the character becomes, until he slips
completely into madness.

Class Ability (Fighter)

Starting at 5th level, a fighter can select one group of weapons, as


noted below. Whenever he attacks with a weapon from this group, he
gains a +1 bonus on attack and damage rolls.
Every four levels thereafter (9th, 13th, and 17th), a fighter becomes
further trained in another group of weapons. He gains a +1 bonus on
attack and damage rolls when using a weapon from this group. In
addition, the bonuses granted by previous weapon groups increase by
+1 each. For example, when a fighter reaches 9th level, he receives a
+1 bonus on attack and damage rolls with one weapon group and a +2
bonus on attack and damage rolls with the weapon group selected at
5th level. Bonuses granted from overlapping groups do not stack. Take
the highest bonus granted for a weapon if it resides in two or more
groups.
A fighter also adds this bonus to any combat maneuver checks made
with weapons from this group. This bonus also applies to the fighter's
Combat Maneuver Defense when defending against disarm and sunder
attempts made against weapons from this group.
Blades, Heavy: bastard sword, elven curve blade, falchion,
greatsword, longsword, scimitar, scythe, and two-bladed sword.

Effects of Insanity Points


Insanity points can affect a number of different factors, but for the most
part they affect a characters Wisdom score and most of its functions.
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.
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

A creature with low-light vision can see twice as far as a human in


starlight, moonlight, torchlight, and similar conditions of dim light. It
retains the ability to distinguish color and detail under these conditions.

Overhand Chop (Ex)

Class Ability (Fighter)

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.

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.

Man-at-arms #6 Abilities & Gear


Bodyguard

Feat

Saving Shield

Feat

Your swift strikes ward off enemies attacking nearby allies.

You deflect attacks that could mean your allys death.

Prerequisite: Combat Reflexes.

Prerequisite: Shield Proficiency.

Benefit: When an adjacent ally is attacked, you may use an attack of


opportunity to attempt the aid another action to improve your allys AC.
You may not use the aid another action to improve your allys attack roll
with this attack.

Benefits: Whenever an adjacent ally is the target of an attack, you can,


as an immediate action, grant that adjacent ally a +2 shield bonus to
AC. You must be wielding a light shield, heavy shield, or tower shield to
use this feat.

Normal: Aid another is a standard action.

Appears In: Advanced Player's Guide

Appears In: Advanced Player's Guide

Combat Reflexes (3 AoO/round)

Weapon Focus (Morningstar)


Feat

You can make additional attacks of opportunity.


Benefit: You may make a number of additional attacks of opportunity
per round equal to your Dexterity bonus. With this feat, you may also
make attacks of opportunity while flat-footed.
Normal: A character without this feat can make only one attack of
opportunity per round and can't make attacks of opportunity while flatfooted.

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

You put yourself in dangers path to save your allies.


Prerequisite: Bodyguard.
Benefit: While using the aid another action to improve an adjacent
allys AC, you can intercept a successful attack against that ally as an
immediate action, taking full damage from that attack and any
associated effects (bleed, poison, etc.). A creature cannot benefit from
this feat more than once per attack.
Appears In: Advanced Player's Guide

Iron Will

Feat

You are more resistant to mental effects.


Benefit: You get a +2 bonus on all Will saving throws.

Power Attack -2/+4

Deft Dodger

Trait

Growing up in a rough neighborhood or a dangerous environment has


honed your senses. You gain a +1 trait bonus on Reflex saves.
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

Damage Reduction (6/-)


Feat

You can make exceptionally deadly melee attacks by sacrificing


accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
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.

Unknown

You have Damage Reduction against all attacks.


Addition from Armored Defense: This damage reduction stacks with
that provided by adamantine armor, but not with other forms of damage
reduction. This damage reduction does not apply if the armor master is
stunned, unconscious, or helpless.

Elf Blood

Racial Ability (Half-Elf)

Half-elves count as both elves and humans for any effect related to
race.

Elven Immunities

Racial Ability (Half-Elf)

+2 racial bonus on saving throws against enchantment spells and


effects.

Elven Immunities - Sleep


You are immune to magic sleep effects.

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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.

Unknown

Man-at-arms #6 Abilities & Gear


Elysian Bronze (DR 3/-)

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.

Armored Defense (1/2/3) (Ex)

Class Ability (Fighter)

At 5th level, an armor master gains DR 1/ - when wearing light armor,


DR 2/ - when wearing medium armor, and DR 3/ - when wearing heavy
armor. At 19th level, this damage reduction increases to DR 4/ - when
wearing light armor, DR 8/ - when wearing medium armor, and DR 12/ when wearing heavy armor. This damage reduction stacks with that
provided by adamantine armor, but not with other forms of damage
reduction. This damage reduction does not apply if the armor master is
stunned, unconscious, or helpless. This ability replaces weapon
training 1 and 3, and armor mastery.

Deflective Shield +2 (Ex)

Class Ability (Fighter)

At 2nd level, an armor master specializes in using his shield to deflect


attacks. He gains a +1 bonus to his touch AC, and this bonus increases
for every four levels beyond 2nd (to a maximum of +6 at 20th level);
however, this bonus cannot exceed the sum of the armor and
enhancement bonus to AC provided by the shield that the armor
master is currently carrying. This ability replaces bravery.

Appears In: Ultimate Equipment

Insanity Points

Racial Ability

Insanity points, or IP, quantify a characters derangement, expressing


how unhinged he becomes after numerous encounters with the awful.
Each time a character studies a forbidden text; endures a profoundly
terrible supernatural experience; encounters a shifting abomination
hauled up from the underworld to wreak havoc in the mortal plane; or
suffers Intelligence, Wisdom, or Charisma drain, that character is at risk
of suffering frayed sanity. The more insanity points a character
accumulates, the more insane the character becomes, until he slips
completely into madness.
Effects of Insanity Points
Insanity points can affect a number of different factors, but for the most
part they affect a characters Wisdom score and most of its functions.
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.
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

A creature with low-light vision can see twice as far as a human in


starlight, moonlight, torchlight, and similar conditions of dim light. It
retains the ability to distinguish color and detail under these conditions.

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.

Occultist #6 Abilities & Gear


Extra Focus Power

Feat

You gain an additional focus power from your implements.

Elf Blood

Racial Ability (Half-Elf)

Half-elves count as both elves and humans for any effect related to
race.

Prerequisite: Focus power class feature.


Benefit: You gain one additional focus power from among those
available from your chosen implement schools. You must select a
power for which you normally qualify.
Special: You can choose this feat once for every implement school you
know, up to a maximum of seven times at 18th level. Each time you do,
you must choose a different focus power. If you have selected the
same implement school more than once, you can select a focus power
from that school once for each time you selected that school.
Appears In: Occult Adventures

Extra Mental Focus

Feat

You possess increased mental focus.


Prerequisite: Mental focus class feature.
Benefit: You gain 2 additional points of mental focus.

Feat

You are more resistant to mental effects.


Benefit: You get a +2 bonus on all Will saving throws.

Skill Focus (Use Magic Device)

Racial Ability (Half-Elf)

Elven Immunities - Sleep

Unknown

You are immune to magic sleep effects.

Insanity Points

Racial Ability

Insanity points, or IP, quantify a characters derangement, expressing


how unhinged he becomes after numerous encounters with the awful.
Each time a character studies a forbidden text; endures a profoundly
terrible supernatural experience; encounters a shifting abomination
hauled up from the underworld to wreak havoc in the mortal plane; or
suffers Intelligence, Wisdom, or Charisma drain, that character is at risk
of suffering frayed sanity. The more insanity points a character
accumulates, the more insane the character becomes, until he slips
completely into madness.
Effects of Insanity Points
Insanity points can affect a number of different factors, but for the most
part they affect a characters Wisdom score and most of its functions.

Appears In: Occult Adventures

Iron Will

Elven Immunities

+2 racial bonus on saving throws against enchantment spells and


effects.

Feat

Choose a skill. You are particularly adept at that skill.


Benefit: You get a +3 bonus on all checks involving the chosen skill. If
you have 10 or more ranks in that skill, this bonus increases to +6.
Special: You can gain this feat multiple times. Its effects do not stack.
Each time you take the feat, it applies to a new skill.

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.

Appears In: Not Consolidated Skills

Deft Dodger

Trait

Growing up in a rough neighborhood or a dangerous environment has


honed your senses. You gain a +1 trait bonus on Reflex saves.
Appears In: Character Traits Web Enhancement, Advanced Player's
Guide Traits

Unhappy Childhood (Tortured)

Trait

You spent a period of time as one of Gaedrens enslaved orphans.


Maybe you were abducted from your parents home or during a trip to
the market. Perhaps the irresponsible matron who ruled your
orphanage traded you to him in return for a desperately needed loan of
money. Or perhaps you, like most of Gaedrens slaves, were merely a
child of the street who succumbed to his promise of regular meals and
a roof in return for what he said would be a little light work. Whatever
the case, you spent several years of your life as one of his Little
Lamms before escaping. Youve nursed a grudge for the old man ever
since.

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

A creature with low-light vision can see twice as far as a human in


starlight, moonlight, torchlight, and similar conditions of dim light. It
retains the ability to distinguish color and detail under these conditions.

Abjuration (Amulet)

Class Ability (Occultist)

Abjuration implements are objects associated with protection and


wards.
Implements: Amulet, armor, bell, bracers, brooch, cloak, holy symbol,
shield.
Appears In: Occult Adventures

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

Aura Sight (Su)

Class Ability (Occultist)

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.

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.

Occultist #6 Abilities & Gear


Casting Focus (Su)

Class Ability (Occultist)

The implement empowers the bearers ties to the worlds beyond,


allowing his spells to maintain their power for a longer period of time.
The bearer can add the implement as an additional focus component to
any conjuration spell he casts that has a duration measured in rounds
per level. If he does so, he adds 1 to his caster level for every 2 points
of mental focus stored in the implement (to a maximum bonus equal to
your occultist level). This increase applies only when determining the
duration of the spell. Apply this increase after other effects that adjust a
spells duration, such as Extend Spell.

Conjuration (Skull)

Class Ability (Occultist)

Implements used in conjuration allow the occultist to perform magic


that transports or calls creatures.
Implements: Bowl, brazier, compass, figurine, lantern, mirror.
Appears In: Occult Adventures

Danger Sight +3 (Sp)

Class Ability (Occultist)

As an immediate action, you can protect yourself from harm by


expending 1 point of mental focus. You can use this ability whenever
you are the target of an attack or are required to attempt a saving throw
against a special ability, spell, or trap. Doing so grants you an insight
bonus to your AC or on your saving throw equal to 1/2 your occultist
level. This bonus applies only to the next attack against you or saving
throw you attempt, and if not applied by the end of the round, the
protection fades and you gain no benefit. You must be at least 3rd level
to select this focus power.
Appears In: Occult Adventures

Divination (Goggles)

Class Ability (Occultist)

Implements of the divination school grant powers related to foresight


and remote viewing.
Implements: Book, crystal ball, goggles, harrow deck, headband,
lenses, planchette.
Appears In: Occult Adventures

Legacy Weapon +2 (Su)

Class Ability (Occultist)

As a standard action, you can expend 1 point of mental focus and


touch a weapon to grant it an enhancement bonus. The bonus is equal
to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at
18th level). Enhancement bonuses gained by this ability stack with
those of the weapon, to a maximum of +5. You can also imbue the
weapon with any one weapon special ability with an equivalent
enhancement bonus less than or equal to your maximum bonus by
reducing the granted enhancement bonus by the appropriate amount.
The item must have an enhancement bonus of at least +1 (from the
item itself or from legacy weapon) to gain a weapon special ability. In
either case, these bonuses last for 1 minute.
Note: To implement the effects of this ability, you will have to add a
custom weapon on the weapons tab.

Mental Focus (12/day) (Su)

Class Ability (Occultist)

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.

Mind Barrier (-12 damage) (Sp) Class Ability (Occultist)


As a swift action, you can expend 1 point of mental focus to create a
shield of mental energy around you that protects you from harm. The
shield prevents a total of 2 points of damage per occultist level you
possess. It lasts until the start of your next turn or until exhausted. For
example, if you are 5th level, the mind barrier protects you from 10
points of damage; if you are hit by an attack that would deal 12 points
of damage, the mind barrier is exhausted and you take 2 points of
damage. You can activate this ability as an immediate action, but doing
so costs 2 points of mental focus instead of 1.

Mind Eye (6 minutes) (Sp)

Class Ability (Occultist)

As a standard action, you can expend 1 point of mental focus to create


a mind eyea magical sensor through which you can see and hear.
The mind eye is invisible and its size is Fine, giving it an AC of 18. Any
amount of damage to the eye destroys it, but it can be harmed by only
spells or magic weapons. The eye moves with a fly speed of 60 feet
with perfect maneuverability and can travel up to 1 mile away from you.
You must concentrate as a standard action to direct the eye and
receive sensory images through it. The mind eye sees as your eyes
see, including any additional senses you possess (such as darkvision
or see invisibility). The mind eye lasts for 1 minute per occultist level
you possess. You must be at least 5th level to select this focus power.
Appears In: Occult Adventures

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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.

Occultist #6 Abilities & Gear


Object Reading (Su)

Class Ability (Occultist)

At 2nd level, an occultist learns how to read information from items he


examines. Examining an item in this way requires him to spend 1
minute handling the item. If the item is a magic item, the occultist
learns its properties and command word as if he had successfully
examined the item using detect magic and succeeded at a Spellcraft
check. This ability does not reveal whether the item is cursed unless
the occultists class level is equal to or greater than the caster level of
the item. If the item has any historical significance, the occultist learns
one piece of information about its past (as determined by the GM).
Finally, if the item was last used no longer than 1 day ago per the
occultists class level, the occultist learns one piece of information
about the last creature to use the item. This information might be a
glimpse of the creatures appearance, a brief vision of what it saw while
using the item, or perhaps its emotional state when it last used the
item. The GM determines what information is gained in this way. This
functions like the psychometry occult skill unlock (see page 196), but
doesnt require a skill check and can be used at will.
Physical Enhancement (Dexterity) (Su) Class Ability (Occultist)
The implement enhances its bearers body. When you invest mental
focus in the implement, select a physical ability score. The implement
grants a +2 temporary enhancement bonus to that physical ability
score for every 3 points of mental focus invested in the implement (to a
maximum of +2 at 1st level, plus an additional 2 for every 6 occultist
levels you possess).

Quickness (6 rounds) (Sp)

Class Ability (Occultist)

As a standard action, you can expend 1 point of mental focus to grant


supernatural quickness and reflexes to yourself or a willing living
creature you touch. This functions as haste, but the bonus to AC and
on Reflex saving throws increases to +2. This effect lasts for 1 round
per occultist level you possess. You must be at least 5th level to select
this focus power.

Third Eye (Su)

Class Ability (Occultist)

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)

Class Ability (Occultist)

Transmutation implements can alter the properties of both objects and


creatures.
Implements: Belt, boots, sandals, vest, weapon.
Appears In: Occult Adventures

Unraveling (Sp)

Class Ability (Occultist)

As a standard action, you can expend 1 point of mental focus to


unravel a magical effect. This functions as a targeted dispel magic
spell, but you must be adjacent to the effect to unravel it. If the effect is
created by psychic magic, you receive a +5 bonus on your caster level
check to unravel it. If the effect targets an object in your possession,
you automatically succeed at the check. You must be at least 5th level
to select this focus power.
Appears In: Occult Adventures

Appears In: Occult Adventures

Servitor (Summon Monster II) (Sp) Class Ability (Occultist)


As a standard action, you can expend 1 point of mental focus to
summon a servitor. This ability functions as summon monster I, but you
can use it only to summon a single creature, and the effect lasts for 1
minute. At 4th level and every 3 levels thereafter, the level of the
summon monster spell increases by 1, to a maximum of summon
monster VII at 19th level. You cant have more than one servitor in
effect at a time. At any time, you can expend 1 point of mental focus as
a free action to extend the duration of an active servitor by 1 minute.
Shift Focus (Divination [Goggles], 9 focus)Class
(Su)

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.

Sudden Insight +3 (Sp)

Warding Talisman +2 (Su)

Class Ability (Occultist)

The implement wards against adverse effects. Whoever wears (or


holds, for bells) the implement gains a +1 resistance bonus on saving
throws for every 2 points of mental focus invested in the implement, to
a maximum bonus of 1 + 1 for every 4 occultist levels you possess.

Antitoxin

Gear

This substance counteracts a specific toxin. If you drink a vial of


antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws
against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize
poison on a target creature. Antitoxin has no effect when you cast the
spell on an object.

Class Ability (Occultist)

As a swift action, you can expend 1 point of mental focus to gain an


insight into your immediate future. You can use this foreknowledge as a
free action before you roll any ability check, attack roll, or skill check to
gain an insight bonus on that roll equal to 1/2 your occultist level
(minimum +1). You can use your foreknowledge only once per turn,
and if its not used by the end of your turn, the insight fades and you
gain no benefit.

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Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.

Occultist #6 Abilities & Gear


Grim lantern

Wondrous Item

This macabre lantern is composed of a humanoid skull dangling from a


short length of chain. A small fragment of soulstuff is trapped inside,
burning slowly in a heatless flame. Its flickering light shines from the
skull's eye sockets, casting light as a bullseye lantern. On command,
the lantern can consume its soulstuff in a sudden blast of heat, as
burning hands. Doing so extinguishes the lantern. Whenever a living
creature with at least 1 HD is slain within 30 feet of an empty grim
lantern, the lantern absorbs a fragment of that creature's soul, restoring
its glow.
Construction
Requirements Cost 2,900 gp, Craft Wondrous Item, burning hands,
creator cannot be good
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.

Plague Doctor #6 Abilities & Gear


Brew Potion

Feat

You can create magic potions.


Prerequisite: Caster level 3rd.
Benefit: You can create a potion of any 3rd-level or lower spell that you
know and that targets one or more creatures or objects. Brewing a
potion takes 2 hours if its base price is 250 gp or less, otherwise
brewing a potion takes 1 day for each 1,000 gp in its base price. When
you create a potion, you set the caster level, which must be sufficient to
cast the spell in question and no higher than your own level. To brew a
potion, you must use up raw materials costing one half this base price.
See the magic item creation rules in Magic Items for more information.
When you create a potion, you make any choices that you would
normally make when casting the spell. Whoever drinks the potion is the
target of the spell.

Extra Discovery

Firebug

Trait

You were the child of a gunsmith or alchemist and always enjoyed


experimenting with fiery alchemical items and minor explosives. You
gain a +1 trait bonus on attack rolls made with thrown splash weapons
and alchemist bombs.

Feat

Suggested Characters: Alkenstar natives, Katapeshi, Thuvians.


Appears In: Quests & Campaigns

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

You have made a new alchemical discovery.

Elf Blood

Prerequisites: Discovery class feature.


Benefit: You gain one additional discovery. You must meet all of the
prerequisites for this discovery.

Appears In: Advanced Player's Guide

Benefit: You get a +1 bonus on attack and damage rolls with ranged
weapons at ranges of up to 30 feet.

Feat

You gulp down potions with unsettling speed.


Prerequisite: Worshiper of Urgathoa.
Benefit: You can drink potions, elixirs, or other potables as a swift
action without provoking attacks of opportunity.
Normal: Drinking potions is a move action that provokes attacks of
opportunity.
Appears In: Inner Sea Gods

Throw Anything

Racial Ability (Half-Elf)

Elven Immunities - Sleep


Feat

You are especially accurate when making ranged attacks against close
targets.

Potion Glutton

Elven Immunities

+2 racial bonus on saving throws against enchantment spells and


effects.

Special: You can gain Extra Discovery multiple times.

Point-Blank Shot

Racial Ability (Half-Elf)

Half-elves count as both elves and humans for any effect related to
race.

Feat

You are used to throwing things you have on hand.


Benefit: You do not suffer any penalties for using an improvised ranged
weapon. You receive a +1 circumstance bonus on attack rolls made
with thrown splash weapons.
Normal: You take a 4 penalty on attack rolls made with an improvised
weapon.
Addition from Alchemist: An alchemist adds his Intelligence modifier
to damage done with splash weapons, including the splash damage if
any.

Unknown

You are immune to magic sleep effects.

Insanity Points

Racial Ability

Insanity points, or IP, quantify a characters derangement, expressing


how unhinged he becomes after numerous encounters with the awful.
Each time a character studies a forbidden text; endures a profoundly
terrible supernatural experience; encounters a shifting abomination
hauled up from the underworld to wreak havoc in the mortal plane; or
suffers Intelligence, Wisdom, or Charisma drain, that character is at risk
of suffering frayed sanity. The more insanity points a character
accumulates, the more insane the character becomes, until he slips
completely into madness.
Effects of Insanity Points
Insanity points can affect a number of different factors, but for the most
part they affect a characters Wisdom score and most of its functions.
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.
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.

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.

Plague Doctor #6 Abilities & Gear


Low-Light Vision

Racial Ability,Senses

A creature with low-light vision can see twice as far as a human in


starlight, moonlight, torchlight, and similar conditions of dim light. It
retains the ability to distinguish color and detail under these conditions.

Cognatogen (DC 17) (Su)

Class Ability (Alchemist)

At 1st level, a mindchemist learns how to create a cognatogen, as per


the cognatogen discovery.
This ability replaces the mutagen class ability (a mindchemist cannot
create mutagens unless he selects mutagen* as a discovery).

Acid Bomb (Su)

Class Ability (Alchemist)

When the alchemist creates a bomb, he can choose to have it inflict


acid damage. Creatures that take a direct hit from an acid bomb take
an additional 1d6 points of acid damage 1 round later.

Alchemy +6 (Su)

Class Ability (Alchemist)

Alchemists are not only masters of creating mundane alchemical


substances such as alchemists fire and smokesticks, but also of
fashioning magical potion-like extracts in which they can store spell
effects. In effect, an alchemist prepares his spells by mixing ingredients
into a number of extracts, and then casts his spells by drinking the
extract. When an alchemist creates an extract or bomb, he infuses the
concoction with a tiny fraction of his own magical powerthis enables
the creation of powerful effects, but also binds the effects to the creator.
When using Craft (alchemy) to create an alchemical item, an alchemist
gains a competence bonus equal to his class level to the Craft
(alchemy) check. In addition, an alchemist can use Craft (alchemy) to
identify potions as if using detect magic. He must hold the potion for
one round to make such a check.

Fast Poisoning (Swift Action) (Ex) Class Ability (Alchemist)


At 3rd level, an alchemist can apply a dose of poison to a weapon as a
move action.
At 6th level, this only requires a swift action.
At 18th level, this only requires an immediate action.
Normal: Applying poison to a weapon is a standard action

Perfect Recall

Class Ability (Alchemist)

At 2nd level, a mindchemist has honed his memory. When making a


Knowledge check, he may add his Intelligence bonus on the check a
second time. Thus, a mindchemist with 5 ranks in Knowledge (history)
and a +2 Intelligence bonus has a total skill bonus of +9 (5 + 2 + 2)
using this ability. The mindchemist can also use this ability when
making an Intelligence check to remember something. This ability
replaces poison use.
Appears In: Ultimate Magic

Bomb 3d6+4 (10/day, DC 17) (Su) Class Ability (Alchemist)


In addition to magical extracts, alchemists are adept at swiftly mixing
various volatile chemicals and infusing them with their magical reserves
to create powerful bombs that they can hurl at their enemies. An
alchemist can use a number of bombs each day equal to his class level
+ his Intelligence modifier. Bombs are unstable, and if not used in the
round they are created, they degrade and become inert - their method
of creation prevents large volumes of explosive material from being
created and stored. In order to create a bomb, the alchemist must use
a small vial containing an ounce of liquid catalyst - the alchemist can
create this liquid catalyst from small amounts of chemicals from an
alchemy lab, and these supplies can be readily refilled in the same
manner as a spellcaster's component pouch. Most alchemists create a
number of catalyst vials at the start of the day equal to the total number
of bombs they can create in that day - once created, a catalyst vial
remains usable by the alchemist for years.
Drawing the components of, creating, and throwing a bomb requires a
standard action that provokes an attack of opportunity. Thrown bombs
have a range of 20 feet and use the Throw Splash Weapon special
attack (see page 202 of the Pathfinder RPG Core Rulebook). Bombs
are considered weapons and can be selected using feats such as
Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's
bomb inflicts 1d6 points of fire damage + additional damage equal to
the alchemist's Intelligence modifier. The damage of an alchemist's
bomb increases by 1d6 points at every odd-numbered alchemist level
(this bonus damage is not multiplied on a critical hit or by using feats
such as Vital Strike). Splash damage from an alchemist bomb is always
equal to the bomb's minimum damage (so if the bomb would deal
2d6+4 points of fire damage on a direct hit, its splash damage would be
6 points of fire damage). Those caught in the splash damage can
attempt a Reflex save for half damage. The DC of this save is equal to
10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.
Alchemists can learn new types of bombs as discoveries (see the
Discovery ability) as they level up. An alchemist's bomb, like an extract,
becomes inert if used or carried by anyone else.

Poison Resistance +2 (Ex)

Class Ability (Alchemist)

At 2nd level, an alchemist gains a +2 bonus on all saving throws


against poison. This bonus increases to +4 at 5th level, and then again
to +6 at 8th level. At 10th level, an alchemist becomes completely
immune to poison.

Precise Bombs (4 squares) (Su) Class Ability (Alchemist)


Whenever the alchemist throws a bomb, he can select a number of
squares equal to his Intelligence modifier that are not affected by the
splash damage from his bombs.

Smoke Bomb (6 rds) (Su)

Class Ability (Alchemist)

When the alchemist creates a bomb, he can choose to have it create a


cloud of thick smoke when it detonates. The cloud functions as fog
cloud, filling an area equal to twice the bombs splash radius for 1
round per level.

Stink Bomb (6 rds) (Su)

Class Ability (Alchemist)

The effects of the smoke created by an alchemists bomb can duplicate


the effects of stinking cloud instead of fog cloud, filling an area equal to
twice the bombs splash radius for 1 round. An alchemist must possess
the smoke bomb discovery before selecting this discovery.

Swift Alchemy (Ex)

Class Ability (Alchemist)

At 3rd level, an alchemist can create alchemical items with astounding


speed. It takes an alchemist half the normal amount of time to create
alchemical items.
At 18th level, an alchemist can create alchemical items with almost
supernatural speed. He can create any alchemical item as a full-round
action if he succeeds at the Craft (alchemy) check and has the
appropriate resources at hand to fund the creation.

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.

Plague Doctor #6 Abilities & Gear


Antitoxin

Gear

This substance counteracts a specific toxin. If you drink a vial of


antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws
against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize
poison on a target creature. Antitoxin has no effect when you cast the
spell on an object.

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.

Vestal #6 Abilities & Gear


Defensive Combat Training

Feat

You excel at defending yourself from all manner of combat maneuvers.


Benefit: You treat your total Hit Dice as your base attack bonus when
calculating your Combat Maneuver Defense (see Combat).

Improved Channel

Feat

Your channeled energy is harder to resist.


Prerequisite: Channel energy class feature.

Trait

Appears In: Rise of the Runelords Anniversary Edition

Benefit: Add 2 to the DC of saving throws made to resist the effects of


your channel energy ability.

Power Attack -2/+4

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.

Cleric Channel Positive Energy 3d6 (4/day, DCClass


18) (Su)Ability (Cleric)

Feat

Regardless of alignment, any cleric can release a wave of energy by


channeling the power of her faith through her holy (or unholy) symbol
(see Channel Energy). This energy can be used to cause or heal
damage, depending on the type of energy channeled and the creatures
targeted.

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).

You can make exceptionally deadly melee attacks by sacrificing


accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.

Weapon Focus (Heavy mace)

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.

Vestal #6 Abilities & Gear


Insanity Points

Racial Ability

Insanity points, or IP, quantify a characters derangement, expressing


how unhinged he becomes after numerous encounters with the awful.
Each time a character studies a forbidden text; endures a profoundly
terrible supernatural experience; encounters a shifting abomination
hauled up from the underworld to wreak havoc in the mortal plane; or
suffers Intelligence, Wisdom, or Charisma drain, that character is at risk
of suffering frayed sanity. The more insanity points a character
accumulates, the more insane the character becomes, until he slips
completely into madness.

Touch of Good +3 (5/day) (Sp)

Class Ability (Cleric)

You can touch a creature as a standard action, granting a sacred


bonus on attack rolls, skill checks, ability checks, and saving throws
equal to half your cleric level (minimum 1) for 1 round. You can use this
ability a number of times per day equal to 3 + your Wisdom modifier.

Effects of Insanity Points


Insanity points can affect a number of different factors, but for the most
part they affect a characters Wisdom score and most of its functions.
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.
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.

Aura (Ex)

Class Ability (Cleric)

A cleric or warpriest of a chaotic, evil, good, or lawful deity has a


particularly powerful aura corresponding to the deity's alignment (see
detect evil on page 266 of the Core Rulebook for details).
Calming Touch (1d6+6 nonlethal damage, Class
5/day)Ability
(Sp) (Ancient Guardian,Ape Shaman,Cleric,Undine Adept,Urban Druid,Wolf Shaman)

You can touch a creature as a standard action to heal it of 1d6 points of


nonlethal damage + 1 point per cleric level. This touch also removes
the fatigued, shaken, and sickened conditions (but has no effect on
more severe conditions). You can use this ability a number of times per
day equal to 3 + your Wisdom modifier.

Spontaneous Casting

Class Ability (Cleric)

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.

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