3.5 SRD Tables
3.5 SRD Tables
3.5 SRD Tables
Sor/Wiz 5 Drd 4
Clr 3 Sor/Wiz 2 Brd 2
Sor/Wiz 3 Brd 3
Sor/Wiz 2 Brd 2
Clr 5 Sor/Wiz 5 Brd 4
Clr 2 Sor/Wiz 2 Drd 2
Clr 6 Sor/Wiz 6 Drd 6
[Fire] Sor/Wiz 1
[Electricity] Drd 3
[Electricity] Drd 5
[Mind-Affecting] Drd 1
[Mind-Affecting] Clr 2 Brd 2
Sor/Wiz 2 Brd 2 Drd 2
Sor/Wiz 6 Brd 6 Drd 6
[Fear, Mind-Affecting] Clr 1 Sor/Wiz 1 Brd 1
[Electricity] Sor/Wiz 6
Drd 7
[Chaotic]
[Mind-Affecting] Drd 1
[Mind-Affecting] Sor/Wiz 4 Brd 3
[Mind-Affecting] Sor/Wiz 8 Brd 6
[Mind-Affecting] Sor/Wiz 1 Brd 1
[Cold] Drd 2
Sor/Wiz 1
[Death] Sor/Wiz 6
Sor/Wiz 3 Brd 3
[Chaotic] Clr 8
Sor/Wiz 8
Sor/Wiz 5
[Mind-Affecting] Sor/Wiz 1
[Language-Dependent, Mind-Affecting] Clr 1
Drd 4
Sor/Wiz 2
[Language-Dependent, Mind-Affecting] Clr 5
Clr 5
Drd 5
Clr 1 Sor/Wiz 1 Brd 1
[Cold] Sor/Wiz 5
[Mind-Affecting] Sor/Wiz 4 Brd 3
[Mind-Affecting] Brd 1
[Good] Clr 2
Sor/Wiz 5
[Evil] Clr 3 Sor/Wiz 4 Drd 3
Sor/Wiz 6
[Light] Clr 3 Sor/Wiz 2
Drd 8
Sor/Wiz 7
[Water] Clr 4 Sor/Wiz 6 Drd 4
Clr 7 Sor/Wiz 7 Drd 7
[Air] Drd 5
Clr 3
[Evil] Clr 8 Sor/Wiz 8
[Evil] Clr 6 Sor/Wiz 6
[Water] Clr 0 Drd 0
Drd 7
[Mind-Affecting] Sor/Wiz 4 Brd 3
Clr 4 Brd 4 Drd 5
Clr 8 Drd 9
Clr 1 Brd 1 Drd 1
Clr 5 Brd 5 Drd 6
Clr 0 Drd 0
Clr 2 Brd 2 Drd 3
Clr 6 Brd 6 Drd 7
Clr 3 Brd 3 Drd 4
Clr 7 Drd 8
[Evil] Clr 1
[Light] Sor/Wiz 0 Brd 0
[Darkness] Clr 2 Sor/Wiz 2 Brd 2
Sor/Wiz 2
[Light] Clr 3 Sor/Wiz 3 Brd 3 Drd 3
[Mind-Affecting] Sor/Wiz 0 Brd 0
[Mind-Affecting] Sor/Wiz 2 Brd 2
[Death, Evil] Clr 2
Clr 4 Drd 5
[Evil] Clr 1
[Mind-Affecting] Sor/Wiz 3 Brd 3
[Darkness] Clr 3
Clr 2 Brd 2 Drd 2
[Fire] Sor/Wiz 7
[Mind-Affecting] Sor/Wiz 8
[Evil] Clr 2
[Death] Clr 7
Drd 1
Clr 1
Clr 1
Clr 1
Clr 1
Clr 0 Sor/Wiz 0 Brd 0 Drd 0
Clr 0 Sor/Wiz 0 Drd 0
Sor/Wiz 4 Brd 4
Sor/Wiz 1 Brd 1
Drd 1
[Mind-Affecting] Sor/Wiz 2 Brd 2
Clr 1 Sor/Wiz 1
[Lawful, Sonic] Clr 7
Sor/Wiz 4 Brd 4
Clr 4 Sor/Wiz 4
Clr 8 Sor/Wiz 8
Drd 3
Clr 4
Clr 8 Sor/Wiz 8
Sor/Wiz 1 Brd 1
Sor/Wiz 6
Clr 4 Sor/Wiz 5
[Lawful] Clr 5
[Good] Clr 5
[Evil] Clr 5
[Chaotic] Clr 5
Clr 3 Sor/Wiz 3 Brd 3 Drd 4
Clr 6 Sor/Wiz 6 Brd 5 Drd 6
Sor/Wiz 3 Brd 3
Sor/Wiz 0
Clr 5
Clr 4
Clr 1
Clr 4
[Mind-Affecting] Drd 3
[Mind-Affecting] Sor/Wiz 9
[Mind-Affecting] Sor/Wiz 5 Brd 4
[Fear, Mind-Affecting] Clr 1
Sor/Wiz 7
[Mind-Affecting] Sor/Wiz 5 Brd 5
Clr 2 Sor/Wiz 2 Brd 2
Clr 6 Sor/Wiz 6 Brd 6
[Earth] Clr 8 Drd 8
[see text] Drd 9
Clr 1 Sor/Wiz 1 Drd 1
Clr 9 Sor/Wiz 9
Sor/Wiz 4
Sor/Wiz 1
Sor/Wiz 4
Drd 1
[Language Dependent, Mind-Affecting, Sonic] Clr 2 Brd 2
Clr 1
Sor/Wiz 1 Brd 1
Clr 7 Sor/Wiz 7
Clr 9 Sor/Wiz 9
Sor/Wiz 4
Sor/Wiz 1 Brd 1
[Force] Sor/Wiz 3
[Evil] Sor/Wiz 6 Brd 6
Sor/Wiz 5
[Light] Drd 1
Sor/Wiz 2
Sor/Wiz 5 Brd 5
[Fear, Mind-Affecting] Sor/Wiz 4 Brd 3
Sor/Wiz 1 Brd 1
[Mind-Affecting] Sor/Wiz 5
Clr 6 Brd 6 Drd 6
Clr 2
[Death] Sor/Wiz 7 Drd 8
[Fire] Drd 6
[Fire or Cold] Sor/Wiz 4
[Fire] Clr 8 Drd 7
[Fire] Sor/Wiz 4 Drd 2
[Fire] Sor/Wiz 3
[Fire] Sor/Wiz 3
[Fire] Drd 2
[Fire] Clr 5 Drd 4
[Fire] Sor/Wiz 2 Drd 2
[Light] Sor/Wiz 0 Brd 0 Drd 0
Sor/Wiz 6
Sor/Wiz 3
Sor/Wiz 2 Drd 2
Clr 6
[Force] Sor/Wiz 7
Sor/Wiz 9 Drd 9
Sor/Wiz 2 Brd 2
Sor/Wiz 6 Brd 6
Sor/Wiz 9
Clr 4 Brd 4 Drd 4
Sor/Wiz 3 Brd 3
Clr 9 Sor/Wiz 9
[Language-Dependent, Mind-Affecting] Sor/Wiz 4 Brd 3
[Language-Dependent, Mind-Affecting] Clr 6 Sor/Wiz 6 Brd 6
Clr 2 Sor/Wiz 3
Sor/Wiz 0 Brd 0
Sor/Wiz 2
Clr 4 Drd 4
Brd 3
Sor/Wiz 2 Brd 2
Sor/Wiz 6
Sor/Wiz 4
Clr 3
Clr 6
[Mind-Affecting] Brd 3
Drd 1
Sor/Wiz 1 Brd 1
Sor/Wiz 6
Clr 0 Drd 0
[Air] Sor/Wiz 2 Drd 2
[Good] Clr 5 Drd 5
Sor/Wiz 4 Brd 4
Sor/Wiz 3
Clr 6
Sor/Wiz 3 Brd 3
Clr 6 Drd 7
Clr 9
[Fire] Drd 2
Clr 3
[Creation] Clr 6 Brd 6
[Mind-Affecting] Sor/Wiz 3 Brd 2
[Mind-Affecting] Sor/Wiz 6 Brd 5
Drd 1
Clr 1
[Mind-Affecting] Drd 2
[Mind-Affecting] Sor/Wiz 5 Brd 4
[Mind-Affecting] Sor/Wiz 9
[Mind-Affecting] Clr 2 Sor/Wiz 3 Brd 2
[Mind-Affecting] Sor/Wiz 7
Sor/Wiz 1
[Good] Clr 8
[Good]
[Good]
[Good, Sonic] Clr 7
Sor/Wiz 8
[Mind-Affecting] Sor/Wiz 2 Brd 2
[Mind-Affecting] Sor/Wiz 1 Brd 1
[Cold] Sor/Wiz 4 Drd 4
Sor/Wiz 1 Brd 1
[Mind-Affecting] Sor/Wiz 3 Brd 3
Sor/Wiz 4
Clr 4
Clr 9
Sor/Wiz 9
[Fire] Sor/Wiz 8
Clr 4
Clr 8
Clr 1
Clr 5
Clr 0
Clr 2
Clr 6
Clr 3
Clr 7
[Mind-Affecting] Sor/Wiz 7
Clr 5 Drd 5
Sor/Wiz 2 Brd 2
Clr 3
Sor/Wiz 3 Brd 3
Sor/Wiz 4 Brd 4
Sor/Wiz 7
Sor/Wiz 8
Drd 6
Sor/Wiz 1 Drd 1
Sor/Wiz 3
Sor/Wiz 2
Brd 0 Drd 0
Sor/Wiz 6 Brd 4
[Force] Sor/Wiz 3 Brd 3
Sor/Wiz 5
Sor/Wiz 4 Brd 4
Sor/Wiz 2
Sor/Wiz 2
[Light] Clr 0 Sor/Wiz 0 Brd 0 Drd 0
[Electricity] Sor/Wiz 3
Sor/Wiz 7
Drd 6
Sor/Wiz 4 Brd 4
Clr 3 Sor/Wiz 2 Brd 2
Drd 1
[Mind-Affecting] Brd 0
[Force] Sor/Wiz 1
Sor/Wiz 0 Brd 0
[Lawful] Clr 3 Sor/Wiz 3
[Good] Clr 3 Sor/Wiz 3
[Evil] Clr 3 Sor/Wiz 3
[Chaotic] Clr 3 Sor/Wiz 3
Drd 1
Drd 3
Sor/Wiz 5
[Force] Sor/Wiz 1
Sor/Wiz 2 Brd 1
Clr 1 Drd 1
Clr 3
Clr 1 Sor/Wiz 1
Clr 4 Sor/Wiz 3
Sor/Wiz 5
Sor/Wiz 3 Brd 3
Clr 2
Clr 5
Sor/Wiz 8
[Earth] Clr 3 Drd 3
[Acid] Sor/Wiz 2
Clr 0 Sor/Wiz 0 Brd 0 Drd 0
[Language-Dependent] Sor/Wiz 0 Brd 0
[Fire] Sor/Wiz 9
Sor/Wiz 8
[Mind-Affecting] Sor/Wiz 5 Brd 5
Sor/Wiz 4
Sor/Wiz 2 Brd 2
Clr 9
Sor/Wiz 5 Brd 5
Sor/Wiz 2 Brd 2
Sor/Wiz 2 Brd 2
Sor/Wiz 6 Brd 5
[Mind-Affecting] Brd 4
Sor/Wiz 8
Sor/Wiz 9
Sor/Wiz 5
Wiz 6
Sor/Wiz 7
Sor/Wiz 5
[Force] Sor/Wiz 7
Sor/Wiz 1
[Earth] Sor/Wiz 6 Drd 6
Clr 4 Brd 4 Drd 3
[Mind-Affecting, Evil] Sor/Wiz 5 Brd 5
Sor/Wiz 3
Sor/Wiz 1 Brd 1
Clr 3 Sor/Wiz 2 Brd 1
Clr 1 Sor/Wiz 1 Drd 1
Sor/Wiz 0 Brd 0
[Lawful]
[Cold] Sor/Wiz 6
[Force] Sor/Wiz 4
[Force] Sor/Wiz 8
[Mind-Affecting] Sor/Wiz 8 Brd 6
Sor/Wiz 5
Clr 2 Sor/Wiz 2 Drd 2
Clr 6 Sor/Wiz 6 Drd 6
Drd 1
Sor/Wiz 5
Sor/Wiz 5
Sor/Wiz 6 Brd 6
Sor/Wiz 5 Brd 5
[Fear, Mind-Affecting] Sor/Wiz 4
Sor/Wiz 3 Brd 3
Sor/Wiz 7
Clr 6
Clr 8
Clr 4
Sor/Wiz 6
Sor/Wiz 8
Sor/Wiz 5
Clr 5 Sor/Wiz 7
Drd 3
Clr 4 Drd 3
[Cold] Sor/Wiz 8
Sor/Wiz 4
Sor/Wiz 8
[Mind-Affecting] Sor/Wiz 7
[Death, Mind-Affecting] Sor/Wiz 9
[Mind-Affecting] Sor/Wiz 8
[Mind-Affecting] Clr 3
Sor/Wiz 0 Brd 0
Sor/Wiz 9
Sor/Wiz 7
Sor/Wiz 8
[Fire] Drd 1
Sor/Wiz 6 Brd 6
Sor/Wiz 7 Brd 6
Sor/Wiz 2
[Lawful] Clr 1 Sor/Wiz 1
Clr 3 Sor/Wiz 3 Drd 3
[Good] Clr 1 Sor/Wiz 1
[Evil] Clr 1 Sor/Wiz 1
[Chaotic] Clr 1 Sor/Wiz 1
Sor/Wiz 8
Sor/Wiz 5
Sor/Wiz 8
Clr 0 Drd 0
Sor/Wiz 2 Brd 2
Drd 3
[Mind-Affecting] Sor/Wiz 3 Brd 2
[Mind-Affecting] Sor/Wiz 4 Brd 4
Clr 5
Wiz 4
Sor/Wiz 5
Sor/Wiz 1
Sor/Wiz 3
[Cold] Sor/Wiz 0
Clr 0 Sor/Wiz 0 Brd 0 Drd 0
Drd 2
Sor/Wiz 1
Sor/Wiz 4
Clr 7 Sor/Wiz 9
Clr 7 Drd 9
Drd 4
Clr 3
Clr 3 Sor/Wiz 4 Brd 3
Clr 3 Drd 3
Clr 1 Brd 1
Clr 2
[Earth] Drd 8
Clr 4 Brd 4 Drd 4
Drd 6
Clr 7 Sor/Wiz 6
Clr 2 Sor/Wiz 2 Drd 2
Clr 0 Sor/Wiz 0 Brd 0 Drd 0
Clr 4
Clr 7
Clr 2 Drd 2
Clr 7
Sor/Wiz 7 Drd 8
Clr 5
Sor/Wiz 2
Drd 4
Clr 1
[Fear, Mind-Affecting] Sor/Wiz 2 Brd 2
[Mind-Affecting] Sor/Wiz 8
[Fire] Sor/Wiz 2
Sor/Wiz 8
Clr 5 Sor/Wiz 4 Brd 3 Drd 4
Clr 7 Sor/Wiz 7 Brd 6 Drd 7
Brd 3
Clr 3
Sor/Wiz 3 Brd 3
Sor/Wiz 2 Brd 3
Sor/Wiz 5 Brd 5
Clr 4 Sor/Wiz 5
[Force] Sor/Wiz 3 Brd 3
Sor/Wiz 7
Sor/Wiz 9
Sor/Wiz 4 Brd 4
Sor/Wiz 7
Sor/Wiz 5 Brd 5
Sor/Wiz 8
Sor/Wiz 6 Brd 5
Drd 9
Sor/Wiz 9 Drd 9
[Sonic] Clr 2 Sor/Wiz 2 Brd 2
[Force] Sor/Wiz 1
Clr 1
[Lawful] Clr 8
Clr 2
Drd 1
[Electricity] Sor/Wiz 1
[Sonic] Sor/Wiz 4 Brd 4
[Sonic] Sor/Wiz 8 Brd 6
Sor/Wiz 3
Clr 2 Brd 2
Sor/Wiz 1 Brd 1
Sor/Wiz 7
[Death] Clr 5
[Mind-Affecting] Sor/Wiz 1 Brd 1
[Cold] Sor/Wiz 3 Drd 3
Sor/Wiz 3 Brd 3
Drd 3
[Earth] Drd 2
Sor/Wiz 4
[Mind-Affecting, Sonic] Brd 5
Clr 9 Sor/Wiz 9
[Sonic] Clr 2 Brd 2
Brd 3 Drd 1
[Language-Dependent] Clr 3
Brd 4 Drd 3
Sor/Wiz 2
Clr 4
Clr 8
Clr 5
Sor/Wiz 7
Drd 6
Sor/Wiz 2 Drd 2
Drd 3
[Earth] Drd 4
[Force] Clr 2
Sor/Wiz 7
Clr 2
Sor/Wiz 3
[Earth] Clr 3 Sor/Wiz 5 Drd 3
Drd 6
Sor/Wiz 6
Sor/Wiz 4 Drd 5
Clr 9 Drd 9
[Language-Dependent, Mind-Affecting] Sor/Wiz 3 Brd 2
[Language-Dependent, Mind-Affecting] Sor/Wiz 6 Brd 5
Brd 0
Clr 1 Sor/Wiz 1 Brd 1
Clr 2 Sor/Wiz 2 Brd 2
Clr 3 Sor/Wiz 3 Brd 3
Clr 4 Sor/Wiz 4 Brd 4
Clr 9 Sor/Wiz 9
Clr 5 Sor/Wiz 5 Brd 5
Clr 6 Sor/Wiz 6 Brd 6
Clr 7 Sor/Wiz 7
Clr 8 Sor/Wiz 8
Drd 1
Drd 2
Drd 3
Drd 4
Drd 9
Drd 5
Drd 6
Drd 7
Drd 8
Sor/Wiz 2 Brd 2 Drd 2
[Light] Drd 7
[Light] Sor/Wiz 8 Drd 8
[Death] Clr 8 Sor/Wiz 8
[Fear, Mind-Affecting] Clr 6 Sor/Wiz 6
[Mind-Affecting] Clr 8 Sor/Wiz 8
[Evil] Clr 5 Sor/Wiz 5
[Mind-Affecting] Clr 6 Sor/Wiz 6
[Mind-Affecting] Clr 5 Sor/Wiz 5
[Mind-Affecting] Clr 7 Sor/Wiz 7
Clr 7 Sor/Wiz 7
[Sonic] Brd 6
[Mind-Affecting] Sor/Wiz 8 Drd 9
[Mind-Affecting] Sor/Wiz 2 Brd 1
Sor/Wiz 5
Sor/Wiz 5
Sor/Wiz 7
Sor/Wiz 7
Sor/Wiz 9
Sor/Wiz 8
Sor/Wiz 6
[Force] Sor/Wiz 1
Sor/Wiz 9
Clr 4 Sor/Wiz 3 Brd 2
Sor/Wiz 0
[Mind-Affecting] Sor/Wiz 2
Drd 7
[Earth] Sor/Wiz 5 Drd 5
[Earth] Sor/Wiz 5 Drd 5
Drd 6
Sor/Wiz 8
Drd 2
Drd 5
Clr 9
Clr 5 Sor/Wiz 6 Drd 7
Sor/Wiz 1
Clr 6 Sor/Wiz 6
Clr 2 Brd 1
[Evil] Clr 5 Drd 5
[Evil] Clr 8
[Evil]
Sor/Wiz 1 Brd 1
Sor/Wiz 3
Sor/Wiz 6 Brd 6
Sor/Wiz 1 Brd 1
Clr 0 Drd 0
Sor/Wiz 7
[Death, Sonic] Sor/Wiz 9
[Fire] Sor/Wiz 4 Drd 5
[Force] Sor/Wiz 5
[Cold] Sor/Wiz 4
Sor/Wiz 6
[Earth] Clr 5 Sor/Wiz 5 Drd 6
Drd 5
Drd 2
Clr 3 Sor/Wiz 3 Drd 3
[Water] Clr 3
Sor/Wiz 7
Sor/Wiz 5
Sor/Wiz 2
[Fear, Mind-Affecting] Sor/Wiz 9
[Air] Drd 8
[Air] Sor/Wiz 2 Brd 2
[Air] Clr 6 Drd 7
[Air] Clr 3 Sor/Wiz 3 Drd 3
Sor/Wiz 9
Drd 2
[Chaotic, Sonic] Clr 7
Clr 6 Drd 8
Brd 4
[Mind-Affecting] Clr 2
Ranger Pal adin Domain Components Casting Time
Water7 V, S, M/DF 1 std. action
V, S 1 std. action
Good2, Luck2 V, S, DF 1 std. action
Air4, V, S, DF 1 std. action
Rgr 1 Brd1 V, S, F/DF 1 std. action
V, S, DF 1 std. action
Brd2 V, S 1 std. action
Brd6 V, S, F 1 std. action
Rgr 4 V, S 1 std. action
Rgr 1 Brd2 V, S, M 1 std. action
Animal7, V, S, DF 1 std. action
Brd2 V, S 1 std. action
Death3 V, S, M 1 std. action
Brd6 Chaos6 V, S 1 std. action
Plant7 V 1 std. action
Brd1 V, S 1 std. action
Animal6 V, S, DF 1 round
Magic6, Protection6 V, S, M/DF 1 std. action
V, S, M/DF 1 hour
V, S, DF 1 std. action
V, S, M 10 minutes
V, S, M 1 std. action
V, S 1 std. action
V, S 1 std. action
V, S 1 std. action
Travel9 V, S, M 30 minutes
V, S, M, F, DF, XP 1 hour
V, S, M, F 1 minute
V, S, DF, XP 24 hours
V, S 1 std. action
V, S, DF 1 std. action
V, S, F 1 std. action
Rgr 2 Plant2 V, S, DF 1 std. action
Rgr 2 V, S, DF 1 std. action
V, S, DF 1 std. action
V, S 1 std. action
Strength8 V, S, F/DF 1 std. action
Strength9 V, S, M, F/DF 1 std. action
V, S, F 1 std. action
Strength7 V, S, F/DF 1 std. action
V, S, F 1 std. action
V, S, M 1 minute
Good6, War6 V, S 1 std. action
Evil7 V 1 std. action
Pal 1 V, S, DF 1 std. action
Pal 1 V, S, M 1 minute
Pal 1 V, S 1 std. action
V, S, DF 1 std. action
Brd2 V 1 std. action
Brd3 V, S 1 std. action
Brd2 V 1 std. action
Brd4Pal 4 Luck5, V, S 1 minute
Pal 2 Strength2 V, S, M/DF 1 std. action
V, S, M/DF 1 std. action
Fire1 V, S 1 std. action
V, S 1 round
V, S 1 round
Rgr 1 Animal1, V, S 1 std. action
Brd2 Law2 V, S, DF 1 std. action
Rgr 2 Brd2 V, S, M 1 std. action
Brd6 V, S, M 1 std. action
Death1 V, S 1 std. action
Air6 V, S, F 1 std. action
V, S, F 1 round
Chaos4 V, S 1 std. action
Rgr 1 V, S 1 std. action
Brd3 V, S 1 std. action
Brd6 V 1 std. action
Brd1 V, S 1 std. action
V, S, DF 1 std. action
V, S 1 std. action
V, S, M 1 std. action
Brd3 Knowledge3 V, S, F/DF 10 minutes
Chaos8 V, S, F 1 std. action
V, S, M, F 10 minutes
V, S 1 std. action
V, S, M 1 std. action
V 1 std. action
Rgr 3 Plant4, V 1 std. action
V, S, M 1 std. action
V 1 std. action
V, S, M, DF, XP 10 minutes
Rgr 4 Animal5, V, S 10 minutes
Brd1 V, S, M/DF 1 std. action
Water6 V, S, M/DF 1 std. action
Brd3 Trickery4 V, S, M/DF 1 std. action
Brd1 V, S, DF 1 std. action
V, S, M, DF 1 std. action
V 10 minutes
Destruction3, V, S 1 std. action
V, S, M, F 10 minutes
V, S, M 1 std. action
Plant8 V, S, DF 1 std. action
V, S, M 1 std. action
Water4 V, S, M/DF 1 std. action
Air7, V, S 10 minutes
Air5, V, S 1 std. action
V, S 10 minutes
Death8 V, S, M 1 hour
Death6, Evil6 V, S, M 1 hour
Pal 1 V, S 1 std. action
V, S 1 round
Brd3 V, S, M 1 std. action
Brd4 Healing4 V, S 1 std. action
Healing8 V, S 1 std. action
Rgr 2 Brd1Pal 1 Healing1, V, S 1 std. action
Brd5 Healing5 V, S 1 std. action
V, S 1 std. action
Rgr 3 Brd2Pal 3 Healing2, V, S 1 std. action
Brd6 V, S 1 std. action
Rgr 4 Brd3Pal 4 Healing3 V, S 1 std. action
V, S 1 std. action
V, S, M 1 minute
Brd0 V, S 1 std. action
Brd2 V, M/DF 1 std. action
Rgr 3 V, S, M 1 std. action
Brd3Pal 3 V, S 1 std. action
Brd0 V, S, M 1 std. action
Brd2 V, S, M 1 std. action
Death2 V, S 1 std. action
Pal 4 Death4, V, S, DF 1 std. action
V, S 1 std. action
Brd3
V, M/DF 1 std. action
Rgr 1 Brd2Pal 2 V, S, DF 1 std. action
3d8+3 16 hp 6
1d8+4 8 hp 1
1d8+1 5 hp 1
1d8 4 hp 1
1d8+2 6 hp 1
1d8+1 5 hp 1
1d8+1 5 hp 1
1d8 4 hp 1
1d8+2 6 hp 0
3d8+3 16 hp 1
2d8+2 11 hp 1
1d8+2 6 hp 0
1d8+1 5 hp 4
1d8+5 9 hp 0
2d8+2 11 hp 0
20d8+280 370 hp 1
1d12 6 hp 5
1d8 4 hp 1
14d8+56 119 hp 2
10d8+20 65 hp 3
12d8+48 102 hp –1
4d8+11 29 hp –1
14d8+70 133 hp 1
1d8+2 6 hp 1
1d8+1 5 hp 0
5d8+15 37 hp 4
14d8+70 133 hp –1
17d8+102 178 hp 1
19d8+114 199 hp 2
6d8+6 33 hp 6
13d10+20 91 hp 1
15d8+75 142 hp –1
15d10+30 112 hp 1
8d10+30 74 hp 0
3d12 19 hp 2
1d10+10 15 hp 1
2d8 9 hp 5
3d8 13 hp 5
3d8 13 hp 5
3d8 13 hp 5
4d8+8 26 hp 1
3d8+6 19 hp 1
1d8+1 5 hp 1
6d8+12 39 hp 1
9d10+27 76 hp 1
8d8+24 60 hp 5
12d8+51 105 hp 1
7d8+14 45 hp 1
7d10+21 59 hp 1
7d8+21 52 hp 1
9d8+36 76 hp 1
7d8+28 59 hp 1
5d10+25 52 hp 1
10d10+30 85 hp 5
15d8+45 112 hp 1
6d10+18 51 hp 1
8d10+8 52 hp 5
4d10+20 42 hp 1
15d8+60 127 hp 1
1d8+1 plus 6d8+30 62 hp 1
6d10+18 51 hp 5
7d12+14 59 hp 1
8d8+40 76 hp 1
9d10+45 94 hp 1
15d8+78 145 hp 5
12d8+96 150 hp 5
14d8+112 175 hp 1
18d8+99 180 hp 1
8d10+43 87 hp 1
11d10+58 118 hp 1
5d10+28 55 hp 1
9d10+48 97 hp 1
7d10+38 77 hp 1
6d10+33 66 hp 1
10d10+53 108 hp 1
12d10+63 129 hp 1
7d10+35 73 hp 1
3d10+6 22 hp 6
7d8 31 hp 2
5d8+5 27 hp 3
21d8+84 178 hp 14
10d10+70 125 hp 0
14d10+70 147 hp 4
24d8+96 204 hp 15
9d8+9 49 hp 1
8d8+32 68 hp 1
8d10+40 85 hp 4
8d8+24 60 hp 0
10d10+30 85 hp 0
7d8+14 45 hp 1
3d8+9 22 hp 0
12d8+72 126 hp 6
12d10+48 114 hp 0
10d8+20 65 hp 5
12d8+72 126 hp 7
12d8+60 114 hp 3
10d8+93 138 hp 0
20d8+100 190 hp –5
20d10+180 290 hp 4
12d8+48 102 hp 8
12d12 78 hp 4
15d10+30 112 hp 0
15d8+63 130 hp 0
12d12+60 138 hp 0
12d8+120 174 hp 0
7d12 45 hp 7
5d12 32 hp 7
3d8+3 16 hp 6
1d8+1 5 hp 2
2d10+2 13 hp 6
1/2 d10 2 hp 2
2d12+2 15 hp 2
4d8 13 hp 2
3d8 13 hp 2
9d8+27 67 hp 6
4d8+8 26 hp 2
10d8+70 115 hp 2
4d8+16 34 hp 2
5d8+13 35 hp 2
8d8+24 60 hp 2
16d8+48 120 hp 2
6d8+18 45 hp 2
9d10+27 76 hp 6
6d8+18 45 hp 2
7d10+21 59 hp 2
3d10+9 25 hp 2
9d10+9 58 hp 2
6d10+24 57 hp 2
9d8+18 58 hp 2
11d8+44 93 hp 2
6d8+18 45 hp 6
4d10+12 34 hp 2
9d10+18 67 hp 2
6d8+36 63 hp 2
8d8+32 68 hp 2
1d8+1 plus 6d8+18 50 hp 6
9d10+45 94 hp 2
10d8+66 111 hp 2
8d8+43 79 hp 2
18d8+66 147 hp 2
21d12+42 178 hp 6
12d10+36 102 hp 6
18d8+126 207 hp 2
2d8+2 11 hp 1
2d12 13 hp 2
4d10+8 30 hp 2
3d8 13 hp 4
2d12+3 16 hp –1
2d10 11 hp 2
25d12+50 212 hp 4
2d8 9 hp 7
5d10 27 hp 3
1d8+1 5 hp 3
3d8 13 hp 7
3d8 13 hp 7
3d8 13 hp 7
1d6 3 hp 3
3d8 13 hp 7
3d8 13 hp 3
2d8 9 hp 3
11d8+44 93 hp 7
6d8+18 45 hp 7
9d8+18 58 hp 7
5d8+23 45 hp 3
4d10+4 26 hp 3
10d8+20 65 hp 7
7d10+20 58 hp 3
6d8+12 39 hp 7
7d8+14 45 hp 3
4d10+4 26 hp 3
5d10+15 42 hp 7
4d10+20 42 hp 3
10d10+80 135 hp 3
48d10+594 858 hp 7
2d10 11 hp 5
3d8+6 19 hp 1
2d8 9 hp 1
4d8+12 30 hp 5
2d10 11 hp 2
6d8+6 33 hp 2
4d12+3 29 hp 6
4d10 22 hp 3
3d8+15 28 hp 3
4d8+8 26 hp 7
1d8+1 plus 1d8+2 12 hp 3
4d6 14 hp 4
5d8 22 hp 8
4d8+8 26 hp 9
2d8+2 11 hp –5
4d12 26 hp 5
6d6+6 27 hp 3
1d6 3 hp 4
1/2 d6+1 2 hp 4
1d10 5 hp 4
9d8–9 31 hp 4
6d8–6 21 hp 4
14d8+70 133 hp 8
16d8+144 216 hp 4
12d8+48 102 hp 8
7d8+14 45 hp 8
8d8+16 52 hp 8
17d12+34 144 hp 8
16d8+80 152 hp 4
4d8+4 22 hp 1
2d8+2 11 hp 1
4d8+7 25 hp 5
5d6+5 22 hp 1
4d12 26 hp 1
1d8 4 hp 4
4d8+19 37 hp 2
2d8 9 hp 2
1d8+1 plus 2d8+6 20 hp 6
4d12+3 29 hp 3
2d8+6 15 hp –1
3d8+3 16 hp 5
22d8+110 209 hp 9
15d8+45 112 hp 5
7d8+7 38 hp 5
10d8+50 95 hp 9
8d8+24 60 hp 9
14d8+84 147 hp 5
8d8+24 60 hp 9
21d8+105 199 hp 5
8d8+8 44 hp 5
4d8+4 22 hp 5
2d8+2 11 hp 1
2d8+4 13 hp 0
3d8+6 19 hp 0
3d8+6 19 hp 0
8d10+24 68 hp 6
15d8+30 97 hp 6
4d8+8 26 hp 3
5d8+5 27 hp 3
4d10+30 52 hp 0
6d8+12 39 hp 0
12d10+27 93 hp 10
4d8+12 30 hp 6
24d8+120 228 hp 6
1d10+1 6 hp 4
2d8+2 11 hp 0
2d8+2 11 hp 0
6d8+6 33 hp 6
6d8+12 39 hp 7
6d8+18 45 hp 8
7d8+7 38 hp 5
2d8+4 13 hp –1
4d8+12 30 hp 0
7d8+21 52 hp 0
8d8+24 60 hp 11
20d8+200 290 hp 11
15d8+105 172 hp 7
16d8+64 136 hp 11
9d8+18 58 hp 1
3d8+3 16 hp 1
6d8+18 45 hp 6
5d8+10 32 hp 7
6d10+12 45 hp –1
18d8+144 225 hp 12
21d8+84 178 hp 12
7d8+35 66 hp 1
4d8+24 42 hp 1
4d8+12 30 hp 1
9d12 58 hp 6
8d8+16 52 hp 6
3d8+6 19 hp 6
9d8+45 85 hp 5
7d8+35 66 hp 6
6d8+9 36 hp 0
9d8 40 hp 13
16d12 104 hp 13
16d8+64 136 hp 13
24d8+96 204 hp 13
6d8+6 33 hp 1
7d8+21 52 hp 2
14d12 91 hp 9
4d8+12 30 hp –1
3d10+12 28 hp 0
2d8+2 11 hp –1
3d8+6 19 hp –1
3d8+6 19 hp –1
8d8+32 68 hp –1
11d10+30 90 hp –1
9d10+30 79 hp –1
18d10+30 129 hp –1
14d10+30 107 hp –1
8d10+40 84 hp –1
16d8+124 196 hp –1
24d8+120 228 hp –1
21d8+105 199 hp –1
16d8+80 152 hp –1
9d8+54 94 hp –1
7d8+35 66 hp –1
16d10+60 148 hp –2
16d10+112 200 hp –2
32d10+80 256 hp –3
6d10+36 69 hp –5
10d10+60 115 hp –5
4d10+32 54 hp –5
8d12+3 55 hp 0
7d8+17 48 hp 0
3d8+3 16 hp 4
2d10+20 31 hp 0
2d8 9 hp 0
2d8+6 15 hp 0
2d8+2 11 hp 0
3d8+3 16 hp 0
1d8+4 plus 3d8+12 34 hp 0
6d8+6 33 hp 4
3d10+15 31 hp –5
Move AC
20 ft. 19
15 ft. in banded mail armor ; base speed 20 ft. 23
30 ft. 15
30 ft. 15
30 ft. 15
20 ft. 16
30 ft. 15
30 ft. 16
20 ft. 16
30 ft. 17
20 ft. in scale mail ; base speed 30 ft. 23
20 ft. in scale mail ; base speed 20 ft. 16
20 ft. in scale mail ; base speed 30 ft. 16
20 ft. in chainmail ; base speed 20 ft. 17
30 ft. 15
40 ft. in half-plate armor ; base speed 60 ft. 38
30 ft. 15
30 ft. 15
30 ft. in hide armor ; base speed 40 ft. 25
30 ft. in hide armor ; base speed 40 ft. 18
30 ft. in hide armor ; base speed 40 ft. 20
30 ft. in hide armor ; base speed 40 ft. 16
35 ft. in hide armor ; base speed 50 ft. 20
5 ft. (1 square), swim 50 ft. 13
30 ft. 13
40 ft., fly 40 ft. (Good) 18
40 ft. 21
50 ft. 25
35 ft., swim 30 ft. in breastplate; base speed 50 ft., swim 40 ft. 27
20 ft., fly 15 ft. (perfect) in chainmail; base land speed 30 ft., base fly speed 20 ft. (perfect) 18
20 ft. in banded mail ; base speed 30 ft. 27
30 ft. in half-plate armor ; base speed 40 ft. 23
30 ft. in full plate armor ; base speed 40 ft. 34
35 ft. in plate barding, fly 40 ft. (average) in plate barding ; base speed 50 ft., fly 60 ft. (average) 27
Fly 40 ft. (Good) 13
30 ft. ; 40 ft. legs, 50 ft. multiple legs, 70 ft. wheels 14
50 ft. 15
30 ft., fly 50 ft. (average) 16
30 ft., fly 50 ft. (average) 16
30 ft., fly 50 ft. (average) 16
20 ft. 19
10 ft., swim 90 ft. 22
Fly 30 ft. (Good) 12
50 ft. 20
30 ft., fly 50 ft. (poor) 19
30 ft. 18
40 ft. 17
40 ft. 20
30 ft., fly 60 ft.(average) 20
10 ft. 15
40 ft. 16
30 ft., swim 50 ft. 15
30 ft. 15
10 ft. 24
20 ft. 18
10 ft., swim 40 ft. 18
40 ft., fly 60 ft. (poor) 21
30 ft., fly 60 ft. (Good) 14
10 ft., swim 90 ft. 24
30 ft. 17
50 ft. 15
20 ft., fly 60 ft. (poor) 18
10 ft., swim 60 ft. 16
40 ft., climb 15 ft. 20
30 ft., burrow 10 ft. 24
40 ft., climb 20 ft. 22
30 ft., fly 40 ft. (poor) 27
40 ft. 14
20 ft., swim 20 ft. 18
20 ft., swim 20 ft. 21
20 ft., swim 20 ft. 15
20 ft., swim 20 ft. 19
20 ft., swim 20 ft. 17
20 ft., swim 20 ft. 16
20 ft., swim 20 ft. 20
20 ft., swim 20 ft. 22
30 ft., burrow 20 ft. 20
50 ft., climb 25 ft. 13
20 ft., fly 80 ft. (average) 13
30 ft., climb 30 ft. 14
Fly 100 ft. (perfect) 26
30 ft. 19
30 ft., burrow 10 ft. 18
Fly 100 ft. (perfect) 27
30 ft., swim 30 ft. 22
20 ft. 22
30 ft. 20
20 ft., swim 20 ft. 20
30 ft., fly 60 ft. (poor) 20
10 ft., swim 90 ft. 23
20 ft., burrow 20 ft. 23
30 ft. 29
50 ft., fly 80 ft. (poor) 22
50 ft., fly 150 ft. (perfect) 25
40 ft., fly 90 ft. (Good) 27
60 ft. 27
30 ft. 23
0 ft. 23
Swim 20 ft. 20
50 ft., fly 100 ft. (Good) 29
30 ft. 24
30 ft. 24
20 ft., burrow 20 ft. 25
20 ft., swim 30 ft. 25
40 ft. 27
40 ft., fly 80 ft. (perfect) 15
Fly 60 ft. (Good) 15
20 ft., climb 10 ft. 17
40 ft. 17
40 ft., climb 20 ft., swim 20 ft. 16
40 ft. ; 50 ft. legs, 60 ft. multiple legs; 80 ft. wheels 14
15 ft., fly 60 ft. (Good) 18
15 ft., climb 15 ft. 14
5 ft. (1 square), fly 40 ft. (Good) 16
40 ft. 20
50 ft. 14
30 ft., fly 50 ft. (average) 22
60 ft. 16
30 ft., climb 15 ft. 15
40 ft. 15
40 ft. 17
50 ft. 14
40 ft., fly 30 ft. (poor) 18
30 ft., climb 15 ft. 17
30 ft., fly 80 ft. (average) 17
50 ft., fly 100 ft. (average) 15
60 ft. 18
30 ft., fly 50 ft. (clumsy) 17
40 ft. 14
40 ft. 18
40 ft., fly 90 ft. (Good) 24
60 ft., fly 120 ft. (average) 14
30 ft., fly 90 ft. (poor) 19
30 ft. 16
20 ft., swim 90 ft. 20
30 ft. 16
40 ft., burrow 10 ft. 22
20 ft., swim 50 ft. 13
60 ft. 16
Swim 60 ft. 17
40 ft ., fly 20 ft. (poor) 32
20 ft., fly 60 ft. (average) 18
20 ft., fly 80 ft. (average) 17
20 ft., swim 40 ft. 13
30 ft. 14
50 ft. 14
40 ft. 16
30 ft.; can’t run) 11
20 ft., fly 50 ft. (Good) 14
30 ft., burrow 60 ft. 35
Fly 100 ft. (perfect) 17
20 ft., fly 60 ft. (poor) 14
40 ft., climb 20 ft. 15
30 ft., fly 60 ft. (perfect) 17
30 ft., fly 50 ft. (perfect) 17
30 ft., fly 50 ft. (perfect) 18
20 ft., swim 30 ft. 14
20 ft., fly 50 ft. (perfect) 18
20 ft., fly 50 ft. (perfect) 20
20 ft., climb 20 ft. 17
30 ft., swim 20 ft. 22
10 ft., fly 40 ft. (average) 19
20 ft., fly 60 ft. (Good) 21
30 ft., climb 10 ft. 16
10 ft., fly 80 ft. (average) 15
20 ft., fly 40 ft. (perfect) 18
40 ft., climb 40 ft. 16
60 ft. 17
20 ft., fly 70 ft. (average) 17
10 ft., fly 70 ft. (average) 15
40 ft., climb 20 ft. 15
60 ft. 18
50 ft. 21
20 ft. 35
40 ft. 14
30 ft., swim 40 ft. 14
10 ft., swim 60 ft. 14
50 ft. 14
40 ft. 15
30 ft. 15
30 ft. 15
40 ft. 16
30 ft., burrow 10 ft. 16
50 ft. 16
30 ft. 16
30 ft. 17
40 ft. 17
Fly 100 ft. (perfect) 18
0 ft. 8
Fly 30 ft. (perfect) 15
30 ft., swim 20 ft. 17
20 ft., fly 60 ft. (Good) 16
20 ft., fly 40 ft. (poor) 18
10 ft, fly 40 ft. (average) 16
20 ft., climb 20 ft. 18
10 ft., fly 30 ft. (poor) 18
30 ft., fly 90 ft. (Good) 32
40 ft. 29
50 ft. 28
20 ft., fly 60 ft. (perfect) 16
30 ft., fly 30 ft. (perfect) 17
20 ft., fly 60 ft. (Good) 30
30 ft., swim 120 ft. 21
30 ft. 15
30 ft. 15
5 ft. (1 square), fly 60 ft. (Good) 15
40 ft. 15
30 ft. 15
Fly 60 ft. (perfect) 15
40 ft., fly 60 ft. (average) 16
30 ft., climb 20 ft. 16
30 ft. 16
30 ft. 17
10 ft. 13
Fly 60 ft. (perfect) 20
50 ft., fly 150 ft. (Good) 35
Fly 60 ft. (perfect) 22
30 ft., fly 50 ft. (perfect) 22
40 ft. 25
40 ft. 21
40 ft. 32
50 ft. 18
30 ft., swim 120 ft. 22
20 ft. 16
40 ft. 16
30 ft., swim 60 ft. 16
20 ft. 16
30 ft., fly 40 ft. (average), swim 30 ft. 16
30 ft., fly 40 ft. (average), swim 30 ft. 16
60 ft. 17
30 ft. 17
40 ft. 18
40 ft. 18
20 ft. ; 30 ft. legs, 40 ft. multiple legs, 60 ft. wheels 14
30 ft. 14
5 ft. (1 square), fly 40 ft. 20
20 ft., fly 40 ft. (Good) 20
30 ft., swim 120 ft. 23
20 ft., fly 30 ft. (poor) 17
30 ft. 17
20 ft., swim 90 ft. 17
30 ft. 18
40 ft. 19
40 ft., fly 100 ft. (perfect) 20
Fly 60 ft. (perfect) 21
30 ft. 15
5 ft. (1 square) 15
40 ft. 15
Fly 100 ft. (perfect) 20
40 ft., fly 90 ft. (Good) 35
20 ft., fly 50 ft. (average) 35
60 ft. 19
20 ft. 18
30 ft., burrow 20 ft. 18
40 ft. 19
40 ft. 20
20 ft. 16
40 ft., fly 60 ft. (average) 40
60 ft. 24
30 ft. 19
10 ft., swim 20 ft. 19
20 ft., swim 90 ft. 19
20 ft. 20
30 ft. 20
40 ft., fly 60 ft. (Good) 20
30 ft., fly 50 ft. (Good) 23
40 ft., fly 90 ft. (Good) 24
20 ft. 17
Fly 50 ft. (perfect) 29
Fly 60 ft. (Good) 25
Fly 100 ft. (perfect) 21
60 ft. 25
30 ft., fly 50 ft. (average) 20
40 ft. 21
30 ft. 23
20 ft. 18
30 ft., burrow 20 ft. 18
20 ft. 17
30 ft., fly 40 ft. (average) 16
30 ft., fly 40 ft. (average) 16
20 ft. 18
20 ft. 22
30 ft. 18
20 ft. 30
20 ft. 26
20 ft. ; 30 ft. legs, 40 ft. multiple legs, 60 ft. wheels 13
30 ft. 18
30 ft. 22
30 ft. 20
30 ft. 18
20 ft. 16
30 ft. 20
10 ft. ; 20 ft. legs, 30 ft. multiple legs, 50 ft. wheels 12
20 ft., burrow 20 ft., swim 10 ft. 19
10 ft. ; 20 ft. legs, 30 ft. multiple legs, 50 ft. wheels 11
10 ft., climb 10 ft. 4
20 ft., climb 20 ft. 3
15 ft. 3
20 ft. 20
20 ft., burrow 20 ft. 24
20 ft., fly 60 ft. (perfect) 25
30 ft. ; 40 ft. legs, 50 ft. multiple legs, 70 ft. wheels 14
20 ft. 14
20 ft. 14
30 ft. 15
5 ft. (1 square), swim 40 ft. 16
30 ft. 18
40 ft. 19
10 ft. 5
AC source AC: T/FF BAB
(+1 size, +2 Dex, +2 natural, +3 studded leather armor, +1 buckler) t-13, ff-17 +3 / –1
(+1 size, +1 Dex, +4 dodge, +6 banded mail, +1 buckler) t-16, ff-18 +1 / –3
(+1 size, +1 Dex, +2 leather armor, +1 light shield) t-12, ff-14 +1 / –3
(+1 Dex, +3 studded leather, +1 light shield) t-11, ff-14 +1 / +2
(+1 Dex, +3 studded leather, +1 light shield) t-11, ff-14 +1 / +2
(+1 size, +1 Dex, +3 studded leather, +1 light shield) t-12, ff-15 +1 / –3
(+1 Dex, +3 studded leather, +1 light shield) t-11, ff-14 +1 / +2
(+1 Dex, +4 chain shirt, +1 light shield) t-11, ff-15 +1 / +2
(+1 size, +4 chain shirt, +1 light shield) t-11, ff-16 +1 / –3
(+1 Dex, +3 natural, +2 leather armor, +1 light wooden shield) t-11, ff-16 +2 / +4
(+1 Dex, +6 natural, +4 scale mail, +2 heavy shield) t-11, ff-22 +2 / +3
(+4 scale mail, +2 heavy shield) t-10, ff-16 +1 / +2
(+4 scale mail, +2 heavy shield) t-10, ff-16 +1 / +2
(+5 chainmail, +2 heavy shield) t-10, ff-17 +1 / +2
(+1 natural, +2 leather armor, +2 heavy steel shield) t-10, ff-15 +1 / +3
(–2 size, +19 natural, +11 +4 half-plate armor) t-8, ff-38 +20 / +44
(+1 Dex, +2 natural, +2 heavy steel shield) t-11, ff-14 +0 / +1
(+1 size, +1 Dex, +1 natural, +2 leather) t-12, ff-14 +1 / –4
(–1 size, +2 Dex, +11 natural, +3 hide) t-11, ff-23 +10 / +22
(–1 size, –1 Dex, +7 natural, +3 hide) t-8, ff-18 +7 / +17
(–1 size, –1 Dex, +9 natural, +3 hide armor) t-8, ff-20 +9 / +20
(–1 size, –1 Dex, +5 natural, +3 hide armor) t-8, ff-16 +3 / +12
(–2 size, +1 Dex, +3 hide armor, +8 natural) t-9, ff-19 +10 / +26
(+1 Dex, +2 leather) t-11, ff-12 +1 / +2
(+3 studded leather armor) t-10, ff-13 +1 / +4
(–1 size, +5 natural, +4 chain shirt) t-9, ff-18 +3 / +12
(–1 size, –1 Dex, +9 natural, +4 chain shirt) t-8, ff-21 +10 / +23
(–2 size, +1 Dex, +12 natural, +4 chain shirt) t-9, ff-24 +12 / +32
(–2 size, +2 Dex, +12 natural, +5 breastplate) t-10, ff-25 +14 / +36
(+2 Dex, +1 natural, +5 chainmail) t-12, ff-16 +6 / +9
(+1 Dex, +10 natural, +6 banded) t-11, ff-26 +9 / +11
(–1 size, –1 Dex, +8 natural, +7 half-plate armor) t-8, ff-23 +11 / +25
(–1 size, +1 Dex, +16 natural, +8 full plate armor) t-10, ff-33 +11 / +27
(–1 size, +10 natural, +8 plate barding) t-9, ff-27 +6 / +15
(+2 Dex, +1 deflection) t-13, ff-11 +1 / —
(+1 size, +1 Dex, +2 natural) t-12, ff-13 +0 / –4
(+1 size, +1 Dex, +3 natural) t-12, ff-14 +1 / –3
(+1 size, +1 Dex, +4 natural) t-12, ff-15 +3 / –1
(+1 size, +1 Dex, +4 natural) t-12, ff-15 +3 / –1
(+1 size, +1 Dex, +4 natural) t-12, ff-15 +3 / –1
(+1 size, +1 Dex, +7 natural) t-12, ff-18 +4 / +1
(+1 size, +1 Dex, +10 natural) t-12, ff-21 +3 / +1
(+1 size, +1 Dex) t-11, ff-11 +1 / –3
(–1 size, +1 Dex, +10 natural) t-10, ff-19 +6 / +14
(–1 size, +1 Dex, +9 natural) t-10, ff-18 +9 / +17
(–1 size, +1 Dex, +8 natural) t-10, ff-17 +6 / +14
(–1 size, +1 Dex, +7 natural) t-10, ff-16 +9 / +23
(–1 size, +1 Dex, +10 natural) t-10, ff-19 +7 / +18
(–1 size, +1 Dex, +10 natural) t-10, ff-19 +7 / +17
(–1 size, +1 Dex, +5 natural) t-10, ff-15 +5 / +13
(–1 size, +1 Dex, +6 natural) t-10, ff-15 +6 / +14
(–1 size, +1 Dex, +5 natural) t-10, ff-14 +5 / +12
(–1 size, +1 Dex, +5 natural) t-10, ff-14 +5 / +14
(–1 size, +1 Dex, +14 natural) t-10, ff-23 +10 / +18
(–1 size, +1 Dex, +8 natural) t-10, ff-17 +15 / +25
(–1 size, +1 Dex, +8 natural) t-10, ff-17 +6 / +14
(–1 size, +1 Dex, +11 natural) t-10, ff-20 +8 / +16
(–1 size, +1 Dex, +4 natural) t-10, ff-13 +4 / +13
(–1 size, +1 Dex, +14 natural) t-10, ff-23 +15 / +25
(–1 size, +1 Dex, +7 natural) t-10, ff-16 +5 / +18
(–1 size, +1 Dex, +5 natural) t-10, ff-14 +6 / +14
(–1 size, +1 Dex, +8 natural) t-10, ff-17 +7 / +15
(–2 size, +1 Dex, +7 natural) t-9, ff-15 +6 / +22
(–2 size, +1 Dex, +11 natural) t-9, ff-19 +9 / +25
(–2 size, +1 Dex, +15 natural) t-9, ff-23 +11 / +27
(–2 size, +1 Dex, +13 natural) t-9, ff-21 +12 / +29
(–2 size, +1 Dex, +18 natural) t-9, ff-26 +14 / +29
(–2 size, +1 Dex, +5 natural) t-9, ff-13 +13 / +30
(–2 size, +1 Dex, +9 natural) t-9, ff-17 +8 / +20
(–2 size, +1 Dex, +12 natural) t-9, ff-20 +11 / +25
(–2 size, +1 Dex, +6 natural) t-9, ff-14 +5 / +16
(–2 size, +1 Dex, +10 natural) t-9, ff-18 +9 / +22
(–2 size, +1 Dex, +8 natural) t-9, ff-16 +7 / +19
(–2 size, +1 Dex, +7 natural) t-9, ff-15 +6 / +17
(–2 size, +1 Dex, +11 natural) t-9, ff-19 +10 / +23
(–2 size, +1 Dex, +13 natural) t-9, ff-21 +12 / +26
(–2 size, +1 Dex, +11 natural) t-9, ff-19 +7 / +23
(+2 Dex, +1 natural) t-12, ff-11 +3 / +3
(+2 Dex, +1 natural) t-12, ff-11 +7 / +7
(+3 Dex, +1 natural) t-13, ff-11 +3 / +5
(–2 size, +10 Dex, +8 natural) t-18, ff-16 +15 / +28
(–1 size, +10 natural) t-9, ff-19 +10 / +20
(–2 size, +10 natural) t-8, ff-18 +14 / +30
(–2 size, +11 Dex, +8 natural) t-19, ff-16 +18 / +32
(+1 Dex, +11 natural) t-11, ff-21 +9 / +13
(+1 Dex, +11 natural) t-11, ff-21 +8 / +12
(–1 size, +11 natural) t-9, ff-20 +8 / +17
(–1 size, +11 natural) t-9, ff-20 +6 / +15
(–1 size, +11 natural) t-9, ff-20 +10 / +20
(+1 Dex, +12 natural) t-11, ff-22 +7 / +10
(+1 size, +12 natural) t-11, ff-23
(+6 Dex, +13 natural) t-16, ff-23 +12 / +22
(–1 size, +13 natural) t-9, ff-22 +12 / +23
(+1 Dex, +14 natural) t-11, ff-24 +10 / +17
(+3 Dex, +14 natural) t-13, ff-24 +12 / +17
(+3 Dex, +14 natural) +12 / +20
(–1 size, +14 natural) t-9, ff-23 +10 / +19
(–1 size, +14 natural) t-9, ff-23 +20 / +24
(–4 size, +14 natural) t-6, ff-20 +20 / +44
(+4 Dex, +15 natural) t-14, ff-25 +12 / +18
(–1 size, +15 natural) t-9, ff-24 +6 / +19
(–1 size, +15 natural) t-9, ff-24 +11 / +21
(–1 size, +16 natural) t-9, ff-25
(–2 size, +17 natural) t-8, ff-25 +12 / +28
(–2 size, +19 natural) t-8, ff-27 +12 / +30
(+3 Dex, +2 deflection) t-15, ff-13 +3 / —
(+3 Dex, +2 deflection) t-15, ff-12 +2 / —
(+1 size, +2 Dex, +4 natural) t-13, ff-15 +2 / +5
(+1 size, +2 Dex, +4 natural) t-13, ff-15 +1 / –2
(+1 size, +2 Dex, +3 natural) t-13, ff-14 +2 / –2
(+2 size, +2 Dex) t-14, ff-12 +0 / –9
(+2 size, +2 Dex, +4 natural) t-14, ff-16 +2 / –8
(+2 size, +2 Dex) t-14, ff-12 +3 / —
(+4 size, +2 Dex) t-14, ff-12 +2 / —
(–1 size, +2 Dex, +9 natural) t-11, ff-18 +9 / +18
(–1 size, +2 Dex, +3 natural) t-11, ff-12 +4 / +12
(–1 size, +2 Dex, +11 natural) t-11, ff-20 +10 / +20
(–1 size, +2 Dex, +5 natural) t-11, ff-14 +3 / +11
(–1 size, +2 Dex, +4 natural) t-11, ff-13 +3 / +13
(–1 size, +2 Dex, +4 natural) t-11, ff-13 +6 / +17
(–1 size, +2 Dex, +6 natural) t-11, ff-15 +12 / +24
(–1 size, +2 Dex, +3 natural) t-11, ff-12 +4 / +15
(–1 size, +2 Dex, +7 natural) t-11, ff-16 +9 / +17
(–1 size, +2 Dex, +6 natural) t-11, ff-15 +4 / +10
(–1 size, +2 Dex, +6 natural) t-11, ff-15 +7 / +15
(–1 size, +2 Dex, +4 natural) t-11, ff-13 +3 / +11
(–1 size, +2 Dex, +7 natural) t-11, ff-16 +9 / +17
(–1 size, +2 Dex, +6 natural) t-11, ff-15 +6 / +15
(–1 size, +2 Dex, +3 natural) t-11, ff-12 +6 / +12
(–1 size, +2 Dex, +7 natural) t-11, ff-16 +8 / +17
(–1 size, +2 Dex, +13 natural) t-11, ff-22 +6 / +14
(–1 size, +2 Dex, +3 natural) t-11, ff-12 +4 / +12
(–1 size, +2 Dex, +8 natural) t-11, ff-17 +9 / +18
(–1 size, +2 Dex, +5 natural) t-11, ff-14 +4 / +14
(–1 size, +2 Dex, +9 natural) t-11, ff-18 +6 / +15
(–1 size, +2 Dex, +5 natural) t-11, ff-14 +5 / +16
(–2 size, +2 Dex, +12 natural) t-10, ff-20 +9 / +25
(–2 size, +2 Dex, +3 natural) t-10, ff-11 +7 / +23
(–2 size, +2 Dex, +6 natural) t-10, ff-14 +6 / +19
(–2 size, +2 Dex, +7 natural) t-10, ff-15 +13 / +27
(–2 size, +2 Dex, +22 natural) t-10, ff-30 +10 / +34
(–2 size, +2 Dex, +8 natural) t-10, ff-16 +12 / +25
(–4 size, +2 Dex, +9 natural) t-8, ff-15 +13 / +37
(+1 Dex, +2 natural) t-11, ff-12 +1 / +5
(+2 Dex, +2 natural) t-12, ff-12 +1 / +2
(+2 Dex, +2 natural) t-12, ff-12 +4 / +7
(+4 Dex, +2 natural) t-14, ff-12 +2 / +4
(–1 Dex, +2 natural) t-9, ff-11 +1 / +2
(+2 Dex, +2 size) t-14, ff-12 +1 / –8
(–4 size, +29 natural) t-6, ff-35 +12 / +45
(+1 size, +3 Dex, +3 natural) t-14, ff-14 +1 / –3
(+1 size, +3 Dex) t-14, ff-11 +5 / –1
(+1 size, +3 Dex, +1 natural) t-14, ff-12 +0 / –4
(+1 size, +3 Dex, +3 natural) t-14, ff-14 +3 / –1
(+1 size, +3 Dex, +3 natural) t-14, ff-14 +3 / –1
(+1 size, +3 Dex, +4 natural) t-14, ff-15 +3 / –1
(+1 size, +3 Dex) t-14, ff-11 +0 / –6
(+2 size, +3 Dex, +3 natural) t-15, ff-15 +3 / –6
(+2 size, +3 Dex, +5 natural) t-15, ff-17 +3 / –5
(+4 size, +3 Dex) t-17, ff-14 +1 / —
(–1 size, +3 Dex, +10 natural) t-12, ff-19 +8 / +17
(–1 size, +3 Dex, +7 natural) t-12, ff-16 +4 / +13
(–1 size, +3 Dex, +9 natural) t-12, ff-18 +9 / +17
(–1 size, +3 Dex, +4 natural) t-12, ff-13 +3 / +13
(–1 size, +3 Dex, +3 natural) t-12, ff-12 +4 / +12
(–1 size, +3 Dex, +6 natural) t-12, ff-15 +10 / +20
(–1 size, +3 Dex, +4 natural) t-12, ff-15 +7 / +17
(–1 size, +3 Dex, +5 natural) t-12, ff-14 +6 / +15
(–1 size, +3 Dex, +5 natural) t-12, ff-14 +7 / +16
(–1 size, +3 Dex, +3 natural) t-12, ff-12 +4 / +12
(–1 size, +3 Dex, +3 natural) t-12, ff-12 +5 / +12
(–1 size, +3 Dex, +6 natural) t-12, ff-15 +4 / +13
(–2 size, +3 Dex, +10 natural) t-11, ff-18 +7 / +25
(–8 size, +3 Dex, +30 natural) t-5, ff-32 +48 / +81
(+1 Dex, +3 natural) t-11, ff-13 +2 / +4
(+1 Dex, +3 natural) t-11, ff-13 +3 / +7
(+1 Dex, +3 natural) t-11, ff-13 +1 / +1
(+1 Dex, +3 natural) t-11, ff-13 +4 / +7
(+2 Dex, +3 natural) t-12, ff-13 +2 / +2
(+2 Dex, +3 natural) t-12, ff-13 +6 / +6
(+2 Dex, +3 natural) t-12, ff-13 +2 / +5
(+3 Dex, +3 natural) t-13, ff-13 +4 / +4
(+3 Dex, +3 natural) t-13, ff-13 +2 / +4
(+3 Dex, +3 natural) t-13, ff-13 +3 / +4
(+3 Dex, +3 natural) t-13, ff-13 +1 / +2
(+4 Dex, +3 natural) t-14, ff-13 +2 / +2
(+4 Dex, +3 natural) t-14, ff-13 +3 / +3
(+5 Dex, +3 natural) t-15, ff-13 +3 / +4
(–5 Dex, +3 natural) t-5, ff-8 +1 / –4
(+1 Dex, +4 deflection) t-15, ff-14 +2 / —
(+3 Dex, +4 deflection) t-17, ff-14 +3 / +3
(+1 size, +4 Dex, +1 natural) t-15, ff-12 +0 / –6
(+2 size, +4 Dex, +2 natural) t-16, ff-16 +0 / –11
(+2 size, +4 Dex) t-16, ff-12 +1 / –11 (+1 when +tt+ched)
(+4 size, +4 Dex) t-18, ff-14 +6 / —
(+4 size, +4 Dex) t-18, ff-14 +4 / —
(–1 size, +4 Dex, +19 natural) t-13, ff-28 +14 / +25
(–1 size, +4 Dex, +16 natural) t-13, ff-25 +16 / +29
(–1 size, +4 Dex, +15 natural) t-13, ff-24 +12 / +20
(–1 size, +4 Dex, +3 natural) t-13, ff-12 +7 / +15
(–1 size, +4 Dex, +4 natural) t-13, ff-13 +6 / +14
(–2 size, +4 Dex, +18 natural) t-12, ff-26 +8 / +28
(–2 size, +4 Dex, +9 natural) t-12, ff-17 +12 / +27
(+1 Dex, +4 natural) t-11, ff-14 +4 / +5
(+1 Dex, +4 natural) t-11, ff-14 +2 / +4
(+1 Dex, +4 natural) t-11, ff-14 +4 / +6
(+1 Dex, +4 natural) t-11, ff-14 +2 / +2
(+1 Dex, +4 natural) t-11, ff-14 +2 / +3
(+1 size, +4 natural) t-11, ff-15 +1 / –8
(+2 Dex, +4 natural) t-12, ff-14 +4 / +6
(+2 Dex, +4 natural) t-12, ff-14 +1 / +3
(+2 Dex, +4 natural) t-12, ff-14 +2 / +4
(+3 Dex, +4 natural) t-12, ff-14 +2 / +5
(–1 Dex, +4 natural) t-9, ff-13 +1 / +3
(+1 size, +5 Dex, +4 natural) t-16, ff-15 +3 / +0
(–1 size, +5 Dex, +21 natural) t-14, ff-30 +22 / +35
(–1 size, +5 Dex, +8 natural) t-14, ff-17 +15 / +25
(–1 size, +5 Dex, +8 natural) t-14, ff-17 +5 / +11
(–1 size, +5 Dex, +11 natural) t-14, ff-20 +10 / +19
(–1 size, +5 Dex, +7 natural) t-14, ff-16 +8 / +18
(–1 size, +5 Dex, +18 natural) t-14, ff-27 +14 / +24
(–1 size, +5 Dex, +4 natural) t-14, ff-13 +6 / +12
(–2 size, +5 Dex, +9 natural) t-13, ff-17 +15 / +31
(+1 Dex, +5 natural) t-11, ff-15 +8 / +10
(+1 Dex, +5 natural) t-11, ff-15 +4 / +5
(+1 Dex, +5 natural) t-11, ff-15 +2 / +4
(+1 size, +5 natural) t-11, ff-16 +2 / –1
(+1 size, +5 natural) t-11, ff-16 +3 / +1
(+1 size, +5 natural) t-11, ff-16 +3 / +1
(+2 Dex, +5 natural) t-12, ff-15 +8 / +11
(+2 Dex, +5 natural) t-12, ff-15 +11 / +12
(+3 Dex, +5 natural) t-13, ff-15 +4 / +7
(+3 Dex, +5 natural) t-13, ff-15 +3 / +3
(–1 size, +5 natural) t-9, ff-14 +3 / +10
(–1 size, +5 natural) t-9, ff-— +6 / +14
(+4 size, +6 Dex) t-20, ff-14 +12 / —
(–1 size, +6 Dex, +5 natural) t-15, ff-14 +3 / +10
(–2 size, +6 Dex, +9 natural) t-14, ff-17 +18 / +35
(+1 size, +6 natural) t-11, ff-17 +1 / +0
(+1 size, +6 natural) t-11, ff-17 +1 / –1
(+1 size, +6 natural) t-11, ff-17 +1 / –1
(+2 Dex, +6 natural) t-12, ff-16 +6 / +9
(+3 Dex, +6 natural) t-13, ff-16 +6 / +10
(+4 Dex, +6 natural) t-14, ff-16 +6 / +10
(+5 Dex, +6 natural) t-15, ff-16 +7 / +9
(–1 Dex, +6 natural) t-9, ff-15 +1 / +1
(–1 size, +6 natural) t-9, ff-15 +3 / +12
(–1 size, +6 natural) t-9, ff-15 +5 / +17
(–1 size, +7 Dex, +4 natural) t-16, ff-13 +6 / +12
(–1 size, +7 Dex, +19 natural) t-16, ff-28 +20 / +36
(–1 size, +7 Dex, +19 natural) t-16, ff-28 +15 / +29
(–2 size, +7 Dex, +4 natural) t-15, ff-12 +12 / +24
(+1 Dex, +7 natural) t-11, ff-17 +9 / +11
(+1 Dex, +7 natural) t-11, ff-17 +2 / +4
(+2 Dex, +7 natural) t-12, ff-17 +6 / +8
(+3 Dex, +7 natural) t-13, ff-17 +5 / +7
(–1 Dex, +7 natural) t-9, ff-16 +6 / +8
(–1 size, +8 Dex, +23 natural) t-17, ff-32 +18 / +35
(–2 size, +8 Dex, +8 natural) t-16, ff-16 +15 / +28
(+1 Dex, +8 natural) t-11, ff-18 +7 / +12
(+1 Dex, +8 natural) t-11, ff-18 +3 / +3
(+1 Dex, +8 natural) t-11, ff-18 +3 / +6
(+2 Dex, +8 natural) t-12, ff-18 +4 / +5
(+2 Dex, +8 natural) t-12, ff-18 +8 / +10
(+2 Dex, +8 natural) t-12, ff-18 +3 / +6
(+5 Dex, +8 natural) t-15, ff-18 +9 / +14
(+6 Dex, +8 natural) t-16, ff-18 +7 / +9
(–1 size, +8 natural) t-9, ff-17 +4 / +8
(+1 size, +9 Dex, +9 deflection) t-29, ff-20 +6 / –3
(–1 size, +9 Dex, +7 deflection) t-25, ff-16 +8 / —
(–2 size, +9 Dex, +4 natural) t-17, ff-12 +12 / +24
(–2 size, +9 Dex, +8 natural) t-17, ff-16 +18 / +32
(+1 Dex, +9 natural) t-11, ff-19 +6 / +7
(+2 Dex, +9 natural) t-12, ff-19 +7 / +8
(+4 Dex, +9 natural) t-14, ff-14 +7 / +12
(–1 Dex, +9 natural) t-9, ff-18 +3 / +8
(–1 size, +9 natural) t-9, ff-18 +3 / +12
(+1 size, –1 Dex, +7 natural) t-10, ff-17 +1 / +0
(+1 size, –1 Dex, +6 natural) t-10, ff-16 +3 / +2
(+1 size, –1 Dex, +6 natural) t-10, ff-16 +3 / +2
(–1 size, –1 Dex, +10 natural) t-8, ff-18 +6 / +17
(–1 size, –1 Dex, +14 natural) t-8, ff-22 +8 / +19
(–1 size, –1 Dex, +10 natural) t-8, ff-18 +6 / +15
(–1 size, –1 Dex, +22 natural) t-8, ff-30 +12 / +28
(–1 size, –1 Dex, +18 natural) t-8, ff-26 +10 / +23
(–2 size, –1 Dex, +6 natural) t-7, ff-13 +6 / +19
(–2 size, –1 Dex, +11 natural) t-7, ff-18 +12 / +30
(–2 size, –1 Dex, +15 natural) t-7, ff-22 +18 / +37
(–2 size, –1 Dex, +13 natural) t-7, ff-20 +15 / +33
(–2 size, –1 Dex, +11 natural) t-7, ff-18 +12 / +29
(–2 size, –1 Dex, +9 natural) t-7, ff-16 +6 / +23
(–2 size, –1 Dex, +13 natural) t-7, ff-20 +5 / +22
(–4 size, –2 Dex, +8 natural) t-4, ff-12 +12 / +31
(–4 size, –2 Dex, +15 natural) t-4, ff-19 +16 / +40
(–8 size, –3 Dex, +12 natural) t-–1, ff-11 +24 / +49
(–1 size, –5 Dex) t-4, ff-4 +4 / +10
(–2 size, –5 Dex) t-3, ff-3 +7 / +18
(–2 size, –5 Dex) t-3, ff-3 +3 / +11
(+10 natural) t-10, ff-20 +4 / +11
(+14 natural) t-10, ff-24
(+15 natural) t-10, ff-25 +3 / +4
(+4 natural) t-10, ff-14 +1 / +2
(+4 natural) t-10, ff-14 +2 / +2
(+4 natural) t-10, ff-14 +1 / +3
(+5 natural) t-10, ff-15 +1 / +2
(+6 natural) t-10, ff-16 +3 / +4
(+8 natural) t-10, ff-18 +3 / +6
(+9 natural) t-10, ff-19 +6 / +8
(–5 Dex) t-5, ff-5 +2 / +3
Attack Full Attack
Short sword +4 melee (1d4/19–20) or repeating Short sword +4 melee (1d4/19–20) or repeating
light crossbow
Heavy pick +2 +6 ranged
melee (1d6/19–20
(1d4/x4) or lightplus poison)
crossbow light crossbow
Heavy pick +2 +6 ranged
melee (1d6/19–20
(1d4/x4) or lightplus poison)
crossbow
+3 ranged (1d6/19–20)
Morningstar +2 melee (1d6) or javelin +3 ranged +3 ranged (1d6/19–20)
Morningstar +2 melee (1d6) or javelin +3 ranged
(1d4)
Longsword +2 melee (1d8+1/19–20) or longbow (1d4)
Longsword +2 melee(1d8+1/19–20) or longbow +3
+3 ranged (1d8/x3)
Longsword +2 melee (1d8+1/19–20) or javelin +2 ranged (1d8/x3)
Longsword +2 melee (1d8+1/19–20) or javelin +2
ranged (1d6+1)
Longsword +3 melee (1d6/19–20) or light ranged (1d6+1)
Longsword +3 melee (1d6/19–20) or light
crossbow +3
Rapier +3 melee ranged (1d6/19–20)or light crossbow
(1d6+1/18–20) crossbow +3
Rapier +3 melee ranged (1d6/19–20)or light crossbow
(1d6+1/18–20)
+2 ranged (1d8/19–20)
Rapier +3 melee (1d6+1/18–20) or hand crossbow +2 ranged (1d8/19–20)
Rapier +3 melee (1d6+1/18–20) or hand crossbow
+2 ranged (1d4/19–20)
Longsword +2 melee (1d6/19–20) or light +2 ranged (1d4/19–20)
Longsword +2 melee (1d6/19–20) or light
crossbow +3 +5
Morningstar ranged
melee (1d6/19–20)
(1d8+2) or javelin +3 ranged crossbow +3 +5
Morningstar ranged
melee (1d6/19–20)
(1d8+2) or javelin +3 ranged
(1d6+2)
Warhammer +3 melee (1d8+1/x3 plus 1 fire) or (1d6+2)
Warhammer +3 melee (1d8+1/x3 plus 1 fire) or
shortspear
Dwarven waraxe+3 ranged (1d6+1
+3 melee plus 1 fire) or
(1d10+1/x3) shortspear +3 ranged
Dwarven waraxe (1d6+1
+3 melee plus 1 fire) or
(1d10+1/x3)
shortbow +1 ranged (1d6/x3)
Longsword +2 melee (1d8+1/19–20) or light shortbow +1 ranged (1d6/x3)
Longsword +2 melee (1d8+1/19–20) or light
crossbow
Warhammer +1 +2
ranged
melee (1d8/19–20)
(1d8+1/x3) or light crossbow
Warhammer +1 +2ranged
melee (1d8/19–20)
(1d8+1/x3) or light
crossbow +3
Battleaxe +1 melee
ranged(1d8+2/x3)
(1d8/19–20) or shortbow +1 crossbow +3
Battleaxe +1 melee
ranged(1d8+2/x3)
(1d8/19–20) or shortbow +1
ranged (1d6/x3)
Gargantuan +3 adamantine warhammer +37 melee ranged (1d6/x3)
Gargantuan +3 adamantine warhammer
(4d6+27/x3) or +3 (1d6+1/18–20)
Scimitar +1 melee javelin +22 ranged (2d6+19)
or claw +1 or +37/+32/+27/+22
Scimitar +1 meleemelee (4d6+27/×3)
(1d6+1/18–20) or 2orclaws
+3 javelin
+1
slam +34
melee (1d8+16)
(1d4+1) +22 ranged
melee (1d4+1)(2d6+19) or 2 slams +34 (1d8+16)
Spear +1 melee (1d6–1/x3) or sling +3 ranged Spear +1 melee (1d6–1/x3) or sling +3 ranged
(1d3)
Greatclub +17 melee (2d8+12) or slam +17 melee (1d3)
Greatclub +17/+12 melee (2d8+12) or 2 slams +17
(1d4+8)
Morningstarrock
or +12+11
meleeranged (2d8+12)
(2d6+6) or javelin +5 melee
2 morningstars or
(1d4+8) rock +11
+12/+7 meleeranged
(2d6+6)(2d8+12)
or 2 javelins
ranged (1d8+6)
Greatclub +16 melee (2d8+10) or slam +15 melee +5 ranged (1d8+6)
Greatclub +16/+11 melee (2d8+10) or 2 slams +15
(1d4+7)
Greatclubor+8 rock +8 ranged
melee (2d8+7)(2d6+7)
or javelin +1 ranged melee (1d4+7)
Greatclub or rock
+8 melee +8 ranged
(2d8+7) (2d6+7)
or javelin +1 ranged
(1d8+5)
Morningstar +16 melee (3d6+8) or rock +9 ranged (1d8+5)
Morningstar +12/+7 melee (3d6+8), and 2
(2d6+8)
Trident +2 melee (1d8+1) or heavy crossbow +2 morningstars
Trident +2 melee+12 (1d8+1)
melee (3d6+4),
or heavyand bite +12+2
crossbow
ranged (1d10/19–20) melee
ranged (2d8+4 plus poison); or rock +5 ranged
(1d10/19–20)
Falchion +4 melee (2d4+4/18–20) or javelin +1 Falchion +4 melee
(2d6+8), and 2 rocks (2d4+4/18–20) or javelin +1
+5 ranged (2d6+4)
ranged (1d6+3)
Greatsword +7 melee (3d6+7/19–20) or longbow ranged (1d6+3)
Greatsword +7 melee (3d6+7/19–20) or longbow
+2 ranged+18
Greataxe (2d6/x3)
melee (3d6+13/x3) or slam +18 +2
Hugeranged (2d6/x3)
greataxe +18/+13 melee (3d6+13/x3) or 2
melee (1d4+9)
Gargantuan or rock +9+22
morningstar ranged
melee(2d6+9)
(4d6+18) or slams +18 melee
Gargantuan (1d4+9)+22/+17/+12
morningstar or rock +9 ranged
melee
slam (2d6+9)
Greatsword +26 melee (4d6+21/19–20)ranged
+22 melee (1d6+12) or rock +12 or slam (4d6+18) or 2 slams +22 melee (1d6+12)
Greatsword +26/+21/+16 melee (4d6+21/19–20) or rock or
(2d8+12)
+26 melee +12 ranged (2d8+12)
Scimitar +9(1d6+14) or composite or
melee (1d6+4/18–20) longbow
longbow (+14
+8 2 slams +26 melee (1d6+14) or composite
Scimitar +9/+4 melee (1d6+4/18–20) or longbow longbow
Str bonus)
ranged +14 ranged (3d6+14/x3)
(1d8/x3) (+14 Str
+8/+3 bonus)
ranged +14/+9/+4 ranged (3d6+14/x3)
(1d8/x3)
Vampiric touch +11 melee touch (5d6) or Vampiric touch +11/+6 melee touch (5d6) or
enervation ray
Greatsword +20+10 ranged
melee touch (as
(3d6+15) spell)+20
or slam or +2 enervation ray
Greatsword +10 rangedmelee
+20/+15/+10 touch (3d6+15)
(as spell) or
or 2+2
longsword
melee +13 melee
(1d4+10) or rock(1d8+5/19–20)
+10 ranged or slamplus
(2d6+10 +11 longsword
slams +20 +13/+8(1d4+10)
melee melee (1d8+5/19–20)
or rock +10 or slam
ranged
Slam
melee +22 melee (2d6+12 plus 3d6 sonic or 3d6
(1d6+3) 2 slams melee
+11/+6 +22 melee
(1d6+3)(2d6+12 plus 3d6 sonic or 3d6
2d6 fire)
electricity) (2d6+10 plus 2d6
electricity) fire)
Spiked chain +10 melee (2d6+5 plus 1d6 2 spiked chains +10 melee (2d6+5 plus 1d6
electricity)
Incorporeal touch +3 melee (1d6 Str) electricity)
Incorporeal touch +3 melee (1d6 Str)
Slam +1 melee (1d4) Slam +1 melee (1d4)
Slam +3 melee (1d4 plus 1d4 fire) Slam +3 melee (1d4 plus 1d4 fire)
Claw +4 melee (1d3 and 1d4 fire) 2 claws +4 melee (1d3 and 1d4 fire)
Claw +4 melee (1d3 plus 1d4 fire) 2 claws +4 melee (1d3 plus 1d4 fire)
Claw +4 melee (1d3 plus 1d4 fire) 2 claws +4 melee (1d3 plus 1d4 fire)
Spear +6 melee (1d6+1/x3 plus 1d6 fire) Spear +6 melee (1d6+1/x3 plus 1d6 fire) and tail
Bite +6 melee (2d6+2) slap
Bite +4
+6 melee
melee (1d4 plusand
(2d6+2) 1d62fire)
claws +1 melee
Bite +3 melee (1d4 plus poison) (1d4+1)
Bite +3 melee (1d4 plus poison)
Claw +9 melee (2d6+4) 2 claws +9 melee (2d6+4) and bite +4 melee
Bite +12 melee (2d6+4) (4d6+2)
Bite +12 melee (2d6+4) and bite +12 melee
Claw +9 melee (1d6+4) (1d8+4) andmelee
2 claws +9 gore +12 melee (1d8+4) and 2 claws
(1d6+4)
+10 melee (1d6+2)
Claw +19 melee (2d4+10) 2 claws +19 melee (2d4+10) and bite +13 melee
Claw +13 melee (1d6+7) (2d8+5)
2 claws +13 melee (1d6+7) and bite +8 melee
Claw +12 melee (1d6+6) (1d6+3)
2 claws +12 melee (1d6+6)
Slam +9 melee (1d8+4) 2 slams +9 melee (1d8+4)
Bite +9 melee (2d6+6 plus poison) Bite +9 melee (2d6+6 plus poison)
Bite +7 melee (2d6+4 plus poison) Bite +7 melee (2d6+4 plus poison)
Claw +9 melee (1d6+5) 2 claws +9 melee (1d6+5) and bite +4 melee
Strand +11 ranged touch (drag) or bite +13 melee (1d8+2)
6 strands +11 ranged touch (drag) and bite +13
(2d6+6)
+3 longspear +23 melee (1d8+9/x3 plus 1d8 fire) melee (2d6+6)+23/+18/+13 melee (1d8+9/x3 plus
+3 longspear
Claw +9 melee (1d6+4) 1d8 fire)
2 claws +9 and tail slap
melee +18 melee
(1d6+4) and bite(2d8+3 plus 1d8
+4 melee
fire)
(1d8+2)
Claw +11 melee (1d6+4) 2 claws +11 melee (1d6+4)
Sting +8 melee (1d8+5 plus poison) Sting +8 melee (1d8+5 plus poison) and bite +3
Bite +20 melee (4d6+6) melee
Bite +20 (1d8+2)
melee (4d6+6) and 2 claws +15 melee
Greataxe +11 melee (1d12+13/x3); or claw +13 (1d8+3)
Claw +13 melee (1d6+9) and greataxe +9 melee
melee
Bite +9(1d6+9)
melee (1d8+6 plus 1d6 cold) (1d12+4/x3)
Bite +9 meleeand bite +11
(1d8+6 plusmelee (1d8+4) or 2
1d6 cold)
claws +13 melee (1d6+9) and bite +11 melee
Sting +10 melee (1d6+4 plus poison) or talon +10 Sting
(1d8+4) +10 melee (1d6+4 plus poison) and bite +8
melee
Tentacle(2d6+4) or bite
+12 melee +10 melee
(1d6+8 (2d8+4)
plus slime) melee (2d8+4)
4 tentacles +12 and
melee2 wings
(1d6+8+8plus
melee (1d8+2) and
slime)
2 talons +8 melee (2d6+4)
Bite +15 melee (2d4+12) Bite +15 melee (2d4+12)
Slam +17 melee (1d6+8 plus 2d6 acid) 2 slams +17 melee (1d6+8 plus 2d6 acid)
Bite +19 melee (2d6+9 plus poison) or web +11 Bite +19 melee (2d6+9 plus poison) and 2 claws
ranged
Bite +20 melee (2d8+7) +14
Bite melee (2d4+4);
+20 melee or web
(2d8+7) and+11 ranged
2 claws +17 melee
Bite +20 melee (3d6+13) (1d8+3)
Bite +20 melee (3d6+13)
8 bites +11 melee (1d10+4) 8 bites +11 melee (1d10+4)
11 bites +16 melee (1d10+6) 11 bites +16 melee (1d10+6)
5 bites +6 melee (1d10+3) 5 bites +6 melee (1d10+3)
9 bites +13 melee (1d10+5) 9 bites +13 melee (1d10+5)
7 bites +10 melee (1d10+4) 7 bites +10 melee (1d10+4)
6 bites +8 melee (1d10+3) 6 bites +8 melee (1d10+3)
10 bites +14 melee (1d10+5) 10 bites +14 melee (1d10+5)
12 bites +17 melee (2d8+6) 12 bites +17 melee (2d8+6)
Bite +13 melee (2d8+12) Bite +13 melee (2d8+12)
Bite +5 melee (1d6 plus poison) or web +5 ranged Bite +5 melee (1d6 plus poison) or web +5 ranged
Club +7 melee (1d6) Club +7/+2 melee (1d6) and 2 claws +2 melee
Bite +5 melee (1d8+2 plus poison) (1d3)
Bite +5 melee (1d8+2 plus poison) and 2 claws +3
Slam +23 melee (2d8+5) melee
2 slams(1d3+1)
+23 melee (2d8+5)
Bite +15 melee (2d6+6) Bite +15 melee (2d6+6); 2 claws +10 melee
Bite +21 melee (2d8+12 plus 1d8 cold) (1d6+3)
Bite +21 melee (2d8+12 plus 1d8 cold)
Slam +27 melee (2d8+6) 2 slams +27 melee (2d8+6)
Claw +13 melee (1d4+4) 2 claws +13 melee (1d4+4)
Bite +12 melee (2d6+6 plus disease) Bite +12 melee (2d6+6 plus disease)
Gore +12 melee (1d8+7) Gore +12 melee (1d8+7)
Slam +11 melee (2d6+5) 2 slams +11 melee (2d6+5)
Gore +15 melee (2d6+6) Gore +15 melee (2d6+6) and 2 claws +10 melee
Bite +10 melee (2d8+3) (1d6+3)
Bite +10 melee (2d8+3) and 2 claws +5 melee
Bite +6 melee (2d8+2) (1d6+1)
Bite +6 melee (2d8+2) and 3 claws +4 melee
Claw +18 melee (2d8+6 plus fear) (1d3+1)
2 claws +18 melee (2d8+6 plus fear)
Claw +18 melee (2d4+7) 2 claws +18 melee (2d4+7)
+4 holy greatsword +21 melee (2d6+14/19–20) or +4 holy greatsword +21/+16 melee (2d6+14/19–
light ray +11 ranged
+4 greatsword touch (2d6+11/19–20)
+21 melee (2d12) 20) or 2 light rays
+4 greatsword +11 rangedmelee
+21/+16/+11 touch(2d6+11/19–
(2d12)
Claw +20 melee (1d6+8) 20)
2 claws +20 melee (1d6+8) and bite +15 melee
(1d8+4)
Bite +14 melee (4d4+5) Bite +14 melee (4d4+5) and 2 claws +9 melee
— (1d8+2)
—
Tentacle +28 melee (2d8+12/19–20) 2 tentacles +28 melee (2d8+12/19–20) and 6 arms
+3 heavy mace of disruption +21 melee (1d8+12 +23 meleemace
+3 heavy (1d6+6) and bite +23
of disruption melee (4d6+6)
+21/+16/+11 melee
plus
Clawstun)
+15 or slam(1d6+9)
melee +18 melee (1d8+9) (1d8+12 plus stun) or
2 claws +15 melee (1d6+9) slam +18 melee (1d8+9)
Slam +16 melee (1d8+6) 2 slams +16 melee (1d8+6)
Bite +21 melee (4d8+7) Bite +21 melee (4d8+7) and 3 claws +19 melee
Bite +18 melee (4d6+8) (1d6+3)
Bite +18 melee (4d6+8) and 2 claws +13 melee
Pincers +20 melee (2d8+10) (2d8+4)
2 pincers +20 melee (2d8+10) and 2 claws +18
Incorporeal touch +6 melee (1d8 plus energy drain) melee (1d6+5)
Incorporeal and+6
touch bite +18 (1d8
melee meleeplus(1d8+5)
energy drain)
Incorporeal touch +5 melee (1d4 plus 1d6 Incorporeal touch +5 melee (1d4 plus 1d6
Constitution drain) (1d3+3)
Tentacle +6 melee Constitution
2 tentacles +6drain)
melee (1d3+3)
Bite +3 melee (1d4+1) Bite +3 melee (1d4+1)
Bite +3 melee (1d4) Bite +3 melee (1d4)
Slam +1 melee (1d3–1) Slam +1 melee (1d3–1)
Sting +4 melee (1d3–2 plus poison) Sting +4 melee (1d3–2 plus poison) and bite –1
Swarm (1d6 plus disease) melee
Swarm(1)(1d6 plus disease)
Swarm (1d6) Swarm (1d6)
Bite +13 melee (1d8+5) Bite +13 melee (1d8+5) and 2 claws +8 melee
Longsword +7 melee (2d6+6/19–20) or composite (1d6+2)
Longsword +7 melee (2d6+6/19–20) and 2 hooves
longbow
Claw +15(+4 Str (2d6+6)
melee bonus) +5 ranged (2d6+4/x3) +3
2 claws +15 melee or
melee (1d6+2); composite
(2d6+6) longbow
and bite (+4 Str
+13 melee
bonus)
(1d8+3) +5
andranged
2 (2d6+4/x3)
talons +13 melee (1d6+3)
Talons +6 melee (2d6+4) Talons +6 melee (2d6+4) and 2 foreclaws +1 melee
Claw +8 melee (1d6+6) (1d3+2) andmelee
2 claws +8 bite +1 melee and
(1d6+6) (2d4+2)
bite +3 melee
Claw +13 melee (1d6+7) (1d8+3)
2 claws +13 melee (1d6+7) and bite +7 melee
Claw +20 melee (2d4+8) (1d8+3)
2 claws +20 melee (2d4+8) and bite +14 melee
Bite +11 melee (1d8+10) (2d6+4)
Bite +11 melee (1d8+10)
Bite +12 melee (2d6+4) Bite +12 melee (2d6+4) and 2 claws +7 melee
Dagger +5 melee (1d6+2/19–20) or bite +6 melee (2d4+2)
2 daggers +3 melee (1d6+2/19–20, 1d6+1/19–20)
(1d4+1
Bite +11plus poison)
melee or shortbow +5 ranged
(2d6+4) and bite
Bite +11+1 melee
melee (1d4+1and
(2d6+4) plus poison);
2 claws +8 or
melee
(1d8/x3) shortbow
(1d4+2) +5 ranged (1d8/x3)
Claw +6 melee (1d4+4) 2 claws +6 melee (1d4+4) and bite +1 melee
Touch +12 melee (1d4 Wisdom drain) or dagger (1d8+2)
Touch +12 melee (1d4 Wisdom drain); or dagger
+12
Clawmelee (1d6+4/19–20)
+10 melee (2d4+5) oror6claw +12
spikes +8melee
ranged +12/+7
2 claws melee (1d6+4/19–20)
+10 melee (2d4+5) and and 2 claws
bite +7
+8 melee
(1d4+4)
(1d8+2/19–20) melee (1d4+2)
(1d8+2); or 6 spikes +8 plus
ranged (1d8+2/19–20)
Sting +7 melee (2d4+2 plus poison) Sting +7 melee (2d4+2 poison) and bite +2
Bite +12 melee (2d6+7 plus poison) or spit +9 melee (1d4+1)
Bite +12 melee (2d6+7 plus poison) or spit +9
ranged
Hoof +9touch
melee(poison)
(1d8+4 plus 1d4 fire) ranged
2 hoovestouch (poison)
+9 melee (1d8+4 plus 1d4 fire) and bite
Hoof +7 melee (1d6+4) +4 melee (1d8+2)
2 hooves +7 melee (1d6+4) and bite +2 melee
Bite +13 melee (1d10+5) (1d3+2)
Bite +13 melee (1d10+5) and 2 claws +8 melee
Claw +9 melee (1d6+6) (1d6+2)
2 claws +9 melee (1d6+6) and bite +4 melee
Slam +10 melee (2d8+5) (1d6+3)
2 slams +10 melee (2d8+5)
2 claws +11 melee (1d8+7) and bite +6 melee 2 claws +11 melee (1d8+7) and bite +6 melee
(2d6+3)
Bite +16 melee (2d8+8) (2d6+3)
Bite +16 melee (2d8+8) and 2 claws +10 melee
Bite +13 melee (2d8+12) (2d6+4)
Bite +13 melee (2d8+12)
Talons +9 melee (2d8+5) Talons +9 melee (2d8+5) and 2 foreclaws +4 melee
Bite +18 melee (2d8+9) (1d4+2)
Bite +18and
meleebite(2d8+9)
+4 melee (2d6+2)
Slam +24 melee (2d6+16) 2 slams +24 melee (2d6+16)
Bite +15 melee (2d8+5) or sonic lance +12 ranged Bite +15 melee (2d8+5) and 2 claws +13 melee
touch
Talon (6d6)
+21 melee (2d6+12) (1d6+2); or sonic
2 talons +21 meleelance +12 ranged
(2d6+12) and bitetouch
+19(6d6)
melee
Bite +5 melee (2d6+4) (2d8+6)
Bite +5 melee (2d6+4) and 2 claws +0 melee
Bite +2 melee (1d6+1 plus paralysis) (1d4+2)
Bite +2 melee (1d6+1 plus paralysis) and 2 claws
Bite +7 melee (1d6+4) +0
Bitemelee (1d3 (1d6+4)
+7 melee plus paralysis)
Bite +6 melee (1d6+3) Bite +6 melee (1d6+3)
Slam+2 melee (1d6+1) or club +2 melee (1d6+1) Slam+2 melee, (1d6+1) or club +2 melee (1d6+1)
Bite +2 melee (1d4–1 plus poison) Bite +2 melee (1d4–1 plus poison)
Bite +29 melee (4d6+21) Bite +29 melee (4d6+21/19–20) and sting +24
Slam +5 melee (1d4) melee
Slam +5 (2d8+11/19–20
melee (1d4) plus poison)
Bite +9 melee (1d4–2 plus petrification) Bite +9 melee (1d4–2 plus petrification)
Bite +4 melee (1d4 plus disease) Bite +4 melee (1d4 plus disease)
Claw +4 melee (1d3) 2 claws +4 melee (1d3)
Claw +4 melee (1d3) 2 claws +4 melee (1d3)
Claw +4 melee (1d3 plus 1d4 cold) 2 claws +4 melee (1d3 plus 1d4 cold)
Short sword +4 melee (1d4–2/19–20) or light Short sword +4 melee (1d4–2/19–20) or light
crossbow +4 ranged
Claw +8 melee (1d3–1(1d6/19–20)
plus poison) crossbow
2 claws +8+4melee
ranged (1d6/19–20)
(1d3–1 plus poison) and bite +3
Sting +8 melee (1d4 plus poison) melee (1d4–1)
Sting +8 melee (1d4 plus poison)
Swarm (1d6 plus poison) Swarm (1d6 plus poison)
Claw +12 melee (2d6+5) 2 claws +12 melee (2d6+5)
Tail slap +8 melee (1d6+5) Tail slap +8 melee (1d6+5) and bite +3 melee
Bite +12 melee (1d3+6 plus poison) (1d4+2)
Bite +12 melee (1d3+6 plus poison)
Claw +8 melee (1d6+6) 2 claws +8 melee (1d6+6) and bite +3 melee
Claw +7 melee (1d6+4) (1d8+3)
2 claws +7 melee (1d6+4) and bite +2 melee
Slam +15 melee (1d8+6 plus 1d6 fire) (1d8+2)
2 slams +15 melee (1d8+6 plus 1d6 fire)
Claw +12 melee (1d4+6) 4 claws +12 melee (1d4+6) and bite +7 melee
Bite +10 melee (2d8+5) (1d8+3)
Bite +10 melee (2d8+5) and 1d4 quills +5 melee
Short sword +11 melee (1d8+5/19–20) (1d6+2)
Short sword +11/+6 melee (1d8+5/19–20) and tail
Claw +7 melee (1d6+4) slap
2 +6 melee
claws (2d6+2)
+7 melee (1d6+4) and bite +2 melee
Bite +7 melee (1d6+4 plus poison) (1d8+2)
Bite +7 melee (1d6+4 plus poison)
Horn +11 melee (1d8+8) Horn +11 melee (1d8+8) and 2 hooves +3 melee
Claw +15 melee (2d6+10) and eye ray +8 ranged (1d4+2)
4 claws +15 melee (2d6+10) and bite +10 melee
touch
Bite +57 melee (4d8+17/18–20/x3) (1d8+5)
Bite +57and eye(4d8+17/18–20/x3)
melee ray +8 ranged touchand 2 horns
Bite +4 melee (1d6+3) +52
Bite melee (1d10+8)
+4 melee (1d6+3)and 2 claws +52 melee
(1d12+8) and tail slap +52 melee (3d8+8)
Claw +7 melee (1d4+4) 2 claws +7 melee (1d4+4)
Longspear +2 melee (1d8/×3) or light crossbow +2 Longspear +2 melee (1d8/×3) or light crossbow +2
ranged
Bite +7(1d8/19–20)
melee (1d6+4) ranged
Bite +7(1d8/19–20)
melee (1d6+4)
Bite +2 melee (1d6) Bite +2 melee (1d6) and 2 claws +0 melee (1d4)
Shortbow +8 ranged (1d6/x3) or dagger +8 melee Shortbow +8/+3 ranged (1d6/x3); or dagger +8/+3
(1d4/19–20)
Slam +5 melee or (1d6+4
snakes +8 melee
plus (1d4
energy plus poison)
drain) melee
Slam +5 (1d4/19–20) and plus
melee (1d6+4 snakes +3 melee
energy drain)(1d4 plus
poison)
Bite +4 melee (1d6) Bite +4 melee (1d6)
Claw +4 melee (1d4+2) 2 claws +4 melee (1d4+2) and bite –1 melee
Slam +6 melee (1d6+1 plus 1d6 fire) (1d6+1)
Slam +6 melee (1d6+1 plus 1d6 fire)
Rapier +5 melee (1d6+1/18–20) or light crossbow Rapier +4 melee (1d6+1/18–20) and bite –1 melee
+4 ranged
Dagger +6 (1d8/19–20)
melee (1d4/19–20) or masterwork (1d6
Daggerplus
+6disease); or light crossbow
melee (1d4/19–20) +4 ranged
or masterwork
longbow +7 ranged (1d8/19–20)
Bite +3 melee (1d4)(1d8/x3) longbow +7 ranged
Bite +3 melee (1d4) (1d8/x3)
Slam +8 melee (1d6+1) Slam +8 melee (1d6+1)
— —
Incorporeal touch +3 melee (1d4 Wisdom drain) Incorporeal touch +3 melee (1d4 Wisdom drain)
Dagger +6 melee (1d4/19–20) Dagger +6 melee (1d4/19–20)
Short sword +5 melee (1d4–2/19–20) or longbow Short sword +5 melee (1d4–2/19–20) or longbow
+5 ranged
Short sword(1d6–2/×3)
+6 melee (1d3–3/19–20) or longbow +5 ranged
Short sword(1d6–2)/x3
+6 melee (1d3–3/19–20) or longbow
+6 ranged (1d4–3/x3)
Touch +7 melee (attach) +6 ranged (1d4–3/x3)
Touch +7 melee (attach)
Swarm (2d6 plus poison) Swarm (2d6 plus poison)
Swarm (2d6) Swarm (2d6)
+3 greatsword +23 melee (3d6+13/19–20) or slam +3 greatsword +23/+18/+13 melee (3d6+13/19–
+20 melee (2d8+10)
Longsword +25 melee (2d6+9/19–20) or slam +24 20) or slam
Primary +20 melee
longsword (2d8+10)
+25/+20/+15/+10 melee
melee+15
Sting (1d8+9)
meleeor(2d4+4
tail slapplus
+24poison)
melee (4d6+9)
or javelin (2d6+9/19–20)
Sting +15 meleeand 5 longswords
(2d4+4 +25and
plus poison) melee
bite +13
+15 ranged (1d6+4) (2d6+4/19–20)
melee (2d6+2); and
or tail slap
javelin +22 melee
+15/+10 ranged(4d6+4); or
(1d6+4)
Slam +10 melee (1d8+4) 2 slams +24
6 slams +10 melee
melee (1d8+9)
(1d8+4) and tail slap +22 melee
Slam +10 melee (2d6+4) 2 slams +10 melee (2d6+4)
Bite +18 melee (2d6+17/19–20 plus magic drain) Bite +18 melee (2d6+17/19–20 plus magic drain)
Slam +17 melee (2d10+7) 2 slams +17 melee (2d10+7)
Slam +5 melee (1d6+1) Slam +5 melee (1d6+1)
Battleaxe +4 melee (1d8+3/×3) Battleaxe +4 melee (1d8+3/×3)
Claw +6 melee (1d4+2) or bite +6 melee (1d8+3) 4 claws +6 melee (1d4+2) or bite +6 melee
Head butt +2 melee (1d6) or shortbow +3 ranged (1d8+3)
Head butt +2 melee (1d6) and dagger –3 melee
(1d6/x3)
Slam +3 melee (1d4+1 plus energy drain) (1d4/19–20);
Slam +3 melee or(1d4+1
shortbow +3energy
plus rangeddrain)
(1d6/x3)
Light ray +2 ranged touch (1d6) 2 light rays +2 ranged touch (1d6)
Claw +6 melee (1d4+2) 2 claws +6 melee (1d4+2) and bite +4 melee
Tentacle +3 melee (1d4+2) (1d6+1) and+3gore
4 tentacles melee+4 (1d4+2);
melee (1d6+1)
bite –2 melee
Claw +4 melee (1d4+2) (1d3+1)
2 claws +4 melee (1d4+2) and bite +0 melee
Bite +5 melee (1d8+3 plus paralysis) (1d6+1)
Bite +5 melee (1d8+3 plus paralysis) and 2 claws
Tentacle +3 melee (1d6+2 plus poison) +3 melee (1d4+1
4 tentacles +3 melee plus(1d6+2
paralysis)
plus poison)
Electricity ray +9 ranged touch (2d6) or bite +9 Electricity ray +9 ranged touch (2d6) or bite +9
melee
+5 (1d6+1)
dancing greatsword +35 melee (3d6+18/19–20) melee
+5 (1d6+1)
dancing greatsword +35/+30/+25/+20 melee
or +2 composite
Electricity ray +19longbow
ranged (+5 Str(2d8)
touch bonus)
or +28
bite +21 (3d6+18/19–20)
Electricity ray +19 or ranged
+2 composite longbow
touch (2d8) (+5+20
or bite Str
ranged
melee (2d6+7/x3 plus slaying) or slam +30 melee
(2d6+9) bonus)
melee +28/+23/+18/+13 ranged (2d6+7/x3 plus
(2d6+9)
Wing +9
(2d8+13) melee (1d6+2) 2 wings +9
slaying) melee+30
or slam (1d6+2)
meleeand bite +4 melee
(2d8+13)
Bite +14 melee (1d8+5) (1d4+1)
Bite +14and 2 claws
melee (1d8+5) +4 melee (1d3+1)
and 2 claws +12 melee
Claw +13 melee (1d8+6) (1d4+2)
2 and melee
claws +13 sting +12 meleeand
(1d8+6) (3d4+2
bite +8 plus poison)
melee
Spear +20 melee (2d6+9/x3 plus slow) or claw +19 (2d8+3)
Spear +20/+15/+10 melee (2d6+9/x3 plus slow)
melee (1d10+6)
Slam +10 melee (2d6+2 plus 2d6 fire) and bite +10
2 slams +14 melee
melee (2d6+2
(2d6+3)plusand2d6
tail fire)
+14 melee
(3d6+3 plus slow); or 2 claws +19 melee (1d10+6)
Slam +21 melee (2d10+8) 2 slams
and bite +21
+14 melee
melee (2d10+8)
(2d6+3) and tail +14 melee
Claw +10 melee (1d3+2 plus corporeal instability) 2 claws +10 melee (1d3+2 plus corporeal
Bite +5 melee (1d8+1 plus 1d6 fire) instability)
Bite +5 melee (1d8+1 plus 1d6 fire)
Talon +4 melee (1d4+2) or trident +4 melee Trident +4 melee (1d8+3) and bite +2 melee
(1d8+3)
Claw +4 or heavy
melee crossbow +3 ranged (1d10/19–
(1d6+1) (1d4+1);
2 claws +4 ormelee
2 talons +4 melee
(1d6+1) and(1d4+2) and bite
bite +2 melee +2
(1d4)
20) melee (1d4+1); or heavy crossbow +3 ranged
Claw +6 melee (1d3+2) 2 claws +6 melee (1d3+2)
(1d10/19–20)
Claw +6 melee (1d3+2) 2 claws +6 melee (1d3+2)
Claw +11 melee (1d8+4) Claw +11 melee (1d8+4)
Slam +12 melee (1d3+1) Slam +12 melee (1d3+1)
Sting +7 melee (2d4+3 plus poison) Sting +7 melee (2d4+3 plus poison) and 2 claws +5
Antennae touch +3 melee (rust) melee (1d6+1)
Antennae touchand+3 bite
melee +5(rust)
meleeand(1d4+1)
bite –2 melee
Slam +5 melee (1d8+4) (1d3)
Slam +5 melee (1d8+4)
Greataxe +9 melee (3d6+6/x3) or gore +9 melee Greataxe +9/+4 melee (3d6+6/x3) and gore +4
(1d8+4)
Swarm (3d6 plus poison) melee
Swarm(1d8+2)
(3d6 plus poison)
Bite +5 melee (1d8+4) Bite +5 melee (1d8+4)
Slam +25 melee (2d10+9/19–20) 2 slams +25 melee (2d10+9/19–20)
Slam +5 melee (1d4+4) Slam +5 melee (1d4+4)
Burning touch +4 melee touch (1d8 fire plus Burning touch +4 melee touch (1d8 fire plus
combustion)
Slam +4 melee or (1d6+3)
slam +4 melee (1d3+3 plus combustion)
Slam +4 melee or (1d6+3)
slam +4 melee (1d3+3 plus
combustion) combustion)
Bite +9 melee (1d6+3) Bite +9 melee (1d6+3) and 2 claws +4 melee
Sting +10 melee (2d4+4 plus poison) (1d4+1)
Sting +10 melee (2d4+4 plus poison) and 2 claws
+1 holy scimitar +11 melee (1d6+4/18–20) or +1 +8
+1 melee (1d6+2)+11/+6 melee (1d6+4/18–20) or
holy scimitar
holy composite
Electricity longbow
ray +12 ranged (+4 Str bonus)
touch (2d8) or+11
biteranged
+12 +1
Electricity ray +12 longbow
holy composite ranged touch(+4 Str
(2d8)bonus) +11/+6
or bite +12
(1d8+5/x3)
melee+1 or
(1d8+3) slam +10 melee (1d6+4) ranged
melee+1 (1d8+5/x3)
(1d8+3) or slam +10 melee (1d6+4)
Club melee (1d6) or claw +1 melee (1d4) or Club melee (1d6) and claw –1 melee (1d4) and
javelin +1 ranged (1d6) bite –1 melee (1d4); or 2 claws +1 melee (1d4) and
bite –1 melee (1d4); or javelin +1 ranged (1d6)
Slam +7 melee (1d6+7) Slam +7 melee (1d6+7)
Gore +12 melee (1d8+12) Gore +12 melee (1d8+12)
Slam +12 melee (2d6+2) 2 slams +12 melee (2d6+2)
+1 vorpal longsword +33 melee (2d6+8/19–20) +1 vorpal longsword +31/+26/+21/+16 melee
Spiked chain +25 melee (2d6+15 plus stun) or claw (2d6+8/19–20) and +1 flaming
Spiked chain +25/+20/+15 meleewhip +30/+25
(2d6+15 plus
+24 meleeand(1d4+4 plus melee
1d6 fire plus entangle); or 2
Slammelee (2d6+10)
+17 melee or tail
(2d8+4 plus+24
2d8melee
fire) (2d6+10 stun)
2 slams
slams
bite
+17 +22
melee (2d8+4(2d8+5)
plus 2d8and tail +22
fire)
plus infernal wound) melee +31 melee
(2d6+5 plus(1d10+7)
infernal wound); or 2 claws +24
Spear +11 melee (1d8+3/x3 plus 1d6 fire) Spear
melee +11/+6
(2d6+10) melee (1d8+3/x3
and bite plus 1d6
+ 22 melee fire) and
(2d8+5) and
Slam +4 melee (1d6+3 plus 2d6 fire) tail slap +9 melee (2d6+1 plus
Slam +4 melee (1d6+3 plus 2d6 fire) 1d6 fire)
Glaive +9 melee (1d10+3 plus infernal wound) or Glaive +9/+4 melee (1d10+3 plus infernal wound)
claw
Short+8 melee
sword +7(1d6+2)
melee (1d6+2/19–20) or claw +7 or 2 claws
2 short +8 melee
swords (1d6+2)
+5 melee (1d6+2/19–20, 1d6+1/19–
melee
Bite +8(1d4+2) or longbow +8 ranged (1d8/x3)
melee (1d8+3) 20)
Biteand 2 claws(1d8+3)
+8 melee +5 melee (1d4+1); or 4 claws +5
melee (1d4+2, 1d4+1); or 2 longbows +4 ranged
Claw +30 melee (2d8+13) 2 claws +30 melee (2d8+13) and 2 wings +28
(1d8/x3)
Slam +22 melee (2d8+5 plus 2d8 fire) melee
2 slams(2d6+6) and (2d8+5
+22 melee bite +28plus
melee
2d8(4d6+6
fire) plus
poison plus disease) and tail slap +28 melee
Claw +12 melee (1d6+5) 2 claws +12 melee (1d6+5) and bite +7 melee
(2d8+6)
Bite +4 melee (1) or spittle +4 ranged touch (1d4 (1d6+2)
6 bites +4 melee (1) and spittle +4 ranged touch
acid
Slamplus blindness)
+6 melee (1d8+4) (1d4
Slam acid plus blindness)
+6 melee (1d8+4)
Slam +6 melee (1d8+1) Slam +6 melee (1d8+1)
Chain +10 melee (2d4+2/19–20) 2 chains +10 melee (2d4+2/19–20)
Bite +6 melee (1d8+4) Bite +6 melee (1d8+4)
Longsword +14 melee (1d8+5/19–20) or +1 Longsword +14/+9 melee (1d8+5/19–20) or +1
flaming composite longbow (+5 Str bonus)
Claw +13 melee (2d6+2) or wing +13 melee +15 flaming composite
2 claws +13 melee longbow
(2d6+2) or(+52 Str
wingsbonus)
+13 melee
ranged
(2d8+2)(1d8+6/x3 plus 1d6 fire) or rope +14 ranged +15/+10
(2d8+2) ranged (1d8+6/x3 plus 1d6 fire) or rope
Tentacle +4
(entangle) melee (1d6) 2 tentacles +4 melee
+14 ranged (entangle) (1d6) and bite –2 melee (1d4)
Shock +16 melee touch (2d8 electricity) Shock +16 melee touch (2d8 electricity)
Incorporeal touch +16 melee (2d6 plus 1d8 Incorporeal touch +16 melee (2d6 plus 1d8
Constitution drain)
Slam +19 melee (2d8+4) Constitution drain) (2d8+4)
2 slams +19 melee
Slam +26 melee (2d8+6 plus 2d8 fire) 2 slams +26 melee (2d8+6 plus 2d8 fire)
Claw +7 melee (1d6+1) 2 claws +7 melee (1d6+1)
Claw +8 melee (1d4+1) 2 claws +8 melee (1d4+1) and bite +3 melee (1d6)
Slam +12 melee (1d6+7) or tongue +12 melee Slam +12 melee (1d6+7) and tongue +12 melee
touch (paralysis)
Slam +8 melee (1d8+7) touch
Slam +8 (paralysis)
melee (1d8+7)
Bite +7 melee (2d6+7 plus 1d4 acid) Bite +7 melee (2d6+7 plus 1d4 acid)
Slam +5 melee (1d6+4) Slam +5 melee (1d6+4)
Claw +7 melee (1d3+3) 2 claws +7 melee (1d3+3)
Claw +7 melee (1d3+3) 2 claws +7 melee (1d3+3)
Slam +12 melee (2d8+7) 2 slams +12 melee (2d8+7)
Slam +14 melee (2d10+7 plus cursed wound) 2 slams +14 melee (2d10+7 plus cursed wound)
Slam +10 melee (2d8+5) 2 slams +10 melee (2d8+5)
Slam +23 melee (2d10+11) 2 slams +23 melee (2d10+11)
Slam +18 melee (2d10+9) 2 slams +18 melee (2d10+9)
Slam +9 melee (2d6+7) Slam +9 melee (2d6+7)
Gore +20 melee (2d8+15) Gore +20 melee (2d8+15)
Slam +27 melee (2d10+11/19–20) slams +27 melee (2d10+11/19–20)
Slam +23 melee (2d10+10) 2 slams +23 melee (2d10+10) 2
Slam +19 melee (2d10+9) 2 slams +19 melee (2d10+9)
Bite +13 melee (2d8+9) and 2 tendrils +8 melee Bite +13 melee (2d8+9) and 2 tendrils +8 melee
(1d6+4)
Slam +12 melee (2d6+9) (1d6+4)
2 slams +12 melee (2d6+9)
Slam +15 melee (2d8+10) Slam +15 melee (2d8+10)
Bite +25 melee (2d8+12) Bite +25 melee (2d8+12) and sting +20 melee
Slam +25 melee (4d6+13) (2d6+6
Slam +25 plus poison)
melee (4d6+13)
Slam +5 melee (2d4+3 plus 1d4 acid) Slam +5 melee (2d4+3 plus 1d4 acid)
Slam +8 melee (2d6+4 plus 2d6 acid) Slam +8 melee (2d6+4 plus 2d6 acid)
Slam +1 melee (1d6 plus 1d6 acid) Slam +1 melee (1d6 plus 1d6 acid)
Slam +11 melee (1d6+10 plus mummy rot) Slam +11 melee (1d6+10 plus mummy rot)
Bite +10 melee (4d6+3) Bite +10 melee (4d6+3) and 3 claws +8 melee
Tail slap +4 melee (1d6+1 plus positive energy) or (1d4+1)
Tail slap +4 melee (1d6+1 plus positive energy)
tail
Slam touch +4 melee
+2 melee touch (positive energy)
(1d6+1) and
Slamclaw +2 melee
+2 melee (1d4 plus positive energy); or
(1d6+1)
tail touch +4 melee touch (positive energy) and
Claw +2 melee (1d4) 2 claws
claw +2 melee
touch (1d4)
+2 melee touch (positive energy)
Bite +3 melee (1d6+3) Bite +3 melee (1d6+3)
Claw +2 melee (1d4+1) or club +2 melee (1d6+1) 2 claws +2 melee (1d4+1) and bite +0 melee (1d4);
or javelin
Trident +4+1 ranged
melee (1d6+1)
(1d8+1) or heavy crossbow +3 or club +2
Trident +4 melee
melee (1d6+1)
(1d8+1) and bite +0
or heavy melee (1d4);
crossbow +3
ranged (1d10/19–20) or javelin +1 ranged
ranged (1d10/19–20) (1d6+1)
Battleaxe +6 melee (1d8+4/x3) or claw +6 melee Battleaxe +6 melee (1d8+4/x3) and gore +1 melee
(1d4+3)
Bite +8 melee (1d8+2) or greatsword +8 melee (1d6+1); or 2 claws
Bite +8 melee +6 and
(1d8+2) melee (1d4+3)
slam and (1d4+1);
+3 melee gore +1
(2d6+3/19–20) melee
or (1d6+1)+8/+3 melee (2d6+3/19–20) and bite
greatsword
Slam +3 melee (1d6+1 plus 1d6 acid) Slam +3 melee (1d6+1 plus 1d6 acid)
+3 melee (1d8+1)
Space/Reach
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
15 ft./15 ft.
5 ft./5 ft.
5 ft./5 ft.
10 ft./10 ft.
10 ft./10 ft.
10 ft./10 ft.
10 ft./10 ft.
15 ft./15 ft.
5 ft./5 ft.
5 ft./5 ft.
10 ft./10 ft.
10 ft./10 ft.
15 ft./15 ft.
15 ft./15 ft.
5 ft./5 ft.
5 ft./5 ft.
10 ft./10 ft.
10 ft./10 ft.
10 ft./10 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
10 ft./10 ft.
10 ft./5 ft.
10 ft./5 ft.
10 ft./5 ft.
10 ft./10 ft.
10 ft./5 ft.
10 ft./10 ft.
10 ft./5 ft.
10 ft./5 ft.
10 ft./5 ft.
10 ft./10 ft. (50 ft. with strand)
10 ft./10 ft. (20 ft. with tail or longspear)
10 ft./5 ft.
10 ft./5 ft.
10 ft./5 ft.
10 ft./5 ft.
10 ft./10 ft.
10 ft./5 ft.
10 ft./5 ft.
15 ft./10 ft.
15 ft./10 ft.
15 ft./10 ft.
15 ft./10 ft.
15 ft./15 ft.
15 ft./10 ft.
15 ft./10 ft.
15 ft./10 ft.
15 ft./10 ft.
15 ft./10 ft.
15 ft./10 ft.
15 ft./10 ft.
15 ft./10 ft.
15 ft./10 ft.
15 ft./10 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
15 ft./15 ft.
10 ft./10 ft.
15 ft./10 ft.
15 ft./15 ft.
5 ft./5 ft.
5 ft./5 ft.
10 ft./5 ft.
10 ft./10 ft.
10 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
10 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
10 ft./10 ft.
10 ft./5 ft.
20 ft./15 ft. (60 ft. with tentacle, 30 ft. with arm)
5 ft./5 ft.
10 ft./10 ft.
10 ft./10 ft.
10 ft./10 ft.
15 ft./10 ft.
15 ft./15 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./10 ft.
5 ft./5 ft.
5 ft./5 ft.
2-1/2 ft./0 ft.
2-1/2 ft./0 ft. (5 ft. with tail)
10 ft./0 ft.
10 ft./0 ft.
10 ft./5 ft.
10 ft./5 ft.
10 ft./10 ft.
10 ft./5 ft.
10 ft./10 ft.
10 ft./5 ft.
10 ft./5 ft.
10 ft./5 ft.
10 ft./5 ft.
10 ft./5 ft.
10 ft./5 ft.
10 ft./5 ft.
10 ft./5 ft.
10 ft./5 ft.
10 ft./5 ft.
10 ft./5 ft.
10 ft./5 ft.
10 ft./5 ft.
10 ft./5 ft.
10 ft./10 ft.
10 ft./10 ft.
10 ft./10 ft.
15 ft./10 ft.
15 ft./10 ft.
15 ft./10 ft.
15 ft./10 ft.
15 ft./15 ft.
15 ft./10 ft.
20 ft./15 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft
2-1/2 ft./0 ft.
20 ft./15 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
2-1/2 ft./0 ft.
2-1/2 ft./0 ft.
10 ft./0 ft.
10 ft./5 ft.
10 ft./10 ft. (5 ft. with bite)
10 ft./5 ft.
10 ft./5 ft.
10 ft./5 ft.
10 ft./ 10 ft.
10 ft./10 ft.
10 ft./5 ft.
10 ft./10 ft.
10 ft./5 ft.
10 ft./5 ft.
10 ft./5 ft.
15 ft./10 ft.
30 ft./20 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./0 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
2-1/2 ft./0 ft.
2-1/2 ft./0 ft.
10 ft./0 ft.
10 ft./0 ft.
10 ft./10 ft.
10 ft./10 ft.
10 ft./5 ft.
10 ft./10 ft.
10 ft./10 ft.
15 ft./10 ft.
15 ft./15 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./10 ft.
5 ft./5 ft.
10 ft./10 ft.
10 ft./5 ft.
10 ft./10 ft.
10 ft./10 ft.
10 ft./5 ft.
10 ft./10 ft.
10 ft./10 ft.
15 ft./15 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
10 ft./5 ft. (long)
10 ft./10 ft.
10 ft./0 ft.
10 ft./5 ft.
15 ft./15 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
10 ft./10 ft. (20 ft. with vine)
10 ft./5 ft.
10 ft./10 ft.
10 ft./10 ft. (20 ft. with +1 flaming whip)
10 ft./10 ft. (20 ft. with spiked chain)
15 ft./15 ft.
5 ft./5 ft. (10 ft. with tail)
5 ft./5 ft.
5 ft./5 ft. (10 ft. with glaive)
5 ft./5 ft.
5 ft./5 ft.
10 ft./10 ft.
15 ft./15 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft. (10 ft. with chains)
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
10 ft./10 ft. (15 ft. with tentacle)
5 ft./5 ft.
10 ft./10 ft.
15 ft./15 ft.
15 ft./15 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
10 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
10 ft./10 ft.
10 ft./10 ft.
10 ft./10 ft.
10 ft./10 ft.
10 ft./10 ft.
15 ft./10 ft. (long)
15 ft./10 ft.
15 ft./15 ft.
15 ft./15 ft.
15 ft./15 ft.
15 ft./15 ft.
15 ft./15 ft.
20 ft./15 ft. (long)
20 ft./15ft.
30 ft./20 ft. (long) 30 ft./30 ft. (tall)
10 ft./5 ft.
15 ft./10 ft.
15 ft./10 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
—
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
5 ft./5 ft.
SA
Fort +2, Ref +5, Will +6 Str 11, Dex 14, Con 13, Int 10, Wis 5*, Cha
Fort +5, Ref +3, Will +2 16*
Str 11, Dex 13, Con 12, Int 10, Wis 11, Cha 4
Fort +3, Ref +1, Will –1 Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6
Fort +2, Ref +1, Will –1* Str 13, Dex 13, Con 10, Int 10, Wis 9, Cha 8
Fort +4, Ref +1, Will –1 Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 8
Fort +4, Ref +2, Will +0 Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8
Fort +3, Ref +1, Will –1 Str 13, Dex 13, Con 12, Int 12, Wis 9, Cha 6
Fort +2, Ref +1, Will –1* Str 13, Dex 13, Con 10, Int 12, Wis 9, Cha 10
Fort +4, Ref +0, Will –1 Str 11, Dex 11, Con 14, Int 10, Wis 9, Cha 8
Fort +2, Ref +4, Will +1 Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9
Fort +4, Ref +4, Will +4 Str 13, Dex 13, Con 13, Int 12, Wis 12, Cha 9
Fort +4*, Ref +0*, Will –1* Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 6
Fort +3, Ref +0, Will +0 Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 10
Fort +4*, Ref +0*, Will –1* Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 4
Fort +4, Ref +0, Will +0 Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8
Fort +26, Ref +13, Will +21 Str 43, Dex 12, Con 39, Int 21, Wis 28, Cha 24
Fort +0, Ref +1, Will +2 Str 13, Dex 13, Con -, Int -, Wis 10, Cha 1
Fort +2, Ref +1, Will –1 Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8
Fort +13, Ref +6, Will +7 Str 27, Dex 15, Con 19, Int 10, Wis 12, Cha 11
Fort +9, Ref +2, Will +5 Str 23, Dex 8, Con 15, Int 6, Wis 10, Cha 11
Fort +12, Ref +3, Will +4 Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7
Fort +6, Ref +0, Will +1 Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7
Fort +9, Ref +5, Will +10 Str 26, Dex 13, Con 21, Int 7, Wis 12, Cha 6
Fort +4, Ref +1, Will –1 Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 10
Fort +3, Ref +0, Will –2 Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6
Fort +7, Ref +1, Will +3 Str 21, Dex 10, Con 17, Int 14, Wis 14, Cha 17
Fort +14, Ref +3, Will +6 Str 29, Dex 9, Con 21, Int 10, Wis 14, Cha 11
Fort +16, Ref +6, Will +10 Str 35, Dex 13, Con 23, Int 12, Wis 16, Cha 13
Fort +17, Ref +8, Will +13 Str 39, Dex 14, Con 23, Int 16, Wis 20, Cha 15
Fort +6, Ref +7, Will +7 Str 16, Dex 15, Con 12, Int 14, Wis 15, Cha 13
Fort +6, Ref +7, Will +7 Str 14, Dex 13, Con —, Int 10, Wis 17, Cha 16
Fort +14, Ref +4, Will +9 Str 31, Dex 9, Con 21, Int 10, Wis 14, Cha 11
Fort +7, Ref +6, Will +8 Str 35, Dex 13, Con —, Int 12, Wis 17, Cha 18
Fort +4, Ref +2, Will +5 Str 21, Dex 11, Con —, Int 10, Wis 17, Cha 15
Fort +1, Ref +3, Will +4 Str —, Dex 14, Con —,Int 6, Wis 12, Cha 13
Fort +0, Ref +1, Will –5 Str 10, Dex 12, Con —, Int —, Wis 1, Cha 1
Fort +0, Ref +4, Will +0 Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11
Fort +3, Ref +4, Will +3 Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15
Fort +3, Ref +4, Will +3 Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15
Fort +3, Ref +4, Will +3 Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15
Fort +6, Ref +5, Will +6 Str 12, Dex 13, Con 14, Int 14, Wis 15, Cha 13
Fort +5, Ref +4, Will +4 Str 14, Dex 13, Con 15, Int 10, Wis 12, Cha 9
Fort +3, Ref +3, Will +3 Str 10, Dex 13, Con 12, Int 5, Wis 12, Cha 8
Fort +7, Ref +6, Will +7 Str 19, Dex 13, Con 14, Int 11, Wis 14, Cha 16
Fort +9, Ref +7, Will +6 Str 19, Dex 13, Con 17, Int 4, Wis 13, Cha 10
Fort +5, Ref +5, Will +10 Str 18, Dex 12, Con 16, Int 12, Wis 18, Cha 12
Fort +12, Ref +9, Will +9 Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10
Fort +6, Ref +6, Will +6 Str 25, Dex 12, Con 14, Int 13, Wis 13, Cha 10
Fort +8, Ref +8, Will +7 Str 23, Dex 12, Con 17, Int 16, Wis 17, Cha 14
Fort +5, Ref +5, Will +6 Str 19, Dex 12, Con 17, Int 10, Wis 13, Cha 10
Fort +7, Ref +6, Will +9 Str 18, Dex 13, Con 18, Int 12, Wis 17, Cha 17
Fort +6, Ref +5, Will +8 Str 16, Dex 13, Con 18, Int 10, Wis 17, Cha 15
Fort +9, Ref +5, Will +2 Str 21, Dex 12, Con 21, Int 2, Wis 12, Cha 10
Fort +10, Ref +8, Will +8 Str 19, Dex 13, Con 17, Int 12, Wis 16, Cha 12
Fort +12, Ref +10, Will +11 Str 22, Dex 13, Con 16, Int 16, Wis 15, Cha 15
Fort +8, Ref +6, Will +5 Str 19, Dex 12, Con 17, Int 2, Wis 13, Cha 10
Fort +7, Ref +7, Will +8 Str 19, Dex 12, Con 13, Int 18, Wis 19, Cha 19
Fort +9, Ref +5, Will +2 Str 21, Dex 13, Con 21, Int 2, Wis 12, Cha 10
Fort +13, Ref +10, Will +10 Str 22, Dex 13, Con 19, Int 10, Wis 12, Cha 9
Fort +12, Ref +6, Will +4 Str 29, Dex 13, Con 20, Int 10, Wis 11, Cha 8
Fort +8, Ref +6, Will +3 Str 18, Dex 13, Con 16, Int 9, Wis 13, Cha 10
Fort +7, Ref +6, Will +6 Str 19, Dex 12, Con 15, Int 6, Wis 12, Cha 9
Fort +7, Ref +3, Will +11 Str 26, Dex 12, Con 20, Int 15, Wis 17, Cha 17
Fort +11, Ref +7, Will +5 Str 26, Dex 13, Con 21, Int 7, Wis 14, Cha 12
Fort +12, Ref +6, Will +11 Str 27, Dex 13, Con 21, Int 14, Wis 14, Cha 12
Fort +16, Ref +9, Will +9 Str 28, Dex 12, Con 26, Int 11, Wis 13, Cha 13
Fort +17, Ref +10, Will +15 Str 25, Dex 13, Con 27, Int 22, Wis 22, Cha 20
Fort +16, Ref +12, Will +8 Str 28, Dex 12, Con 21, Int 2, Wis 15, Cha 10
Fort +11, Ref +7, Will +4 Str 19, Dex 12, Con 20, Int 2, Wis 10, Cha 9
Fort +12, Ref +8, Will +5 Str 23, Dex 12, Con 20, Int 2, Wis 10, Cha 9
Fort +9, Ref +5, Will +3 Str 17, Dex 12, Con 20, Int 2, Wis 10, Cha 9
Fort +11, Ref +7, Will +5 Str 21, Dex 12, Con 20, Int 2, Wis 10, Cha 9
Fort +10, Ref +6, Will +4 Str 19, Dex 12, Con 20, Int 2, Wis 10, Cha 9
Fort +10, Ref +6, Will +4 Str 17, Dex 12, Con 20, Int 2, Wis 10, Cha 9
Fort +12, Ref +8, Will +3 Str 21, Dex 12, Con 20, Int 2, Wis 10, Cha 9
Fort +13, Ref +9, Will +6 Str 23, Dex 12, Con 20, Int 2, Wis 10, Cha 9
Fort +10, Ref +6, Will +3 Str 26, Dex 13, Con 21, Int 5, Wis 12, Cha 10
Fort +5, Ref +5, Will +4 Str 11, Dex 15, Con 14, Int 14, Wis 13, Cha 14
Fort +2, Ref +7, Will +6 Str 10, Dex 15, Con 10, Int 7, Wis 12, Cha 17
Fort +4, Ref +4, Will +6 Str 14, Dex 17, Con 13, Int 6, Wis 15, Cha 8
Fort +11, Ref +22, Will +9 Str 20, Dex 31, Con 18, Int 8, Wis 11, Cha 11
Fort +14, Ref +7, Will +4 Str 23, Dex 10, Con 24, Int 3, Wis 12, Cha 8
Fort +14, Ref +9, Will +6 Str 26, Dex 10, Con 20, Int 2, Wis 11, Cha 11
Fort +12, Ref +25, Will +10 Str 22, Dex 33, Con 18, Int 10, Wis 11, Cha 11
Fort +6, Ref +7, Will +7 Str 19, Dex 12, Con 12, Int 13, Wis 13, Cha 14
Fort +12*, Ref +9*, Will +10* Str 19, Dex 12, Con 18, Int 11, Wis 15, Cha 12
Fort +11, Ref +6, Will +5 Str 21, Dex 10, Con 21, Int 2, Wis 12, Cha 9
Fort +9, Ref +2, Will +4 Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9
Fort +10, Ref +7, Will +3 Str 23, Dex 10, Con 17, Int 10, Wis 11, Cha 11
Fort +7, Ref +6, Will +6 Str 16, Dex 13, Con 15, Int 10, Wis 12, Cha 9
Fort +5, Ref +3, Will +3 Str 15, Dex 10, Con 15, Int 10, Wis 11, Cha 10
Fort +14, Ref +14, Will +12 Str 23, Dex 23, Con 23, Int 12, Wis 14, Cha 18
Fort +12, Ref +8, Will +7 Str 25, Dex 10, Con 19, Int 16, Wis 17, Cha 17
Fort +9, Ref +8, Will +10 Str 25, Dex 12, Con 15, Int 16, Wis 17, Cha 16
Fort +14 (+18 against poison), Ref +11, Will +11 Str 20, Dex 17, Con 23, Int 16, Wis 16, Cha 16
Fort +13 (+17 against poison), Ref +11, Will +10 Str 27, Dex 17, Con 20, Int 14, Wis 14, Cha 15
Fort +16, Ref +7, Will +9 Str 21, Dex 10, Con 29, Int 14, Wis 14, Cha 18
Fort +19, Ref —, Will +19 Str —, Dex —, Con 20, Int 20, Wis 20, Cha 21
Fort +21, Ref +12, Will +13 Str 34, Dex 10, Con 29, Int 21, Wis 20, Cha 20
Fort +14 (+18 against poison), Ref +12, Will +12 Str 22, Dex 18, Con 18, Int 18, Wis 18, Cha 20
Fort +4, Ref +4, Will +11 Str 28, Dex 10, Con —, Int 16, Wis 16, Cha 17
Fort +5, Ref +5, Will +5 Str 22, Dex 10, Con —, Int —, Wis 10, Cha 1
Fort +13, Ref +9, Will +9 Str 25, Dex 10, Con 19, Int 10, Wis 11, Cha 10
Fort +13, Ref +8, Will +9 Int
Str 10,
27, Wis
Dex 11,
10, Cha
Con 10
21, Int 12, Wis 13, Cha 12
Fort +18, Ref +8, Will +11 Str 31, Dex 10, Con 31, Int 16, Wis 16, Cha 20
Fort +2, Ref +5, Will +7 Str —, Dex 16, Con —, Int 14, Wis 14, Cha 15
Fort +1, Ref +4, Will +6 Str —, Dex 16, Con —, Int 14, Wis 14, Cha 15
Fort +2, Ref +5, Will +4 Str 16, Dex 14, Con 13, Int 4, Wis 13, Cha 7
Fort +3, Ref +4, Will +2 Str 13, Dex 14, Con 13, Int 6, Wis 10, Cha 9
Fort +4, Ref +5, Will +1 Str 10, Dex 15, Con 13, Int 2, Wis 12, Cha 6
Fort +0, Ref +2, Will –5 Str 8, Dex 14, Con —, Int —, Wis 1, Cha 1
Fort +4, Ref +5, Will +4 Str 6, Dex 15, Con 13, Int 10, Wis 12, Cha 10
Fort +4, Ref +6, Will +2 Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2
Fort +3, Ref +7, Will +3 Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 4
Fort +9, Ref +8, Will +10 Str 20, Dex 15, Con 16, Int 18, Wis 18, Cha 18
Fort +3, Ref +6, Will +5 Str 18, Dex 14, Con 15, Int 8, Wis 13, Cha 11
Fort +14, Ref +9, Will +10 Str 23, Dex 15, Con 25, Int 14, Wis 16, Cha 16
Fort +8, Ref +6, Will +2 Str 19, Dex 15, Con 19, Int 2, Wis 12, Cha 10
Fort +6, Ref +6, Will +5 Str 22, Dex 15, Con 14, Int 2, Wis 12, Cha 7
Fort +9, Ref +8, Will +7 Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Fort +13, Ref +12, Will +11 Str 27, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Fort +8, Ref +7, Will +6 Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Fort +9, Ref +8, Will +4 Str 19, Dex 15, Con 17, Int 6, Wis 12, Cha 12
Fort +5, Ref +4, Will +8 Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16
Fort +8, Ref +7, Will +5 Str 18, Dex 15, Con 16, Int 5, Wis 13, Cha 8
Fort +6, Ref +5, Will +2 Str 18, Dex 15, Con 16, Int 2, Wis 13, Cha 8
Fort +7, Ref +8, Will +7 Str 18, Dex 15, Con 12, Int 13, Wis 15, Cha 12
Fort +9, Ref +7, Will +3 Str 20, Dex 15, Con 19, Int 7, Wis 12, Cha 9
Fort +5, Ref +7, Will +8 Str 14, Dex 15, Con 14, Int 16, Wis 15, Cha 17
Fort +7, Ref +7, Will +11 Str 21, Dex 14, Con 19, Int 16, Wis 19, Cha 18
Fort +8, Ref +7, Will +6 Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12
Fort +7, Ref +6, Will +4 Str 18, Dex 15, Con 16, Int 10, Wis 13, Cha 13
Fort +8, Ref +8, Will +5 Str 21, Dex 14, Con 15, Int 6, Wis 15, Cha 10
Fort +11, Ref +4, Will +3 Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Fort +10, Ref +4, Will +2 Str 20, Dex 14, Con 19, Int 6, Wis 11, Cha 11
Fort +10, Ref +7, Will +4 Str 25, Dex 15, Con 16, Int 10, Wis 11, Cha 8
Fort +11, Ref +8, Will +6 Str 27, Dex 15, Con 20, Int 2, Wis 13, Cha 6
Fort +15, Ref +9, Will +4 Str 26, Dex 14, Con 22, Int 2, Wis 13, Cha 9
Fort +10, Ref +8, Will +4 Str 21, Dex 15, Con 21, Int 2, Wis 15, Cha 10
Fort +14, Ref +13, Will +12 Str 23, Dex 15, Con 17, Int 1, Wis 12, Cha 10
Fort +11, Ref +11, Will +19 Str 38, Dex 14, Con —, Int 20, Wis 20, Cha 18
Fort +11, Ref +10, Will +5 Str 20, Dex 14, Con 17, Int 7, Wis 13, Cha 11
Fort +18, Ref +13, Will +9 Str 34, Dex 15, Con 24, Int 2, Wis 13, Cha 11
Fort +1, Ref +1, Will +3 Str 19, Dex 13, Con 13, Int 10, Wis 10, Cha 6
Fort +0, Ref +2, Will +5 Str 13, Dex 15, Con —, Int 13, Wis 14, Cha 12
Fort +6, Ref +6, Will +3 Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10
Fort +3, Ref +7, Will +4 Str 14, Dex 19, Con 10, Int 2, Wis 12, Cha 11
Fort +0, Ref –1, Will +3 Str 12, Dex 8, Con —, Int —, Wis 10, Cha 1
Fort +0, Ref +4, Will +1 Str 8, Dex 15, Con —, Int 10, Wis 12, Cha 7
Fort +12, Ref +10, Will +23 Str 48, Dex 10, Con —, Int 20, Wis 20, Cha 18
Fort +0, Ref +6, Will +0 Str 10, Dex 17, Con 10, Int 4, Wis 11, Cha 11
Fort +4, Ref +7, Will +2 Str 6, Dex 17, Con 11, Int 2, Wis 13, Cha 9
Fort +3, Ref +5, Will +3 Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4
Fort +3, Ref +6, Will +3 Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15
Fort +3, Ref +6, Will +3 Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15
Fort +3, Ref +6, Will +3 Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15
Fort +0, Ref +5, Will +3 Str 7, Dex 16, Con 11, Int 12, Wis 13, Cha 18
Fort +3, Ref +6, Will +4 Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10
Fort +3, Ref +6, Will +4 Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14
Fort +3, Ref +3, Will +0 Str 1, Dex 17, Con 10, Int —, Wis 10, Cha 2
Fort +7, Ref +6, Will +9 Str 20, Dex 16, Con 18, Int 10, Wis 14, Cha 5
Fort +5, Ref +5, Will +7 Str 21, Dex 16, Con 17, Int 14, Wis 15, Cha 15
Fort +8, Ref +9, Will +10 Str 18, Dex 16, Con 14, Int 17, Wis 19, Cha 17
Fort +8, Ref +7, Will +5 Str 22, Dex 17, Con 19, Int 2, Wis 12, Cha 10
Fort +5, Ref +7, Will +3 Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10
Fort +9, Ref +10, Will +9 Str 23, Dex 17, Con 14, Int 12, Wis 15, Cha 15
Fort +7, Ref +8, Will +5 Str 22, Dex 17, Con 14, Int 2, Wis 12, Cha 7
Fort +7, Ref +8, Will +7 Str 21, Dex 17, Con 15, Int 6, Wis 14, Cha 8
Fort +7, Ref +10, Will +8 Str 20, Dex 17, Con 15, Int 14, Wis 16, Cha 18
Fort +5, Ref +7, Will +3 Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10
Fort +7, Ref +7, Will +2 Str 17, Dex 17, Con 16, Int 7, Wis 13, Cha 10
Fort +9, Ref +7, Will +6 Str 20, Dex 17, Con 21, Int 10, Wis 21, Cha 24
Fort +3, Ref +6, Will +3 Str 31, Dex 17, Con —, Int —, Wis 11, Cha 1
Fort +38, Ref +29, Will +20 Str 45, Dex 16, Con 35, Int 3, Wis 14, Cha 14
Fort +3, Ref +4, Will +1 Str 14, Dex 12, Con 11, Int 7, Wis 12, Cha 10
Fort +2, Ref +4, Will +4 Str 19, Dex 12, Con 12, Int 10, Wis 13, Cha 14
— Str 10, Dex 12, Con 10, Int_13, Wis 13, Cha 11
Fort +7, Ref +5, Will +5 Str 17, Dex 13, Con 17, Int 4, Wis 12, Cha 13
Fort +3, Ref +5, Will +1 Str 11, Dex 14, Con 11, Int 6, Wis 12, Cha 13
Fort +3, Ref +7, Will +6 Str 10, Dex 15, Con 12, Int 12, Wis 13, Cha 15
Fort +1, Ref +5, Will +5 Str 16, Dex 14, Con —, Int 13, Wis 13, Cha 14
Fort +4, Ref +7, Will +4 Str 10, Dex 17, Con 10, Int 10, Wis 13, Cha 11
Fort +7, Ref +6, Will +4 Str 14, Dex 17, Con 19, Int 2, Wis 12, Cha 10
Fort +3, Ref +7, Will +1 Str 12, Dex 17, Con 14, Int 4, Wis 11, Cha 11
Fort +6, Ref +5, Will +4 Str 13, Dex 17, Con 14, Int 10, Wis 11, Cha 8
Fort +3, Ref +8, Will +6 Str 10, Dex 19, Con 11, Int 14, Wis 15, Cha 18
Fort +1, Ref +5, Will +5 Str 10, Dex 18, Con 11, Int 7, Wis 12, Cha 10
Fort +3, Ref +9, Will +1 Str 12, Dex 21, Con 14, Int 4, Wis 11, Cha 11
Fort +4, Ref —, Will –4 Str —, Dex —, Con 13, Int —, Wis 2, Cha 1
Fort +1, Ref +4, Will +4 Str —, Dex 12, Con —, Int 11, Wis 11, Cha 18
Fort +7, Ref +12, Will +12 Str 10, Dex 17, Con 12, Int 16, Wis 17, Cha 19
Fort +0, Ref +6, Will +4 Str 7, Dex 18, Con 11, Int 16, Wis 15, Cha 16
Fort +1, Ref +6, Will +3 Str 5, Dex 18, Con 13, Int 10, Wis 13, Cha 14
Fort +2, Ref +6, Will +1 Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6
Fort +5, Ref +7, Will +3 Str 1, Dex 19, Con 8, Int —, Wis 10, Cha 2
Fort +4, Ref +6, Will +2 Str 1, Dex 19, Con 8, Int —, Wis 10, Cha 2
Fort +14 (+18 against poison), Ref +13, Will +15 Str 25, Dex 19, Con 20, Int 22, Wis 23, Cha 22
Fort +19, Ref +14, Will +14 Str 29, Dex 19, Con 29, Int 18, Wis 18, Cha 24
Fort +12, Ref +12, Will +11 Str 19, Dex 18, Con 18, Int 16, Wis 16, Cha 17
Fort +7, Ref +9, Will +7 Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 15
Fort +4, Ref +10, Will +4 Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 11
Fort +9, Ref +11, Will +17 Str 31, Dex 18, Con —, Int 18, Wis 20, Cha 18
Fort +15, Ref +9, Will +7 Str 24, Dex 18, Con 21, Int 6, Wis 11, Cha 11
Fort +4, Ref +5, Will +6 Str 12, Dex 13, Con 12, Int 13, Wis 14, Cha 13
Fort +1, Ref +4, Will +2 Str 15, Dex 13, Con 13, Int 10, Wis 8, Cha 6
Fort +5, Ref +5, Will +5 Str 14, Dex 12, Con 13, Int 3, Wis 13, Cha 12
Fort +2, Ref +5, Will +5 Str 10, Dex 13, Con 12, Int 12, Wis 13, Cha 13
Fort +1, Ref +2, Will +5 Str 12, Dex 12, Con —, Int 11, Wis 13, Cha 15
Fort +2 (+6 against poison), Ref +2, Will +2 Str 1, Dex 11, Con 10, Int 6, Wis 11, Cha 10
Fort +5, Ref +6, Will +4 Str 15, Dex 14, Con 18, Int 6, Wis 11, Cha 7
Fort +0, Ref +2, Will +5 Str 14, Dex 14, Con 11, Int 3, Wis 14, Cha 5
Fort +8 Ref +5, Will +2 Str 15, Dex 15, Con 16, Int 10, Wis 11, Cha 8
Fort +1, Ref +4, Will +6 Str 17, Dex 17, Con —, Int 13, Wis 14, Cha 16
Fort +6, Ref –1, Will +0 Str 14, Dex 8, Con 16, Int —, Wis 11, Cha 9
Fort +4, Ref +8, Will +4 Str 12, Dex 21, Con 12, Int 10, Wis 13, Cha 13
Fort +18 (+22 against poison), Ref +18, Will +20 Str 28, Dex 20, Con 20, Int 23, Wis 25, Cha 25
Fort +12, Ref +14, Will +10 Str 22, Dex 21, Con 16, Int 10, Wis 13, Cha 13
Fort +3, Ref +10, Will +2 Str 14, Dex 21, Con 13, Int 6, Wis 11, Cha 11
Fort +12, Ref +12, Will +11 Str 21, Dex 21, Con 21, Int 14, Wis 14, Cha 14
Fort +9, Ref +11, Will +8 Str 23, Dex 21, Con 17, Int 10, Wis 14, Cha 10
Fort +15, Ref +14, Will +15 Str 23, Dex 21, Con 23, Int 22, Wis 22, Cha 20
Fort +5, Ref +11, Will +2 Str 14, Dex 21, Con 16, Int 6, Wis 11, Cha 11
Fort +17, Ref +14, Will +9 Str 26, Dex 20, Con 21, Int 8, Wis 11, Cha 11
Fort +7, Ref +7, Will +6 Str 14, Dex 13, Con 13, Int 10, Wis 10, Cha 10
Fort +5, Ref +5, Will +4 Str 13, Dex 13, Con 13, Int 6, Wis 10, Cha 6
Fort +3, Ref +4, Will +4 Str 14, Dex 13, Con 12, Int 14, Wis 13, Cha 9
Fort +5, Ref +3, Will +3 Str 12, Dex 10, Con 14, Int 5, Wis 11, Cha 11
Fort +4, Ref +3, Will +3 Str 14, Dex 10, Con 13, Int 6, Wis 11, Cha 15
Fort +4, Ref +3, Will +3 Str 14, Dex 10, Con 13, Int 6, Wis 11, Cha 15
Fort +9, Ref +10, Will +3 Str 17, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Fort +11, Ref +11, Will +11 Str 12, Dex 15, Con 15, Int 16, Wis 15, Cha 14
Fort +6, Ref +7, Will +5 Str 17, Dex 16, Con 14, Int 10, Wis 12, Cha 11
Fort +2, Ref +4, Will +5 Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8
Fort +1, Ref +1, Will –4 Str 16, Dex 10, Con —, Int —, Wis 1, Cha 1
Fort +6, Ref +5, Will +5 Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8
Fort +10, Ref +14, Will +7 Str 1, Dex 22, Con 14, Int 6, Wis 13, Cha 9
Fort +7, Ref +10, Will +6 Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6
Fort +19, Ref +16, Will +10 Str 28, Dex 22, Con 21, Int 10, Wis 11, Cha 11
Fort +3, Ref +2, Will +0 Str 16, Dex 10, Con 13, Int 2, Wis 10, Cha 10
Fort +3, Ref +3, Will +0 Str 15, Dex 11, Con 13, Int 8, Wis 10, Cha 10
Fort +4, Ref +0, Will +0 Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11
Fort +6, Ref +7, Will +7 Str 17, Dex 15, Con 13, Int 14, Wis 14, Cha 14
Fort +7, Ref +8, Will +8 Str 18, Dex 16, Con 14, Int 11, Wis 16, Cha 19
Fort +8, Ref +9, Will +7 Str 18, Dex 18, Con 17, Int 13, Wis 14, Cha 14
Fort +6, Ref +10, Will +6 Str 14, Dex 21, Con 12, Int 10, Wis 13, Cha 13
Fort +5, Ref –1, Will +0 Str 10, Dex 9, Con 14, Int 8, Wis 10, Cha 10
Fort +7, Ref +1, Will +2 Str 20, Dex 10, Con 16, Int —, Wis 13, Cha 9
Fort +8, Ref +5, Will +8 Str 27, Dex 10, Con 17, Int 2, Wis 13, Cha 8
Fort +5, Ref +13, Will +2 Str 14, Dex 25, Con 16, Int 6, Wis 11, Cha 11
Fort +22, Ref +19, Will +19 Str 35, Dex 25, Con 31, Int 24, Wis 24, Cha 26
Fort +16, Ref +16, Will +15 Str 31, Dex 25, Con 25, Int 14, Wis 18, Cha 22
Fort +9, Ref +17, Will +7 Str 18, Dex 25, Con 18, Int 6, Wis 11, Cha 11
Fort +8, Ref +7, Will +8 Str 14, Dex 13, Con 14, Int 14, Wis 15, Cha 13
Fort +4, Ref +2, Will +2 Str 15, Dex 13, Con 13, Int 6, Wis 12, Cha 10
Fort +8, Ref +7, Will +5 Str 15, Dex 15, Con 17, Int 6, Wis 10, Cha 10
Fort +6, Ref +7, Will +5 Str 15, Dex 16, Con 15, Int 12, Wis 12, Cha 11
Fort +9, Ref +4, Will +3 Str 15, Dex 8, Con 15, Int 2, Wis 12, Cha 11
Fort +19, Ref +19, Will +21 Str 37, Dex 27, Con 27, Int 26, Wis 26, Cha 26
Fort +11, Ref +20, Will +9 Str 20, Dex 27, Con 18, Int 6, Wis 11, Cha 11
Fort +10, Ref +6, Will +6 Str 21, Dex 12, Con 20, Int 14, Wis 13, Cha 16
Fort +7, Ref +4, Will +5 Str 10, Dex 13, Con 22, Int 4, Wis 13, Cha 13
Fort +7, Ref +2, Will +1 Str 16, Dex 12, Con 17, Int 4, Wis 11, Cha 11
Fort +3, Ref +5, Will +7 Str 13, Dex 15, Con —, Int 6, Wis 12, Cha 12
Fort +8, Ref +8, Will +6 Str 15, Dex 15, Con 15, Int 6, Wis 10, Cha 12
Fort +5, Ref +5, Will +5 Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10
Fort +11, Ref +11, Will +10 Str 21, Dex 21, Con 21, Int 14, Wis 18, Cha 20
Fort +10 (+14 against poison), Ref +11, Will +8 Str 15, Dex 23, Con 20, Int 15, Wis 16, Cha 16
Fort +3, Ref +2, Will +6 Str 11, Dex 10, Con 13, Int 5, Wis 12, Cha 6
Fort +3, Ref +12, Will +9 Str 1, Dex 29, Con 10, Int 15, Wis 16, Cha 12
Fort +5, Ref +14, Will +14 Str —, Dex 28, Con —, Int 17, Wis 18, Cha 24
Fort +9, Ref +19, Will +5 Str 18, Dex 29, Con 18, Int 6, Wis 11, Cha 11
Fort +14, Ref +23, Will +10 Str 22, Dex 29, Con 18, Int 6, Wis 11, Cha 11
Fort +6, Ref +6, Will +7 Str 13, Dex 13, Con 13, Int 16, Wis 14, Cha 26
Fort +8, Ref +7, Will +6 Str 12, Dex 14, Con 16, Int 13, Wis 13, Cha 17
Fort +4, Ref +10, Will +9 Str 21, Dex 19, Con —, Int 11, Wis 10, Cha 10
Fort +7, Ref +0, Will +1 Str 21, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Fort +6, Ref +3, Will +2 Str 21, Dex 10, Con 17, Int 1, Wis 13, Cha 6
Fort +4, Ref –1, Will +0 Str 17, Dex 8, Con 13, Int 4, Wis 11, Cha 11
Fort +4, Ref +2, Will +3 Str 17, Dex 8, Con 13, Int 6, Wis 11, Cha 15
Fort +4, Ref +2, Will +3 Str 17, Dex 8, Con 13, Int 6, Wis 11, Cha 15
Fort +10, Ref +1, Will +2 Str 25, Dex 8, Con 19, Int 6, Wis 11, Cha 11
Fort +3, Ref +2, Will +3 Str 25, Dex 9, Con —, Int —, Wis 11, Cha 1
Fort +3, Ref +2, Will +3 Str 21, Dex 9, Con —, Int —, Wis 11, Cha 1
Fort +6, Ref +5, Will +6 Str 33, Dex 9, Con —, Int —, Wis 11, Cha 1
Fort +4, Ref +3, Will +4 Str 29, Dex 9, Con —, Int —, Wis 11, Cha 1
Fort +2, Ref +1, Will –3 Str 20, Dex 8, Con —, Int —, Wis 1, Cha 1
Fort +19, Ref +9, Will +6 Str 30, Dex 9, Con 25, Int 1, Wis 12, Cha 7
Fort +19, Ref +7, Will +10 Str 33, Dex 8, Con 21, Int 10, Wis 11, Cha 11
Fort +17, Ref +6, Will +9 Str 31, Dex 8, Con 21, Int 8, Wis 11, Cha 11
Fort +15, Ref +4, Will +7 Str 29, Dex 8, Con 21, Int 6, Wis 11, Cha 11
Fort +12, Ref +2, Will +4 Str 28, Dex 9, Con 22, Int 3, Wis 8, Cha 3
Fort +10, Ref +1, Will +7 Str 29, Dex 8, Con 21, Int 12, Wis 16, Cha 12
Fort +5, Ref +3, Will +0 Str 24, Dex 6, Con —, Int —, Wis 1, Cha 1
Fort +17, Ref +8, Will +4 Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8
Fort +10, Ref +7, Will +5 Str 28, Dex 4, Con —, Int —, Wis 1, Cha 1
Fort +8, Ref –3, Will –3 Str 15, Dex 1, Con 22, Int —, Wis 1, Cha 1
Fort +9, Ref –2, Will –2 Str 17, Dex 1, Con 22, Int —, Wis 1, Cha 1
Fort +9, Ref –4, Will –4 Str 10, Dex 1, Con 26, Int —, Wis 1, Cha 1
Fort +4, Ref +2, Will +8 Str 24, Dex 10, Con —, Int 6, Wis 14, Cha 15
Fort +7, Ref +5, Will +5 Str 17, Dex 10, Con 15,
Fort +4, Ref +3, Will +4 Str 13, Dex 10, Con 13, Int 7, Wis 12, Cha 14
Fort +0, Ref +0, Will –5 Str 12, Dex 10, Con —, Int —, Wis 1, Cha 1
Fort +3, Ref +3, Will +3 Str 10, Dex 10, Con 10, Int —, Wis 11, Cha 5
Fort +6, Ref +0, Will +0 Str 14, Dex 10, Con 16, Int 2, Wis 11, Cha 9
Fort +1, Ref +3, Will +0 Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10
Fort +4, Ref +3, Will +4 Str 12, Dex 10, Con 12, Int 13, Wis 13, Cha 11
Fort +9, Ref +3, Will +3 Str 17, Dex 11, Con 18, Int 10, Wis 11, Cha 8
Fort +6 (+10 against poison), Ref +5, Will +6 Str 15, Dex 10, Con 13, Int 10, Wis 13, Cha 12
Fort +6, Ref –4, Will –4 Str 12, Dex 1, Con 21, Int —, Wis 1, Cha 1
Environ Organiz
Skills Feats CR Treasure
ment ation
Bluff +5, Hide +10, Listen +1, Move Blind-Fight, Improved Initiative Undergr Team, 3 Standard coins; double
Silently
Hide +2,+8 Listen +2, Spot +2 Toughness ound
Undergr squad,
Compan 1 Goods;
Standardstandard items
ound band
y,
Hide +5, Listen +2, Move Silently +5, Alertness Temper Gang, 1/2 Standard
Ride squad,
Hide +4,
+1, Spot
Listen+2+2, Search +3, Spot +2 Weapon Focus (longbow) ate
Temper band,
Squad,
band 1/2 Standard
plains
ate warband
compan
Hide +3, Listen +2, Move Silently +3, Alertness Warm Gang,
,y,tribe 1/2 Standard
Spot +2+2, Hide +4, Jump –4, Listen +3, forest
hills band
band,
Climb Weapon Focus (longsword) Warm Compan 1/2 Standard
Move Silently warband
Bluff +4, Hide +1+5, Move Silently +1, Weapon Focus (rapier) plains
Temper y,
Solitary,
, tribe 1/2 Standard
Sleight of Hand +2,+1 Search +4, Spot +3 ate squad,
pair,
Hide +0, Listen Weapon Focus (rapier) Undergr Squad,
band 1 Standard
plains
ound gang
patrol,
Hide +3, Listen +1, Spot +1 Weapon Focus (light crossbow) Temper Compan 1/2 Standard
ate hills band
y,
Climb +3, Hide +4, Listen +4, Move Alertness, Weapon Focus Temper Solitary, 2 Standard
Silently squad,
Appraise+6, +6,Spot
Climb+4 +0, Craft (any two) (morningstar)
Power Attack ate
Plane of gang,
Solitary,
band 2 Standard coins; double
+6, Hide +0, Jump –6, Listen +6, Search mountai
Fire band
pair, Goods
Appraise +2, Craft (blacksmithing) +2, Weapon Focus (dwarven waraxe) Temper
ns Team, 1/2 Standard coins; double
+6, Spot
Craft +6
(stonemasonry) +2, Listen+1,
+2, ate team,
squad, (nonflammables
Goods; standard only);
items
Heal +4, Knowledge (religion) Improved Initiative Temper Solitary,
squad, 1/2 Standard
standard items
Spot +2+3, Ride +1, Spot +3
Listen mountai
ate clan
pair,
Appraise +2, Craft (blacksmithing) +2, Toughness Undergr
ns Team, 1 Standard coins, double
Craft plains team
Listen(stonemasonry)
+2, Spot +3 +2, Listen +3, Power Attack ound
Warm squad,
Solitary, 1 Goods,
Standardstandard items
Move Silently –4, Spot +2 plains clan
pair,
Balance +7, Bluff +19, Climb +22, Awesome Blow, Blind-Fight, Chaotic Solitary, 21 Double standard plus
Concentration +37, Craft (any one) +28, Cleave, Improved hunting
Improved InitiativeBull Rush, Good
Temper pair
Any
party, 1/2 +4
Nonehalf-plate armor
Diplomacy +11, Disguise +7 (+9 Improved Sunder, Power Attack, plane
ate and Gargantuan +3
Craft (trapmaking)
acting), +2, Hide +6,
Heal +20, Intimidate Listen
+32, Jump Alertness
Quicken Spell-Like Ability (chain Temper Gang, 1/2 Standard
adamantine
+2, Move plains
Climb +11,Silently
Hide +6*,+2, Profession
Jump +11, Spot Combat Reflexes, Iron Will, Point ate
Temper band,
Solitary, 8 Standard
(miner)
+12 +2, Search +2, Spot +2 Blank Shot,Improved
Power Attack, Precise forests
ate warband
gang,
Listen +10, Search +1, Spot +10 Alertness, Initiative, Iron Cold Solitary,
, tribe 6 Standard
Shot
Will, Power Attack mountai
hills band,
gang,
Climb +7, Jump +7, Listen +3, Spot +6 Cleave, Improved Bull Rush, Temper
ns Solitary,
party, 7 Standard
Power Attack, Improved Sunder, ate hills troupe,
gang,
Climb +5, Listen +2, Spot +2 Toughness, Weapon Focus Temper Solitary,
band, 3 Standard
Weapon Focus (greatclub)
(greatclub)Cleave, Multiweapon ate hills band,
pair,
Climb +9, Jump +18, Listen +7, Spot +7 Alertness, Temper Solitary,
party, 8 1/2 coins; double
Fighting, gang,
Listen +3, Spot +3, Swim +9 Alertness Power Attack, Weapon ate hills
Temper gang,
Compan
band 1/2 Goods;
Standardstandard items
Focus (bite) ate tribe
y,
Listen +1, Spot +1 Alertness Temper Gang, 1/2 Standard
aquatic
ate hills patrol,
squad,
Concentration +11, Listen +10, Combat Expertise, Improved Cold Solitary,
band 8 Double standard
Spellcraft band
Climb +13,+10, CraftSpot +10
(any one) +6, Initiative
Cleave, Great Cleave, Improved hills
Cold pair,
Solitary, 9 Standard
Intimidate troupe
Climb +19,+6, Jump
Craft (any+17,
one)Spot
+11,+12 Overrun, Improved
Awesome Sunder,
Blow, Cleave, Power
Improved mountai
Temper gang,
Solitary, 11 Standard coins; double
Diplomacy Attack ns band,
Climb +20, Concentration +26, Listen
+3, Intimidate +11, Craft Bull Rush, Improved Overrun,
Awesome Blow, Cleave, Combat Iron ate
Warm gang,
Solitary,
party, 13 Goods;
Standardstandard items
coins; double
+15,
(any Perform
one) +13,(harp) +2, Sense
Diplomacy Motive
+4,+10, Will, Power
Reflexes, Attack Bull Rush,
Improved mountai
mountai family,
family Goods; standard items
Appraise
+9, Spot +15+11, Concentration Craft Combat Reflexes, Dodge, Warm
ns Solitary,
band 4 Standard
Intimidate
(any two) +11,+12,Diplomacy
Jump +24, +3,Listen +15,
Escape Improved InitiativeB,
Improved Sunder, IronMobility
Will, Power ns
deserts compan
Diplomacy
Perform +5, Disguise +12, Gather Alertness, Combat Casting, Great Lawful Solitary 12 None
Artist +6,(sing)
Information Listen+12,
+11,
+12,(any
Sense
ListenMove Motive
+11,
+15,
Silently +6, Attack y, band
Climb
Ride +9, Sense
+11, Craft Motiveone) +6,Search
+11, Spot
+5,
+11,
Fortitude,
Cleave, Lightning
Great Cleave,Reflexes,
Improved plane
Warm Solitary, 10 Standard
Sense Motive
Intimidate +6, +12,
Jump Spot
+9, +11,
Spot Survival
+14 Quickened
Overrun, Spell-Like
Improved Ability
Sunder, Iron mountai gang,
Concentration
+3 (+5 following +13, Diplomacy +6,
tracks) Ability Focus (fists), Awesome
(suggestion) Lawful Solitary 15 None
Knowledge (religion) Will, Power Attack ns band,
Diplomacy +4, Listen +10, Listen +9,
+9, Search +16, Blow, Combat Casting, Great
Great Fortitude, Ride-By Attack, plane
Lawful Solitary
party, 9 None
SearchMotive
Sense +10, Sense
+12, Motive
Spot +9,+12, Spot +3
Survival Fortitude,Charge
Spirited Improved Bull Rush, plane
Hide
+16, +8*, Listen
Survival +3 +7,
(+5 Search +4,tracks)
following Spot +7 Alertness,
Power AttackDodge Any Solitary, 3 None
(+5 following tracks) gang,
— — Any Pair 1 None
swarm
Listen +2, Spot +3 Dodge, Improved InitiativeB, Plane of Solitary 1 None
Bluff +8, Escape Artist +7, Hide +11, Weapon FinesseB Initiative
Dodge, Improved Fireof
Plane Solitary, 3 Standard
Listen +6,Escape
Bluff +8, Diplomacy
Artist+4,
+7,Disguise
Hide +11,+2 Dodge, Improved Initiative Fireof
Plane gang,
Solitary, 3 Standard
(+4 acting),
Listen +6, Move Silently
Diplomacy +4, +7, Spot +2
Disguise +6, Fireof mob
gang,
Bluff
Use +8, Escape
Rope (+3 Artist
+1Move with +7, Hide +11,
bindings) Dodge, Improved Initiative Plane Solitary, 3 Standard
(+4 acting),
Listen(blacksmithing) Silently
+6, Diplomacy +8, +7,
+4, Hide Spot
Disguise +6, mob
Craft
Use Rope +1Move (+3 with bindings) +12,+2 Alertness, Multiattack Fireof
Plane gang,
Solitary, 3 Standard
(+4 acting),
Listen +11, +1,
Move Silently
Silently +7, Spot
+6,+7,
Spot +6,
+11 Fireof mob
pair, (nonflammables only)
Diplomacy
Use Rope +1 (+3Escape Artist
with bindings) Hide Blind-Fight, Dodge Plane Solitary, 3 Standard
+11, cluster
Hide Knowledge
+9, Intimidate (the+3,
planes)
Listen+6,
+5,Listen Weapon Finesse Water
Evil clutch
Cluster , 2 None
+7, Search
Move +6, +5,
Silently SpotSpot
+9, +5
Sense Motive plane mob
Balance +10,+1
+7, Survival Climb +13, Diplomacy
(+3 other planes and Dodge, Mobility, Spring Attack Lawful Solitary, 5 Double standard
+5,
HideHide
+1*,+6, Jump+9,
Listen +21,
SpotListen
+9 +11, Alertness, Hover, Iron Will, plane
Temper flock
Solitary, 7 Standard
Move Silently +10, Sense Motive +11, Multiattack ate hills pride,
Hide +8, Listen +25, Move Silently +7,
Spot +11 Dodge, Improved Initiative, Undergr Solitary, 8 None
Survival +9 Lightning Reflexes ound flight
pack
Listen +10, Spot +10, Swim +13 Alertness, Endurance, Run, Cold Solitary, 7 None
Bluff +8, Diplomacy +2, Disguise +0 Toughness, Weapon Focus
Alertness, Blind-Fight, (claw)
Great forests
Cold pair
Solitary, 6 Standard
(+2 acting), Hide
Concentration +5,Diplomacy
+13, Intimidate+4,
+2, Fortitude
Blind-Fight, Iron Will, Lightning marshes
Temper covey
Solitary 8 Standard
Listen +10, Spot
Knowledge +10+13, Listen +13,
(arcana) Reflexes ate
Climb +9, Disguise +13, Listen +8, Spot Alertness, Lightning Reflexes, Undergr Solitary 4 1/10th coins; 50%
Sense
+8 Motive +13, Spot +15 Weapon Focus(charming
(slam) gaze), deserts
ound Goods;
Concentration +13, Listen +14, Ability Focus Temper Solitary, 9 Standard50% items
Spellcraft +10,+12,
Concentration SpotListen
+14 +7, Spellcraft Alertness,
Alertness, Combat Casting,
Combat Casting, Eschew
Eschew ate
Temper nest
Solitary, 7 Standard
+8, Spot MaterialsB, Lightning
Lightning Reflexes marshes
Listen +8,+7, Swim
Spot +8 +11 MaterialsB,
Alertness, Track Reflexes ate
Temper pair,
Solitary, 4 None
aquatic
ate nest
pair,
Climb +12, Hide +10*, Listen +13, Spot Alertness, Improved Initiative, Iron Undergr Solitary, 12 No coins; 50% Goods
+13 Will, Weapon Focus (strand) forests
ound pack
pair, (stone
Bluff +19, Craft (blacksmithing) +25, Alertness, Cleave, Great Cleave, Plane of Solitary, 10 Doubleonly); no items
standard
Diplomacy +4, Hide +15, Intimidate +4, Multiattack, Power Attack, Skill Fire cluster
pair, (nonflammables only)
Listen +8, Spot +7, Swim +12 Alertness, Endurance, Iron Will Temper Solitary, 4 None
Listen +13, Move Silently +17, Spot Focus (Craft [blacksmithing]) ate noble
pair, and +3 longspear
Bluff
+13 +15, Concentration +12, Combat Casting, Improved Warm Solitary,
party 8 Double standard
Diplomacy aquatic pride
Listen +10, +8,
SpotDisguise
+11 +4 (+6 acting), Initiative,
Alertness, Iron
DodgeWill deserts
Temper covey
Solitary 5 None
Intimidate +13, Listen +17, Sense ate of
Escape
Motive Artist +19,+17
+15, Spot Hide +15, Intimidate Alertness, Blind-Fight, Cleave, Plane Solitary, 9 Standard
+17, Knowledge (the Planes) forests
Handle Animal +3, Listen +4,+18,
Spot +5, Dodge,
(same asImproved
human form)Sunder, Power Water
Cold clutch
Solitary, 5 Standard
Listen +9
Swim +21, Search +22, Sense Motive Attack forests family
Hide
+17, Spot +25, Survival +1 (+3 other+7,
–1*, Listen +6, Move Silently Alertness, Improved Initiative, Cold Solitary, 5 1/10 coins; 50%
Spot +6,
Hide +7, Survival +1*Move Silently
Listen +13, Track Focus (poison), Alertness,
Ability forests
Warm pair,
Solitary, 6 Goods;
Standard50% items
+11, Spot +16 Flyby Attack, MultiattackB hills pack
pair,
Concentration +16, Knowledge (any Alertness, Combat Casting, Iron Undergr Solitary, 7 Double standard
one) flight
Climb+13,
+16,Listen
Hide +16, Spot +16,
+5, Listen Swim+4,
+4, Spot Will
Alertness, Cleave, Power Attack, ound
Warm brood,
Solitary, 8 Standard
+8
Survival +2 Track hills slaver
pair
Knowledge (dungeoneering) +14, Alertness, Blind-Fight, Great Undergr Solitary
brood 9 None
Knowledge
Climb (nature) +4,+3,
+24, Diplomacy Listen
Hide+20,
+16, Fortitude,
Cleave, Improved
Improved Initiative,
Initiative, ound
Chaotic Solitary 10 None
Move
Jump Silently
+28, +17,
Listen Spot
+16, +20,Silently
Move Survival Power
Improved Attack, Toughness
Grapple, Power Attack, Evil
Bluff +22,underground)
+14 (+16 Concentration +25, Cleave, Improved Bull Rush, Chaotic Solitary, 14 Standard coins; double
+16, Search
Diplomacy +15,Disguise
+26, Sense Motive
+5 (+7+16, Track
Multiattack, Power Attack, plane
Evil troupe Goods;
Hide
Spot –2,
+16, Listen +14,+1Spot
Survival (+3 +14
following Alertness, Improved Natural Attack Warm Solitary, 8 None standard items
acting), Hide +10, Intimidate +22, Weapon
(bite), Focus (bite) (3), Track plane
Listen +7, Spot
Knowledge +8, Swim
(arcana) +12 +31,
+23, Listen CombatRun, Toughness
ReflexesB , Iron Will, plains
Temper pair
Solitary 7 1/10 coins; 50%
Listen +9, Spot +9, Swim +14 Toughness, Weapon
Blind-Fight, Combat Focus (bite)
ReflexesB, ate
Temper Solitary 10 Goods;
1/10 50%50%
coins; items
Iron Will, Toughness, Weapon marshes
ate Goods; 50% items
Listen +6, Spot +6, Swim +11 Combat ReflexesB, Iron Will, Temper Solitary 4 1/10 coins; 50%
Focus (bite)
Toughness marshes
ate Goods; 50% items
Listen +8, Spot +8, Swim +13 Blind-Fight, Combat ReflexesB, Temper Solitary 8 1/10 coins; 50%
Iron Will, Toughness, Weapon marshes
ate Goods; 50% items
Listen +7, Spot +7, Swim +12 Combat ReflexesB , Iron Will, Temper Solitary 6 1/10 coins; 50%
Focus (bite) Weapon Focus (bite)
Toughness, marshes
ate Goods; 50% items
Listen +6, Spot +7, Swim +11 Combat ReflexesB, Iron Will, Temper Solitary 5 1/10 coins; 50%
Toughness, Weapon marshes
Listen +8, Spot +9, Swim +13 Blind-Fight, Combat Focus (bite)
ReflexesB, ate
Temper Solitary 9 Goods;
1/10 50%50%
coins; items
Iron Will, Toughness, Weapon marshes
ate Goods; 50% items
Listen +9, Spot +10, Swim +14 Blind-Fight, Combat ReflexesB , Temper Solitary 11 1/10 coins; 50%
Focus
Improved(bite) marshes
Listen +8, Spot +8 Awesome Natural Attack (bite),
Blow, Improved Bull ate
Cold Solitary 7 Goods;
None 50% items
Iron Will,
Rush, Power Toughness,
Attack Weapon marshes
desert
Climb +14, Concentration +8, Escape Improved
Focus (bite) Initiative, Iron WillB, Temper Solitary, 4 Standard coins; double
Artist +11,
Bluff +5, Jump +13, Listen
Intimidate +6, Spot
+7, Listen +7, +6 Weapon Finesse
Dodge, Flyby Attack, Persuasive ate
Temper colony
Solitary, 4 Goods;
Standardstandard items
Perform (oratory) +5, Spot +3 forests
ate pair,
Climb +10, Craft (trapmaking) +4, Hide Great Fortitude, Multiattack Warm Solitary, 3 Standard
+9, Listen marshes flight
Listen +14,+4, Spot
Spot +14+8 Alertness, Blind-fight, Combat forests
Plane of pair,
Solitary 9 None
Reflexes, FlybyAttack,
Attack,Improved
Improved Air troupe
Hide +2, Spot +10, Survival +3 Cleave, Power Temper Solitary 8 None
Initiative B, Iron
Bull Rush,Improved
Track Will, Mobility, ate
Hide +3*, Listen +5, Spot +5 Alertness,
Power Attack, SpringInitiative,
Attack, Cold Solitary 12 None
Improved Natural Attack (bite), marshes
plains
Listen +29, Spot +29 Alertness, Blind-fight, Cleave, Plane of Solitary 11 None
Iron
CombatWill, WeaponFlyby
Reflexes, FocusAttack,
(bite) Air
Concentration +7, Craft or Knowledge Alertness, Blind-Fight, Combat Temper Solitary, 5 Standard
(any ImprovedGreatInitiative B, Iron Will,
Bluffone)
+12,+7, Hide +9, Listen
Concentration +15,+11, Spot Casting,
Alertness, Fortitude
Combat
Mobility, Power Casting,
Attack, Spring
ate
Evil covey
Solitary, 9 Standard
+11 Swim +12
Diplomacy +5, Disguise +1 (+3 acting), Mounted Combat marshes
plane mounted
Listen +9, Spot +8 Alertness, Improved Initiative, Iron Temper Solitary, 8 None
Intimidate +14, Listen +15, Ride +12, Will Will, Power Attack, Weapon ate ,pair,
covey
Hide
Sense+3*, Listen
Motive +8,
+13, Move Silently
Spellcraft +8
+11, Spot Iron Temper Solitary 6 1/10th coins; 50%
Focus (slam) plains
ate pack, Goods;
Intimidate +8, Listen +11, Spot +1 Alertness, Cleave, Flyby Attack, Warm Solitary
herd 7 Standard50% items
Power AttackDodge, Power Attack marshes
deserts
Diplomacy +1, Escape Artist +11, Hide Blind-Fight, Plane of Solitary, 5 Standard
+11,
Hide Knowledge (the +3,
+10, Intimidate planes) +6, Listen
Knowledge Multiattack, Toughness Waterof
Plane clutch
Solitary, 3 None
+11, Search +14,
(dungeoneering) Sense Motive
+6,Diplomacy +11,
Listen +6, +6,
Move Earth pair,
Concentration
Spot +15, +21,
Survival +1 (+3 other Hide
planes Alertness, Cleave, Improved Lawful Solitary, 11 Standard
Silently
+21, +3, Search
Intimidate +19, +6, Spot
Knowledge+8, (any Grapple, cluster
Intimidate
Survival +6+17,
(+8 Knowledge
following (any one)
tracks or Alertness,Iron Will,Great
Cleave, PowerCleave,
Attack Evil
Warm pair,
Solitary 9 Standard
one)
+18, +16,
ListenListen
+18, +19,
Spot Move Silently
+18, Survival +18 Flyby plane team,
Concentration
+21, Search +16, Sense Motive +5,
+15, Diplomacy +17, Combat Expertise, Improved Track
Attack, Power Attack, deserts
Chaotic Solitary,
squad 13 No coins; double
Escape Artist +14, Handle Animal
Concentration +21, Diplomacy +20, +16, Disarm, Improved
Blind-Fight, Cleave,Initiative,
Combat Good
Lawful pair,
Solitary, 14 Goods; standard
No coins; doubleitems
Hide
Escape+14, Knowledge
Artist +18, Handle(anyAnimal
two) +16,+18, Improved
Reflexes, Trip
Improved plane squad
Balance
Listen +22,Move
+16, Concentration
Silently +12,Ride
+14, Ability Focus (roar),Initiative,
Dodge, Good
Good pair,
Solitary, 12 Goods;
No standard
coins; doubleitems
Knowledge (any one) +18, Listen
Diplomacy +4, Hide +22, Intimidate +18, Power
Mobility,Attack
Spring Attack, Track plane
plane squad
pride Goods; standard items
MoveJump
+10, Silently
+35,+18, Perform (any)
Knowledge (wind+17,
Listen +17, Move Silently +22, Sense
Climb +18, Concentration +22, Hide Blind-Fight, Cleave, Power Attack, Chaotic Solitary, 11 Standard
+13, Escape
Appraise +28, Artist
Bluff+13,
+28,Intimidate
Concentration+17, Toughness
Alertness, Eschew MaterialsB, Evil
Lawful gang
Hive 17 Double standard
Listen +23,
+28, Diplomacy Move Silently
+32, +13,
Disguise +5 Search plane
Concentration
+15, Spellcraft +21, Diplomacy
+15,+30,
SpotKnowledge +7,(+7
+23, Survival Hide Great Fortitude,
Alertness, Improved
Blind-Fight, Expertise, plane
Temper Solitary 12 Triple standard
acting),
+0, Intimidate
Intimidate +16, Knowledge Counterspell,
Improved Iron (tentacle),
Critical Will, item ate
Concentration
(any three) +28, +19, Craft or Knowledge Alertness, Cleave, GreatMaximize
Fortitude, Good Solitary, 14 No coins; double
(geography)
(any three) +17,Listen
+19, Diplomacy
+30,
Knowledge Sense
(nature)
+22, Escape
creation feat
Improved
Improved
(any one),
Initiative,
Initiative, Improved
Power Trip,
Attack aquatic
plane pair, Goods;
Climb
+16, +24,
Listen Concentration
+30, Search +18,
+28, Sense Blind-Fight,
Iron Will Combat Casting, Any Solitary 11 None standard items
Artist +19, Hide
Diplomacy +19, +24,
+5, Jump Intimidate
Listen+20,
+18, Expertise, Improved Initiative, squad
Listen +23, Move Any Solitary 8 None
Move Silently +15,Silently
Search +19,
+10, Sense
Sense Weapon Focus (claw)
Hide
Motive +14,
+11,Intimidate
Spot +18,+18, Knowledge
Survival +3 (+5 Awesome Blow, CleaveB, Great Plane of Solitary, 8 None
(dungeoneering) +18, Listen
Diplomacy +3, Hide +7*, Intimidate +18, Move Cleave, Improved
Blind-Fight, Bull
Cleave, Rush, Bull
Improved Earth
Temper pair,
Solitary 9 Triple standard
Silently
+16, +18,+16,
Listen Search +22,+16,
Search SpotSense
+22, Multiattack,
Rush, Power Power
Attack,Attack,
Snatch ate party
Bluff +22, Concentration
Survival+18 (+20 following+25, tracks Cleave, Great Cleave, Multiattack, Chaotic Solitary, 13 Standard coins; double
Motive +16,+9,
Diplomacy Spot +16, Survival
Disguise +5Knowledge+16or
(+7 acting),
Toughness
Persuasive, Power Attack aquatic
Evil troupe Goods;
Hide
(+18 +13, Intimidate
following +12,
tracks), Swim +21 Alertness, Blind-Fight, Improved Any Solitary, 7 None standard items
Intimidate +24,Listen
(religion) +12, Knowledge (any two)
+14,Intimidate
Search +12, Initiative Blind-Fight, Combat plane
land and gang,
Diplomacy
+18, Listen +6,
+26,Hide
Move+11,Silently +18, AlertnessB, Any Solitary, 5 None
Spot
+10, +14,
ListenSurvival
+12, +2
Search (+4 following
+10, Sense Reflexes, undergr swarm
Climb +13, Hide +10, Move Silently +6
tracks) Improved Improved
InitiativeB,InitiativeB
Lightning Undergr
ound
gang,
Solitary 2 1/10 coins; 50%
Motive +8, Spot +12, Survival +2 (+4 Reflexes, Stealthy ound pack Goods;
Climb +10,tracks)
following Craft (any one) +5, Hide +6, Skill Focus (Craft [selected skill]) Lawful Team , 1/2 None 50% items
Listen
Climb +4,
+11,Search +2, Spot
Hide +11, Jump+4 +7, Listen Improved Initiative plane
Warm crew
Solitary, 2 1/10 coins; 50%
+4,
— Spot +4, Swim +10 — marshes
Any pair,
Group 1/2 Goods;
None 50% items
clutch,
Diplomacy +2, Hide +20*, Listen +7, Weapon Finesse Temper Solitary,
colony 1 None
Search
Balance+6,+10,Sense
ClimbMotive
+10, +7,
HideSpot+14,+7, Alertness, Weapon Finesse ate
Any pair,
Solitary, 2 None
Survival
Listen +1Spot
+6, (+3 +7,
following
Swim tracks)
+10 forests clutch
pack,
Listen +11, Spot +11 Alertness, Lightning Reflexes Temper Solitary, 2 None
ate infestati
flight,
Bluff +16, Climb +17, Concentration Combat Casting, Combat Reflexes, Evil Solitary,
on 5 Double standard
+15, Diplomacy deserts colony
Listen +3, Move +8, Disguise
Silently +4 (+6
+4, Spot +3, Improved Initiative,
Dodge, Weapon Track
Focus (hoof ) plane
Temper pack
Solitary, 3 Standard
acting),
Survival Hide
+2 +10*, Intimidate +18, ate compan
Concentration
Jump +21, Listen +20,+16,
Diplomacy +5, Hide
Move Silently Cleave, Combat Reflexes, Chaotic Solitary, 9 Standard
+11, forests y, troop,
Hide Intimidate
+8, Jump +26,+16,Listen
Knowledge (any
+10, Spot Multiattack,
Run, Track Power Attack Evil
Warm pair,
Solitary,
tribe 3 None
one) +15,
+10, Listen
Survival +10+24, Move Silently plane
forests gang,
pair,
Climb +14, Listen
+15, Search +5, Move
+15, Sense Motive Silently
+16, Alertness, Toughness Warm Solitary,
squad 3 None
+4, Spot pack
Hide +2*,+6Listen +7, Move Silently +5, Alertness, Run, Weapon Focus forests
Warm compan
Solitary, 5 None
Spot y
Hide +7+7*, Jump +14, Listen +6, Move (claw)
Alertness, Improved Natural Attack plains
Warm pair,
Solitary, 8 None
Silently pride
Hide +0,+11,
ListenSpot
+7,+7,
MoveSwim +10 +4,
Silently (claw), Improved
Alertness, NaturalWeapon
Run, TrackB, Attack forests
Temper pair
Solitary, 3 None
Spot +7, Survival +2* (bite),
Focus Run, Stealthy, Weapon
(bite) ate pack
Listen +11, Spot +11 Blind-Fight,
Focus (claw)Combat Reflexes, Temper Solitary, 7 Double standard
Improved Initiative, Track forests
ate pair,
Climb +14, Concentration +9, Hide +10, Combat Casting, Two-Weapon Undergr Solitary, 7 Double standard
Listen +9,Listen
Move +6,Silently deserts pride
Jump +8, Spot +12,
+10 Spot +9 Fighting,
Iron Will,Weapon Focus
Multiattack, (bite)
Weapon ound
Temper pair,
Solitary, 4 None
Focus (bite) ate hills troupe
pair,
Listen +4, Spot +8 Dodge, Wingover Temper Solitary, 2 None
ate hills pride
pair,
Bluff +14, Concentration +10, Dodge, Iron Will, Mobility, Spring Temper Solitary, 6 Standard
Diplomacy +3, Disguise +1 (+3 flight
Listen +5, Spot +9, Survival +1 acting), Attack
Flyby Attack, Multiattack, TrackB, ate
Warm pair,
Solitary, 5 Standard
Hide +11, Intimidate +3, Spot +11 Weapon Focus (spikes) deserts
marshes gang
pair,
Bluff +9, Concentration +13, Alertness, Combat Casting, Dodge, Temper Solitary, 8 Standard
Diplomacy +7, Disguise +5 (+7Listen
acting), Eschew MaterialsB, Lightning ate hills pride
nest
Bluff +18, Concentration +19, Alertness, Combat Casting, Dodge, Temper Solitary, 10 Standard
Intimidate
+13, +5, Listen
Diplomacy +8, +11, Sense
Disguise +4 Motive
(+6 Reflexes
Eschew
Concentration
+8, Spellcraft +12, Spot
+12, Diplomacy
+11 +3, Alertness, Improved Lightning
MaterialsB, Initiative, Run ate
Evil nest
Solitary 5 None
acting), Intimidate
Intimidate +10, +6, Sense(the
Knowledge Motive
planes) Reflexes plains
plane Solitary
Diplomacy
+18, +3, +17,
Spellcraft ListenSpot
+8, +13
Sense Motive Flyby Attack, Iron Will Temper Solitary, 3 None
+10,
+9, Listen
Spot +8 +12, Move Silently +11, ate pair,
Listen +10, Spot +14
Search +10, Sense Motive +10, Spot Alertness, Cleave, Flyby Attack, Warm Solitary, 5 None
Power Attack forests
deserts herd
pair,
Listen +5, Spot +6 Alertness, Iron Will, Track Cold Solitary, 5 Standard
mountai flock
gang
Listen +5, Spot +6 Cleave, Great Cleave, Power Plane of Solitary 5 None
Attack ns
Water
Balance +6, Climb +12, Handle Animal (same as human form) Warm Solitary, 5 Standard
+3,
JumpHide
+18,+2, Listen
Listen +9,+6, Move
Spot +3 Silently Alertness, Iron Will, Track, forests
Temper family
Solitary, 7 None
+12, Spot +6 WeaponGreat
FocusFortitude,
(bite) Toughness ate hills pair
Hide –4*, Listen +4, Spot +9, Swim +16 Dodge, Warm Solitary, 7 None
Hide +5, Jump +27, Listen +12, Spot (2)
Run, Toughness, Track aquatic
Warm pair,
Solitary, 6 None
+12, herd
ListenSurvival +12+11, Swim +14
+12, Spot Improved Natural Attack (bite), forests
Cold pair,
Solitary, 9 None
Toughness (4), Weapon Focus aquatic pack
school
Concentration +28, Diplomacy +6, Hide Cleave, Combat Expertise, Combat Plane of Solitary, 16 Standard
+18*, (bite)
Listen Knowledge (arcana) +10
+12, Move Silently +29, Listen Reflexes, Great
Endurance, FlybyFortitude,
Attack, Shadow
Temper pair,
Solitary, 9 None
+29, Move Silently +26, Search +29, Improved
Improved Disarm, Improved
Initiative, Multiattack, ate gang
clutch
Hide
Sense–3, Listen+29,
Motive +10,Spellcraft
Spot +14+31, Spot Alertness, Flyby Attack,
Initiative, Power Attack, Iron Will,
Quicken Warm Solitary, 9 None
Snatch
Multiattack, Power Attack, Snatch, mountai
mountai pair
Hide +6*, Listen +7*, Move Silently Alertness Undergr
ns Brood , 2 None
+6, Spot +6,
+7*,Climb
Swim+5, +12 Wingover ns
ound pack
Balance Hide +6, Jump Multiattack Any Solitary, 1 None
+5, Move
Hide Silently
+4, Listen +6,+6, SpotSilently
Move +7 +6, Alertness, Track Temper gang,
Solitary, 2 1/10 coins; 50%
Spot +6, Survival +2* ate pack
pair, Goods; 50% items
plains pack
Hide +8, Listen +3, Move Silently +8, Alertness, Stealthy , Weapon Temper Solitary, 2 None
Spot
— +5 FinesseB
Toughness ateAny
hills pair
Any 1/2 None
Hide +14, Listen +4, Spot +4 Lightning Reflexes Any Solitary 1 None
Concentration +32, Diplomacy +6, Hide Blind-Fight, Combat Casting, Great Plane of Solitary, 18 Standard
+16,
ListenKnowledge
+2, Spot +3 (arcana) +33, Listen Fortitude, Improved
Flyby Attack, Critical (bite),
Improved Shadow
Plane of pair
Solitary 1 None
+33, Move Silently +28, Search +33, Improved Critical
InitiativeB, Weapon(sting), Improved
Finesse B Air
Listen +7, Spot+23,
Sense Motive +7 Spellcraft +35, Spot Alertness, Dodge,
Initiative, Iron Weapon
Will, Power Attack, Temper Solitary, 3 None
Climb +11, Hide +8, Listen +4, Move FinesseB
Alertness, Weapon FinesseB ate
Any pair,
Solitary, 1/2 None
Silently plains flight,
Bluff +8,+4, Spot Artist
Escape +4, Swim +11 +13,
+9, Hide Dodge, Improved Initiative Plane of pack
Solitary,
flock 3 Standard
Diplomacy +4, Disguise +2
Bluff +8, Escape Artist +9, Hide (+4 acting),
+13, Dodge, Improved Initiative Air of
Plane gang,
Solitary, 3 Standard
Intimidate +4,
Diplomacy +4, Listen
Disguise+6,+2
Move(+4 Silently
acting), Air of mob
gang,
Bluff
+9, +8,
Spot +6,Escape Artist +9, Hide +13, Dodge, Improved Initiative Plane Solitary, 3 Standard
Intimidate
Listen+8, +4,Use
+6,Craft
Diplomacy
Rope+6,
Listen +3 (+5 with
+4,Move
DisguiseSilently
+2 Air mob
gang,
Bluff
+9, Spot +6,Move (any
Use Rope one) +5,
+3 (+5 Escape
with DodgeB, Weapon Finesse Temper Gang, 1 No coins; 50% Goods
(+4 acting),
Artist +6, Handle Silently
Animal +9,Hide
+8, Spot+7*,
+6, ate mob
band, (metal
BluffRope
Use +6, Diplomacy
+3 (+5 with +2, Disguise +0
bindings) Improved Initiative, Weapon Chaotic Solitary 2 None or stone only);
Listen
(+2 +6, Perform
acting),+8,
Hide (sing)
+17,+17, +7, Search
Intimidate +2, +3, Finesse aquatic
Evil tribe 50% items (no scrolls)
Diplomacy
Sense Motive Hide
+5, Spot+6, Knowledge
+6,Listen
Swim+7, +6 Dodge, Weapon Finesse Lawful Solitary 2 None
Knowledge
(any one) +6,(any one)
Listen +7, Move Silently plane
Evil
Climb
Move +11, Listen
Silently +4, Spot +4Spellcraft Warm Solitary, 1 None
+9, Search +6, +9, Search
Spellcraft +6,
+6, Spot +7, plane
forests tangle,
Hide +13,+1Listen
Survival +11, Spottracks)
(+3 following +11, Swim Alertness, Blind-Fight,Combat Temper Solitary, 7 1/10th coins; 50%
+13 +8, Listen +13, Move Silently Reflexes, Improved Initiative ate colony
pair, Goods;
Hide Alertness, Combat Reflexes, Undergr Solitary, 5 Standardstandard items
+12, Spot +13 +14, Diplomacy +17, Improved Initiative marshes
ound pack
mob,
Concentration Dodge, Empower Spell, Eschew Warm Solitary, 10 Standard
Jump flock
Climb+0,+14,Knowledge
Listen +7,(any Spottwo)
+7 +15, MaterialsB, Hover, Improved
Alertness, Toughness, TrackB forests
Cold pair,
Solitary, 4 None
Listen +16, Search +15, Sense Motive Initiative forests flight
pair
Knowledge
+16, Spellcraft(nature) +2, Listen
+15 (+17 +6,Spot
scrolls), Alertness, Flyby Attack Temper Solitary, 3 None
Sense +15,
Bluff Motive
Craft+4,(any
Spotone)
+15,+14,
Survival +3 Combat Casting, Combat Reflexes, Plane ate of pair,
Solitary, 8 Standard coins; double
Concentration +15,Silently
Diplomacy +6, +6 Dodge, Improved InitiativeB, mountai
Fire eyrie
compan Goods;
Climb +14, Move +8, Spot Iron Will, Toughness (2) Warm
ns Solitary, 6 None standard items
Disguise +2 (+4 acting), Intimidate +17, Quicken Spell-Like Ability forests y, band
compan
Climb +14, Move
Listen +15, Hide +8, Listen+16,
Silently +13,Sense
Move Alertness, Combat
(scorching ray) Reflexes, Chaotic Solitary, 3 None
Silently y
Appraise+12,+12,Search +7, Spot +12,
Concentration +13, Improved Initiative
Combat Casting, Extend Spell, plane
Chaos gang,
Solitary, 7 Standard
Survival
Diplomacy +2+16,
(+4 following
Knowledge tracks)
(arcana) Lightning pack
Knowledge (nature) +2, Listen +17, Alertness, Reflexes
Wingover plane
Temper covey
Solitary, 3 None
+12,
Move Listen +13,
Silently Perform
+8*, Spot (any
+10 one) +14, ate pair,
Climb +11, Move
Sense Motive +13,Silently +11,
Spellcraft Spot
+14, +4
Spot Ability Focus (poison), Improved Warm Solitary, 5 None
Initiative forests
hills compan
cluster
Jump +21, Listen +11, Move Silently Alertness, Skill Focus (Survival) Temper Solitary,
y 3 None
+9,
— Spot +11, Survival +8* — ate
Chaotic pair,
Solitary 11 None
forests
Evil grace
Listen +17, Search +9, Spot +17, Alertness, Awesome Blow, Blind- Any Solitary 20 None
Survival plane
Listen +5,+14Move(+16Silently
following
+5, tracks)
Spot +4 Fight,
ImprovedCleave, Combat Reflexes,
Initiative Ethereal Solitary 3 None
Dodge, Great Cleave, Improved Plane
Craft or Knowledge (any one) +3, Hide Alertness,
Bull Rush,Toughness
Improved Initiative, Temper Solitary, 4 Standard
+4,
CraftListen
(any +6,
one)Spot +6, Swim
+6, Listen +6, +12
Spot +6, Weapon Focus (longspear) ate
Warm covey
Compan 1/2 Standard
Swim +8 aquatic
aquatic y,
Hide +8, Listen +8, Move Silently +8, Dodge, Improved Initiative, Plane of Solitary, 5 None
Spot +8, patrol,
Hide +4, Survival
Jump +9,+8* Listen +3, Move TrackB
Multiattack, TrackB Shadow
Temper pair,
Solitary,
tribe 1 None
Silently +6 ate pack
pair,
Bluff +9, Diplomacy +4, Disguise +9 Point Blank Shot, Precise Shot, Temper Solitary, 7 Double standard
(+11 forests pride
Bluff acting),
+6, Climb Intimidate
+8, Craft +4,
orMove
Profession Weapon Finesse
AlertnessB, Improved InitiativeB, ate
Any covey
Solitary, 4 Standard
Silently
(any one)+8,
+4,Spot +8
Diplomacy +4, Hide+3,
+10, Lightning ReflexesB, Skill Focus marshes pack
Hide +3, Listen +5, Sense Motive Iron Will, Run, TrackB Temper Solitary, 2 None
Jump
Spot +8,
+5, Listen +11, Move Silently (selected Craft or Profession skill),
Listen +6,Survival
+10, Search Spot
+8, +6
+4
Sense Motive +11, Spot Alertness,
Toughness Toughness, TrackB ate
Temper pair,
Solitary, 2 None
plains
ate of pack
cete
Listen +3, Spot +4 Dodge, Improved InitiativeB, Plane Solitary 3 None
Mobility, Weapon FinesseB forests
Fire
Climb +4, Handle Animal +3, Hide +5, (same as human form) Any Solitary, 2 Standard
Listen
Escape+4, Move
Artist +11,Silently
Handle+4, Spot +4,
Animal +11, Great Fortitude, Weapon Finesse Temper family
Solitary, 3 Standard
Swim+11,
Hide +9 Knowledge (nature) +11, ate grove
Listen +9, Sleight of Hand +12, Spot +9 Dodge, Improved Initiative Undergr Solitary 3 No coins; standard
Listen +9, Move Silently +11, Ride +6, forests
oundof Goods;
Listen
Spot +9,+3,Survival
Spot +4+9, Use Rope +4 (+6 Dodge, Flyby Attack, Improved Plane Solitary 3 None double items
— Initiative
— B, Weapon FinesseB Air
Undergr Solitary, 1 None
Hide +8, Intimidate +7, Listen +7, Improved Initiative, Lightning ound
Any patch
Solitary 3 None
Search +4, Spot+10,
Concentration +7, Diplomacy
Survival +0+6, (+2 Reflexes
Combat Casting, Dodge, Weapon Temper Solitary 7 Standard
following
Escape+7, tracks)
Artist +12, Handle
Bluff Concentration +4,Animal
Escape+13, Finesse
DodgeB, Weapon Finesse ate
Temper Gang, 4 No coins; 50% Goods;
Heal
Artist+12,
+8, Hide +8,
Hide +12,Listen
Listen+8,+12, Move
Move forests
ate band, 50% items50% Goods;
Craft (any
Silently one)
+12, +4,+5,
Ride Escape
SenseArtist
Motive+8, DodgeB, Weapon Finesse Temper Gang, 1 No coins;
Silently
Hide +8,
+16, JumpRide +8,
+3, Search
Listen +9, Sense
+3, Move forests
ate tribe
band, 50%
Hide
Motive+14, Listen +4, Spot +4 Alertness, Weapon Finesse B Warm Colony, 1/2 Noneitems
Silently +6,
+8*,Spot +8 (string
Perform forests
marshes tribe
flock,
Climb +12, Spot
instruments) +4
+6, Search +2, Spot +3 Weapon FinesseB Undergr Solitary, 4 None
ound storm
tangle,
Listen +4, Spot +4 — Temper Solitary, 3 None
ate colony
cloud,
plains plague
Concentration +22, Craft or Knowledge Blind-Fight, Cleave, Improved Good Solitary, 16 No coins; double
(any
Blufffour)
+26, +23, Diplomacy+28,
Concentration +25, Escape Initiative, ImprovedCombat
Combat Expertise, Sunder, Power plane
Chaotic pair
Solitary, 17 Goods;
Standardstandard items
coins; double
Artist +21,
Diplomacy Hide +17, Intimidate(+9+23, Attack
Climb
Listen +19, +30,
+23, Move
Disguise +7
Concentration
Silently +18,
+21, Sense
Reflexes,
Dodge, Multiattack,
Improved Initiative, Evil
Lawful pair
Solitary, 10 Goods;
Standardstandard items,
acting),
Diplomacy Hide +19,
+20, Intimidate +28,
Hide +15, Knowledge Multiweapon
Mobility, Fighting,Spring
Multiattack, Power plane
plane team, plus 1d4 magic
Appraise
Listenone) +12,
+31, MoveConcentration
Silently +12, Craft Combat Casting, Focus
Combat Reflexes, Plane of Solitary, 5 Standard
(any
(any one) +18,
+12, Listen
Diplomacy+18, +23,
Move
+4,
Search
Escape
Attack, Weapon
Attack
Dodge,
(longsword) platoon weapons
Listen
Silently+13,
+19,Move Silently
Search +18, +15,
Sense Search CombatImproved
Reflexes, InitiativeB
Improved Air of
Plane compan
Solitary 7 None
ArtistSpot
+13, +14, Knowledge
+13, Survival (any one)Motive
+2 (+4 +12, Initiative, WeaponDodge,
Focus (slam) Air of y, band
Concentration
Listen +12, Move+24, Diplomacy
Silently +14, +6, Hide
Sense Combat Reflexes, Flyby Plane Solitary, 14 Standard
following
+16*, Listentracks)
+25,+12 Move Silently +24, Attack, Great Fortitude,
Listen +11, Spot Alertness, Cleave, Great Improved
Cleave, Shadow
Plane of pair,
Solitary 7 None
Search +24, Sense Motive +25, Critical
Power (bite), Improved
Improved Initiative flock
Bluff +10*,
Spellcraft Diplomacy
+24, Spot +25,+3, Disguise
Survival +5 Dodge,Attack,
Great Fortitude Bull Rush, Water
Any Solitary, 3 Double standard
+9* (+11 Iron Will
Climb +4,acting),
Hide +3*,Intimidate
Listen +5,+3,Spot
Listen
+3 Alertness, TrackB Undergr pair,
Gang, 1 Standard coins;
+6, Sense Motive +6, Spot +6 oundof gang
pack, standard
Hide +8, Listen +8, Move Silently +8, Improved Initiative, Toughness Plane Solitary, 5 None Goods (gems
Spot +8 Fire tribe
pair, only); standard items
Bluff +9, Diplomacy +3, Disguise +1 AlertnessB, Dodge, Mobility Temper Solitary, 2 Standard
(+3 acting), Hide+7, +13, Intimidate cluster
Hide +8, Listen Move Silently+3,+16, Alertness, Blind-Fight ate
Any pair,
Solitary, 3 None
Knowledge
Spot +7 (nature) +9, Listen +15, forests band,
pair,
Concentration +4, Diplomacy
Move Silently +13, Perform (wind +4, Improved Initiative Lawful Solitary,
troop 2 None
Knowledge (the planes) +2,+4Listen +4, Good gang,
pair,
Hide +7*, Listen +4, Spot Multiattack, Toughness Any Solitary,
pack 4 Standard
Sense Motive +4, Spot +4 plane squad
pair,
Climb +10, Hide +3*, Listen +6, Spot Alertness, TrackB Undergr Solitary, 3 1/10 coins; 50%
+6 ound wing
cluster Goods;
Handle Animal +1, Hide +6, Listen +1, (same as human form) Temper Solitary, 3 Standard50% items
Move Silently
Balance +7, Climb +6, Spot +1, Survival
+9, Hide +8, Jump Multiattack, Toughness ate
Any family
Solitary, 3 Standard
+2*
+9, Move Silently +8, Spot +8 forests gang,
— — Undergr Solitary, 3 None
oundof pack
patch,
Diplomacy +3, Escape Artist +11, Dodge, Weapon Finesse Plane Solitary, 3 None
Knowledge (the planes) mixed
Concentration +30, Craft+6,or Listen
Knowledge+7, Cleave, Dodge, Great Cleave, Air
Good clutch
Solitary,
patch 23 No coins; double
Move
(any Silently
five) +33, +11, Search +34,
Diplomacy +6, Sense
Escape Improved
Diplomacy
Motive+30, +3,
SpotEscape
+7, Hide Artist +23,
+7, Survival +7 (+9 Alertness, Initiative,
Blind-Fight,Improved
Combat plane
Plane of pair
Solitary, 8 Goods;
None standard items
Artist
Knowledge +26,
(the planes) Listen
+18, +32,
ListenMove Sunder,
Reflexes, Mobility,
Dodge, PowerAttack,
Flyby Attack, Air of clutch
Listen
Silently+7, Move
+30, Silently
Search +31, +9,
SenseSpot +7
Motive Alertness,
Track Multiattack, Weapon Plane Solitary, 6 None
+21, Move Silently +23, Search +18, Weapon Finesse, Weapon Focus
Finesse Air pair,
Bluff +15, Concentration +18,
Sense Motive +19, Spot +21, Survival Alertness,
(bite)B Improved Initiative, Iron Lawful Solitary, 9 Standard
Diplomacy +6,Climb
Disguise clutch
Balance +16, +17,+2 (+4+13,
Hide acting), Will,
Dodge, Multiattack
Improved Initiative, Track Evil
Lawful team,
Solitary, 7 None
Hide
Jump +14,
+21, Intimidate
Listen +17,+17,
MoveKnowledge
Silently plane
Evil squad
pair,
Bluff +22, Climb
(any one) +23,+17,
Concentration Alertness, Cleave, Combat Lawful Solitary, 13 Standard coins; double
+20,
+23, Spot +15,
+13, Listen
Swim +17 Move plane pride
ListenDiplomacy
+5, Spot +6 +9, Disguise +5 (+7 Reflexes, Power Attack,
Dodge, Improved Weapon
Initiative B, Evilof
Plane team,
Solitary 5 Goods;
None standard items
acting), Intimidate +24, Jump +27, Focus (spear)
Mobility, Spring Attack, Weapon plane
Fireof squad,
Listen +14, Spot
Knowledge +14 +23, Listen +25,
(any three) Alertness, Cleave, Great Cleave, Plane Solitary
troupe 9 None
FinesseB Bull Rush, Improved
Improved Water
Climb +13, Escape Artist +12, Hide Dodge, Improved Initiative, Limbo Solitary 7 None
+12, Jump +9, Listen +11, Search +11, Sunder,
Mobility Iron Will, Lightning
Hide +13, Jump +12, Listen +7, Move Improved Initiative,
Reflexes, Power Run, TrackB
Attack Lawful Solitary, 3 None
Spot +11,
Silently Survival
+13, Spot +0 Survival
+7, (+2 following
+7* Evil pair,
Handle
tracks), Animal
Tumble +4*,+14, Hide +6*, Listen
Use Rope +1 (+3 Great Fortitude, MultiattackB Warm Solitary, 2 Standard
+6*, plane pack
Hide Profession (hunter)
+9, Listen +5, Move+1*, Ride +5,
Silently +3, Multiattack aquatic
Chaotic pair,
Solitary, 2 None
Spot +5,
Spot +6*,Search
Survival+2, +1*
Survival +0 (+2 Evilof team,
pair,
Bluff +8, Escape Artist +6, Hide +10, Power Attack, Toughness Plane Solitary,
patrol, 3 Standard
following
Listen+8, tracks)
+6,Escape
Diplomacy plane gang,
Bluff Artist+4,
+6,Disguise
Hide +10, +2 Power Attack, Toughness Waterof
Plane gang,
Solitary,
crowd, 3 Standard
(+4 acting),
Listen +6, Move Silently
Diplomacy +4, +6, Spot +2
Disguise +6, Water mob
gang,
Hide
Swim +9, Listen
+10, Use +6, Jump
Rope +21,
+0 (+2 Spot +6 Alertness, Improved Initiative, Warm Solitary, 6 None
(+4 acting), Move Silently +6,with
Spot +6, Lightning mob
Bluff
Swim +20,
+10, Climb
Use Rope+7, Craft
+0 (+2(anywithone) Alertness, Reflexes
Blind-Fight, Combat forests
Undergr pack
Solitary 7 Standard
+12,
ClimbDiplomacy
+10, Hide+12,+10,Disguise
Jump +14, +20 (+22
Listen Reflexes, Dodge, Improved
Dodge, Multiattack ound
Lawful Solitary, 3 None
acting)*,
+8, Move Intimidate
Silently +4, Knowledge Initiative, Mobility
Listen
(any one) Spot +7 +10,+12,
+7,+18, (+3 following Alertness, Track plane
Undergr team,
Solitary, 3 None
tracks), TumbleListen
+12 Spot +12,
ound troop
pair
— — Any Solitary 3 None
Intimidate +2, Listen +7, Search +2, Great Fortitude, Power Attack, Undergr Solitary, 4 Standard
Spot
Hide +7+19, Listen +10, Spot +10 Track
Ability Focus (poison), Alertness, ound
Evil pair,
Solitary, 8 None
Improved gang
Hide +4, Listen +12*, Move Silently Alertness, Initiative,
Stealthy Iron Will, plane
Temper fright,
Solitary, 2 None
+11, Toughness terr,
ListenSpot
+29,+8*
Spot +29 Alertness, Cleave, Great Cleave, ate of
Plane colony
Solitary 11 None
Improved deserts
Hide +10, Listen +5*, Spot +5* Improved Critical
Initiative(slam), Improved Water
Undergr Solitary, 1 None
Bull Rush, Improved Sunder, Iron oundof pair,
Climb +4, Spot +3 Great Fortitude Reflexes, Power
Will, Lightning Plane Solitary, 3 Standard coins;
Fireof clutch,
gang, standard
Listen +2, Spot +3 Power Attack Plane Solitary
swarm 1 None Goods
Water squad (nonflammables only);
Bluff +11, Diplomacy +6, Disguise +2 Combat Reflexes, Improved Evil Solitary, 4 Double
standardstandard
items
(+4
Climbacting), Hide +11*, +6,
+13, Diplomacy Intimidate
Hide +12, +13, Initiative, Track Initiative,
Dodge, Improved plane
Lawful pack
Solitary, 7 Standard
Jump +12, +13,
Intimidate Listen +11, +12,
Listen MoveSearch
Silently
+7, Multiattack plane conscrip
Concentration
+10, +12, Diplomacy +4, Alertness, Blind-Fight, Improved Chaotic Solitary, 6 No coins; double
Spot Search
Escape+8,Artist+11,
Survival
+13,
Sense
+1 Move
Handle
Motive
Animal
+11,
Silently +11, Initiative Good tion
pair, Goods;
Diplomacy
+12, Search +3,
+9,Escape
Sense Artist +15,
Motive +12, Spot Dodge, Flyby Attack, Weapon Plane of Solitary,
team 5 None standard items
Hide +13, Jump
Knowledge +10, Listen
(the planes) +10,+13, Move
Listen Finesse plane
Air squad
clutch
Hide +5*,
Silently Listen
+13, Ride +3+6, Sense Motive MultiattackB, Weapon Focus Undergr Clutch, 1 50% coins; 50%
+11, Move Silently +15, Search +10, (javelin) ound squad, Goods; 50% items
Sense Motive +11, Spot +11, Survival band
Temper Solitary, 3 1/10th coins; 50%
Listen +8, Spot +8 Alertness, Endurance, Iron Will ate
Temper patch
Solitary, 4 Goods;
None 50% items
forests
ate of herd
Listen +5, Spot +6 Combat Reflexes, Dodge, Flyby Plane Solitary 5 None
Attack, forests
Bluff +31, Concentration +33, Cleave, Improved
Improved InitiativeB,
Initiative, Air
Chaotic Solitary, 20 Standard coins; double
Diplomacy +35, Disguise +8 (+10 Weapon
Improved FinesseB
Two-Weapon Fighting, Evil troupe Goods;
Bluff +24, Climb +28, Concentration Cleave, Improved Sunder, Iron Lawful Solitary, 16 Standardstandard items,
coins; double
acting),
+24, Hide +26,
Diplomacy Intimidate
+10, Disguise +33,
+6 (+8 PowerMultiattack,
Will, Attack, Quicken
Power Spell-Like
Attack, plane
Evilof team, plus +1 standard
Goods; vorpal items
Listen +11, Spot two)
Knowledge +12 +30, Listen Alertness, Combat Reflexes, Plane Solitary 7 None
acting), Hide(any
+21, Intimidate +26, +38, Ability
Weapon (telekinesis),
Focus (spiked
Dodge, Improved
Two-Weapon
chain)
Initiative B, Iron plane
Fireof squad greatsword and +1
Bluff
Listen+11,
+22,Craft
Move(blacksmithing) +19,
Silently +23, Search Alertness, Multiattack, Power Plane Solitary, 6 Standard
Diplomacy +3, Disguise +1 (+3 acting), Will,
Attack Mobility, Spring Attack, Fireof pair, (nonflammables only)
Listen +5, Move Silently +3, Survival Alertness, Track
Weapon FinesseB Plane Solitary, 2 None
Hide
+3 +11, Intimidate +3, Listen +8, Fire cluster
pair
Climb +11, Diplomacy
Move Silently +11,Search +2,+12,
HideSpot
+11,+8 Improved Initiative, Power Attack, Lawful Solitary, 5 Standard
Listen
Balance+9, Move
+13, Silently
Climb +10, +9, Sense
Diplomacy Weapon
ImprovedFocus (glaive)
Initative, MultiattackB, Evil
Ethereal pair,
Solitary, 6 Standard
Motive
+2, +9, Artist
Spot +9 plane team,
HideEscape
+0*, Listen +11,Spot
+7, Intimidate
+7 +8, Multiweapon
Alertness, Fighting Great
Blind-Fight, Plane
Warm gang
Solitary,
squad 5 None
Listen +9, Move Silently +11, Sense Fortitude deserts colony
Balance
Motive +8,+10, Bluff
Spot +9,+29, Climb
Tumble +34,
+11, Use Cleave, Great Cleave, Improved Lawful Solitary, 20 Standard coins; double
Concentration
Listen +14, Spot +29,
+14Diplomacy +10, Initiative,
Alertness, Iron Will, Multiattack,
Blind-Fight, Combat Evilof
Plane pair,
Solitary 9 Goods;
None standard items
Disguise +29 (+31 acting), Hide +25, Power
Reflexes,Attack,
Dodge, Quicken Spell-Like
Improved plane
Fire team,
Climb +15,+31,
Intimidate Disable
JumpDevice +12,
+40, Knowledge Cleave,
Ability Multiattack,
(fireball) Power Attack Chaotic Solitary,
troupe 6 Standard
Disguise Initiative B, Iron Will, Mobility,
Listen +4,+13,
SpotEscape
+9, SwimArtist
+8+11, Hide Lightning Reflexes, Weapon
Spring Attack, Weapon FinesseB,
Evil
Undergr gang
Solitary 5 None
+19, Listen +19, Move Silently +19, Finesse plane
oundof
Listen +3, Spot
Open Lock +11,+4
Search +20, Sleight of Cleave, Power Attack Plane Solitary 3 None
Listen +11, Move Silently +10, Spot Alertness, Dodge, Improved Water
Chaotic Solitary, 8 None
+11
Climb +13, Craft (blacksmithing) +17, Initiative,
Alertness, Weapon
ImprovedFocus (slam)
Critical Evil
Lawful gang
Solitary, 6 Standard
Escape Artist +13, Intimidate +12, (chain), Improved Initiative plane
Evil gang,
Listen +11, Spot +11, Search +7, Improved Initiative, Track Evil Solitary, 3 None
Listen +13, Spot
Survival +11 (+13 +13, Use Rope +2 (+4
following tracks)* plane
plane band,
pair,
Concentration
with bindings) +17, Diplomacy +7, DodgeB, MobilityB, Point Blank Lawful Solitary
mob 8 Standard, plus rope
Escape Artist +17, Hide +17, Shot, Precise Shot, Rapid Shot, Evil pack and +1 flaming
Bluff +13, Concentration +15, Empower Spell-Like Ability Good Solitary, 9 No coins; double
Knowledge
Diplomacy (anyDisguise
+7, two) +14, Listen
+3+6 +16,
(+5 acting), Shot
(magiconmissile),
the Run Flyby Attack, plane
plane pair, composite
Goods; longbow
standard items
Hide
Move –1*, Listen
Silently +6,
+17, Spot
Search +14, Sense Alertness, Toughness, Weapon Undergr Solitary, 4 Standard
(+5 Str bonus)
Handle Animal +13, Hide +16, Weapon
Focus Finesse
(tentacle) ound squad
pair,
Bluff +13, +5,
Intimidate Diplomacy
Knowledge+3, Disguise
(any one)+1 Alertness, Blind-Fight, Dodge, Temper Solitary, 6 1/10 coins; 50%
(+3 acting),+9,
Intimidate +3,Intimidate
Listen +17, Improved Initiative, Weapon ate cluster
pair, Goods;
Diplomacy Hide +24, AlertnessB, Blind-Fight, Combat Any Solitary 11 None 50% items
Search
+26, +14, Spot (religion)
Knowledge +17, Survival
+22, +3 (+5
Listen FinesseB
Reflexes, Dodge, Improved marshes string
Listen +11,tracks)
following Spot +12 Alertness, Combat Reflexes, Plane of Solitary 7 None
+25, Search +22, Sense Motive +23, InitiativeB,
Dodge, FlybyImproved
Attack, Natural
Improved Air of
Listen +28,Survival
Spot +25, Spot +29 +4 (+6 following Alertness, Blind-Fight,
Attack (incorporeal Combat
touch), Plane Solitary 11 None
Initiative
Reflexes, B, Mobility,
Dodge, Spring
Improved Fire
Bluff +19, Concentration +10, Dodge,
Attack, Mobility, Persuasive Chaotic Solitary 7 Standard
Diplomacy InitiativeWeapon
B, Great FinesseB
Fortitude, Iron
Bluff +17*,+12, Disguise +17*
Concentration +13, (+19 Alertness, Combat
Will, Mobility, Casting,
Spring Attack,Dodge Evil
Warm Solitary 10 Standard coins; double
acting),
Diplomacy Escape
+7, Artist
Disguise+10,
+17Hide
(+19+10, plane
marshes Goods;
Climb +13,+19,
Intimidate Hide +21, Listen
Knowledge +11,one)
(any Move Alertness, Dodge, Improved Any Solitary, 8 None standard items
acting)*,
Silently Intimidate
+21, Spot +5,
+15, Listen
Swim +13,
+9 Initiative, Lightning Reflexes, gang,
Listen +4, Spot+13,
Move Silently +3 Perform (oratory) Cleave, Power Attack Plane of Solitary 3 None
Mobility Earth mob
Climb +8, Listen +6, Spot +3 Alertness, Toughness Warm Solitary, 3 None
Listen +3, Spot +2 Power Attack plains
Plane of cluster
Solitary 1 None
Bluff +8, Escape Artist +5, Hide +9, Power Attack, Toughness Earthof
Plane Solitary, 3 Standard
Diplomacy +4, Disguise
Bluff +8, Escape +2 Hide
Artist +5, (+4 acting),
+9, Power Attack, Toughness Earthof
Plane gang,
Solitary, 3 Standard
Intimidate
Listen +6, +4, Listen +6,
Diplomacy +4, Move Silently
Disguise +2 Earthof mob
gang,
Listen
+5, +6, Spot +5 Cleave, Great Cleave, Power Plane Solitary 5 None
(+4 Spot +6,Move
acting), Use Rope –1 (+1
Silently +5, with
Spot +6, Attack Earth mob
—
Use Rope –1 (+1 with bindings) — Any Solitary, 10 None
— — Any gang
Solitary, 7 None
— — Any gang
Solitary, 13 None
— — Any gang
Solitary, 11 None
— — Any gang
Solitary 5 None
Listen +13, Spot +12 Alertness, Great Fortitude, Temper Solitary, 9 None
Listen +29, Spot +29 ToughnessAwesome
Alertness, (4) Blow, Cleave, ate of
Plane pair,
Solitary 11 None
Great Cleave, Improved BullCleave,
Rush, plains
Earth herd
Listen +14, Spot +14 Alertness, Awesome Blow, Plane of Solitary 9 None
Improved
Great Critical
Cleave, (slam),Bull
Improved Improved
Rush, Earthof
Listen +10, Spot +9 Awesome
Sunder, Blow,
Iron Will,Cleave,
Power Great
Attack Plane Solitary 7 None
Improved
Cleave, Sunder,
Improved Iron
Bull Will,
Rush, Power
Iron Earth
Hide +9, Listen +1, Move Silently +1, Alertness,
Attack Iron Will, Power Attack, Temper Solitary 6 1/10th coins; 50%
Spot +1 Will, Power Attack
Stealthy Sunder, Iron Will, Power ate Goods;
Diplomacy +3, Hide –9*, Intimidate +6, Improved Temper Solitary, 8 Standard50% items
Knowledge (nature) +6, Listen +8, Attack forests
ate grove
— — Any Solitary 7 None
Sense Motive +8, Spot +8, Survival +8 forests
Listen +18, Swim +20
(+10 aboveground) Awesome Blow, Cleave, Improved Undergr Solitary 12 No coins, 50% Goods
— Bull
— Rush, Power Attack, Weapon ound
Any Solitary 10 (stone
None only), no items
Focus (bite), Weapon Focus (sting)
Climb +10 — Temper Solitary 5 None
ate
marshes
Climb +11 — Undergr Solitary 7 None
— — ound
Undergr Solitary 3 1/10th coins, 50%
Hide +7, Listen +8, Move Silently +7, Alertness, Great Fortitude, ound
Any Solitary, 5 Goods (no nonmetal
Standard
Spot or nonstone), 50%
Hide +8
+10, Intimidate +10, Toughness
CleaveB, Multiattack, Power Plane of squad,
Solitary, 6 None
items (no nonmetal or
Knowledge(dungeoneering) +10, Listen Attack, Toughness Earth detail
pair,
Escape Artist +6, Hide +6, Listen +7, Improved Initiative, Multiattack Positive Solitary 5 None
+10, Move
Move Silently
Silently +6, +10,+7,
Spot Search +10,+7,
Survival Energy cluster
—
Spot +10, Survival+10 (+12 following — Any Solitary 2 None
Use Rope +0 (+2 with bindings) Plane
Lawful Solitary, 1 None
Listen +4, Move Silently +6, Spot +4 Alertness Evil
Undergr pair,
Solitary 3 None
plane
ound gang,
Balance +4, Jump +5, Swim +2 Multiattack Temper Gang,
swarm, 1 50% coins; 50%
Craft (any one) +7, Diplomacy +2, Hide Mounted Combat, Ride-By Attack Temper ate band,
Compan 2 Goods;
Standard50% items
+6, Listen +7, Move Silently +6, marshes tribe
Handle Animal +3, Intimidate +3,Ride (same as human form) ate
Temper y,
Solitary, 4 Standard
+6, Search
Listen +5, +7, Sense
Spot +4 Motive +7, Spot aquatic
ate squad,
family
Concentration
+7, Survival +7+10,
(+9 Diplomacy +3, Hide Improved Initiative, Power Attack, Lawful
following tracks), Solitary,
band 4 No coins; double
+9*, Jump +15, Listen +10, Move Track forests
Good pair, Goods;
— — Cold Solitary 4 None standard items
Silently +9, Sense Motive +10, Spot plane
marshes squad
+10, Survival +10* (+12 following
Align Advancement Level Adj. STR
19 1 2
23 1 1
15 1 1
15 1
15 1
16 1 1
15 1
16 1
16 1
17 1
pot +6 23 1
16
16
17
15
l +20te +32 p +38 ) +28en +32y) +30 e +32ch +28 ft +17ot +32 racks)m +16 38 -2
15 1
15 1 1
25 -1 2
18 -1 -1
20 -1 -1
16 -1 -1
20 -2 1
13 1
13
18 -1
21 -1 -1
ot +15 25 -2 1
g) +12 e +15ot +25 +18* 27 -2 2
e +11 e +11ot +11 dings) 18 2
racks) 27 1
23 -1 -1
racks) 34 -1 1
27 -1
13 2
14 1 1
15 1 1
pot +6 dings) 16 1 1
pot +6 dings) 16 1 1
pot +6 dings) 16 1 1
19 1 1
ve +7 racks)m +10 dings) 22 1 1
12 1 1
e +11ot +11 20 -1 1
19 -1 1
18 -1 1
17 -1 1
20 -1 1
20 -1 1
15 -1 1
16 -1 1
15 -1 1
15 -1 1
24 -1 1
ot +13 18 -1 1
18 -1 1
ot +17 21 -1 1
14 -1 1
ot +25 racks)m +14 dings) 24 -1 1
17 -1 1
15 -1 1
18 -1 1
16 -2 1
20 -2 1
24 -2 1
e +16ot +16 racks) 22 -2 1
en +31ly +18ch +23 e +23 rolls)ot +31 racks) rolls) 27 -2 1
14 -2 1
18 -2 1
21 -2 1
15 -2 1
19 -2 1
17 -2 1
16 -2 1
20 -2 1
22 -2 1
20 -2 1
13 2
13 2
14 3
26 -2 10
19 -1
18 -2
27 -2 11
22 1
e +13 ft +11ot +15 22 1
20 -1
20 -1
20 -1
ot +15 racks)m +11 dings) 23 1
round) 23 1
ch +16 e +17ot +19 racks) 29 6
22 -1
ly +14 e +16 e +16ot +16 dings) 25 1
s) +18 e +20 e +18ot +18 dings) 27 3
en +17ly +22 e +17ot +17al +17 27 3
ch +15 ft +15ot +23 racks) dings) 23 -1
en +30 e +28 rolls)ot +30 rolls) 23 -1
ch +28 e +17ot +30 racks)m +20 e +16 20 -4
ly +19 e +19ot +23 dings) 29 4
e +11ot +18 racks) 24 -1
24 -1
round) 25 -1
racks)m +21 25 -2
ly +18ch +18 e +18 ft +18ot +26 racks) 27 -2
15 3
racks) 15 3
17 1 2
17 1 2
16 1 2
14 2 2
18 2 2
14 2 2
16 4 2
p +21en +16ly +14 e +16 racks) e +16 20 -1 2
14 -1 2
ch +15 e +16 ft +15ot +24 racks) 22 -1 2
16 -1 2
15 -1 2
15 -1 2
17 -1 2
14 -1 2
18 -1 2
17 -1 2
17 -1 2
15 -1 2
18 -1 2
17 -1 2
ft +12ot +11 14 -1 2
ft +17ot +13 18 -1 2
e +10ot +12 racks) 24 -1 2
14 -1 2
19 -1 2
16 -1 2
20 -1 2
16 -1 2
22 -2 2
13 -2 2
16 -2 2
17 -2 2
e +29 ft +31ot +29 racks) 32 -2 2
18 -2 2
17 -4 2
13 1
14 2
14 2
16 4
11 -1
14 2 2
e +23 ft +35ot +33 racks) 35 -4
17 1 3
14 1 3
15 1 3
tly +9pot +6 dings) 17 1 3
tly +9pot +6 dings) 17 1 3
pot +6 dings) 18 1 3
rch +3 ve +5pot +6 im +6 14 1 3
tly +9rch +6 aft +6pot +6 18 2 3
pot +7 racks) 20 2 3
17 4 3
22 -1 3
19 -1 3
rolls)ot +16 racks) e +15 rolls) 21 -1 3
16 -1 3
15 -1 3
ly +16 e +15 ft +14ot +15 18 -1 3
16 -1 3
17 -1 3
ft +14ot +13al +17 17 -1 3
15 -1 3
15 -1 3
18 -1 3
21 -2 3
35 -8 3
14 1
14 1
14 1
14 1
15 2
15 2
ly +10rch +8 e +11ot +11 15 2
16 3
16 3
16 3
16 3
pot +9val +9 dings) 17 4
17 4
18 5
8 -5
15 1
ly +12ide +5 e +12ot +12 im +8 dings) 17 3
rch +9 ve +6pot +8 16 1 4
rch +2pot +3 18 2 4
16 2 4
18 4 4
18 4 4
ly +21 e +23ch +23ot +23 dings) 32 -1 4
ly +23 rch 23 e +23 rolls)ot +31 racks) rolls) 29 -1 4
ch +18 e +18ot +18 racks) 28 -1 4
ly +14 e +12 ft +12ot +12 dings) 16 -1 4
17 -1 4
ft +24ot +25 racks) 30 -2 4
21 -2 4
15 1
15 1
15 1
ly +13 ts) +9ot +15round) 15 1
15 1
15 1
16 2
16 2
16 2
17 3
13 -1
pot +7 f Air) dings) 20 1 5
ch +31 e +32 ft +31ot +32 racks) dings) 35 -1 5
ot +21 f Air) dings) 22 -1 5
22 -1 5
en +17ly +18ch +15 e +15ot +17 racks) 25 -1 5
m +17 21 -1 5
e) +23en +25ly +22ch +23 e +23 ft +23ot +25 racks) 32 -1 5
18 -1 5
22 -2 5
racks) e +14 dings) 16 1
16 1
16 1
16 1
pot +6m +10 dings) 16 1
pot +6m +10 dings) 16 1
17 2
en +12ot +12val +8 17 2
18 3
18 3
14 -1
14 -1
20 4 6
20 -1 6
23 -2 6
17 1
17 1
17 1
ly +10ch +11 e +11ot +11 racks) 18 2
ly +12rch +9 e +12ot +12 racks) 19 3
ly +13ide +6 e +11ot +13 e +13 dings) 20 4
ot +11 f Air) dings) 21 5
15 -1
15 -1
15 -1
20 -1 7
en +38ly +30ch +30 e +30 rolls)ot +38 racks) rolls) 35 -1 7
en +22ly +23ch +20 e +22ot +22 racks) 35 -1 7
19 -2 7
ly +11 h +12pot +8 18 1
18 1
19 2
ve +8pot +9 e +11 dings) 20 3
16 -1
te +31 p +40 ) +29 ) +10s) +29n) +29en +29ly +29ch +29 ft +31ot +29planescking) e +31 40 -1 8
24 -2 8
k +11ch +20nd +11 racks) dings) 19 1
19 1
19 1
20 2
20 2
20 2
ch +14 e +16ot +16 racks) dings) 23 5
) +12en +13ly +16ide +8 e +13 ft +12ot +21 24 6
17 -1
racks) 29 1 9
ot +25 racks) 25 -1 9
21 -2 9
25 -2 9
) +12en +19ly +10ch +12ot +19 racks) dings) 20 1
y) +13 e +11 ft +11ot +11 21 2
23 4
18 -1
18 -1
17 1 -1
tly +5pot +6 dings) 16 1 -1
pot +6 dings) 16 1 -1
18 -1 -1
22 -1 -1
18 -1 -1
30 -1 -1
26 -1 -1
13 -2 -1
18 -2 -1
22 -2 -1
20 -2 -1
18 -2 -1
16 -2 -1
round) 20 -2 -1
12 -4 -2
19 -4 -2
11 -8 -3
4 -1 -5
3 -2 -5
3 -2 -5
20
round) 24
25
14
14
14
15
ve +7pot +7 racks) im +9 16
18
ot +10 racks) 19
5 -5
NATURAL DODGE DEFLECTION Armor Shield Armor Type
2 3 1 hide
4 6 1 banded
2 1 leather
3 1 studded leather
3 1 studded leather
3 1 studded leather
3 1 studded leather
4 1 chain shirt
4 1 chain shirt
3 2 1 leather
6 4 2 scale mail
4 2 scale mail
4 2 scale mail
5 2 chainmail
1 2 2 leather
19 11 half-plate armor 4
2 2 heavy steel shield
1 2 leather
11 3 hide
7 3 hide
9 3 hide
5 3 hide
8 3 hide
2 studded leather
3 studded leather
5 4 chain shirt
9 4 chain shirt
12 4 chain shirt
12 5 breastplate
1 5 chainmail
10 6 banded
8 7 half-plate armor
16 8 full plate armor
10 8 plate barding
1
2
3
4
4
4
7
10
10
9
8
7
10
10
5
6
5
5
14
8
8
11
4
14
7
5
8
7
11
15
13
18
5
9
12
6
10
8
7
11
13
11
1
1
1
8
10
10
8
11
11
11
11
11
12
12
13
13
14
14
14
14
14
14
15
15
15
16
17
19
2
2
4
4
3
9
3
11
5
4
4
6
3
7
6
6
4
7
6
3
7
13
3
8
5
9
5
12
3
6
7
22
8
9
2
2
2
2
2
29
3
1
3
3
4
3
5
10
7
9
4
3
6
4
5
5
3
3
6
10
30
3
3
3
3
3
3
3
3
3
3
3
3
3
3
3
4
4
1
2
19
16
15
3
4
18
9
4
4
4
4
4
4
4
4
4
4
4
4
21
8
8
11
7
18
4
9
5
5
5
5
5
5
5
5
5
5
5
5
5
9
6
6
6
6
6
6
6
6
6
6
4
19
19
4
7
7
7
7
7
23
8
8
8
8
8
8
8
8
8
8
9
7
4
8
9
9
9
9
9
7
6
6
10
14
10
22
18
6
11
15
13
11
9
13
8
15
12
10
14
15
4
4
4
5
6
8
9
Shield Type
buckler
buckler
light shield
light shield
light shield
light shield
light shield
light shield
light shield
light shield
heavy shield
heavy shield
heavy shield
heavy shield
heavy shield
### DEX SIZE Natural Deflection
+1 buckler
+1 buckler
+1 light shield
+1 light wooden shield
+2 heavy shield
+2 heavy steel shield
+3 studded leather armor
+11 +4 half-plate armor
+2 leather
+2 leather armor
+3 hide
+3 hide armor
+3 studded leather
+3 studded leather armor
+4 chain shirt
+4 scale mail
+5 breastplate
+5 chainmail
+6 banded
+6 banded mail
+7 half-plate armor
+8 full plate armor
+8 plate barding
+4 scale mail
+5 chainmail
+4 dodge
+1 deflection x
+2 deflection x
+4 deflection x
+7 deflection x
+9 deflection x
+1 natural x
+10 natural x
+11 natural x
+12 natural x
+13 natural x
+14 natural x
+15 natural x
+16 natural x
+17 natural x
+18 natural x
+19 natural x
+2 natural x
+21 natural x
+22 natural x
+23 natural x
+29 natural x
+3 natural x
+30 natural x
+4 natural x
+5 natural x
+6 natural x
+7 natural x
+8 natural x
+9 natural x
+1 natural x
+10 natural x
+14 natural x
+15 natural x
+4 natural x
+5 natural x
+6 natural x
+8 natural x
+9 natural x
+2 size x
+1 size x
+2 size x
+4 size x
–1 size x
–2 size x
–4 size x
–8 size x
+1 Dex x
+10 Dex x
+11 Dex x
+2 Dex x
+3 Dex x
+4 Dex x
+5 Dex x
+6 Dex x
+7 Dex x
+8 Dex x
+9 Dex x
–1 Dex x
–2 Dex x
–3 Dex x
–5 Dex x
+1 Dex x
+2 Dex x
+3 Dex x
+4 Dex x
+5 Dex x
+6 Dex x
–1 Dex x
–5 Dex x
Dodge ARMOR SHIELD
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
Item Aura CL
–2 Sword, Cursed Str. Evoc. 15th
Absorbing Shield Str. Trans. 17th
Amulet of Health +2 Mod. Trans. 8th
Amulet of Health +4 Mod. Trans. 12th
Amulet of Health +6 Mod. Trans. 18th
Amulet of Inescapable Location Mod. Abj. 10th
Amulet of Mighty Fists +1 Faint Evoc. 5th
Amulet of Mighty Fists +2 Faint Evoc. 6th
Amulet of Mighty Fists +3 Faint Evoc. 9th
Amulet of Mighty Fists +4 Faint Evoc. 12th
Amulet of Mighty Fists +5 Faint Evoc. 15th
Amulet of Natural Armor +1 Faint Trans. 5th
Amulet of Natural Armor +2 Faint Trans. 6th
Amulet of Natural Armor +3 Faint Trans. 9th
Amulet of Natural Armor +4 Faint Trans. 12th
Amulet of Natural Armor +5 Faint Trans. 15th
Amulet of Proof against Detection and Location Mod. Abj. 8th
Amulet of the Planes Str. Conj. 15th
Apparatus of the Crab Str. Evoc. & Trans. 19th
Armor of Arrow Attraction Str. Abj. 16th
Armor of Rage Str. Nec. 16th
Assassin’s Dagger Mod. Nec. 9th
Bag of Holding 1 Mod. Conj. 9th
Bag of Holding 2 Mod. Conj. 9th
Bag of Holding 3 Mod. Conj. 9th
Bag of Holding 4 Mod. Conj. 9th
Bag of Tricks - Gray Faint Conj. 3rd
Bag of Tricks - Rust Faint Conj. 5th
Bag of Tricks - Tan Mod. Conj. 9th
Banded Mail of Luck Str. Ench. 12th
Bead of Force Mod. Evoc. 10th
Belt of Dwarvenkind Mod. Div. 12th
Belt of Giant Strength +4 Mod. Trans. 10th
Belt of Giant Strength +6 Mod. Trans. 12th
Belt, Monk’s Mod. Trans. 10th
Blessed Book Mod. Trans. 7th
Boat, Folding Faint Trans. 6th
Boots of Dancing Str. Ench. 16th
Boots of Elvenkind Faint Trans. 5th
Boots of Levitation Faint Trans. 3rd
Boots of Speed Mod. Trans. 10th
Boots of Striding and Springing Faint Trans. 3rd
Boots of Teleportation Mod. Conj. 9th
Boots of the Winterlands Faint Abj. & Trans. 5th
Boots, Winged Faint Trans. 5th
Bottle of Air Mod. Trans. 7th
Bowl of Commanding Water Elementals Str. Conj. 13th
Bracelet of Friends Str. Conj. 15th
Bracers of Archery, Greater Mod. Trans. 8th
Bracers of Archery, Lesser Faint Trans. 4th
Bracers of Armor +1 Mod. Conj. 7th
Bracers of Armor +2 Mod. Conj. 7th
Bracers of Armor +3 Mod. Conj. 7th
Bracers of Armor +4 Mod. Conj. 8th
Bracers of Armor +5 Mod. Conj. 10th
Bracers of Armor +6 Mod. Conj. 12th
Bracers of Armor +7 Mod. Conj. 14th
Bracers of Armor +8 Mod. Conj. 16th
Bracers of Defenselessness Mod. Conj. 16th
Brazier of Commanding Fire Elementals Str. Conj. 13th
Breastplate of Command Str. Ench. 15th
Brooch of Shielding Faint Abj. 1st
Broom of Animated Attack Mod. Trans. 10th
Broom of Flying Mod. Trans. 9th
Candle of Invocation Str. Conj. 17th
Candle of Truth Faint Ench. 3rd
Cape of the Mountebank Mod. Conj. 9th
Carpet of Flying 1 Mod. Trans. 10th
Carpet of Flying 2 Mod. Trans. 10th
Carpet of Flying 3 Mod. Trans. 10th
Caster’s Shield Mod. Abj. 6th
Celestial Armor Faint Trans. [good] 5th
Censer of Controlling Air Elementals Str. Conj. 17th
Chaos Diamond Str. varied 19th
Chime of Interruption Mod. Evoc. 7th
Chime of Opening Mod. Trans. 11th
Circlet of Blasting, Major Str. Evoc. 17th
Circlet of Blasting, Minor Faint Evoc. 6th
Circlet of Persuasion Faint Trans. 5th
Clay Golem Manual Mod. Conj. Div. Ench. & Trans. 11th
Cloak of Arachnida Faint Conj. & Trans. 6th
Cloak of Charisma +2 Mod. Trans. 8th
Cloak of Charisma +4 Mod. Trans. 12th
Cloak of Charisma +6 Mod. Trans. 18th
Cloak of Displacement, Major Mod. Ill. 7th
Cloak of Displacement, Minor Faint Ill. 3rd
Cloak of Elvenkind Faint Ill. 3rd
Cloak of Etherealness Str. Trans. 15th
Cloak of Poisonousness Str. Abj. 15th
Cloak of Resistance +1 Faint Abj. 5th
Cloak of Resistance +2 Faint Abj. 6th
Cloak of Resistance +3 Faint Abj. 9th
Cloak of Resistance +4 Faint Abj. 12th
Cloak of Resistance +5 Faint Abj. 16th
Cloak of the Bat Mod. Trans. 7th
Cloak of the Manta Ray Mod. Trans. 9th
Crystal Ball Mod. Div. 10th
Crystal Ball w/ Detect Thoughts Mod. Div. 10th
Crystal Ball w/ See Invisibility Mod. Div. 10th
Crystal Ball w/ Telepathy Mod. Div. 10th
Crystal Ball w/ True Seeing Mod. Div. 10th
Cube of Force Mod. Evoc. 10th
Cube of Frost Resistance Faint Abj. 5th
Cubic Gate Str. Conj. 13th
Dagger of Venom Faint Nec. 5th
Darkskull Mod. Evoc. [evil] 9th
Decanter of Endless Water Mod. Trans. 9th
Deck of Illusions Faint Ill. 6th
Demon Armor Str. Nec. [evil] 13th
Dimensional Shackles Mod. Abj. 11th
Drums of Panic Mod. Nec. 7th
Dust of Appearance Faint Conj. 5th
Dust of Disappearance Mod. Ill. 7th
Dust of Dryness Mod. Trans. 11th
Dust of Illusion Faint Ill. 6th
Dust of Sneezing and Choking Faint Conj. 7th
Dust of Tracelessness Faint Trans. 3rd
Dwarven Thrower Mod. Evoc. 10th
Efficient Quiver Mod. Conj. 9th
Efreeti Bottle Str. Conj. 14th
Elemental Gem Mod. Conj. 11th
Elixir of Fire Breath Mod. Evoc. 11th
Elixir of Hiding Faint Ill. 5th
Elixir of Love Faint Trans. 4th
Elixir of Sneaking Faint Ill. 5th
Elixir of Swimming Faint Ill. 2nd
Elixir of Truth Faint Ench. 5th
Elixir of Vision Faint Div. 2nd
Eversmoking Bottle Faint Trans. 3rd
Eyes of Charming Mod. Ench. 7th
Eyes of Doom Mod. Nec. 11th
Eyes of Petrification Mod. Trans. 11th
Eyes of the Eagle Faint Div. 3rd
Feather Token - Anchor Mod. Conj. 12th
Feather Token - Bird Mod. Conj. 12th
Feather Token - Fan Mod. Conj. 12th
Feather Token - Swan Boat Mod. Conj. 12th
Feather Token - Tree Mod. Conj. 12th
Feather Token - Whip Mod. Conj. 12th
Figurine - Bronze Griffon Mod. Trans. 11th
Figurine - Ebony Fly Mod. Trans. 11th
Figurine - Golden Lions Mod. Trans. 11th
Figurine - Ivory Goats Mod. Trans. 11th
Figurine - Marble Elephant Mod. Trans. 11th
Figurine - Obsidian Steed Str. Conj. & Trans. 15th
Figurine - Onyx Dog Mod. Trans. 11th
Figurine - Serpentine Owl Mod. Trans. 11th
Figurine - Silver Raven Faint Ench. & Trans. 6th
Flame Tongue Mod. Evoc. 12th
Flask of Curses Mod. Conj. 7th
Flesh Golem Manual Mod. Ench. Nec. [evil] & Trans. 8th
Frost Brand Str. Evoc. 14th
Gauntlet of Rust Mod. Trans. 7th
Gauntlets of Fumbling Mod. Trans. 7th
Gauntlets of Ogre Power Faint Trans. 6th
Gem of Brightness Faint Evoc. 6th
Gem of Seeing Mod. Div. 10th
Glove of Storing Faint Trans. 6th
Gloves of Arrow Snaring Faint Abj. 3rd
Gloves of Dexterity +2 Mod. Trans. 8th
Gloves of Dexterity +4 Mod. Trans. 12th
Gloves of Dexterity +6 Mod. Trans. 18th
Gloves of Swimming and Climbing Faint Trans. 5th
Goggles of Minute Seeing Faint Div. 3rd
Goggles of Night Faint Trans. 3rd
Hand of Glory Faint varied 5th
Hand of the Mage Faint Trans. 2nd
Handy Haversack Mod. Conj. 9th
Harp of Charming Faint Ench. 5th
Hat of Disguise Faint Ill. 1st
Headband of Intellect +2 Mod. Trans. 8th
Headband of Intellect +4 Mod. Trans. 12th
Headband of Intellect +6 Mod. Trans. 18th
Helm of Brilliance Str. varied 13th
Helm of Comprehend Languages and Read Magic Faint Div. 4th
Helm of Opposite Alignment Str. Trans. 12th
Helm of Telepathy Faint Div. & Ench. 5th
Helm of Teleportation Mod. Conj. 9th
Helm of Underwater Action Faint Trans. 5th
Holy Avenger Str. Abj. 18th
Horn of Blasting Mod. Evoc. 7th
Horn of Blasting, Greater Str. Evoc. 16th
Horn of Fog Faint Conj. 3rd
Horn of Goodness/Evil Faint Abj. 6th
Horn of the Tritons Mod. Conj. & Trans. 8th
Horn of Valhalla - Brass Str. Conj. 13th
Horn of Valhalla - Bronze Str. Conj. 13th
Horn of Valhalla - Iron Str. Conj. 13th
Horn of Valhalla - Silver Str. Conj. 13th
Horseshoes of a Zephyr Faint Trans. 3rd
Horseshoes of Speed Faint Trans. 3rd
Incense of Meditation Mod. Ench. 7th
Incense of Obsession Mod. Ench. 6th
Instant Fortress Str. Conj. 13th
Ioun Stone - Clear Mod. Varies 12th
Ioun Stone - Dark Blue Mod. Varies 12th
Ioun Stone - Deep Red Mod. Varies 12th
Ioun Stone - Dusty Rose Mod. Varies 12th
Ioun Stone - Incandescent Blue Mod. Varies 12th
Ioun Stone - Iridescent Mod. Varies 12th
Ioun Stone - Lavender And Green Mod. Varies 12th
Ioun Stone - Orange Mod. Varies 12th
Ioun Stone - Pale Blue Mod. Varies 12th
Ioun Stone - Pale Green Mod. Varies 12th
Ioun Stone - Pale Lavender Mod. Varies 12th
Ioun Stone - Pearly White Mod. Varies 12th
Ioun Stone - Pink Mod. Varies 12th
Ioun Stone - Pink And Green Mod. Varies 12th
Ioun Stone - Scarlet And Blue Mod. Varies 12th
Ioun Stone - Vibrant Purple Mod. Varies 12th
Iron Bands of Binding Str. Evoc. 13th
Iron Flask Str. Conj. 20th
Iron Golem Manual Str. Conj. Ench. & Trans. 16th
Javelin of Lightning Faint Evoc. 5th
Lantern of Revealing Faint Evoc. 5th
Lens of Detection Mod. Div. 9th
Life-Drinker Str. Nec. 13th
Lion’s Shield Mod. Conj. 10th
Luck Blade - 0 Str. Evoc. 17th
Luck Blade - 1 Str. Evoc. 17th
Luck Blade - 2 Str. Evoc. 17th
Luck Blade - 3 Str. Evoc. 17th
Lyre of Building Faint Trans. 6th
Mace of Blood Mod. Abj. 8th
Mace of Smiting Mod. Trans. 11th
Mace of Terror Str. Nec. 13th
Mantle of Faith Str. Abj. [good] 20th
Mantle of Spell Resistance Mod. Abj. 9th
Manual of Bodily Health +1 Str. Evoc. 17th
Manual of Bodily Health +2 Str. Evoc. 17th
Manual of Bodily Health +3 Str. Evoc. 17th
Manual of Bodily Health +4 Str. Evoc. 17th
Manual of Bodily Health +5 Str. Evoc. 17th
Manual of Gainful Exercise +1 Str. Evoc. 17th
Manual of Gainful Exercise +2 Str. Evoc. 17th
Manual of Gainful Exercise +3 Str. Evoc. 17th
Manual of Gainful Exercise +4 Str. Evoc. 17th
Manual of Gainful Exercise +5 Str. Evoc. 17th
Manual of Quickness of Action +1 Str. Evoc. 17th
Manual of Quickness of Action +2 Str. Evoc. 17th
Manual of Quickness of Action +3 Str. Evoc. 17th
Manual of Quickness of Action +4 Str. Evoc. 17th
Manual of Quickness of Action +5 Str. Evoc. 17th
Mask of the Skull Str. Nec. & Trans. 13th
Mattock of the Titans Str. Trans. 16th
Maul of the Titans Str. Evoc. 15th
Medallion of Thought Projection Faint Div. 7th
Medallion of Thoughts Faint Div. 5th
Mirror of Life Trapping Str. Abj. 17th
Mirror of Mental Prowess Str. Conj. & Div. 17th
Mirror of Opposition Str. Nec. 15th
Mithral Full Plate of Speed Faint Trans. 5th
Necklace of Adaptation Mod. Trans. 7th
Necklace of Fireballs 1 Mod. Evoc. 10th
Necklace of Fireballs 2 Mod. Evoc. 10th
Necklace of Fireballs 3 Mod. Evoc. 10th
Necklace of Fireballs 4 Mod. Evoc. 10th
Necklace of Fireballs 5 Mod. Evoc. 10th
Necklace of Fireballs 6 Mod. Evoc. 10th
Necklace of Fireballs 7 Mod. Evoc. 10th
Necklace of Strangulation Str. Conj. 18th
Net of Snaring Mod. Evoc. 8th
Nine Lives Stealer Str. Nec. [evil] 13th
Nolzur’s Marvelous Pigments Str. Conj. 15th
Oathbow Str. Evoc. 15th
Orb of Storms Str. varied 18th
Pearl of Power - two spells Str. Trans. 17th
Pearl of Power 1 Str. Trans. 17th
Pearl of Power 2 Str. Trans. 17th
Pearl of Power 3 Str. Trans. 17th
Pearl of Power 4 Str. Trans. 17th
Pearl of Power 5 Str. Trans. 17th
Pearl of Power 6 Str. Trans. 17th
Pearl of Power 7 Str. Trans. 17th
Pearl of Power 8 Str. Trans. 17th
Pearl of Power 9 Str. Trans. 17th
Pearl of the Sirines Mod. Abj. & Trans. 8th
Periapt of Foul Rotting Faint Abj. 10th
Periapt of Health Faint Conj. 5th
Periapt of Proof against Poison Faint Conj. 5th
Periapt of Wisdom +2 Mod. Trans. 8th
Periapt of Wisdom +4 Mod. Trans. 12th
Periapt of Wisdom +6 Mod. Trans. 18th
Periapt of Wound Closure Mod. Conj. 10th
Phylactery of Faithfulness Faint Div. 1st
Phylactery of Undead Turning Mod. Nec. [good] 10th
Pipes of Haunting Faint Nec. 4th
Pipes of Pain Faint Ench. & Evoc. 6th
Pipes of Sounding Faint Ill. 2nd
Pipes of the Sewers Faint Conj. 2nd
Plate Armor of the Deep Mod. Abj. 11th
Portable Hole Mod. Conj. 12th
Potion of Poison Mod. Conj. 12th
Rapier of Puncturing Str. Nec. 13th
Restorative Ointment Faint Conj. 5th
Rhino Hide Mod. Trans. 9th
Ring Gates Str. Conj. 17th
Ring of Air Elemental Command Str. Conj. 15th
Ring of Animal Friendship Faint Ench. 3rd
Ring of Blinking Mod. Trans. 7th
Ring of Chameleon Power Faint Ill. 3rd
Ring of Climbing Faint Trans. 5th
Ring of Climbing, Improved Faint Trans. 5th
Ring of Clumsiness Str. Trans. 15th
Ring of Counterspells Mod. Evoc. 11th
Ring of Djinni Calling Str. Conj. 17th
Ring of Earth Elemental Command Str. Conj. 15th
Ring of Energy Resistance, greater Mod. Abj. 11th
Ring of Energy Resistance, major Faint Abj. 7th
Ring of Energy Resistance, minor Faint Abj. 3rd
Ring of Evasion Mod. Trans. 7th
Ring of Feather Falling Faint Trans. 1st
Ring of Fire Elemental Command Str. Conj. 15th
Ring of Force Shield Mod. Evoc. 9th
Ring of Freedom of Movement Mod. Abj. 7th
Ring of Friend Shield Mod. Abj. 10th
Ring of Invisibility Faint Ill. 3rd
Ring of Jumping Faint Trans. 2nd
Ring of Jumping, Improved Mod. Trans. 7th
Ring of Mind Shielding Faint Abj. 3rd
Ring of Protection +1 Faint Abj. 5th
Ring of Protection +2 Faint Abj. 6th
Ring of Protection +3 Faint Abj. 9th
Ring of Protection +4 Faint Abj. 12th
Ring of Protection +5 Faint Abj. 15th
Ring of Ram Mod. Trans. 9th
Ring of Regeneration Str. Conj. 15th
Ring of Shooting Stars Str. Evoc. 12th
Ring of Spell Storing Mod. Evoc. 9th
Ring of Spell Storing, Major Str. Evoc. 17th
Ring of Spell Storing, Minor Faint Evoc. 5th
Ring of Spell Turning Str. Abj. 13th
Ring of Sustenance Faint Conj. 5th
Ring of Swimming Faint Trans. 2nd
Ring of Swimming, Improved Mod. Trans. 7th
Ring of Telekinesis Mod. Trans. 9th
Ring of Three Wishes Str. Evoc. 20th
Ring of Water Elemental Command Str. Conj. 15th
Ring of Water Walking Mod. Trans. 9th
Ring of Wizardry 1 Mod. (no school) 11th
Ring of Wizardry 2 Str. (no school) 14th
Ring of Wizardry 3 Str. (no school) 17th
Ring of Wizardry 4 Str. (no school) 20th
Ring of X-Ray Vision Mod. Div. 6th
Robe of Blending Mod. Ill. 10th
Robe of Bones Mod. Nec. [evil] 6th
Robe of Eyes Mod. Div. 11th
Robe of Powerlessness Mod. Trans. 13th
Robe of Scintillating Colors Mod. Ill. 11th
Robe of Stars Str. varied 15th
Robe of the Archmagi Str. varied 14th
Robe of Useful Items Mod. Trans. 9th
Robe of Vermin Mod. Abj. 13th
Rod of Absorption Str. Abj. 15th
Rod of Alertness Mod. Abj. Div. Ench. & Evoc. 11th
Rod of Cancellation Str. Abj. 17th
Rod of Enemy Detection Mod. Div. 10th
Rod of Flailing Mod. Ench. 9th
Rod of Flame Extinguishing Str. Trans. 12th
Rod of Immovable Rod Mod. Trans. 10th
Rod of Lordly Might Str. Ench. Evoc. Nec. & Trans. 19th
Rod of Metal and Mineral Detection Mod. Div. 9th
Rod of Metamagic, Empower - greater Str. (no school) 17th
Rod of Metamagic, Empower - lesser Str. (no school) 17th
Rod of Metamagic, Empower - normal Str. (no school) 17th
Rod of Metamagic, Enlarge - greater Str. (no school) 17th
Rod of Metamagic, Enlarge - lesser Str. (no school) 17th
Rod of Metamagic, Enlarge - normal Str. (no school) 17th
Rod of Metamagic, Extend - greater Str. (no school) 17th
Rod of Metamagic, Extend - lesser Str. (no school) 17th
Rod of Metamagic, Extend - normal Str. (no school) 17th
Rod of Metamagic, Maximize - greater Str. (no school) 17th
Rod of Metamagic, Maximize - lesser Str. (no school) 17th
Rod of Metamagic, Maximize - normal Str. (no school) 17th
Rod of Metamagic, Quicken - greater Str. (no school) 17th
Rod of Metamagic, Quicken - lesser Str. (no school) 17th
Rod of Metamagic, Quicken - normal Str. (no school) 17th
Rod of Metamagic, Silent - greater Str. (no school) 17th
Rod of Metamagic, Silent - lesser Str. (no school) 17th
Rod of Metamagic, Silent - normal Str. (no school) 17th
Rod of Negation Str. varied 15th
Rod of Python Mod. Trans. 10th
Rod of Rulership Str. Ench. 20th
Rod of Security Str. Conj. 20th
Rod of Splendor Str. Conj. & Trans. 12th
Rod of Thunder and Lightning Mod. Evoc. 9th
Rod of Viper Mod. Nec. 10th
Rod of Withering Str. Nec. 13th
Rod of Wonder Mod. Ench. 10th
Rope of Climbing Faint Trans. 3rd
Rope of Entanglement Mod. Trans. 12th
Salve of Slipperiness Faint Conj. 6th
Scabbard of Keen Edges Faint Trans. 5th
Scarab of Death Str. Abj. 19th
Scarab of Protection Str. Abj. & Nec. 18th
Scarab, Golembane Mod. Div. 10th
Screaming Bolt Faint Ench. 5th
Shatterspike Str. Evoc. 13th
Shifter’s Sorrow Str. Trans. 15th
Shrouds of Disintegration Str. Trans. 15th
Silversheen Faint Trans. 5th
Slaying Arrow Str. Nec. 13th
Slaying Arrow- greater Str. Nec. 13th
Sleep Arrow Faint Ench. 5th
Slippers of Spider Climbing Faint Trans. 4th
Sovereign Glue Str. Trans. 20th
Spear, Cursed Backbiter Mod. Evoc. 10th
Spined Shield Mod. Evoc. 6th
Staff of Abjuration Str. Abj. 13th
Staff of Charming Mod. Ench. 8th
Staff of Conjuration Str. Conj. 13th
Staff of Defense Str. Abj. 15th
Staff of Divination Str. Div. 13th
Staff of Earth and Stone Mod. Trans. 11th
Staff of Enchantment Str. Ench. 13th
Staff of Evocation Str. Evoc. 13th
Staff of Fire Mod. Evoc. 8th
Staff of Frost Mod. Evoc. 10th
Staff of Healing Mod. Conj. 8th
Staff of Illumination Str. Evoc. 15th
Staff of Illusion Str. Ill. 13th
Staff of Life Mod. Conj. 11th
Staff of Necromancy Str. Nec. 13th
Staff of Passage Str. varied 17th
Staff of Power Str. varied 15th
Staff of Size Alteration Faint Conj. 8th
Staff of Swarming Insects Mod. Conj. 9th
Staff of Transmutation Str. Trans. 13th
Staff of Woodlands Mod. varied 13th
Stone Golem Manual Str. Abj. & Ench. 14th
Stone Golem Manual, Greater Str. Abj. & Ench. 16th
Stone Horse - courser Str. Trans. 14th
Stone Horse - destrier Str. Trans. 14th
Stone of Alarm Faint Abj. 3rd
Stone of Controlling Earth Elementals Str. Conj. 13th
Stone of Good Luck (Luckstone) Faint Evoc. 5th
Stone of Weight (Loadstone) Faint Trans. 5th
Stone Salve Str. Abj. & Trans. 13th
Strand of Prayer Beads Mod. (many schools) 9th
Strand of Prayer Beads - Greater Str. (many schools) 17th
Strand of Prayer Beads - Lesser Faint (many schools) 5th
Sun Blade Mod. Evoc. 10th
Sustaining Spoon Faint Conj. 5th
Sword of Life Stealing Str. Nec. 17th
Sword of Subtlety Mod. Ill. 7th
Sword of the Planes Str. Evoc. 15th
Sword, Berserking Mod. Evoc. 8th
Sylvan Scimitar Mod. Evoc. 11th
Tome of Clear Thought +1 Str. Evoc. 17th
Tome of Clear Thought +2 Str. Evoc. 17th
Tome of Clear Thought +3 Str. Evoc. 17th
Tome of Clear Thought +4 Str. Evoc. 17th
Tome of Clear Thought +5 Str. Evoc. 17th
Tome of Leadership and Influence +1 Str. Evoc. 17th
Tome of Leadership and Influence +2 Str. Evoc. 17th
Tome of Leadership and Influence +3 Str. Evoc. 17th
Tome of Leadership and Influence +4 Str. Evoc. 17th
Tome of Leadership and Influence +5 Str. Evoc. 17th
Tome of Understanding +1 Str. Evoc. 17th
Tome of Understanding +2 Str. Evoc. 17th
Tome of Understanding +3 Str. Evoc. 17th
Tome of Understanding +4 Str. Evoc. 17th
Tome of Understanding +5 Str. Evoc. 17th
Trident of Fish Command Mod. Ench. 7th
Trident of Warning Mod. Div. 7th
Unguent of Timelessness Faint Trans. 3rd
Universal Solvent Str. Trans. 20th
Vacuous Grimoire Str. Ench. 20th
Vest of Escape Faint Conj. & Trans. 4th
Vestment, Druid’s Mod. Trans. 10th
Well of Many Worlds Str. Conj. 17th
Wind Fan Faint Evoc. 5th
Winged Shield Faint Trans. 5th
Wings of Flying Mod. Trans. 10th
Feat(s)
CMAA
CMAA
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CMAA
CMAA
CMAA
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CMAA
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI, CMAA
CWI, CMAA
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CMAA
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CMAA, SS
CMAA
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CC
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CMAA
CWI
CWI
CWI
CMAA
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CMAA
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CMAA
CWI
CC
CMAA
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CMAA
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CC
CMAA
CWI
CWI
CMAA
CMAA
CMAA
CMAA
CMAA
CMAA
CWI
CMAA
CMAA
CMAA
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI, CMAA
CWI, CMAA
CWI
CWI
CWI
CWI
CWI
CMAA
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CMAA
CMAA
CWI
CMAA
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CMAA
CWI
CWI
CMAA
CWI
CMAA
CWI
FRing
FRing
FRing
FRing
FRing
FRing
FRing
FRing
FRing
FRing
FRing
FRing
FRing
FRing
FRing
FRing
FRing
FRing
FRing
FRing
FRing
FRing
FRing
FRing
FRing
FRing
FRing
FRing
FRing
FRing
FRing
FRing
FRing
FRing
FRing
FRing
FRing
FRing
FRing
FRing
FRing
FRing
FRing
FRing
FRing
FRing
FRing
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CRod
CRod
CRod
CRod
CRod, CMAA
CRod
CRod
CRod, CMAA
CRod
CRod
CRod
CRod
CRod
CRod
CRod
CRod
CRod
CRod
CRod
CRod
CRod
CRod
CRod
CRod
CRod
CRod
CRod
CRod
CRod, CMAA
CRod
CRod
CRod
CRod, CMAA
CRod, CMAA
CRod, CMAA
CRod
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CMAA
CMAA
CMAA
CWI
CWI
CMAA
CMAA
CMAA
CWI
CWI
CMAA
CMAA
CStaff
CStaff
CStaff
CStaff
CStaff
CStaff
CStaff
CStaff
CStaff
CStaff
CStaff
CStaff
CStaff
CStaff
CStaff
CStaff
CStaff, CMAA
CStaff
CStaff
CStaff
CStaff, CMAA
CC
CC
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CMAA
CWI
CMAA
CMAA
CMAA
CMAA
CMAA
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CMAA
CMAA
CWI
CWI
CWI
CWI
CWI
CWI
CWI
CMAA
CWI
Requirements
bestow curse, and limited wish or miracle
disintegrate
bear’s endurance
bear’s endurance
bear’s endurance
bestow curse
greater magic fang
greater magic fang
greater magic fang
greater magic fang
greater magic fang
barkskin
barkskin
barkskin
barkskin
barkskin
nondetection
plane shift
animate objects, continual flame, 8 ranks in the Knowledge (architecture and engineering)
bestow curse
bestow curse
slay living
secret chest
secret chest
secret chest
secret chest
summon nature’s ally II
summon nature’s ally III
summon nature’s ally V
bless
resilient sphere
tongues, dwarf
bull’s strength
bull’s strength
righteous might or transformation
secret page
fabricate, 2 ranks in the Craft (shipmaking) skill
irresistible dance
elf
levitate
haste
longstrider, 5 ranks in the Jump skill
teleport
cat’s grace, endure elements, pass without trace
fly
water breathing
summon monster VI, summon monster VII
refuge
mage armor
mage armor
mage armor
mage armor
mage armor
mage armor
mage armor
mage armor
mage armor, bestow curse
summon monster VI, summon monster VII
mass charm monster
shield
fly, animate objects
overland flight, permanency
gate, same alignment as candle
zone of truth
dimension door
overland flight, permanency
overland flight, permanency
overland flight, permanency
shield
fly, good
summon monster VI, summon monster IX
cloak of chaos, magic circle against law, random action, word of chaos, chaotic
shout
knock
Maximize Spell, searing light
searing light
eagle’s splendor
animate objects, commune, prayer, resurrection
spider climb, web
eagle’s splendor
eagle’s splendor
eagle’s splendor
Extend Spell, displacement
displacement
invisibility, elf
ethereal jaunt
poison, and limited wish or miracle
resistance
resistance
resistance
resistance
resistance
fly, polymorph
polymorph, water breathing
scrying
scrying, detect thoughts
scrying, see invisible
scrying, telepathy
scrying, true seeing
wall of force
protection from energy
plane shift
poison
unhallow, evil
control water
major image
contagion
dimensional anchor
fear
glitterdust
greater invisibility
control water
disguise self
poison
pass without trace
dwarf of at least 10th level
secret chest
summon monster VII
summon nature’s ally V
scorching ray
invisibility
charm person
silence
5 ranks in the Swim skill
zone of truth
true seeing
pyrotechnics
Heighten Spell, charm person
doom, deathwatch, fear
flesh to stone
clairaudience/clairvoyance
major creation
major creation
major creation
major creation
major creation
major creation
animate objects
animate objects
animate objects
animate objects
animate objects
animate objects, etherealness, fly, plane shift
animate objects
animate objects
animal messenger, animate objects
scorching ray, and flame blade, flame strike, or fireball
bestow curse
animate dead, bull’s strength, geas/quest, limited wish
ice storm, dispel magic, protection from energy
rusting grasp
bestow curse
bull’s strength
daylight
true seeing
shrink item
shield
cat’s grace
cat’s grace
cat’s grace
bull’s strength, cat’s grace
true seeing
darkvision
animate dead, daylight, detect invisibility
mage hand
secret chest
suggestion
disguise self
fox’s cunning
fox’s cunning
fox’s cunning
detect undead, fireball, flame blade, light, prismatic spray, protection from energy, wall of fire
comprehend languages, read magic
cat's grace
owl's wisdom
bull's strength
regenerate
bear's endurance
eagle's splendor
fox's cunning
grasping hand
trap the soul
cloudkill, geas/quest, limited wish, polymorph any object
lightning bolt
invisibility purge
true seeing
enervation
summon nature’s ally IV
wish or miracle
wish or miracle
wish or miracle
wish or miracle
fabricate
chaotic evil
disintegrate
fear
stoneskin
spell resistance
wish or miracle
wish or miracle
wish or miracle
wish or miracle
wish or miracle
wish or miracle
wish or miracle
wish or miracle
wish or miracle
wish or miracle
wish or miracle
wish or miracle
wish or miracle
wish or miracle
wish or miracle
animate objects, finger of death, fly
move earth
clenched fist
detect thoughts, ghost sound
detect thoughts
imprisonment
detect thoughts, clairaudience/clairvoyance, gate, legend lore
clone
haste
alter self
fireball
fireball
fireball
fireball
fireball
fireball
fireball
slay living
freedom of movement
finger of death
major creation
elf
control weather, endure elements, storm of vengeance
finger of death
heightened finger of death
sleep
spider climb
make whole
bestow curse
magic missile
dismissal, dispel magic, lesser globe of invulnerability, resist energy, repulsion, shield
charm person, charm monster
cloudkill, stinking cloud, summon monster VI, summon swarm, unseen servant
shield, shield of faith, shield of law, shield other, lawful
detect secret doors, locate creature, locate object, prying eyes, tongues, true seeing
move earth, passwall
crushing despair, mass suggestion, mind fog, sleep, suggestion, hideous laughter
chain lightning, fireball, ice storm, magic missile, shatter, wall of force
burning hands, fireball, wall of fire
cone of cold, ice storm, wall of ice
cure serious wounds, lesser restoration, remove blindness/deafness, remove disease
dancing lights, daylight, flare, sunburst
disguise self, major image, mirror image, persistent image, project image, rainbow pattern
heal, resurrection
cause fear, circle of death, enervation, ghoul touch, halt undead, waves of fatigue
astral projection, dimension door, greater teleport, passwall, phase door
magic missile, heightened ray of enfeeblement, continual flame, levitate, heightened fireball, heightened lightning bolt, cone of cold, hold monster, wall of
enlarge person, mass enlarge person, reduce person, mass reduce person, shrink item
insect plague, summon swarm
alter self, baleful polymorph, blink, disintegrate, expeditious retreat, polymorph
animate plants, barkskin, charm animal, pass without trace, speak with animals, summon nature’s ally VI, wall of thorns
antimagic field, geas/quest, symbol of stunning
antimagic field, geas/quest, symbol of stunning
flesh to stone, animate objects
flesh to stone, animate objects
alarm
summon monster VI, summon monster VII
divine favor
slow
flesh to stone, stoneskin
cure serious wounds, righteous might; chaos hammer, holy smite, order’s wrath, or unholy blight
cure serious wounds, righteous might, gate, wind walk
bless, cure serious wounds
daylight, good
create food and water
enervation
blur
plane shift
rage, bestow curse
divine power
miracle or wish
miracle or wish
miracle or wish
miracle or wish
miracle or wish
miracle or wish
miracle or wish
miracle or wish
miracle or wish
miracle or wish
miracle or wish
miracle or wish
miracle or wish
miracle or wish
miracle or wish
speak with animals
locate creature
disintegrate
feeblemind
knock, grease
polymorph or wildshape ability
gate
gust of wind
fly
fly
Price Cost XP Weight
1,500gp
50,170gp 25,170gp 2,000xp
4,000gp
16,000gp
36,000gp
1,000gp
6,000gp
24,000gp
54,000gp
96,000gp
150,000gp
2,000gp
8,000gp
18,000gp
32,000gp
50,000gp
35,000gp
120,000gp
90,000gp 500 lb.
9,000gp
1,600gp
18,302gp 9,302gp 720xp
2,500gp 15 lb
5,000gp 25 lb
7,400gp 35 lb
10,000gp 60 lb
900gp
3,000gp
6,300gp
18,900gp 10,150gp 700xp
3,000gp
14,900gp 1 lb.
16,000gp 1 lb.
36,000gp 1 lb.
13,000gp 1 lb.
12,500gp 1 lb.
7,200gp 4 lb.
30,000gp
2,500gp 1 lb.
7,500gp 1 lb.
12,000gp 1 lb.
5,500gp 1 lb.
49,000gp 3 lb.
2,500gp 1 lb.
16,000gp 1 lb.
7,250gp 2 lb.
100,000gp 3 lb.
19,000gp
25,000gp 1 lb.
5,000gp 1 lb.
1,000gp 1 lb.
4,000gp 1 lb.
9,000gp 1 lb.
16,000gp 1 lb.
25,000gp 1 lb.
36,000gp 1 lb.
49,000gp 1 lb.
64,000gp 1 lb.
1,200gp
100,000gp 5 lb.
25,400gp 10,975gp 850xp
1,500gp
5,200gp
17,000gp 3 lb.
8,400gp 1/2 lb.
2,500gp 1/2 lb.
10,080gp 1 lb.
20,000gp 8 lb
35,000gp 15 lb
60,000gp 30 lb
3,153gp (plus scroll) 1,653gp 120xp
22,400gp 12,550gp 1,004xp
100,000gp 1 lb.
160,000gp 1 lb.
16,800gp 1 lb.
3,000gp 1 lb.
23,760gp
6,480gp
4,500gp
12,000gp 2,150gp 1,712xp 5 lb.
14,000gp 1 lb.
4,000gp 2 lb.
16,000gp 2 lb.
36,000gp 2 lb.
50,000gp 1 lb.
24,000gp 1 lb.
2,500gp 1 lb.
55,000gp 1 lb.
62,000gp
1,000gp 1 lb.
4,000gp 1 lb.
9,000gp 1 lb.
16,000gp 1 lb.
25,000gp 1 lb.
26,000gp 1 lb.
7,200gp 1 lb.
42,000gp 7 lb.
51,000gp 7 lb.
50,000gp 7 lb.
70,000gp 7 lb.
80,000gp 7 lb.
62,000gp
27,000gp
164,000gp
8,302gp 4,302gp 320xp
60,000gp 5 lb.
9,000gp 2 lb.
8,100gp 1/2 lb.
52,260gp 26,130gp 2,090xp
28,000gp 5 lb.
30,000gp 10 lb. /pair.
1,800gp
3,500gp
850gp
1,200gp
2,400gp
250gp
60,312gp 30,312gp 2,400xp
1,800gp 2 lb.
145,000gp 1 lb.
2,250gp
1,100gp
250gp
150gp
250gp
250gp
500gp
250gp
5,400gp 1 lb.
56,000gp /pair.
25,000gp
98,000gp
2,500gp
50gp
300gp
200gp
450gp
400gp
500gp
10,000gp
10,000gp
16,500gp
21,000gp
17,000gp
28,500gp
15,500gp
9,100gp
3,800gp
20,715gp 10,515gp 816xp
2,100gp
8,000gp 2,050gp 944xp 5 lb.
54,475gp 27,375gp 5 sp 2179xp
11,500gp 2 lb.
1,300gp
4,000gp 4 lb.
13,000gp
75,000gp
10,000gp (one glove).
4,000gp
4,000gp
16,000gp
36,000gp
6,250gp
1,250gp
12,000gp
8,000gp 2 lb.
900gp 2 lb.
2,000gp 5 lb.
7,500gp 5 lb.
1,800gp
4,000gp
16,000gp
36,000gp
125,000gp 3 lb.
5,200gp 3 lb.
4,000gp 3 lb.
27,000gp 3 lb.
73,500gp 3 lb.
57,000gp 3 lb.
120,630gp 60,630gp 4,800xp
20,000gp 1 lb.
70,000gp 1 lb.
2,000gp 1 lb.
6,500gp 1 lb.
15,100gp 2 lb.
50,000gp 2 lb.
50,000gp 2 lb.
50,000gp 2 lb.
50,000gp 2 lb.
6,000gp 4 lb. /set
3,000gp 12 lb. /set
4,900gp 1 lb.
200gp
55,000gp
4,000gp
10,000gp
8,000gp
5,000gp
8,000gp
18,000gp
40,000gp
30,000gp
8,000gp
30,000gp
20,000gp
20,000gp
8,000gp
8,000gp
8,000gp
36,000gp
26,000gp 1 lb.
170,000gp (empty) 1 lb.
35,000gp 3,500gp 5,880xp 5 lb.
1,500gp 750gp 30xp
30,000gp 2 lb.
3,500gp 1 lb.
40,320gp 20,320gp 1,600xp
9,170gp 4,670gp 360xp
22,060gp 11,030gp 882xp
62,360gp 31,180gp 2,494xp
102,660gp 51,330gp 4,106xp
142,960gp 71,480gp 5,718xp
13,000gp 5 lb.
16,000gp
75,312gp 39,312gp 2,880xp
38,552gp 19,276gp 1,542xp
76,000gp
90,000gp
27,500gp 1,250gp 5,100xp 5 lb.
55,000gp 2,500gp 10,200xp 5 lb.
82,500gp 3,750gp 15,300xp 5 lb.
110,000gp 5,000gp 20,400xp 5 lb.
137,500gp 6,250gp 25,500xp 5 lb.
27,500gp 1,250gp 5,100xp 5 lb.
55,000gp 2,500gp 10,200xp 5 lb.
82,500gp 3,750gp 15,300xp 5 lb.
110,000gp 5,000gp 20,400xp 5 lb.
137,500gp 6,250gp 25,500xp 5 lb.
27,500gp 1,250gp 5,100xp 5 lb.
55,000gp 2,500gp 10,200xp 5 lb.
82,500gp 3,750gp 15,300xp 5 lb.
110,000gp 5,000gp 20,400xp 5 lb.
137,500gp 6,250gp 25,500xp 5 lb.
22,000gp 3 lb.
23,348gp 13,348gp 800xp 120 lb.
25,305gp 12,305gp 480xp 160 lb.
1,800gp
12,000gp
200,000gp 50 lb.
175,000gp 40 lb.
92,000gp 45 lb.
26,500gp
9,000gp
1,650gp
2,700gp
4,350gp
5,400gp
5,850gp
8,100gp
8,700gp
60,000gp
10,000gp
23,057gp 11,528gp 5 sp 922xp
4,000gp
25,600gp 13,100gp 1,000xp
48,000gp 6 lb.
70,000gp
1,000gp
4,000gp
9,000gp
16,000gp
25,000gp
36,000gp
49,000gp
64,000gp
81,000gp
15,300gp
17,000gp
7,500gp
27,000gp
4,000gp
16,000gp
36,000gp
15,000gp
1,000gp
11,000gp
6,000gp 3 lb.
12,000gp 3 lb.
1,800gp 3 lb.
1,150gp 3 lb.
24,650gp 17,150gp 600xp
20,000gp
5,000gp
50,320gp 25,320gp 2,000xp
4,000gp 1/2 lb.
5,165gp 2,665gp 200xp
40,000gp 1 lb.
200,000gp
10,800gp
27,000gp
12,700gp
2,500gp
10,000gp
500gp
4,000gp
125,000gp
200,000gp
44,000gp
28,000gp
12,000gp
25,000gp
2,200gp
200,000gp
8,500gp
40,000gp
50,000gp /pair
20,000gp
2,500gp
10,000gp
8,000gp
2,000gp
8,000gp
12,000gp
16,000gp
20,000gp
8,600gp
90,000gp
50,000gp
50,000gp
200,000gp
18,000gp
98,280gp
2,500gp
2,500gp
10,000gp
75,000gp
97,950gp 11,475gp 15,918xp
200,000gp
15,000gp
20,000gp
40,000gp
70,000gp
100,000gp
25,000gp
30,000gp 1 lb.
2,400gp 1 lb.
120,000gp 1 lb.
5,500gp
27,000gp 1 lb.
58,000gp 1 lb.
75,000gp 1 lb.
7,000gp 1 lb.
16,500gp
50,000gp
85,000gp
11,000gp
23,500gp
50,000gp
15,000gp
5,000gp
70,000gp
10,500gp
73,000gp
9,000gp
32,500gp
24,500gp
3,000gp
11,000gp
24,500gp
3,000gp
11,000gp
121,500gp
14,000gp
54,000gp
170,000gp
35,000gp
75,500gp
24,500gp
3,000gp
11,000gp
37,000gp
13,000gp
60,000gp 27,500gp 2,200xp
61,000gp
25,000gp
33,000gp
19,000gp
25,000gp
12,000gp
3,000gp 3 lb.
21,000gp 5 lb.
1,000gp
16,000gp 1 lb.
80,000gp
38,000gp
2,500gp
267gp 128gp 5 sp 10xp
4,315gp 2,315gp 160xp 4 lb.
12,780gp 6,780gp 480xp 10 lb.
6,600gp 10 lb.
250gp
2,282gp 1,144gp 5 sp 91xp
4,057gp 2,032gp 162xp
132gp 69gp 5 sp 5xp
4,800gp 1/2 lb.
2,400gp /oz.
7,500gp
5,580gp 2,740gp 223xp
65,000gp
16,500gp
65,000gp
58,250gp
73,500gp
80,500gp
65,000gp
65,000gp
17,750gp
56,250gp
27,750gp
48,250gp
65,000gp
155,750gp
65,000gp
170,500gp
211,000gp
29,000gp
24,750gp
65,000gp
101,250gp
22,000gp 2,500gp 3,600xp 5 lb.
44,000gp 2,900gp 7,872xp 5 lb.
10,000gp 6,000 lb.
14,800gp 6,000 lb.
2,700gp 2 lb.
100,000gp 5 lb.
20,000gp
1,000gp
4,000gp /oz.
25,800gp
95,800gp
9,600gp
50,335gp 25,335gp 2,000xp
5,400gp
25,715gp 12,857gp 5 sp 1,029xp
22,310gp 11,155gp 892xp
22,315gp 11,157gp 5 sp 893xp
17,500gp
47,315gp 23,657gp 5 sp 1,893xp
27,500gp 1,250gp 5,100xp 5 lb.
55,000gp 2,500gp 10,200xp 5 lb.
82,500gp 3,750gp 15,300xp 5 lb.
110,000gp 5,000gp 20,400xp 5 lb.
137,500gp 6,250gp 25,500xp 5 lb.
27,500gp 1,250gp 5,100xp 5 lb.
55,000gp 2,500gp 10,200xp 5 lb.
82,500gp 3,750gp 15,300xp 5 lb.
110,000gp 5,000gp 20,400xp 5 lb.
137,500gp 6,250gp 25,500xp 5 lb.
27,500gp 1,250gp 5,100xp 5 lb.
55,000gp 2,500gp 10,200xp 5 lb.
82,500gp 3,750gp 15,300xp 5 lb.
110,000gp 5,000gp 20,400xp 5 lb.
137,500gp 6,250gp 25,500xp 5 lb.
18,650gp 9,325gp 746xp
10,115gp 5,057gp 5 sp 405xp
150gp
50gp
6,000gp
5,200gp
10,000gp
82,000gp
5,500gp
17,257gp 8,628gp 5 sp 690xp
54,000gp 2 lb.
Description
This longsword performs well against targets in practice, but when used against an opponent in combat, it causes its wielder to take a –2 penalty on attack
This +1 heavy steel shield is flat black and seems to absorb light. Once every two days, on command, it can disintegrate an object that it touches, as the sp
This amulet is a golden disk on a chain. It usually bears the image of a lion or other powerful animal. The amulet grants the wearer an enhancement bonus
This amulet is a golden disk on a chain. It usually bears the image of a lion or other powerful animal. The amulet grants the wearer an enhancement bonus
This amulet is a golden disk on a chain. It usually bears the image of a lion or other powerful animal. The amulet grants the wearer an enhancement bonus
This device is typically worn on a chain or as a brooch. It appears, to magical analysis, to prevent location, scrying or detection or influence by detect thou
This amulet grants an enhancement bonus of +1 on attack and damage rolls with unarmed attacks and natural weapons.
This amulet grants an enhancement bonus of +2 on attack and damage rolls with unarmed attacks and natural weapons.
This amulet grants an enhancement bonus of +3 on attack and damage rolls with unarmed attacks and natural weapons.
This amulet grants an enhancement bonus of +4 on attack and damage rolls with unarmed attacks and natural weapons.
This amulet grants an enhancement bonus of +5 on attack and damage rolls with unarmed attacks and natural weapons.
This amulet, usually crafted from bone or beast scales, toughens the wearer’s body and flesh, giving him an enhancement bonus to his natural armor bonus
This amulet, usually crafted from bone or beast scales, toughens the wearer’s body and flesh, giving him an enhancement bonus to his natural armor bonus
This amulet, usually crafted from bone or beast scales, toughens the wearer’s body and flesh, giving him an enhancement bonus to his natural armor bonus
This amulet, usually crafted from bone or beast scales, toughens the wearer’s body and flesh, giving him an enhancement bonus to his natural armor bonus
This amulet, usually crafted from bone or beast scales, toughens the wearer’s body and flesh, giving him an enhancement bonus to his natural armor bonus
This silver amulet protects the wearer from scrying and magical location just as a nondetection spell does. If a divination spell is attempted against the wea
This device usually appears to be a black circular amulet, although any character looking closely at it sees a dark, moving swirl of color. The amulet allow
This item appears to be a large, sealed iron barrel, but it has a secret catch (Search DC 20 to locate) that opens a hatch in one end. Anyone who crawls insi
may be operated
Magical analysis more thanthat
indicates oncethis
perarmor
round.
is However, since
a normal suit oftwo Medium
+3 full plate.characters
However,can
the fit inside,
armor the apparatus
is cursed. It workscan move and
normally attack
with in to
regard themelee
same attacks
round. Tbu
This armor is similar in appearance to armor of command and functions as a suit of +1 full plate. However, when it is worn, the armor causes the characte
This wicked-looking, curved +2 dagger provides a +1 bonus to the DC of a Fortitude save forced by the death attack of an assassin.
This appears to be a common cloth sack about 2 feet by 4 feet in size. The bag of holding opens into a nondimensional space: Its inside is larger than its ou
holding
This is turned
appears to beinside
a commonout, itscloth
contents
sack spill
aboutout,2 feetunharmed,
by 4 feetbutin the
size.bag
Themust
bagbeof put rightopens
holding beforeinto
it can be used again. Ifspace:
a nondimensional livingIts creatures
inside isare placed
larger thanwithin
its ou
retrieving
holding is aturned
specific itemout,
inside is aits
full-round
contents action.If
spill out, aunharmed,
bag of holding
but is placed
the bag within
must be a portable
put right holeitacan
before rift be
to the
used Astral
again.Plane
If is torn
living in the space:
creatures are Bag within
placed and ho
This appears
hole and to
of be
bagspecific a common
holding inisthe cloth sackType
process. aboutI --2 feet by 4 feet
30incu.size. The bag of holding opens into a nondimensional space: Its inside is larger than its ou
retrieving
holding is aturned itemout,
inside aits
full-round
contents action.
spill out,If250
a baglb and
unharmed,of holding
but the
ft.
isbag
placed within a portable holeit acan
riftbeto used
the Astral
again.Plane is torn in the space: Bagwithin
and ho
This appears
hole and bag to be a
of holdingcommoninisthe cloth sack about
process. Type 2
II -- feet
500 by 4 feet
lb.ofand in size.
70 cu.ft. Themust
bagbeof put rightopens
holding before into a nondimensional Ifspace:
living creatures
Its inside isare placed
larger than its ou
retrieving
holding a specific
is turned item
inside out, a full-round
its contents action. If
spillHowever, a bag
out, unharmed, holding
but is placed
the baginto mustwithin a portable hole a rift to the Astral Plane is torn in the space: Bag and ho
This
hole small
and bag sack
of appears
holding normal
in the and empty.
process. Type IV -- 1,500anyone
lb. -- reaching
250 cu. ft. thebebag putfeels
righta before it can be
small, fuzzy ball.used again.
If the ball Ifis living
removed creatures are placed
and tossed within
up to 20 feet
retrieving
Animal a specific
skill. *Animals itemproduced
is a full-round action.
areempty.
always If a bag
random, andof only
holding
oneismay placed
existwithin
atbag a portable
a time. Up holeanimals
to ten a rift tocanthebe Astral
drawnPlanefrom is the
tornbag
in the
each space:
week.Bag and ho
This small sack appears normal and However,
hole and bag of holding in the process. Type III -- 1,000 lb. and 250 cu.ft. anyone reaching into the feels a small, fuzzy ball. If the ball is removed and tossed up to 20 feet
Animal
This skill.
small sackAnimals
appearsproduced
normal and are empty.
always However,
random, and only reaching
anyone one may exist at abag
into the time.
feelsUpato ten animals
small, fuzzy ball. can Ifbethedrawn
ball from the bagand
is removed each week.
tossed up to 20 feet
Animal
Ten skill.gems
100-gp Animals
adornproduced are always
this +3 banded mail.random,
Once per andweek,
only one may exist
the armor at aitstime.
allows wearerUp to
to require
ten animalsthat ancanattack
be drawn from the
roll made bag him
against eachbe week.
rerolled. He m
This small black sphere appears to be a lusterless pearl. You can throw it up to 60 feet with no range penalties. Upon sharp impact, the bead explodes, send
force encloses
This belt gives athe creature,
wearerprovided the latterbonus
a +4 competence is small onenough
Charisma to fit within
checks andtheCharisma-based
diameter of theskill sphere.
checksTheas sphere contains
they relate its subject
to dealing withfordwarves,
the spell’s
a +2duration
comp
thegains
he sphere, insidedarkvision,
or out, though the subject can breathe normally. The subject may struggle, but the globe cannot bonus
be physically moved either by people ou
This wide belt is made of thick leather and studded with iron. The belt adds to the wearer’s Strength score in the form of an enhancement bonus of +4 oror+
60-foot dwarven stonecunning, a +2 enhancement bonus to Constitution, and a +2 resistance on saves against poison, spells,
This wide belt is made of thick leather and studded with iron. The belt adds to the wearer’s Strength score in the form of an enhancement bonus of +4 or +
This simple rope belt, when wrapped around a character’s waist, confers great ability in unarmed combat. The wearer’s AC and unarmed damage is treated
monk. This AC bonus
This well-made tome isfunctions
always ofjust likesize,
small the monk’s
typically ACnobonus.
more than 12 inches tall, 8 inches wide, and 1 inch thick. All such books are durable, waterproof
already inscribed in it.
A folding boat looks like a small wooden box—about 12 inches long, 6 inches wide, and 6 inches deep. It can be used to store items like any other box. If
stored in the initially
These boots box nowappear rest inside the boat as
and function or one
ship.ofInthe itsother
smaller form,
kinds the boat
of magic has one
boots. But pair
when ofthe
oars, an anchor,
wearer is in (ora mast, and
fleeing a lateen
from) meleesail. In its larger
combat, boots form,
of danct
causes the boat or ship to fold itself into a box once again.
These soft boots enable the wearer to move quietly in virtually any surroundings, granting a +5 competence bonus on Move Silently checks.
On command, these leather boots allow the wearer to levitate as if she had cast levitate on herself.
As a free action, the wearer can click her boot heels together, enabling her to act as though affected by a haste spell for up to 10 rounds each day. The dura
These boots increase the wearer’s base land speed by 10 feet. In addition to this striding ability (considered an enhancement bonus), these boots allow the
Any character wearing this footwear may teleport three times per day, exactly as if he had cast the spell of the same name.
This footgear bestows many powers upon the wearer. First, he is able to travel across snow at his normal speed, leaving no tracks. The boots also enable h
elements
These boots spell.appear to be ordinary footgear. On command, the boots sprout wings at the heel and let the wearer fly, without having to maintain concentrati
This item appears to be a normal glass bottle with a cork. When taken to any airless environment it retains air within it at all times, continually renewing it
for
Thisaslarge
longcontainer
as she canishold her fashioned
usually breath. from blue or green semiprecious stone. It is about 1 foot in diameter, half that deep, and relatively fragile. When t
can be called at a time. A new
This silver charm bracelet has four charms elemental requires
upon itthe whenbowl to be filled
created. with new
The owner maywater, which
designate onecannot
person happen
knownuntil aftertothe
to him be first
keyed elemental disappears
to one charm. (This(is di
desi
long as the owner and the called person are on the same plane. The keyed individual knows who is calling,
These wristbands look like normal protective wear. The bracers empower the wearer to use any bow (not including crossbows) as if she were proficient in and the bracelet of friends only functions on w
effective.
These wristbands function as greater bracers of archery, except that they grant a +1 competence bonus on attack rolls and no bonus on damage rolls.
These items appear to be wrist or arm guards. They surround the wearer with an invisible but tangible field of force, granting him an armor bonus of +1 to
These items appear to be wrist or arm guards. They surround the wearer with an invisible but tangible field of force, granting him an armor bonus of +1 to
These items appear to be wrist or arm guards. They surround the wearer with an invisible but tangible field of force, granting him an armor bonus of +1 to
These items appear to be wrist or arm guards. They surround the wearer with an invisible but tangible field of force, granting him an armor bonus of +1 to
These items appear to be wrist or arm guards. They surround the wearer with an invisible but tangible field of force, granting him an armor bonus of +1 to
These items appear to be wrist or arm guards. They surround the wearer with an invisible but tangible field of force, granting him an armor bonus of +1 to
These items appear to be wrist or arm guards. They surround the wearer with an invisible but tangible field of force, granting him an armor bonus of +1 to
These items appear to be wrist or arm guards. They surround the wearer with an invisible but tangible field of force, granting him an armor bonus of +1 to
These appear to be bracers of armor +5 and actually serve as such until the wearer is attacked in anger by an enemy with a Challenge Rating equal to or g
This device appears to be a normal container for holding burning coals. When a fire is lit in the brazier and the proper summoning words are spoken, a Lar
summon monster
This finely craftedVII +2spell. Only one
breastplate elemental
radiates can beaura
a powerful summoned
of magic. at aWhen
time. worn,
A newtheelemental requiresa adignified
armor bestows new fire,and which cannot be aura
commanding lit until
uponafter the firstTh
its owner. el
become braver than normal. Since the effect arises in great part from the distinctiveness of the armor, the wearer cannot
This appears to be a piece of silver or gold jewelry used to fasten a cloak or cape. In addition to this mundane task, it can absorb magic missiles of the sort hide or conceal herself in any way
This item is indistinguishable in appearance from a normal broom. It is identical to a broom of flying by all tests short of attempted use. If a command is sp
straw or twigisend
This broom ableand beating
to fly throughhimthe
withairthe handle
as if affectedend.byThe
an broom
overland gets twospell
flight attacks per round
(average with each endfor
maneuverability) (twoupswats with the
to 9 hours per straw and up
day (split twoaswith the ha
its owner
hit points,
location and
and hardness
layout of 4. destination. It comes to its owner from as far away as 300 yards when she speaks the command word. The broom of flying has a
that
Each of these special tapers is dedicated to one of the nine alignments. Simply burning the candle generates a favorable aura for the individual so doing if
alignment
This whitematches the candle’s
tallow candle, operatescalls
when burned, as if into
two place
levelsahigher
zone offor purposes
truth of determining
spell (Will spells in
DC 13 negates) pera day if he
5-foot burnscentered
radius the candle during
on the or just
candle. Theprior
zonetolasts
his
burning a candle also allows the owner to cast a gate spell, the respondent being of the same alignment as the candle, but the taper is immediately consum
On command, this bright red and gold cape allows the wearer to use the magic of the dimension door spell once per day. When he disappears, he leaves be
This rug is able to fly through the air as if affected by an overland flight spell of unlimited duration. A 5'x5' carpet of flying flies at a speed of 40 ft. and ca
controlled
This rug isbyablespoken
to fly directions.
through theAair carpet
as if of flying by
affected canancarry up to double
overland its capacity,
flight spell but doing
of unlimited so reduces
duration. A 5’ x 10’its speed
carpettoof30 feet. flies
flying It hasataverage
a speed maneuverab
of 40 ft. and
controlled by spoken directions. A carpet of flying can carry up to double its capacity, but doing so reduces its speed to 30 feet.
This rug is able to fly through the air as if affected by an overland flight spell of unlimited duration. A 10’ x 10’ carpet of flying flies at a speed of 40 ft. an It has average maneuverab
controlled
This +1 lightby wooden
spoken directions.
shield has A carpetleather
a small of flying can
strip oncarry up toondouble
the back whichits capacity, but
a spellcaster candoing
scribesoareduces its speed
single spell as ontoa 30 feet.AItspell
scroll. has average maneuverab
so scribed has only
medium scroll spell on it. The spell is divine (01–80 on d%) or arcane (81–100). A caster’s shield has a 5% arcane spell
This bright silver or gold +3 chainmail is so fine and light that it can be worn under normal clothing without betraying its presence. It has a maximum Dex failure chance.
This 6-inch-wide, 1-inch-high perforated golden vessel resembles a thurible found in a place of worship. If it is filled with incense and lit, summoning wor
elemental
This is an
lustrous elder airiselemental
gemstone uncut andinstead
about (as
the ifsize
summon monster
of a human fist.IXThe
hadgemjustgrants
been cast). Only one
its possessor theelemental
followingcan be summoned
powers: at a time.
• Confusion, lesserA• new
Magic elemental
circle a
long as the diamond is in the character’s possession and cannot be overcome in any way (including restoration spells).
This instrument can be struck once every 10 minutes, and its resonant tone lasts for 3 full minutes. While the chime is resonating, no spell requiring a verb
A chime of opening is a hollow mithral tube about 1 foot long. When struck, it sends forth magical vibrations that cause locks, lids, doors, valves, and port
be
Onpointed
command, at the
thisitem or gategolden
elaborate to be loosed
headbandor opened
projects(which
a blastmust be visible
of searing lightand known
(5d8 to the user).
maximized for 40The chime
points is then struck,
of damage) a clear
once per day.tone rings forth, and
four uses of a chime of opening to get it open. A silence spell negates the power of the device. A brand-new chime can be used a total of ten times before i
On command, this simple golden headband projects a blast of searing light (3d8 points of damage) once per day.
This silver headband grants a +3 competence bonus on the wearer’s Charisma-based checks.
A golem manual contains information, incantations and magical power that help a character to craft a golem. The instructions therein grant a +5 competen
grants the character
This black garment, an increase towith
embroidered her caster levelpattern
a weblike for theinpurpose of crafting
silk, gives the wearer a golem. Any golem
the ability to climbbuilt
as using a golem
if a spider climbmanual doesbeen
spell had not cost theupon
placed creator
her.any
In
levels higher
Fortitude savesthan normal
against for the
poison purpose
from of crafting a clay golem. The book supplies 1,540 XP for the creation of a clay golem.
spiders.
This lightweight and fashionable cloak has a highly decorative silver trim. When in a character’s possession, it adds a +2, +4, or +6 enhancement bonus to
This lightweight and fashionable cloak has a highly decorative silver trim. When in a character’s possession, it adds a +2, +4, or +6 enhancement bonus to
This lightweight and fashionable cloak has a highly decorative silver trim. When in a character’s possession, it adds a +2, +4, or +6 enhancement bonus to
This item appears to be a normal cloak, but on command its magical properties distort and warp light waves. This displacement works just like the displac
This item appears to be a normal cloak, but when worn by a character its magical properties distort and warp light waves. This displacement works similar
This cloak of neutral gray cloth is indistinguishable from an ordinary cloak of the same color. However, when worn with the hood drawn up around the he
This silvery-gray cloak seems to absorb light rather than be illuminated by it. On command, the cloak makes its wearer ethereal (as the ethereal jaunt spel
This cloak is usually made of a woolen material, although it can be made of leather. A detect poison spell can reveal the presence of poison impregnated in
with
Thesea garments
remove curse offerspell;
magicdoing this destroys
protection the magical
in the form of a +1 property of the cloak.
to +5 resistance bonusIfona neutralize poison (Fortitude,
all saving throws spell is thenReflex,
used, itand
is possible
Will). to revive the victim
These garments offer magic protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will).
These garments offer magic protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will).
These garments offer magic protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will).
These garments offer magic protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will).
Fashioned of dark brown or black cloth, this cloak bestows a +5 competence bonus on Hide checks. The wearer is also able to hang upside down from the
of thecloak
This transformation.)
appears to beFlying, either
made of withuntil
leather the cloak or in bat
the wearer form,
enters saltcan be accomplished
water. only
At that time the in darkness
cloak (either
of the manta rayunder the to
adheres night
the sky or in a lightless
individual, or nea
and he appear
cloak
This is the most common form of scrying device, a crystal sphere about 6 inches in diameter. A character can use the device to see over virtually any distad
does not enable the wearer to bite opponents as a manta ray does, it does have a tail spine that can be used to strike at opponents behind the wearer,
desired.
This is the most common form of scrying device, a crystal sphere about 6 inches in diameter. A character can use the device to see over virtually any dista
This is the most common form of scrying device, a crystal sphere about 6 inches in diameter. A character can use the device to see over virtually any dista
This is the most common form of scrying device, a crystal sphere about 6 inches in diameter. A character can use the device to see over virtually any dista
This is the most common form of scrying device, a crystal sphere about 6 inches in diameter. A character can use the device to see over virtually any dista
This device is about 3/4 inch across and can be made of ivory, bone, or any hard mineral. It enables its possessor to put up a special wall of force 10 feet o
cube to activate
This cube a particular
is activated type of screen
or deactivated or to deactivate
by pressing one side. Whenthe device. Each iteffect
activated, createscosts a certain number
a cube-shaped area 10 of feet
charges
on atoside
maintain
centeredforonevery minute (or(or
the possessor portio
on
every
(from 10
one points
or of damage
multiple beyond
attacks), it 30 that they
collapses into deal.
its Spells form
portable that affect
and the integrity
cannot be of the screen
reactivated for 1 also drain
hour. If the extra
field charges.
absorbs These
more spells
than 100(given inof
points thecold
list dam
bel
This item is fashioned from carnelian. Each of the six sides of the cube is keyed to a plane, one of which is the Material Plane. The character creating the i
plane (determine
This black randomly)
+1 dagger comes through
has a serrated edge. Ititallows
looking thefor food, fun,
wielder to useoratrouble.
poison Pressing
effect (asthe theside
spell,a second
save DC time
14)closes
upon athe gate. Itstruck
creature is impossible to open
by the blade once mop
succeeding on DC 23 Will saves).
This skull, carved from ebony, is wholly evil. Wherever the skull goes, the area around it is treated as though an unhallow spell had been cast with the sku
If the stopper is removed from this ordinary-looking flask and a command word spoken, an amount of fresh or salt water pours out. Separate command wo
per round.
This set of The geyser cards
parchment effectiscauses
usuallyconsiderable
found in anback ivory,pressure,
leather,requiring
or wooden thebox.
holder to make
A full a DC 12of
deck consists Strength check
thirty-four to avoid
cards. When being knocked
a card is drawndown. The fo
at random
all
This plate armor is fashioned to make the wearer appear to be a demon. The helmet is shaped to look like a horned demon head, and its wearer looksthe
times it obeys the desires of the character who drew the card. When the illusion is dispelled, the card becomes blank and cannot be used again. If outcao
using either
negates). Use ordinary
of playing
contagion cards or
requires a tarot cards.)
normal melee Aattack
randomly
with generated
the claws. deck
The is usuallyare
“claws” complete
built (11–100
into the on d%),
armor’s but mayand
vambraces be discovered
gauntlets. (01–10)
The armor with 1
besto
These shackles have golden runes traced across their cold iron surface. Any creature bound within them is affected as if a dimensional anchor spell were c
in any way (including restoration spells) while the armor is worn.
These drums are kettle drums (hemispheres about 1-1/2 feet in diameter on stands). They come in pairs and are unremarkable in appearance. If both of the
This fine powder appears to be a very fine, very light metallic dust. A single handful of this substance flung into the air coats objects within a 10-foot radiu
are. Adust
This creature
looks coated with
just like dustthe
ofdust takes a –30
appearance and penalty on its
is typically Hidein
stored checks.
the same Themanner.
dust’s effect lasts for
A creature 5 minutes.
or object Dustbyofitappearance
touched is typically
becomes invisible stored in
(as greater inv
of disappearance. Other factors, such as sound and smell, also allow possible detection. The greater invisibility bestowed
This special dust has many uses. If it is thrown into water, a volume of as much as 100 gallons is instantly transformed to nothingness, and the dust becom by the dust lasts for 2d6 rounds.
against an elementalpowder
This unremarkable with the water subtype,
resembles the creature
chalk dust or powdered mustgraphite.
make a DC 18 at
Stare Fortitude save and
it, however, or bethedestroyed.
dust changes The color
dust deals 5d6 points
and form. of damage
Put dust of illusion to the
on acr
hours.
This fine dust appears to be dust of appearance. If cast into the air, it causes those within a 20- foot spread to fall into fits of sneezing and coughing. Those
saving throw are nonetheless
This normal-seeming disabledaby
dust is actually choking
magic powder(treat as can
that stunned)
conceal forthe
5d4passage
rounds.of its possessor and his companions. Tossing a handful of this dust into
as many
This as a dozen
weapon commonlymen functions
and horsesastoa be +2obliterated
warhammer. for In
250
thefeet backofinto
hands the distance.
a dwarf, The results
the warhammer of an
gains theadditional
dust are instantaneous,
+1 enhancement andbonus
no magical
(for a aura
totalling
enh
This appears to be a typical arrow container capable of holding about twenty arrows. It has three distinct portions, each with a nondimensional space allow
the
Thissame
itemgeneral size fashioned
is typically and shape of as brass
a javelin. The third
or bronze, withand longest
a lead portion
stopper of the
bearing case contains
special seals. A asthinmany
stream as six objectsisofoften
of smoke the same general from
seen issuing size and shape
it. The botta
chance (91–100) that the efreeti of the bottle grants three wishes. In either case, the efreeti afterward disappears forever.
This gem contains a conjuration spell attuned to a specific Elemental Plane (Air, Earth, Fire, or Water). When the gem is crushed, smashed, or broken (a s The other 80% of the time (11–90
Air
Thiselemental gemsbestows
strange elixir are transparent,
upon theearth elemental
drinker the abilitygems are light
to spit goutsbrown, fireHe
of flame. elemental gemsfire
can breathe areupreddish
to three orange,
times,and
eachwater
timeelemental
dealing 4d6 gems are blue-gree
points of fire da
A character drinking this liquid gains an intuitive ability to hide (+10 competence bonus on Hide checks for 1 hour).
This sweet-tasting liquid causes the character drinking it to become charmed with the first creature she sees after consuming the draft (as charm person—t
This draught of liquid grants the drinker the ability to walk softly and dampens sound around her slightly, granting a +10 competence bonus on Move Sile
This elixir bestows swimming ability. An almost imperceptible magic sheath surrounds the drinker, allowing him to glide through the water easily (+10 co
This elixir forces the individual drinking it to say nothing but the truth for 10 minutes (Will DC 13 negates). She is compelled to answer any questions put
particular
Drinking this question. No more
elixir grants thethan one question
imbiber the abilitycan
to be asked
notice eachdetails
acute round.with
Thisgreat
is a accuracy
mind-affecting compulsion bonus
(+10 competence enchantment.
on Search checks for 1 hour).
This metal urn is identical in appearance to an efreeti bottle, except that it does nothing but smoke. The amount of smoke is great if the stopper is pulled ou
filled until
These the eversmoking
two crystal bottlethe
lenses fit over is user’s
stoppered.
eyes.TheThebottle
wearermust be resealed
is able by a command
to use charm person (one word, after
target perwhich
round) themerely
smokebydissipates
meeting normally. A moderate
a target’s gaze. Those fa w
These crystal lenses fit over the user’s eyes, enabling him to cast doom upon those around him (one target per round) as a gaze attack, except that the wear
However,
These items if the
are wearer
made ofhas both crystal
special lenses, and
he gains thethe
fit over additional
eyes of power of a continual
the wearer. They allow deathwatch
her to useeffect and can use
a petrification gaze fear (Will(Fortitude
attack DC 16 partial)
DC 19asnegates)
a normal forg
These items are made of special crystal and fit over the eyes of the wearer. These lenses grant a +5 competence bonus on Spot checks. Wearing only one o
normally at any
Each of these time,is or
items wear feather
a small both lenses
that to
hasend or avoid
a power the dizziness.
to suit a special need. Each token is usable once.Anchor: A token useful to moor a craft in water so
Each of these items is a small feather that has a power to suit a special need. Each token is usable once. Bird: A token that can be used to deliver a small w
Each of these items is a small feather that has a power to suit a special need. Each token is usable once. Fan: A token that forms a huge flapping fan, causi
wave
Each ofsize in aitems
these stormisisanot affected).
small feather The
that fan
has can be used
a power for up
to suit to 8 hours.
a special need.ItEach
doestoken
not function
is usableononce.
land.Swan Boat: A token that forms a swanlike boat cap
Each of these items is a small feather that has a power to suit a special need. Each token is usable once. Tree: A token that causes a great oak to spring into
Each of these items is a small feather that has a power to suit a special need. Each token is usable once. Whip: A token that forms into a huge leather whip
attackof(with
Each a +15 attack
the several kinds bonus) if it hits.
of figurines The whippower
of wondrous lasts no longertothan
appears be a1 miniature
hour. statuette of a creature an inch or so high (with one exception). When th
understands
Each Common
of the several but of
kinds does not speak.
figurines If a figurine
of wondrous powerof wondrous
appears topower is brokenstatuette
be a miniature or destroyed in its statuette
of a creature an inchform,
or soithigh
is forever ruined.
(with one All magic
exception). is lost
When th
item can be used
understands Common twicebutperdoes
weeknotforspeak.
up to If
6 hours
a per use.
figurine of When 6 hours
wondrous power have
is passedorordestroyed
broken when theincommand
its word
statuette is spoken,
form, it is the bronze
forever ruined. griffon
All onceisagain
magic lost
Each of the several kinds of figurines of wondrous power appears to be a miniature statuette of a creature an inch or so high (with one exception). When th
The item canCommon
understands be used three
but of times
does notper weekIffor
speak. up to 12ofhours
a figurine per use. When is 12 hoursorhave passedinoritswhen the command isword is spoken, the
All ebony fly aga
Each of the several kinds figurines of wondrous power wondrous
appears topower broken
be a miniature destroyed
statuette of a creaturestatuette
an inchform,
or soithigh forever ruined.
(with one magic
exception). is lost
When th
brought backCommon
understands from statuette
but of form
does notforspeak.
one full
If aweek. Otherwise,
figurine of wondrousthey can beisused onceorper day for in
upits
to statuette
1 hour. They enlarge and shrink upon
All speaking the
Each of the several kinds figurines of wondrous power appears topower broken
be a miniature destroyed
statuette of a creature an inchform,
or soithigh
is forever ruined.
(with one magic
exception). is lost
When th
different function
understands Common (see but
comments):
does not speak. If a figurine of wondrous
Each of the several kinds of figurines of wondrous power appears topower is brokenstatuette
be a miniature or destroyed in its statuette
of a creature an inchform,
or soithigh
is forever ruined.
(with one All magic
exception). is lost
When th
command
understands word,
Commona marble elephant
but of
does grows If
not speak. to athe size and
figurine of specifications
wondrous of aistrue elephant. The animal
in itscreated from theitstatuette is ruined.
fully obedient to the fig
Each of the several kinds figurines of wondrous power appears topower broken
be a miniature or destroyed
statuette of a creaturestatuette
an inchform,
or so highis forever
(with one All magic
exception). is lost
When th
resembles
understands some form of
Common but quadruped.
does not On command,
speak. If a the of
figurine near-formless
wondrous piece isofbroken
power obsidianor becomes
destroyed a in
fantastic
its mount.
statuette Treat
form, it it forever
is as a heavy warhorse
ruined. All with is
magic thelostfo
Each
planesofand
thethen
several kinds of statuette
figurinesform.
of wondrous powercan appears to be a miniature
week statuette of a creature an inch or so high (withNote
one exception). anWhen th
endowed
understandswith anreturn
Common
to its
Intelligence
but of
does ofnot
8, speak. The statuette
can communicate
If a figurine
be used
inofCommon,
wondrous andonce
has per
exceptional forolfactory
one continuous
and period
visual of up
abilities. to
(It24
has hours.
the scent that when
ability and addsobsidia
is+4lost
to
Each of the several kinds figurines of wondrous power appears topower is brokenstatuette
be a miniature or destroyed in its
of a creaturestatuette
an inchform,
or soithigh
is forever ruined.
(with one All magic
exception). When th
transformation
understands can takebut place once per day,If with a maximum duration of 8 iscontinuous hours. However, after three transformations into giant
Allowl form,lostthe
This is a +1 Common
flaming burst does not speak.
longsword. Once per a figurine
day, the ofsword
wondrous power
can blast forthbroken
a fieryorray
destroyed in itswithin
at any target statuette
30 form,
feet asitaisranged
forevertouch
ruined.
attack. magic
The rayis deal
10). Another command sends it off into the air, bearing a message just like a creature affected by an animal messenger spell. If not commanded to carry a
This item looks like an ordinary beaker, bottle, container, decanter, flask, or jug. It may contain a liquid, or it may emit smoke. When the flask is first unst
A golem manual contains information, incantations and magical power that help a character to craft a golem. The instructions therein grant a +5 competen
grants+3
This thefrost
character an increase
greatsword sheds to herascaster
light level
a torch for the
when the temperature
purpose of crafting a golem.
drops below 0°F.Any golem
At such builtit using
times cannota be
golem manualwhen
concealed does drawn,
not costnor
thecan
creator any
its light
level
also higherlasting
than normal for the purpose of crafting effects,
a flesh golem. The book supplies on
780a XP forcheck
the creation of a flesh golem.
This single metal gauntlet looks rusted and pitted but is actually quite powerful. Once per day, it can affect an object as with the rusting grasp spell. It alsot
dispel fire spells, but not instantaneous though you must succeed dispel (1d20 +14) against each spell to dispel it. The DC
These gauntlets may be of supple leather or heavy protective material suitable for use with armor. In the former instance, they appear to be gloves of Dexte
situation. At thatare
These gauntlets time,
made theofcurse
toughis activated.
leather with The wearer
iron studsbecomes fumble-fingered,
running across the back ofwith a 50%and
the hands chance eachThey
fingers. round of dropping
grant the wearer anything held in either
great strength, addinghan a
This crystal appears to be a long, rough prism. Upon utterance of a command word, the crystal emits bright light of one of three sorts. • One command wo
ranged
This touch
finely cutattack, and anystone
and polished creature struck by this beam
is indistinguishable fromis anblinded
ordinaryfor jewel
1d4 rounds unless it makes
in appearance. When it a DC 14 Fortitude
is gazed through,save.a gemThis use of enables
of seeing the gemthe expends
user to1
rounds. This use expends 5 charges. A newly created gem of brightness has 50 charges. When all its charges are expended, the gem becomes nonmagical.
This device is a simple leather glove. On command, one item held in the hand wearing the glove disappears. The item can weigh no more than 20 pounds
action. The item
Once snugly worn, is held
theseingloves
stasis seem
and shrunk
to meld down
withsothesmall
hands,within the palm
becoming of the
almost glove that
invisible. it cannot
Twice be seen.
per day, Spell durations
the wearer can act as areif henothad
suppressed,
the Snatchbut cont
Arrows
These thin leather gloves are very flexible and allow for delicate manipulation. They add to the wearer’s Dexterity score in the form of an enhancement bo
These thin leather gloves are very flexible and allow for delicate manipulation. They add to the wearer’s Dexterity score in the form of an enhancement bo
These thin leather gloves are very flexible and allow for delicate manipulation. They add to the wearer’s Dexterity score in the form of an enhancement bo
These apparently normal lightweight gloves grant a +5 competence bonus on Swim checks and Climb checks. Both gloves must be worn for the magic to
The lenses of this item are made of special crystal. When placed over the eyes of the wearer, the lenses enable her to see much better than normal at distan
The lenses of this item are made of dark crystal. Even though the lenses are opaque, when placed over the eyes of the wearer they enable him to see norma
This mummified human hand hangs by a leather cord around a character’s neck (taking up space as a magic necklace would). If a magic ring is placed on
use
Thisdaylight
mummified and see invisibility
elf hand hangs each
by a once
golden perchain
day. around a character’s neck (taking up space as a magic necklace would). It allows the wearer to utilize th
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 hardwar
weight.
This The largeis central
instrument a golden, portion of thecarved
intricately pack can contain
harp. Whenupplayed,
to 8 cubic feet orthe
it enables 80performer
pounds of to material.
work one Even when so(as
suggestion filled, the backpack
the spell, Will DCalways weighsinto
14 negates) onlt
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 retr
This apparently normal hat allows its wearer to alter her appearance as with a disguise self spell. As part of the disguise, the hat can be changed to appear a
This device is a light cord with a small gem set so that it rests upon the forehead of the wearer. The headband adds to the wearer’s Intelligence score in the
This device is a light cord with a small gem set so that it rests upon the forehead of the wearer. The headband adds to the wearer’s Intelligence score in the
This device is a light cord with a small gem set so that it rests upon the forehead of the wearer. The headband adds to the wearer’s Intelligence score in the
This normal-looking helm takes its true form and manifests its powers when the user dons it and speaks the command word. Made of brilliant silver and po
crownlike,
Appearing as gem-tipped
a normal spikes.
helmet,The jewels’
a helm functions are
of comprehend as follows:
languages and• read
Diamond:
magicPrismatic
grants its spray
wearer(save DC 20)to•understand
the ability Ruby: Wallthe of fire
spoken• Fire opal:ofFireball
words any creatu(10
when
text activated.
does not • It emanates
necessarily imply a spell
bluishuse.light when undead are within 30 feet. This light causes 1d6 points of damage per round to all such creatures within t
This
roundmetal
to takehateffect.
looks •likeThea helm
typical helmet.resistance
provides When placed upon
to fire 30.the
Thishead, however,
protection doesitsnot
curse immediately
stack with similar takes effect (Will
protection fromDC 15sources.
other negates).Once
On aallfailed save
its jewels
mental
The weareras well
canasuse moral,
detectand the individual
thoughts changed by the
at will. Furthermore, hemagic
can send thoroughly
a telepathic enjoys his new
message to outlook.
anyone whoseA character
surfacewho succeeds
thoughts he isonreading
his save can continue
(allowing two-w t
by donning the helmet a second time. Only a wish or a miracle can restore former alignment, and the affected individual does not make any attempt to retu
A character When
obliterated. wearing this device
a helm may teleport
of opposite alignment three
hastimes per day,
functioned exactly
once, as ifitshemagical
it loses had cast the spell of the same name.
properties.
The wearer of this helmet can see underwater. Drawing the small lenses in compartments on either side into position before the wearer’s eyes activates the
spoken,
This +2 thecoldhelm
ironoflongsword
underwater action acreates
becomes +5 holy a globe of airlongsword
cold iron around theinwearer’s
the handshead of aand maintains
paladin. it untilspell
It provides the command
resistancewordof 5 +isthe
spoken again,level
paladin’s enabling
to theh
versions of greater dispel magic.)
This horn appears to be a normal trumpet. It can be sounded as a normal horn, but if the command word is spoken and the instrument is then played, it dea
points
This hornof sonic damage,
functions as a with
hornno of save unless
blasting, they’re
except thatheld, worn,
it deals 10d6or points
carriedofbysoniccreatures (Will
damage, DC creatures
stuns 16 negates).for If a horn and
1 round, of blasting
deafensisthem usedfor
magically
4d6 rounds more(a
chance of exploding.
This small bugle allows its possessor to blow forth a thick cloud of heavy fog similar to that of an obscuring mist spell. The fog covers a 10-foot square ne
foghorn-like
This trumpet noise,adaptswithitselfthe
to note dropping
its owner, so itabruptly
producestoeither
a lower register
a good or anat evil
the end of each
effect blast. on
depending Thethefogowner’s
dissipates after 3 minutes.
alignment. If the ownerA moderate
is neitherwind
good (11+
nor me
hour.device
This The horn is acan
conchbe blown
shell thatonce
canperbeday.
blown once per day except by a triton which can sound it three times per day. A horn of the tritons can perform an
or 1d10
This magicsea instrument
lions (81–100) comes if the character
in four is inEach
varieties. a body of water
appears in normal
to be which such untilcreatures
someonedwell.
speaksThe creatures are
its command friendly
word and obey,
and blows to the
the horn. bestthe
Then of horn
their sum
abil
for 3d6
level rounds. Any sounding ofuses
a horn of the tritons can bedoesn’t
heard by all the
tritons within a is
3-mile radius.
This magic instrument comes in four varieties. Each appears to be normal until someone speaks its command word and blows the horn. Then the horn sumb
spells. Any character who a horn of Valhalla but have prerequisite attacked by the barbarians she herself summoned. Summoned
until 1 hour
weapons has bardic
elapsed,
or instrument
has whichever comes
music first.
This magic comesability.
in four Any character
varieties. Eachwho usesto
appears a horn of Valhalla
be normal but doesn’t
until someone haveitsthe
speaks prerequisite
command wordisand
attacked
blowsbythethehorn.
barbarians
Then the shehorn
herself
sum
opponentsorare
weapons has slain or until
bardic music 1 ability.
hour hasAny elapsed, whichever
character who comes
uses a first.
horn of Valhalla but doesn’t have the prerequisite is attacked by the barbarians she herself
This magic instrument comes in four varieties. Each appears to be normal until someone speaks its command word and blows the horn. Then the horn sum
opponents
peoplefour are slain
(though or untilto1be);hour has arrive
elapsed, whichever comes first. for barbarians. They attack anyone the possessor of the horn commands them to f
These iron they
shoesseemare affixed theylike normalwith the starting
horseshoes. They equipment
allow a horse to travel without actually touching the ground. The horse must still run above
land speed.
These All four
iron shoes comeshoes mustofbe
in sets worn
four likebyordinary
the same animal forWhen
horseshoes. the magic
affixedto beto effective.
an animal’s hooves, they increase the animal’s base land speed by 30 feet
This small rectangular block of sweet smelling incense is visually indistinguishable from nonmagical incense until lit. When it is burning, the special fragr
the incense
These enables
blocks him to
of incense prepare
appear allincense
to be his spells
of as though affected
meditation. by the and
If meditation Maximize
prayer Spell feat. However,
are conducted all the spells
while incense preparedisinburning
of obsession this way are at its
nearby, their nora
odor
obsessed with her abilities and spells until all have been used or cast, or until 24 hours have elapsed.
This metal cube is small, but when activated by speaking a command word it grows to form a tower 20 feet square and 30 feet high, with arrow slits on all
fortress—even knock
Sustains creature spells
without can’t
food or open
water.the door.
Ioun The have
stones adamantine
AC 24, walls
10 hitofpoints,
instantand
fortress have5.100 hit points and hardness 20. The fortress cannot be repai
hardness
nearby (except the owner) must be careful not to be caught by the fortress’s sudden growth. Anyone so caught takes 10d10 points of damage (Reflex DC 1
Alertness (as the feat). Ioun stones have AC 24, 10 hit points, and hardness 5.
+2 enhancement bonus to Dexterity. Ioun stones have AC 24, 10 hit points, and hardness 5.
+1 insight bonus to AC. Ioun stones have AC 24, 10 hit points, and hardness 5.
+2 enhancement bonus to Wisdom. Ioun stones have AC 24, 10 hit points, and hardness 5.
Sustains creature without air. Ioun stones have AC 24, 10 hit points, and hardness 5.
Absorbs spells of 8th level or lower. After absorbing fifty spell levels, the stone burns out and turns dull gray, forever useless. Ioun stones have AC 24, 10
+1 caster level. Ioun stones have AC 24, 10 hit points, and hardness 5.
+2 enhancement bonus to Strength. Ioun stones have AC 24, 10 hit points, and hardness 5.
+1 competence bonus on attack rolls, saves, skill checks, and ability checks. Ioun stones have AC 24, 10 hit points, and hardness 5.
Absorbs spells of 4th level or lower. After absorbing twenty spell levels, the stone burns out and turns to dull gray, forever useless. Ioun stones have AC 2
Regenerate 1 point of damage per hour. Ioun stones have AC 24, 10 hit points, and hardness 5.
+2 enhancement bonus to Constitution. Ioun stones have AC 24, 10 hit points, and hardness 5.
+2 enhancement bonus to Charisma. Ioun stones have AC 24, 10 hit points, and hardness 5.
+2 enhancement bonus to Intelligence. Ioun stones have AC 24, 10 hit points, and hardness 5.
Stores three levels of spells, as a ring of spell storing. Ioun stones have AC 24, 10 hit points, and hardness 5.
When initially discovered, this very potent item appears to be a 3-inch-diameter rusty iron sphere with bandings on the globe. When the proper command
immobile
These special untilcontainers
the command word is spoken
are typically to bring
inlaid with runesthe
ofbands
silver into
and spherical
stopperedform by a again. The bearing
brass plug creatureacan sealbreak (and ruin)
engraved the bands
with sigils, withand
glyphs, a DC 30 Streng
special sym
contained.
A Loosing
golem manual the stopper
contains frees theincantations
information, captured creature. The command
and magical power thatwordhelpcan be giventoonly
a character once
craft per day.
a golem. TheIfinstructions
the individual freeing
therein theacaptured
grant creat
+5 competen
Any
grants attempt to force the same creature
the character into the flask
forathe
second timeofprovides it a +2 bonusAnyon its saving using
throw and makes it hostile. A newly discovered bo
This javelin becomesana increase to herbolt
5d6 lightning caster level
when thrown purpose
(Reflex DC 14 crafting
half ).aItgolem.
is consumed golem
in thebuilt
attack. a golem manual does not cost the creator any
four levels higher than normal for the purpose of crafting a iron golem. The book supplies 5,600 XP for the creation of a iron golem.
This lantern operates as a normal hooded lantern. While it is lit, it also reveals all invisible creatures and objects within 25 feet of it, just like the spell invis
This circular prism enables its user to detect minute details, granting a +5 bonus on Search checks. It also aids in following tracks, adding a +5 bonus on S
This +1 greataxe is favored by undead and constructs, who do not suffer its drawback. A life-drinker bestows two negative levels on its target whenever it
foe, it+2
This also bestows
heavy steel one negative
shield level on
is fashioned to the wielder.
appear to beAny negative
a roaring level
lion’s gained
head. Three bytimes
the wielder
per dayinasthis fashion
a free lasts
action, theforlion’s
1 hour.
head can be commanded to att
wielder.
This +2 short sword gives its possessor a +1 luck bonus on all saving throws. Its possessor also gains the power of good fortune, usable once per day. This
aThis luck+2blade
shortholds
sword1d4–1
giveswishes, minimum
its possessor a +10). When
luck theon
bonus lastallwish is used,
saving the Its
throws. sword remains
possessor alsoa +2
gainsshort
thesword,
power still grants
of good the +1usable
fortune, luck bonus, andday.
once per stillThis
gra
aThis luck+2blade holds 1d4–1 wishes, minimum 0). When the last wish is used, the sword remains a +2 short sword, still grants
short sword gives its possessor a +1 luck bonus on all saving throws. Its possessor also gains the power of good fortune, usable once per day. This the +1 luck bonus, and still gra
aThisluck+2blade holds 1d4–1 wishes, minimum 0). When the last wish is used, the sword remains a +2 short sword, still grants
short sword gives its possessor a +1 luck bonus on all saving throws. Its possessor also gains the power of good fortune, usable once per day. This the +1 luck bonus, and still gra
aIf luck
the proper chords are struck, a single use of this lyre negates any attacks made against all inanimate construction (walls, roof, floor, and so on) withingra
blade holds 1d4–1 wishes, minimum 0). When the last wish is used, the sword remains a +2 short sword, still grants the +1 luck bonus, and still 30
with +3
This respect
heavyto mace
building.
mustOnce a weekinits
be coated strings
blood everycanday,
be strummed
or its bonus so fades
as to produce
away (until chords that magically
the mace is coated construct
again). The buildings,
charactermines,
usingtunnels,
this maceditches, or w
must make
she must stop and cannot play the lyre again for this purpose until a week has passed.
This +3 adamantine heavy mace has a +5 enhancement bonus against constructs, and any critical hit dealt to a construct completely destroys it (no saving
On command, this +2 heavy mace causes the wielder’s clothes and appearance to transform into an illusion of darkest horror such that living creatures in a
This holy garment, worn over normal clothing, grants damage reduction 5/evil to the character wearing it.
This garment, worn over normal clothing or armor, grants the wearer spell resistance 21.
This thick tome contains tips on health and fitness, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a to
book.
This thick tome contains tips on health and fitness, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a to
book.
This thick tome contains tips on health and fitness, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a to
book.
This thick tome contains tips on health and fitness, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a to
book.
This thick tome contains tips on health and fitness, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a to
book.
This thick tome contains exercise descriptions and diet suggestions, but entwined within the words is a powerful magical effect. If anyone reads this book,
becomes
This thicka tome
normal book. exercise descriptions and diet suggestions, but entwined within the words is a powerful magical effect. If anyone reads this book,
contains
becomes a normal
This thick tome containsbook. exercise descriptions and diet suggestions, but entwined within the words is a powerful magical effect. If anyone reads this book,
becomes a normal
This thick tome containsbook. exercise descriptions and diet suggestions, but entwined within the words is a powerful magical effect. If anyone reads this book,
becomes a normal
This thick tome containsbook. exercise descriptions and diet suggestions, but entwined within the words is a powerful magical effect. If anyone reads this book,
becomes a normal
This thick tome containsbook. tips on coordination exercises and balance, but entwined within the words is a powerful magical effect. If anyone reads this book
becomes
This thicka tome
normal book. tips on coordination exercises and balance, but entwined within the words is a powerful magical effect. If anyone reads this book
contains
becomes
This thicka tome
normal book. tips on coordination exercises and balance, but entwined within the words is a powerful magical effect. If anyone reads this book
contains
becomes a normal
This thick tome containsbook. tips on coordination exercises and balance, but entwined within the words is a powerful magical effect. If anyone reads this book
becomes a normal
This thick tome containsbook. tips on coordination exercises and balance, but entwined within the words is a powerful magical effect. If anyone reads this book
becomes a normal
This ivory mask has book.
been fashioned into the likeness of a human skull. Once per day, after it has been worn for at least 1 hour, the mask can be loosed to f
target
This digging tool isDC
must make a 20 Fortitude
10 feet long. Anysave or be of
creature struck dead,
at least as ifsize
Huge affected
can use byita to
finger
loosenof or
death spell.
tumble If the
earth or target
earthensucceeds
ramparts on(ahis savingcube
10-foot throw, he neverthe
every 10 minut
This mallet is 8 feet long. If used as a weapon, it is the equivalent of a +3 greatclub and deals triple damage against inanimate objects. However, the wield
This device seems like a medallion of thoughts, even down to the range at which it functions, except that the thoughts overheard are muffled and distorted,
can
Thisseriously
appears to mislead any who
be a normal rely upon
pendant disk them. What’s
hung from worse,
a neck unknown
chain. Usually to fashioned
her, the cursed
from medallion
bronze, copper,actually broadcasts herthe
or nickel-silver, thoughts to creatures
medallion in weare
allows the the pa
This crystal device is usually about 4 feet square and framed in metal or wood. It can be hung or placed on a surface and then activated by giving a comma
make a DC 23 Will save or be trapped within the mirror in one of the cells. A creature not aware of the nature of the device always sees its own reflection.
trapped, it is taken bodily into the mirror. Size is not a factor, but constructs and undead are not trapped, nor are inanimate objects and other nonliving mat
powerless prisoner in conversation. Another command word frees the trapped creature. Each pair of command words is specific to each prisoner. If the mi
This mirror resembles an ordinary looking glass 5 feet tall by 2 feet wide. The possessor who knows the proper commands can cause it to perform as follo
other planes
This item if the viewer
resembles is sufficiently
a normal mirror about familiar
4 feetwith
longthem.
and 3•feet
Usewide.
it as aItportal
can betohung
visit or
other places.
placed on aThe user and
surface firstthen
views the place
activated bywith the clairvoyance
speaking a command fuw
portal closes.
possessions The portal
and powers closes
of its on its
original own after
(including 24 hours (trapping
magic). full
Upon the
the can user
defeat if she’s still
or destruction in the
of herother
either place),
the and
duplicate the
or user can also
the original, close it with
the duplicate a command
and her items w
d
As a free action, the wearer of this fine set of +1 mithral plate activate it, enabling to act as though affected by a haste
accurately answers one short question regarding a creature whose image is shown on its surface (giving answers similar to those from the legend lore spell spell for up to 10 round
maximum Dexterity bonus of +3, and an armor check penalty of –3. It is considered medium armor and weighs 25 pounds.
This necklace is a heavy chain with a platinum medallion. The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all ha
This device appears to be nothing but beads on a string, sometimes with the ends tied together to form a necklace. (It does not count as an item worn aroun
spheres are detachable
This device by nothing
appears to be the wearer but(and
beadsonly
on by the wearer),
a string, sometimes who with
can easily
the endshurltied
onetogether
of themtoupformto 70 feet. When(Itadoes
a necklace. spherenotarrives
count atas the end of
an item its trajec
worn aroun
deals. Each
spheres are necklace ofby
detachable fireballs
the contains
wearer (and aonly
combination
by the of spheres
wearer), who of
canvarious
easily strengths.
hurl one Some
of them traditional
up to 70 combinations,
feet. When a designated
sphere arrives types
at the I end
through
of itsVII, ar
trajec
This device
remaining appears
spheres to be
detonate nothing but beads
simultaneously, on a string, sometimes
often with regrettable with the
consequences ends tied together
for the wearer. to form a necklace.
Type I, 1x5d6, (It does not count as an item
2x3d6 designated types I through VII, worn aroun
deals.
spheresEach necklace
are detachable of fireballs
by nothing contains
the wearer a combination of spheres of various strengths. Some traditional combinations, ar
This device
remaining appearsdetonate
spheres to be but(and
beads
simultaneously,
only
on by the wearer),
a string,
often sometimes
with regrettable
who with
can easily
the ends
consequences
hurltied
onetogether
for the
of themtoupform
wearer.Type
to 70 feet. When(Itadoes
II,a 1x6d6,
necklace. sphere
2x4d6, 2x2d6 notarrives
count atas the end of
an item its trajec
worn aroun
deals.
spheresEach necklace
are detachable of fireballs
by nothing contains
the wearer a combination of spheres of various strengths. Some traditional combinations, designated types I through VII, ar
This device
remaining appearsdetonate
spheres to be but(and
beads
simultaneously,
only
on by the wearer),
a string,
often sometimes
with regrettable
who with
can easily
the ends
consequences
hurltied
onetogether
for the
of themtoupform
wearer.
to 70 feet. When(Itadoes
a necklace.
Type III, 1x7d6,
spherenotarrives
2x5d6, designated
4x3d6 count atas the end of
an item its trajec
worn aroun
deals.
spheresEach necklace
are detachable of fireballs
by nothing contains
the wearer a combination of spheres of various strengths. Some traditional combinations, types I through VII, ar
This device
remaining appearsdetonate
spheres to be but(and
beads
simultaneously,
only
on by the wearer),
a string,
often sometimes
with regrettable
who with
can easily
the ends
consequences
hurltied
onetogether
for the
of themtoupform
wearer.
to 70
Type IV,
feet. When(Itadoes
a necklace. spherenotarrives
1x8d6, 2x6d6, designated
2x4d6, count
4x2d6
at
as the end of
an item its trajec
worn aroun
deals.
spheresEach necklace
are detachable of fireballs
by nothing contains
the wearer a combination of spheres of various strengths. Some traditional combinations, types I through VII, ar
This device
remaining appearsdetonate
spheres to be but(and
beads
simultaneously,
only
on by
often
the wearer),
a string,
with sometimes
regrettable
who with
can easily
the ends
consequences
hurltied
for
onetogether
the
of themtoupform
wearer.
to 70
Type
feet. When(Itadoes
a necklace.
V, 1x9d6, 2x7d6,
spherenotarrives
2x5d6, count
2x3d6
at
as the end of
an item its trajec
worn aroun
deals. Each
spheres necklace ofby
are of
detachable fireballs contains
theappears
wearer (and a combination of spheres of various
easily strengths.
one ofSome traditional combinations, designated types I through
of itsVII, ar
A necklace
remaining strangulation to be aonly
rare by thewondrous
oftenand
wearer), who
piece can
of valuable hurl
jewelry them
and, up to
short 70
ofVI feet.
use When
the1x10d6, a sphere
of something asarrives
powerfulat the
as aend
miracle trajec
or a w
deals.
and Eachspheres
remains necklace
clasped
detonate
around
simultaneously,
of fireballs
the containsthroat
victim’s
with regrettable
a combination
even afterofhis
spheres
death.
consequences
of various
Only when
for
he
the wearer.Type
strengths.
has Some traditional
decayed to a dry skeleton
2x8d6, designated
combinations,
(after
2x6d6, 4x4d6
approximately types
one Imonth)
throughdoesVII,the
ar
This net provides
remaining spheresadetonate
+3 bonussimultaneously,
on attack rolls often
but can only
with be used underwater,
regrettable consequences thusformaking it a somewhat
the wearer. Type VII useful
1x10d6item rather
2x9d6, than what
2x7d6, 2x5d6, most would really ca
2x3d6
This longsword always performs as a +2 longsword, but it also has the power to draw the life force from an opponent. It can do this nine times before the
critical hits. The
These magic victim is
emulsions entitled
enable to possessor
their a DC 20 Fortitude
to create save
actual,to permanent
avoid death. If the simply
objects save is by
successful,
depictingthe sword’s
their form indeath-dealing
two dimensions. abilityThedoes not function,
pigments are appn
disappear
object when the it
sword is no longer wielded. These negative levels never result in actual level loss, butcanthey cannot beCreatures
overcomecan’tin any way (including
Of elven make, this white +2 composite longbow (+2 Str bonus) whispers “Swift defeat to my enemies” in Elven when nocked and pulled. Once perThe
by depicting two-dimensionally over a 100-square-foot surface. Only normal, inanimate objects be created. be created. day,pii
metals,
from it gems,
deal anjewelry, ivory,
additional 2d6 and so on—
points of appear(and
damage to bex4valuable
on a but are
critical hit really
instead made
of theofnormal
tin, lead, paste,
x3). brass, the
However, bone,
bowandis other
treated such
as inexpensive
only a materials.
masterwork weap T
This glass sphere is 8 inches in diameter. The possessor can call forth all manner of weather, even supernaturally destructive storms. Once per day she can
the wielder of the oathbow, whichever comes first. The oathbow may only have one sworn enemy at a time. Once the wielder swears to slay a target, he ca
This
passedseemingly
from the normal
time hepearl
madeofthe average
oath. size and luster is a potent aid to all spellcasters who prepare spells (clerics, druids, rangers, paladins, and wizards)
depending
This on the
seemingly pearl. pearl
normal Different pearls size
of average existand
for luster
recalling
is aone spell
potent aidper
to day of each level
all spellcasters whofrom 1st through
prepare 9th and for
spells (clerics, the recall
druids, of two
rangers, spellsand
paladins, per wizards)
day (eac
depending
This on the
seemingly pearl. pearl
normal Different pearls size
of average existand
for luster
recalling
is aone spell
potent aidper
to day of each level
all spellcasters whofrom 1st through
prepare 9th and for
spells (clerics, the recall
druids, of two
rangers, spellsand
paladins, per wizards)
day (eac
depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall
This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells (clerics, druids, rangers, paladins, and wizards) of two spells per day (eac
depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall
This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells (clerics, druids, rangers, paladins, and wizards) of two spells per day (eac
depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall
This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells (clerics, druids, rangers, paladins, and wizards) of two spells per day (eac
depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall
This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells (clerics, druids, rangers, paladins, and wizards) of two spells per day (eac
depending
This on the
seemingly pearl. pearl
normal Different pearls size
of average existand
for luster
recalling
is aone spell
potent aidper
to day of each level
all spellcasters whofrom 1st through
prepare 9th and for
spells (clerics, the recall
druids, of two
rangers, spellsand
paladins, per wizards)
day (eac
depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall
This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells (clerics, druids, rangers, paladins, and wizards) of two spells per day (eac
depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall
This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells (clerics, druids, rangers, paladins, and wizards) of two spells per day (eac
depending
This normal-seeming pearl is beautiful and worth at least 1,000 gp on that basis alone. If it is clasped firmly in hand or held to the breast while theday
on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per (eac
possess
act underwater without hindrance.
This engraved gem appears to be of little value. If any character keeps the periapt in her possession for more than 24 hours, she contracts a terrible rotting
miracle,
The wearerlimited wish,
of this blueorgem
wishonspell. Thechain
a silver rotting
is can also be
immune countered
to disease, by crushing
including a periaptdiseases.
supernatural of health and sprinkling its dust upon the afflicted character (a
This item is a brilliant-cut black gem on a delicate silver chain. The wearer is immune to poison, although poisons still active when the periapt is first donn
Although it appears to be a normal pearl on a light chain, a periapt of wisdom actually increases the possessor’s Wisdom score in the form of an enhancem
Although it appears to be a normal pearl on a light chain, a periapt of wisdom actually increases the possessor’s Wisdom score in the form of an enhancem
Although it appears to be a normal pearl on a light chain, a periapt of wisdom actually increases the possessor’s Wisdom score in the form of an enhancem
This stone is bright red and dangles on a gold chain. The wearer of this periapt automatically becomes stable if his hit points drop to between –1 and –9 in
to damage
This item isfrom bleeding
a small that causesreligious
box containing Constitution loss,affixed
scripture such astothat dealt by
a leather corda wounding weapon.
and tied around the forehead. There is no mundane way to determine what f
this information prior to performing such an action or becoming associated with
This item is a boon to any character able to turn undead, allowing him to do so as if his class level such an item if he were
takesfour
a moment
levels to contemplate
higher the act.is.
than it actually
This magic item appears to be a small set of pan pipes. When played by a person who succeeds on a DC 15 Perform (wind instruments) check, the pipes c
day.
These appear to be like any other standard set of pipes with nothing to reveal their true nature. When played by someone who succeeds on a DC 15 Perfor
are
When stricken
playedbybyintense pain atwho
a character even
hasthe
theslightest
Performnoise.
(windUnless a character
instruments) skill,isthese
in a totally silent aarea,
pipes create she of
variety takes 1d4 points
sounds. of damage
The figment perare
sounds round
the for 2d4 round
equivalent of
(see the bestow curse spell).
These wooden pipes appear ordinary, but if the possessor learns the proper tune, he can attract 1d3 rat swarms if rats are within 400 feet. For each 50-foot
piper’s
This +1telepathic
full plate commands
is decoratedsowithlonga as he continues
wave to play.
and fish motif. TheFailure
wearerindicates
of platethat theyofturn
armor on theispiper.
the deep treatedIfas
forunarmored
any reasonfor thepurposes
piper ceases playing,
of Swim the rat
checks. Th
required each round to maintain it if the other creature is actively seeking to reassert its control.
A portable hole is a circle of cloth spun from the webs of a phase spider interwoven with strands of ether and beams of starlight. When opened fully, a por
or outpotion
This by simply taking
has lost hold beneficial
its once of the edges of the abilities
magical cloth andandfolding it up. Either
has become a potent way, the entrance
poison. disappears,
The imbiber but anything
must make a DC 16inside the hole
Fortitude saveremains. The only
or take 1d10 poin
opens on its own particular nondimensional space. If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in that place. Both t
Three times per day, this +2 wounding rapier allows
portable hole and bag of holding being destroyed in the process. the wielder to make a touch attack with the weapon that deals 1d6 points of Constitution damage by d
A jar of this unguent is 3 inches in diameter and 1 inch deep and contains five applications. Placed upon a poisoned wound or swallowed, the ointment det
This +2 hide armor is made from rhinoceros hide. In addition to granting a +2 enhancement bonus to AC, it has a –1 armor check penalty and deals an add
These always come in pairs—two iron rings, each about 18 inches in diameter. The rings must be on the same plane of existence and within 100 miles of e
for
All instantaneous transport of
four kinds of elemental items orrings
command messages, andpowerful.
are very even attacks.
EachAappears
character cannothing
to be reach through
more thanto grab things
a lesser nearring
magic the until
otherfully
ring,activated
or even stab a weapona
(by meeting
Tiny, Diminutive,
Elementals of the or Fine
plane to size
whichcanthe
pass
ringthrough
is easily.
attuned can’tEach ringthe
attack haswearer,
a “entry or side”
even and an “exit
approach side,”
within 5 bothofmarked
feet him. If with
the appropriate
wearer symbols.
desires, he may forego thi
On command, this ring affects an animal as if the wearer had cast charm animal.
which the ring is attuned who attack the wearer take a –1 penalty on their attack rolls. The ring wearer makes applicable saving throws from the extraplana
may not have. The wearer of the ring is able to converse with creatures from the plane to which his ring is attuned. These creatures recognize that he wears
On command, this ring makes the wearer blink, as with the blink spell.
As a free action, the wearer of this ring can gain the ability to magically blend in with the surroundings. This provides a +10 competence bonus on her Hid
This ring is actually a magic leather cord that ties around a finger. It continually grants the wearer a +5 competence bonus on Climb checks.
As climbing, except it grants a +10 competence bonus on its wearer’s Climb checks.
This ring operates exactly like a ring of feather falling. However, it also makes the wearer clumsy. She takes a –4 penalty to Dexterity and has a 20% chan
This ring might seem to be a ring of spell storing upon first examination. However, while it allows a single spell of 1st through 6th level to be cast into it,
the
Onespell
of the castmanywithin theofring
rings is gone.
fable, A new ring
this “genie” spellis(or
mostthe useful
same one as before)
indeed. It servesmay asbe placed gate
a special in it again.
by means of which a specific djinni can be called from th
djinni
All fourof kinds
the ring is ever killed,
of elemental the ring
command becomes
rings are verynonmagical
powerful.and Eachworthless.
appears to be nothing more than a lesser magic ring until fully activated (by meeting a
Elementals
This reddishofiron the ring
planecontinually
to which the ring isthe
protects attuned
wearercan’tfromattack
damagethe from
wearer,oneortype
evenofapproach withincold,
energy—acid, 5 feetelectricity,
of him. Iffire,
the wearer
or sonicdesires,
(chosenhebymaytheforego
creatorthi of
which
of the ring is attuned who attack the wearer take a –1 penalty on their attack rolls. The ring wearer makes applicable saving throws from the extraplana
resistance.
This
may notreddish
have.ironThering continually
wearer of the ringprotects
is ablethetowearer
converse from damage
with fromfrom
creatures one thetypeplane
of energy—acid,
to which his ring cold,iselectricity, fire, or
attuned. These sonic (chosen
creatures by the
recognize thatcreator
he wears of
resistance.
This reddish iron ring continually protects the wearer from damage from one type of energy—acid, cold, electricity, fire, or sonic (chosen by the creator of
resistance.
This ring continually grants the wearer the ability to avoid damage as if she had evasion. Whenever she makes a Reflex saving throw to determine whethe
This ring is crafted with a feather pattern all around its edge. It acts exactly like a feather fall spell, activated immediately if the wearer falls more than 5 fe
All four kinds of elemental command rings are very powerful. Each appears to be nothing more than a lesser magic ring until fully activated (by meeting a
Elementals
An iron band, of the
thisplane
simpletoring
which the ringaisshield-sized
generates attuned can’t (andattack the wearer,wall
shield-shaped) or even approach
of force within
that stays 5 feet
with the of him.
ring andIfcan
thebe
wearer desires,
wielded by thehewearer
may forego
as if itthiw
which the ring is attuned who attack the wearer take a –1 penalty on their attack rolls. The ring wearer makes applicable saving throws from the extraplana
This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.
may not have. The wearer of the ring is able to converse with creatures from the plane to which his ring is attuned. These creatures recognize that he wears
These curious rings always come in pairs. A friend shield ring without its mate is useless. Either wearer of one of a pair of the rings can, at any time, comm
By activating this simple silver ring, the wearer can benefit from invisibility, as the spell.
This ring continually allows the wearer to leap about, providing a +5 competence bonus on all his Jump checks.
As jumping, except it grants a +10 competence bonus on its wearer’s Jump check.
This ring is usually of fine workmanship and wrought from heavy gold. The wearer is continually immune to detect thoughts, discern lies, and any attemp
This ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC.
This ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC.
This ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC.
This ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC.
This ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC.
The ring of the ram is an ornate ring forged of hard metal, usually iron or an iron alloy. It has the head of a ram as its device. The wearer can command the
used, or 3d6gold
This white points
ringifcontinually
3 charges (the maximum)
allows a living are used.
wearer toTreat
heal 1this as aofranged
point damage attack with every
per level a 50-foothourmaximum
rather than range
every and no (This
day. penalties forcannot
ability distance.be Theaidedfo
expended,
damage or +2
taken if 3 wearing
while charges arethe expended.
ring is In addition to its attack mode, the ring of the ram also has the power to open doors as if it were a character with
regenerated.
This ring has
expended, thetworingmodes
becomes of operation,
a nonmagical one item.
for being in shadowy darkness or outdoors at night and a second one when the wearer is underground or indoor
(special,
As the minoroncering per night)
of spell• Shooting stars (special,
storing, except it holds up three per week)
to five levels The first special function, ball lightning, releases one to four balls of lightning (ring wea
of spells.
moved at 120 feet per round. Each sphere is about 3 feet in diameter, and any creature who comes within 5 feet of one causes its charge to dissipate, taking
As the minor ring of spell storing, except it holds up to ten levels of spells.
activated, the balls can be released at any time before the sun rises. (Multiple balls can be released in the same round.) The second special function produc
A minor ring of spell storing contains up to three levels of spells that the wearer can cast. Each spell has a caster level equal to the minimum level needed
time
Up tofor the times
three ring isper same
dayasonthe casting time
command, this for the relevant
simple platinumspell,
bandwith a minimum
automatically of 1 standard
reflects the nextaction. For aofrandomly
nine levels generated
spells cast ring, treat
at the wearer, it asasa ifscroll
exactly spellt
any spells into the ring, so long as the total spell levels do not add up to more than three. Metamagic versions of spells take up storage space equal to their
This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2
This silver ring has a wave pattern etched into the band. It continually grants the wearer a +5 competence bonus on Swim checks.
As swimming, except it grants a +10 competence bonus on its wearer’s Swim checks.
This ring allows the caster to use the spell telekinesis on command.
This ring is set with three rubies. Each ruby stores a wish spell, activated by the ring. When a wish is used, that ruby disappears. For a randomly generated
All four kinds of elemental command rings are very powerful. Each appears to be nothing more than a lesser magic ring until fully activated (by meeting a
Elementals
This ring, set ofwith
the plane to which
an opal, allowsthe thering is attuned
wearer can’t attack
to continually thethe
utilize wearer,
effectsorofeven
the approach
spell water within
walk.5 feet of him. If the wearer desires, he may forego thi
which the ring is attuned who attack the wearer take a –1 penalty on their attack rolls. The ring wearer makes applicable saving throws from the extraplana
This
may notspecial
have. ring
The comes
wearerin of
fourthekinds
ring (ring
is ableoftowizardry
converseI,withring creatures
of wizardry fromII, the
ringplane
of wizardry
to which III,hisand ring
ring of wizardry
is attuned. TheseIV),creatures
all of them useful only
recognize that heto wears
arcan
This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcan
This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcan
This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcan
On command, this ring gives its possessor the ability to see into and through solid matter. Vision range is 20 feet, with the viewer seeing as if he were look
ring
When is this
physically
robe is exhausting, causingintuitively
put on, the wearer the wearerknows 1 point of the
that Constitution
garment has damage per minute
very special after theAfirst
properties. robe10ofminutes
blendingofenables
use in aitssingle
wearerday.
to appear to be p
see him
This handynormally.
item functions much like a robe of useful items for the serious necromancer. It appears to be an unremarkable robe, but a character who dons it
each round. Detaching
This valuable a figure to
garment appears causes it to become
be a normal an actual
robe until undead
it is put creature
on. Its wearer(see the to
is able listsee
below).
in all The skeleton
directions or zombie
at the is not under
same moment due tothe control
scores of the wm
of visible,
commoner
and Spot skeleton
checks. She • Medium
retains herwolf skeleton
Dexterity • Small
bonus to goblin
AC even zombie
when • Medium human
flat-footed, and shecommoner
can’t be zombie However,
flanked. • Medium she wolfiszombie
not able to avert her eyes or Intel
clos
A robe of powerlessness appears to be a magic robe of another sort. As soon as a character dons this garment, she takes a –10 penalty to Strength and
The wearer of this robe can cause the garment to display a shifting pattern of incredible hues, color after color cascading from the upper part of the robe to
the robe. The colors create the equivalent of a gaze attack with a 30-foot range. Those who look at the wearer are dazed for 1d4+1 rounds (Will DC 16 neg
reaches 50% (total concealment). The robe illuminates a 30-foot radius continuously. The effect can be used no more than a total of 10 rounds per day.
This garment is typically black or dark blue and embroidered with small white or silver stars. The robe has three magical powers. • It enables its wearer to
shuriken. The robe grants
This normal-appearing its wearer
garment can beproficiency
white (01–45 with on suchd%, weapons. Each shuriken
good alignment), gray disappears
(46–75, neither after good
it is used.
nor evil alignment), or black (76–100, evil alignm
resistance.
This appears If to
a white
be anrobe is donned robe,
unremarkable by anbut evila character,
character who she immediately
dons it notesgains that itthree negative
is adorned levels.
with smallThe clothreverse
patchesis true with respect
of various shapes. to Only
a blacktherobe
wearerdonn o
as the garment
useful items is worn
always has and
two cannot
each ofbethe
overcome
following in patches:
any way•(including
Dagger • restoration
Bullseye spells).
lantern (filled and lit) • Mirror (a highly polished 2-foot-by-4-foot steel mir
The wearer notices nothing unusual when the robe is donned, other than that it offers great magical defense (as a cloak of protection +4). However, as soo
items
must of theall
cease same kind are permissible. toOnce removed, a patch cannot be replaced.
This rod acts asother activities
a magnet, in order
drawing spells scratch,
or spell-likeshift abilities
the robe,intoanditself.
generallyThe showmagicsigns absorbedof themust
extremebe a discomfort
single-targetcaused spell orbyathe raybites and movement
directed at either theofcht
spell’s energy. Absorption requires no action on the part of the user if the rod is in hand at the
This rod is indistinguishable from a +1 light mace. It has eight flanges on its macelike head. The rod bestows a +1 insight bonus on initiative checks. time. A running total of absorbed (and used) spell levelsIfshogr
greater than
ground, and the
the level
possessorof thewillsspellitthe
to wielder wants
alertness (a to cast,action),
standard that any thematerial
rod sensescomponents
any creaturerequired
within for120thefeet
spellwhobe present,
intends toand
harm thatthethepossessor.
rod be in hand At thewhen
sam
This
can dreaded
thereafter onlyrod is a bane
discharge to magic items,
any remaining for its touch drains an item of all magical properties. The item touched must make a DC 23 Will save to preven
the unfriendly
draining an item, creature
the rod oritself
creatures
becomes within thepotential
brittle 120-foot
and cannot
it radius.
might have.
be used These The
again.
rod cannot
effects
Drainedlast for be
10 recharged.
items minutes, Thethe
and
are only restorable
wielder
rodbycan knows
wishperform the this
rod’sfunction
or miracle.
remaining
(If a sphereonceabsorbing
per
of day. poten
Last,
annihilation
This
remain device pulsesfor
animated in11therounds.
wielder’s Thehand and perform
rod can points inthis
the function
direction of any
once percreature
day. or creatures hostile to the bearer of the device (nearest ones first). Thes
are within
Upon range. Theofrod
the command its can be usedthe
possessor, three
rodtimes
activates,eachchanging
day, eachfrom use lasting up to 10 minutes.
a normal-seeming rod to Activating
a +3 dire flail. the rodTheisdire
a standard
flail is aaction.
double weapon, which me
wielder can use a free action to cause the rod to grant her a +4 deflection bonus to
This rod can extinguish Medium or smaller nonmagical fires with simply a touch (a standard action). For the rod to be effective against Armor Class and a +4 resistance bonus on saving throwsotherforsorts
10 minutes
of fires
magic flames, such as those of a weapon or a fire creature, are suppressed for 6 rounds and flare
This rod is a flat iron bar with a small button on one end. When the button is pushed (a move action), the rod does not move from where it is, even if stayi up again after that time. To extinguish an instantaneous fi
of fire,
can extinguishing
support up to 8,000 thepounds
flames before
expends 2 charges
falling to the from
ground. the rod.
If a If the device
creature pushes is used
against upon an aimmovable
fire creature rod, (aitmelee
must touch
make attack),
a DC 30 itStrength
deals 6d6 points
check to of
movedam
This rod has functions that are spell-like, and it can also be used as a magic weapon of various sorts. It also has several more mundane uses. The rod of lor
functions
This rod pulsesof the in rodthecan each be hand
wielder’s used and
oncepoints
per day. to the• Hold person
largest massupon touch,
of metal if the30
within wielder so commands
feet. However, (Will DC
the wielder can14 negates). The
concentrate on awielder
specificmust metalchoose
or m
this
to power
thewielder is
largestcan a standard
cache first. action.
Each • Deal
operation 2d4 hit
requirespoints of damage
a full-round to
action. an opponent on a successful touch attack (Will DC 17 half ) and cure the wielder of a lik
The cast up to three spells per day that are empowered as though using the Empower
can be used as a +2 light mace. • When button 1 is pushed, the rod becomes a +1 flaming longsword. A blade springs from the ball, with the ball itself bec Spell feat.
The wielder can cast up to three spells per day that are empowered as though using the Empower Spell feat.
The wielder can cast up to three spells per day that are empowered as though using the Empower Spell feat.
The wielder can cast up to three spells per day that are enlarged as though using the Enlarge Spell feat.
The wielder can cast up to three spells per day that are enlarged as though using the Enlarge Spell feat.
The wielder can cast up to three spells per day that are enlarged as though using the Enlarge Spell feat.
The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat.
The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat.
The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat.
The wielder can cast up to three spells per day that are maximized as though using the Maximize Spell feat.
The wielder can cast up to three spells per day that are maximized as though using the Maximize Spell feat.
The wielder can cast up to three spells per day that are maximized as though using the Maximize Spell feat.
The wielder can cast up to three spells per day that are quickened as though using the Quicken Spell feat.
The wielder can cast up to three spells per day that are quickened as though using the Quicken Spell feat.
The wielder can cast up to three spells per day that are quickened as though using the Quicken Spell feat.
The wielder can cast up to three spells per day without verbal components as though using the Silent Spell feat.
The wielder can cast up to three spells per day without verbal components as though using the Silent Spell feat.
The wielder can cast up to three spells per day without verbal components as though using the Silent Spell feat.
This device negates the spell or spell-like function or functions of magic items. The wielder points the rod at the magic item, and a pale gray beam shoots
used
This roda ready action.
is longer Thenormal
than dispelrods.
checkItuses the rod’s
is about 4 feetcasterlong and levelweighs
(15th).10The target Ititem
pounds. getsasnoa saving
strikes +1/+1 throw, although
quarterstaff. theuser
If the rod can’t
throws negate
the rod artifacts
to the (even
ground
form.) The serpent returns to rod form (a full-round action) whenever the wielder desires,
This rod looks like a royal scepter worth at least 5,000 gp in materials and workmanship alone. The wielder can command the obedience and fealty or whenever it moves farther than 100 feet from the owner. of Ifcrea
th
creatures obey the wielder as if she were their absolute sovereign. Still, if the wielder gives a
This item creates a nondimensional space, a pocket paradise. There the rod’s possessor and as many as 199 other creatures can stay in complete safety for command that is contrary to the nature of the creatures comm
and vegetables
The possessor of only)
this are
rodin abundance.
gains The climatebonus
a +4 enhancement is comfortable
to her Charisma for all score
creatures for asinvolved.
long as Activating
she holds orthe rod (athe
carries standard action)
item. Once percauses
day, the therod
wielder
createsandan
rod. Unwilling
aConstructed
spell component, creatures
or the get
like,a DC
all 17 Will
the apparel save to negate the
immediately effect. If such
disappears. The a creature
same applies succeeds
if any onitits
of is save,
forcibly other creatures
taken from beyond
her. The that
value point
of in a chain
noble garb can
crea
returning
second to, of
special theniron hisset
power, body withissilver
usable once
rivets,
displacedper week.
this rod has
a sufficient
Upon
the properties
distance
command, to it
provide of athe
creates
+2space
a
light required
palatial
mace. Itsfor
tent—a
other
huge
magical
reentry.
pavilion Theofpowers
rod’s
silk
are as follows.
possessor
60 feet can dismiss
across.
• Thunder:
Inside thetent
the
Oncewhenever
effect
are
per day,
temporary
round.
This rod • Lightning:
strikes as aOnce
+2 per day,
heavy mace. whenOnce theper
wielder upon desires, a short spark of electricity
of the rodcan leap forth
that when the rodserpent
strikes foran opponent to During
deal thethisnormal
period
(including
of electricity anydamage
items that
still were
applies.taken Theout of the day,
wielder tent) disappear.
activates
command,
this power
the head
aspossessor
a free action,
becomes of an actual 10 minutes.
and it works if he strikes an opponent within 1 round. • Thunderclap: O
minute
A later (Fortitude
rod of withering acts DC 14
as a +1can negates).
light maceThe rod only functions if its is evil.
a standard action, the wielder cause thethat
roddeals
to shoot no hitoutpoint damage. Instead,
a 5-foot-wide lightningthe wielder
bolt deals 1d4
(9d6 points points of damage,
of electricity Strength ReflexdamageDC and161d4 halfpoints
) to aof Conso
range
Fortitude save. is a strange and unpredictable device that randomly generates any number of weird effects each time it is used. (Activating the rod is a sta
A rod of wonder
A 60-foot-long rope of climbing is no thicker than a wand, but it is strong enough to support 3,000 pounds. Upon command, the rope snakes forward, upw
causes
A rope large knots to appear
of entanglement looksatjust1-foot
likeintervals
any other along
hempen the rope. Knotting
rope about shortens
30 feet long.the Upon ropecommand,
to a 50-foot thelength until the
rope lashes knots20
forward arefeetuntied but lowers
or upward the to
10 feet DCent o
damage to itself at a rate of 1 point per 5 minutes, but if a rope of entanglement is severed (all 12
This substance provides a +20 competence bonus on all Escape Artist checks, meaning that it is almost impossible to grapple such a character or to tie or c hit points lost to damage), it is destroyed.
long-lasting
This scabbard grease spell. The
is fashioned from salve
curedrequires
leather8 and hours fineto silver.
wear off normally,
It can shrink or or itenlarge
can betowiped off with an
accommodate any alcohol
knife, solution (even wine).
dagger, sword, Salveweapon
or similar of slipperines
up to a
This small pin appears to be any one of the various beneficial amulets, brooches, or scarabs. However, if it is held for more than 1 round or carried by a liv
wearer to tear
This device the scarab
appears to beaway before
a silver it burrows
medallion outshape
in the of sight,
of a but he still
beetle. If it takes 3d6
is held forpoints of damage.
1 round, The beetle
an inscription thenonreturns
appears to itsletting
its surface scarabthe
form. Placing
holder knowthe
th
and
Thisisbeetle-shaped
destroyed. pin enables its wearer to detect any golem within 60 feet, although he must concentrate (a standard action) in order for the detection to
One of these +2 bolts screams when fired, forcing all enemies of the wielder within 20 feet of the path of the bolt to succeed on a DC 14 Will save or beco
Wielders without the Improved Sunder feat use Shatterspike as a +1 longsword only; wielders with the Improved Sunder feat add a +4 bonus (including th
hardness
This +1/+1must still be overcome
two-bladed sword haswith eachofhit).
blades Shatterspike
alchemical can
silver. damage
The weapon weapons with
deals an an 2d6
extra enhancement bonus ofagainst
points of damage +4 or lower.
any creature with the shapechange
These burial wrappings look to be made of fine, embroidered materials. When a body is placed inside, a command word will turn it to dust. The magic of
This substance can be applied to a weapon as a standard action. It will give the weapon the properties of alchemical silver for 1 hour, replacing the propert
This +1 arrow is keyed to a particular type or subtype of creature. If it strikes such a creature, the target must make a DC 20 Fortitude save or die (or, in th
ward
This +1protects
arrowaistarget).
keyed To
to adetermine
particularthe
typetype or subtype
or subtype of creature
of creature. If the arrowsuch
it strikes is keyed to, rollthe
a creature, on target
the table below.
must make a DC 23 Fortitude save or die (or, in th
ward protects a target). To determine the type or subtype of creature the arrow is keyed to, roll on the
This +1 arrow is painted white and has white fletching. If it strikes a foe so that it would normally deal damage, table below.
it instead bursts into magical energy that
When worn, a pair of these slippers enable movement on vertical surfaces or even upside down along ceilings, leaving the wearer’s hands free. Her speed
This pale amber substance is thick and viscous. Because of its particular powers, it can be contained only in a flask whose inside has been coated with 1 ou
the container.
This A flask of but
is a +2 shortspear, sovereign glue,
each time when
it is usedfound, holds
in melee anywhere
against a foe from 1 toattack
and the 7 ounces ofathe
roll is stuff 1,
natural (1d8–1, minimum
it damages 1), with
its wielder the other
instead ounce
of her of thetarge
intended flas
apart (a move action) before that time has elapsed, that application of the glue loses its stickiness and is worthless. If the glue is allowed to set, then attemp
doubled.
This +1 heavy steel shield is covered in spines. It acts as a normal spiked shield. On command up to three times per day, the shield’s wearer can fire one o
Usually carved from the heartwood of an ancient oak or other large tree, this staff allows use of the following spells: • Shield (1 charge) • Resist energy (1
Made of twisting wood ornately shaped and carved, this staff allows use of the following spells: • Charm person (1 charge) • Charm monster (2 charges)
This staff is usually made of ash or walnut and bears ornate carvings of many different kinds of creatures. It allows use of the following spells: • Unseen se
The staff of defense is a simple-looking staff that throbs with power when held defensively. It allows use of the following spells: • Shield (1 charge) • Shiel
Made from a supple length of willow, often with a forked tip, this staff allows use of the following spells: • Detect secret doors (1 charge) • Locate object
This staff is topped with a fist-sized emerald that gleams with smoldering power. It allows the use of the following spells: • Passwall (1 charge) • Move ea
Often made from applewood and topped with a clear crystal, this staff allows use of the following spells: • Sleep (1 charge) • Hideous laughter (1 charge)
Usually very smooth and carved from hickory, willow, or yew, this staff allows use of the following spells: • Magic missile (1 charge) • Shatter (1 charge)
Crafted from bronzewood with brass bindings, this staff allows use of the following spells: • Burning hands (1 charge) • Fireball (1 charge) • Wall of fire (
Tipped on either end with a glistening diamond, this rune-covered staff allows use of the following spells: • Ice storm (1 charge) • Wall of ice (1 charge) •
This white ash staff, with inlaid silver runes, allows use of the following spells: • Lesser restoration (1 charge) • Cure serious wounds (1 charge) • Remove
This staff is usually sheathed in silver and decorated with sunbursts. It allows use of the following spells: • Dancing lights (1 charge) • Flare (1 charge) • D
This staff is made from ebony or other dark wood and carved into an intricately twisted, fluted, or spiral shape. It allows use of the following spells: • Disg
Made of thick oak shod in gold, this staff allows use of the following spells: • Heal (1 charge) • Raise dead (5 charges)
This staff is made from ebony or other dark wood and carved with the images of bones and skulls. It allows use of the following spells: • Cause fear (1 cha
This potent item allows use of the following spells: • Dimension door (1 charge) • Passwall (1 charge) • Phase door (2 charges) • Greater teleport (2 charg
The staff of power is a very potent magic item, with offensive and defensive abilities. It is usually topped with a glistening gem, its shaft straight and smoo
(heightened
Stout and sturdy, to 5ththislevel)
staff(1ofcharge) • Cone
dark wood of cold
allows use(2ofcharges) • Holdspells:
the following monster (2 charges)
• Enlarge • Wall
person of force• (in
(1 charge) a 10-ft.-diameter
Reduce person (1 charge)hemisphere
• Shrinkaround thecharge
item (1 caste
expended (as a free action), the staff causes double damage (x3 on a critical hit) for 1 round. A staff of power can be used for a retributive strike, requiring
Made of twisted
are instantly dark in
released wood with dark
a 30-foot spots
radius. Allresembling crawling
within 2 squares insects
of the (which
broken staffoccasionally
take points of seem to move),
damage equalthis
to 8staff
x theallows
number useofofcharges
the following spells:
in the staff, tho•
This staff is generally carved from or decorated with petrified wood and allows use of the following spells: • Expeditious retreat (1 charge) • Alter self (1 c
Appearing to have grown naturally into its shape, this oak, ash, or yew staff allows use of the following spells: • Charm animal (1 charge) • Speak with an
allows
A golem itsmanual
wieldercontains
to pass without trace incantations
information, at will, with and
no charge
magicalcost. These
power thattwo
helpattributes
a charactercontinue
to crafttoafunction afterinstructions
golem. The all the charges are expended.
therein grant a +5 competen
grants the character an increase to her caster level for the purpose of crafting a golem. Any golem built
A golem manual contains information, incantations and magical power that help a character to craft a golem. The instructions therein grant using a golem manual does not cost athe
+5creator
competen any
levels
grants higher
the than normal
character an for thetopurpose
increase her of crafting
caster level forathe
stone golem.
purpose ofThe bookasupplies
crafting golem. 3,400
Any XP for
golem theusing
built creation
a of a stone
golem manual golem.
does not cost the creator any
Each item of this nature appears to be a fullsized, roughly hewn statue of a horse, carved from some type of hard stone. A command word brings the steed
levels to
stone higher
flesh than normal
spell, thus for the the
causing purpose
stone of crafting
horse to a stoneagolem.
become normal The
horsebook
that supplies
can be 7,640 XP
healed for the When
normally. creation of ahealed,
fully greateritstone golem. reverts to its st
automatically
Each item of this nature appears to be a fullsized, roughly hewn statue of a horse, carved from some type of hard stone. A command word brings the steed
stone to flesh
This stone cube, spell,
whenthusgiven
causing
the the stone horse
command word,toaffixes
become a normal
itself to anyhorse
object.that can be
If that healed
object normally.
is touched When fully
thereafter healed,who
by anyone it automatically
does not firstreverts
speak to
thatitssam
st
A stone of this nature is typically an oddly shaped bit of roughly polished rock. The possessor of such a stone need but utter a few words of summoning, a
elemental
This stonethat comes isa Large
is typically instead,
bit of rough and theagate
polished stoneor functions as themineral.
some similar summonIts monster
possessorVI spell.)
gains aThe+1 elemental
luck bonusappears
on savingin 1d4 rounds.
throws, Only
ability one elemental
checks, and skill
This stone appears to be a dark, smoothly polished stone. It reduces the possessor’s base land speed to one-half of normal. Once picked up, the stone canno
individual.
This ointment has two uses. If an ounce of it is applied to the flesh of a petrified creature, it returns the creature to flesh as the stone to flesh spell. If an oun
This item appears to be a normal string of prayer beads until the owner casts a divine spell. Once that occurs, the owner instantly knows the powers of the
used item
This once appears
per day.toThe be bead of smiting
a normal functions
string of as spell
prayer beads trigger
until item. The
the owner castsbead of karma
a divine spell.can
Oncebe activated
that occurs, bythe
anyowner
character capable
instantly knowsof casting divineofspell
the powers the
walking.
This itemEach
appears special
to bebead can bestring
a normal used of
once per day,
prayer beadsexcept for owner
until the the bead of summons,
casts which
a divine spell. works
Once thatonly oncethe
occurs, andowner
then becomes nonmagical.
instantly knows The bead
the powers of the of
long
per as he carries itofsomewhere on his person. The power of a special bead isnot
losthold
if it or
is removed from the strand.
This sword is the size of a bastard sword. However, a sun blade is wielded as if it were a short sword with respect to weight and ease of use. (In other wora
day. The bead blessing functions as spell trigger item.The owner need wear the strand of prayer beads in any specific location, as long
proficiency
This unremarkableis proficient
eatinginutensil
the useisoftypically
a sun blade. Likewise,
fashioned from Weapon Focus
horn. If the spoonandisWeapon
placed in Specialization in shortthe
an empty container sword
vesselandfills
bastard
with asword
thick,apply
pastyequally,
gruel. Alt bu
creatures,
each day the
to feedsword
up deals
to four double
humans. damage (and x3 on a critical hit instead of the usual x2). The blade also has a special sunlight power. Once per day, the w
This black iron
and extends +2 longsword
outward at 5 feet perbestows
roundafornegative
10 roundslevelthereafter,
when it deals a critical
to create a globehit. of
The sword
light withwielder
a 60-footgains 1d6 temporary
radius. hit points
When the wielder eachswinging,
stops time a negative
the radi
A +1 short sword with a thin, dull gray blade, this weapon provides a +4 bonus on its wielder’s attack and damage rolls when he is making a sneak attack
This longsword has an enhancement bonus of +1 on the Material Plane, but on any Elemental Plane its enhancement bonus increases to +2. (The +2 enhan
any
Thisother
item plane,
appearsortoagainsthave theanycharacteristics
outsider, it functions
of a +2 as a +4 longsword.
greatsword. However, whenever the sword is used in battle, its wielder goes berserk (gaining all the b
others see it as a boon.
This +3 scimitar, when used outdoors in a temperate climate, grants its wielder the use of the Cleave feat and deals an extra 1d6 points of damage.
This heavy book contains instruction on improving memory and logic, but entwined within the words is a powerful magical effect. If anyone reads this bo
becomes a normal book. Because the tome of clear thought provides an inherent bonus, the reader will earn extra skill points when she attains a new level.
This heavy book contains instruction on improving memory and logic, but entwined within the words is a powerful magical effect. If anyone reads this bo
becomes
This heavy a normal book. Because
book contains the on
instruction tome of clear thought
improving memoryprovides
and logic,anbut
inherent bonus,
entwined the reader
within willisearn
the words extra skill
a powerful pointseffect.
magical when Ifsheanyone
attainsreads
a newthis
level.
bo
becomes
This heavya normal book. Because
book contains the on
instruction tome of clear thought
improving memoryprovides
and logic,anbut
inherent bonus,
entwined the reader
within willisearn
the words extra skill
a powerful pointseffect.
magical when Ifsheanyone
attainsreads
a newthis
level.
bo
becomes a normal book. Because the tome of clear thought provides an inherent bonus, the reader will earn extra skill points when
This heavy book contains instruction on improving memory and logic, but entwined within the words is a powerful magical effect. If anyone reads this bo she attains a new level.
becomes
This ponderousa normal book.
book Because
details the tome
suggestions forofpersuading
clear thought
andprovides
inspiringan inherent
others, but bonus,
entwinedthewithin
readerthe
willwords
earn extra skill points
is a powerful wheneffect.
magical she attains a newreads
If anyone level.t
becomes a normal book.
This ponderous book details suggestions for persuading and inspiring others, but entwined within the words is a powerful magical effect. If anyone reads t
becomes
This ponderousa normal book.
book details suggestions for persuading and inspiring others, but entwined within the words is a powerful magical effect. If anyone reads t
becomes
This a normal
ponderous book.
book details suggestions for persuading and inspiring others, but entwined within the words is a powerful magical effect. If anyone reads t
becomes
This a normal
ponderous book.
book details suggestions for persuading and inspiring others, but entwined within the words is a powerful magical effect. If anyone reads t
becomes a normal book.
This thick book contains tips for improving instinct and perception, but entwined within the words is a powerful magical effect. If anyone reads this book,
aThis normal
thickbook.
book contains tips for improving instinct and perception, but entwined within the words is a powerful magical effect. If anyone reads this book,
aThisnormal
thickbook.
book contains tips for improving instinct and perception, but entwined within the words is a powerful magical effect. If anyone reads this book,
aThis
normal
thickbook.
book contains tips for improving instinct and perception, but entwined within the words is a powerful magical effect. If anyone reads this book,
a normal
This thickbook.
book contains tips for improving instinct and perception, but entwined within the words is a powerful magical effect. If anyone reads this book,
aThe
normal book.
magical properties of this +1 trident with a 6-foot-long haft enable its wielder to charm up to 14 HD of aquatic animals (Will DC 16 negates, animals
speak with of
A weapon animals spell.
this type Animals
enables makingtotheir
its wielder saving the
determine throw are freedepth,
location, of control, but they
kind, and numberwillofnot approach
aquatic withinwithin
predators 10 feet680
of feet.
the trident. Theoftrident
A trident warningcanmube
When applied to any matter that was once alive this ointment allows that substance to resist the passage of time. Each year of actual time affects the substa
material to coathas
This substance eight
theMedium or smaller
unique property ofobjects.
being ableA Large objectsovereign
to dissolve counts as glue
two Medium objects,
and tanglefoot andApplying
bags. a Huge object countsisasa two
the solvent Largeaction.
standard objects.
A book of this sort looks like a normal one on some mildly interesting topic. Any character who opens the work and reads so much as a single word therei
must
Hiddenburn it while
within casting
secret remove
pockets curse.
of this simpleIf the
silkgrimoire
vest are is placed with
lockpicks that other books,
provide a +4 its appearancebonus
competence instantly altersLock
on Open to conform
checks.toThe
thevest
lookalso
of those
grantsother wo
its wea
This light garment is worn over normal clothing or armor. Most such vestments are green, embroidered with plant or animal motifs. When this item is wor
This strange, interdimensional device looks just like a portable hole. Anything placed within it is immediately cast to another world—a parallel world, ano
through
A wind fanthe appears
openingtojust
beas easily more
nothing as from
thanthea initiating
wood andplace. (It is
papyrus or acloth
two-way portal.)with which to create a cooling breeze. By uttering the command word
instrument
device tears into useless, nonmagical tatters.
This round heavy wooden shield has a +3 enhancement bonus. Small, feathered wings encircle the shield. Once per day it can be commanded to fly (as the
A pair of these wings might appear to be nothing more than a plain cloak of old, black cloth, or they could be as elegant as a long cape of blue feathers. W
Item
–2 Sword, Cursed
Absorbing Shield
Amulet of Health +2
Amulet of Health +4
Amulet of Health +6
Amulet of Inescapable Location
Amulet of Mighty Fists +1
Amulet of Mighty Fists +2
Amulet of Mighty Fists +3
Amulet of Mighty Fists +4
Amulet of Mighty Fists +5
Amulet of Natural Armor +1
Amulet of Natural Armor +2
Amulet of Natural Armor +3
Amulet of Natural Armor +4
Amulet of Natural Armor +5
Amulet of Proof against Detection and Location
Amulet of the Planes
Apparatus of the Crab
Armor of Arrow Attraction
Armor of Rage
Assassin’s Dagger
Bag of Holding 1
Bag of Holding 2
Bag of Holding 3
Bag of Holding 4
Bag of Tricks - Gray
Bag of Tricks - Rust
Bag of Tricks - Tan
Banded Mail of Luck
Bead of Force
Belt of Dwarvenkind
Belt of Giant Strength +4
Belt of Giant Strength +6
Belt, Monk’s
Blessed Book
Boat, Folding
Boots of Dancing
Boots of Elvenkind
Boots of Levitation
Boots of Speed
Boots of Striding and Springing
Boots of Teleportation
Boots of the Winterlands
Boots, Winged
Bottle of Air
Bowl of Commanding Water Elementals
Bracelet of Friends
Bracers of Archery, Greater
Bracers of Archery, Lesser
Bracers of Armor +1
Bracers of Armor +2
Bracers of Armor +3
Bracers of Armor +4
Bracers of Armor +5
Bracers of Armor +6
Bracers of Armor +7
Bracers of Armor +8
Bracers of Defenselessness
Brazier of Commanding Fire Elementals
Breastplate of Command
Brooch of Shielding
Broom of Animated Attack
Broom of Flying
Candle of Invocation
Candle of Truth
Cape of the Mountebank
Carpet of Flying 1
Carpet of Flying 2
Carpet of Flying 3
Caster’s Shield
Celestial Armor
Censer of Controlling Air Elementals
Chaos Diamond
Chime of Interruption
Chime of Opening
Circlet of Blasting, Major
Circlet of Blasting, Minor
Circlet of Persuasion
Clay Golem Manual
Cloak of Arachnida
Cloak of Charisma +2
Cloak of Charisma +4
Cloak of Charisma +6
Cloak of Displacement, Major
Cloak of Displacement, Minor
Cloak of Elvenkind
Cloak of Etherealness
Cloak of Poisonousness
Cloak of Resistance +1
Cloak of Resistance +2
Cloak of Resistance +3
Cloak of Resistance +4
Cloak of Resistance +5
Cloak of the Bat
Cloak of the Manta Ray
Crystal Ball
Crystal Ball w/ Detect Thoughts
Crystal Ball w/ See Invisibility
Crystal Ball w/ Telepathy
Crystal Ball w/ True Seeing
Cube of Force
Cube of Frost Resistance
Cubic Gate
Dagger of Venom
Darkskull
Decanter of Endless Water
Deck of Illusions
Demon Armor
Dimensional Shackles
Drums of Panic
Dust of Appearance
Dust of Disappearance
Dust of Dryness
Dust of Illusion
Dust of Sneezing and Choking
Dust of Tracelessness
Dwarven Thrower
Efficient Quiver
Efreeti Bottle
Elemental Gem
Elixir of Fire Breath
Elixir of Hiding
Elixir of Love
Elixir of Sneaking
Elixir of Swimming
Elixir of Truth
Elixir of Vision
Eversmoking Bottle
Eyes of Charming
Eyes of Doom
Eyes of Petrification
Eyes of the Eagle
Feather Token - Anchor
Feather Token - Bird
Feather Token - Fan
Feather Token - Swan Boat
Feather Token - Tree
Feather Token - Whip
Figurine - Bronze Griffon
Figurine - Ebony Fly
Figurine - Golden Lions
Figurine - Ivory Goats
Figurine - Marble Elephant
Figurine - Obsidian Steed
Figurine - Onyx Dog
Figurine - Serpentine Owl
Figurine - Silver Raven
Flame Tongue
Flask of Curses
Flesh Golem Manual
Frost Brand
Gauntlet of Rust
Gauntlets of Fumbling
Gauntlets of Ogre Power
Gem of Brightness
Gem of Seeing
Glove of Storing
Gloves of Arrow Snaring
Gloves of Dexterity +2
Gloves of Dexterity +4
Gloves of Dexterity +6
Gloves of Swimming and Climbing
Goggles of Minute Seeing
Goggles of Night
Hand of Glory
Hand of the Mage
Handy Haversack
Harp of Charming
Hat of Disguise
Headband of Intellect +2
Headband of Intellect +4
Headband of Intellect +6
Helm of Brilliance
Helm of Comprehend Languages and Read Magic
Helm of Opposite Alignment
Helm of Telepathy
Helm of Teleportation
Helm of Underwater Action
Holy Avenger
Horn of Blasting
Horn of Blasting, Greater
Horn of Fog
Horn of Goodness/Evil
Horn of the Tritons
Horn of Valhalla - Brass
Horn of Valhalla - Bronze
Horn of Valhalla - Iron
Horn of Valhalla - Silver
Horseshoes of a Zephyr
Horseshoes of Speed
Incense of Meditation
Incense of Obsession
Instant Fortress
Ioun Stone - Clear
Ioun Stone - Dark Blue
Ioun Stone - Deep Red
Ioun Stone - Dusty Rose
Ioun Stone - Incandescent Blue
Ioun Stone - Iridescent
Ioun Stone - Lavender And Green
Ioun Stone - Orange
Ioun Stone - Pale Blue
Ioun Stone - Pale Green
Ioun Stone - Pale Lavender
Ioun Stone - Pearly White
Ioun Stone - Pink
Ioun Stone - Pink And Green
Ioun Stone - Scarlet And Blue
Ioun Stone - Vibrant Purple
Iron Bands of Binding
Iron Flask
Iron Golem Manual
Javelin of Lightning
Lantern of Revealing
Lens of Detection
Life-Drinker
Lion’s Shield
Luck Blade - 0
Luck Blade - 1
Luck Blade - 2
Luck Blade - 3
Lyre of Building
Mace of Blood
Mace of Smiting
Mace of Terror
Mantle of Faith
Mantle of Spell Resistance
Manual of Bodily Health +1
Manual of Bodily Health +2
Manual of Bodily Health +3
Manual of Bodily Health +4
Manual of Bodily Health +5
Manual of Gainful Exercise +1
Manual of Gainful Exercise +2
Manual of Gainful Exercise +3
Manual of Gainful Exercise +4
Manual of Gainful Exercise +5
Manual of Quickness of Action +1
Manual of Quickness of Action +2
Manual of Quickness of Action +3
Manual of Quickness of Action +4
Manual of Quickness of Action +5
Mask of the Skull
Mattock of the Titans
Maul of the Titans
Medallion of Thought Projection
Medallion of Thoughts
Mirror of Life Trapping
Mirror of Mental Prowess
Mirror of Opposition
Mithral Full Plate of Speed
Necklace of Adaptation
Necklace of Fireballs 1
Necklace of Fireballs 2
Necklace of Fireballs 3
Necklace of Fireballs 4
Necklace of Fireballs 5
Necklace of Fireballs 6
Necklace of Fireballs 7
Necklace of Strangulation
Net of Snaring
Nine Lives Stealer
Nolzur’s Marvelous Pigments
Oathbow
Orb of Storms
Pearl of Power - two spells
Pearl of Power 1
Pearl of Power 2
Pearl of Power 3
Pearl of Power 4
Pearl of Power 5
Pearl of Power 6
Pearl of Power 7
Pearl of Power 8
Pearl of Power 9
Pearl of the Sirines
Periapt of Foul Rotting
Periapt of Health
Periapt of Proof against Poison
Periapt of Wisdom +2
Periapt of Wisdom +4
Periapt of Wisdom +6
Periapt of Wound Closure
Phylactery of Faithfulness
Phylactery of Undead Turning
Pipes of Haunting
Pipes of Pain
Pipes of Sounding
Pipes of the Sewers
Plate Armor of the Deep
Portable Hole
Potion of Poison
Rapier of Puncturing
Restorative Ointment
Rhino Hide
Ring Gates
Ring of Air Elemental Command
Ring of Animal Friendship
Ring of Blinking
Ring of Chameleon Power
Ring of Climbing
Ring of Climbing, Improved
Ring of Clumsiness
Ring of Counterspells
Ring of Djinni Calling
Ring of Earth Elemental Command
Ring of Energy Resistance, greater
Ring of Energy Resistance, major
Ring of Energy Resistance, minor
Ring of Evasion
Ring of Feather Falling
Ring of Fire Elemental Command
Ring of Force Shield
Ring of Freedom of Movement
Ring of Friend Shield
Ring of Invisibility
Ring of Jumping
Ring of Jumping, Improved
Ring of Mind Shielding
Ring of Protection +1
Ring of Protection +2
Ring of Protection +3
Ring of Protection +4
Ring of Protection +5
Ring of Ram
Ring of Regeneration
Ring of Shooting Stars
Ring of Spell Storing
Ring of Spell Storing, Major
Ring of Spell Storing, Minor
Ring of Spell Turning
Ring of Sustenance
Ring of Swimming
Ring of Swimming, Improved
Ring of Telekinesis
Ring of Three Wishes
Ring of Water Elemental Command
Ring of Water Walking
Ring of Wizardry 1
Ring of Wizardry 2
Ring of Wizardry 3
Ring of Wizardry 4
Ring of X-Ray Vision
Robe of Blending
Robe of Bones
Robe of Eyes
Robe of Powerlessness
Robe of Scintillating Colors
Robe of Stars
Robe of the Archmagi
Robe of Useful Items
Robe of Vermin
Rod of Absorption
Rod of Alertness
Rod of Cancellation
Rod of Enemy Detection
Rod of Flailing
Rod of Flame Extinguishing
Rod of Immovable Rod
Rod of Lordly Might
Rod of Metal and Mineral Detection
Rod of Metamagic, Empower - greater
Rod of Metamagic, Empower - lesser
Rod of Metamagic, Empower - normal
Rod of Metamagic, Enlarge - greater
Rod of Metamagic, Enlarge - lesser
Rod of Metamagic, Enlarge - normal
Rod of Metamagic, Extend - greater
Rod of Metamagic, Extend - lesser
Rod of Metamagic, Extend - normal
Rod of Metamagic, Maximize - greater
Rod of Metamagic, Maximize - lesser
Rod of Metamagic, Maximize - normal
Rod of Metamagic, Quicken - greater
Rod of Metamagic, Quicken - lesser
Rod of Metamagic, Quicken - normal
Rod of Metamagic, Silent - greater
Rod of Metamagic, Silent - lesser
Rod of Metamagic, Silent - normal
Rod of Negation
Rod of Python
Rod of Rulership
Rod of Security
Rod of Splendor
Rod of Thunder and Lightning
Rod of Viper
Rod of Withering
Rod of Wonder
Rope of Climbing
Rope of Entanglement
Salve of Slipperiness
Scabbard of Keen Edges
Scarab of Death
Scarab of Protection
Scarab, Golembane
Screaming Bolt
Shatterspike
Shifter’s Sorrow
Shrouds of Disintegration
Silversheen
Slaying Arrow
Slaying Arrow- greater
Sleep Arrow
Slippers of Spider Climbing
Sovereign Glue
Spear, Cursed Backbiter
Spined Shield
Staff of Abjuration
Staff of Charming
Staff of Conjuration
Staff of Defense
Staff of Divination
Staff of Earth and Stone
Staff of Enchantment
Staff of Evocation
Staff of Fire
Staff of Frost
Staff of Healing
Staff of Illumination
Staff of Illusion
Staff of Life
Staff of Necromancy
Staff of Passage
Staff of Power
Staff of Size Alteration
Staff of Swarming Insects
Staff of Transmutation
Staff of Woodlands
Stone Golem Manual
Stone Golem Manual, Greater
Stone Horse - courser
Stone Horse - destrier
Stone of Alarm
Stone of Controlling Earth Elementals
Stone of Good Luck (Luckstone)
Stone of Weight (Loadstone)
Stone Salve
Strand of Prayer Beads
Strand of Prayer Beads - Greater
Strand of Prayer Beads - Lesser
Sun Blade
Sustaining Spoon
Sword of Life Stealing
Sword of Subtlety
Sword of the Planes
Sword, Berserking
Sylvan Scimitar
Tome of Clear Thought +1
Tome of Clear Thought +2
Tome of Clear Thought +3
Tome of Clear Thought +4
Tome of Clear Thought +5
Tome of Leadership and Influence +1
Tome of Leadership and Influence +2
Tome of Leadership and Influence +3
Tome of Leadership and Influence +4
Tome of Leadership and Influence +5
Tome of Understanding +1
Tome of Understanding +2
Tome of Understanding +3
Tome of Understanding +4
Tome of Understanding +5
Trident of Fish Command
Trident of Warning
Unguent of Timelessness
Universal Solvent
Vacuous Grimoire
Vest of Escape
Vestment, Druid’s
Well of Many Worlds
Wind Fan
Winged Shield
Wings of Flying
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