RacesDwarves+2 Constitution, -2 Dexterity
Medium Size
Speed: 4 squares. However, dwarves are can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
Darkvision: Dwarves ignore concealment (including total concealment) from darkness. However, they cannot perceive colors in total darkness.
Stability: Dwarves gain a +5 species bonus on ability checks made to resist being moved or tripped when standing on the ground.
Conditional Bonus Feat: A dwarf with Craft as a trained skill gains Skill Focus (Craft) as a bonus feat.
Automatic Languages: Common and Dwarven
Elves+2 Dexterity, -2 Constitution
Medium Size
Speed: 6 squares
Low-Light Vision: Elves ignore concealment (but not total concealment) from darkness.
Iron Will: Elves gain a +2 species bonus to their Will Defense.
Heightened Awareness: An elf may choose to reroll any Perception check, but the result of the reroll must be accepted even if it's worse.
Automatic Languages: Common and Elven
Gnomes+2 Constitution, -2 Strength
Small Size: As small creatures, gnomes gain a +1 size bonus to their Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are three-quarters of those of medium characters.
Speed: 4 squares
Low-Light Vision: Gnomes ignore concealment (but not total concealment) from darkness.
Automatic Languages: Common and Gnome
Half-ElvesMedium Size
Speed: 6 squares
Low-Light Vision: Half-Elves ignore concealment (but not total concealment) from darkness.
Persuasive: A half-elf may choose to reroll any Persuasion check, but the result of the reroll must be accepted even if it's worse.
Bonus Trained Skill: A half-elf chooses one additional trained skill at 1st level.
Elven Blood: For all effects related to species, a half-elf is considered an elf.
Automatic Languages: Common and Elven
Half-Orc+2 Strength, -2 Intelligence
Medium Size
Speed: 6 squares
Darkvision: Half-Orcs ignore concealment (including total concealment) from darkness. However, they cannot perceive colors in total darkness.
Great Fortitude: Half-Orcs gain a +2 species bonus to their Fortitude Defense.
Orc Blood: For all effects related to species, a half-orc is considered an orc.
Automatic Languages: Common and Orc
Halfling+2 Dexterity, -2 Strength
Small Size: As small creatures, halflings gain a +1 size bonus to their Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are three-quarters of those of medium characters.
Speed: 4 squares
Deceptive: A halfling may choose to reroll any Deception check, but the result of the reroll must be accepted even if it's worse.
Superior Defenses: Halflings gain a +1 species bonus to all of their defenses.
Automatic Languages: Common and Halfling
Orc+4 Strength, -2 Intelligence, -2 Wisdom
Medium Size
Speed: 6 squares
Darkvision: Orcs ignore concealment (including total concealment) from darkness. However, they cannot perceive colors in total darkness.
Great Fortitude: Orcs gain a +2 species bonus to their Fortitude Defense.
Physical Intimidation: When using the Persuasion skill to intimidate, orcs may use their Strength bonus instead of their Charisma bonus for the check modifier.
Nomads: An orc can reroll any Survival check, but the result must be accepted even if it is worse.
Automatic Languages: Common and Orc
Goblin+2 Dexterity, -2 Constitution
Small Size: As small creatures, goblins gain a +1 size bonus to their Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are three-quarters of those of medium characters.
Speed: 6 squares
Darkvision: Goblins ignore concealment (including total concealment) from darkness. However, they cannot perceive colors in total darkness.
Sneaky: A goblin may choose to reroll any Stealth check to sneak, but the result of the reroll must be accepted even if it's worse.
Automatic Languages: Common and Goblin
HobgoblinMedium Size
Speed: 6 squares
Darkvision: Hobgoblins ignore concealment (including total concealment) from darkness. However, they cannot perceive colors in total darkness.
Superior Defenses: Hobgoblins gain a +1 species bonus to all of their defenses.
Bonus Feat: Hobgoblins gain Toughness as a bonus feat.
Automatic Languages: Common and Goblin
Bugbear+2 Strength, -2 Charisma
Medium Size
Speed: 6 squares
Darkvision: Bugbears ignore concealment (including total concealment) from darkness. However, they cannot perceive colors in total darkness.
Scent: Bugbears ignore concealment and cover when making Perception checks to notice opponents within 10 squares, and take no penalty from poor visibility when tracking.
Bonus Feat: Bugbears gain Toughness as a bonus feat.
Automatic Languages: Common and Goblin
SkillsSpellcraft (Cha)Requires the Magical Sensitivity feat.
Cast Spell: (as Activate Force Power)
Magical Trance: (as Force Trance)
Mage Hand: (as Move Light Object)
Detect Magic (Trained Only): As a full-round action, you can use this ability to sense the magical auras of creatures or objects within 20 meters. If you succeed on a DC 15 Spellcraft check, you know how many magical auras are within range, their approximate direction and distance from you, and the relative strength of the aura. Another creature trained in Spellcraft can try to conceal her presence from you by making an opposed Spellcraft check. If she equals or exceeds your Spellcraft check, you don't sense her presence at all.
Arcane Eye: (as Sense Surroundings)
Message: (as Telepathy except:)
Distance DC
Same town 15
Same region 20
Same plane 25
Different plane 30
Special: You can't make Spellcraft checks unless you have the Magical Sensitivity feat. Spellcraft is a class skill for any character with the Magical Sensitivity feat.
You can take 10 on a Spellcraft check, but you can't take 20.
Craft (Int)Trained OnlyCraft Item (requires tool kit): Pay three-quarters of the item's price for raw materials. Make an appropriate Craft check representing one day of work. An item requires one day of work per 1,000 credits (cp) of the price of the item. A new Craft check is required for each day of work.
If you fail a check by 4 or less, you make no progress on that day.
If you fail a check by 5 or more, you ruin some raw materials and have to pay one-quarter of the item's original price again.
Item Craft Skill DC
Very simple item Varies 10
Typical item Varies 15
High-quality item Varies 20
Superior item Varies 25
Complex item Varies 30
Mastercrafted item Varies 35
Weapon Weapons 15
Armor or Shield Armor 10 + Reflex bonus
Smokestick, Sunrod, Tindertwig Alchemy 15
Alchemist's Fire Alchemy 20
Healing Potion Alchemy 20
Tanglefoot Bag, Thunderstone Alchemy 25
Smokestick: A smokestick instantly fills a 2x2 square area with thick smoke, granting concealment to all inside the area.
Sunrod: When ignited, a sunrod glows brightly in a 6 square radius for 6 hours.
Tindertwig: A tindertwig makes fire. Lighting a fire with a tindertwig is a standard action (rather than a full-round action).
Alchemist's Fire: Alchemist's Fire is one type of dangerous alchemical cocktail. When thrown it explodes in a 2 square burst, and deals 4d6 energy damage. When you make an area attack with Alchemist's Fire, make a single attack roll and compare the result to the Reflex Defense of every target in the burst's radius. Creatures you hit take full damage, and creatures you miss take half damage. A target with the Evasion talent takes half damage from a successful attack and no damage if the attack misses. Throwing alchemist fire is covered by Weapon Proficiency (simple weapons).
Healing Potion: A healing potion can be consumed as a standard action. The creature consuming it regains a number of hit points equal to its character level plus 5. That creature can then not benefit from another healing potion for 24 hours.
Tanglefoot Bag/Thunderstone: Tanglefoot bags and thunderstones are thrown, exploding over a 2 square area. Make a single attack roll vs every target in the area. If the roll equals or exceeds both a target's Reflex Defense and Fortitude Defense, the target moves -2 steps along the condition track.
Mastercrafted Item: A mastercrafted item is above and beyond any other. The cost for raw materials to craft a mastercrafted item is double what it would be for a usual item of its type. A mastercrafted item gains one of the following traits. An item can only ever have one mastercrafted trait.
Armor TraitsAgile Armor Increases the armor's maximum Dexterity bonus 1.
Fortifying Armor Increases the armor's equipment bonus to Fortitude Defense by 1.
Protective Armor Increases the armor's armor bonus to Reflex Defense by 1.
Weapon TraitsImproved Accuracy The weapon gains a +1 equipment bonus on attack rolls.
Improved Damage The weapon deals +2 points of damage with a successful hit. This damaged is multiplied on a critical hit.
Device TraitsEnhanced Strength Increases the device's Strength score by 2.
Improved Durability The device's damage reduction increases by 1, and it gains extra hit points equal to one-quarter of its base hit points.
Mastercraft Device Skill checks made using the device gain a +1 equipment bonus, or the device's existing equipment bonus increases by 1.
Armors and Shields
Light
Ref Fort Max Dex
Light Leather +2 - +5
Light Mail +4 +1 +4
Buckler +1 - -
Light Shield +2 - -
Medium
Ref Fort Max Dex
Full Leather +5 +1 +4
Full Mail +6 +2 +3
Light Plate +7 +3 +2
Heavy Shield +2 +1 -
Heavy
Ref Fort Max Dex
Full Plate +10 +4 +1
Tower Shield +4 +2 +2
Shields: Shields provide a shield bonus to Reflex Defense which stacks with all other bonuses to Reflex Defense. Heavy and tower shields also provide an equipment bonus to Fortitude Defense which stacks with any equipment bonus to Fortitude Defense from armor. You lose your shield bonus to Reflex Defense when you are flat-footed.
Shield Proficiency: If you are proficient with light armors, you may use a buckler or light shield without suffering its armor check penalty. If you are proficient with medium armor, you may use heavy shields without penalty. If you are proficient with heavy armor, you may use tower shields without penalty. The armor check penalty from wielding a shield you aren't proficient with stacks with the armor check penalty from wearing armor you aren't proficient with.
Buckler: A buckler is a small shield strapped to the forearm. It doesn't require a hand to use, but if you use that arm for anything else (such as fighting with two weapons, or one weapon wielded in two hands), you lose the buckler's bonus to Reflex Defense until the beginning of your next turn.
Tower Shield: A tower shield can instead be used as total cover, though you must give up all attacks during a round in which you do so (including attacks of opportunity). The shield does not, however, provide cover against targeted spells. Additionally, if fighting defensively with a tower shield, the bonuses to Reflex Defense for fighting defensively improve to +5 (or +10 if you take no attacks). This does not stack with the bonuses for being trained in the Acrobatics skill.
Shield Bash: You can bash an opponent with a light or heavy shield, using it as a weapon. A heavy shield counts as a one-handed weapon, while a light shield counts as a light weapon. If you use your shield to attack, you lose its bonus Reflex Defense until the beginning of your next turn.
Feat:
Improved Shield BashPrerequisite: Shield Proficiency.
Benefit: When you perform a shield bash, you retain your shield bonus to Reflex Defense.
Normal: You lose your shield bonus to Reflex Defense when you make a shield bash.
Weapons
Unarmed Damage Type
Unarmed, Small 1d3 B
Unarmed, Medium 1d4 B
Gauntlet +1 B
Spiked Gauntlet +1 P
Tiny Damage Type
Dagger 2d4 S or P Throw
Dart 2d4 P Throw
Small Damage Type
Club 2d6 B Throw
Shortspear 2d6 P Throw
Mace, light 2d6 P
Sickle 2d6 S
Handaxe 2d6 S Throw
Hammer 2d6 B Throw
Pick, light 2d6 P
Shortsword 2d6 P
Shield, light 2d4 B
Spiked Shield, light 2d4 P
Spiked Armor 2d4 P
Sling 2d6 B Ranged
Hand Crossbow 3d6 P Ranged
Medium Damage Type
Mace, heavy 2d8 B
Spear 2d8 P
Battleaxe 2d8 S
Flail, light 2d8 B
Longsword 2d8 S
Pick, heavy 2d8 P
Rapier 2d8 P
Scimitar 2d8 S
Shield, heavy 2d6 B
Spiked Shield, heavy 2d6 P
Trident 2d8 P Throw
Warhammer 2d8 B
Bayonet 2d6 P
Shortbow 2d8 P Ranged
Crossbow, light 3d8 P Ranged
Large Damage Type
Quarterstaff 2d6/2d6 B
Longspear 2d8 P Reach
Falchion 2d10 S
Glaive 2d8 S Reach
Greatsword 2d10 S
Greatclub 2d10 B
Greataxe 2d10 S
Flail, heavy 2d10 B
Halberd 2d8 P or S Reach
Longbow 2d10 P Ranged
Crossbow, heavy 3d10 P Ranged
Crossbow, repeating 3d8 P Ranged, Exotic
Crossbows: Bows: A bow must be used two-handed regardless of size. You add your Strength modifier to damage rolls when firing a bow.
Rapier:Sling: Your Strength modifier applies to damage rolls when you use a sling, just as it does for thrown weapons. Loading a sling is a move action that requires two hands and provokes attacks of opportunity.
Repeating Crossbow: The repeating crossbow holds 5 crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 5 bolts is a full-round action that provokes attacks of opportunity. A repeating crossbow must be used two-handed.
Bayonet: Bayonets are affixed to the end of light or heavy crossbow. They require Weapon Proficiency with crossbows and simple weapons to wield without penalty.
Feat:
Rapid ReloadPrerequisite: Weapon Proficiency (crossbows)
The time required for you to reload crossbows is reduced to a swift action (for a hand or light crossbow) or a move action (for a heavy crossbow or repeating crossbow). Reloading a crossbow still provokes an attack of opportunity.
ConstructsAbilities: Constructs are nonliving entities and do not have Constitution scores. Constructs don't gain bonus hit points and add their Strength modifier to Fortitude Defense instead. They gain ability score increases as normal.
Nonliving: Constructs don't need to sleep, eat, or breathe.
Constructs are immune to poison, disease, radiation, noncorrosive atmospheric hazards, vacuum, mind-affecting effects, stunning effects, and any other effect that only works on living targets.
Constructs don't die but they can be disabled or destroyed. If one is reduced to 0 hit points, it is disabled and cannot be reactivated until it is repaired so that is has at least 1 hit point. If the attack that reduced the construct to 0 hit points also exceeds the construct's damage threshold, the construct is instead destroyed and cannot be repaired.
Repair: Constructs regain lost hit points only through use of the Mechanics skill. A construct can use this skill to repair itself but takes it a -5 penalty on its check.
Skills: Constructs normally cannot use any skill untrained except Acrobatics, Climb, Jump, and Perception.
Intelligent ConstructsIntelligent Constructs lose their immunity to mind-affecting effects and do not have the normal limitation on untrained skills.
Animal Companion Talent TreeYou have bonded with a faithful animal.
Animal Companion: You gain an animal follower. Don't choose a follower template as normal, instead choose either a large or medium sized animal companion. This follower gains the animal companion follower's traits. An animal companion counts towards the total number of followers you have.
Animal Trainer's Actions: (as Akk Dog Trainer's Actions)
Animal Attack Training: (as Akk Dog Attack Training)
Protective Reaction: (as normal)
Animal Companion TraitsAbilities: Medium animal companions have abilities as follows. Strength 14, Dexterity 10, Constitution 12, Wisdom 10, Intelligence 2, Charisma 8
Large animal companions have these abilities, except +2 Strength, -2 Dexterity. Further, an animal companion gains a +2 bonus to either Strength, Dexterity, Constitution, or Wisdom.
Size: Large animal companions take a -1 size penalty to Reflex Defense and a -5 size penalty to Stealth checks. Their lifting and carrying limits are double those of Medium creatures.
Defenses: Animal companions gain a +2 bonus to either their Reflex Defense or Fortitude Defense.
Base Attack Bonus: Animal companions use your base attack bonus.
Speed: An animal companion's base speed is 6 squares.
Natural Armor: Animal companions gain a +2 natural armor bonus to Reflex Defense.
Natural Weapon: When an animal companion makes an unarmed attack, it can use its natural weapons, dealing 1d6 damage (plus its Strength modifier) if Medium, or 1d8 (plus its Strength modifier) if Large instead of normal unarmed damage. The type of the damage is either slashing, piercing, or bludgeoning, chosen when this talent is selected.
Trained Skills: Animal companions are trained in one appropriate skill of your choice.
Feats: Animal Companions gain the Power Attack and Toughness feats.
Share Spells: Any spell you activate that targets you may target your animal companion instead, at your discretion.