· 6 years ago · Feb 01, 2020, 03:50 AM
1{
2 "document": {
3 "public": {
4 "program": {
5 "programinfo": "Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com\nPathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.",
6 "version": {
7 "_version": "8.9b",
8 "_primary": "8",
9 "_secondary": "9",
10 "_tertiary": "b",
11 "_build": "909"
12 },
13 "_name": "Hero Lab",
14 "_url": "https://www.wolflair.com"
15 },
16 "localization": {
17 "_language": "eng",
18 "_units": "imperial"
19 },
20 "character": {
21 "race": {
22 "_racetext": "griffon (prey aspect)",
23 "_name": "griffon (prey aspect)",
24 "_ethnicity": ""
25 },
26 "alignment": {
27 "_name": "Neutral Good"
28 },
29 "templates": {
30 "_summary": ""
31 },
32 "size": {
33 "space": {
34 "_text": "5'",
35 "_value": "5"
36 },
37 "reach": {
38 "_text": "5'",
39 "_value": "5"
40 },
41 "_name": "Medium"
42 },
43 "deity": {
44 "_name": "The Sun Queen"
45 },
46 "challengerating": {
47 "_value": "5",
48 "_text": "CR 5"
49 },
50 "xpaward": {
51 "_value": "1600",
52 "_text": "1,600 XP"
53 },
54 "classes": {
55 "class": {
56 "_name": "Alchemist (Tinkerer)",
57 "_level": "6",
58 "_spells": "Spellbook",
59 "_casterlevel": "6",
60 "_concentrationcheck": "+9",
61 "_overcomespellresistance": "+6",
62 "_basespelldc": "13",
63 "_castersource": "Alchemist Extracts"
64 },
65 "_level": "6",
66 "_summary": "alchemist (tinkerer) 6",
67 "_summaryabbr": "Alc 6"
68 },
69 "factions": "",
70 "types": {
71 "type": {
72 "_name": "Fey",
73 "_active": "yes"
74 }
75 },
76 "subtypes": {
77 "subtype": {
78 "_name": "Griffon"
79 }
80 },
81 "heropoints": {
82 "_enabled": "no",
83 "_total": "0"
84 },
85 "senses": {
86 "special": {
87 "description": "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.",
88 "_name": "Low-Light Vision",
89 "_shortname": "Low-Light Vision"
90 }
91 },
92 "auras": "",
93 "favoredclasses": "",
94 "health": {
95 "_hitdice": "6d8+12",
96 "_hitpoints": "45",
97 "_damage": "0",
98 "_nonlethal": "0",
99 "_currenthp": "45"
100 },
101 "xp": {
102 "_total": "23000"
103 },
104 "money": {
105 "_total": "1187.61",
106 "_pp": "0",
107 "_gp": "1187",
108 "_sp": "6",
109 "_cp": "1",
110 "_cn1": "0",
111 "_cn2": "0",
112 "_cn3": "0",
113 "_cn4": "0",
114 "_valuables": "0"
115 },
116 "personal": {
117 "description": "",
118 "charheight": {
119 "_text": "4' 2\"",
120 "_value": "50"
121 },
122 "charweight": {
123 "_text": "280 lb.",
124 "_value": "280"
125 },
126 "_gender": "Male",
127 "_age": "26",
128 "_hair": "Purple",
129 "_eyes": "Green",
130 "_skin": "Feathers"
131 },
132 "languages": {
133 "language": [
134 {
135 "_name": "Auran"
136 },
137 {
138 "_name": "Common",
139 "_useradded": "no"
140 },
141 {
142 "_name": "Sphinx"
143 },
144 {
145 "_name": "Sylvan"
146 }
147 ]
148 },
149 "attributes": {
150 "attribute": [
151 {
152 "attrvalue": {
153 "_text": "8",
154 "_base": "8",
155 "_modified": "8"
156 },
157 "attrbonus": {
158 "_text": "-1",
159 "_base": "-1",
160 "_modified": "-1"
161 },
162 "situationalmodifiers": {
163 "_text": ""
164 },
165 "_name": "Strength"
166 },
167 {
168 "attrvalue": {
169 "_text": "16",
170 "_base": "16",
171 "_modified": "16"
172 },
173 "attrbonus": {
174 "_text": "+3",
175 "_base": "+3",
176 "_modified": "+3"
177 },
178 "situationalmodifiers": {
179 "_text": ""
180 },
181 "_name": "Dexterity"
182 },
183 {
184 "attrvalue": {
185 "_text": "12",
186 "_base": "12",
187 "_modified": "12"
188 },
189 "attrbonus": {
190 "_text": "+1",
191 "_base": "+1",
192 "_modified": "+1"
193 },
194 "situationalmodifiers": {
195 "_text": ""
196 },
197 "_name": "Constitution"
198 },
199 {
200 "attrvalue": {
201 "_text": "17",
202 "_base": "17",
203 "_modified": "17"
204 },
205 "attrbonus": {
206 "_text": "+3",
207 "_base": "+3",
208 "_modified": "+3"
209 },
210 "situationalmodifiers": {
211 "_text": ""
212 },
213 "_name": "Intelligence"
214 },
215 {
216 "attrvalue": {
217 "_text": "10",
218 "_base": "10",
219 "_modified": "10"
220 },
221 "attrbonus": {
222 "_text": "0",
223 "_base": "+0",
224 "_modified": "+0"
225 },
226 "situationalmodifiers": {
227 "_text": ""
228 },
229 "_name": "Wisdom"
230 },
231 {
232 "attrvalue": {
233 "_text": "12",
234 "_base": "12",
235 "_modified": "12"
236 },
237 "attrbonus": {
238 "_text": "+1",
239 "_base": "+1",
240 "_modified": "+1"
241 },
242 "situationalmodifiers": {
243 "_text": ""
244 },
245 "_name": "Charisma"
246 }
247 ]
248 },
249 "saves": {
250 "save": [
251 {
252 "situationalmodifiers": {
253 "_text": ""
254 },
255 "_name": "Fortitude Save",
256 "_abbr": "Fort",
257 "_save": "+6",
258 "_base": "+5",
259 "_fromattr": "+1",
260 "_fromresist": "",
261 "_frommisc": ""
262 },
263 {
264 "situationalmodifiers": {
265 "_text": ""
266 },
267 "_name": "Reflex Save",
268 "_abbr": "Ref",
269 "_save": "+8",
270 "_base": "+5",
271 "_fromattr": "+3",
272 "_fromresist": "",
273 "_frommisc": ""
274 },
275 {
276 "situationalmodifiers": {
277 "_text": ""
278 },
279 "_name": "Will Save",
280 "_abbr": "Will",
281 "_save": "+2",
282 "_base": "+2",
283 "_fromattr": "",
284 "_fromresist": "",
285 "_frommisc": ""
286 }
287 ],
288 "allsaves": {
289 "situationalmodifiers": {
290 "situationalmodifier": {
291 "_text": "+4 sacred bonus vs. fire",
292 "_source": "Deific Obedience"
293 },
294 "_text": "Deific Obedience: +4 sacred bonus vs. fire"
295 },
296 "_save": "+0",
297 "_base": "",
298 "_fromresist": "",
299 "_frommisc": ""
300 }
301 },
302 "defensive": "",
303 "damagereduction": "",
304 "immunities": "",
305 "resistances": "",
306 "weaknesses": "",
307 "armorclass": {
308 "situationalmodifiers": {
309 "_text": ""
310 },
311 "_ac": "17",
312 "_touch": "13",
313 "_flatfooted": "14",
314 "_fromarmor": "+4",
315 "_fromshield": "",
316 "_fromdexterity": "+3",
317 "_fromwisdom": "",
318 "_fromcharisma": "",
319 "_fromsize": "",
320 "_fromnatural": "",
321 "_fromdeflect": "",
322 "_fromdodge": "",
323 "_frommisc": ""
324 },
325 "penalties": {
326 "penalty": [
327 {
328 "_name": "Armor Check Penalty",
329 "_text": "0",
330 "_value": "0"
331 },
332 {
333 "_name": "Max Dex Bonus",
334 "_text": "5",
335 "_value": "5"
336 }
337 ]
338 },
339 "maneuvers": {
340 "situationalmodifiers": {
341 "_text": ""
342 },
343 "maneuvertype": [
344 {
345 "situationalmodifiers": {
346 "_text": ""
347 },
348 "_name": "Awesome Blow",
349 "_bonus": "0",
350 "_cmb": "+3",
351 "_cmd": "16"
352 },
353 {
354 "situationalmodifiers": {
355 "_text": ""
356 },
357 "_name": "Bull Rush",
358 "_bonus": "0",
359 "_cmb": "+3",
360 "_cmd": "16"
361 },
362 {
363 "situationalmodifiers": {
364 "_text": ""
365 },
366 "_name": "Dirty Trick",
367 "_bonus": "0",
368 "_cmb": "+3",
369 "_cmd": "16"
370 },
371 {
372 "situationalmodifiers": {
373 "_text": ""
374 },
375 "_name": "Disarm",
376 "_bonus": "0",
377 "_cmb": "+3",
378 "_cmd": "16"
379 },
380 {
381 "situationalmodifiers": {
382 "_text": ""
383 },
384 "_name": "Drag",
385 "_bonus": "0",
386 "_cmb": "+3",
387 "_cmd": "16"
388 },
389 {
390 "situationalmodifiers": {
391 "_text": ""
392 },
393 "_name": "Feint",
394 "_bonus": "0",
395 "_cmb": "+3",
396 "_cmd": "16"
397 },
398 {
399 "situationalmodifiers": {
400 "_text": ""
401 },
402 "_name": "Grapple",
403 "_bonus": "0",
404 "_cmb": "+3",
405 "_cmd": "16"
406 },
407 {
408 "situationalmodifiers": {
409 "_text": ""
410 },
411 "_name": "Overrun",
412 "_bonus": "0",
413 "_cmb": "+3",
414 "_cmd": "20"
415 },
416 {
417 "situationalmodifiers": {
418 "_text": ""
419 },
420 "_name": "Pull",
421 "_bonus": "0",
422 "_cmb": "+3",
423 "_cmd": "16"
424 },
425 {
426 "situationalmodifiers": {
427 "_text": ""
428 },
429 "_name": "Push",
430 "_bonus": "0",
431 "_cmb": "+3",
432 "_cmd": "16"
433 },
434 {
435 "situationalmodifiers": {
436 "_text": ""
437 },
438 "_name": "Reposition",
439 "_bonus": "0",
440 "_cmb": "+3",
441 "_cmd": "16"
442 },
443 {
444 "situationalmodifiers": {
445 "_text": ""
446 },
447 "_name": "Steal",
448 "_bonus": "0",
449 "_cmb": "+3",
450 "_cmd": "16"
451 },
452 {
453 "situationalmodifiers": {
454 "_text": ""
455 },
456 "_name": "Sunder",
457 "_bonus": "0",
458 "_cmb": "+3",
459 "_cmd": "16"
460 },
461 {
462 "situationalmodifiers": {
463 "_text": ""
464 },
465 "_name": "Trip",
466 "_bonus": "0",
467 "_cmb": "+3",
468 "_cmd": "20"
469 }
470 ],
471 "_cmb": "+3",
472 "_cmd": "16",
473 "_cmdflatfooted": "13"
474 },
475 "initiative": {
476 "situationalmodifiers": {
477 "_text": ""
478 },
479 "_total": "+3",
480 "_attrtext": "+3",
481 "_misctext": "+0",
482 "_attrname": "Dexterity"
483 },
484 "movement": {
485 "speed": {
486 "_text": "30'",
487 "_value": "30"
488 },
489 "basespeed": {
490 "_text": "30'",
491 "_value": "30"
492 }
493 },
494 "encumbrance": {
495 "_carried": "65.75",
496 "_encumstr": "16",
497 "_light": "114",
498 "_medium": "229.5",
499 "_heavy": "345",
500 "_level": "Light Load"
501 },
502 "skills": {
503 "skill": [
504 {
505 "description": "You can keep your balance while traversing narrow or treacherous surfaces. You can also dive, flip, jump, and roll to avoid attacks and overcome obstacles.\n\nCheck: You can use Acrobatics to move on narrow surfaces and uneven ground without falling. A successful check allows you to move at half speed across such surfaces - only one check is needed per round. Use the following table to determine the base DC, which is then modified by the Acrobatics skill modifiers noted on page 89. While you are using Acrobatics in this way, you are considered flat-footed and lose your Dexterity bonus to your AC (if any). If you take damage while using Acrobatics, you must immediately make another Acrobatics check at the same DC to avoid falling or being knocked prone.\n\nSurface Width: Base Acrobatics DC\nGreater than 3 feet wide: 0*\n1-3 feet wide: 5*\n7-11 inches wide: 10\n2-6 inches wide 15\nLess than 2 inches wide: 20\n* No Acrobatics check is needed to move across these surfaces unless the modifiers to the surface (see page 89) increase the DC to 10 or higher.\n\nIn addition, you can move through a threatened square without provoking an attack of opportunity from an enemy by using Acrobatics. When moving in this way, you move at half speed. You can move at full speed by increasing the DC of the check by 10. You cannot use Acrobatics to move past foes if your speed is reduced due to carrying a medium or heavy load or wearing medium or heavy armor. If an ability allows you to move at full speed under such conditions, you can use Acrobatics to move past foes. You can use Acrobatics in this way while prone, but doing so requires a full-round action to move 5 feet, and the DC is increased by 5. If you attempt to move through an enemy's space and fail the check, you lose the move action and provoke an attack of opportunity.\n\nSituation: Base Acrobatics DC*\nMove through a threatened area: Opponent's Combat Maneuver Defense\nMove through an enemy's space: 5 + opponent's Combat Maneuver Defense\n* This DC is used to avoid an attack of opportunity due to movement. This DC increases by 2 for each additional opponent avoided in 1 round.\n\nFinally, you can use the Acrobatics skill to make jumps or to soften a fall. The base DC to make a jump is equal to the distance to be crossed (if horizontal) or four times the height to be reached (if vertical). These DCs double if you do not have at least 10 feet of space to get a running start. The only Acrobatics modifiers that apply are those concerning the surface you are jumping from. If you fail this check by 4 or less, you can attempt a DC 20 Reflex save to grab hold of the other side after having missed the jump. If you fail by 5 or more, you fail to make the jump and fall (or land prone, in the case of a vertical jump). Creatures with a base land speed above 30 feet receive a +4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed above 30 feet. Creatures with a base land speed below 30 feet receive a -4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed below 30 feet. No jump can allow you to exceed your maximum movement for the round. For a running jump, the result of your Acrobatics check indicates the distance traveled in the jump (and if the check fails, the distance at which you actually land and fall prone). Halve this result for a standing long jump to determine where you land.\n\nWhen you deliberately fall any distance, even as a result of a missed jump, a DC 15 Acrobatics skill check allows you to ignore the first 10 feet fallen, although you still end up prone if you take damage from a fall. See the falling rules on page 443 for further details.\n\nLong Jump: Acrobatics DC\n5 feet: 5\n10 feet: 10\n15 feet: 15\n20 feet: 20\nGreater than 20 feet: +5 per 5 feet.\n\nHigh Jump: Acrobatics DC\n1 foot: 4\n2 feet: 8\n3 feet: 12\n4 feet: 16\nGreater than 4 feet: +4 per foot\n\nMany conditions can affect your chances of success with Acrobatics checks. The following modifiers to target DCs apply to all Acrobatics skill checks. The modifiers stack with one another, but only the most severe modifier for any one condition applies.\n\nAcrobatics Modifiers: DC Modifier\nSlightly obstructed (gravel, sand): +2\nSeverely obstructed (cavern, rubble): +5\nSlightly slippery (wet): +2\nSeverely slippery (icy): +5\nSlightly sloped (less than 45°): +2\nSeverely sloped (greater than 45°): +5\nSlightly unsteady (boat in rough water): +2\nModerately unsteady (boat in a storm): +5\nSeverely unsteady (earthquake): +10\nMove at full speed on narrow or uneven surfaces: +5*\n* This does not apply to checks made to jump.\n\nContinued - Core Rulebook, pg. 87",
506 "situationalmodifiers": {
507 "_text": ""
508 },
509 "_name": "Acrobatics",
510 "_ranks": "0",
511 "_attrbonus": "3",
512 "_attrname": "DEX",
513 "_value": "3",
514 "_armorcheck": "yes"
515 },
516 {
517 "description": "You can evaluate the monetary value of an object.\n\nCheck: A DC 20 Appraise check determines the value of a common item. If you succeed by 5 or more, you also determine if the item has magic properties, although this success does not grant knowledge of the magic item's abilities. If your fail the check by less than 5, you determine the price of that item to within 20% of its actual value. If you fail this check by 5 or more, the price is wildly inaccurate, subject to GM discretion. Particularly rare or exotic items might increase the DC of this check by 5 or more.\n\nYou can also use this check to determine the most valuable item visible in a treasure hoard. The DC of this check is generally 20 but can increase to as high as 30 for a particularly large hoard.\n\nAction: Appraising an item takes 1 standard action. Determining the most valuable object in a treasure hoard takes 1 full-round action.\n\nTry Again: Additional attempts to Appraise an item reveal the same result.\n\nSpecial: A spellcaster with a raven familiar gains a +3 bonus on Appraise checks.",
518 "situationalmodifiers": {
519 "situationalmodifier": {
520 "_text": "+2 bonus on checks involving small or highly detailed items",
521 "_source": "Tinker's cap"
522 },
523 "_text": "Tinker's cap: +2 bonus on checks involving small or highly detailed items"
524 },
525 "_name": "Appraise",
526 "_ranks": "0",
527 "_attrbonus": "3",
528 "_attrname": "INT",
529 "_value": "3",
530 "_classskill": "yes"
531 },
532 {
533 "description": "You know how to tell a lie.\n\nCheck: Bluff is an opposed skill check against your opponent's Sense Motive skill. If you use Bluff to fool someone, with a successful check you convince your opponent that what you are saying is true. Bluff checks are modified depending upon the believability of the lie. The following modifiers are applied to the roll of the creature attempting to tell the lie. Note that some lies are so improbable that it is impossible to convince anyone that they are true (subject to GM discretion).\n\nCircumstances: Bluff Modifier\nThe target wants to believe you: +5\nThe lie is believable: +0\nThe lie is unlikely: -5\nThe lie is far-fetched: -10\nThe lie is impossible: -20\nThe target is drunk or impaired: +5\nYou possess convincing proof: up to +10\n\nFeint: You can use Bluff to feint in combat, causing your opponent to be denied his Dexterity bonus to his AC against your next attack. The DC of this check is equal to 10 + your opponent's base attack bonus + your opponent's Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent's Sense Motive bonus, if higher. For more information on feinting in combat, see Chapter 8.\n\nSecret Messages: You can use Bluff to pass hidden messages along to another character without others understanding your true meaning by using innuendo to cloak your actual message. The DC of this check is 15 for simple messages and 20 for complex messages. If you are successful, the target automatically understands you, assuming you are communicating in a language that it understands. If your check fails by 5 or more, you deliver the wrong message. Other creatures that receive the message can decipher it by succeeding at an opposed Sense Motive check against your Bluff result.\n\nAction: Attempting to deceive someone takes at least 1 round, but can possibly take longer if the lie is elaborate (as determined by the GM on a case-by-case basis).\n\nFeinting in combat is a standard action. \n\nUsing Bluff to deliver a secret message takes twice as long as the message would otherwise take to relay.\n\nTry Again: If you fail to deceive someone, further attempts to deceive them are at a -10 penalty and may be impossible (GM discretion).\n\nYou can attempt to feint against someone again if you fail. Secret messages can be relayed again if the first attempt fails.\n\nSpecial: A spellcaster with a viper familiar gains a +3 bonus on Bluff checks.\n\nIf you have the Deceitful feat, you get a bonus on Bluff checks (see Chapter 5).",
534 "situationalmodifiers": {
535 "_text": ""
536 },
537 "_name": "Bluff",
538 "_ranks": "0",
539 "_attrbonus": "1",
540 "_attrname": "CHA",
541 "_value": "1"
542 },
543 {
544 "description": "You are skilled at scaling vertical surfaces, from smooth city walls to rocky cliffs.\n\nCheck: With a successful Climb check, you can advance up, down, or across a slope, wall, or other steep incline (or even across a ceiling, provided it has handholds) at one-quarter your normal speed. A slope is considered to be any incline at an angle measuring less than 60 degrees; a wall is any incline at an angle measuring 60 degrees or more.\n\nA Climb check that fails by 4 or less means that you make no progress, and one that fails by 5 or more means that you fall from whatever height you have already attained.\n\nThe DC of the check depends on the conditions of the climb. Compare the task with those on the following table to determine an appropriate DC.\n\nClimb DC: Example Surface or Activity\n0: A slope too steep to walk up, or a knotted rope with a wall to brace against.\n5: A rope with a wall to brace against, or a knotted rope, or a rope affected by the rope trick spell.\n10: A surface with ledges to hold on to and stand on, such as a very rough wall or a ship's rigging.\n15: Any surface with adequate handholds and footholds (natural or artificial), such as a very rough natural rock surface or a tree, or an unknotted rope, or pulling yourself up when dangling by your hands.\n20: An uneven surface with narrow handholds and footholds, such as a typical wall in a dungeon.\n25: A rough surface, such as a natural rock wall or a brick wall.\n30: An overhang or ceiling with handholds only.\n -: A perfectly smooth, flat vertical (or inverted) surface cannot be climbed.\n\nClimb DC Modifier*: Example Surface or Activity\n-10: Climbing a chimney (artificial or natural) or other location where you can brace against two opposite walls.\n-5: Climbing a corner where you can brace against perpendicular walls.\n+5: Surface is slippery.\n* These modifiers are cumulative; use all that apply.\n\nYou need both hands free to climb, but you may cling to a wall with one hand while you cast a spell or take some other action that requires only one hand. While climbing, you can't move to avoid a blow, so you lose your Dexterity bonus to AC (if any). You also can't use a shield while climbing. Anytime you take damage while climbing, make a Climb check against the DC of the slope or wall. Failure means you fall from your current height and sustain the appropriate falling damage.\n\nAccelerated Climbing: You try to climb more quickly than normal. By accepting a -5 penalty, you can move half your speed (instead of one-quarter your speed).\n\nMake Your Own Handholds and Footholds: You can make your own handholds and footholds by pounding pitons into a wall. Doing so takes 1 minute per piton, and one piton is needed per 5 feet of distance. As with any surface that offers handholds and footholds, a wall with pitons in it has a DC of 15. In the same way, a climber with a handaxe or similar implement can cut handholds in an ice wall.\n\nCatch Yourself When Falling: It's practically impossible to catch yourself on a wall while falling, yet if you wish to attempt such a difficult task, you can make a Climb check (DC = wall's DC + 20) to do so. It's much easier to catch yourself on a slope (DC = slope's DC + 10).\n\nCatch a Falling Character While Climbing: If someone climbing above you or adjacent to you falls, you can attempt to catch the falling character if he or she is within your reach. Doing so requires a successful melee touch attack against the falling character (though he or she can voluntarily forego any Dexterity bonus to AC if desired). If you hit, you must immediately attempt a Climb check (DC = wall's DC + 10). Success indicates that you catch the falling character, but his total weight, including equipment, cannot exceed your heavy load limit or you automatically fall. If you fail your Climb check by 4 or less, you fail to stop the character's fall but don't lose your grip on the wall. If you fail by 5 or more, you fail to stop the character's fall and begin falling as well.\n\nAction: Climbing is part of movement, so it's generally part of a move action (and may be combined with other types of movement in a move action). Each move action that includes any climbing requires a separate Climb check. Catching yourself or another falling character doesn't take an action.\n\nSpecial: You can use a rope to haul a character upward (or lower a character) through sheer strength. You can lift double your maximum load in this manner.\n\nContinued - Core Rulebook, pg. 90",
545 "situationalmodifiers": {
546 "_text": ""
547 },
548 "_name": "Climb",
549 "_ranks": "0",
550 "_attrbonus": "-1",
551 "_attrname": "STR",
552 "_value": "-1",
553 "_armorcheck": "yes",
554 "_tools": "uses"
555 },
556 {
557 "description": "You are skilled in the creation of a specific group of items, such as armor or weapons. Like Knowledge, Perform, and Profession, Craft is actually a number of separate skills. You could have several Craft skills, each with its own ranks. The most common Craft skills are alchemy, armor, baskets, books, bows, calligraphy, carpentry, cloth, clothing, glass, jewelry, leather, locks, paintings, pottery, sculptures, ships, shoes, stonemasonry, traps, and weapons.\n\nA Craft skill is specifically focused on creating something. If nothing is created by the endeavor, it probably falls under the heading of a Profession skill.\n\nCheck: You can practice your trade and make a decent living, earning half your check result in gold pieces per week of dedicated work. You know how to use the tools of your trade, how to perform the craft's daily tasks, how to supervise untrained helpers, and how to handle common problems. (Untrained laborers and assistants earn an average of 1 silver piece per day.)\n\nThe basic function of the Craft skill, however, is to allow you to make an item of the appropriate type. The DC depends on the complexity of the item to be created. The DC, your check result, and the price of the item determine how long it takes to make a particular item. The item's finished price also determines the cost of raw materials.\n\nIn some cases, the fabricate spell can be used to achieve the results of a Craft check with no actual check involved. You must still make an appropriate Craft check when using the spell to make articles requiring a high degree of craftsmanship.\n\nA successful Craft check related to woodworking in conjunction with the casting of the ironwood spell enables you to make wooden items that have the strength of steel.\n\nWhen casting the spell minor creation, you must succeed on an appropriate Craft check to make a complex item.\n\nAll crafts require artisan's tools to give the best chance of success. If improvised tools are used, the check is made with a -2 penalty. On the other hand, masterwork artisan's tools provide a +2 circumstance bonus on the check.\n\nTo determine how much time and money it takes to make an item, follow these steps.\n1. Find the item's price in silver pieces (1 gp = 10 sp).\n2. Find the item's DC from Table 4-4.\n3. Pay 1/3 of the item's price for the raw material cost.\n4. Make an appropriate Craft check representing one week's worth of work. If the check succeeds, multiply your check result by the DC. If the result × the DC equals the price of the item in sp, then you have completed the item. (If the result × the DC equals double or triple the price of the item in silver pieces, then you've completed the task in one-half or onethird of the time. Other multiples of the DC reduce the time in the same manner.) If the result × the DC doesn't equal the price, then it represents the progress you've made this week. Record the result and make a new Craft check for the next week. Each week, you make more progress until your total reaches the price of the item in silver pieces.\n\nIf you fail a check by 4 or less, you make no progress this week. If you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.\n\nProgress by the Day: You can make checks by the day instead of by the week. In this case your progress (check result × DC) should be divided by the number of days in a week.\n\nCreate Masterwork Items: You can make a masterwork item: a weapon, suit of armor, shield, or tool that conveys a bonus on its use through its exceptional craftsmanship. To create a masterwork item, you create the masterwork component as if it were a separate item in addition to the standard item. The masterwork component has its own price (300 gp for a weapon or 150 gp for a suit of armor or a shield, see Chapter 6 for the price of other masterwork tools) and a Craft DC of 20. Once both the standard component and the masterwork component are completed, the masterwork item is finished. The cost you pay for the masterwork component is one-third of the given amount, just as it is for the cost in raw materials.\n\nRepair Items: You can repair an item by making checks against the same DC that it took to make the item in the first place. The cost of repairing an item is one-fifth of the item's price.\n\nAction: Does not apply. Craft checks are made by the day or week (see above).\n\nTry Again: Yes, but each time you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.\n\nContinued - Core Rulebook, pg. 91.",
558 "situationalmodifiers": {
559 "situationalmodifier": [
560 {
561 "_text": "+6 competence bonus to create alchemical items",
562 "_source": "Alchemy"
563 },
564 {
565 "_text": "+2 bonus on checks involving small or highly detailed items",
566 "_source": "Tinker's cap"
567 }
568 ],
569 "_text": "Alchemy: +6 competence bonus to create alchemical items; Tinker's cap: +2 bonus on checks involving small or highly detailed items"
570 },
571 "_name": "Craft (alchemy)",
572 "_ranks": "6",
573 "_attrbonus": "3",
574 "_attrname": "INT",
575 "_value": "16",
576 "_classskill": "yes",
577 "_tools": "uses"
578 },
579 {
580 "description": "You can use this skill to persuade others to agree with your arguments, to resolve differences, and to gather valuable information or rumors from people. This skill is also used to negotiate conflicts by using the proper etiquette and manners suitable to the problem.\n\nCheck: You can change the initial attitudes of nonplayer characters with a successful check. The DC of this check depends on the creature's starting attitude toward you, adjusted by its Charisma modifier. If you succeed, the character's attitude toward you is improved by one step. For every 5 by which your check result exceeds the DC, the character's attitude toward you increases by one additional step. A creature's attitude cannot be shifted more than two steps up in this way, although the GM can override this rule in some situations. If you fail the check by 4 or less, the character's attitude toward you is unchanged. If you fail by 5 or more, the character's attitude toward you is decreased by one step.\n\nYou cannot use Diplomacy against a creature that does not understand you or has an Intelligence of 3 or less. Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future. Any attitude shift caused through Diplomacy generally lasts for 1d4 hours but can last much longer or shorter depending upon the situation (GM discretion).\n\nStarting Attitude: Diplomacy DC\nHostile: 25 + creature's Cha modifier\nUnfriendly: 20 + creature's Cha modifier\nIndifferent: 15 + creature's Cha modifier\nFriendly: 10 + creature's Cha modifier\nHelpful: 0 + creature's Cha modifier\n\nIf a creature's attitude toward you is at least indifferent, you can make requests of the creature. This is an additional Diplomacy check, using the creature's current attitude to determine the base DC, with one of the following modifiers. Once a creature's attitude has shifted to helpful, the creature gives in to most requests without a check, unless the request is against its nature or puts it in serious peril. Some requests automatically fail if the request goes against the creature's values or its nature, subject to GM discretion.\n\nRequest: Diplomacy DC Modifier\nGive simple advice or directions: -5\nGive detailed advice: +0\nGive simple aid: +0\nReveal an unimportant secret: +5\nGive lengthy or complicated aid: +5\nGive dangerous aid: +10\nReveal an important secret: +10 or more\nGive aid that could result in punishment: +15 or more\nAdditional requests: +5 per request\n\nGather Information: You can also use Diplomacy to gather information about a specific topic or individual. To do this, you must spend at least 1d4 hours canvassing people at local taverns, markets, and gathering places. The DC of this check depends on the obscurity of the information sought, but for most commonly known facts or rumors it is 10. For obscure or secret knowledge, the DC might increase to 20 or higher. The GM might rule that some topics are simply unknown to common folk.\n\nAction: Using Diplomacy to influence a creature's attitude takes 1 minute of continuous interaction. Making a request of a creature takes 1 or more rounds of interaction, depending upon the complexity of the request. Using Diplomacy to gather information takes 1d4 hours of work searching for rumors and informants.\n\nTry Again: You cannot use Diplomacy to influence a given creature's attitude more than once in a 24-hour period. If a request is refused, the result does not change with additional checks, although other requests might be made. You can retry Diplomacy checks made to gather information.\n\nSpecial: If you have the Persuasive feat, you gain a bonus on Diplomacy checks (see Chapter 5).",
581 "situationalmodifiers": {
582 "situationalmodifier": {
583 "_text": "+2 circumstance bonus vs. people from chosen country",
584 "_source": "Parade armor"
585 },
586 "_text": "Parade armor: +2 circumstance bonus vs. people from chosen country"
587 },
588 "_name": "Diplomacy",
589 "_ranks": "1",
590 "_attrbonus": "1",
591 "_attrname": "CHA",
592 "_value": "2"
593 },
594 {
595 "description": "You are skilled at disarming traps and opening locks. In addition, this skill lets you sabotage simple mechanical devices, such as catapults, wagon wheels, and doors.\n\nCheck: When disarming a trap or other device, the Disable Device check is made secretly, so that you don't necessarily know whether you've succeeded.\n\nThe DC depends on how tricky the device is. If the check succeeds, you disable the device. If it fails by 4 or less, you have failed but can try again. If you fail by 5 or more, something goes wrong. If the device is a trap, you trigger it. If you're attempting some sort of sabotage, you think the device is disabled, but it still works normally.\n\nYou also can rig simple devices such as saddles or wagon wheels to work normally for a while and then fail or fall off some time later (usually after 1d4 rounds or minutes of use).\n\nDevice: Time: Disable Device DC*: Example\nSimple: 1 round: 10: Jam a lock\nTricky: 1d4 rounds: 15: Sabotage a wagon wheel\nDifficult: 2d4 rounds: 20: Disarm a trap, reset a trap\nExtreme: 2d4 rounds: 25: Disarm a complex trap, cleverly sabotage a clockwork device\n* If you attempt to leave behind no trace of your tampering, add 5 to the DC.\n\nOpen Locks: The DC for opening a lock depends on its quality. If you do not have a set of thieves' tools, these DCs increase by 10.\n\nLock Quality: Disable Device DC\nSimple: 20\nAverage: 25\nGood: 30\nSuperior: 40\n\nAction: The amount of time needed to make a Disable Device check depends on the task, as noted above. Disabling a simple device takes 1 round and is a full-round action. A tricky or difficult device requires 1d4 or 2d4 rounds. Attempting to open a lock is a full-round action.\n\nTry Again: Varies. You can retry checks made to disable traps if you miss the check by 4 or less. You can retry checks made to open locks.\n\nSpecial: If you have the Deft Hands feat, you get a bonus on Disable Device checks (see Chapter 5).\n\nA rogue who beats a trap's DC by 10 or more can study the trap, figure out how it works, and bypass it without disarming it. A rogue can rig a trap so her allies can bypass it as well.\n\nRestriction: Characters with the trapfinding ability (like rogues) can disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.\n\nThe spells fire trap, glyph of warding, symbol, and teleportation circle also create traps that a rogue can disarm with a successful Disable Device check. Spike growth and spike stones, however, create magic hazards against which Disable Device checks do not succeed. See the individual spell descriptions for details.",
596 "situationalmodifiers": {
597 "_text": ""
598 },
599 "_name": "Disable Device",
600 "_ranks": "0",
601 "_attrbonus": "3",
602 "_attrname": "DEX",
603 "_value": "1",
604 "_armorcheck": "yes",
605 "_classskill": "yes",
606 "_trainedonly": "yes",
607 "_usable": "no",
608 "_tools": "needs"
609 },
610 {
611 "description": "You are skilled at changing your appearance.\n\nCheck: Your Disguise check result determines how good the disguise is, and it is opposed by others' Perception check results. If you don't draw any attention to yourself, others do not get to make Perception checks. If you come to the attention of people who are suspicious (such as a guard who is watching commoners walking through a city gate), it can be assumed that such observers are taking 10 on their Perception checks.\n\nYou get only one Disguise check per use of the skill, even if several people make Perception checks against it. The Disguise check is made secretly, so that you can't be sure how good the result is.\n\nThe effectiveness of your disguise depends on how much you're changing your appearance. Disguise can be used to make yourself appear like a creature that is one size category larger or smaller than your actual size. This does not change your actual size or reach, should you enter combat while wearing such a disguise.\n\nDisguise: Check Modifier\nMinor details only: +5\nDisguised as different gender (1): -2\nDisguised as different race (1): -2\nDisguised as different age category (1) -2 (2)\nDisguised as different size category (1) -10\n(1) These modifiers are cumulative; use all that apply.\n(2) Per step of difference between your actual age category and your disguised age category. The steps are: young (younger than adulthood), adulthood, middle age, old, and venerable.\n\nIf you are impersonating a particular individual, those who know what that person looks like get a bonus on their Perception checks according to the table below. Furthermore, they are automatically considered to be suspicious of you, so opposed checks are always called for.\n\nFamiliarity: Viewer's Perception Check Bonus\nRecognizes on sight: +4\nFriends or associates: +6\nClose friends: +8\nIntimate: +10\n\nAn individual makes a Perception check to see through your disguise immediately upon meeting you and again every hour thereafter. If you casually meet a large number of different creatures, each for a short time, check once per day or hour, using an average Perception modifier for the group.\n\nAction: Creating a disguise requires 1d3 × 10 minutes of work. Using magic (such as the disguise self spell) reduces this action to the time required to cast the spell or trigger the effect.\n\nTry Again: Yes. You may try to redo a failed disguise, but once others know that a disguise was attempted, they'll be more suspicious.\n\nSpecial: Magic that alters your form, such as alter self, disguise self, polymorph, or shapechange, grants you a +10 bonus on Disguise checks (see the individual spell descriptions). Divination magic that allows people to see through illusions (such as true seeing) does not penetrate a mundane disguise, but it can negate the magical component of a magically enhanced one.\n\nYou must make a Disguise check when you cast a simulacrum spell to determine how good the likeness is.\n\nIf you have the Deceitful feat, you gain a bonus on Disguise checks (see Chapter 5).",
612 "situationalmodifiers": {
613 "_text": ""
614 },
615 "_name": "Disguise",
616 "_ranks": "0",
617 "_attrbonus": "1",
618 "_attrname": "CHA",
619 "_value": "1",
620 "_tools": "uses"
621 },
622 {
623 "description": "Your training allows you to slip out of bonds and escape from grapples.\n\nCheck: The table below gives the DCs needed to escape various forms of restraints.\nRopes: The DC of your Escape Artist check is equal to the binder's Combat Maneuver Bonus +20.\nManacles and Masterwork Manacles: The DC for manacles is set by their construction (see the table below).\nTight Space: The DC noted is for getting through a space through which your head fits but your shoulders don't. If the space is long, you may need to make multiple checks. You can't squeeze through a space that your head does not fit through.\nGrappler: You can make an Escape Artist check in place of a combat maneuver check to escape a grapple (see Chapter 8) or a pin.\n\nRestraint: Escape Artist DC\nRope/bindings: Binder's CMB +20\nNet, animate rope, command plants, control plants, or entangle: 20\nSnare spell: 23\nManacles: 30\nTight space: 30\nMasterwork manacles: 35\nGrappler: Grappler's CMD\n\nAction: Making an Escape Artist check to escape from rope bindings, manacles, or other restraints (except a grappler) requires 1 minute of work. Escaping from a net or an animate rope, command plants, control plants, or entangle spell is a full-round action. Escaping from a grapple or pin is a standard action. Squeezing through a tight space takes at least 1 minute, maybe longer, depending on how long the space is.\n\nTry Again: Varies. You can make another check after a failed check if you're squeezing your way through a tight space, making multiple checks. If the situation permits, you can make additional checks, or even take 20, as long as you're not being actively opposed. If the DC to escape from rope or bindings is higher than 20 + your Escape Artist skill bonus, you cannot escape from the bonds using Escape Artist.\n\nSpecial: If you have the Stealthy feat, you gain a bonus on Escape Artist checks (see Chapter 5).",
624 "situationalmodifiers": {
625 "_text": ""
626 },
627 "_name": "Escape Artist",
628 "_ranks": "0",
629 "_attrbonus": "3",
630 "_attrname": "DEX",
631 "_value": "3",
632 "_armorcheck": "yes"
633 },
634 {
635 "description": "You are skilled at flying, through either the use of wings or magic, and can perform daring or complex maneuvers while airborne. Note that this skill does not give you the ability to fly.\n\nCheck: You generally need only make a Fly check when you are attempting a complex maneuver. Without making a check, a flying creature can remain flying at the end of its turn so long as it moves a distance greater than half its speed. It can also turn up to 45 degrees by sacrificing 5 feet of movement, can rise at half speed at an angle of 45 degrees, and can descend at any angle at normal speed. Note that these restrictions only apply to movement taken during your current turn. At the beginning of the next turn, you can move in a different direction than you did the previous turn without making a check. Taking any action that violates these rules requires a Fly check. The difficulty of these maneuvers varies depending upon the maneuver you are attempting, as noted on the following chart.\n\nFlying Maneuver: Fly DC\nMove less than half speed and remain flying: 10\nHover: 15\nTurn greater than 45° by spending 5 feet of movement: 15\nTurn 180° by spending 10 feet of movement: 20\nFly up at greater than 45° angle: 20\n\nAttacked While Flying: You are not considered flat-footed while flying. If you are flying using wings and you take damage while flying, you must make a DC 10 Fly check to avoid losing 10 feet of altitude. This descent does not provoke an attack of opportunity and does not count against a creature's movement.\n\nCollision While Flying: If you are using wings to fly and you collide with an object equal to your size or larger, you must immediately make a DC 25 Fly check to avoid plummeting to the ground, taking the appropriate falling damage.\n\nAvoid Falling Damage: If you are falling and have the ability to fly, you can make a DC 10 Fly check to negate the damage. You cannot make this check if you are falling due to a failed Fly check or a collision.\n\nHigh Wind Speeds: Flying in high winds adds penalties on your Fly checks as noted on Table 4-5. \"Checked\" means that creatures of that size or smaller must succeed on a DC 20 Fly check to move at all so long as the wind persists. \"Blown away\" means that creatures of that size or smaller must make a DC 25 Fly check or be blown back 2d6 × 10 feet and take 2d6 points of nonlethal damage. This check must be made every round the creature remains airborne. A creature that is blown away must still make a DC 20 Fly check to move due to also being checked.\n\nAction: None. A Fly check doesn't require an action; it is made as part of another action or as a reaction to a situation.\n\nTry Again: Varies. You can attempt a Fly check to perform the same maneuver on subsequent rounds. If you are using wings and you fail a Fly check by 5 or more, you plummet to the ground, taking the appropriate falling damage (see Chapter 13).\n\nSpecial: A spellcaster with a bat familiar gains a +3 bonus on Fly checks.\n\nCreatures with a fly speed treat the Fly skill as a class skill. A creature with a natural fly speed receives a bonus (or penalty) on Fly skill checks depending on its maneuverability: Clumsy -8, Poor -4, Average +0, Good +4, Perfect +8. Creatures without a listed maneuverability rating are assumed to have average maneuverability.\n\nA creature larger or smaller than Medium takes a size bonus or penalty on Fly checks depending on its size category: Fine +8, Diminutive +6, Tiny +4, Small +2, Large -2, Huge -4, Gargantuan -6, Colossal -8.\n\nYou cannot take ranks in this skill without a natural means of flight or gliding. Creatures can also take ranks in Fly if they possess a reliable means of flying every day (either through a spell or other special ability).\n\nIf you have the Acrobatic feat, you get a bonus on Fly checks (see Chapter 5).",
636 "situationalmodifiers": {
637 "_text": ""
638 },
639 "_name": "Fly",
640 "_ranks": "6",
641 "_attrbonus": "3",
642 "_attrname": "DEX",
643 "_value": "8",
644 "_armorcheck": "yes",
645 "_classskill": "yes"
646 },
647 {
648 "description": "You are trained at working with animals, and can teach them tricks, get them to follow your simple commands, or even domesticate them.\n\nCheck: The DC depends on what you are trying to do.\n\nTask: Handle Animal DC\nHandle an animal: 10\n\"Push\" an animal: 25\nTeach an animal a trick: 15 or 20*\nTrain an animal for a general purpose: 15 or 20*\nRear a wild animal: 15 + HD of animal\n* See the specific trick or purpose below.\n\nHandle an Animal: This task involves commanding an animal to perform a task or trick that it knows. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action.\n\n\"Push\" an Animal: To push an animal means to get it to perform a task or trick that it doesn't know but is physically capable of performing. This category also covers making an animal perform a forced march or forcing it to hustle for more than 1 hour between sleep cycles. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action.\n\nTeach an Animal a Trick: You can teach an animal a specific trick with 1 week of work and a successful Handle Animal check against the indicated DC. An animal with an Intelligence score of 1 can learn a maximum of three tricks, while an animal with an Intelligence score of 2 can learn a maximum of six tricks. Possible tricks (and their associated DCs) include, but are not necessarily limited to, the following.\n• Attack (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.\n• Come (DC 15): The animal comes to you, even if it normally would not do so.\n• Defend (DC 20): The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.\n• Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.\n• Fetch (DC 15): The animal goes and gets something. If you do not point out a specific item, the animal fetches a random object.\n• Guard (DC 20): The animal stays in place and prevents others from approaching.\n• Heel (DC 15): The animal follows you closely, even to places where it normally wouldn't go.\n• Perform (DC 15): The animal performs a variety of simple tricks, such as sitting up, rolling over, roaring or barking, and so on.\n• Seek (DC 15): The animal moves into an area and looks around for anything that is obviously alive or animate.\n• Stay (DC 15): The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.\n• Track (DC 20): The animal tracks the scent presented to it. (This requires the animal to have the scent ability.)\n• Work (DC 15): The animal pulls or pushes a medium or heavy load.\n\nTrain an Animal for a General Purpose: Rather than teaching an animal individual tricks, you can simply train it for a general purpose. Essentially, an animal's purpose represents a preselected set of known tricks that fit into a common scheme, such as guarding or heavy labor. The animal must meet all the normal prerequisites for all tricks included in the training package. If the package includes more than three tricks, the animal must have an Intelligence score of 2 or higher.\n\nAn animal can be trained for only one general purpose, though if the creature is capable of learning additional tricks (above and beyond those included in its general purpose), it may do so. Training an animal for a purpose requires fewer checks than teaching individual tricks does, but no less time.\n• Combat Training (DC 20): An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also \"upgrade\" an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal's previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way.\n\nContinued - Core Rulebook, pg. 97.",
649 "situationalmodifiers": {
650 "_text": ""
651 },
652 "_name": "Handle Animal",
653 "_ranks": "0",
654 "_attrbonus": "1",
655 "_attrname": "CHA",
656 "_value": "1",
657 "_trainedonly": "yes",
658 "_usable": "no"
659 },
660 {
661 "description": "You are skilled at tending to wounds and ailments.\n\nCheck: The DC and effect of a Heal check depend on the task you attempt.\n\nTask DC\nFirst aid: 15\nLong-term care: 15\nTreat wounds from caltrops, spike growth, or spike stones: 15\nTreat deadly wounds: 20\nTreat poison: Poison's save DC\nTreat disease: Disease's save DC\n\nFirst Aid: You usually use first aid to save a dying character. If a character has negative hit points and is losing hit points (at the rate of 1 per round, 1 per hour, or 1 per day), you can make him stable. A stable character regains no hit points but stops losing them. First aid also stops a character from losing hit points due to effects that cause bleed (see Appendix 2 for rules on bleed damage).\n\nLong-Term Care: Providing long-term care means treating a wounded person for a day or more. If your Heal check is successful, the patient recovers hit points or ability score points lost to ability damage at twice the normal rate: 2 hit points per level for a full 8 hours of rest in a day, or 4 hit points per level for each full day of complete rest; 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest.\n\nYou can tend to as many as six patients at a time. You need a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands. Giving long-term care counts as light activity for the healer. You cannot give long-term care to yourself.\n\nTreat Wounds from Caltrops, Spike Growth, or Spike Stones: A creature wounded by stepping on a caltrop moves at half normal speed. A successful Heal check removes this movement penalty.\n\nA creature wounded by a spike growth or spike stones spell must succeed on a Reflex save or take injuries that reduce his speed by one-third. Another character can remove this penalty by taking 10 minutes to dress the victim's injuries and succeeding on a Heal check against the spell's save DC.\nTreat Deadly Wounds: When treating deadly wounds, you can restore hit points to a damaged creature.\n\nTreating deadly wounds restores 1 hit point per level of the creature. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount. A creature can only benefit from its deadly wounds being treated within 24 hours of being injured and never more than once per day. You must expend two uses from a healer's kit to perform this task. You take a -2 penalty on your Heal skill check for each use from the healer's kit that you lack.\n\nTreat Poison: To treat poison means to tend to a single character who has been poisoned and who is going to take more damage from the poison (or suffer some other effect). Every time the poisoned character makes a saving throw against the poison, you make a Heal check. If your Heal check exceeds the DC of the poison, the character receives a +4 competence bonus on his saving throw against the poison.\n\nTreat Disease: To treat a disease means to tend to a single diseased character. Every time the diseased character makes a saving throw against disease effects, you make a Heal check. If your Heal check exceeds the DC of the disease, the character receives a +4 competence bonus on his saving throw against the disease.\n\nAction: Providing first aid, treating a wound, or treating poison is a standard action. Treating a disease or tending a creature wounded by a spike growth or spike stones spell takes 10 minutes of work. Treating deadly wounds takes 1 hour of work. Providing long-term care requires 8 hours of light activity.\n\nTry Again: Varies. Generally speaking, you can't try a Heal check again without witnessing proof of the original check's failure. You can always retry a check to provide first aid, assuming the target of the previous attempt is still alive.\n\nSpecial: A character with the Self-Sufficient feat gets a bonus on Heal checks (see Chapter 5).\n\nA healer's kit gives you a +2 circumstance bonus on Heal checks.",
662 "situationalmodifiers": {
663 "_text": ""
664 },
665 "_name": "Heal",
666 "_ranks": "6",
667 "_attrbonus": "0",
668 "_attrname": "WIS",
669 "_value": "9",
670 "_classskill": "yes",
671 "_tools": "uses"
672 },
673 {
674 "description": "You can use this skill to frighten your opponents or to get them to act in a way that benefits you. This skill includes verbal threats and displays of prowess.\n\nCheck: You can use Intimidate to force an opponent to act friendly toward you for 1d6 × 10 minutes with a successful check. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier.\n\nIf successful, the target gives you the information you desire, takes actions that do not endanger it, or otherwise offers limited assistance. After the Intimidate expires, the target treats you as unfriendly and may report you to local authorities. If you fail this check by 5 or more, the target attempts to deceive you or otherwise hinder your activities.\n\nDemoralize: You can use this skill to cause an opponent to become shaken for a number of rounds. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If you are successful, the target is shaken for 1 round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent this way if they are within 30 feet. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.\n\nAction: Using Intimidate to change an opponent's attitude requires 1 minute of conversation. Demoralizing an opponent is a standard action.\n\nTry Again: You can attempt to Intimidate an opponent again, but each additional check increases the DC by +5. This increase resets after 1 hour has passed.\n\nSpecial: You also gain a +4 bonus on Intimidate checks if you are larger than your target and a -4 penalty on Intimidate checks if you are smaller than your target.\n\nIf you have the Persuasive feat, you get a bonus on Intimidate checks (see Chapter 5).\n\nA half-orc gets a +2 bonus on Intimidate checks.",
675 "situationalmodifiers": {
676 "situationalmodifier": {
677 "_text": "+2 circumstance bonus vs. people from chosen country",
678 "_source": "Parade armor"
679 },
680 "_text": "Parade armor: +2 circumstance bonus vs. people from chosen country"
681 },
682 "_name": "Intimidate",
683 "_ranks": "0",
684 "_attrbonus": "1",
685 "_attrname": "CHA",
686 "_value": "1"
687 },
688 {
689 "description": "You are educated in a field of study and can answer both simple and complex questions. Like the Craft, Perform, and Profession skills, Knowledge actually encompasses a number of different specialties. Below are listed typical fields of study.\n\n• Arcana (ancient mysteries, magic traditions, arcane symbols, constructs, dragons, magical beasts)\n• Dungeoneering (aberrations, caverns, oozes, spelunking)\n• Engineering (buildings, aqueducts, bridges, fortifications)\n• Geography (lands, terrain, climate, people)\n• History (wars, colonies, migrations, founding of cities)\n• Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)\n• Nature (animals, fey, monstrous humanoids, plants, seasons and cycles, weather, vermin)\n• Nobility (lineages, heraldry, personalities, royalty)\n• Planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, planar magic)\n• Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)\n\nCheck: Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions).\n\nYou can use this skill to identify monsters and their special powers or vulnerabilities. In general, the DC of such a check equals 10 + the monster's CR. For common monsters, such as goblins, the DC of this check equals 5 + the monster's CR. For particularly rare monsters, such as the tarrasque, the DC of this check equals 15 + the monster's CR, or more. A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information. Many of the Knowledge skills have specific uses as noted on Table 4-6.\n\nAction: Usually none. In most cases, a Knowledge check doesn't take an action (but see \"Untrained,\" below).\n\nTry Again: No. The check represents what you know, and thinking about a topic a second time doesn't let you know something that you never learned in the first place.\n\nUntrained: You cannot make an untrained Knowledge check with a DC higher than 10. If you have access to an extensive library that covers a specific skill, this limit is removed. The time to make checks using a library, however, increases to 1d4 hours. Particularly complete libraries might even grant a bonus on Knowledge checks in the fields that they cover.",
690 "situationalmodifiers": {
691 "_text": ""
692 },
693 "_name": "Knowledge (arcana)",
694 "_ranks": "0",
695 "_attrbonus": "3",
696 "_attrname": "INT",
697 "_value": "3",
698 "_classskill": "yes",
699 "_trainedonly": "yes",
700 "_usable": "no"
701 },
702 {
703 "description": "You are educated in a field of study and can answer both simple and complex questions. Like the Craft, Perform, and Profession skills, Knowledge actually encompasses a number of different specialties. Below are listed typical fields of study.\n\n• Arcana (ancient mysteries, magic traditions, arcane symbols, constructs, dragons, magical beasts)\n• Dungeoneering (aberrations, caverns, oozes, spelunking)\n• Engineering (buildings, aqueducts, bridges, fortifications)\n• Geography (lands, terrain, climate, people)\n• History (wars, colonies, migrations, founding of cities)\n• Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)\n• Nature (animals, fey, monstrous humanoids, plants, seasons and cycles, weather, vermin)\n• Nobility (lineages, heraldry, personalities, royalty)\n• Planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, planar magic)\n• Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)\n\nCheck: Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions).\n\nContinued - Core Rulebook, pg. 99.",
704 "situationalmodifiers": {
705 "_text": ""
706 },
707 "_name": "Knowledge (dungeoneering)",
708 "_ranks": "0",
709 "_attrbonus": "3",
710 "_attrname": "INT",
711 "_value": "3",
712 "_trainedonly": "yes",
713 "_usable": "no"
714 },
715 {
716 "description": "You are educated in a field of study and can answer both simple and complex questions. Like the Craft, Perform, and Profession skills, Knowledge actually encompasses a number of different specialties. Below are listed typical fields of study.\n\n• Arcana (ancient mysteries, magic traditions, arcane symbols, constructs, dragons, magical beasts)\n• Dungeoneering (aberrations, caverns, oozes, spelunking)\n• Engineering (buildings, aqueducts, bridges, fortifications)\n• Geography (lands, terrain, climate, people)\n• History (wars, colonies, migrations, founding of cities)\n• Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)\n• Nature (animals, fey, monstrous humanoids, plants, seasons and cycles, weather, vermin)\n• Nobility (lineages, heraldry, personalities, royalty)\n• Planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, planar magic)\n• Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)\n\nCheck: Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions).\n\nContinued - Core Rulebook, pg. 99.",
717 "situationalmodifiers": {
718 "_text": ""
719 },
720 "_name": "Knowledge (engineering)",
721 "_ranks": "5",
722 "_attrbonus": "3",
723 "_attrname": "INT",
724 "_value": "12",
725 "_classskill": "yes",
726 "_trainedonly": "yes"
727 },
728 {
729 "description": "You are educated in a field of study and can answer both simple and complex questions. Like the Craft, Perform, and Profession skills, Knowledge actually encompasses a number of different specialties. Below are listed typical fields of study.\n\n• Arcana (ancient mysteries, magic traditions, arcane symbols, constructs, dragons, magical beasts)\n• Dungeoneering (aberrations, caverns, oozes, spelunking)\n• Engineering (buildings, aqueducts, bridges, fortifications)\n• Geography (lands, terrain, climate, people)\n• History (wars, colonies, migrations, founding of cities)\n• Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)\n• Nature (animals, fey, monstrous humanoids, plants, seasons and cycles, weather, vermin)\n• Nobility (lineages, heraldry, personalities, royalty)\n• Planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, planar magic)\n• Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)\n\nCheck: Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions).\n\nContinued - Core Rulebook, pg. 99.",
730 "situationalmodifiers": {
731 "_text": ""
732 },
733 "_name": "Knowledge (geography)",
734 "_ranks": "0",
735 "_attrbonus": "3",
736 "_attrname": "INT",
737 "_value": "3",
738 "_trainedonly": "yes",
739 "_usable": "no"
740 },
741 {
742 "description": "You are educated in a field of study and can answer both simple and complex questions. Like the Craft, Perform, and Profession skills, Knowledge actually encompasses a number of different specialties. Below are listed typical fields of study.\n\n• Arcana (ancient mysteries, magic traditions, arcane symbols, constructs, dragons, magical beasts)\n• Dungeoneering (aberrations, caverns, oozes, spelunking)\n• Engineering (buildings, aqueducts, bridges, fortifications)\n• Geography (lands, terrain, climate, people)\n• History (wars, colonies, migrations, founding of cities)\n• Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)\n• Nature (animals, fey, monstrous humanoids, plants, seasons and cycles, weather, vermin)\n• Nobility (lineages, heraldry, personalities, royalty)\n• Planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, planar magic)\n• Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)\n\nCheck: Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions).\n\nContinued - Core Rulebook, pg. 99.",
743 "situationalmodifiers": {
744 "_text": ""
745 },
746 "_name": "Knowledge (history)",
747 "_ranks": "0",
748 "_attrbonus": "3",
749 "_attrname": "INT",
750 "_value": "3",
751 "_trainedonly": "yes",
752 "_usable": "no"
753 },
754 {
755 "description": "You have knowledge of the Grande Temple of Jing that helps you to survive within it. You understand Jing’s trickster ways, giving you an advantage with certain challenges. You may purchase this skill as Jingcraft, or Knowledge (Jing), but not both.\n\nThrough research this skill can be trained up to level 3 outside of the temple, but further training requires that you spend a significant amount of time inside of it (typically one Jing day per Rank). The skill confers the following:\n\nSurvival: if you have 3 ranks in this skill, you get a +1 bonus to any Survival (Dungeon) or Knowledge (Dungeon) checks that you make inside the temple. This bonus increases by +1 for every 3 ranks that you earn thereafter.\n\nRiddlemaster: you may guess the answer to a riddle spoken by a Jing statue or any sphinx inside the temple. The check DC is 21-40 Depending on the difficulty of the riddle (GMs decision). Missing by 3 or less may provide a hint, if the riddler has one to give. A guess can be made once per day for every 4 ranks earned, in addition to any guesses made by the player.\n\nUse Jing Enchanted Items: you may attempt to operate Jing Enchanted Items and read Jing scrolls as if you were using the skill Use Magic Device at the same level. This is a Wisdom check if you took Jingcraft, and an Int check if you took Knowledge.",
756 "situationalmodifiers": {
757 "_text": ""
758 },
759 "_name": "Knowledge (Jing)",
760 "_ranks": "0",
761 "_attrbonus": "0",
762 "_attrname": "WIS",
763 "_value": "0",
764 "_trainedonly": "yes",
765 "_usable": "no"
766 },
767 {
768 "description": "You are educated in a field of study and can answer both simple and complex questions. Like the Craft, Perform, and Profession skills, Knowledge actually encompasses a number of different specialties. Below are listed typical fields of study.\n\n• Arcana (ancient mysteries, magic traditions, arcane symbols, constructs, dragons, magical beasts)\n• Dungeoneering (aberrations, caverns, oozes, spelunking)\n• Engineering (buildings, aqueducts, bridges, fortifications)\n• Geography (lands, terrain, climate, people)\n• History (wars, colonies, migrations, founding of cities)\n• Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)\n• Nature (animals, fey, monstrous humanoids, plants, seasons and cycles, weather, vermin)\n• Nobility (lineages, heraldry, personalities, royalty)\n• Planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, planar magic)\n• Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)\n\nCheck: Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions).\n\nContinued - Core Rulebook, pg. 99.",
769 "situationalmodifiers": {
770 "_text": ""
771 },
772 "_name": "Knowledge (local)",
773 "_ranks": "0",
774 "_attrbonus": "3",
775 "_attrname": "INT",
776 "_value": "3",
777 "_trainedonly": "yes",
778 "_usable": "no"
779 },
780 {
781 "description": "You are educated in a field of study and can answer both simple and complex questions. Like the Craft, Perform, and Profession skills, Knowledge actually encompasses a number of different specialties. Below are listed typical fields of study.\n\n• Arcana (ancient mysteries, magic traditions, arcane symbols, constructs, dragons, magical beasts)\n• Dungeoneering (aberrations, caverns, oozes, spelunking)\n• Engineering (buildings, aqueducts, bridges, fortifications)\n• Geography (lands, terrain, climate, people)\n• History (wars, colonies, migrations, founding of cities)\n• Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)\n• Nature (animals, fey, monstrous humanoids, plants, seasons and cycles, weather, vermin)\n• Nobility (lineages, heraldry, personalities, royalty)\n• Planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, planar magic)\n• Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)\n\nCheck: Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions).\n\nContinued - Core Rulebook, pg. 99.",
782 "situationalmodifiers": {
783 "_text": ""
784 },
785 "_name": "Knowledge (nature)",
786 "_ranks": "0",
787 "_attrbonus": "3",
788 "_attrname": "INT",
789 "_value": "3",
790 "_classskill": "yes",
791 "_trainedonly": "yes",
792 "_usable": "no"
793 },
794 {
795 "description": "You are educated in a field of study and can answer both simple and complex questions. Like the Craft, Perform, and Profession skills, Knowledge actually encompasses a number of different specialties. Below are listed typical fields of study.\n\n• Arcana (ancient mysteries, magic traditions, arcane symbols, constructs, dragons, magical beasts)\n• Dungeoneering (aberrations, caverns, oozes, spelunking)\n• Engineering (buildings, aqueducts, bridges, fortifications)\n• Geography (lands, terrain, climate, people)\n• History (wars, colonies, migrations, founding of cities)\n• Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)\n• Nature (animals, fey, monstrous humanoids, plants, seasons and cycles, weather, vermin)\n• Nobility (lineages, heraldry, personalities, royalty)\n• Planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, planar magic)\n• Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)\n\nCheck: Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions).\n\nContinued - Core Rulebook, pg. 99.",
796 "situationalmodifiers": {
797 "_text": ""
798 },
799 "_name": "Knowledge (nobility)",
800 "_ranks": "0",
801 "_attrbonus": "3",
802 "_attrname": "INT",
803 "_value": "3",
804 "_trainedonly": "yes",
805 "_usable": "no"
806 },
807 {
808 "description": "You are educated in a field of study and can answer both simple and complex questions. Like the Craft, Perform, and Profession skills, Knowledge actually encompasses a number of different specialties. Below are listed typical fields of study.\n\n• Arcana (ancient mysteries, magic traditions, arcane symbols, constructs, dragons, magical beasts)\n• Dungeoneering (aberrations, caverns, oozes, spelunking)\n• Engineering (buildings, aqueducts, bridges, fortifications)\n• Geography (lands, terrain, climate, people)\n• History (wars, colonies, migrations, founding of cities)\n• Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)\n• Nature (animals, fey, monstrous humanoids, plants, seasons and cycles, weather, vermin)\n• Nobility (lineages, heraldry, personalities, royalty)\n• Planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, planar magic)\n• Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)\n\nCheck: Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions).\n\nContinued - Core Rulebook, pg. 99.",
809 "situationalmodifiers": {
810 "_text": ""
811 },
812 "_name": "Knowledge (planes)",
813 "_ranks": "0",
814 "_attrbonus": "3",
815 "_attrname": "INT",
816 "_value": "3",
817 "_trainedonly": "yes",
818 "_usable": "no"
819 },
820 {
821 "description": "You are educated in a field of study and can answer both simple and complex questions. Like the Craft, Perform, and Profession skills, Knowledge actually encompasses a number of different specialties. Below are listed typical fields of study.\n\n• Arcana (ancient mysteries, magic traditions, arcane symbols, constructs, dragons, magical beasts)\n• Dungeoneering (aberrations, caverns, oozes, spelunking)\n• Engineering (buildings, aqueducts, bridges, fortifications)\n• Geography (lands, terrain, climate, people)\n• History (wars, colonies, migrations, founding of cities)\n• Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)\n• Nature (animals, fey, monstrous humanoids, plants, seasons and cycles, weather, vermin)\n• Nobility (lineages, heraldry, personalities, royalty)\n• Planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, planar magic)\n• Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)\n\nCheck: Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions).\n\nContinued - Core Rulebook, pg. 99.",
822 "situationalmodifiers": {
823 "_text": ""
824 },
825 "_name": "Knowledge (religion)",
826 "_ranks": "0",
827 "_attrbonus": "3",
828 "_attrname": "INT",
829 "_value": "3",
830 "_trainedonly": "yes",
831 "_usable": "no"
832 },
833 {
834 "description": "You are skilled at working with language, in both its spoken and written forms. You can speak multiple languages, and can decipher nearly any tongue given enough time. Your skill in writing allows you to create and detect forgeries as well.\n\nCheck: You can decipher writing in an unfamiliar language or a message written in an incomplete or archaic form. The base DC is 20 for the simplest messages, 25 for standard texts, and 30 or higher for intricate, exotic, or very old writing. If the check succeeds, you understand the general content of a piece of writing about one page long (or the equivalent). If the check fails, make a DC 5 Wisdom check to see if you avoid drawing a false conclusion about the text. (Success means that you do not draw a false conclusion; failure means that you do.)\n\nBoth the Linguistics check and (if necessary) the Wisdom check are made secretly by the GM, so that you can't tell whether the conclusion you draw is true or false.\n\nCondition: Linguistics Check Modifier\nType of document unknown to reader: -2\nType of document somewhat known to reader: +0\nType of document well known to reader: +2\nHandwriting not known to reader: -2\nHandwriting somewhat known to reader: +0\nHandwriting intimately known to reader: +2\nReader only casually reviews the document: -2\nDocument contradicts orders or knowledge: +2\n\nCreate or Detect Forgeries: Forgery requires writing materials appropriate to the document being forged. To forge a document on which the handwriting is not specific to a person, you need only to have seen a similar document before, and you gain a +8 bonus on your check. To forge a signature, you need an autograph of that person to copy, and you gain a +4 bonus on the check. To forge a longer document written in the hand of some particular person, a large sample of that person's handwriting is needed.\n\nThe Linguistics check is made secretly, so that you're not sure how good your forgery is. As with Disguise, you don't make a check until someone examines the work. Your Linguistics check is opposed by the Linguistics check of the person who examines the document to verify its authenticity. The examiner gains modifiers if any of the conditions are listed on the table found on the previous page.\n\nLearn a Language: Whenever you put a rank into this skill, you learn to speak and read a new language. Common languages (and their typical speakers) include the following.\n• Abyssal (demons and other chaotic evil outsiders)\n• Aklo (derros, inhuman or otherworldly monsters, evil fey)\n• Aquan (aquatic creatures, water-based creatures)\n• Auran (flying creatures, air-based creatures)\n• Celestial (angels and other good outsiders)\n• Common (humans and the core races from Chapter 2)\n• Draconic (dragons, reptilian humanoids)\n• Druidic (druids only)\n• Dwarven (dwarves)\n• Elven (elves, half-elves)\n• Giant (cyclopses, ettins, giants, ogres, trolls)\n• Gnome (gnomes)\n• Goblin (bugbears, goblins, hobgoblins)\n• Gnoll (gnolls)\n• Halfling (halflings)\n• Ignan (fire-based creatures)\n• Infernal (devils and other lawful evil outsiders)\n• Orc (orcs, half-orcs)\n• Sylvan (centaurs, fey creatures, plant creatures, unicorns)\n• Terran (earth-based creatures)\n• Undercommon (drow, duergar, morlocks, svirfneblin)\n\nAction: Varies. Deciphering a page of ordinary text takes 1 minute (10 consecutive rounds). Creating a forgery can take anywhere from 1 minute to 1d4 minutes per page. Detecting a forgery using Linguistics takes 1 round of examination per page.\n\nTry Again: Yes.\n\nSpecial: You must be trained to use this skill, but you can always attempt to read archaic and strange forms of your own racial bonus languages. In addition, you can also always attempt to detect a forgery.",
835 "situationalmodifiers": {
836 "_text": ""
837 },
838 "_name": "Linguistics",
839 "_ranks": "0",
840 "_attrbonus": "3",
841 "_attrname": "INT",
842 "_value": "3",
843 "_trainedonly": "yes",
844 "_usable": "no"
845 },
846 {
847 "description": "Your senses allow you to notice fine details and alert you to danger. Perception covers all five senses, including sight, hearing, touch, taste, and smell.\n\nCheck: Perception has a number of uses, the most common of which is an opposed check versus an opponent's Stealth check to notice the opponent and avoid being surprised. If you are successful, you notice the opponent and can react accordingly. If you fail, your opponent can take a variety of actions, including sneaking past you and attacking you.\n\nPerception is also used to notice fine details in the environment. The DC to notice such details varies depending upon distance, the environment, and how noticeable the detail is. The following table gives a number of guidelines.\n\nDetail: Perception DC\nHear the sound of battle: -10\nNotice the stench of rotting garbage: -10\nDetect the smell of smoke: 0\nHear the details of a conversation: 0\nNotice a visible creature: 0\nDetermine if food is spoiled: 5\nHear the sound of a creature walking: 10\nHear the details of a whispered conversation: 15\nFind the average concealed door: 15\nHear the sound of a key being turned in a lock: 20\nFind the average secret door: 20\nHear a bow being drawn: 25\nSense a burrowing creature underneath you: 25\nNotice a pickpocket: Opposed by Sleight of Hand\nNotice a creature using Stealth: Opposed by Stealth\nFind a hidden trap: Varies by trap\nIdentify the powers of a potion through taste: 15 + the potion's caster level\n\nPerception Modifiers: DC Modifier\nDistance to the source, object, or creature: +1/10 feet\nThrough a closed door: +5\nThrough a wall: +10/foot of thickness\nFavorable conditions (1): -2\nUnfavorable conditions (1): +2\nTerrible conditions (2): +5\nCreature making the check is distracted: +5\nCreature making the check is asleep: +10\nCreature or object is invisible: +20\n(1) Favorable and unfavorable conditions depend upon the sense being used to make the check. For example, bright light might increase the DC of checks involving sight, while torchlight or moonlight might give a penalty. Background noise might reduce a DC involving hearing, while competing odors might penalize any DC involving scent.\n(2) As for unfavorable conditions, but more extreme. For example, candlelight for DCs involving sight, a roaring dragon for DCs involving hearing, and an overpowering stench covering the area for DCs involving scent.\n\nAction: Most Perception checks are reactive, made in response to observable stimulus. Intentionally searching for stimulus is a move action.\n\nTry Again: Yes. You can try to sense something you missed the first time, so long as the stimulus is still present.\n\nSpecial: Elves, half-elves, gnomes, and halflings receive a +2 racial bonus on Perception checks. Creatures with the scent special quality have a +8 bonus on Perception checks made to detect a scent. Creatures with the tremorsense special quality have a +8 bonus on Perception checks against creatures touching the ground and automatically make any such checks within their range. For more on special qualities, see Appendix 1.\n\nA spellcaster with a hawk or owl familiar gains a +3 bonus on Perception checks. If you have the Alertness feat, you get a bonus on Perception checks (see Chapter 5).",
848 "situationalmodifiers": {
849 "situationalmodifier": {
850 "_text": "+2 bonus when used to inspect something within 5 feet",
851 "_source": "Tinker's cap"
852 },
853 "_text": "Tinker's cap: +2 bonus when used to inspect something within 5 feet"
854 },
855 "_name": "Perception",
856 "_ranks": "6",
857 "_attrbonus": "0",
858 "_attrname": "WIS",
859 "_value": "9",
860 "_classskill": "yes"
861 },
862 {
863 "description": "You are skilled at riding mounts, usually a horse, but possibly something more exotic, like a griffon or pegasus. If you attempt to ride a creature that is ill suited as a mount, you take a -5 penalty on your Ride checks.\n\nCheck: Typical riding actions don't require checks. You can saddle, mount, ride, and dismount from a mount without a problem. The following tasks do require checks.\n\nTask: Ride DC\nGuide with knees: 5\nStay in saddle: 5\nFight with a combat-trained mount: 10\nCover: 15\nSoft fall: 15\nLeap: 15\nSpur mount: 15\nControl mount in battle: 20\nFast mount or dismount: 20\n\nGuide with Knees: You can guide your mount with your knees so you can use both hands in combat. Make your Ride check at the start of your turn. If you fail, you can use only one hand this round because you need to use the other to control your mount. This does not take an action.\n\nStay in Saddle: You can react instantly to try to avoid falling when your mount rears or bolts unexpectedly or when you take damage. This usage does not take an action.\n\nFight with a Combat-Trained Mount: If you direct your wartrained mount to attack in battle, you can still make your own attack or attacks normally. This usage is a free action.\n\nCover: You can react instantly to drop down and hang alongside your mount, using it as cover. You can't attack or cast spells while using your mount as cover. If you fail your Ride check, you don't get the cover benefit. Using this option is an immediate action, but recovering from this position is a move action (no check required).\n\nSoft Fall: You negate damage when you fall off a mount. If you fail the Ride check, you take 1d6 points of damage and are prone. This usage does not take an action.\n\nLeap: You can get your mount to leap obstacles as part of its movement. If the Ride check to make the leap succeeds, make a check using your Ride modifier or the mount's jump modifier, whichever is lower, to see how far the creature can jump. If you fail your Ride check, you fall off the mount when it leaps and take the appropriate falling damage (at least 1d6 points). This usage does not take an action but is part of the mount's movement.\n\nSpur Mount: You can spur your mount to greater speed with a move action. A successful Ride check increases the mount's speed by 10 feet for 1 round but deals 1d3 points of damage to the creature. You can use this ability every round, but the mount becomes fatigued after a number of rounds equal to its Constitution score. This ability cannot be used on a fatigued mount.\n\nControl Mount in Battle: As a move action, you can attempt to control a light horse, pony, heavy horse, or other mount not trained for combat riding while in battle. If you fail the Ride check, you can do nothing else in that round. You do not need to roll for horses or ponies trained for combat.\n\nFast Mount or Dismount: You can attempt to mount or dismount from a mount of up to one size category larger than yourself as a free action, provided that you still have a move action available that round. If you fail the Ride check, mounting or dismounting is a move action. You can't use fast mount or dismount on a mount more than one size category larger than yourself.\n\nAction: Varies. Mounting or dismounting normally is a move action. Other checks are a move action, a free action, or no action at all, as noted above.\n\nSpecial: If you are riding bareback, you take a -5 penalty on Ride checks.\n\nIf you have the Animal Affinity feat, you get a bonus on Ride checks (see Chapter 5).\n\nIf you use a military saddle you get a +2 circumstance bonus on Ride checks related to staying in the saddle.\n\nRide is a prerequisite for Mounted Archery, Mounted Combat, Ride-By Attack, Spirited Charge, and Trample.",
864 "situationalmodifiers": {
865 "_text": ""
866 },
867 "_name": "Ride",
868 "_ranks": "0",
869 "_attrbonus": "3",
870 "_attrname": "DEX",
871 "_value": "3",
872 "_armorcheck": "yes"
873 },
874 {
875 "description": "You are skilled at detecting falsehoods and true intentions.\n\nCheck: A successful check lets you avoid being bluffed (see the Bluff skill). You can also use this skill to determine when \"something is up\" (that is, something odd is going on) or to assess someone's trustworthiness.\n\nTask: Sense Motive DC\nHunch: 20\nSense enchantment: 25 or 15\nDiscern secret message: Varies\n\nHunch: This use of the skill involves making a gut assessment of the social situation. You can get the feeling from another's behavior that something is wrong, such as when you're talking to an impostor. Alternatively, you can get the feeling that someone is trustworthy.\n\nSense Enchantment: You can tell that someone's behavior is being influenced by an enchantment effect even if that person isn't aware of it. The usual DC is 25, but if the target is dominated (see dominate person), the DC is only 15 because of the limited range of the target's activities.\n\nDiscern Secret Message: You may use Sense Motive to detect that a hidden message is being transmitted via the Bluff skill. In this case, your Sense Motive check is opposed by the Bluff check of the character transmitting the message. For each piece of information relating to the message that you are missing, you take a -2 penalty on your Sense Motive check. If you succeed by 4 or less, you know that something hidden is being communicated, but you can't learn anything specific about its content. If you beat the DC by 5 or more, you intercept and understand the message. If you fail by 4 or less, you don't detect any hidden communication. If you fail by 5 or more, you might infer false information.\n\nAction: Trying to gain information with Sense Motive generally takes at least 1 minute, and you could spend a whole evening trying to get a sense of the people around you.\n\nTry Again: No, though you may make a Sense Motive check for each Bluff check made against you.\n\nSpecial: A ranger gains a bonus on Sense Motive checks when using this skill against a favored enemy.\n\nIf you have the Alertness feat, you get a bonus on Sense Motive checks (see Chapter 5).",
876 "situationalmodifiers": {
877 "_text": ""
878 },
879 "_name": "Sense Motive",
880 "_ranks": "0",
881 "_attrbonus": "0",
882 "_attrname": "WIS",
883 "_value": "0"
884 },
885 {
886 "description": "Your training allows you to pick pockets, draw hidden weapons, and take a variety of actions without being noticed.\n\nCheck: A DC 10 Sleight of Hand check lets you palm a coin-sized, unattended object. Performing a minor feat of legerdemain, such as making a coin disappear, also has a DC of 10 unless an observer is determined to note where the item went.\n\nWhen you use this skill under close observation, your skill check is opposed by the observer's Perception check. The observer's success doesn't prevent you from performing the action, just from doing it unnoticed.\n\nYou can hide a small object (including a light weapon or an easily concealed ranged weapon, such as a dart, sling, or hand crossbow) on your body. Your Sleight of Hand check is opposed by the Perception check of anyone observing you or of anyone frisking you. In the latter case, the searcher gains a +4 bonus on the Perception check, since it's generally easier to find such an object than to hide it. A dagger is easier to hide than most light weapons, and grants you a +2 bonus on your Sleight of Hand check to conceal it. An extraordinarily small object, such as a coin, shuriken, or ring, grants you a +4 bonus on your Sleight of Hand check to conceal it, and heavy or baggy clothing (such as a cloak) grants you a +2 bonus on the check.\n\nDrawing a hidden weapon is a standard action and doesn't provoke an attack of opportunity.\n\nIf you try to take something from a creature, you must make a DC 20 Sleight of Hand check. The opponent makes a Perception check to detect the attempt, opposed by the Sleight of Hand check result you achieved when you tried to grab the item. An opponent who succeeds on this check notices the attempt, regardless of whether you got the item. You cannot use this skill to take an object from another creature during combat if the creature is aware of your presence.\n\nYou can also use Sleight of Hand to entertain an audience as though you were using the Perform skill. In such a case, your \"act\" encompasses elements of legerdemain, juggling, and the like.\n\nSleight of Hand DC: Task\n10: Palm a coin-sized object, make a coin disappear\n20: Lift a small object from a person\n\nAction: Any Sleight of Hand check is normally a standard action. However, you may perform a Sleight of Hand check as a move action by taking a -20 penalty on the check.\n\nTry Again: Yes, but after an initial failure, a second Sleight of Hand attempt against the same target (or while you are being watched by the same observer who noticed your previous attempt) increases the DC for the task by 10.\n\nUntrained: An untrained Sleight of Hand check is simply a Dexterity check. Without actual training, you can't succeed on any Sleight of Hand check with a DC higher than 10, except for hiding an object on your body.\n\nSpecial: If you have the Deft Hands feat, you get a bonus on Sleight of Hand checks (see Chapter 5).",
887 "situationalmodifiers": {
888 "_text": ""
889 },
890 "_name": "Sleight of Hand",
891 "_ranks": "0",
892 "_attrbonus": "3",
893 "_attrname": "DEX",
894 "_value": "3",
895 "_armorcheck": "yes",
896 "_classskill": "yes",
897 "_trainedonly": "yes",
898 "_usable": "no"
899 },
900 {
901 "description": "You are skilled at the art of casting spells, identifying magic items, crafting magic items, and identifying spells as they are being cast.\n\nCheck: Spellcraft is used whenever your knowledge and skill of the technical art of casting a spell or crafting a magic item comes into question. This skill is also used to identify the properties of magic items in your possession through the use of spells such as detect magic and identify. The DC of this check varies depending upon the task at hand.\n\nAction: Identifying a spell as it is being cast requires no action, but you must be able to clearly see the spell as it is being cast, and this incurs the same penalties as a Perception skill check due to distance, poor conditions, and other factors. Learning a spell from a spellbook takes 1 hour per level of the spell (0-level spells take 30 minutes). Preparing a spell from a borrowed spellbook does not add any time to your spell preparation. Making a Spellcraft check to craft a magic item is made as part of the creation process. Attempting to ascertain the properties of a magic item takes 3 rounds per item to be identified and you must be able to thoroughly examine the object.\n\nRetry: You cannot retry checks made to identify a spell. If you fail to learn a spell from a spellbook or scroll, you must wait at least 1 week before you can try again. If you fail to prepare a spell from a borrowed spellbook, you cannot try again until the next day. When using detect magic or identify to learn the properties of magic items, you can only attempt to ascertain the properties of an individual item once per day. Additional attempts reveal the same results.\n\nSpecial: If you are a specialist wizard, you get a +2 bonus on Spellcraft checks made to identify, learn, and prepare spells from your chosen school. Similarly, you take a -5 penalty on similar checks made concerning spells from your opposition schools.\n\nAn elf gets a +2 racial bonus on Spellcraft checks to identify the properties of magic items.\n\nIf you have the Magical Aptitude feat, you gain a bonus on Spellcraft checks (see Chapter 5).",
902 "situationalmodifiers": {
903 "_text": ""
904 },
905 "_name": "Spellcraft",
906 "_ranks": "6",
907 "_attrbonus": "3",
908 "_attrname": "INT",
909 "_value": "12",
910 "_classskill": "yes",
911 "_trainedonly": "yes"
912 },
913 {
914 "description": "You are skilled at avoiding detection, allowing you to slip past foes or strike from an unseen position. Creatures that fail to beat your Stealth check are not aware of you and treat you as if you had total concealment. This skill covers hiding and moving silently.\n\nCheck: Your Stealth check is opposed by the Perception check of anyone who might notice you. You can move up to half your normal speed and use Stealth at no penalty. When moving at a speed greater than half but less than your normal speed, you take a -5 penalty. It's impossible to use Stealth while attacking, running, or charging.\n\nCreatures gain a bonus or penalty on Stealth checks based on their size: Fine +16, Diminutive +12, Tiny +8, Small +4, Medium +0, Large -4, Huge -8, Gargantuan -12, Colossal -16.\n\nIf people are observing you using any of their senses (but typically sight), you can't use Stealth. Against most creatures, finding cover or concealment allows you to use Stealth. If your observers are momentarily distracted (such as by a Bluff check), you can attempt to use Stealth. While the others turn their attention from you, you can attempt a Stealth check if you can get to an unobserved place of some kind. This check, however, is made at a -10 penalty because you have to move fast.\n\nBreaking Stealth: When you start your turn using Stealth, you can leave cover or concealment and remain unobserved as long as you succeed at a Stealth check and end your turn in cover or concealment. Your Stealth immediately ends after you make an attack roll, whether or not the attack is successful (except when sniping as noted below).\n\nSniping: If you've already successfully used Stealth at least 10 feet from your target, you can make one ranged attack and then immediately use Stealth again. You take a -20 penalty on your Stealth check to maintain your obscured location.\n\nCreating a Diversion to Hide: You can use Bluff to allow you to use Stealth. A successful Bluff check can give you the momentary diversion you need to attempt a Stealth check while people are aware of you.\n\nAction: Usually none. Normally, you make a Stealth check as part of movement, so it doesn't take a separate action. However, using Stealth immediately after a ranged attack (see Sniping, above) is a move action.\n\nSpecial: If you are invisible, you gain a +40 bonus on Stealth checks if you are immobile, or a +20 bonus on Stealth checks if you're moving.\n\nIf you have the Stealthy feat, you get a bonus on Stealth checks (see Chapter 5).",
915 "situationalmodifiers": {
916 "_text": ""
917 },
918 "_name": "Stealth",
919 "_ranks": "0",
920 "_attrbonus": "3",
921 "_attrname": "DEX",
922 "_value": "3",
923 "_armorcheck": "yes"
924 },
925 {
926 "description": "You are skilled at surviving in the wild and at navigating in the wilderness. You also excel at following trails and tracks left by others.\n\nCheck: You can keep yourself and others safe and fed in the wild. The table below gives the DCs for various tasks that require Survival checks.\n\nSurvival DC: Task\n10: Get along in the wild. Move up to half your overland speed while hunting and foraging (no food or water supplies needed). You can provide food and water for one other person for every 2 points by which your check result exceeds 10.\n15: Gain a +2 bonus on all Fortitude saves against severe weather while moving up to half your overland speed, or gain a +4 bonus if you remain stationary. You may grant the same bonus to one other character for every 1 point by which your Survival check result exceeds 15.\n15: Keep from getting lost or avoid natural hazards, such as quicksand.\n15: Predict the weather up to 24 hours in advance. For every 5 points by which your Survival check result exceeds 15, you can predict the weather for one additional day in advance.\n\nFollow Tracks: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow. If you are not trained in this skill, you can make untrained checks to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Perception skill to find a footprint or similar sign of a creature's passage using the same DCs, but you can't use Perception to follow tracks, even if someone else has already found them.\n\nYou move at half your normal speed while following tracks (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table.\n\nSurface: Survival DC\nVery soft ground: 5\nSoft ground: 10\nFirm ground: 15\nHard ground: 20\n\nVery Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.\n\nSoft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.\n\nFirm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.\n\nHard Ground: Any surface that doesn't hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).\n\nCondition: Survival DC Modifier\nEvery three creatures in the group being tracked: -1\nSize of creature or creatures being tracked: (1)\nFine: +8\nDiminutive: +4\nTiny: +2\nSmall: +1\nMedium: +0\nLarge: -1\nHuge: -2\nGargantuan: -4\nColossal: -8\nEvery 24 hours since the trail was made: +1\nEvery hour of rain since the trail was made: +1\nFresh snow since the trail was made: +10\nPoor visibility: (2)\nOvercast or moonless night: +6\nMoonlight: +3\nFog or precipitation: +3\nTracked party hides trail (and moves at half speed): +5\n(1) For a group of mixed sizes, apply only the modifier for the largest size category.\n(2) Apply only the largest modifier from this category.\n\nSeveral modifiers may apply to the Survival check, as given on the table above.\n\nAction: Varies. A single Survival check may represent activity over the course of hours or a full day. A Survival check made to find tracks is at least a full-round action, and it may take even longer.\n\nTry Again: Varies. For getting along in the wild or for gaining the Fortitude save bonus noted in the first table on page 107, you make a Survival check once every 24 hours. The result of that check applies until the next check is made. To avoid getting lost or avoid natural hazards, you make a Survival check whenever the situation calls for one. Retries to avoid getting lost in a specific situation or to avoid a specific natural hazard are not allowed. For finding tracks, you can retry a failed check after 1 hour (outdoors) or 10 minutes (indoors) of searching.\n\nSpecial: If you are trained in Survival, you can automatically determine where true north lies in relation to yourself.\n\nA ranger gains a bonus on Survival checks when using this skill to find or follow the tracks of a favored enemy.\n\nIf you have the Self-Sufficient feat, you get a bonus on Survival checks (see Chapter 5).",
927 "situationalmodifiers": {
928 "_text": ""
929 },
930 "_name": "Survival",
931 "_ranks": "0",
932 "_attrbonus": "0",
933 "_attrname": "WIS",
934 "_value": "0",
935 "_classskill": "yes"
936 },
937 {
938 "description": "You know how to swim and can do so even in stormy water.\n\nCheck: Make a Swim check once per round while you are in the water. Success means you may swim at up to half your speed (as a full-round action) or at a quarter of your speed (as a move action). If you fail by 4 or less, you make no progress. If you fail by 5 or more, you go underwater.\n\nIf you are underwater, either because you failed a Swim check or because you are swimming underwater intentionally, you must hold your breath. You can hold your breath for a number of rounds equal to twice your Constitution score, but only if you do nothing other than take move actions or free actions. If you take a standard action or a full-round action (such as making an attack), the remainder of the duration for which you can hold your breath is reduced by 1 round. (Effectively, a character in combat can hold his breath only half as long as normal.) After that period of time, you must make a DC 10 Constitution check every round to continue holding your breath. Each round, the DC for that check increases by 1. If you fail the Constitution check, you begin to drown. The DC for the Swim check depends on the water, as given on the table below.\n\nWater: Swim DC\nCalm water: 10\nRough water: 15\nStormy water: 20 (*)\n(*) You can't take 10 on a Swim check in stormy water, even if you aren't otherwise being threatened or distracted.\n\nEach hour that you swim, you must make a DC 20 Swim check or take 1d6 points of nonlethal damage from fatigue.\n\nAction: A successful Swim check allows you to swim a quarter of your speed as a move action or half your speed as a full-round action.\n\nSpecial: A creature with a swim speed can move through water at its indicated speed without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The creature can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line.\n\nIf you have the Athletic feat, you get a bonus on Swim checks (see Chapter 5).",
939 "situationalmodifiers": {
940 "_text": ""
941 },
942 "_name": "Swim",
943 "_ranks": "0",
944 "_attrbonus": "-1",
945 "_attrname": "STR",
946 "_value": "-1",
947 "_armorcheck": "yes"
948 },
949 {
950 "description": "You are skilled at activating magic items, even if you are not otherwise trained in their use.\n\nCheck: You can use this skill to read a spell or to activate a magic item. Use Magic Device lets you use a magic item as if you had the spell ability or class features of another class, as if you were a different race, or as if you were of a different alignment.\n\nYou make a Use Magic Device check each time you activate a device such as a wand. If you are using the check to emulate an alignment or some other quality in an ongoing manner, you need to make the relevant Use Magic Device check once per hour.\n\nYou must consciously choose which requirement to emulate. That is, you must know what you are trying to emulate when you make a Use Magic Device check for that purpose. The DCs for various tasks involving Use Magic Device checks are summarized on the table below.\n\nTask: Use Magic Device DC\nActivate blindly: 25\nDecipher a written spell: 25 + spell level\nUse a scroll: 20 + caster level\nUse a wand: 20\nEmulate a class feature: 20\nEmulate an ability score: See text\nEmulate a race: 25\nEmulate an alignment: 30\n\nActivate Blindly: Some magic items are activated by special words, thoughts, or actions. You can activate such an item as if you were using the activation word, thought, or action, even when you're not and even if you don't know it. You do have to perform some equivalent activity in order to make the check. That is, you must speak, wave the item around, or otherwise attempt to get it to activate. You get a +2 bonus on your Use Magic Device check if you've activated the item in question at least once before. If you fail by 9 or less, you can't activate the device. If you fail by 10 or more, you suffer a mishap. A mishap means that magical energy gets released but doesn't do what you wanted it to do. The default mishaps are that the item affects the wrong target or that uncontrolled magical energy is released, dealing 2d6 points of damage to you. This mishap is in addition to the chance for a mishap that you normally risk when you cast a spell from a scroll that you could not otherwise cast yourself.\n\nDecipher a Written Spell: This usage works just like deciphering a written spell with the Spellcraft skill, except that the DC is 5 points higher. Deciphering a written spell requires 1 minute of concentration.\n\nEmulate an Ability Score: To cast a spell from a scroll, you need a high score in the appropriate ability (Intelligence for wizard spells, Wisdom for divine spells, or Charisma for sorcerer or bard spells). Your effective ability score (appropriate to the class you're emulating when you try to cast the spell from the scroll) is your Use Magic Device check result minus 15. If you already have a high enough score in the appropriate ability, you don't need to make this check.\n\nEmulate an Alignment: Some magic items have positive or negative effects based on the user's alignment. Use Magic Device lets you use these items as if you were of an alignment of your choice. You can emulate only one alignment at a time.\n\nEmulate a Class Feature: Sometimes you need to use a class feature to activate a magic item. In this case, your effective level in the emulated class equals your Use Magic Device check result minus 20. This skill does not let you actually use the class feature of another class. It just lets you activate items as if you had that class feature. If the class whose feature you are emulating has an alignment requirement, you must meet it, either honestly or by emulating an appropriate alignment with a separate Use Magic Device check (see above).\n\nEmulate a Race: Some magic items work only for members of certain races, or work better for members of those races. You can use such an item as if you were a member of a race of your choice. You can emulate only one race at a time.\n\nUse a Scroll: Normally, to cast a spell from a scroll, you must have the scroll's spell on your class spell list. Use Magic Device allows you to use a scroll as if you had a particular spell on your class spell list. The DC is equal to 20 + the caster level of the spell you are trying to cast from the scroll. In addition, casting a spell from a scroll requires a minimum score (10 + spell level) in the appropriate ability. If you don't have a sufficient score in that ability, you must emulate the ability score with a separate Use Magic Device check.\n\nThis use of the skill also applies to other spell completion magic items.\n\nContinued - Core Rulebook, pg. 108.",
951 "situationalmodifiers": {
952 "_text": ""
953 },
954 "_name": "Use Magic Device",
955 "_ranks": "6",
956 "_attrbonus": "1",
957 "_attrname": "CHA",
958 "_value": "12",
959 "_classskill": "yes",
960 "_trainedonly": "yes"
961 }
962 ]
963 },
964 "skillabilities": "",
965 "feats": {
966 "feat": [
967 {
968 "description": "You are skilled at wearing light armor.\n\nBenefit: When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.\n\nNormal: A character who is wearing armor with which he is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving.\n\nSpecial: All characters except monks, sorcerers, and wizards automatically have Light Armor Proficiency as a bonus feat. They need not select it.",
969 "featcategory": "Combat",
970 "_name": "Armor Proficiency (Light)",
971 "_categorytext": "Combat",
972 "_profgroup": "yes",
973 "_useradded": "no"
974 },
975 {
976 "description": "You can create magic potions.\n\nPrerequisite: Caster level 3rd.\n\nBenefit: 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.\n\nWhen 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.",
977 "featcategory": "Item Creation",
978 "_name": "Brew Potion",
979 "_categorytext": "Item Creation",
980 "_useradded": "no"
981 },
982 {
983 "description": "You can create construct creatures like golems.\n\nPrerequisites: Caster level 5th, Craft Magic Arms and Armor, Craft Wondrous Item.\n\nBenefit: You can create any construct whose prerequisites you meet. The act of animating a construct takes one day for each 1,000 gp in its market price. To create a construct, you must use up raw materials costing half of its base price, plus the full cost of the basic body created for the construct. Each construct has a special section that summarizes its costs and other prerequisites. A newly created construct has average hit points for its Hit Dice.",
984 "featcategory": "Item Creation",
985 "_name": "Craft Construct",
986 "_categorytext": "Item Creation",
987 "_useradded": "no"
988 },
989 {
990 "description": "You have trained to watch your allies' backs, covering them as they make tactical withdraws.\n\nBenefit: An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space.",
991 "featcategory": "Teamwork",
992 "_name": "Escape Route",
993 "_categorytext": "Teamwork"
994 },
995 {
996 "description": "You are especially accurate when making ranged attacks against close targets.\n\nBenefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.",
997 "featcategory": "Combat",
998 "_name": "Point-Blank Shot",
999 "_categorytext": "Combat"
1000 },
1001 {
1002 "description": "You are adept at firing ranged attacks into melee.\n\nPrerequisite: Point-Blank Shot.\n\nBenefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.",
1003 "featcategory": "Combat",
1004 "_name": "Precise Shot",
1005 "_categorytext": "Combat"
1006 },
1007 {
1008 "description": "You are trained in the use of basic weapons.\n\nBenefit: You make attack rolls with simple weapons without penalty.\n\nNormal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.\n\nSpecial: All characters except for druids, monks, and wizards are automatically proficient with all simple weapons. They need not select this feat.",
1009 "featcategory": "Combat",
1010 "_name": "Simple Weapon Proficiency - All",
1011 "_categorytext": "Combat",
1012 "_profgroup": "yes",
1013 "_useradded": "no"
1014 },
1015 {
1016 "description": "You are used to throwing things you have on hand.\n\nBenefit: 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.\n\nNormal: You take a –4 penalty on attack rolls made with an improvised weapon.\n\nAddition from Alchemist: An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any.",
1017 "featcategory": "Combat",
1018 "_name": "Throw Anything",
1019 "_categorytext": "Combat",
1020 "_useradded": "no"
1021 }
1022 ]
1023 },
1024 "traits": {
1025 "trait": [
1026 {
1027 "description": "You have learned much from tinkering with ancient technology from the Jistka Imperium. Choose one of the following skills: Disable Device, Knowledge (engineering), or Use Magic Device. Once per day, you can reroll a check with that skill before the outcome of the check is revealed. You must take the second result, even if it is worse.",
1028 "traitcategory": "Magic",
1029 "_name": "Mechanical Aptitude (Use Magic Device, 1/day)",
1030 "_categorytext": "Magic"
1031 },
1032 {
1033 "description": "Growing up bordering the Mana Wastes and living within the Grand Duchy of Alkenstar has made you familiar with tools and practical objects. You rely on mechanics to solve problems and are familiar with basic engineering concepts. Select one of the following skills: Craft (any), Disable Device, or Knowledge (engineering). You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.",
1034 "traitcategory": "Regional",
1035 "_name": "Mechanical Expertise (Alkenstar native, Knowledge [engineering])",
1036 "_categorytext": "Regional"
1037 }
1038 ]
1039 },
1040 "flaws": "",
1041 "skilltricks": "",
1042 "animaltricks": "",
1043 "attack": {
1044 "special": [
1045 {
1046 "description": "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.\n\nDrawing 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.\n\nAlchemists 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.",
1047 "specsource": "Alchemist",
1048 "_name": "Bomb 3d6+3 (9/day, DC 16) (Su)",
1049 "_shortname": "Bomb (9/day) (DC 16)",
1050 "_type": "Supernatural Ability",
1051 "_sourcetext": "Alchemist"
1052 },
1053 {
1054 "description": "The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.",
1055 "specsource": "Alchemist",
1056 "_name": "Explosive Bomb (Su)",
1057 "_shortname": "Explosive Bomb",
1058 "_type": "Supernatural Ability",
1059 "_sourcetext": "Alchemist"
1060 }
1061 ],
1062 "_attackbonus": "+4",
1063 "_meleeattack": "+3",
1064 "_rangedattack": "+7",
1065 "_baseattack": "+4"
1066 },
1067 "melee": {
1068 "weapon": {
1069 "weight": {
1070 "_text": "9 lbs",
1071 "_value": "9"
1072 },
1073 "cost": {
1074 "_text": "8 gp",
1075 "_value": "8"
1076 },
1077 "description": "A boarding pike is an 8-foot-long pole topped with a foot-long tapered metal tip. Boarding pikes look much like longspears, but the metal pike is designed to flow into the wooden haft, leaving no grooves, collars, or spikes that could trap salt water and cause rust. Boarding pikes are mainly used defensively, to repel boarding actions. The pikes are kept in brackets around the mast, so sailors can quickly grab pikes and brace them against the gunwale to repel boarders.",
1078 "wepcategory": [
1079 "Melee Weapon",
1080 "Reach Weapon"
1081 ],
1082 "weptype": "Piercing",
1083 "situationalmodifiers": {
1084 "_text": ""
1085 },
1086 "_name": "Boarding pike",
1087 "_categorytext": "Melee Weapon, Reach Weapon",
1088 "_typetext": "P",
1089 "_attack": "+3",
1090 "_crit": "×3",
1091 "_damage": "1d8-1",
1092 "_quantity": "1"
1093 }
1094 },
1095 "ranged": {
1096 "weapon": [
1097 {
1098 "rangedattack": {
1099 "_attack": "+8",
1100 "_rangeinctext": "20'",
1101 "_rangeincvalue": "20'"
1102 },
1103 "weight": {
1104 "_text": "",
1105 "_value": "0"
1106 },
1107 "cost": {
1108 "_text": "",
1109 "_value": "0"
1110 },
1111 "description": "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.\n\nCreating 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 a weapon 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.\n\nAlchemists can learn new types of bombs as discoveries (see below) as they level up. An alchemist’s bomb, like an extract, becomes inert if used or carried by anyone else.",
1112 "wepcategory": "Thrown Weapon",
1113 "situationalmodifiers": {
1114 "_text": ""
1115 },
1116 "_name": "Bomb",
1117 "_categorytext": "Thrown Weapon",
1118 "_typetext": "",
1119 "_attack": "+4",
1120 "_crit": "×2",
1121 "_damage": "3d6+3 fire",
1122 "_useradded": "no",
1123 "_quantity": "1"
1124 },
1125 {
1126 "rangedattack": {
1127 "_attack": "+8",
1128 "_rangeinctext": "120'",
1129 "_rangeincvalue": "120'"
1130 },
1131 "weight": {
1132 "_text": "8 lbs",
1133 "_value": "8"
1134 },
1135 "cost": {
1136 "_text": "400 gp",
1137 "_value": "400"
1138 },
1139 "description": "Above water, this weapon is identical to a heavy crossbow. You may use it underwater, where it has a range increment of 20 feet. It counts as a heavy crossbow for the purposes of proficiencies and special abilities.\n\nYou draw a heavy crossbow back by turning a small winch. Loading a heavy crossbow is a full-round action that provokes attacks of opportunity.\n\nNormally, operating a heavy crossbow requires two hands. However, you can shoot, but not load, a heavy crossbow with one hand at a -4 penalty on attack rolls. You can shoot a heavy crossbow with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons (see page 202). This penalty is cumulative with the penalty for one-handed firing.",
1140 "wepcategory": "Projectile Weapon",
1141 "weptype": "Piercing",
1142 "situationalmodifiers": {
1143 "_text": ""
1144 },
1145 "_name": "Masterwork underwater heavy crossbow",
1146 "_categorytext": "Projectile Weapon",
1147 "_typetext": "P",
1148 "_attack": "+8",
1149 "_crit": "19-20/×2",
1150 "_damage": "1d10",
1151 "_quantity": "1"
1152 }
1153 ]
1154 },
1155 "defenses": {
1156 "armor": [
1157 {
1158 "weight": {
1159 "_text": "20 lbs",
1160 "_value": "20"
1161 },
1162 "cost": {
1163 "_text": "1,200 gp",
1164 "_value": "1200"
1165 },
1166 "description": "Most wealthy countries with standing armies have a different uniform for use in showy noncombat situations such as parades, coronation ceremonies, and so on. The appearance of this armor varies by the country of origin and the branch of the military, but still provides some protection in case the soldier needs to fight while in parade dress. For example, one country's parade armor may be a chain shirt, tabard, leather greaves, and a winged helm. If you're wearing a country's parade armor, you gain a +2 circumstance bonus on Diplomacy and Intimidate checks to influence a person from that country. Depending on the country, parade armor may be crafted from leather, metal, or a mixture of both.",
1167 "itemslot": "Armor",
1168 "_name": "+1 parade armor",
1169 "_ac": "+4",
1170 "_equipped": "yes",
1171 "_quantity": "1"
1172 },
1173 {
1174 "weight": {
1175 "_text": "",
1176 "_value": "0"
1177 },
1178 "cost": {
1179 "_text": "",
1180 "_value": "0"
1181 },
1182 "description": "",
1183 "itemslot": "Armor",
1184 "_name": "Natural armor",
1185 "_ac": "+0",
1186 "_equipped": "yes",
1187 "_natural": "yes",
1188 "_useradded": "no",
1189 "_quantity": "1"
1190 }
1191 ]
1192 },
1193 "magicitems": {
1194 "item": [
1195 {
1196 "weight": {
1197 "_text": "20 lbs",
1198 "_value": "20"
1199 },
1200 "cost": {
1201 "_text": "1,200 gp",
1202 "_value": "1200"
1203 },
1204 "description": "Most wealthy countries with standing armies have a different uniform for use in showy noncombat situations such as parades, coronation ceremonies, and so on. The appearance of this armor varies by the country of origin and the branch of the military, but still provides some protection in case the soldier needs to fight while in parade dress. For example, one country's parade armor may be a chain shirt, tabard, leather greaves, and a winged helm. If you're wearing a country's parade armor, you gain a +2 circumstance bonus on Diplomacy and Intimidate checks to influence a person from that country. Depending on the country, parade armor may be crafted from leather, metal, or a mixture of both.",
1205 "itemslot": "Armor",
1206 "_name": "+1 parade armor",
1207 "_quantity": "1"
1208 },
1209 {
1210 "weight": {
1211 "_text": "3 lbs",
1212 "_value": "3"
1213 },
1214 "cost": {
1215 "_text": "1,000 gp",
1216 "_value": "1000"
1217 },
1218 "description": "This more economical version of the bag of holding functions in the same manner, but its internal measurements are smaller than those of a regular bag of holding. It measures 2 feet by 4 feet and can carry up to 50 pounds or 6 cubic feet of material.\n\nConstruction\nRequirements Craft Wondrous Item, secret chest; Cost 500 gp",
1219 "_name": "Bag of holding, minor (1 @ 40 lbs)",
1220 "_quantity": "1"
1221 },
1222 {
1223 "weight": {
1224 "_text": "",
1225 "_value": "0"
1226 },
1227 "cost": {
1228 "_text": "450 gp",
1229 "_value": "450"
1230 },
1231 "description": "This square flask contains an effervescent green liquid that causes the imbiber to become extremely nimble, albeit a bit jittery, for the next 30 minutes. During this time, the imbiber’s base speed increases by 5 feet and she gains a +2 competence bonus on Acrobatics checks and initiative checks.\n\nConstruction\nRequirements: Craft Wondrous Item, cat’s grace, heightened awareness[ACG]; Cost: 225 gp",
1232 "_name": "Elixir of agility",
1233 "_quantity": "1"
1234 },
1235 {
1236 "weight": {
1237 "_text": "5 lbs",
1238 "_value": "5"
1239 },
1240 "cost": {
1241 "_text": "2,000 gp",
1242 "_value": "2000"
1243 },
1244 "description": "A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.\n\nWhile such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.\n\nConstruction\nRequirements Craft Wondrous Item, secret chest; Cost 1,000 gp",
1245 "_name": "Handy haversack (6 @ 52.88 lbs)",
1246 "_quantity": "1"
1247 },
1248 {
1249 "weight": {
1250 "_text": "8 lbs",
1251 "_value": "8"
1252 },
1253 "cost": {
1254 "_text": "400 gp",
1255 "_value": "400"
1256 },
1257 "description": "Above water, this weapon is identical to a heavy crossbow. You may use it underwater, where it has a range increment of 20 feet. It counts as a heavy crossbow for the purposes of proficiencies and special abilities.\n\nYou draw a heavy crossbow back by turning a small winch. Loading a heavy crossbow is a full-round action that provokes attacks of opportunity.\n\nNormally, operating a heavy crossbow requires two hands. However, you can shoot, but not load, a heavy crossbow with one hand at a -4 penalty on attack rolls. You can shoot a heavy crossbow with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons (see page 202). This penalty is cumulative with the penalty for one-handed firing.",
1258 "_name": "Masterwork underwater heavy crossbow",
1259 "_quantity": "1"
1260 },
1261 {
1262 "weight": {
1263 "_text": "0.25 lbs",
1264 "_value": "0.25"
1265 },
1266 "cost": {
1267 "_text": "1,000 gp",
1268 "_value": "1000"
1269 },
1270 "description": "These thick leather cords wrap around the wearer’s biceps and shoulders; when worn, they make the muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity (see Pathfinder RPG Core Rulebook page 171). This bonus does not apply to combat, breaking items, or any other Strength-related rolls except the amount of equipment or material the wearer can carry.\n\nConstruction\nRequirements Craft Wondrous Item, bull’s strength; Cost 500 gp",
1271 "itemslot": "Shoulders",
1272 "_name": "Muleback cords",
1273 "_quantity": "1"
1274 },
1275 {
1276 "weight": {
1277 "_text": "",
1278 "_value": "0"
1279 },
1280 "cost": {
1281 "_text": "1,000 gp",
1282 "_value": "1000"
1283 },
1284 "description": "Ablative Barrier\nInvisible layers of solid force surround and protect the target, granting that target a +2 armor bonus to AC. Additionally, the first 5 points of lethal damage the target takes from each attack are converted into nonlethal damage. Against attacks that already deal nonlethal damage, the target gains DR 5/ - . Once this spell has converted 5 points of damage to nonlethal damage per caster level (maximum 50 points), the spell is discharged.",
1285 "_name": "Potion of ablative barrier (CL 10th)",
1286 "_quantity": "1"
1287 },
1288 {
1289 "weight": {
1290 "_text": "",
1291 "_value": "0"
1292 },
1293 "cost": {
1294 "_text": "1,200 gp",
1295 "_value": "1200"
1296 },
1297 "description": "Barkskin\nBarkskin toughens a creature's skin. The effect grants a +2 enhancement bonus to the creature's existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level. The enhancement bonus provided by barkskin stacks with the target's natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.",
1298 "_name": "Potion of barkskin (CL 12th)",
1299 "_quantity": "1"
1300 }
1301 ]
1302 },
1303 "gear": {
1304 "item": [
1305 {
1306 "weight": {
1307 "_text": "3 lbs",
1308 "_value": "3"
1309 },
1310 "cost": {
1311 "_text": "20 gp",
1312 "_value": "20"
1313 },
1314 "description": "This bandolier holds six pouches along its length and a satchel at the hip. Each pouch has a stiff leather flap that can be secured against jostling with a clasp (requiring a move action to open or close) or left unfastened for easier access. The pouches and satchel contain loops and ties for securing additional equipment. The sash buckles at the shoulder, and in an emergency can be freed with a sharp tug as a move action.",
1315 "_name": "Adventurer's sash (empty)",
1316 "_quantity": "1"
1317 },
1318 {
1319 "weight": {
1320 "_text": "40 lbs",
1321 "_value": "40"
1322 },
1323 "cost": {
1324 "_text": "200 gp",
1325 "_value": "200"
1326 },
1327 "description": "This lab is used for making alchemical items, and provides a +2 circumstance bonus on Craft (alchemy) checks. It has no bearing on the costs related to the Craft (alchemy) skill. Without this lab, a character with the Craft (alchemy) skill is assumed to have enough tools to use the skill but not enough to get the +2 bonus that the lab provides.",
1328 "_name": "Alchemist's lab",
1329 "_quantity": "1"
1330 },
1331 {
1332 "weight": {
1333 "_text": "5 lbs",
1334 "_value": "5"
1335 },
1336 "cost": {
1337 "_text": "25 gp",
1338 "_value": "25"
1339 },
1340 "description": "An alchemist with an alchemy crafting kit is assumed to have all the material components needed for his extracts, mutagens, and bombs, except for those components that have a specific cost. An alchemy crafting kit provides no bonuses on Craft (alchemy) checks. (This item was called an \"alchemist's kit\" in the Advanced Player's Guide, and was renamed to avoid confusion with this book's pre-selected set of adventuring gear called an \"alchemist's kit.\")",
1341 "_name": "Alchemy crafting kit",
1342 "_quantity": "1"
1343 },
1344 {
1345 "weight": {
1346 "_text": "5 lbs",
1347 "_value": "5"
1348 },
1349 "cost": {
1350 "_text": "1 sp",
1351 "_value": "0.1"
1352 },
1353 "description": "This consists of two woolen sheets sewn together along the bottom and one side to create a bag for sleeping in. Some have cloth straps along the open side so the bedroll can be tied closed while you are sleeping. It can be rolled and tied into a tight coil for storage or transport. Most people use a blanket with the bedroll to stay warm or provide a ground cushion.",
1354 "_name": "Bedroll",
1355 "_quantity": "1"
1356 },
1357 {
1358 "weight": {
1359 "_text": "0.5 lbs",
1360 "_value": "0.5"
1361 },
1362 "cost": {
1363 "_text": "1 gp",
1364 "_value": "1"
1365 },
1366 "description": "A typical leather or cloth belt pouch has a leather cord to cinch it shut and another to tie it to your belt. It is large enough to hold 100-200 coins or two apples.",
1367 "_name": "Belt pouch (empty)",
1368 "_quantity": "1"
1369 },
1370 {
1371 "weight": {
1372 "_text": "9 lbs",
1373 "_value": "9"
1374 },
1375 "cost": {
1376 "_text": "8 gp",
1377 "_value": "8"
1378 },
1379 "description": "A boarding pike is an 8-foot-long pole topped with a foot-long tapered metal tip. Boarding pikes look much like longspears, but the metal pike is designed to flow into the wooden haft, leaving no grooves, collars, or spikes that could trap salt water and cause rust. Boarding pikes are mainly used defensively, to repel boarding actions. The pikes are kept in brackets around the mast, so sailors can quickly grab pikes and brace them against the gunwale to repel boarders.",
1380 "_name": "Boarding pike",
1381 "_quantity": "1"
1382 },
1383 {
1384 "weight": {
1385 "_text": "0.1 lbs",
1386 "_value": "0.1"
1387 },
1388 "cost": {
1389 "_text": "10 gp",
1390 "_value": "10"
1391 },
1392 "description": "A crossbow bolt used as a melee weapon is treated as a light improvised weapon (-4 penalty on attack rolls) and deals damage as a dagger of its size (critical multiplier ×2). Bolts come in a case or quiver that holds 10 bolts. All crossbows except repeating crossbows use these kinds of crossbow bolts, which are sometimes called \"quarrels.\"",
1393 "_name": "Crossbow bolts",
1394 "_quantity": "100"
1395 },
1396 {
1397 "weight": {
1398 "_text": "",
1399 "_value": "0"
1400 },
1401 "cost": {
1402 "_text": "1 gp",
1403 "_value": "1"
1404 },
1405 "description": "Lighting a torch with flint and steel is a full-round action, and lighting any other fire with them takes at least that long.",
1406 "_name": "Flint and steel",
1407 "_quantity": "1"
1408 },
1409 {
1410 "weight": {
1411 "_text": "3 lbs",
1412 "_value": "3"
1413 },
1414 "cost": {
1415 "_text": "345 gp",
1416 "_value": "345"
1417 },
1418 "description": "A formula book has 100 pages of parchment, and each alchemical extract formula takes up one page per extract level. A newly purchased formula book contains no extract formulas. An alchemist character begins play with a formula book containing the extract formulae he knows. This is the alchemist equivalent of a spellbook for wizards (a spellbook and a formula book are essentially the same item).",
1419 "_name": "Gyro's Secrets! Do not read!",
1420 "_quantity": "1"
1421 },
1422 {
1423 "weight": {
1424 "_text": "",
1425 "_value": "0"
1426 },
1427 "cost": {
1428 "_text": "8 gp",
1429 "_value": "8"
1430 },
1431 "description": "This vial contains 1 ounce of ink. Ink in colors other than black costs twice as much.",
1432 "_name": "Ink, black",
1433 "_quantity": "1"
1434 },
1435 {
1436 "weight": {
1437 "_text": "",
1438 "_value": "0"
1439 },
1440 "cost": {
1441 "_text": "1 sp",
1442 "_value": "0.1"
1443 },
1444 "description": "This is a wooden stylus with a metal tip that retains a small amount of ink after you dip it in a vial of ink.",
1445 "_name": "Inkpen",
1446 "_quantity": "1"
1447 },
1448 {
1449 "weight": {
1450 "_text": "10 lbs",
1451 "_value": "10"
1452 },
1453 "cost": {
1454 "_text": "300 gp",
1455 "_value": "300"
1456 },
1457 "description": "This item can be customized to represent whatever you want.",
1458 "_name": "Skydragon Fireworks",
1459 "_quantity": "1"
1460 },
1461 {
1462 "weight": {
1463 "_text": "5 lbs",
1464 "_value": "5"
1465 },
1466 "cost": {
1467 "_text": "150 gp",
1468 "_value": "150"
1469 },
1470 "description": "This sack contains tanglefoot bag materials and alchemical powders that burn at a high temperature. It functions like a tanglefoot bag, plus a direct hit on a creature deals 1d6 points of fire damage, and the creature must make a DC 20 Reflex save or catch on fire. If it catches on fire, for the next 2 rounds extinguishing the flames is a DC 25 Reflex save instead of a DC 15 save, and using water to extinguish the flames creates a burst of burning material equivalent to alchemist's fire making a direct hit on the target (including splash damage). After the initial 2 rounds, the flames may be extinguished as normal. Crafting this item is a DC 30 Craft (alchemy) check.",
1471 "_name": "Tangleburn bag",
1472 "_quantity": "1"
1473 },
1474 {
1475 "weight": {
1476 "_text": "4 lbs",
1477 "_value": "4"
1478 },
1479 "cost": {
1480 "_text": "200 gp",
1481 "_value": "200"
1482 },
1483 "description": "This expertly crafted helmet has several small arms that hold magnifying lenses near the wearer’s face. They’re kept in place by locking hinges and crude gyroscopes that compensate for normal head movements. While the lenses are properly aligned, the wearer gains a +2 circumstance bonus on Appraise and Craft checks involving items that are small or highly detailed and on sight-based Perception checks when she uses an action to inspect something within 5 feet. However, the arms become misaligned if the wearer falls prone or is grappled, or if the helmet is damaged (hardness 5, 2 hit points). If the arms are misaligned, they lose their usefulness until readjusted (a full-round action that provokes attacks of opportunity).",
1484 "itemslot": "Head",
1485 "_name": "Tinker's cap",
1486 "_quantity": "1"
1487 },
1488 {
1489 "weight": {
1490 "_text": "4 lbs",
1491 "_value": "4"
1492 },
1493 "cost": {
1494 "_text": "1 gp",
1495 "_value": "1"
1496 },
1497 "description": "This bag is made of an animal bladder or treated leather. It is watertight and holds about 1/2 gallon of liquid. The listed weight is for a waterskin full of water; empty, it weighs about 2 pounds.",
1498 "_name": "Waterskin",
1499 "_quantity": "1"
1500 }
1501 ]
1502 },
1503 "spelllike": "",
1504 "trackedresources": {
1505 "trackedresource": [
1506 {
1507 "_name": "Bomb 3d6+3 (9/day, DC 16) (Su)",
1508 "_text": "0/9",
1509 "_used": "0",
1510 "_left": "9",
1511 "_min": "0",
1512 "_max": "9"
1513 },
1514 {
1515 "_name": "Crossbow bolts",
1516 "_text": "0/100",
1517 "_used": "0",
1518 "_left": "100",
1519 "_min": "0",
1520 "_max": "100"
1521 },
1522 {
1523 "_name": "Elixir of agility",
1524 "_text": "0/1",
1525 "_used": "0",
1526 "_left": "1",
1527 "_min": "0",
1528 "_max": "1"
1529 },
1530 {
1531 "_name": "Mechanical Aptitude (Use Magic Device, 1/day)",
1532 "_text": "0/1",
1533 "_used": "0",
1534 "_left": "1",
1535 "_min": "0",
1536 "_max": "1"
1537 },
1538 {
1539 "_name": "Potion of ablative barrier (CL 10th)",
1540 "_text": "0/1",
1541 "_used": "0",
1542 "_left": "1",
1543 "_min": "0",
1544 "_max": "1"
1545 },
1546 {
1547 "_name": "Potion of barkskin (CL 12th)",
1548 "_text": "0/1",
1549 "_used": "0",
1550 "_left": "1",
1551 "_min": "0",
1552 "_max": "1"
1553 },
1554 {
1555 "_name": "Tangleburn bag",
1556 "_text": "0/1",
1557 "_used": "0",
1558 "_left": "1",
1559 "_min": "0",
1560 "_max": "1"
1561 }
1562 ]
1563 },
1564 "otherspecials": {
1565 "special": [
1566 {
1567 "description": "You gain a +4 sacred bonus on saving throws versus fire. If you maintain this obedience for at least a month without pause, you also gain a deep but even tan and a +1 sacred bonus to Charisma-based checks.",
1568 "_name": "+4 to saves vs. Fire",
1569 "_shortname": "+4 to saves vs. Fire"
1570 },
1571 {
1572 "description": "A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses. This ability replaces Alertness.",
1573 "specsource": "Alchemist",
1574 "_name": "Able Assistant (Ex)",
1575 "_shortname": "Able Assistant",
1576 "_type": "Extraordinary Ability",
1577 "_sourcetext": "Alchemist"
1578 },
1579 {
1580 "description": "Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s 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 power—this enables the creation of powerful effects, but also binds the effects to the creator.\n\nWhen 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.",
1581 "specsource": "Alchemist",
1582 "_name": "Alchemy +6 (Su)",
1583 "_shortname": "Alchemy",
1584 "_type": "Supernatural Ability",
1585 "_sourcetext": "Alchemist"
1586 },
1587 {
1588 "description": "At 1st level, a tinkerer forms a bond with one of her creations, and begins play with it at no cost. This functions as the familiar option of the wizard’s arcane bond class feature, with the tinkerer’s effective wizard level equal to her alchemist level. If a tinkerer would gain a familiar through another class, those levels stack for purposes of determining the familiar’s abilities.\n\nA tinkerer’s familiar can take any shape the tinkerer wishes, but its statistics and abilities are identical to a clockwork spy (Pathfinder RPG Bestiary 3 58) with the normal adjustments and abilities for a familiar applied, and it is a construct with the clockwork subtype. At 3rd level, if the tinkerer has the infusion[APG] discovery, a clockwork spy familiar can deliver the tinkerer’s extracts with a range of touch for her. At 7th level, a clockwork spy can communicate with constructs with the clockwork subtype. Unlike most familiars, a clockwork spy does not grant special abilities to its master.\n\nWith 1 minute of work and a successful DC 15 Heal check, a tinkerer can restore 1d4 hit points to her clockwork spy familiar. At 4th level, a tinkerer can restore 1d6 hit points to her familiar in this same way. This amount increases to an additional 1d6 hit points every 4 levels thereafter (2d6 at 8th level, 3d6 at 12th level, 4d6 at 16th level, and 5d6 at 20th level).\n\nThis ability replaces mutagen. A tinkerer cannot choose the cognatogen[UM] or mutagen[UM] discoveries.",
1589 "specsource": "Alchemist",
1590 "_name": "Clockwork Bond (1d6) (Ex)",
1591 "_shortname": "Clockwork Bond",
1592 "_type": "Extraordinary Ability",
1593 "_sourcetext": "Alchemist"
1594 },
1595 {
1596 "description": "The creature treats any kind of cloud or fog as if it were solid.",
1597 "specsource": "Griffon",
1598 "_name": "Cloud Walker (Su)",
1599 "_shortname": "Cloud Walker",
1600 "_type": "Supernatural Ability",
1601 "_sourcetext": "Griffon"
1602 },
1603 {
1604 "description": "When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.\n\nNote: An infused extract can be represented with the Custom Scroll option on the Magic Tab.",
1605 "specsource": [
1606 "Alchemist",
1607 "Investigator",
1608 "Thuvian Alchemist"
1609 ],
1610 "_name": "Infusion",
1611 "_shortname": "Infusion",
1612 "_sourcetext": "Alchemist, Investigator, Thuvian Alchemist"
1613 },
1614 {
1615 "description": "These thick leather cords wrap around the wearer’s biceps and shoulders; when worn, they make the muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity (see Pathfinder RPG Core Rulebook page 171). This bonus does not apply to combat, breaking items, or any other Strength-related rolls except the amount of equipment or material the wearer can carry.\n\nConstruction\nRequirements Craft Wondrous Item, bull’s strength; Cost 500 gp",
1616 "_name": "Muleback cords",
1617 "_shortname": "Muleback cords"
1618 },
1619 {
1620 "description": "Add this item to create a potion of a chosen spell.",
1621 "_name": "Potion of ablative barrier (CL 10th)",
1622 "_shortname": " (CL 10)"
1623 },
1624 {
1625 "description": "Add this item to create a potion of a chosen spell.",
1626 "_name": "Potion of barkskin (CL 12th)",
1627 "_shortname": " (CL 12)"
1628 },
1629 {
1630 "description": "Your prey aspect grants you a stronger connection to otherwordly powers. Your caster level in any divine spellcasting class is increased by 1, to a maximum of your total hit dice. In addition, your effective level for the effects of domains, mysteries, and blessings is increased by 1. This does not give early access to abilities.",
1631 "_name": "Prey Sanctity",
1632 "_shortname": "Prey Sanctity"
1633 },
1634 {
1635 "description": "An alchemist with this discovery learns how to craft constructs by way of alchemical research rather than arcane magic. The alchemist gains Craft Construct as a bonus feat without needing to meet its requirements. The alchemist substitutes his number of ranks in Craft (alchemy) for his total caster level and must use Craft (alchemy) to create the construct. The DC to create the construct still increases for any necessary spells that the alchemist does not have access to (Pathfinder RPG Core Rulebook 549). However, the alchemist can use extracts in place of spells as spell prerequisites. An alchemist must be at least 6th level before selecting this discovery.",
1636 "specsource": "Alchemist",
1637 "_name": "Promethean Disciple (Su)",
1638 "_shortname": "Promethean Disciple",
1639 "_type": "Supernatural Ability",
1640 "_sourcetext": "Alchemist"
1641 },
1642 {
1643 "description": "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.\n\nAt 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.",
1644 "specsource": "Alchemist",
1645 "_name": "Swift Alchemy (Ex)",
1646 "_shortname": "Swift Alchemy",
1647 "_type": "Extraordinary Ability",
1648 "_sourcetext": "Alchemist"
1649 },
1650 {
1651 "description": "At 2nd level, a tinkerer can spend 1 hour working on her clockwork spy familiar to enhance it with one of the options from the following list. At 5th level, the tinkerer can choose a second option from the list. The same option cannot be chosen twice.\n\nA tinkerer can change the enhancements applied to her familiar, but doing so takes 1 hour of work per enhancement she wishes to change.\n\n• The clockwork spy familiar gains DR 2/adamantine.\n\n• The clockwork spy familiar gains resist cold 5.\n\n• The clockwork spy familiar gains resist fire 5.\n\n• The clockwork spy’s slam attack deals 1d3 points of damage.\n\n• The clockwork spy gains a +5 alchemical bonus on Stealth checks.\n\n• The clockwork spy gains darkvision 120 feet.\n\n• The clockwork spy gains a +2 resistance bonus on Reflex saving throws.\n\n• The clockwork spy gains a +2 resistance bonus on Will saving throws.\n\n• The clockwork spy gains a +2 natural armor bonus.\n\n• The clockwork familiar’s maneuverability is average.\n\n• This ability replaces poison resistance +2, poison use, and poison resistance +4.",
1652 "specsource": "Alchemist",
1653 "_name": "Tinkering (2 enhancements) (Ex)",
1654 "_shortname": "Tinkering",
1655 "_type": "Extraordinary Ability",
1656 "_sourcetext": "Alchemist"
1657 },
1658 {
1659 "description": "Pegasus ponies and other related creatures can fly using wings. These winged creatures can only fly in light armor; anything heavier grounds them. All of these aspects of winged flight can be improved with a variety of feats.",
1660 "specsource": "Griffon",
1661 "_name": "Winged Flight (Ex)",
1662 "_shortname": "Winged Flight",
1663 "_type": "Extraordinary Ability",
1664 "_sourcetext": "Griffon"
1665 }
1666 ]
1667 },
1668 "spellsknown": "",
1669 "spellsmemorized": {
1670 "spell": [
1671 {
1672 "description": "Once during this spell's duration, you can spit a viscous liquid as a standard action. This liquid functions as a tanglefoot bag, except you do not have to make a successful attack roll to hit your target. The DCs to counteract this adhesive (to avoid being stuck to the floor, to fly, to break the adhesive, or to cast a spell) use the spell's DC rather than a tanglefoot bag's normal DCs. The adhesive persists for 2d4 rounds after you spit it.",
1673 "spellcomp": [
1674 "Verbal",
1675 "Somatic"
1676 ],
1677 "spellschool": "Conjuration",
1678 "spellsubschool": "Creation",
1679 "_name": "Adhesive Spittle",
1680 "_level": "1",
1681 "_class": "Alchemist",
1682 "_casttime": "1 action",
1683 "_range": "15 ft.",
1684 "_target": "one creature",
1685 "_area": "",
1686 "_effect": "",
1687 "_duration": "1 round/level or until discharged (see text)",
1688 "_save": "DC 14 Reflex partial",
1689 "_resist": "no",
1690 "_dc": "14",
1691 "_casterlevel": "6",
1692 "_componenttext": "Verbal, Somatic",
1693 "_schooltext": "Conjuration",
1694 "_subschooltext": "Creation",
1695 "_descriptortext": "",
1696 "_savetext": "Reflex partial",
1697 "_resisttext": "No",
1698 "_castsleft": "1"
1699 },
1700 {
1701 "description": "This extract causes a pale aura to emanate from your mouth. If you consume a potion or elixir on the round following the consumption of this extract, you can spit it back into its container as a free action. You gain all the benefits of the potion or elixir, but it is not consumed. You can only gain the benefits of one potion or elixir in this way per use of this extract.",
1702 "spellcomp": "Somatic",
1703 "spellschool": "Transmutation",
1704 "_name": "Alchemical Allocation (x2)",
1705 "_level": "2",
1706 "_class": "Alchemist",
1707 "_casttime": "1 action",
1708 "_range": "personal",
1709 "_target": "you",
1710 "_area": "",
1711 "_effect": "",
1712 "_duration": "1 round",
1713 "_save": "",
1714 "_resist": "",
1715 "_dc": "15",
1716 "_casterlevel": "6",
1717 "_componenttext": "Somatic",
1718 "_schooltext": "Transmutation",
1719 "_subschooltext": "",
1720 "_descriptortext": "",
1721 "_savetext": "",
1722 "_resisttext": "",
1723 "_castsleft": "2"
1724 },
1725 {
1726 "description": "This extract allows you to throw weapons farther and more accurately. While this extract is in effect, increase the range of any thrown weapon by 10 feet. In addition, you receive a +1 insight bonus on attack rolls made with thrown weapons.",
1727 "spellcomp": "Somatic",
1728 "spellschool": "Transmutation",
1729 "_name": "Bomber's Eye",
1730 "_level": "1",
1731 "_class": "Alchemist",
1732 "_casttime": "1 action",
1733 "_range": "personal",
1734 "_target": "you",
1735 "_area": "",
1736 "_effect": "",
1737 "_duration": "1 round/level",
1738 "_save": "",
1739 "_resist": "",
1740 "_dc": "14",
1741 "_casterlevel": "6",
1742 "_componenttext": "Somatic",
1743 "_schooltext": "Transmutation",
1744 "_subschooltext": "",
1745 "_descriptortext": "",
1746 "_savetext": "",
1747 "_resisttext": "",
1748 "_castsleft": "0"
1749 },
1750 {
1751 "description": "The target is struck by inspiration and gains a +5 luck bonus on its next Craft skill check.",
1752 "spellcomp": [
1753 "Verbal",
1754 "Somatic",
1755 "Focus"
1756 ],
1757 "spellschool": "Transmutation",
1758 "_name": "Crafter's Fortune",
1759 "_level": "1",
1760 "_class": "Alchemist",
1761 "_casttime": "1 action",
1762 "_range": "close (25 + 5 ft./2 levels)",
1763 "_target": "one creature",
1764 "_area": "",
1765 "_effect": "",
1766 "_duration": "1 day/level or until discharged (D)",
1767 "_save": "DC 14 Will negates (harmless)",
1768 "_resist": "yes (harmless)",
1769 "_dc": "14",
1770 "_casterlevel": "6",
1771 "_componenttext": "Verbal, Somatic, Focus",
1772 "_schooltext": "Transmutation",
1773 "_subschooltext": "",
1774 "_descriptortext": "",
1775 "_savetext": "Will negates",
1776 "_resisttext": "Yes",
1777 "_castsleft": "0"
1778 },
1779 {
1780 "description": "When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.",
1781 "spellcomp": [
1782 "Verbal",
1783 "Somatic"
1784 ],
1785 "spellschool": "Conjuration",
1786 "spellsubschool": "Healing",
1787 "_name": "Cure Light Wounds",
1788 "_level": "1",
1789 "_class": "Alchemist",
1790 "_casttime": "1 action",
1791 "_range": "touch",
1792 "_target": "creature touched",
1793 "_area": "",
1794 "_effect": "",
1795 "_duration": "instantaneous",
1796 "_save": "Will half (harmless); see text",
1797 "_resist": "yes (harmless); see text",
1798 "_dc": "14",
1799 "_casterlevel": "6",
1800 "_componenttext": "Verbal, Somatic",
1801 "_schooltext": "Conjuration",
1802 "_subschooltext": "Healing",
1803 "_descriptortext": "",
1804 "_savetext": "Harmless, See Text, Will half",
1805 "_resisttext": "Yes",
1806 "_castsleft": "0"
1807 },
1808 {
1809 "description": "This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size. A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it - the spell cannot be used to crush a creature by increasing its size. All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see page 145). Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell. Multiple magical effects that increase size do not stack.\n\nEnlarge person counters and dispels reduce person.\n\nEnlarge person can be made permanent with a permanency spell.",
1810 "spellcomp": [
1811 "Verbal",
1812 "Somatic",
1813 "Material"
1814 ],
1815 "spellschool": "Transmutation",
1816 "_name": "Enlarge Person",
1817 "_level": "1",
1818 "_class": "Alchemist",
1819 "_casttime": "1 round",
1820 "_range": "close (25 + 5 ft./2 levels)",
1821 "_target": "one humanoid creature",
1822 "_area": "",
1823 "_effect": "",
1824 "_duration": "1 min./level (D)",
1825 "_save": "DC 14 Fortitude negates",
1826 "_resist": "yes",
1827 "_dc": "14",
1828 "_casterlevel": "6",
1829 "_componenttext": "Verbal, Somatic, Material",
1830 "_schooltext": "Transmutation",
1831 "_subschooltext": "",
1832 "_descriptortext": "",
1833 "_savetext": "Fortitude negates",
1834 "_resisttext": "Yes",
1835 "_castsleft": "1"
1836 },
1837 {
1838 "description": "This spell increases your base land speed by 30 feet. This adjustment is treated as an enhancement bonus. There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Acrobatics skill).",
1839 "spellcomp": [
1840 "Verbal",
1841 "Somatic"
1842 ],
1843 "spellschool": "Transmutation",
1844 "_name": "Expeditious Retreat",
1845 "_level": "1",
1846 "_class": "Alchemist",
1847 "_casttime": "1 action",
1848 "_range": "personal",
1849 "_target": "you",
1850 "_area": "",
1851 "_effect": "",
1852 "_duration": "1 min./level (D)",
1853 "_save": "",
1854 "_resist": "",
1855 "_dc": "14",
1856 "_casterlevel": "6",
1857 "_componenttext": "Verbal, Somatic",
1858 "_schooltext": "Transmutation",
1859 "_subschooltext": "",
1860 "_descriptortext": "",
1861 "_savetext": "",
1862 "_resisttext": "",
1863 "_castsleft": "0"
1864 },
1865 {
1866 "description": "Up to thrice during this spell's duration, you can belch forth a cone of fire as a standard action. The first cone deals 4d6 points of fire damage to every creature in the area. The second cone of flame deals 2d6 points of fire damage to every creature in the area. The third cone of flame deals 1d6 points of fire damage to every creature in the area. A successful Reflex save halves this damage. After the third cone of flame, the spell ends.",
1867 "spellcomp": [
1868 "Verbal",
1869 "Somatic",
1870 "Material"
1871 ],
1872 "spellschool": [
1873 "Evocation",
1874 "Fire Elemental"
1875 ],
1876 "spelldescript": "Fire",
1877 "_name": "Fire Breath",
1878 "_level": "2",
1879 "_class": "Alchemist",
1880 "_casttime": "1 action",
1881 "_range": "15 ft.",
1882 "_target": "",
1883 "_area": "cone-shaped burst",
1884 "_effect": "",
1885 "_duration": "1 round/level or until discharged; see text",
1886 "_save": "DC 15 Reflex half; see text",
1887 "_resist": "yes",
1888 "_dc": "15",
1889 "_casterlevel": "6",
1890 "_componenttext": "Verbal, Somatic, Material",
1891 "_schooltext": "Evocation, Fire Elemental",
1892 "_subschooltext": "",
1893 "_descriptortext": "Fire",
1894 "_savetext": "Reflex half, See Text",
1895 "_resisttext": "Yes",
1896 "_castsleft": "0"
1897 },
1898 {
1899 "description": "You cast this spell as you draw out a consumable alchemical item to use. The object must be an alchemical item, but not a dose of disease, a poison, a magic potion, or another type of consumable item. The item divides itself into two nearly identical copies and the newly separated one is delivered into your hand. The new item functions as the original in all ways except the copied item suffers a slight reduction in quality. Saves against the new alchemical item’s affects use the original item’s save DC or the save DC of this spell, whichever is higher.",
1900 "spellcomp": [
1901 "Verbal",
1902 "Somatic",
1903 "Material"
1904 ],
1905 "spellschool": "Transmutation",
1906 "_name": "Full Pouch",
1907 "_level": "2",
1908 "_class": "Alchemist",
1909 "_casttime": "1 swift action",
1910 "_range": "touch",
1911 "_target": "1 object touched",
1912 "_area": "",
1913 "_effect": "",
1914 "_duration": "instantaneous",
1915 "_save": "DC 15 Fortitude negates (object)",
1916 "_resist": "no",
1917 "_dc": "15",
1918 "_casterlevel": "6",
1919 "_componenttext": "Verbal, Somatic, Material",
1920 "_schooltext": "Transmutation",
1921 "_subschooltext": "",
1922 "_descriptortext": "",
1923 "_savetext": "Fortitude negates, Object",
1924 "_resisttext": "No",
1925 "_castsleft": "1"
1926 },
1927 {
1928 "description": "Your arms temporarily grow in length, increasing your reach with those limbs by 5 feet.",
1929 "spellcomp": [
1930 "Verbal",
1931 "Somatic"
1932 ],
1933 "spellschool": "Transmutation",
1934 "_name": "Long Arm",
1935 "_level": "1",
1936 "_class": "Alchemist",
1937 "_casttime": "1 action",
1938 "_range": "personal",
1939 "_target": "you",
1940 "_area": "",
1941 "_effect": "",
1942 "_duration": "1 minute/level (D)",
1943 "_save": "",
1944 "_resist": "",
1945 "_dc": "14",
1946 "_casterlevel": "6",
1947 "_componenttext": "Verbal, Somatic",
1948 "_schooltext": "Transmutation",
1949 "_subschooltext": "",
1950 "_descriptortext": "",
1951 "_savetext": "",
1952 "_resisttext": "",
1953 "_castsleft": "1"
1954 },
1955 {
1956 "description": "By standing completely still in a mesmerizing pose of your choice, your skin shines and your teeth sparkle in such a way that you cause your opponents to become fascinated with you. You may fascinate 1d4 +1/level (maximum 10) total HD of creatures. Fascinated creatures will stop what they are doing and stare at you for the duration of this extract as long as you do nothing other than pose and sparkly beautifully. Creatures must be able to fully see you to be affected by this extract. A creature that succeeds on its Will save against this effect is immune to it for another 24 hours",
1957 "spellcomp": "Somatic",
1958 "spellschool": "Enchantment",
1959 "spellsubschool": "Compulsion",
1960 "spelldescript": "Mind-Affecting",
1961 "_name": "Peacock Pose",
1962 "_level": "1",
1963 "_class": "Alchemist",
1964 "_casttime": "1 action",
1965 "_range": "close (25 + 5 ft./2 levels)",
1966 "_target": "several living creatures, no two of which may be more than 30 ft. apart",
1967 "_area": "",
1968 "_effect": "",
1969 "_duration": "1d4 rounds plus 1 round/level after 1st (maximum 10 rounds)",
1970 "_save": "DC 14 Will negates",
1971 "_resist": "yes",
1972 "_dc": "14",
1973 "_casterlevel": "6",
1974 "_componenttext": "Somatic",
1975 "_schooltext": "Enchantment",
1976 "_subschooltext": "Compulsion",
1977 "_descriptortext": "Mind-Affecting",
1978 "_savetext": "Will negates",
1979 "_resisttext": "Yes",
1980 "_castsleft": "1"
1981 },
1982 {
1983 "description": "You momentarily become a shadow, able to slide under a door, through a keyhole, or any other tiny opening. All of your equipment is transformed with you, and you can move up to your full running speed during the spell's duration.\n\nIf you return to your normal size while in a space too small for you (such as a mouse hole, sewer pipe, or the like), you suffer 3d6 hp damage while creating a space just big enough to fit into. You can cast spells without somatic components, and you can speak and breathe while in such a space. If the duration ends with you within a keyhole or door, it breaks and you take damage equal to the object's hardness.",
1984 "spellcomp": [
1985 "Verbal",
1986 "Material"
1987 ],
1988 "spellschool": [
1989 "Transmutation",
1990 "Illumination"
1991 ],
1992 "spelldescript": "Shadow",
1993 "_name": "Slither",
1994 "_level": "2",
1995 "_class": "Alchemist",
1996 "_casttime": "1 action",
1997 "_range": "personal",
1998 "_target": "you",
1999 "_area": "",
2000 "_effect": "",
2001 "_duration": "1 round",
2002 "_save": "",
2003 "_resist": "",
2004 "_dc": "15",
2005 "_casterlevel": "6",
2006 "_componenttext": "Verbal, Material",
2007 "_schooltext": "Transmutation, Illumination",
2008 "_subschooltext": "",
2009 "_descriptortext": "Shadow",
2010 "_savetext": "",
2011 "_resisttext": "",
2012 "_castsleft": "0"
2013 },
2014 {
2015 "description": "You perform a ritual that marks one unattended magic item (including weapons and armor) with a clearly visible stain of your blood. The exact appearance of the bloodstain is up to you, but the magic item's abilities do not function for anyone else as long as the bloodstain remains on it.\n\nFor example, a +1 flaming kukri with a vital mark is a non-magical kukri in anyone's hands. It only functions as a +1 flaming weapon for the caster who placed the bloodstain upon it.\n\nThis spell can be made permanent with the permanency spell for a cost of 5,000 gp and minimum level 10th.\n\nA vital mark can be removed with spells such as dispel magic.",
2016 "spellcomp": [
2017 "Verbal",
2018 "Somatic"
2019 ],
2020 "spellschool": "Transmutation",
2021 "_name": "Vital Mark",
2022 "_level": "2",
2023 "_class": "Alchemist",
2024 "_casttime": "10 minutes",
2025 "_range": "touch",
2026 "_target": "item touched",
2027 "_area": "",
2028 "_effect": "",
2029 "_duration": "24 hours",
2030 "_save": "none",
2031 "_resist": "no",
2032 "_dc": "15",
2033 "_casterlevel": "6",
2034 "_componenttext": "Verbal, Somatic",
2035 "_schooltext": "Transmutation",
2036 "_subschooltext": "",
2037 "_descriptortext": "",
2038 "_savetext": "None",
2039 "_resisttext": "No",
2040 "_castsleft": "0"
2041 },
2042 {
2043 "description": "The nature of all bombs you create and throw during this extract's duration is changed.\n\nWhen you throw a bomb and hit a direct target, black tendrils of necromantic energy writhe out from the bomb. These tendrils suck the strength from the target, and it takes a penalty to Strength equal to 1d4+1/ two levels (maximum 1d4 +4). A successful Fortitude save reduces this penalty by half. This penalty to Strength lasts for 1 round/level. Multiple penalties assessed in this way do not stack; instead, when multiple withering bomb admixtures effect a target, apply only the largest penalty.\n\nWhen you throw a bomb while this extract is in effect and you miss your target, the tendrils are not released. You must target a creature and not a square for the tendrils to be released.\n\nThis extract has no effect on any discoveries that modify your bombs, and you can only have one admixture effect (formula with the word \"bomb admixture\" in its title) active at a time. If you drink another bomb admixture, the effects of the former bomb admixture end and the new admixture becomes active.",
2044 "spellcomp": "Somatic",
2045 "spellschool": "Necromancy",
2046 "_name": "Withering Bomb Admixture",
2047 "_level": "1",
2048 "_class": "Alchemist",
2049 "_casttime": "1 action",
2050 "_range": "personal",
2051 "_target": "you",
2052 "_area": "",
2053 "_effect": "",
2054 "_duration": "1 round/level",
2055 "_save": "",
2056 "_resist": "",
2057 "_dc": "14",
2058 "_casterlevel": "6",
2059 "_componenttext": "Somatic",
2060 "_schooltext": "Necromancy",
2061 "_subschooltext": "",
2062 "_descriptortext": "",
2063 "_savetext": "",
2064 "_resisttext": "",
2065 "_castsleft": "0"
2066 }
2067 ]
2068 },
2069 "spellbook": "",
2070 "spellclasses": {
2071 "spellclass": {
2072 "spelllevel": [
2073 {
2074 "_level": "0",
2075 "_maxcasts": "0",
2076 "_used": "0"
2077 },
2078 {
2079 "_level": "1",
2080 "_maxcasts": "5",
2081 "_used": "4"
2082 },
2083 {
2084 "_level": "2",
2085 "_maxcasts": "4",
2086 "_used": "3"
2087 }
2088 ],
2089 "_name": "Alchemist (Tinkerer)",
2090 "_maxspelllevel": "2",
2091 "_spells": "Spellbook"
2092 }
2093 },
2094 "journals": {
2095 "journal": [
2096 {
2097 "description": "",
2098 "_name": "Title",
2099 "_gamedate": "0",
2100 "_realdate": "20200107",
2101 "_xp": "8000",
2102 "_pp": "0",
2103 "_gp": "0",
2104 "_sp": "0",
2105 "_cp": "0",
2106 "_cn1": "0",
2107 "_cn2": "0",
2108 "_cn3": "0",
2109 "_cn4": "0",
2110 "_prestigeaward": "0",
2111 "_prestigespend": "0"
2112 },
2113 {
2114 "description": "",
2115 "_name": "Title",
2116 "_gamedate": "0",
2117 "_realdate": "20200107",
2118 "_xp": "0",
2119 "_pp": "0",
2120 "_gp": "0",
2121 "_sp": "0",
2122 "_cp": "0",
2123 "_cn1": "0",
2124 "_cn2": "0",
2125 "_cn3": "0",
2126 "_cn4": "0",
2127 "_prestigeaward": "0",
2128 "_prestigespend": "0"
2129 },
2130 {
2131 "description": "",
2132 "_name": "Title",
2133 "_gamedate": "0",
2134 "_realdate": "20200107",
2135 "_xp": "0",
2136 "_pp": "0",
2137 "_gp": "0",
2138 "_sp": "0",
2139 "_cp": "0",
2140 "_cn1": "0",
2141 "_cn2": "0",
2142 "_cn3": "0",
2143 "_cn4": "0",
2144 "_prestigeaward": "0",
2145 "_prestigespend": "0"
2146 },
2147 {
2148 "description": "",
2149 "_name": "Title",
2150 "_gamedate": "0",
2151 "_realdate": "20200107",
2152 "_xp": "0",
2153 "_pp": "0",
2154 "_gp": "0",
2155 "_sp": "0",
2156 "_cp": "0",
2157 "_cn1": "0",
2158 "_cn2": "0",
2159 "_cn3": "0",
2160 "_cn4": "0",
2161 "_prestigeaward": "0",
2162 "_prestigespend": "0"
2163 },
2164 {
2165 "description": "",
2166 "_name": "Title",
2167 "_gamedate": "0",
2168 "_realdate": "20200107",
2169 "_xp": "0",
2170 "_pp": "0",
2171 "_gp": "0",
2172 "_sp": "0",
2173 "_cp": "0",
2174 "_cn1": "0",
2175 "_cn2": "0",
2176 "_cn3": "0",
2177 "_cn4": "0",
2178 "_prestigeaward": "0",
2179 "_prestigespend": "0"
2180 }
2181 ]
2182 },
2183 "images": {
2184 "image": {
2185 "_filename": "Gyro_6-image001.png"
2186 }
2187 },
2188 "validation": {
2189 "report": "Sphinx: Language may not be taken as starting language.; Background: You are heavier than normal for your race. Normal weight maximum: 278 lbs.; Alchemist (Tinkerer): Memorize more spells!",
2190 "validmessage": [
2191 "Error: Sphinx: Language may not be taken as starting language.",
2192 "Warning: Background: You are heavier than normal for your race. Normal weight maximum: 278 lbs.",
2193 "Error: Alchemist (Tinkerer): Memorize more spells!"
2194 ]
2195 },
2196 "settings": {
2197 "_summary": "User Content: Ponyfinder A Clockwork Equine, Ponyfinder A Subtle Change, Ponyfinder ACG Favored Classes, Ponyfinder Beachside Fun, Ponyfinder Born to Magic, Ponyfinder Campaign Setting, Ponyfinder Cave Fliers, Ponyfinder Children of Bones, Ponyfinder Day and Night, Ponyfinder Down to Earth, Ponyfinder Earning Your Stripes, Ponyfinder Forgotten Gods of Everglow, Ponyfinder From Chaos, Order, Ponyfinder Ghost of a Chance, Ponyfinder Griffons of Everglow, Ponyfinder Living Large, Ponyfinder Occult Favored Classes, Ponyfinder Pegasi of Everglow, Ponyfinder Place in the Sun, Ponyfinder Small Packages; User Content -> Community Pack (v1.20) -> Third Party Products -> Rogue Genius Games: RGG - Phosonith the Cruel Charmer; User Content -> Community Pack (v1.20) -> Third Party Products -> Rogue Genius Games -> RGG - Ultimate Options: RGG - Bardic Masterpieces; User Content -> Community Pack (v1.20) -> GM Section -> Green Ronin: GR - Advanced Bestiary; Advanced Class Guide: Advanced Class Guide; Advanced Player's Guide: Advanced Player's Guide, Advanced Player's Guide Familiars, Advanced Player's Guide Traits, Advanced Player's Guide New Combat Maneuvers; Advanced Race Guide: Advanced Race Guide, Race Builder; Horror Adventures: Horror Adventures; Occult Adventures: Occult Adventures; Pathfinder Unchained -> Chapter 1: Classes: Unchained Classes; Ultimate Campaign: Ultimate Campaign; Ultimate Campaign -> Ultimate Campaign Character Backgrounds: Unrestricted Traits & Drawbacks; Ultimate Combat: Ultimate Combat, Ultimate Combat Called Shots; Ultimate Equipment: Ultimate Equipment; Ultimate Intrigue: Ultimate Intrigue; Ultimate Magic: Ultimate Magic, Ultimate Magic Familiars, Words of Power; Ultimate Wilderness: Ultimate Wilderness; Bestiary: Bestiary, Bestiary 2, Bestiary 3, Bestiary 4, Bestiary Familiars, Bestiary Free Content, Bonus Bestiary; Green Ronin Publishing -> Bestiaries: Advanced Bestiary; Hammerdog Games: The Grande Temple of Jing; Kobold Press: Kobold Quarterly; Kobold Press -> Deep Magic: Deep Magic; Kobold Press -> Midgard Adventures: Halls of the Mountain-King; Kobold Press -> Midgard Player's Guides: Midgard Player's Guide; Realm Works: Realm Works - Isle of Kandril; Player Companion: Advanced Class Origins, Adventurer's Armory, Adventurer's Armory 2, Agents of Evil, Andoran, Spirit of Liberty, Animal Archive, Arcane Anthology, Armor Master's Handbook, Black Markets, Blood of Shadows, Blood of the Ancients, Blood of the Beast, Blood of the Sea, Champions of Corruption, Champions of Purity, Cheliax, Empire of Devils, Cohorts and Companions, Demon Hunter's Handbook, Dirty Tactics Toolbox, Disciple's Doctrine, Divine Anthology, Dragon Empires Primer, Dragonslayer's Handbook, Dungeoneer's Handbook, Faiths and Philosophies, Faiths of Balance, Faiths of Corruption, Faiths of Purity, Familiar Folio, Giant Hunter's Handbook, Haunted Heroes Handbook, Healer's Handbook, Heroes from the Fringe, Heroes of Golarion, Heroes of the High Court, Heroes of the Streets, Heroes of the Wild, Inner Sea Primer, Kobolds of Golarion, Legacy of Dragons, Magic Tactics Toolbox, Martial Arts Handbook, Melee Tactics Toolbox, Merchant's Manifest, Monster Summoner's Handbook, Occult Origins, Pathfinder Society Primer, Paths of the Righteous, Pirates of the Inner Sea, Plane-Hopper's Handbook, Potions & Poisons, Quests & Campaigns, Ranged Tactics Toolbox, Sargava, the Lost Colony, Spymaster's Handbook, Weapon Master's Handbook, Wilderness Origins; Campaign Setting: Book of the Damned 1: Princes of Darkness, Cities of Golarion, Classic Horrors Revisited, Classic Treasures Revisited, Construct Handbook, Faiths of Golarion, Giants Revisited, Guide to the River Kingdoms, Inner Sea Gods, Inner Sea Intrigue, Inner Sea World Guide, Lost Kingdoms, Magnimar, City of Monuments, Numeria, Land of Fallen Stars, Occult Mysteries, Path of the Hellknight, Paths of Prestige, Sandpoint, Light of the Lost Coast, Technology Guide; Miscellaneous Content: Character Traits Web Enhancement, Core Rulebook Deities, GameMastery Guide, Paizo Blog; Pathfinder Modules: Daughters of Fury, Doom Comes to Dustpawn, Fangwood Keep, Murder's Mark, No Response from Deepmar, Plunder and Peril, Tears at Bitter Manor, The Dragon's Demand, The Emerald Spire, The Harrowing, The Midnight Mirror; Pathfinder Adventure Paths: Carrion Crown, Council of Thieves, Curse of the Crimson Throne, Giantslayer, Hell's Rebels, Hell's Vengeance, Iron Gods, Ironfang Invasion, Jade Regent, Kingmaker, Mummy's Mask, Reign of Winter, Return of the Runelords, Rise of the Runelords Anniversary Edition, Ruins of Azlant, Serpent's Skull, Shattered Star, Skull & Shackles, Strange Aeons, Tyrant's Grasp, War for the Crown, Wrath of the Righteous; Prior SRD Content: d20 SRD Animals, d20 SRD Magic Items, d20 SRD Spells, Open Content from Unearthed Arcana; Advancement Speed: Medium Advancement; Firearm Availability: Emerging Guns; Experimental Options: Don't show statblock summary window; Optional Rules -> C"
2198 },
2199 "minions": {
2200 "character": {
2201 "race": {
2202 "_racetext": "clockwork familiar (valet)",
2203 "_name": "clockwork familiar (valet)",
2204 "_ethnicity": ""
2205 },
2206 "alignment": {
2207 "_name": "True Neutral"
2208 },
2209 "templates": {
2210 "_summary": "Clockwork Familiar (Valet) +3"
2211 },
2212 "size": {
2213 "space": {
2214 "_text": "2½'",
2215 "_value": "2.5"
2216 },
2217 "reach": {
2218 "_text": "0'",
2219 "_value": "0"
2220 },
2221 "_name": "Tiny"
2222 },
2223 "deity": {
2224 "_name": "The Sun Queen"
2225 },
2226 "challengerating": {
2227 "_value": "2",
2228 "_text": "CR 2"
2229 },
2230 "xpaward": {
2231 "_value": "600",
2232 "_text": "600 XP"
2233 },
2234 "classes": {
2235 "_level": "0",
2236 "_summary": "",
2237 "_summaryabbr": ""
2238 },
2239 "factions": "",
2240 "types": {
2241 "type": {
2242 "_name": "Construct",
2243 "_active": "yes"
2244 }
2245 },
2246 "subtypes": {
2247 "subtype": {
2248 "_name": "Clockwork"
2249 }
2250 },
2251 "heropoints": {
2252 "_enabled": "no",
2253 "_total": "0"
2254 },
2255 "senses": {
2256 "special": [
2257 {
2258 "description": "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.",
2259 "_name": "Darkvision (120 feet)",
2260 "_shortname": "Darkvision 120 ft."
2261 },
2262 {
2263 "description": "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.",
2264 "_name": "Low-Light Vision",
2265 "_shortname": "Low-Light Vision"
2266 }
2267 ]
2268 },
2269 "auras": "",
2270 "favoredclasses": "",
2271 "health": {
2272 "_hitdice": "3d10",
2273 "_hitpoints": "22",
2274 "_damage": "0",
2275 "_nonlethal": "0",
2276 "_currenthp": "22"
2277 },
2278 "xp": {
2279 "_total": "0"
2280 },
2281 "money": {
2282 "_total": "0",
2283 "_pp": "0",
2284 "_gp": "0",
2285 "_sp": "0",
2286 "_cp": "0",
2287 "_cn1": "0",
2288 "_cn2": "0",
2289 "_cn3": "0",
2290 "_cn4": "0",
2291 "_valuables": "0"
2292 },
2293 "personal": {
2294 "description": "",
2295 "charheight": {
2296 "_text": "0'",
2297 "_value": "0"
2298 },
2299 "charweight": {
2300 "_text": "0 lb.",
2301 "_value": "0"
2302 },
2303 "_gender": "",
2304 "_age": "0",
2305 "_hair": "",
2306 "_eyes": "",
2307 "_skin": ""
2308 },
2309 "languages": {
2310 "language": {
2311 "_name": "Common",
2312 "_useradded": "no"
2313 },
2314 "special": {
2315 "description": "If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.",
2316 "specsource": "Familiar Benefits",
2317 "_name": "Speak with Master (Ex)",
2318 "_shortname": "Speak with Master",
2319 "_type": "Extraordinary Ability",
2320 "_sourcetext": "Familiar Benefits"
2321 }
2322 },
2323 "attributes": {
2324 "attribute": [
2325 {
2326 "attrvalue": {
2327 "_text": "10",
2328 "_base": "10",
2329 "_modified": "10"
2330 },
2331 "attrbonus": {
2332 "_text": "0",
2333 "_base": "+0",
2334 "_modified": "+0"
2335 },
2336 "situationalmodifiers": {
2337 "_text": ""
2338 },
2339 "_name": "Strength"
2340 },
2341 {
2342 "attrvalue": {
2343 "_text": "14",
2344 "_base": "14",
2345 "_modified": "14"
2346 },
2347 "attrbonus": {
2348 "_text": "+2",
2349 "_base": "+2",
2350 "_modified": "+2"
2351 },
2352 "situationalmodifiers": {
2353 "_text": ""
2354 },
2355 "_name": "Dexterity"
2356 },
2357 {
2358 "attrvalue": {
2359 "_text": "-",
2360 "_base": "10",
2361 "_modified": "0"
2362 },
2363 "attrbonus": {
2364 "_text": "0",
2365 "_base": "+0",
2366 "_modified": "+0"
2367 },
2368 "situationalmodifiers": {
2369 "_text": ""
2370 },
2371 "_name": "Constitution"
2372 },
2373 {
2374 "attrvalue": {
2375 "_text": "11",
2376 "_base": "11",
2377 "_modified": "11"
2378 },
2379 "attrbonus": {
2380 "_text": "0",
2381 "_base": "+0",
2382 "_modified": "+0"
2383 },
2384 "situationalmodifiers": {
2385 "_text": ""
2386 },
2387 "_name": "Intelligence"
2388 },
2389 {
2390 "attrvalue": {
2391 "_text": "13",
2392 "_base": "13",
2393 "_modified": "13"
2394 },
2395 "attrbonus": {
2396 "_text": "+1",
2397 "_base": "+1",
2398 "_modified": "+1"
2399 },
2400 "situationalmodifiers": {
2401 "_text": ""
2402 },
2403 "_name": "Wisdom"
2404 },
2405 {
2406 "attrvalue": {
2407 "_text": "11",
2408 "_base": "11",
2409 "_modified": "11"
2410 },
2411 "attrbonus": {
2412 "_text": "0",
2413 "_base": "+0",
2414 "_modified": "+0"
2415 },
2416 "situationalmodifiers": {
2417 "_text": ""
2418 },
2419 "_name": "Charisma"
2420 }
2421 ]
2422 },
2423 "saves": {
2424 "save": [
2425 {
2426 "situationalmodifiers": {
2427 "_text": ""
2428 },
2429 "_name": "Fortitude Save",
2430 "_abbr": "Fort",
2431 "_save": "+5",
2432 "_base": "+5",
2433 "_fromattr": "",
2434 "_fromresist": "",
2435 "_frommisc": ""
2436 },
2437 {
2438 "situationalmodifiers": {
2439 "_text": ""
2440 },
2441 "_name": "Reflex Save",
2442 "_abbr": "Ref",
2443 "_save": "+11",
2444 "_base": "+5",
2445 "_fromattr": "+2",
2446 "_fromresist": "+2",
2447 "_frommisc": "+2"
2448 },
2449 {
2450 "situationalmodifiers": {
2451 "_text": ""
2452 },
2453 "_name": "Will Save",
2454 "_abbr": "Will",
2455 "_save": "+3",
2456 "_base": "+2",
2457 "_fromattr": "+1",
2458 "_fromresist": "",
2459 "_frommisc": ""
2460 }
2461 ],
2462 "allsaves": {
2463 "situationalmodifiers": {
2464 "situationalmodifier": {
2465 "_text": "+4 sacred bonus vs. fire",
2466 "_source": "Deific Obedience"
2467 },
2468 "_text": "Deific Obedience: +4 sacred bonus vs. fire"
2469 },
2470 "_save": "+0",
2471 "_base": "",
2472 "_fromresist": "",
2473 "_frommisc": ""
2474 }
2475 },
2476 "defensive": "",
2477 "damagereduction": {
2478 "special": {
2479 "description": "You have Damage Reduction against all except Adamantine attacks.",
2480 "_name": "Damage Reduction (5/adamantine)",
2481 "_shortname": "5/adamantine"
2482 }
2483 },
2484 "immunities": {
2485 "special": [
2486 {
2487 "description": "Immunity to ability damage",
2488 "_name": "Immunity to Ability Damage",
2489 "_shortname": "ability damage"
2490 },
2491 {
2492 "description": "Immunity to ability drain",
2493 "_name": "Immunity to Ability Drain",
2494 "_shortname": "ability drain"
2495 },
2496 {
2497 "description": "You are immune to bleed.",
2498 "_name": "Immunity to Bleed",
2499 "_shortname": "bleed"
2500 },
2501 {
2502 "description": "You are immune to Death and Necromancy effects.",
2503 "_name": "Immunity to Death and Necromancy effects",
2504 "_shortname": "death and necromancy effects"
2505 },
2506 {
2507 "description": "You are immune to diseases.",
2508 "_name": "Immunity to Disease",
2509 "_shortname": "disease"
2510 },
2511 {
2512 "description": "Immune to energy drain",
2513 "_name": "Immunity to Energy Drain",
2514 "_shortname": "energy drain"
2515 },
2516 {
2517 "description": "You are immune to the exhausted condition.",
2518 "_name": "Immunity to Exhausted",
2519 "_shortname": "exhaustion"
2520 },
2521 {
2522 "description": "You are immune to the fatigued condition.",
2523 "_name": "Immunity to Fatigue",
2524 "_shortname": "fatigue"
2525 },
2526 {
2527 "description": "You are immune to Mind-Affecting effects.",
2528 "_name": "Immunity to Mind-Affecting effects",
2529 "_shortname": "mind-affecting effects"
2530 },
2531 {
2532 "description": "You are immune to Nonlethal Damage",
2533 "_name": "Immunity to Nonlethal Damage",
2534 "_shortname": "nonlethal damage"
2535 },
2536 {
2537 "description": "You are immune to paralysis.",
2538 "_name": "Immunity to Paralysis",
2539 "_shortname": "paralysis"
2540 },
2541 {
2542 "description": "You are immune to poison.",
2543 "_name": "Immunity to Poison",
2544 "_shortname": "poison"
2545 },
2546 {
2547 "description": "You are immune to sleep effects.",
2548 "_name": "Immunity to Sleep",
2549 "_shortname": "sleep"
2550 },
2551 {
2552 "description": "You are immune to being stunned.",
2553 "_name": "Immunity to Stunning",
2554 "_shortname": "stunning"
2555 }
2556 ]
2557 },
2558 "resistances": {
2559 "special": [
2560 {
2561 "description": "You have the specified Energy Resistance against Cold attacks.",
2562 "_name": "Energy Resistance, Cold (10)",
2563 "_shortname": "cold 10"
2564 },
2565 {
2566 "description": "You have the specified Energy Resistance against Fire attacks.",
2567 "_name": "Energy Resistance, Fire (10)",
2568 "_shortname": "fire 10"
2569 }
2570 ]
2571 },
2572 "weaknesses": {
2573 "special": {
2574 "description": "You are vulnerable (+50% damage) to Electricity damage.",
2575 "_name": "Vulnerability to Electricity",
2576 "_shortname": "Vulnerability to Electricity"
2577 }
2578 },
2579 "armorclass": {
2580 "situationalmodifiers": {
2581 "_text": ""
2582 },
2583 "_ac": "21",
2584 "_touch": "16",
2585 "_flatfooted": "17",
2586 "_fromarmor": "",
2587 "_fromshield": "",
2588 "_fromdexterity": "+2",
2589 "_fromwisdom": "",
2590 "_fromcharisma": "",
2591 "_fromsize": "+2",
2592 "_fromnatural": "+5",
2593 "_fromdeflect": "",
2594 "_fromdodge": "+2",
2595 "_frommisc": ""
2596 },
2597 "penalties": {
2598 "penalty": [
2599 {
2600 "_name": "Armor Check Penalty",
2601 "_text": "0",
2602 "_value": "0"
2603 },
2604 {
2605 "_name": "Max Dex Bonus",
2606 "_text": "99999",
2607 "_value": "99999"
2608 }
2609 ]
2610 },
2611 "maneuvers": {
2612 "situationalmodifiers": {
2613 "_text": ""
2614 },
2615 "maneuvertype": [
2616 {
2617 "situationalmodifiers": {
2618 "_text": ""
2619 },
2620 "_name": "Awesome Blow",
2621 "_bonus": "0",
2622 "_cmb": "+4",
2623 "_cmd": "16"
2624 },
2625 {
2626 "situationalmodifiers": {
2627 "_text": ""
2628 },
2629 "_name": "Bull Rush",
2630 "_bonus": "0",
2631 "_cmb": "+4",
2632 "_cmd": "16"
2633 },
2634 {
2635 "situationalmodifiers": {
2636 "_text": ""
2637 },
2638 "_name": "Dirty Trick",
2639 "_bonus": "0",
2640 "_cmb": "+4",
2641 "_cmd": "16"
2642 },
2643 {
2644 "situationalmodifiers": {
2645 "_text": ""
2646 },
2647 "_name": "Disarm",
2648 "_bonus": "0",
2649 "_cmb": "+4",
2650 "_cmd": "16"
2651 },
2652 {
2653 "situationalmodifiers": {
2654 "_text": ""
2655 },
2656 "_name": "Drag",
2657 "_bonus": "0",
2658 "_cmb": "+4",
2659 "_cmd": "16"
2660 },
2661 {
2662 "situationalmodifiers": {
2663 "_text": ""
2664 },
2665 "_name": "Feint",
2666 "_bonus": "0",
2667 "_cmb": "+4",
2668 "_cmd": "16"
2669 },
2670 {
2671 "situationalmodifiers": {
2672 "_text": ""
2673 },
2674 "_name": "Grapple",
2675 "_bonus": "0",
2676 "_cmb": "+4",
2677 "_cmd": "16"
2678 },
2679 {
2680 "situationalmodifiers": {
2681 "_text": ""
2682 },
2683 "_name": "Overrun",
2684 "_bonus": "0",
2685 "_cmb": "+4",
2686 "_cmd": "16"
2687 },
2688 {
2689 "situationalmodifiers": {
2690 "_text": ""
2691 },
2692 "_name": "Pull",
2693 "_bonus": "0",
2694 "_cmb": "+4",
2695 "_cmd": "16"
2696 },
2697 {
2698 "situationalmodifiers": {
2699 "_text": ""
2700 },
2701 "_name": "Push",
2702 "_bonus": "0",
2703 "_cmb": "+4",
2704 "_cmd": "16"
2705 },
2706 {
2707 "situationalmodifiers": {
2708 "_text": ""
2709 },
2710 "_name": "Reposition",
2711 "_bonus": "0",
2712 "_cmb": "+4",
2713 "_cmd": "16"
2714 },
2715 {
2716 "situationalmodifiers": {
2717 "_text": ""
2718 },
2719 "_name": "Steal",
2720 "_bonus": "0",
2721 "_cmb": "+4",
2722 "_cmd": "16"
2723 },
2724 {
2725 "situationalmodifiers": {
2726 "_text": ""
2727 },
2728 "_name": "Sunder",
2729 "_bonus": "0",
2730 "_cmb": "+4",
2731 "_cmd": "16"
2732 },
2733 {
2734 "situationalmodifiers": {
2735 "_text": ""
2736 },
2737 "_name": "Trip",
2738 "_bonus": "0",
2739 "_cmb": "+4",
2740 "_cmd": "16"
2741 }
2742 ],
2743 "_cmb": "+4",
2744 "_cmd": "16",
2745 "_cmdflatfooted": "12"
2746 },
2747 "initiative": {
2748 "situationalmodifiers": {
2749 "_text": ""
2750 },
2751 "_total": "+6",
2752 "_attrtext": "+2",
2753 "_misctext": "+0",
2754 "_attrname": "Dexterity"
2755 },
2756 "movement": {
2757 "speed": {
2758 "_text": "30'",
2759 "_value": "30"
2760 },
2761 "basespeed": {
2762 "_text": "30'",
2763 "_value": "30"
2764 }
2765 },
2766 "encumbrance": {
2767 "_carried": "0",
2768 "_encumstr": "10",
2769 "_light": "16.5",
2770 "_medium": "33",
2771 "_heavy": "50",
2772 "_level": "Light Load"
2773 },
2774 "skills": {
2775 "skill": [
2776 {
2777 "description": "You can keep your balance while traversing narrow or treacherous surfaces. You can also dive, flip, jump, and roll to avoid attacks and overcome obstacles.\n\nCheck: You can use Acrobatics to move on narrow surfaces and uneven ground without falling. A successful check allows you to move at half speed across such surfaces - only one check is needed per round. Use the following table to determine the base DC, which is then modified by the Acrobatics skill modifiers noted on page 89. While you are using Acrobatics in this way, you are considered flat-footed and lose your Dexterity bonus to your AC (if any). If you take damage while using Acrobatics, you must immediately make another Acrobatics check at the same DC to avoid falling or being knocked prone.\n\nSurface Width: Base Acrobatics DC\nGreater than 3 feet wide: 0*\n1-3 feet wide: 5*\n7-11 inches wide: 10\n2-6 inches wide 15\nLess than 2 inches wide: 20\n* No Acrobatics check is needed to move across these surfaces unless the modifiers to the surface (see page 89) increase the DC to 10 or higher.\n\nIn addition, you can move through a threatened square without provoking an attack of opportunity from an enemy by using Acrobatics. When moving in this way, you move at half speed. You can move at full speed by increasing the DC of the check by 10. You cannot use Acrobatics to move past foes if your speed is reduced due to carrying a medium or heavy load or wearing medium or heavy armor. If an ability allows you to move at full speed under such conditions, you can use Acrobatics to move past foes. You can use Acrobatics in this way while prone, but doing so requires a full-round action to move 5 feet, and the DC is increased by 5. If you attempt to move through an enemy's space and fail the check, you lose the move action and provoke an attack of opportunity.\n\nSituation: Base Acrobatics DC*\nMove through a threatened area: Opponent's Combat Maneuver Defense\nMove through an enemy's space: 5 + opponent's Combat Maneuver Defense\n* This DC is used to avoid an attack of opportunity due to movement. This DC increases by 2 for each additional opponent avoided in 1 round.\n\nFinally, you can use the Acrobatics skill to make jumps or to soften a fall. The base DC to make a jump is equal to the distance to be crossed (if horizontal) or four times the height to be reached (if vertical). These DCs double if you do not have at least 10 feet of space to get a running start. The only Acrobatics modifiers that apply are those concerning the surface you are jumping from. If you fail this check by 4 or less, you can attempt a DC 20 Reflex save to grab hold of the other side after having missed the jump. If you fail by 5 or more, you fail to make the jump and fall (or land prone, in the case of a vertical jump). Creatures with a base land speed above 30 feet receive a +4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed above 30 feet. Creatures with a base land speed below 30 feet receive a -4 racial bonus on Acrobatics checks made to jump for every 10 feet of their speed below 30 feet. No jump can allow you to exceed your maximum movement for the round. For a running jump, the result of your Acrobatics check indicates the distance traveled in the jump (and if the check fails, the distance at which you actually land and fall prone). Halve this result for a standing long jump to determine where you land.\n\nWhen you deliberately fall any distance, even as a result of a missed jump, a DC 15 Acrobatics skill check allows you to ignore the first 10 feet fallen, although you still end up prone if you take damage from a fall. See the falling rules on page 443 for further details.\n\nLong Jump: Acrobatics DC\n5 feet: 5\n10 feet: 10\n15 feet: 15\n20 feet: 20\nGreater than 20 feet: +5 per 5 feet.\n\nHigh Jump: Acrobatics DC\n1 foot: 4\n2 feet: 8\n3 feet: 12\n4 feet: 16\nGreater than 4 feet: +4 per foot\n\nMany conditions can affect your chances of success with Acrobatics checks. The following modifiers to target DCs apply to all Acrobatics skill checks. The modifiers stack with one another, but only the most severe modifier for any one condition applies.\n\nAcrobatics Modifiers: DC Modifier\nSlightly obstructed (gravel, sand): +2\nSeverely obstructed (cavern, rubble): +5\nSlightly slippery (wet): +2\nSeverely slippery (icy): +5\nSlightly sloped (less than 45°): +2\nSeverely sloped (greater than 45°): +5\nSlightly unsteady (boat in rough water): +2\nModerately unsteady (boat in a storm): +5\nSeverely unsteady (earthquake): +10\nMove at full speed on narrow or uneven surfaces: +5*\n* This does not apply to checks made to jump.\n\nContinued - Core Rulebook, pg. 87",
2778 "situationalmodifiers": {
2779 "_text": ""
2780 },
2781 "_name": "Acrobatics",
2782 "_ranks": "0",
2783 "_attrbonus": "2",
2784 "_attrname": "DEX",
2785 "_value": "2",
2786 "_armorcheck": "yes"
2787 },
2788 {
2789 "description": "You can evaluate the monetary value of an object.\n\nCheck: A DC 20 Appraise check determines the value of a common item. If you succeed by 5 or more, you also determine if the item has magic properties, although this success does not grant knowledge of the magic item's abilities. If your fail the check by less than 5, you determine the price of that item to within 20% of its actual value. If you fail this check by 5 or more, the price is wildly inaccurate, subject to GM discretion. Particularly rare or exotic items might increase the DC of this check by 5 or more.\n\nYou can also use this check to determine the most valuable item visible in a treasure hoard. The DC of this check is generally 20 but can increase to as high as 30 for a particularly large hoard.\n\nAction: Appraising an item takes 1 standard action. Determining the most valuable object in a treasure hoard takes 1 full-round action.\n\nTry Again: Additional attempts to Appraise an item reveal the same result.\n\nSpecial: A spellcaster with a raven familiar gains a +3 bonus on Appraise checks.",
2790 "situationalmodifiers": {
2791 "_text": ""
2792 },
2793 "_name": "Appraise",
2794 "_ranks": "0",
2795 "_attrbonus": "0",
2796 "_attrname": "INT",
2797 "_value": "0"
2798 },
2799 {
2800 "description": "You know how to tell a lie.\n\nCheck: Bluff is an opposed skill check against your opponent's Sense Motive skill. If you use Bluff to fool someone, with a successful check you convince your opponent that what you are saying is true. Bluff checks are modified depending upon the believability of the lie. The following modifiers are applied to the roll of the creature attempting to tell the lie. Note that some lies are so improbable that it is impossible to convince anyone that they are true (subject to GM discretion).\n\nCircumstances: Bluff Modifier\nThe target wants to believe you: +5\nThe lie is believable: +0\nThe lie is unlikely: -5\nThe lie is far-fetched: -10\nThe lie is impossible: -20\nThe target is drunk or impaired: +5\nYou possess convincing proof: up to +10\n\nFeint: You can use Bluff to feint in combat, causing your opponent to be denied his Dexterity bonus to his AC against your next attack. The DC of this check is equal to 10 + your opponent's base attack bonus + your opponent's Wisdom modifier. If your opponent is trained in Sense Motive, the DC is instead equal to 10 + your opponent's Sense Motive bonus, if higher. For more information on feinting in combat, see Chapter 8.\n\nSecret Messages: You can use Bluff to pass hidden messages along to another character without others understanding your true meaning by using innuendo to cloak your actual message. The DC of this check is 15 for simple messages and 20 for complex messages. If you are successful, the target automatically understands you, assuming you are communicating in a language that it understands. If your check fails by 5 or more, you deliver the wrong message. Other creatures that receive the message can decipher it by succeeding at an opposed Sense Motive check against your Bluff result.\n\nAction: Attempting to deceive someone takes at least 1 round, but can possibly take longer if the lie is elaborate (as determined by the GM on a case-by-case basis).\n\nFeinting in combat is a standard action. \n\nUsing Bluff to deliver a secret message takes twice as long as the message would otherwise take to relay.\n\nTry Again: If you fail to deceive someone, further attempts to deceive them are at a -10 penalty and may be impossible (GM discretion).\n\nYou can attempt to feint against someone again if you fail. Secret messages can be relayed again if the first attempt fails.\n\nSpecial: A spellcaster with a viper familiar gains a +3 bonus on Bluff checks.\n\nIf you have the Deceitful feat, you get a bonus on Bluff checks (see Chapter 5).",
2801 "situationalmodifiers": {
2802 "_text": ""
2803 },
2804 "_name": "Bluff",
2805 "_ranks": "0",
2806 "_attrbonus": "0",
2807 "_attrname": "CHA",
2808 "_value": "0"
2809 },
2810 {
2811 "description": "You are skilled at scaling vertical surfaces, from smooth city walls to rocky cliffs.\n\nCheck: With a successful Climb check, you can advance up, down, or across a slope, wall, or other steep incline (or even across a ceiling, provided it has handholds) at one-quarter your normal speed. A slope is considered to be any incline at an angle measuring less than 60 degrees; a wall is any incline at an angle measuring 60 degrees or more.\n\nA Climb check that fails by 4 or less means that you make no progress, and one that fails by 5 or more means that you fall from whatever height you have already attained.\n\nThe DC of the check depends on the conditions of the climb. Compare the task with those on the following table to determine an appropriate DC.\n\nClimb DC: Example Surface or Activity\n0: A slope too steep to walk up, or a knotted rope with a wall to brace against.\n5: A rope with a wall to brace against, or a knotted rope, or a rope affected by the rope trick spell.\n10: A surface with ledges to hold on to and stand on, such as a very rough wall or a ship's rigging.\n15: Any surface with adequate handholds and footholds (natural or artificial), such as a very rough natural rock surface or a tree, or an unknotted rope, or pulling yourself up when dangling by your hands.\n20: An uneven surface with narrow handholds and footholds, such as a typical wall in a dungeon.\n25: A rough surface, such as a natural rock wall or a brick wall.\n30: An overhang or ceiling with handholds only.\n -: A perfectly smooth, flat vertical (or inverted) surface cannot be climbed.\n\nClimb DC Modifier*: Example Surface or Activity\n-10: Climbing a chimney (artificial or natural) or other location where you can brace against two opposite walls.\n-5: Climbing a corner where you can brace against perpendicular walls.\n+5: Surface is slippery.\n* These modifiers are cumulative; use all that apply.\n\nYou need both hands free to climb, but you may cling to a wall with one hand while you cast a spell or take some other action that requires only one hand. While climbing, you can't move to avoid a blow, so you lose your Dexterity bonus to AC (if any). You also can't use a shield while climbing. Anytime you take damage while climbing, make a Climb check against the DC of the slope or wall. Failure means you fall from your current height and sustain the appropriate falling damage.\n\nAccelerated Climbing: You try to climb more quickly than normal. By accepting a -5 penalty, you can move half your speed (instead of one-quarter your speed).\n\nMake Your Own Handholds and Footholds: You can make your own handholds and footholds by pounding pitons into a wall. Doing so takes 1 minute per piton, and one piton is needed per 5 feet of distance. As with any surface that offers handholds and footholds, a wall with pitons in it has a DC of 15. In the same way, a climber with a handaxe or similar implement can cut handholds in an ice wall.\n\nCatch Yourself When Falling: It's practically impossible to catch yourself on a wall while falling, yet if you wish to attempt such a difficult task, you can make a Climb check (DC = wall's DC + 20) to do so. It's much easier to catch yourself on a slope (DC = slope's DC + 10).\n\nCatch a Falling Character While Climbing: If someone climbing above you or adjacent to you falls, you can attempt to catch the falling character if he or she is within your reach. Doing so requires a successful melee touch attack against the falling character (though he or she can voluntarily forego any Dexterity bonus to AC if desired). If you hit, you must immediately attempt a Climb check (DC = wall's DC + 10). Success indicates that you catch the falling character, but his total weight, including equipment, cannot exceed your heavy load limit or you automatically fall. If you fail your Climb check by 4 or less, you fail to stop the character's fall but don't lose your grip on the wall. If you fail by 5 or more, you fail to stop the character's fall and begin falling as well.\n\nAction: Climbing is part of movement, so it's generally part of a move action (and may be combined with other types of movement in a move action). Each move action that includes any climbing requires a separate Climb check. Catching yourself or another falling character doesn't take an action.\n\nSpecial: You can use a rope to haul a character upward (or lower a character) through sheer strength. You can lift double your maximum load in this manner.\n\nContinued - Core Rulebook, pg. 90",
2812 "situationalmodifiers": {
2813 "_text": ""
2814 },
2815 "_name": "Climb",
2816 "_ranks": "0",
2817 "_attrbonus": "2",
2818 "_attrname": "DEX",
2819 "_value": "2",
2820 "_armorcheck": "yes",
2821 "_tools": "uses"
2822 },
2823 {
2824 "description": "You can use this skill to persuade others to agree with your arguments, to resolve differences, and to gather valuable information or rumors from people. This skill is also used to negotiate conflicts by using the proper etiquette and manners suitable to the problem.\n\nCheck: You can change the initial attitudes of nonplayer characters with a successful check. The DC of this check depends on the creature's starting attitude toward you, adjusted by its Charisma modifier. If you succeed, the character's attitude toward you is improved by one step. For every 5 by which your check result exceeds the DC, the character's attitude toward you increases by one additional step. A creature's attitude cannot be shifted more than two steps up in this way, although the GM can override this rule in some situations. If you fail the check by 4 or less, the character's attitude toward you is unchanged. If you fail by 5 or more, the character's attitude toward you is decreased by one step.\n\nYou cannot use Diplomacy against a creature that does not understand you or has an Intelligence of 3 or less. Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future. Any attitude shift caused through Diplomacy generally lasts for 1d4 hours but can last much longer or shorter depending upon the situation (GM discretion).\n\nStarting Attitude: Diplomacy DC\nHostile: 25 + creature's Cha modifier\nUnfriendly: 20 + creature's Cha modifier\nIndifferent: 15 + creature's Cha modifier\nFriendly: 10 + creature's Cha modifier\nHelpful: 0 + creature's Cha modifier\n\nIf a creature's attitude toward you is at least indifferent, you can make requests of the creature. This is an additional Diplomacy check, using the creature's current attitude to determine the base DC, with one of the following modifiers. Once a creature's attitude has shifted to helpful, the creature gives in to most requests without a check, unless the request is against its nature or puts it in serious peril. Some requests automatically fail if the request goes against the creature's values or its nature, subject to GM discretion.\n\nRequest: Diplomacy DC Modifier\nGive simple advice or directions: -5\nGive detailed advice: +0\nGive simple aid: +0\nReveal an unimportant secret: +5\nGive lengthy or complicated aid: +5\nGive dangerous aid: +10\nReveal an important secret: +10 or more\nGive aid that could result in punishment: +15 or more\nAdditional requests: +5 per request\n\nGather Information: You can also use Diplomacy to gather information about a specific topic or individual. To do this, you must spend at least 1d4 hours canvassing people at local taverns, markets, and gathering places. The DC of this check depends on the obscurity of the information sought, but for most commonly known facts or rumors it is 10. For obscure or secret knowledge, the DC might increase to 20 or higher. The GM might rule that some topics are simply unknown to common folk.\n\nAction: Using Diplomacy to influence a creature's attitude takes 1 minute of continuous interaction. Making a request of a creature takes 1 or more rounds of interaction, depending upon the complexity of the request. Using Diplomacy to gather information takes 1d4 hours of work searching for rumors and informants.\n\nTry Again: You cannot use Diplomacy to influence a given creature's attitude more than once in a 24-hour period. If a request is refused, the result does not change with additional checks, although other requests might be made. You can retry Diplomacy checks made to gather information.\n\nSpecial: If you have the Persuasive feat, you gain a bonus on Diplomacy checks (see Chapter 5).",
2825 "situationalmodifiers": {
2826 "_text": ""
2827 },
2828 "_name": "Diplomacy",
2829 "_ranks": "1",
2830 "_attrbonus": "0",
2831 "_attrname": "CHA",
2832 "_value": "1"
2833 },
2834 {
2835 "description": "You are skilled at disarming traps and opening locks. In addition, this skill lets you sabotage simple mechanical devices, such as catapults, wagon wheels, and doors.\n\nCheck: When disarming a trap or other device, the Disable Device check is made secretly, so that you don't necessarily know whether you've succeeded.\n\nThe DC depends on how tricky the device is. If the check succeeds, you disable the device. If it fails by 4 or less, you have failed but can try again. If you fail by 5 or more, something goes wrong. If the device is a trap, you trigger it. If you're attempting some sort of sabotage, you think the device is disabled, but it still works normally.\n\nYou also can rig simple devices such as saddles or wagon wheels to work normally for a while and then fail or fall off some time later (usually after 1d4 rounds or minutes of use).\n\nDevice: Time: Disable Device DC*: Example\nSimple: 1 round: 10: Jam a lock\nTricky: 1d4 rounds: 15: Sabotage a wagon wheel\nDifficult: 2d4 rounds: 20: Disarm a trap, reset a trap\nExtreme: 2d4 rounds: 25: Disarm a complex trap, cleverly sabotage a clockwork device\n* If you attempt to leave behind no trace of your tampering, add 5 to the DC.\n\nOpen Locks: The DC for opening a lock depends on its quality. If you do not have a set of thieves' tools, these DCs increase by 10.\n\nLock Quality: Disable Device DC\nSimple: 20\nAverage: 25\nGood: 30\nSuperior: 40\n\nAction: The amount of time needed to make a Disable Device check depends on the task, as noted above. Disabling a simple device takes 1 round and is a full-round action. A tricky or difficult device requires 1d4 or 2d4 rounds. Attempting to open a lock is a full-round action.\n\nTry Again: Varies. You can retry checks made to disable traps if you miss the check by 4 or less. You can retry checks made to open locks.\n\nSpecial: If you have the Deft Hands feat, you get a bonus on Disable Device checks (see Chapter 5).\n\nA rogue who beats a trap's DC by 10 or more can study the trap, figure out how it works, and bypass it without disarming it. A rogue can rig a trap so her allies can bypass it as well.\n\nRestriction: Characters with the trapfinding ability (like rogues) can disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.\n\nThe spells fire trap, glyph of warding, symbol, and teleportation circle also create traps that a rogue can disarm with a successful Disable Device check. Spike growth and spike stones, however, create magic hazards against which Disable Device checks do not succeed. See the individual spell descriptions for details.",
2836 "situationalmodifiers": {
2837 "_text": ""
2838 },
2839 "_name": "Disable Device",
2840 "_ranks": "0",
2841 "_attrbonus": "2",
2842 "_attrname": "DEX",
2843 "_value": "0",
2844 "_armorcheck": "yes",
2845 "_trainedonly": "yes",
2846 "_usable": "no",
2847 "_tools": "needs"
2848 },
2849 {
2850 "description": "You are skilled at changing your appearance.\n\nCheck: Your Disguise check result determines how good the disguise is, and it is opposed by others' Perception check results. If you don't draw any attention to yourself, others do not get to make Perception checks. If you come to the attention of people who are suspicious (such as a guard who is watching commoners walking through a city gate), it can be assumed that such observers are taking 10 on their Perception checks.\n\nYou get only one Disguise check per use of the skill, even if several people make Perception checks against it. The Disguise check is made secretly, so that you can't be sure how good the result is.\n\nThe effectiveness of your disguise depends on how much you're changing your appearance. Disguise can be used to make yourself appear like a creature that is one size category larger or smaller than your actual size. This does not change your actual size or reach, should you enter combat while wearing such a disguise.\n\nDisguise: Check Modifier\nMinor details only: +5\nDisguised as different gender (1): -2\nDisguised as different race (1): -2\nDisguised as different age category (1) -2 (2)\nDisguised as different size category (1) -10\n(1) These modifiers are cumulative; use all that apply.\n(2) Per step of difference between your actual age category and your disguised age category. The steps are: young (younger than adulthood), adulthood, middle age, old, and venerable.\n\nIf you are impersonating a particular individual, those who know what that person looks like get a bonus on their Perception checks according to the table below. Furthermore, they are automatically considered to be suspicious of you, so opposed checks are always called for.\n\nFamiliarity: Viewer's Perception Check Bonus\nRecognizes on sight: +4\nFriends or associates: +6\nClose friends: +8\nIntimate: +10\n\nAn individual makes a Perception check to see through your disguise immediately upon meeting you and again every hour thereafter. If you casually meet a large number of different creatures, each for a short time, check once per day or hour, using an average Perception modifier for the group.\n\nAction: Creating a disguise requires 1d3 × 10 minutes of work. Using magic (such as the disguise self spell) reduces this action to the time required to cast the spell or trigger the effect.\n\nTry Again: Yes. You may try to redo a failed disguise, but once others know that a disguise was attempted, they'll be more suspicious.\n\nSpecial: Magic that alters your form, such as alter self, disguise self, polymorph, or shapechange, grants you a +10 bonus on Disguise checks (see the individual spell descriptions). Divination magic that allows people to see through illusions (such as true seeing) does not penetrate a mundane disguise, but it can negate the magical component of a magically enhanced one.\n\nYou must make a Disguise check when you cast a simulacrum spell to determine how good the likeness is.\n\nIf you have the Deceitful feat, you gain a bonus on Disguise checks (see Chapter 5).",
2851 "situationalmodifiers": {
2852 "_text": ""
2853 },
2854 "_name": "Disguise",
2855 "_ranks": "0",
2856 "_attrbonus": "0",
2857 "_attrname": "CHA",
2858 "_value": "0",
2859 "_tools": "uses"
2860 },
2861 {
2862 "description": "Your training allows you to slip out of bonds and escape from grapples.\n\nCheck: The table below gives the DCs needed to escape various forms of restraints.\nRopes: The DC of your Escape Artist check is equal to the binder's Combat Maneuver Bonus +20.\nManacles and Masterwork Manacles: The DC for manacles is set by their construction (see the table below).\nTight Space: The DC noted is for getting through a space through which your head fits but your shoulders don't. If the space is long, you may need to make multiple checks. You can't squeeze through a space that your head does not fit through.\nGrappler: You can make an Escape Artist check in place of a combat maneuver check to escape a grapple (see Chapter 8) or a pin.\n\nRestraint: Escape Artist DC\nRope/bindings: Binder's CMB +20\nNet, animate rope, command plants, control plants, or entangle: 20\nSnare spell: 23\nManacles: 30\nTight space: 30\nMasterwork manacles: 35\nGrappler: Grappler's CMD\n\nAction: Making an Escape Artist check to escape from rope bindings, manacles, or other restraints (except a grappler) requires 1 minute of work. Escaping from a net or an animate rope, command plants, control plants, or entangle spell is a full-round action. Escaping from a grapple or pin is a standard action. Squeezing through a tight space takes at least 1 minute, maybe longer, depending on how long the space is.\n\nTry Again: Varies. You can make another check after a failed check if you're squeezing your way through a tight space, making multiple checks. If the situation permits, you can make additional checks, or even take 20, as long as you're not being actively opposed. If the DC to escape from rope or bindings is higher than 20 + your Escape Artist skill bonus, you cannot escape from the bonds using Escape Artist.\n\nSpecial: If you have the Stealthy feat, you gain a bonus on Escape Artist checks (see Chapter 5).",
2863 "situationalmodifiers": {
2864 "_text": ""
2865 },
2866 "_name": "Escape Artist",
2867 "_ranks": "0",
2868 "_attrbonus": "2",
2869 "_attrname": "DEX",
2870 "_value": "2",
2871 "_armorcheck": "yes"
2872 },
2873 {
2874 "description": "You are skilled at flying, through either the use of wings or magic, and can perform daring or complex maneuvers while airborne. Note that this skill does not give you the ability to fly.\n\nCheck: You generally need only make a Fly check when you are attempting a complex maneuver. Without making a check, a flying creature can remain flying at the end of its turn so long as it moves a distance greater than half its speed. It can also turn up to 45 degrees by sacrificing 5 feet of movement, can rise at half speed at an angle of 45 degrees, and can descend at any angle at normal speed. Note that these restrictions only apply to movement taken during your current turn. At the beginning of the next turn, you can move in a different direction than you did the previous turn without making a check. Taking any action that violates these rules requires a Fly check. The difficulty of these maneuvers varies depending upon the maneuver you are attempting, as noted on the following chart.\n\nFlying Maneuver: Fly DC\nMove less than half speed and remain flying: 10\nHover: 15\nTurn greater than 45° by spending 5 feet of movement: 15\nTurn 180° by spending 10 feet of movement: 20\nFly up at greater than 45° angle: 20\n\nAttacked While Flying: You are not considered flat-footed while flying. If you are flying using wings and you take damage while flying, you must make a DC 10 Fly check to avoid losing 10 feet of altitude. This descent does not provoke an attack of opportunity and does not count against a creature's movement.\n\nCollision While Flying: If you are using wings to fly and you collide with an object equal to your size or larger, you must immediately make a DC 25 Fly check to avoid plummeting to the ground, taking the appropriate falling damage.\n\nAvoid Falling Damage: If you are falling and have the ability to fly, you can make a DC 10 Fly check to negate the damage. You cannot make this check if you are falling due to a failed Fly check or a collision.\n\nHigh Wind Speeds: Flying in high winds adds penalties on your Fly checks as noted on Table 4-5. \"Checked\" means that creatures of that size or smaller must succeed on a DC 20 Fly check to move at all so long as the wind persists. \"Blown away\" means that creatures of that size or smaller must make a DC 25 Fly check or be blown back 2d6 × 10 feet and take 2d6 points of nonlethal damage. This check must be made every round the creature remains airborne. A creature that is blown away must still make a DC 20 Fly check to move due to also being checked.\n\nAction: None. A Fly check doesn't require an action; it is made as part of another action or as a reaction to a situation.\n\nTry Again: Varies. You can attempt a Fly check to perform the same maneuver on subsequent rounds. If you are using wings and you fail a Fly check by 5 or more, you plummet to the ground, taking the appropriate falling damage (see Chapter 13).\n\nSpecial: A spellcaster with a bat familiar gains a +3 bonus on Fly checks.\n\nCreatures with a fly speed treat the Fly skill as a class skill. A creature with a natural fly speed receives a bonus (or penalty) on Fly skill checks depending on its maneuverability: Clumsy -8, Poor -4, Average +0, Good +4, Perfect +8. Creatures without a listed maneuverability rating are assumed to have average maneuverability.\n\nA creature larger or smaller than Medium takes a size bonus or penalty on Fly checks depending on its size category: Fine +8, Diminutive +6, Tiny +4, Small +2, Large -2, Huge -4, Gargantuan -6, Colossal -8.\n\nYou cannot take ranks in this skill without a natural means of flight or gliding. Creatures can also take ranks in Fly if they possess a reliable means of flying every day (either through a spell or other special ability).\n\nIf you have the Acrobatic feat, you get a bonus on Fly checks (see Chapter 5).",
2875 "situationalmodifiers": {
2876 "_text": ""
2877 },
2878 "_name": "Fly",
2879 "_ranks": "6",
2880 "_attrbonus": "2",
2881 "_attrname": "DEX",
2882 "_value": "23",
2883 "_armorcheck": "yes",
2884 "_classskill": "yes"
2885 },
2886 {
2887 "description": "You are trained at working with animals, and can teach them tricks, get them to follow your simple commands, or even domesticate them.\n\nCheck: The DC depends on what you are trying to do.\n\nTask: Handle Animal DC\nHandle an animal: 10\n\"Push\" an animal: 25\nTeach an animal a trick: 15 or 20*\nTrain an animal for a general purpose: 15 or 20*\nRear a wild animal: 15 + HD of animal\n* See the specific trick or purpose below.\n\nHandle an Animal: This task involves commanding an animal to perform a task or trick that it knows. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action.\n\n\"Push\" an Animal: To push an animal means to get it to perform a task or trick that it doesn't know but is physically capable of performing. This category also covers making an animal perform a forced march or forcing it to hustle for more than 1 hour between sleep cycles. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action.\n\nTeach an Animal a Trick: You can teach an animal a specific trick with 1 week of work and a successful Handle Animal check against the indicated DC. An animal with an Intelligence score of 1 can learn a maximum of three tricks, while an animal with an Intelligence score of 2 can learn a maximum of six tricks. Possible tricks (and their associated DCs) include, but are not necessarily limited to, the following.\n• Attack (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.\n• Come (DC 15): The animal comes to you, even if it normally would not do so.\n• Defend (DC 20): The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.\n• Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.\n• Fetch (DC 15): The animal goes and gets something. If you do not point out a specific item, the animal fetches a random object.\n• Guard (DC 20): The animal stays in place and prevents others from approaching.\n• Heel (DC 15): The animal follows you closely, even to places where it normally wouldn't go.\n• Perform (DC 15): The animal performs a variety of simple tricks, such as sitting up, rolling over, roaring or barking, and so on.\n• Seek (DC 15): The animal moves into an area and looks around for anything that is obviously alive or animate.\n• Stay (DC 15): The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.\n• Track (DC 20): The animal tracks the scent presented to it. (This requires the animal to have the scent ability.)\n• Work (DC 15): The animal pulls or pushes a medium or heavy load.\n\nTrain an Animal for a General Purpose: Rather than teaching an animal individual tricks, you can simply train it for a general purpose. Essentially, an animal's purpose represents a preselected set of known tricks that fit into a common scheme, such as guarding or heavy labor. The animal must meet all the normal prerequisites for all tricks included in the training package. If the package includes more than three tricks, the animal must have an Intelligence score of 2 or higher.\n\nAn animal can be trained for only one general purpose, though if the creature is capable of learning additional tricks (above and beyond those included in its general purpose), it may do so. Training an animal for a purpose requires fewer checks than teaching individual tricks does, but no less time.\n• Combat Training (DC 20): An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also \"upgrade\" an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal's previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way.\n\nContinued - Core Rulebook, pg. 97.",
2888 "situationalmodifiers": {
2889 "_text": ""
2890 },
2891 "_name": "Handle Animal",
2892 "_ranks": "0",
2893 "_attrbonus": "0",
2894 "_attrname": "CHA",
2895 "_value": "0",
2896 "_trainedonly": "yes",
2897 "_usable": "no"
2898 },
2899 {
2900 "description": "You are skilled at tending to wounds and ailments.\n\nCheck: The DC and effect of a Heal check depend on the task you attempt.\n\nTask DC\nFirst aid: 15\nLong-term care: 15\nTreat wounds from caltrops, spike growth, or spike stones: 15\nTreat deadly wounds: 20\nTreat poison: Poison's save DC\nTreat disease: Disease's save DC\n\nFirst Aid: You usually use first aid to save a dying character. If a character has negative hit points and is losing hit points (at the rate of 1 per round, 1 per hour, or 1 per day), you can make him stable. A stable character regains no hit points but stops losing them. First aid also stops a character from losing hit points due to effects that cause bleed (see Appendix 2 for rules on bleed damage).\n\nLong-Term Care: Providing long-term care means treating a wounded person for a day or more. If your Heal check is successful, the patient recovers hit points or ability score points lost to ability damage at twice the normal rate: 2 hit points per level for a full 8 hours of rest in a day, or 4 hit points per level for each full day of complete rest; 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest.\n\nYou can tend to as many as six patients at a time. You need a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands. Giving long-term care counts as light activity for the healer. You cannot give long-term care to yourself.\n\nTreat Wounds from Caltrops, Spike Growth, or Spike Stones: A creature wounded by stepping on a caltrop moves at half normal speed. A successful Heal check removes this movement penalty.\n\nA creature wounded by a spike growth or spike stones spell must succeed on a Reflex save or take injuries that reduce his speed by one-third. Another character can remove this penalty by taking 10 minutes to dress the victim's injuries and succeeding on a Heal check against the spell's save DC.\nTreat Deadly Wounds: When treating deadly wounds, you can restore hit points to a damaged creature.\n\nTreating deadly wounds restores 1 hit point per level of the creature. If you exceed the DC by 5 or more, add your Wisdom modifier (if positive) to this amount. A creature can only benefit from its deadly wounds being treated within 24 hours of being injured and never more than once per day. You must expend two uses from a healer's kit to perform this task. You take a -2 penalty on your Heal skill check for each use from the healer's kit that you lack.\n\nTreat Poison: To treat poison means to tend to a single character who has been poisoned and who is going to take more damage from the poison (or suffer some other effect). Every time the poisoned character makes a saving throw against the poison, you make a Heal check. If your Heal check exceeds the DC of the poison, the character receives a +4 competence bonus on his saving throw against the poison.\n\nTreat Disease: To treat a disease means to tend to a single diseased character. Every time the diseased character makes a saving throw against disease effects, you make a Heal check. If your Heal check exceeds the DC of the disease, the character receives a +4 competence bonus on his saving throw against the disease.\n\nAction: Providing first aid, treating a wound, or treating poison is a standard action. Treating a disease or tending a creature wounded by a spike growth or spike stones spell takes 10 minutes of work. Treating deadly wounds takes 1 hour of work. Providing long-term care requires 8 hours of light activity.\n\nTry Again: Varies. Generally speaking, you can't try a Heal check again without witnessing proof of the original check's failure. You can always retry a check to provide first aid, assuming the target of the previous attempt is still alive.\n\nSpecial: A character with the Self-Sufficient feat gets a bonus on Heal checks (see Chapter 5).\n\nA healer's kit gives you a +2 circumstance bonus on Heal checks.",
2901 "situationalmodifiers": {
2902 "_text": ""
2903 },
2904 "_name": "Heal",
2905 "_ranks": "6",
2906 "_attrbonus": "1",
2907 "_attrname": "WIS",
2908 "_value": "7",
2909 "_tools": "uses"
2910 },
2911 {
2912 "description": "You can use this skill to frighten your opponents or to get them to act in a way that benefits you. This skill includes verbal threats and displays of prowess.\n\nCheck: You can use Intimidate to force an opponent to act friendly toward you for 1d6 × 10 minutes with a successful check. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier.\n\nIf successful, the target gives you the information you desire, takes actions that do not endanger it, or otherwise offers limited assistance. After the Intimidate expires, the target treats you as unfriendly and may report you to local authorities. If you fail this check by 5 or more, the target attempts to deceive you or otherwise hinder your activities.\n\nDemoralize: You can use this skill to cause an opponent to become shaken for a number of rounds. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If you are successful, the target is shaken for 1 round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent this way if they are within 30 feet. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.\n\nAction: Using Intimidate to change an opponent's attitude requires 1 minute of conversation. Demoralizing an opponent is a standard action.\n\nTry Again: You can attempt to Intimidate an opponent again, but each additional check increases the DC by +5. This increase resets after 1 hour has passed.\n\nSpecial: You also gain a +4 bonus on Intimidate checks if you are larger than your target and a -4 penalty on Intimidate checks if you are smaller than your target.\n\nIf you have the Persuasive feat, you get a bonus on Intimidate checks (see Chapter 5).\n\nA half-orc gets a +2 bonus on Intimidate checks.",
2913 "situationalmodifiers": {
2914 "_text": ""
2915 },
2916 "_name": "Intimidate",
2917 "_ranks": "0",
2918 "_attrbonus": "0",
2919 "_attrname": "CHA",
2920 "_value": "0"
2921 },
2922 {
2923 "description": "You are skilled at working with language, in both its spoken and written forms. You can speak multiple languages, and can decipher nearly any tongue given enough time. Your skill in writing allows you to create and detect forgeries as well.\n\nCheck: You can decipher writing in an unfamiliar language or a message written in an incomplete or archaic form. The base DC is 20 for the simplest messages, 25 for standard texts, and 30 or higher for intricate, exotic, or very old writing. If the check succeeds, you understand the general content of a piece of writing about one page long (or the equivalent). If the check fails, make a DC 5 Wisdom check to see if you avoid drawing a false conclusion about the text. (Success means that you do not draw a false conclusion; failure means that you do.)\n\nBoth the Linguistics check and (if necessary) the Wisdom check are made secretly by the GM, so that you can't tell whether the conclusion you draw is true or false.\n\nCondition: Linguistics Check Modifier\nType of document unknown to reader: -2\nType of document somewhat known to reader: +0\nType of document well known to reader: +2\nHandwriting not known to reader: -2\nHandwriting somewhat known to reader: +0\nHandwriting intimately known to reader: +2\nReader only casually reviews the document: -2\nDocument contradicts orders or knowledge: +2\n\nCreate or Detect Forgeries: Forgery requires writing materials appropriate to the document being forged. To forge a document on which the handwriting is not specific to a person, you need only to have seen a similar document before, and you gain a +8 bonus on your check. To forge a signature, you need an autograph of that person to copy, and you gain a +4 bonus on the check. To forge a longer document written in the hand of some particular person, a large sample of that person's handwriting is needed.\n\nThe Linguistics check is made secretly, so that you're not sure how good your forgery is. As with Disguise, you don't make a check until someone examines the work. Your Linguistics check is opposed by the Linguistics check of the person who examines the document to verify its authenticity. The examiner gains modifiers if any of the conditions are listed on the table found on the previous page.\n\nLearn a Language: Whenever you put a rank into this skill, you learn to speak and read a new language. Common languages (and their typical speakers) include the following.\n• Abyssal (demons and other chaotic evil outsiders)\n• Aklo (derros, inhuman or otherworldly monsters, evil fey)\n• Aquan (aquatic creatures, water-based creatures)\n• Auran (flying creatures, air-based creatures)\n• Celestial (angels and other good outsiders)\n• Common (humans and the core races from Chapter 2)\n• Draconic (dragons, reptilian humanoids)\n• Druidic (druids only)\n• Dwarven (dwarves)\n• Elven (elves, half-elves)\n• Giant (cyclopses, ettins, giants, ogres, trolls)\n• Gnome (gnomes)\n• Goblin (bugbears, goblins, hobgoblins)\n• Gnoll (gnolls)\n• Halfling (halflings)\n• Ignan (fire-based creatures)\n• Infernal (devils and other lawful evil outsiders)\n• Orc (orcs, half-orcs)\n• Sylvan (centaurs, fey creatures, plant creatures, unicorns)\n• Terran (earth-based creatures)\n• Undercommon (drow, duergar, morlocks, svirfneblin)\n\nAction: Varies. Deciphering a page of ordinary text takes 1 minute (10 consecutive rounds). Creating a forgery can take anywhere from 1 minute to 1d4 minutes per page. Detecting a forgery using Linguistics takes 1 round of examination per page.\n\nTry Again: Yes.\n\nSpecial: You must be trained to use this skill, but you can always attempt to read archaic and strange forms of your own racial bonus languages. In addition, you can also always attempt to detect a forgery.",
2924 "situationalmodifiers": {
2925 "_text": ""
2926 },
2927 "_name": "Linguistics",
2928 "_ranks": "0",
2929 "_attrbonus": "0",
2930 "_attrname": "INT",
2931 "_value": "0",
2932 "_trainedonly": "yes",
2933 "_usable": "no"
2934 },
2935 {
2936 "description": "Your senses allow you to notice fine details and alert you to danger. Perception covers all five senses, including sight, hearing, touch, taste, and smell.\n\nCheck: Perception has a number of uses, the most common of which is an opposed check versus an opponent's Stealth check to notice the opponent and avoid being surprised. If you are successful, you notice the opponent and can react accordingly. If you fail, your opponent can take a variety of actions, including sneaking past you and attacking you.\n\nPerception is also used to notice fine details in the environment. The DC to notice such details varies depending upon distance, the environment, and how noticeable the detail is. The following table gives a number of guidelines.\n\nDetail: Perception DC\nHear the sound of battle: -10\nNotice the stench of rotting garbage: -10\nDetect the smell of smoke: 0\nHear the details of a conversation: 0\nNotice a visible creature: 0\nDetermine if food is spoiled: 5\nHear the sound of a creature walking: 10\nHear the details of a whispered conversation: 15\nFind the average concealed door: 15\nHear the sound of a key being turned in a lock: 20\nFind the average secret door: 20\nHear a bow being drawn: 25\nSense a burrowing creature underneath you: 25\nNotice a pickpocket: Opposed by Sleight of Hand\nNotice a creature using Stealth: Opposed by Stealth\nFind a hidden trap: Varies by trap\nIdentify the powers of a potion through taste: 15 + the potion's caster level\n\nPerception Modifiers: DC Modifier\nDistance to the source, object, or creature: +1/10 feet\nThrough a closed door: +5\nThrough a wall: +10/foot of thickness\nFavorable conditions (1): -2\nUnfavorable conditions (1): +2\nTerrible conditions (2): +5\nCreature making the check is distracted: +5\nCreature making the check is asleep: +10\nCreature or object is invisible: +20\n(1) Favorable and unfavorable conditions depend upon the sense being used to make the check. For example, bright light might increase the DC of checks involving sight, while torchlight or moonlight might give a penalty. Background noise might reduce a DC involving hearing, while competing odors might penalize any DC involving scent.\n(2) As for unfavorable conditions, but more extreme. For example, candlelight for DCs involving sight, a roaring dragon for DCs involving hearing, and an overpowering stench covering the area for DCs involving scent.\n\nAction: Most Perception checks are reactive, made in response to observable stimulus. Intentionally searching for stimulus is a move action.\n\nTry Again: Yes. You can try to sense something you missed the first time, so long as the stimulus is still present.\n\nSpecial: Elves, half-elves, gnomes, and halflings receive a +2 racial bonus on Perception checks. Creatures with the scent special quality have a +8 bonus on Perception checks made to detect a scent. Creatures with the tremorsense special quality have a +8 bonus on Perception checks against creatures touching the ground and automatically make any such checks within their range. For more on special qualities, see Appendix 1.\n\nA spellcaster with a hawk or owl familiar gains a +3 bonus on Perception checks. If you have the Alertness feat, you get a bonus on Perception checks (see Chapter 5).",
2937 "situationalmodifiers": {
2938 "_text": ""
2939 },
2940 "_name": "Perception",
2941 "_ranks": "6",
2942 "_attrbonus": "1",
2943 "_attrname": "WIS",
2944 "_value": "9"
2945 },
2946 {
2947 "description": "You are skilled at riding mounts, usually a horse, but possibly something more exotic, like a griffon or pegasus. If you attempt to ride a creature that is ill suited as a mount, you take a -5 penalty on your Ride checks.\n\nCheck: Typical riding actions don't require checks. You can saddle, mount, ride, and dismount from a mount without a problem. The following tasks do require checks.\n\nTask: Ride DC\nGuide with knees: 5\nStay in saddle: 5\nFight with a combat-trained mount: 10\nCover: 15\nSoft fall: 15\nLeap: 15\nSpur mount: 15\nControl mount in battle: 20\nFast mount or dismount: 20\n\nGuide with Knees: You can guide your mount with your knees so you can use both hands in combat. Make your Ride check at the start of your turn. If you fail, you can use only one hand this round because you need to use the other to control your mount. This does not take an action.\n\nStay in Saddle: You can react instantly to try to avoid falling when your mount rears or bolts unexpectedly or when you take damage. This usage does not take an action.\n\nFight with a Combat-Trained Mount: If you direct your wartrained mount to attack in battle, you can still make your own attack or attacks normally. This usage is a free action.\n\nCover: You can react instantly to drop down and hang alongside your mount, using it as cover. You can't attack or cast spells while using your mount as cover. If you fail your Ride check, you don't get the cover benefit. Using this option is an immediate action, but recovering from this position is a move action (no check required).\n\nSoft Fall: You negate damage when you fall off a mount. If you fail the Ride check, you take 1d6 points of damage and are prone. This usage does not take an action.\n\nLeap: You can get your mount to leap obstacles as part of its movement. If the Ride check to make the leap succeeds, make a check using your Ride modifier or the mount's jump modifier, whichever is lower, to see how far the creature can jump. If you fail your Ride check, you fall off the mount when it leaps and take the appropriate falling damage (at least 1d6 points). This usage does not take an action but is part of the mount's movement.\n\nSpur Mount: You can spur your mount to greater speed with a move action. A successful Ride check increases the mount's speed by 10 feet for 1 round but deals 1d3 points of damage to the creature. You can use this ability every round, but the mount becomes fatigued after a number of rounds equal to its Constitution score. This ability cannot be used on a fatigued mount.\n\nControl Mount in Battle: As a move action, you can attempt to control a light horse, pony, heavy horse, or other mount not trained for combat riding while in battle. If you fail the Ride check, you can do nothing else in that round. You do not need to roll for horses or ponies trained for combat.\n\nFast Mount or Dismount: You can attempt to mount or dismount from a mount of up to one size category larger than yourself as a free action, provided that you still have a move action available that round. If you fail the Ride check, mounting or dismounting is a move action. You can't use fast mount or dismount on a mount more than one size category larger than yourself.\n\nAction: Varies. Mounting or dismounting normally is a move action. Other checks are a move action, a free action, or no action at all, as noted above.\n\nSpecial: If you are riding bareback, you take a -5 penalty on Ride checks.\n\nIf you have the Animal Affinity feat, you get a bonus on Ride checks (see Chapter 5).\n\nIf you use a military saddle you get a +2 circumstance bonus on Ride checks related to staying in the saddle.\n\nRide is a prerequisite for Mounted Archery, Mounted Combat, Ride-By Attack, Spirited Charge, and Trample.",
2948 "situationalmodifiers": {
2949 "_text": ""
2950 },
2951 "_name": "Ride",
2952 "_ranks": "0",
2953 "_attrbonus": "2",
2954 "_attrname": "DEX",
2955 "_value": "2",
2956 "_armorcheck": "yes"
2957 },
2958 {
2959 "description": "You are skilled at detecting falsehoods and true intentions.\n\nCheck: A successful check lets you avoid being bluffed (see the Bluff skill). You can also use this skill to determine when \"something is up\" (that is, something odd is going on) or to assess someone's trustworthiness.\n\nTask: Sense Motive DC\nHunch: 20\nSense enchantment: 25 or 15\nDiscern secret message: Varies\n\nHunch: This use of the skill involves making a gut assessment of the social situation. You can get the feeling from another's behavior that something is wrong, such as when you're talking to an impostor. Alternatively, you can get the feeling that someone is trustworthy.\n\nSense Enchantment: You can tell that someone's behavior is being influenced by an enchantment effect even if that person isn't aware of it. The usual DC is 25, but if the target is dominated (see dominate person), the DC is only 15 because of the limited range of the target's activities.\n\nDiscern Secret Message: You may use Sense Motive to detect that a hidden message is being transmitted via the Bluff skill. In this case, your Sense Motive check is opposed by the Bluff check of the character transmitting the message. For each piece of information relating to the message that you are missing, you take a -2 penalty on your Sense Motive check. If you succeed by 4 or less, you know that something hidden is being communicated, but you can't learn anything specific about its content. If you beat the DC by 5 or more, you intercept and understand the message. If you fail by 4 or less, you don't detect any hidden communication. If you fail by 5 or more, you might infer false information.\n\nAction: Trying to gain information with Sense Motive generally takes at least 1 minute, and you could spend a whole evening trying to get a sense of the people around you.\n\nTry Again: No, though you may make a Sense Motive check for each Bluff check made against you.\n\nSpecial: A ranger gains a bonus on Sense Motive checks when using this skill against a favored enemy.\n\nIf you have the Alertness feat, you get a bonus on Sense Motive checks (see Chapter 5).",
2960 "situationalmodifiers": {
2961 "_text": ""
2962 },
2963 "_name": "Sense Motive",
2964 "_ranks": "0",
2965 "_attrbonus": "1",
2966 "_attrname": "WIS",
2967 "_value": "3"
2968 },
2969 {
2970 "description": "Your training allows you to pick pockets, draw hidden weapons, and take a variety of actions without being noticed.\n\nCheck: A DC 10 Sleight of Hand check lets you palm a coin-sized, unattended object. Performing a minor feat of legerdemain, such as making a coin disappear, also has a DC of 10 unless an observer is determined to note where the item went.\n\nWhen you use this skill under close observation, your skill check is opposed by the observer's Perception check. The observer's success doesn't prevent you from performing the action, just from doing it unnoticed.\n\nYou can hide a small object (including a light weapon or an easily concealed ranged weapon, such as a dart, sling, or hand crossbow) on your body. Your Sleight of Hand check is opposed by the Perception check of anyone observing you or of anyone frisking you. In the latter case, the searcher gains a +4 bonus on the Perception check, since it's generally easier to find such an object than to hide it. A dagger is easier to hide than most light weapons, and grants you a +2 bonus on your Sleight of Hand check to conceal it. An extraordinarily small object, such as a coin, shuriken, or ring, grants you a +4 bonus on your Sleight of Hand check to conceal it, and heavy or baggy clothing (such as a cloak) grants you a +2 bonus on the check.\n\nDrawing a hidden weapon is a standard action and doesn't provoke an attack of opportunity.\n\nIf you try to take something from a creature, you must make a DC 20 Sleight of Hand check. The opponent makes a Perception check to detect the attempt, opposed by the Sleight of Hand check result you achieved when you tried to grab the item. An opponent who succeeds on this check notices the attempt, regardless of whether you got the item. You cannot use this skill to take an object from another creature during combat if the creature is aware of your presence.\n\nYou can also use Sleight of Hand to entertain an audience as though you were using the Perform skill. In such a case, your \"act\" encompasses elements of legerdemain, juggling, and the like.\n\nSleight of Hand DC: Task\n10: Palm a coin-sized object, make a coin disappear\n20: Lift a small object from a person\n\nAction: Any Sleight of Hand check is normally a standard action. However, you may perform a Sleight of Hand check as a move action by taking a -20 penalty on the check.\n\nTry Again: Yes, but after an initial failure, a second Sleight of Hand attempt against the same target (or while you are being watched by the same observer who noticed your previous attempt) increases the DC for the task by 10.\n\nUntrained: An untrained Sleight of Hand check is simply a Dexterity check. Without actual training, you can't succeed on any Sleight of Hand check with a DC higher than 10, except for hiding an object on your body.\n\nSpecial: If you have the Deft Hands feat, you get a bonus on Sleight of Hand checks (see Chapter 5).",
2971 "situationalmodifiers": {
2972 "_text": ""
2973 },
2974 "_name": "Sleight of Hand",
2975 "_ranks": "0",
2976 "_attrbonus": "2",
2977 "_attrname": "DEX",
2978 "_value": "2",
2979 "_armorcheck": "yes",
2980 "_trainedonly": "yes",
2981 "_usable": "no"
2982 },
2983 {
2984 "description": "You are skilled at the art of casting spells, identifying magic items, crafting magic items, and identifying spells as they are being cast.\n\nCheck: Spellcraft is used whenever your knowledge and skill of the technical art of casting a spell or crafting a magic item comes into question. This skill is also used to identify the properties of magic items in your possession through the use of spells such as detect magic and identify. The DC of this check varies depending upon the task at hand.\n\nAction: Identifying a spell as it is being cast requires no action, but you must be able to clearly see the spell as it is being cast, and this incurs the same penalties as a Perception skill check due to distance, poor conditions, and other factors. Learning a spell from a spellbook takes 1 hour per level of the spell (0-level spells take 30 minutes). Preparing a spell from a borrowed spellbook does not add any time to your spell preparation. Making a Spellcraft check to craft a magic item is made as part of the creation process. Attempting to ascertain the properties of a magic item takes 3 rounds per item to be identified and you must be able to thoroughly examine the object.\n\nRetry: You cannot retry checks made to identify a spell. If you fail to learn a spell from a spellbook or scroll, you must wait at least 1 week before you can try again. If you fail to prepare a spell from a borrowed spellbook, you cannot try again until the next day. When using detect magic or identify to learn the properties of magic items, you can only attempt to ascertain the properties of an individual item once per day. Additional attempts reveal the same results.\n\nSpecial: If you are a specialist wizard, you get a +2 bonus on Spellcraft checks made to identify, learn, and prepare spells from your chosen school. Similarly, you take a -5 penalty on similar checks made concerning spells from your opposition schools.\n\nAn elf gets a +2 racial bonus on Spellcraft checks to identify the properties of magic items.\n\nIf you have the Magical Aptitude feat, you gain a bonus on Spellcraft checks (see Chapter 5).",
2985 "situationalmodifiers": {
2986 "_text": ""
2987 },
2988 "_name": "Spellcraft",
2989 "_ranks": "6",
2990 "_attrbonus": "0",
2991 "_attrname": "INT",
2992 "_value": "6",
2993 "_trainedonly": "yes"
2994 },
2995 {
2996 "description": "You are skilled at avoiding detection, allowing you to slip past foes or strike from an unseen position. Creatures that fail to beat your Stealth check are not aware of you and treat you as if you had total concealment. This skill covers hiding and moving silently.\n\nCheck: Your Stealth check is opposed by the Perception check of anyone who might notice you. You can move up to half your normal speed and use Stealth at no penalty. When moving at a speed greater than half but less than your normal speed, you take a -5 penalty. It's impossible to use Stealth while attacking, running, or charging.\n\nCreatures gain a bonus or penalty on Stealth checks based on their size: Fine +16, Diminutive +12, Tiny +8, Small +4, Medium +0, Large -4, Huge -8, Gargantuan -12, Colossal -16.\n\nIf people are observing you using any of their senses (but typically sight), you can't use Stealth. Against most creatures, finding cover or concealment allows you to use Stealth. If your observers are momentarily distracted (such as by a Bluff check), you can attempt to use Stealth. While the others turn their attention from you, you can attempt a Stealth check if you can get to an unobserved place of some kind. This check, however, is made at a -10 penalty because you have to move fast.\n\nBreaking Stealth: When you start your turn using Stealth, you can leave cover or concealment and remain unobserved as long as you succeed at a Stealth check and end your turn in cover or concealment. Your Stealth immediately ends after you make an attack roll, whether or not the attack is successful (except when sniping as noted below).\n\nSniping: If you've already successfully used Stealth at least 10 feet from your target, you can make one ranged attack and then immediately use Stealth again. You take a -20 penalty on your Stealth check to maintain your obscured location.\n\nCreating a Diversion to Hide: You can use Bluff to allow you to use Stealth. A successful Bluff check can give you the momentary diversion you need to attempt a Stealth check while people are aware of you.\n\nAction: Usually none. Normally, you make a Stealth check as part of movement, so it doesn't take a separate action. However, using Stealth immediately after a ranged attack (see Sniping, above) is a move action.\n\nSpecial: If you are invisible, you gain a +40 bonus on Stealth checks if you are immobile, or a +20 bonus on Stealth checks if you're moving.\n\nIf you have the Stealthy feat, you get a bonus on Stealth checks (see Chapter 5).",
2997 "situationalmodifiers": {
2998 "_text": ""
2999 },
3000 "_name": "Stealth",
3001 "_ranks": "2",
3002 "_attrbonus": "2",
3003 "_attrname": "DEX",
3004 "_value": "12",
3005 "_armorcheck": "yes"
3006 },
3007 {
3008 "description": "You are skilled at surviving in the wild and at navigating in the wilderness. You also excel at following trails and tracks left by others.\n\nCheck: You can keep yourself and others safe and fed in the wild. The table below gives the DCs for various tasks that require Survival checks.\n\nSurvival DC: Task\n10: Get along in the wild. Move up to half your overland speed while hunting and foraging (no food or water supplies needed). You can provide food and water for one other person for every 2 points by which your check result exceeds 10.\n15: Gain a +2 bonus on all Fortitude saves against severe weather while moving up to half your overland speed, or gain a +4 bonus if you remain stationary. You may grant the same bonus to one other character for every 1 point by which your Survival check result exceeds 15.\n15: Keep from getting lost or avoid natural hazards, such as quicksand.\n15: Predict the weather up to 24 hours in advance. For every 5 points by which your Survival check result exceeds 15, you can predict the weather for one additional day in advance.\n\nFollow Tracks: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow. If you are not trained in this skill, you can make untrained checks to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Perception skill to find a footprint or similar sign of a creature's passage using the same DCs, but you can't use Perception to follow tracks, even if someone else has already found them.\n\nYou move at half your normal speed while following tracks (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table.\n\nSurface: Survival DC\nVery soft ground: 5\nSoft ground: 10\nFirm ground: 15\nHard ground: 20\n\nVery Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.\n\nSoft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.\n\nFirm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.\n\nHard Ground: Any surface that doesn't hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).\n\nCondition: Survival DC Modifier\nEvery three creatures in the group being tracked: -1\nSize of creature or creatures being tracked: (1)\nFine: +8\nDiminutive: +4\nTiny: +2\nSmall: +1\nMedium: +0\nLarge: -1\nHuge: -2\nGargantuan: -4\nColossal: -8\nEvery 24 hours since the trail was made: +1\nEvery hour of rain since the trail was made: +1\nFresh snow since the trail was made: +10\nPoor visibility: (2)\nOvercast or moonless night: +6\nMoonlight: +3\nFog or precipitation: +3\nTracked party hides trail (and moves at half speed): +5\n(1) For a group of mixed sizes, apply only the modifier for the largest size category.\n(2) Apply only the largest modifier from this category.\n\nSeveral modifiers may apply to the Survival check, as given on the table above.\n\nAction: Varies. A single Survival check may represent activity over the course of hours or a full day. A Survival check made to find tracks is at least a full-round action, and it may take even longer.\n\nTry Again: Varies. For getting along in the wild or for gaining the Fortitude save bonus noted in the first table on page 107, you make a Survival check once every 24 hours. The result of that check applies until the next check is made. To avoid getting lost or avoid natural hazards, you make a Survival check whenever the situation calls for one. Retries to avoid getting lost in a specific situation or to avoid a specific natural hazard are not allowed. For finding tracks, you can retry a failed check after 1 hour (outdoors) or 10 minutes (indoors) of searching.\n\nSpecial: If you are trained in Survival, you can automatically determine where true north lies in relation to yourself.\n\nA ranger gains a bonus on Survival checks when using this skill to find or follow the tracks of a favored enemy.\n\nIf you have the Self-Sufficient feat, you get a bonus on Survival checks (see Chapter 5).",
3009 "situationalmodifiers": {
3010 "_text": ""
3011 },
3012 "_name": "Survival",
3013 "_ranks": "0",
3014 "_attrbonus": "1",
3015 "_attrname": "WIS",
3016 "_value": "1"
3017 },
3018 {
3019 "description": "You know how to swim and can do so even in stormy water.\n\nCheck: Make a Swim check once per round while you are in the water. Success means you may swim at up to half your speed (as a full-round action) or at a quarter of your speed (as a move action). If you fail by 4 or less, you make no progress. If you fail by 5 or more, you go underwater.\n\nIf you are underwater, either because you failed a Swim check or because you are swimming underwater intentionally, you must hold your breath. You can hold your breath for a number of rounds equal to twice your Constitution score, but only if you do nothing other than take move actions or free actions. If you take a standard action or a full-round action (such as making an attack), the remainder of the duration for which you can hold your breath is reduced by 1 round. (Effectively, a character in combat can hold his breath only half as long as normal.) After that period of time, you must make a DC 10 Constitution check every round to continue holding your breath. Each round, the DC for that check increases by 1. If you fail the Constitution check, you begin to drown. The DC for the Swim check depends on the water, as given on the table below.\n\nWater: Swim DC\nCalm water: 10\nRough water: 15\nStormy water: 20 (*)\n(*) You can't take 10 on a Swim check in stormy water, even if you aren't otherwise being threatened or distracted.\n\nEach hour that you swim, you must make a DC 20 Swim check or take 1d6 points of nonlethal damage from fatigue.\n\nAction: A successful Swim check allows you to swim a quarter of your speed as a move action or half your speed as a full-round action.\n\nSpecial: A creature with a swim speed can move through water at its indicated speed without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The creature can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line.\n\nIf you have the Athletic feat, you get a bonus on Swim checks (see Chapter 5).",
3020 "situationalmodifiers": {
3021 "_text": ""
3022 },
3023 "_name": "Swim",
3024 "_ranks": "0",
3025 "_attrbonus": "2",
3026 "_attrname": "DEX",
3027 "_value": "2",
3028 "_armorcheck": "yes"
3029 },
3030 {
3031 "description": "You are skilled at activating magic items, even if you are not otherwise trained in their use.\n\nCheck: You can use this skill to read a spell or to activate a magic item. Use Magic Device lets you use a magic item as if you had the spell ability or class features of another class, as if you were a different race, or as if you were of a different alignment.\n\nYou make a Use Magic Device check each time you activate a device such as a wand. If you are using the check to emulate an alignment or some other quality in an ongoing manner, you need to make the relevant Use Magic Device check once per hour.\n\nYou must consciously choose which requirement to emulate. That is, you must know what you are trying to emulate when you make a Use Magic Device check for that purpose. The DCs for various tasks involving Use Magic Device checks are summarized on the table below.\n\nTask: Use Magic Device DC\nActivate blindly: 25\nDecipher a written spell: 25 + spell level\nUse a scroll: 20 + caster level\nUse a wand: 20\nEmulate a class feature: 20\nEmulate an ability score: See text\nEmulate a race: 25\nEmulate an alignment: 30\n\nActivate Blindly: Some magic items are activated by special words, thoughts, or actions. You can activate such an item as if you were using the activation word, thought, or action, even when you're not and even if you don't know it. You do have to perform some equivalent activity in order to make the check. That is, you must speak, wave the item around, or otherwise attempt to get it to activate. You get a +2 bonus on your Use Magic Device check if you've activated the item in question at least once before. If you fail by 9 or less, you can't activate the device. If you fail by 10 or more, you suffer a mishap. A mishap means that magical energy gets released but doesn't do what you wanted it to do. The default mishaps are that the item affects the wrong target or that uncontrolled magical energy is released, dealing 2d6 points of damage to you. This mishap is in addition to the chance for a mishap that you normally risk when you cast a spell from a scroll that you could not otherwise cast yourself.\n\nDecipher a Written Spell: This usage works just like deciphering a written spell with the Spellcraft skill, except that the DC is 5 points higher. Deciphering a written spell requires 1 minute of concentration.\n\nEmulate an Ability Score: To cast a spell from a scroll, you need a high score in the appropriate ability (Intelligence for wizard spells, Wisdom for divine spells, or Charisma for sorcerer or bard spells). Your effective ability score (appropriate to the class you're emulating when you try to cast the spell from the scroll) is your Use Magic Device check result minus 15. If you already have a high enough score in the appropriate ability, you don't need to make this check.\n\nEmulate an Alignment: Some magic items have positive or negative effects based on the user's alignment. Use Magic Device lets you use these items as if you were of an alignment of your choice. You can emulate only one alignment at a time.\n\nEmulate a Class Feature: Sometimes you need to use a class feature to activate a magic item. In this case, your effective level in the emulated class equals your Use Magic Device check result minus 20. This skill does not let you actually use the class feature of another class. It just lets you activate items as if you had that class feature. If the class whose feature you are emulating has an alignment requirement, you must meet it, either honestly or by emulating an appropriate alignment with a separate Use Magic Device check (see above).\n\nEmulate a Race: Some magic items work only for members of certain races, or work better for members of those races. You can use such an item as if you were a member of a race of your choice. You can emulate only one race at a time.\n\nUse a Scroll: Normally, to cast a spell from a scroll, you must have the scroll's spell on your class spell list. Use Magic Device allows you to use a scroll as if you had a particular spell on your class spell list. The DC is equal to 20 + the caster level of the spell you are trying to cast from the scroll. In addition, casting a spell from a scroll requires a minimum score (10 + spell level) in the appropriate ability. If you don't have a sufficient score in that ability, you must emulate the ability score with a separate Use Magic Device check.\n\nThis use of the skill also applies to other spell completion magic items.\n\nContinued - Core Rulebook, pg. 108.",
3032 "situationalmodifiers": {
3033 "_text": ""
3034 },
3035 "_name": "Use Magic Device",
3036 "_ranks": "6",
3037 "_attrbonus": "0",
3038 "_attrname": "CHA",
3039 "_value": "6",
3040 "_trainedonly": "yes"
3041 }
3042 ]
3043 },
3044 "skillabilities": "",
3045 "feats": {
3046 "feat": [
3047 {
3048 "description": "You often notice things that others might miss.\n\nBenefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.",
3049 "_name": "Alertness",
3050 "_categorytext": "",
3051 "_useradded": "no"
3052 },
3053 {
3054 "description": "Your quick reflexes allow you to react rapidly to danger.\n\nBenefit: You get a +4 bonus on initiative checks.",
3055 "featcategory": "Combat",
3056 "_name": "Improved Initiative",
3057 "_categorytext": "Combat",
3058 "_useradded": "no"
3059 },
3060 {
3061 "description": "You have faster reflexes than normal.\n\nBenefit: You get a +2 bonus on all Reflex saving throws.",
3062 "_name": "Lightning Reflexes",
3063 "_categorytext": "",
3064 "_useradded": "no"
3065 },
3066 {
3067 "description": "You are trained in the use of basic weapons.\n\nBenefit: You make attack rolls with simple weapons without penalty.\n\nNormal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.\n\nSpecial: All characters except for druids, monks, and wizards are automatically proficient with all simple weapons. They need not select this feat.",
3068 "featcategory": "Combat",
3069 "_name": "Simple Weapon Proficiency - All",
3070 "_categorytext": "Combat",
3071 "_profgroup": "yes",
3072 "_useradded": "no"
3073 },
3074 {
3075 "description": "You are trained in using your agility in melee combat, as opposed to brute strength.\n\nBenefit: 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.\n\nSpecial: Natural weapons are considered light weapons.",
3076 "featcategory": "Combat",
3077 "_name": "Weapon Finesse",
3078 "_categorytext": "Combat",
3079 "_useradded": "no"
3080 }
3081 ]
3082 },
3083 "traits": "",
3084 "flaws": "",
3085 "skilltricks": "",
3086 "animaltricks": "",
3087 "attack": {
3088 "special": {
3089 "description": "If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.",
3090 "specsource": "Familiar Benefits",
3091 "_name": "Deliver Touch Spells (Su)",
3092 "_shortname": "Deliver Touch Spells",
3093 "_type": "Supernatural Ability",
3094 "_sourcetext": "Familiar Benefits"
3095 },
3096 "_attackbonus": "+6",
3097 "_meleeattack": "+6",
3098 "_rangedattack": "+8",
3099 "_baseattack": "+4"
3100 },
3101 "melee": {
3102 "weapon": {
3103 "description": "A creature's natural Bite attack.",
3104 "wepcategory": "Melee Weapon",
3105 "weptype": [
3106 "Bludgeoning",
3107 "Piercing",
3108 "Slashing"
3109 ],
3110 "situationalmodifiers": {
3111 "_text": ""
3112 },
3113 "_name": "Bite (Clockwork Familiar (Valet))",
3114 "_categorytext": "Melee Weapon",
3115 "_typetext": "B/P/S",
3116 "_attack": "+8",
3117 "_crit": "×2",
3118 "_damage": "1d3 plus 1d6 electricity",
3119 "_useradded": "no"
3120 }
3121 },
3122 "ranged": "",
3123 "defenses": {
3124 "armor": {
3125 "weight": {
3126 "_text": "",
3127 "_value": "0"
3128 },
3129 "cost": {
3130 "_text": "",
3131 "_value": "0"
3132 },
3133 "description": "",
3134 "itemslot": "Armor",
3135 "_name": "Natural armor",
3136 "_ac": "+5",
3137 "_equipped": "yes",
3138 "_natural": "yes",
3139 "_useradded": "no",
3140 "_quantity": "1"
3141 }
3142 },
3143 "magicitems": "",
3144 "gear": "",
3145 "spelllike": {
3146 "special": [
3147 {
3148 "description": "You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell's ability to affect.",
3149 "_name": "Open/Close (At will)",
3150 "_shortname": "Open/Close"
3151 },
3152 {
3153 "description": "Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters.\n\nPrestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.",
3154 "_name": "Prestidigitation (At will)",
3155 "_shortname": "Prestidigitation"
3156 }
3157 ]
3158 },
3159 "trackedresources": {
3160 "trackedresource": [
3161 {
3162 "_name": "Open/Close (At will)",
3163 "_text": "0/0",
3164 "_used": "0",
3165 "_left": "0",
3166 "_min": "0",
3167 "_max": "0"
3168 },
3169 {
3170 "_name": "Prestidigitation (At will)",
3171 "_text": "0/0",
3172 "_used": "0",
3173 "_left": "0",
3174 "_min": "0",
3175 "_max": "0"
3176 }
3177 ]
3178 },
3179 "otherspecials": {
3180 "special": [
3181 {
3182 "description": "You gain a +4 sacred bonus on saving throws versus fire. If you maintain this obedience for at least a month without pause, you also gain a deep but even tan and a +1 sacred bonus to Charisma-based checks.",
3183 "_name": "+4 to saves vs. Fire",
3184 "_shortname": "+4 to saves vs. Fire"
3185 },
3186 {
3187 "description": "A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses. This ability replaces Alertness.\n\nNote: For PFS characters, the valet familiar retains the Alertness feat and does not gain Cooperative Crafting, though this still counts as modifying the alertness ability for the purpose of qualifying for archetypes.",
3188 "specsource": "Familiar Benefits",
3189 "_name": "Able Assistant (Ex)",
3190 "_shortname": "Able Assistant",
3191 "_type": "Extraordinary Ability",
3192 "_sourcetext": "Familiar Benefits"
3193 },
3194 {
3195 "description": "Clockwork familiars have an innate understanding of how things work, granting their masters a +2 bonus on all Craft and Use Magic Device checks.",
3196 "specsource": "Clockwork Familiar",
3197 "_name": "Advice",
3198 "_shortname": "Advice",
3199 "_sourcetext": "Clockwork Familiar"
3200 },
3201 {
3202 "description": "At 13th level, a valet can use the aid another action as a full-round action to grant up to three adjacent creatures bonuses from this action. Each bonus can apply to the same action or check or to different actions or checks.\n\nThis replaces scry on familiar.",
3203 "specsource": "Familiar Benefits",
3204 "_name": "Aide to All (Ex)",
3205 "_shortname": "Aide to All",
3206 "_type": "Extraordinary Ability",
3207 "_sourcetext": "Familiar Benefits"
3208 },
3209 {
3210 "description": "At 7th level, a valet can move before and after using the aid another action, as long as its total movement does not exceed its speed.\n\nThis replaces speak with animals of its kind.",
3211 "specsource": "Familiar Benefits",
3212 "_name": "Deliver Aid (Ex)",
3213 "_shortname": "Deliver Aid",
3214 "_type": "Extraordinary Ability",
3215 "_sourcetext": "Familiar Benefits"
3216 },
3217 {
3218 "description": "At 3rd level, when delivering a harmless touch spell to a willing creature, a valet can move before and after delivering the spell, as long as its total movement does not exceed its speed.\n\nThis alters deliver touch spells.",
3219 "specsource": "Familiar Benefits",
3220 "_name": "Deliver Touch Spells (Modification) (Su)",
3221 "_shortname": "Deliver Touch Spells (Modification)",
3222 "_type": "Supernatural Ability",
3223 "_sourcetext": "Familiar Benefits"
3224 },
3225 {
3226 "description": "The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.",
3227 "specsource": "Familiar Benefits",
3228 "_name": "Empathic Link (Su)",
3229 "_shortname": "Empathic Link",
3230 "_type": "Supernatural Ability",
3231 "_sourcetext": "Familiar Benefits"
3232 },
3233 {
3234 "description": "A valet is considered to have all the teamwork feats its master has.",
3235 "specsource": "Familiar Benefits",
3236 "_name": "Teammate (Ex)",
3237 "_shortname": "Teammate",
3238 "_type": "Extraordinary Ability",
3239 "_sourcetext": "Familiar Benefits"
3240 },
3241 {
3242 "description": "Each clockwork familiar is made with the ability to carry a specific type of magic item inside its body. This item type is chosen at the time of the construct's creation, and cannot be changed. While the creature cannot activate or use the item for its original function, it gains certain constant abilities from the resonant magic fields, and can drain the item's magic as a free action in order to gain additional magical effects. In addition, any clockwork construct can drain a single charge or spell level from its installed item to heal itself 1d6 hit points as a standard action. Removing a spent item and installing a new one is a full-round action.\n\nWand: The clockwork familiar gains the ability to spit a gobbet of acid up to 30 feet as a ranged touch attack, dealing 1d4 points of damage. Draining a charge increases the damage to 2d4 points for a single attack. This charge is spent before the attack is rolled.",
3243 "_name": "Wand",
3244 "_shortname": "Wand"
3245 },
3246 {
3247 "description": "The clockwork construct must be wound with a special key in order to function. As a general rule, a fully wound construct can remain active for 1 day per HD, but shorter or longer durations are possible.\n\nA clockwork construct that’s allowed to run down simply ceases functioning and is treated as an object, but most can lie in wait for centuries or longer in this state, springing to life immediately upon being wound back to animation.",
3248 "specsource": "Clockwork",
3249 "_name": "Winding",
3250 "_shortname": "Winding",
3251 "_sourcetext": "Clockwork"
3252 }
3253 ]
3254 },
3255 "spellsknown": "",
3256 "spellsmemorized": "",
3257 "spellbook": "",
3258 "spellclasses": "",
3259 "journals": {
3260 "journal": [
3261 {
3262 "description": "",
3263 "_name": "Title",
3264 "_gamedate": "0",
3265 "_realdate": "20200107",
3266 "_xp": "0",
3267 "_pp": "0",
3268 "_gp": "0",
3269 "_sp": "0",
3270 "_cp": "0",
3271 "_cn1": "0",
3272 "_cn2": "0",
3273 "_cn3": "0",
3274 "_cn4": "0",
3275 "_prestigeaward": "0",
3276 "_prestigespend": "0"
3277 },
3278 {
3279 "description": "",
3280 "_name": "Title",
3281 "_gamedate": "0",
3282 "_realdate": "20200107",
3283 "_xp": "0",
3284 "_pp": "0",
3285 "_gp": "0",
3286 "_sp": "0",
3287 "_cp": "0",
3288 "_cn1": "0",
3289 "_cn2": "0",
3290 "_cn3": "0",
3291 "_cn4": "0",
3292 "_prestigeaward": "0",
3293 "_prestigespend": "0"
3294 },
3295 {
3296 "description": "",
3297 "_name": "Title",
3298 "_gamedate": "0",
3299 "_realdate": "20200107",
3300 "_xp": "0",
3301 "_pp": "0",
3302 "_gp": "0",
3303 "_sp": "0",
3304 "_cp": "0",
3305 "_cn1": "0",
3306 "_cn2": "0",
3307 "_cn3": "0",
3308 "_cn4": "0",
3309 "_prestigeaward": "0",
3310 "_prestigespend": "0"
3311 },
3312 {
3313 "description": "",
3314 "_name": "Title",
3315 "_gamedate": "0",
3316 "_realdate": "20200107",
3317 "_xp": "0",
3318 "_pp": "0",
3319 "_gp": "0",
3320 "_sp": "0",
3321 "_cp": "0",
3322 "_cn1": "0",
3323 "_cn2": "0",
3324 "_cn3": "0",
3325 "_cn4": "0",
3326 "_prestigeaward": "0",
3327 "_prestigespend": "0"
3328 },
3329 {
3330 "description": "",
3331 "_name": "Title",
3332 "_gamedate": "0",
3333 "_realdate": "20200107",
3334 "_xp": "0",
3335 "_pp": "0",
3336 "_gp": "0",
3337 "_sp": "0",
3338 "_cp": "0",
3339 "_cn1": "0",
3340 "_cn2": "0",
3341 "_cn3": "0",
3342 "_cn4": "0",
3343 "_prestigeaward": "0",
3344 "_prestigespend": "0"
3345 }
3346 ]
3347 },
3348 "images": "",
3349 "validation": {
3350 "report": "Clockwork Familiar (Valet): Can't take this companion until level 7.; Clockwork Familiar (Valet): This companion type is not allowed for Tinkerer.",
3351 "validmessage": [
3352 "Error: Clockwork Familiar (Valet): Can't take this companion until level 7.",
3353 "Error: Clockwork Familiar (Valet): This companion type is not allowed for Tinkerer."
3354 ]
3355 },
3356 "settings": {
3357 "_summary": "User Content: Ponyfinder A Clockwork Equine, Ponyfinder A Subtle Change, Ponyfinder ACG Favored Classes, Ponyfinder Beachside Fun, Ponyfinder Born to Magic, Ponyfinder Campaign Setting, Ponyfinder Cave Fliers, Ponyfinder Children of Bones, Ponyfinder Day and Night, Ponyfinder Down to Earth, Ponyfinder Earning Your Stripes, Ponyfinder Forgotten Gods of Everglow, Ponyfinder From Chaos, Order, Ponyfinder Ghost of a Chance, Ponyfinder Griffons of Everglow, Ponyfinder Living Large, Ponyfinder Occult Favored Classes, Ponyfinder Pegasi of Everglow, Ponyfinder Place in the Sun, Ponyfinder Small Packages; User Content -> Community Pack (v1.20) -> Third Party Products -> Rogue Genius Games: RGG - Phosonith the Cruel Charmer; User Content -> Community Pack (v1.20) -> Third Party Products -> Rogue Genius Games -> RGG - Ultimate Options: RGG - Bardic Masterpieces; User Content -> Community Pack (v1.20) -> GM Section -> Green Ronin: GR - Advanced Bestiary; Advanced Class Guide: Advanced Class Guide; Advanced Player's Guide: Advanced Player's Guide, Advanced Player's Guide Familiars, Advanced Player's Guide Traits, Advanced Player's Guide New Combat Maneuvers; Advanced Race Guide: Advanced Race Guide, Race Builder; Horror Adventures: Horror Adventures; Occult Adventures: Occult Adventures; Pathfinder Unchained -> Chapter 1: Classes: Unchained Classes; Ultimate Campaign: Ultimate Campaign; Ultimate Campaign -> Ultimate Campaign Character Backgrounds: Unrestricted Traits & Drawbacks; Ultimate Combat: Ultimate Combat, Ultimate Combat Called Shots; Ultimate Equipment: Ultimate Equipment; Ultimate Intrigue: Ultimate Intrigue; Ultimate Magic: Ultimate Magic, Ultimate Magic Familiars, Words of Power; Ultimate Wilderness: Ultimate Wilderness; Bestiary: Bestiary, Bestiary 2, Bestiary 3, Bestiary 4, Bestiary Familiars, Bestiary Free Content, Bonus Bestiary; Green Ronin Publishing -> Bestiaries: Advanced Bestiary; Hammerdog Games: The Grande Temple of Jing; Kobold Press: Kobold Quarterly; Kobold Press -> Deep Magic: Deep Magic; Kobold Press -> Midgard Adventures: Halls of the Mountain-King; Kobold Press -> Midgard Player's Guides: Midgard Player's Guide; Realm Works: Realm Works - Isle of Kandril; Player Companion: Advanced Class Origins, Adventurer's Armory, Adventurer's Armory 2, Agents of Evil, Andoran, Spirit of Liberty, Animal Archive, Arcane Anthology, Armor Master's Handbook, Black Markets, Blood of Shadows, Blood of the Ancients, Blood of the Beast, Blood of the Sea, Champions of Corruption, Champions of Purity, Cheliax, Empire of Devils, Cohorts and Companions, Demon Hunter's Handbook, Dirty Tactics Toolbox, Disciple's Doctrine, Divine Anthology, Dragon Empires Primer, Dragonslayer's Handbook, Dungeoneer's Handbook, Faiths and Philosophies, Faiths of Balance, Faiths of Corruption, Faiths of Purity, Familiar Folio, Giant Hunter's Handbook, Haunted Heroes Handbook, Healer's Handbook, Heroes from the Fringe, Heroes of Golarion, Heroes of the High Court, Heroes of the Streets, Heroes of the Wild, Inner Sea Primer, Kobolds of Golarion, Legacy of Dragons, Magic Tactics Toolbox, Martial Arts Handbook, Melee Tactics Toolbox, Merchant's Manifest, Monster Summoner's Handbook, Occult Origins, Pathfinder Society Primer, Paths of the Righteous, Pirates of the Inner Sea, Plane-Hopper's Handbook, Potions & Poisons, Quests & Campaigns, Ranged Tactics Toolbox, Sargava, the Lost Colony, Spymaster's Handbook, Weapon Master's Handbook, Wilderness Origins; Campaign Setting: Book of the Damned 1: Princes of Darkness, Cities of Golarion, Classic Horrors Revisited, Classic Treasures Revisited, Construct Handbook, Faiths of Golarion, Giants Revisited, Guide to the River Kingdoms, Inner Sea Gods, Inner Sea Intrigue, Inner Sea World Guide, Lost Kingdoms, Magnimar, City of Monuments, Numeria, Land of Fallen Stars, Occult Mysteries, Path of the Hellknight, Paths of Prestige, Sandpoint, Light of the Lost Coast, Technology Guide; Miscellaneous Content: Character Traits Web Enhancement, Core Rulebook Deities, GameMastery Guide, Paizo Blog; Pathfinder Modules: Daughters of Fury, Doom Comes to Dustpawn, Fangwood Keep, Murder's Mark, No Response from Deepmar, Plunder and Peril, Tears at Bitter Manor, The Dragon's Demand, The Emerald Spire, The Harrowing, The Midnight Mirror; Pathfinder Adventure Paths: Carrion Crown, Council of Thieves, Curse of the Crimson Throne, Giantslayer, Hell's Rebels, Hell's Vengeance, Iron Gods, Ironfang Invasion, Jade Regent, Kingmaker, Mummy's Mask, Reign of Winter, Return of the Runelords, Rise of the Runelords Anniversary Edition, Ruins of Azlant, Serpent's Skull, Shattered Star, Skull & Shackles, Strange Aeons, Tyrant's Grasp, War for the Crown, Wrath of the Righteous; Prior SRD Content: d20 SRD Animals, d20 SRD Magic Items, d20 SRD Spells, Open Content from Unearthed Arcana; Advancement Speed: Medium Advancement; Firearm Availability: Emerging Guns; Experimental Options: Don't show statblock summary window; Optional Rules -> C"
3358 },
3359 "minions": "",
3360 "_name": "Good Question",
3361 "_characterindex": "2",
3362 "_nature": "normal",
3363 "_role": "pc",
3364 "_relationship": "ally",
3365 "_type": "Arcane Familiar",
3366 "_playername": ""
3367 }
3368 },
3369 "_active": "yes",
3370 "_characterindex": "1",
3371 "_nature": "normal",
3372 "_role": "pc",
3373 "_relationship": "ally",
3374 "_type": "Hero",
3375 "_name": "Gyro",
3376 "_playername": ""
3377 }
3378 }
3379 }
3380}