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This material is Open Game Content, and is licensed for public use under the terms of the Open

Game License v1.0a.

SPEC !L !" L T ES # CO$% T O$S SPEC !L !" L T ES


! special abilit& is either e'traordinar&, spell(li)e, or supernatural in nature. Extraordinary Abilities (Ex): E'traordinar& abilities are nonma*ical. The& are, ho+ever, not somethin* that ,ust an&one can do or even learn to do +ithout e'tensive trainin*. Effects or areas that ne*ate or disrupt ma*ic have no effect on e'traordinar& abilities. Spell-Like Abilities (Sp): Spell(li)e abilities, as the name implies, are spells and ma*ical abilities that are ver& much li)e spells. Spell(li)e abilities are sub,ect to spell resistance and dispel magic. The& do not function in areas +here ma*ic is suppressed or ne*ated -such as an antimagic field.. Supernatural Abilities (Su): Supernatural abilities are ma*ical but not spell(li)e. Supernatural abilities are not sub,ect to spell resistance and do not function in areas +here ma*ic is suppressed or ne*ated -such as an antimagic field.. ! supernatural abilit&/s effect cannot be dispelled and is not sub,ect to counterspells. See the table belo+ for a summar& of the t&pes of special abilities.

Table: Special Ability Types Extraordinary Spell-Like Supernatural %ispel $o 0es $o Spell resistance $o 0es $o !ntima*ic field $o 0es 0es !ttac) of $o 0es $o opportunit& Dispel: Can dispel magic and similar spells dispel the effects of abilities of that t&pe1 Spell Resistance: %oes spell resistance protect a creature from these abilities1 Antimagic Field: %oes an antimagic field or similar ma*ic suppress the abilit&1 Attack of Opportunity: %oes usin* the abilit& provo)e attac)s of opportunit& the +a& that castin* a spell does1

!" L T0 SCO2E LOSS


3arious attac)s cause abilit& score loss, either abilit& dama*e or abilit& drain. Points lost to abilit& dama*e return at the rate of 1 point per da& -or double that if the character *ets complete bed rest. to each dama*ed abilit&, and the spells lesser restoration and restoration offset abilit& dama*e as +ell. !bilit& drain, ho+ever, is permanent, thou*h restoration can restore even those lost abilit& score points. 4hile an& loss is debilitatin*, losin* all points in an abilit& score can be devastatin*. 5 Stren*th 0 means that the character cannot move at all. 6e lies helpless on the *round. 5 %e'terit& 0 means that the character cannot move at all. 6e stands motionless, ri*id, and helpless. 5 Constitution 0 means that the character is dead. 5 ntelli*ence 0 means that the character cannot thin) and is unconscious in a coma(li)e stupor, helpless. 5 4isdom 0 means that the character is +ithdra+n into a deep sleep filled +ith ni*htmares, helpless. 5 Charisma 0 means that the character is +ithdra+n into a catatonic, coma(li)e stupor, helpless. 7eepin* trac) of ne*ative abilit& score points is never necessar&. ! character/s abilit& score can/t drop belo+ 0. 6avin* a score of 0 in an abilit& is different from havin* no abilit& score +hatsoever. Some spells or abilities impose an effective abilit& score reduction, +hich is different from abilit& score loss. !n& such reduction disappears at the end of the spell/s or abilit&/s duration, and the abilit& score immediatel& returns to its former value.

f a character/s Constitution score drops, then he loses 1 hit point per 6it %ie for ever& point b& +hich his Constitution modifier drops. ! hit point score can/t be reduced b& Constitution dama*e or drain to less than 1 hit point per 6it %ie. The abilit& that some creatures have to drain abilit& scores is a supernatural one, re8uirin* some sort of attac). Such creatures do not drain abilities from enemies +hen the enemies stri)e them, even +ith unarmed attac)s or natural +eapons.

!$T 9!G C
!n antimagic field spell or effect cancels ma*ic alto*ether. !n antima*ic effect has the follo+in* po+ers and characteristics. 5 $o supernatural abilit&, spell(li)e abilit&, or spell +or)s in an area of antima*ic -but e'traordinar& abilities still +or).. 5 !ntima*ic does not dispel ma*ic: it suppresses it. Once a ma*ical effect is no lon*er affected b& the antima*ic -the antima*ic fades, the center of the effect moves a+a&, and so on., the ma*ic returns. Spells that still have part of their duration left be*in functionin* a*ain, ma*ic items are once a*ain useful, and so forth. 5 Spell areas that include both an antima*ic area and a normal area, but are not centered in the antima*ic area, still function in the normal area. f the spell/s center is in the antima*ic area, then the spell is suppressed. 5 Golems and other constructs, elementals, outsiders, and corporeal undead, still function in an antima*ic area -thou*h the antima*ic area suppresses their spellcastin* and their supernatural and spell(li)e abilities normall&.. f such creatures are summoned or con,ured, ho+ever, see belo+. 5 Summoned or con,ured creatures of an& t&pe, as +ell as incorporeal undead, +in) out if the& enter the area of an antima*ic effect. The& reappear in the same spot once the field *oes a+a&. 5 9a*ic items +ith continuous effects do not function in the area of an antima*ic effect, but their effects are not canceled -so the contents of a bag of holding are unavailable, but neither spill out nor disappear forever.. 5 T+o antima*ic areas in the same place do not cancel each other out, nor do the& stac). 5 Wall of force, prismatic wall, and prismatic sphere are not affected b& antima*ic. reak enchantment, dispel magic, and greater dispel magic spells do not dispel antima*ic. !age"s dis#unction has a 1; chance per caster level of destro&in* an antimagic field$ f the antimagic field survives the dis#unction, no items +ithin it are dis,oined.

"L $%S G6T !$% "L $%SE$SE


Some creatures have blindsi*ht, the e'traordinar& abilit& to use a nonvisual sense -or a combination of such senses. to operate effectivel& +ithout vision. Such sense ma& include sensitivit& to vibrations, acute scent, )een hearin*, or echolocation. This abilit& ma)es invisibilit& and concealment -even ma*ical dar)ness. irrelevant to the creature -thou*h it still can/t see ethereal creatures.. This abilit& operates out to a ran*e specified in the creature description. 5 "lindsi*ht never allo+s a creature to distin*uish color or visual contrast. ! creature cannot read +ith blindsi*ht. 5 "lindsi*ht does not sub,ect a creature to *a<e attac)s -even thou*h dar)vision does.. 5 "lindin* attac)s do not penali<e creatures usin* blindsi*ht. 5 %eafenin* attac)s th+art blindsi*ht if it relies on hearin*. 5 "lindsi*ht +or)s under+ater but not in a vacuum. 5 "lindsi*ht ne*ates displacement and blur effects. Blindsense: Other creatures have blindsense, a lesser abilit& that lets the creature notice thin*s it cannot see, but +ithout the precision of blindsi*ht. The creature +ith blindsense usuall& does not need to ma)e Spot or Listen chec)s to notice and locate creatures +ithin ran*e of its blindsense abilit&, provided that it has line of effect to that creature. !n& opponent the creature cannot see has total concealment -=0; miss chance. a*ainst the creature +ith blindsense, and the blindsensin* creature still has the normal miss chance +hen attac)in* foes that have concealment. 3isibilit& still affects the movement of a creature +ith blindsense. ! creature +ith blindsense is still denied its %e'terit& bonus to !rmor Class a*ainst attac)s from creatures it cannot see.

"2E!T6 4E!PO$
! creature attac)in* +ith a breath +eapon is actuall& e'pellin* somethin* from its mouth -rather than con,urin* it b& means of a spell or some other ma*ical effect.. 9ost creatures +ith breath +eapons are limited to a number of uses per da& or b& a minimum len*th of time that must pass bet+een uses. Such creatures are usuall& smart enou*h to save their breath +eapon until the& reall& need it. 5 >sin* a breath +eapon is t&picall& a standard action. 5 $o attac) roll is necessar&. The breath simpl& fills its stated area. 5 !n& character cau*ht in the area must ma)e the appropriate savin* thro+ or suffer the breath +eapon/s full effect. n man& cases, a character +ho succeeds on his savin* thro+ still ta)es half dama*e or some other reduced effect. 5 "reath +eapons are supernatural abilities e'cept +here noted. 5 Creatures are immune to their o+n breath +eapons. 5 Creatures unable to breathe can still use breath +eapons. -The term is somethin* of a misnomer..

C6!29 !$% CO9P>LS O$


9an& abilities and spells can cloud the minds of characters and monsters, leavin* them unable to tell friend from foe?or +orse &et, deceivin* them into thin)in* that their former friends are no+ their +orst enemies. T+o *eneral t&pes of enchantments affect characters and creatures@ charms and compulsions. Charmin* another creature *ives the charmin* character the abilit& to befriend and su**est courses of actions to his minion, but the servitude is not absolute or mindless. Charms of this t&pe include the various charm spells. Essentiall&, a charmed character retains free +ill but ma)es choices accordin* to a s)e+ed vie+ of the +orld. 5 ! charmed creature doesn/t *ain an& ma*ical abilit& to understand his ne+ friend/s lan*ua*e. 5 ! charmed character retains his ori*inal ali*nment and alle*iances, *enerall& +ith the e'ception that he no+ re*ards the charming creature as a dear friend and +ill *ive *reat +ei*ht to his su**estions and directions. 5 ! charmed character fi*hts his former allies onl& if the& threaten his ne+ friend, and even then he uses the least lethal means at his disposal as lon* as these tactics sho+ an& possibilit& of success -,ust as he +ould in a fi*ht bet+een t+o actual friends.. 5 ! charmed character is entitled to an opposed Charisma chec) a*ainst his master in order to resist instructions or commands that +ould ma)e him do somethin* he +ouldn/t normall& do even for a close friend. f he succeeds, he decides not to *o alon* +ith that order but remains charmed$ 5 ! charmed character never obe&s a command that is obviousl& suicidal or *rievousl& harmful to her. 5 f the charmin* creature commands his minion to do somethin* that the influenced character +ould be violentl& opposed to, the sub,ect ma& attempt a ne+ savin* thro+ to brea) free of the influence alto*ether. 5 ! charmed character +ho is openl& attac)ed b& the creature +ho charmed him or b& that creature/s apparent allies is automaticall& freed of the spell or effect. Compulsion is a different matter alto*ether. ! compulsion overrides the sub,ect/s free +ill in some +a& or simpl& chan*es the +a& the sub,ect/s mind +or)s. ! charm ma)es the sub,ect a friend of the caster: a compulsion ma)es the sub,ect obe& the caster. 2e*ardless of +hether a character is charmed or compelled, he +on/t volunteer information or tactics that his master doesn/t as) for.

COL% 99>$ T0
! creature +ith cold immunit& never ta)es cold dama*e. t has vulnerabilit& to fire, +hich means it ta)es half a*ain as much -A=0;. dama*e as normal from fire, re*ardless of +hether a savin* thro+ is allo+ed, or if the save is a success or failure.

%!9!GE 2E%>CT O$
Some ma*ic creatures have the supernatural abilit& to instantl& heal dama*e from +eapons or to i*nore blo+s alto*ether as thou*h the& +ere invulnerable. The numerical part of a creature/s dama*e reduction is the amount of hit points the creature i*nores from normal attac)s. >suall&, a certain t&pe of +eapon can overcome this reduction. This information is separated from the dama*e reduction number b& a slash. %ama*e reduction ma& be overcome b& special materials, b& ma*ic +eapons -an& +eapon +ith a A1 or hi*her enhancement bonus, not countin* the enhancement from master+or) 8ualit&., certain t&pes of +eapons -such as slashin* or blud*eonin*., and +eapons imbued +ith an ali*nment. f a dash follo+s the slash then the dama*e reduction is effective a*ainst an& attac) that does not i*nore dama*e reduction. !mmunition fired from a pro,ectile +eapon +ith an enhancement bonus of A1 or hi*her is treated as a ma*ic +eapon for the purpose of overcomin* dama*e reduction. Similarl&, ammunition fired from a pro,ectile +eapon +ith an ali*nment *ains the ali*nment of that pro,ectile +eapon -in addition to an& ali*nment it ma& alread& have.. 4henever dama*e reduction completel& ne*ates the dama*e from an attac), it also ne*ates most special effects that accompan& the attac), such as in,ur& t&pe poison, a mon)/s stunnin*, and in,ur& t&pe disease. %ama*e reduction does not ne*ate touch attac)s, ener*& dama*e dealt alon* +ith an attac), or ener*& drains. $or does it affect poisons or diseases delivered b& inhalation, in*estion, or contact. !ttac)s that deal no dama*e because of the tar*et/s dama*e reduction do not disrupt spells. Spells, spell(li)e abilities, and ener*& attac)s -even nonma*ical fire. i*nore dama*e reduction. Sometimes dama*e reduction is instant healin*. Sometimes dama*e reduction represents the creature/s tou*h hide or bod&,. n either case, characters can see that conventional attac)s don/t +or). f a creature has dama*e reduction from more than one source, the t+o forms of dama*e reduction do not stac). nstead, the creature *ets the benefit of the best dama*e reduction in a *iven situation.

%!273 S O$
%ar)vision is the e'traordinar& abilit& to see +ith no li*ht source at all, out to a ran*e specified for the creature. %ar)vision is blac) and +hite onl& -colors cannot be discerned.. t does not allo+ characters to see an&thin* that the& could not see

other+ise?invisible ob,ects are still invisible, and illusions are still visible as +hat the& seem to be. Li)e+ise, dar)vision sub,ects a creature to *a<e attac)s normall&. The presence of li*ht does not spoil dar)vision.

%E!T6 !TT!C7S
n most cases, a death attac) allo+s the victim a Bortitude save to avoid the affect, but if the save fails, the character dies instantl&. 5 Raise dead doesn/t +or) on someone )illed b& a death attac). 5 %eath attac)s sla& instantl&. ! victim cannot be made stable and thereb& )ept alive. 5 n case it matters, a dead character, no matter ho+ she died, has C10 hit points. 5 The spell death ward protects a character a*ainst these attac)s.

% SE!SE
4hen a character is in,ured b& a contaminated attac) touches an item smeared +ith diseased matter, or consumes disease( tainted food or drin), he must ma)e an immediate Bortitude savin* thro+. f he succeeds, the disease has no effect?his immune s&stem fou*ht off the infection. f he fails, he ta)es dama*e after an incubation period. Once per da& after+ard, he must ma)e a successful Bortitude savin* thro+ to avoid repeated dama*e. T+o successful savin* thro+s in a ro+ indicate that he has fou*ht off the disease and recovers, ta)in* no more dama*e. These Bortitude savin* thro+s can be rolled secretl& so that the pla&er doesn/t )no+ +hether the disease has ta)en hold.

%isease %escriptions %iseases have various s&mptoms and are spread throu*h a number of vectors. The characteristics of several t&pical diseases are summari<ed on Table@ %iseases and defined belo+. Disease: %iseases +hose names are printed in italic in the table are supernatural in nature. The others are e'traordinar&. %nfection: The disease/s method of deliver&?in*ested, inhaled, via in,ur&, or contact. 7eep in mind that some in,ur& diseases ma& be transmitted b& as small an in,ur& as a flea bite and that most inhaled diseases can also be in*ested -and vice versa.. D&: The %ifficult& Class for the Bortitude savin* thro+s to prevent infection -if the character has been infected., to prevent each instance of repeated dama*e, and to recover from the disease. %ncubation 'eriod: The time before dama*e be*ins. Damage: The abilit& dama*e the character ta)es after incubation and each da& after+ard. Types of Diseases: T&pical diseases include the follo+in*@ linding Sickness: Spread in tainted +ater. &ackle Fe(er: S&mptoms include hi*h fever, disorientation, and fre8uent bouts of hideous lau*hter. !lso )no+n as Dthe shrie)s.E Demon Fe(er: $i*ht ha*s spread it. Can cause permanent abilit& drain. De(il &hills: "arba<u and pit fiends spread it. t ta)es three, not t+o, successful saves in a ro+ to recover from devil chills. Filth Fe(er: %ire rats and ot&u*hs spread it. Those in,ured +hile in filth& surroundin*s mi*ht also catch it. !indfire: Beels li)e &our brain is burnin*. Causes stupor. !ummy Rot: Spread b& mummies. Successful savin* thro+s do not allo+ the character to recover -thou*h the& do prevent dama*e normall&.. Red Ache: S)in turns red, bloated, and +arm to the touch. )he Shakes: Causes involuntar& t+itches, tremors, and fits. Slimy Doom: 3ictim turns into infectious *oo from the inside out. Can cause permanent abilit& drain. Table: Diseases
Disease Infection D Incubation Da!a"e

"lindin* sic)ness n*ested 1F 1dG da&s 1dH Str# Cac)le fever nhaled 1F 1 da& 1dF 4is Demon fe(er n,ur& 1I 1 da& 1dF Con$ % De(il chills n,ur& 1H 1dH da&s 1dH Str Bilth fever n,ur& 1J 1dG da&s 1dG %e', 1dG Con 9indfire nhaled 1J 1 da& 1dH nt !ummy rot& Contact J0 1 da& 1dF Con 2ed ache n,ur& 1= 1dG da&s 1dF Str Sha)es Contact 1G 1 da& 1dI %e' Slim& doom Contact 1H 1 da& 1dH Con$ 1 Each time the victim ta)es J or more dama*e from the disease, he must ma)e another Bortitude save or be permanentl& blinded. J 4hen dama*ed, character must succeed on another savin* thro+ or 1 point of dama*e is permanent drain instead.

G The victim must ma)e three successful Bortitude savin* thro+s in a ro+ to recover from devil chills. H Successful saves do not allo+ the character to recover. Onl& ma*ical healin* can save the character.

6ealin* a %isease >se of the 6eal s)ill can help a diseased character. Ever& time a diseased character ma)es a savin* thro+ a*ainst disease effects, the healer ma)es a chec). The diseased character can use the healer/s result in place of his savin* thro+ if the 6eal chec) result is hi*her. The diseased character must be in the healer/s care and must have spent the previous I hours restin*. Characters recover points lost to abilit& score dama*e at a rate of 1 per da& per abilit& dama*ed, and this rule applies even +hile a disease is in pro*ress. That means that a character +ith a minor disease mi*ht be able to +ithstand it +ithout accumulatin* an& dama*e.

E$E2G0 %2! $ !$% $EG!T 3E LE3ELS


Some horrible creatures, especiall& undead monsters, possess a fearsome supernatural abilit& to drain levels from those the& stri)e in combat. The creature ma)in* an ener*& drain attac) dra+s a portion of its victim/s life force from her. 9ost ener*& drain attac)s re8uire a successful melee attac) roll?mere ph&sical contact is not enou*h. Each successful ener*& drain attac) besto+s one or more ne*ative levels on the opponent. ! creature ta)es the follo+in* penalties for each ne*ative level it has *ained. C1 on all s)ill chec)s and abilit& chec)s. C1 on attac) rolls and savin* thro+s. C= hit points. C1 effective level -+henever the creature/s level is used in a die roll or calculation, reduce it b& one for each ne*ative level.. f the victim casts spells, she loses access to one spell as if she had cast her hi*hest(level, currentl& available spell. - f she has more than one spell at her hi*hest level, she chooses +hich she loses.. n addition, +hen she ne't prepares spells or re*ains spell slots, she *ets one less spell slot at her hi*hest spell level. $e*ative levels remain for JH hours or until removed +ith a spell, such as restoration$ !fter JH hours, the afflicted creature must attempt a Bortitude save -%C 10 A 1KJ attac)er/s 6% A attac)er/s Cha modifier.. -The %C is provided in the attac)er/s description.. f the savin* thro+ succeeds, the ne*ative level *oes a+a& +ith no harm to the creature. The afflicted creature ma)es a separate savin* thro+ for each ne*ative level it has *ained. f the save fails, the ne*ative level *oes a+a&, but the creature/s level is also reduced b& one. ! character +ith ne*ative levels at least e8ual to her current level, or drained belo+ 1st level, is instantl& slain. %ependin* on the creature that )illed her, she ma& rise the ne't ni*ht as a monster of that )ind. f not, she rises as a +i*ht. ! creature *ains = temporar& hit points for each ne*ative level it besto+s -thou*h not if the ne*ative level is caused b& a spell or similar effect..

ET6E2E!L$ESS
Phase spiders and certain other creatures can e'ist on the Ethereal Plane. 4hile on the Ethereal Plane, a creature is called ethereal. >nli)e incorporeal creatures, ethereal creatures are not present on the 9aterial Plane. Ethereal creatures are invisible, inaudible, insubstantial, and scentless to creatures on the 9aterial Plane. Even most ma*ical attac)s have no effect on them. See in(isibility and true seeing reveal ethereal creatures. !n ethereal creature can see and hear into the 9aterial Plane in a F0(foot radius, thou*h material ob,ects still bloc) si*ht and sound. -!n ethereal creature can/t see throu*h a material +all, for instance.. !n ethereal creature inside an ob,ect on the 9aterial Plane cannot see. Thin*s on the 9aterial Plane, ho+ever, loo) *ra&, indistinct, and *hostl&. !n ethereal creature can/t affect the 9aterial Plane, not even ma*icall&. !n ethereal creature, ho+ever, interacts +ith other ethereal creatures and ob,ects the +a& material creatures interact +ith material creatures and ob,ects. Even if a creature on the 9aterial Plane can see an ethereal creature the ethereal creature is on another plane. Onl& force effects can affect the ethereal creatures. f, on the other hand, both creatures are ethereal, the& can affect each other normall&. ! force effect ori*inatin* on the 9aterial Plane e'tends onto the Ethereal Plane, so that a wall of force bloc)s an ethereal creature, and a magic missile can stri)e one -provided the spellcaster can see the ethereal tar*et.. Ga<e effects and ab,urations also e'tend from the 9aterial Plane to the Ethereal Plane. $one of these effects e'tend from the Ethereal Plane to the 9aterial Plane. Ethereal creatures move in an& direction -includin* up or do+n. at +ill. The& do not need to +al) on the *round, and material ob,ects don/t bloc) them -thou*h the& can/t see +hile their e&es are +ithin solid material.. Ghosts have a po+er called manifestation that allo+s them to appear on the 9aterial Plane as incorporeal creatures. Still, the& are on the Ethereal Plane, and another ethereal creature can interact normall& +ith a manifestin* *host. Ethereal creatures pass throu*h and operate in +ater as easil& as air. Ethereal creatures do not fall or ta)e fallin* dama*e.

E3!S O$ !$% 9P2O3E% E3!S O$

These e'traordinar& abilities allo+ the tar*et of an area attac) to leap or t+ist out of the +a&. 2o*ues and mon)s have evasion and improved evasion as class features, but certain other creatures have these abilities, too. f sub,ected to an attac) that allo+s a 2efle' save for half dama*e, a character +ith evasion ta)es no dama*e on a successful save. !s +ith a 2efle' save for an& creature, a character must have room to move in order to evade. ! bound character or one s8uee<in* throu*h an area cannot use evasion. !s +ith a 2efle' save for an& creature, evasion is a refle'ive abilit&. The character need not )no+ that the attac) is comin* to use evasion. 2o*ues and mon)s cannot use evasion in medium or heav& armor. Some creatures +ith the evasion abilit& as an innate 8ualit& do not have this limitation. mproved evasion is li)e evasion, e'cept that even on a failed savin* thro+ the character ta)es onl& half dama*e.

B!ST 6E!L $G
! creature +ith fast healin* has the e'traordinar& abilit& to re*ain hit points at an e'ceptional rate. E'cept for +hat is noted here, fast healin* is li)e natural healin*. !t the be*innin* of each of the creature/s turns, it heals a certain number of hit points -defined in its description.. >nli)e re*eneration, fast healin* does not allo+ a creature to re*ro+ or reattach lost bod& parts. ! creature that has ta)en both nonlethal and lethal dama*e heals the nonlethal dama*e first. Bast healin* does not restore hit points lost from starvation, thirst, or suffocation. Bast healin* does not increase the number of hit points re*ained +hen a creature pol&morphs.

BE!2
Spells, ma*ic items, and certain monsters can affect characters +ith fear. n most cases, the character ma)es a 4ill savin* thro+ to resist this effect, and a failed roll means that the character is sha)en, fri*htened, or panic)ed. S'aken: Characters +ho are sha)en ta)e a CJ penalt& on attac) rolls, savin* thro+s, s)ill chec)s, and abilit& chec)s. (ri"'tened: Characters +ho are fri*htened are sha)en, and in addition the& flee from the source of their fear as 8uic)l& as the& can. The& can choose the path of their fli*ht. Other than that stipulation, once the& are out of si*ht -or hearin*. of the source of their fear, the& can act as the& +ant. 6o+ever, if the duration of their fear continues, characters can be forced to flee once more if the source of their fear presents itself a*ain. Characters unable to flee can fi*ht -thou*h the& are still sha)en.. )anicked: Characters +ho are panic)ed are sha)en, and the& run a+a& from the source of their fear as 8uic)l& as the& can. Other than runnin* a+a& from the source, their path is random. The& flee from all other dan*ers that confront them rather than facin* those dan*ers. Panic)ed characters co+er if the& are prevented from fleein*. Beco!in" E*en +ore (earful: Bear effects are cumulative. ! sha)en character +ho is made sha)en a*ain becomes fri*htened, and a sha)en character +ho is made fri*htened becomes panic)ed instead. ! fri*htened character +ho is made sha)en or fri*htened becomes panic)ed instead.

B 2E 99>$ T0
! creature +ith fire immunit& never ta)es fire dama*e. t has vulnerabilit& to cold, +hich means it ta)es half a*ain as much -A=0;. dama*e as normal from cold, re*ardless of +hether a savin* thro+ is allo+ed, or if the save is a success or failure.

G!SEO>S BO29
Some creatures have the supernatural or spell(li)e abilit& to ta)e the form of a cloud of vapor or *as. Creatures in *aseous form can/t run but can fl&. ! *aseous creature can move about and do the thin*s that a cloud of *as can conceivabl& do, such as flo+ throu*h the crac) under a door. t can/t, ho+ever, pass throu*h solid matter. Gaseous creatures can/t attac) ph&sicall& or cast spells +ith verbal, somatic, material, or focus components. The& lose their supernatural abilities -e'cept for the supernatural abilit& to assume *aseous form, of course.. Creatures in *aseous form have dama*e reduction 10Kma*ic. Spells, spell(li)e abilities, and supernatural abilities affect them normall&. Creatures in *aseous form lose all benefit of material armor -includin* natural armor., thou*h si<e, %e'terit&, deflection bonuses, and armor bonuses from force armor still appl&. Gaseous creatures do not need to breathe and are immune to attac)s involvin* breathin* -tro*lod&te stench, poison *as, and the li)e.. Gaseous creatures can/t enter +ater or other li8uid. The& are not ethereal or incorporeal. The& are affected b& +inds or other forms of movin* air to the e'tent that the +ind pushes them in the direction the +ind is movin*. 6o+ever, even the stron*est +ind can/t disperse or dama*e a creature in *aseous form. %iscernin* a creature in *aseous form from natural mist re8uires a %C 1= Spot chec). Creatures in *aseous form attemptin* to hide in an area +ith mist, smo)e, or other *as *ain a AJ0 bonus.

G!LE !TT!C7S
4hile the medusa/s *a<e is +ell )no+n, *a<e attac)s can also charm, curse, or even )ill. Ga<e attac)s not produced b& a spell are supernatural. Each character +ithin ran*e of a *a<e attac) must attempt a savin* thro+ -+hich can be a Bortitude or 4ill save. each round at the be*innin* of his turn. !n opponent can avert his e&es from the creature/s face, loo)in* at the creature/s bod&, +atchin* its shado+, or trac)in* the creature in a reflective surface. Each round, the opponent has a =0; chance of not havin* to ma)e a savin* thro+. The creature +ith the *a<e attac) *ains concealment relative to the opponent. !n opponent can shut his e&es, turn his bac) on the creature, or +ear a blindfold. n these cases, the opponent does not need to ma)e a savin* thro+. The creature +ith the *a<e attac) *ains total concealment relative to the opponent. ! creature +ith a *a<e attac) can activel& attempt to use its *a<e as an attac) action. The creature simpl& chooses a tar*et +ithin ran*e, and that opponent must attempt a savin* thro+. f the tar*et has chosen to defend a*ainst the *a<e as discussed above, the opponent *ets a chance to avoid the savin* thro+ -either =0; chance for avertin* e&es or 100; chance for shuttin* e&es.. t is possible for an opponent to save a*ainst a creature/s *a<e t+ice durin* the same round, once before its o+n action and once durin* the creature/s action. Loo)in* at the creature/s ima*e -such as in a mirror or as part of an illusion. does not sub,ect the vie+er to a *a<e attac). ! creature is immune to its o+n *a<e attac). f visibilit& is limited -b& dim li*htin*, a fo*, or the li)e. so that it results in concealment, there is a percenta*e chance e8ual to the normal miss chance for that de*ree of concealment that a character +on/t need to ma)e a savin* thro+ in a *iven round. This chance is not cumulative +ith the chance for avertin* &our e&es, but is rolled separatel&. nvisible creatures cannot use *a<e attac)s. Characters usin* dar)vision in complete dar)ness are affected b& a *a<e attac) normall&. >nless specified other+ise, a creature +ith a *a<e attac) can control its *a<e attac) and Dturn it off E +hen so desired.

$CO2PO2E!L T0
Spectres, +raiths, and a fe+ other creatures lac) ph&sical bodies. Such creatures are insubstantial and can/t be touched b& nonma*ical matter or ener*&. Li)e+ise, the& cannot manipulate ob,ects or e'ert ph&sical force on ob,ects. 6o+ever, incorporeal bein*s have a tan*ible presence that sometimes seems li)e a ph&sical attac) a*ainst a corporeal creature. ncorporeal creatures are present on the same plane as the characters, and characters have some chance to affect them. ncorporeal creatures can be harmed onl& b& other incorporeal creatures, b& ma*ic +eapons, or b& spells, spell(li)e effects, or supernatural effects. The& are immune to all nonma*ical attac) forms. The& are not burned b& normal fires, affected b& natural cold, or harmed b& mundane acids. Even +hen struc) b& ma*ic or ma*ic +eapons, an incorporeal creature has a =0; chance to i*nore an& dama*e from a corporeal source?e'cept for a force effect or dama*e dealt b& a *host touch +eapon. ncorporeal creatures are immune to critical hits, e'tra dama*e from bein* favored enemies, and from snea) attac)s. The& move in an& direction -includin* up or do+n. at +ill. The& do not need to +al) on the *round. The& can pass throu*h solid ob,ects at +ill, althou*h the& cannot see +hen their e&es are +ithin solid matter. ncorporeal creatures hidin* inside solid ob,ects *et a AJ circumstance bonus on Listen chec)s, because solid ob,ects carr& sound +ell. Pinpointin* an opponent from inside a solid ob,ect uses the same rules as pinpointin* invisible opponents -see nvisibilit&, belo+.. ncorporeal creatures are inaudible unless the& decide to ma)e noise. The ph&sical attac)s of incorporeal creatures i*nore material armor, even ma*ic armor, unless it is made of force -such as ma*e armor or bracers of armor. or has the *host touch abilit&. ncorporeal creatures pass throu*h and operate in +ater as easil& as the& do in air. ncorporeal creatures cannot fall or ta)e fallin* dama*e. Corporeal creatures cannot trip or *rapple incorporeal creatures. ncorporeal creatures have no +ei*ht and do not set off traps that are tri**ered b& +ei*ht. ncorporeal creatures do not leave footprints, have no scent, and ma)e no noise unless the& manifest, and even then the& onl& ma)e noise intentionall&.

$3 S " L T0
The abilit& to move about unseen is not foolproof. 4hile the& can/t be seen, invisible creatures can be heard, smelled, or felt. nvisibilit& ma)es a creature undetectable b& vision, includin* dar)vision. nvisibilit& does not, b& itself, ma)e a creature immune to critical hits, but it does ma)e the creature immune to e'tra dama*e from bein* a ran*er/s favored enem& and from snea) attac)s. ! creature can *enerall& notice the presence of an active invisible creature +ithin G0 feet +ith a %C J0 Spot chec). The observer *ains a hunch that Dsomethin*/s thereE but can/t see it or tar*et it accuratel& +ith an attac). ! creature +ho is holdin* still is ver& hard to notice -%C G0.. !n inanimate ob,ect, an unlivin* creature holdin* still, or a completel& immobile

creature is even harder to spot -%C H0.. t/s practicall& impossible -AJ0 %C. to pinpoint an invisible creature/s location +ith a Spot chec), and even if a character succeeds on such a chec), the invisible creature still benefits from total concealment -=0; miss chance.. ! creature can use hearin* to find an invisible creature. ! character can ma)e a Listen chec) for this purpose as a free action each round. ! Listen chec) result at least e8ual to the invisible creature/s 9ove Silentl& chec) result reveals its presence. -! creature +ith no ran)s in 9ove Silentl& ma)es a 9ove Silentl& chec) as a %e'terit& chec) to +hich an armor chec) penalt& applies.. ! successful chec) lets a character hear an invisible creature Dover there some+here.E t/s practicall& impossible to pinpoint the location of an invisible creature. ! Listen chec) that beats the %C b& J0 pinpoints the invisible creature/s location. Listen 'eck D s to Detect In*isible reatures In*isible reature Is , , , D n combat or spea)in* 0 9ovin* at half speed 9ove Silentl& chec) result 9ovin* at full speed 9ove Silentl& chec) result CH 2unnin* or char*in* 9ove Silentl& chec) result CJ0 Some distance a+a& A1 per 10 feet "ehind an obstacle -door. A= "ehind an obstacle -stone A1= +all. ! creature can *rope about to find an invisible creature. ! character can ma)e a touch attac) +ith his hands or a +eapon into t+o ad,acent =(foot s8uares usin* a standard action. f an invisible tar*et is in the desi*nated area, there is a =0; miss chance on the touch attac). f successful, the *ropin* character deals no dama*e but has successfull& pinpointed the invisible creature/s current location. - f the invisible creature moves, its location, obviousl&, is once a*ain un)no+n.. f an invisible creature stri)es a character, the character struc) still )no+s the location of the creature that struc) him -until, of course, the invisible creature moves.. The onl& e'ception is if the invisible creature has a reach *reater than = feet. n this case, the struc) character )no+s the *eneral location of the creature but has not pinpointed the e'act location. f a character tries to attac) an invisible creature +hose location he has pinpointed, he attac)s normall&, but the invisible creature still benefits from full concealment -and thus a =0; miss chance.. ! particularl& lar*e and slo+ creature mi*ht *et a smaller miss chance. f a character tries to attac) an invisible creature +hose location he has not pinpointed, have the pla&er choose the space +here the character +ill direct the attac). f the invisible creature is there, conduct the attac) normall&. f the enem&/s not there, roll the miss chance as if it +ere there, don/t let the pla&er see the result, and tell him that the character has missed. That +a& the pla&er doesn/t )no+ +hether the attac) missed because the enem&/s not there or because &ou successfull& rolled the miss chance. f an invisible character pic)s up a visible ob,ect, the ob,ect remains visible. One could coat an invisible ob,ect +ith flour to at least )eep trac) of its position -until the flour fell off or ble+ a+a&.. !n invisible creature can pic) up a small visible item and hide it on his person -tuc)ed in a poc)et or behind a cloa). and render it effectivel& invisible. nvisible creatures leave trac)s. The& can be trac)ed normall&. Bootprints in sand, mud, or other soft surfaces can *ive enemies clues to an invisible creature/s location. !n invisible creature in the +ater displaces +ater, revealin* its location. The invisible creature, ho+ever, is still hard to see and benefits from concealment. ! creature +ith the scent abilit& can detect an invisible creature as it +ould a visible one. ! creature +ith the "lind(Bi*ht feat has a better chance to hit an invisible creature. 2oll the miss chance t+ice, and he misses onl& if both rolls indicate a miss. -!lternativel&, ma)e one J=; miss chance roll rather than t+o =0; miss chance rolls.. ! creature +ith blindsi*ht can attac) -and other+ise interact +ith. creatures re*ardless of invisibilit&. !n invisible burnin* torch still *ives off li*ht, as does an invisible ob,ect +ith a li*ht spell -or similar spell. cast upon it. Ethereal creatures are invisible. Since ethereal creatures are not materiall& present, Spot chec)s, Listen chec)s, Scent, "lind( Bi*ht, and blindsi*ht don/t help locate them. ncorporeal creatures are often invisible. Scent, "lind(Bi*ht, and blindsi*ht don/t help creatures find or attac) invisible, incorporeal creatures, but Spot chec)s and possibl& Listen chec)s can help. nvisible creatures cannot use *a<e attac)s. nvisibilit& does not th+art detect spells. Since some creatures can detect or even see invisible creatures, it is helpful to be able to hide even +hen invisible.

LE3EL LOSS
! character +ho loses a level instantl& loses one 6it %ie. The character/s base attac) bonus, base savin* thro+ bonuses, and special class abilities are no+ reduced to the ne+, lo+er level. Li)e+ise, the character loses an& abilit& score *ain, s)ill ran)s, and an& feat associated +ith the level -if applicable.. f the e'act abilit& score or s)ill ran)s increased from a level no+ lost is un)no+n -or the pla&er has for*otten., lose 1 point from the hi*hest abilit& score or ran)s from the hi*hest(ran)ed s)ills. f a

familiar or companion creature has abilities tied to a character +ho has lost a level, the creature/s abilities are ad,usted to fit the character/s ne+ level. The victim/s e'perience point total is immediatel& set to the midpoint of the previous level.

LO4(L G6T 3 S O$
Characters +ith lo+(li*ht vision have e&es that are so sensitive to li*ht that the& can see t+ice as far as normal in dim li*ht. Lo+(li*ht vision is color vision. ! spellcaster +ith lo+(li*ht vision can read a scroll as lon* as even the tiniest candle flame is ne't to her as a source of li*ht. Characters +ith lo+(li*ht vision can see outdoors on a moonlit ni*ht as +ell as the& can durin* the da&.

P!2!L0S S
Some monsters and spells have the supernatural or spell(li)e abilit& to paral&<e their victims, immobili<in* them throu*h ma*ical means. -Paral&sis from to'ins is discussed in the Poison section belo+.. ! paral&<ed character cannot move, spea), or ta)e an& ph&sical action. 6e is rooted to the spot, fro<en and helpless. $ot even friends can move his limbs. 6e ma& ta)e purel& mental actions, such as castin* a spell +ith no components. ! +in*ed creature fl&in* in the air at the time that it becomes paral&<ed cannot flap its +in*s and falls. ! s+immer can/t s+im and ma& dro+n.

PO SO$
4hen a character ta)es dama*e from an attac) +ith a poisoned +eapon, touches an item smeared +ith contact poison, consumes poisoned food or drin), or is other+ise poisoned, he must ma)e a Bortitude savin* thro+. f he fails, he ta)es the poison/s initial dama*e -usuall& abilit& dama*e.. Even if he succeeds, he t&picall& faces more dama*e 1 minute later, +hich he can also avoid +ith a successful Bortitude savin* thro+. One dose of poison smeared on a +eapon or some other ob,ect affects ,ust a sin*le tar*et. ! poisoned +eapon or ob,ect retains its venom until the +eapon scores a hit or the ob,ect is touched -unless the poison is +iped off before a tar*et comes in contact +ith it.. !n& poison smeared on an ob,ect or e'posed to the elements in an& +a& remains potent until it is touched or used. !lthou*h supernatural and spell(li)e poisons are possible, poisonous effects are almost al+a&s e'traordinar&. Poisons can be divided into four basic t&pes accordin* to the method b& +hich their effect is delivered, as follo+s. ontact: 9erel& touchin* this t&pe of poison necessitates a savin* thro+. t can be activel& delivered via a +eapon or a touch attac). Even if a creature has sufficient dama*e reduction to avoid ta)in* an& dama*e from the attac), the poison can still affect it. ! chest or other ob,ect can be smeared +ith contact poison as part of a trap. In"ested: n*ested poisons are virtuall& impossible to utili<e in a combat situation. ! poisoner could administer a potion to an unconscious creature or attempt to dupe someone into drin)in* or eatin* somethin* poisoned. !ssassins and other characters tend to use in*ested poisons outside of combat. In'aled: nhaled poisons are usuall& contained in fra*ile vials or e**shells. The& can be thro+n as a ran*ed attac) +ith a ran*e increment of 10 feet. 4hen it stri)es a hard surface -or is struc) hard., the container releases its poison. One dose spreads to fill the volume of a 10(foot cube. Each creature +ithin the area must ma)e a savin* thro+. -6oldin* one/s breath is ineffective a*ainst inhaled poisons: the& affect the nasal membranes, tear ducts, and other parts of the bod&.. In-ury: This poison must be delivered throu*h a +ound. f a creature has sufficient dama*e reduction to avoid ta)in* an& dama*e from the attac), the poison does not affect it. Traps that cause dama*e from +eapons, needles, and the li)e sometimes contain in,ur& poisons. The characteristics of poisons are summari<ed on Table@ Poisons. Terms on the table are defined belo+. )ype: The poison/s method of deliver& -contact, in*ested, inhaled, or via an in,ur&. and the Bortitude save %C to avoid the poison/s dama*e. %nitial Damage: The dama*e the character ta)es immediatel& upon failin* his savin* thro+ a*ainst this poison. !bilit& dama*e is temporar& unless mar)ed +ith an asteris) -M., in +hich case the loss is a permanent drain. Paral&sis lasts for JdF minutes. Secondary Damage: The amount of dama*e the character ta)es 1 minute after e'posure as a result of the poisonin*, if he fails a second savin* thro+. >nconsciousness lasts for 1dG hours. !bilit& dama*e mar)ed +ith an asteris) is permanent drain instead of temporar& dama*e. 'rice: The cost of one dose -one vial. of the poison. t is not possible to use or appl& poison in an& 8uantit& smaller than one dose. The purchase and possession of poison is al+a&s ille*al, and even in bi* cities it can be obtained onl& from speciali<ed, less than reputable sources.

)erils of .sin" )oison


! character has a =; chance of e'posin* himself to a poison +henever he applies it to a +eapon or other+ise readies it for use. !dditionall&, a character +ho rolls a natural 1 on an attac) roll +ith a poisoned +eapon must ma)e a %C 1= 2efle' save or accidentall& poison himself +ith the +eapon.

)oison I!!unities
Creatures +ith natural poison attac)s are immune to their o+n poison. $onlivin* creatures -constructs and undead. and creatures +ithout metabolisms -such as elementals. are al+a&s immune to poison. Oo<es, plants, and certain )inds of outsiders are also immune to poison, althou*h conceivabl& special poisons could be concocted specificall& to harm them. Table: )oisons )oison Type $itharit Contact %C 1G Sassone leaf residue Contact %C 1F 9al&ss root paste Contact %C 1F Terinav root Contact %C 1F "lac) lotus e'tract Contact %C J0 %ra*on bile Contact %C JF Striped toadstool n*ested %C 11 !rsenic n*ested %C 1G d moss n*ested %C 1H Oil of ta**it n*ested %C 1= Lich dust n*ested %C 1N %ar) reaver po+der n*ested %C 1I >n*ol dust nhaled %C 1= nsanit& mist nhaled %C 1= "urnt othur fumes nhaled %C 1I "lac) adder venom n,ur& %C 11 Small centipede n,ur& %C 11 poison "loodroot n,ur& %C 1J %ro+ poison n,ur& %C 1G Greenblood oil n,ur& %C 1G "lue +hinnis n,ur& %C 1H 9edium spider n,ur& %C 1H venom Shado+ essence n,ur& %C 1N 4&vern poison n,ur& %C 1N Lar*e scorpion n,ur& %C 1I venom Giant +asp poison n,ur& %C 1I %eathblade n,ur& %C J0 Purple +orm poison n,ur& %C JH MPermanent drain, not temporar& dama*e. Initial Da!a"e 0 Jd1J hp 1 %e' 1dF %e' GdF Con GdF Str 1 4is 1 Con 1dH nt 0 JdF Str JdF Con 1 Cha 1dH 4is 1 ConM 1dF Con 1dJ %e' 0 >nconsciousness 1 Con 1 Con 1dH Str 1 StrM JdF Con 1dF Str 1dF %e' 1dF Con 1dF Str Secondary Da!a"e GdF Con 1dF Con JdH %e' JdF %e' GdF Con 0 JdF 4is A 1dH nt 1dI Con JdF nt >nconsciousness 1dF Str 1dF Con A 1dF Str 1dF Cha A 1 ChaM JdF 4is GdF Con 1dF Con 1dJ %e' 1dH Con A 1dG 4is >nconsciousness for JdH hours 1dJ Con >nconsciousness 1dH Str JdF Str JdF Con 1dF Str 1dF %e' JdF Con JdF Str )rice F=0 *p G00 *p =00 *p N=0 *p H,=00 *p 1,=00 *p 1I0 *p 1J0 *p 1J= *p O0 *p J=0 *p G00 *p 1,000 *p 1,=00 *p J,100 *p 1J0 *p O0 *p 100 *p N=*p 100 *p 1J0 *p 1=0 *p J=0 *p G,000 *p J00 *p J10 *p 1,I00 *p N00 *p

POL09O2P6
9a*ic can cause creatures and characters to chan*e their shapes?sometimes a*ainst their +ill, but usuall& to *ain an advanta*e. Pol&morphed creatures retain their o+n minds but have ne+ ph&sical forms. The polymorph spell defines the *eneral pol&morph effect. Since creatures do not chan*e t&pes, a sla&in* or bane +eapon desi*ned to )ill or harm creatures of a specific t&pe affects those creatures even if the& are pol&morphed. Li)e+ise, a creature pol&morphed into the form of a creature of a different t&pe is not sub,ect to sla&in* and bane effects directed at that t&pe of creature. ! ran*er/s favored enem& bonus is based on )no+in* +hat the foe is, so if a creature that is a ran*er/s favored enem& pol&morphs into another form, the ran*er is denied his bonus.

! d+arf /s bonus for fi*htin* *iants is based on shape and si<e, so he does not *ain a bonus a*ainst a *iant pol&morphed into somethin* else, but does *ain the bonus a*ainst an& creature pol&morphed into a *iant.

PS O$ CS
Telepath&, mental combat and ps&chic po+ers?psionics is a catchall +ord that describes special mental abilities possessed b& various creatures. These are spell(li)e abilities that a creature *enerates from the po+er of its mind alone?no other outside ma*ical force or ritual is needed. Each psionic creature/s description contains details on its psionic abilities. Psionic attac)s almost al+a&s allo+ 4ill savin* thro+s to resist them. 6o+ever, not all psionic attac)s are mental attac)s. Some psionic abilities allo+ the psionic creature to reshape its o+n bod&, heal its +ounds, or teleport *reat distances. Some psionic creatures can see into the future, the past, and the present -in far(off locales. as +ell as read the minds of others.

2!0S
!ll ra& attac)s re8uire the attac)er to ma)e a successful ran*ed touch attac) a*ainst the tar*et. 2a&s have var&in* ran*es, +hich are simple ma'imums. ! ra&/s attac) roll never ta)es a ran*e penalt&. Even if a ra& hits, it usuall& allo+s the tar*et to ma)e a savin* thro+ -Bortitude or 4ill.. 2a&s never allo+ a 2efle' savin* thro+, but if a character/s %e'terit& bonus to !C is hi*h, it mi*ht be hard to hit her +ith the ra& in the first place.

2EGE$E2!T O$
Creatures +ith this e'traordinar& abilit& recover from +ounds 8uic)l& and can even re*ro+ or reattach severed bod& parts. %ama*e dealt to the creature is treated as nonlethal dama*e, and the creature automaticall& cures itself of nonlethal dama*e at a fi'ed rate. Certain attac) forms, t&picall& fire and acid, deal dama*e to the creature normall&: that sort of dama*e doesn/t convert to nonlethal dama*e and so doesn/t *o a+a&. The creature/s description includes the details. Creatures +ith re*eneration can re*ro+ lost portions of their bodies and can reattach severed limbs or bod& parts. Severed parts die if the& are not reattached. 2e*eneration does not restore hit points lost from starvation, thirst, or suffocation. !ttac) forms that don/t deal hit point dama*e i*nore re*eneration. !n attac) that can cause instant death onl& threatens the creature +ith death if it is delivered b& +eapons that deal it lethal dama*e.

2ES ST!$CE TO E$E2G0


! creature +ith resistance to ener*& has the abilit& -usuall& e'traordinar&. to i*nore some dama*e of a certain t&pe each round, but it does not have total immunit&. Each resistance abilit& is defined b& +hat ener*& t&pe it resists and ho+ man& points of dama*e are resisted. t doesn/t matter +hether the dama*e has a mundane or ma*ical source. 4hen resistance completel& ne*ates the dama*e from an ener*& attac), the attac) does not disrupt a spell. This resistance does not stac) +ith the resistance that a spell mi*ht provide.

SCE$T
This e'traordinar& abilit& lets a creature detect approachin* enemies, sniff out hidden foes, and trac) b& sense of smell. ! creature +ith the scent abilit& can detect opponents b& sense of smell, *enerall& +ithin G0 feet. f the opponent is up+ind, the ran*e is F0 feet. f it is do+n+ind, the ran*e is 1= feet. Stron* scents, such as smo)e or rottin* *arba*e, can be detected at t+ice the ran*es noted above. Overpo+erin* scents, such as s)un) mus) or tro*lod&te stench, can be detected at three times these ran*es. The creature detects another creature/s presence but not its specific location. $otin* the direction of the scent is a move action. f it moves +ithin = feet of the scent/s source, the creature can pinpoint that source. ! creature +ith the Trac) feat and the scent abilit& can follo+ trac)s b& smell, ma)in* a 4isdom chec) to find or follo+ a trac). The t&pical %C for a fresh trail is 10. The %C increases or decreases dependin* on ho+ stron* the 8uarr&/s odor is, the number of creatures, and the a*e of the trail. Bor each hour that the trail is cold, the %C increases b& J. The abilit& other+ise follo+s the rules for the Trac) feat. Creatures trac)in* b& scent i*nore the effects of surface conditions and poor visibilit&. Creatures +ith the scent abilit& can identif& familiar odors ,ust as humans do familiar si*hts. 4ater, particularl& runnin* +ater, ruins a trail for air(breathin* creatures. 4ater(breathin* creatures that have the scent abilit&, ho+ever, can use it in the +ater easil&. Balse, po+erful odors can easil& mas) other scents. The presence of such an odor completel& spoils the abilit& to properl& detect or identif& creatures, and the base Survival %C to trac) becomes J0 rather than 10.

SPELL 2ES ST!$CE


Spell resistance is the e'traordinar& abilit& to avoid bein* affected b& spells. -Some spells also *rant spell resistance.. To affect a creature that has spell resistance, a spellcaster must ma)e a caster level chec) -1dJ0 A caster level. at least e8ual to the creature/s spell resistance. -The defender/s spell resistance is li)e an !rmor Class a*ainst ma*ical attac)s.. f the caster fails the chec), the spell doesn/t affect the creature. The possessor does not have to do an&thin* special to use spell resistance. The creature need not even be a+are of the threat for its spell resistance to operate. Onl& spells and spell(li)e abilities are sub,ect to spell resistance. E'traordinar& and supernatural abilities -includin* enhancement bonuses on ma*ic +eapons. are not. ! creature can have some abilities that are sub,ect to spell resistance and some that are not. Even some spells i*nore spell resistance: see 4hen Spell 2esistance !pplies, belo+. ! creature can voluntaril& lo+er its spell resistance. %oin* so is a standard action that does not provo)e an attac) of opportunit&. Once a creature lo+ers its resistance, it remains do+n until the creature/s ne't turn. !t the be*innin* of the creature/s ne't turn, the creature/s spell resistance automaticall& returns unless the creature intentionall& )eeps it do+n -also a standard action that does not provo)e an attac) of opportunit&.. ! creature/s spell resistance never interferes +ith its o+n spells, items, or abilities. ! creature +ith spell resistance cannot impart this po+er to others b& touchin* them or standin* in their midst. Onl& the rarest of creatures and a fe+ ma*ic items have the abilit& to besto+ spell resistance upon another. Spell resistance does not stac). t overlaps.

/'en Spell 0esistance Applies


Each spell includes an entr& that indicates +hether spell resistance applies to the spell. n *eneral, +hether spell resistance applies depends on +hat the spell does@ Tar"eted Spells: Spell resistance applies if the spell is tar*eted at the creature. Some individuall& tar*eted spells can be directed at several creatures simultaneousl&. n such cases, a creature/s spell resistance applies onl& to the portion of the spell actuall& tar*eted at that creature. f several different resistant creatures are sub,ected to such a spell, each chec)s its spell resistance separatel&. Area Spells: Spell resistance applies if the resistant creature is +ithin the spell/s area. t protects the resistant creature +ithout affectin* the spell itself. Effect Spells: 9ost effect spells summon or create somethin* and are not sub,ect to spell resistance. Sometimes, ho+ever, spell resistance applies to effect spells, usuall& to those that act upon a creature more or less directl&, such as web$ Spell resistance can protect a creature from a spell that/s alread& been cast. Chec) spell resistance +hen the creature is first affected b& the spell. Chec) spell resistance onl& once for an& particular castin* of a spell or use of a spell(li)e abilit&. f spell resistance fails the first time, it fails each time the creature encounters that same castin* of the spell. Li)e+ise, if the spell resistance succeeds the first time, it al+a&s succeeds. f the creature has voluntaril& lo+ered its spell resistance and is then sub,ected to a spell, the creature still has a sin*le chance to resist that spell later, +hen its spell resistance is up. Spell resistance has no effect unless the ener*& created or released b& the spell actuall& *oes to +or) on the resistant creature/s mind or bod&. f the spell acts on an&thin* else and the creature is affected as a conse8uence, no roll is re8uired. Creatures can be harmed b& a spell +ithout bein* directl& affected. Spell resistance does not appl& if an effect fools the creature/s senses or reveals somethin* about the creature. 9a*ic actuall& has to be +or)in* for spell resistance to appl&. Spells that have instantaneous durations but lastin* results aren/t sub,ect to spell resistance unless the resistant creature is e'posed to the spell the instant it is cast. 4hen in doubt about +hether a spell/s effect is direct or indirect, consider the spell/s school@ Ab-uration: The tar*et creature must be harmed, chan*ed, or restricted in some manner for spell resistance to appl&. Perception chan*es aren/t sub,ect to spell resistance. !b,urations that bloc) or ne*ate attac)s are not sub,ect to an attac)er/s spell resistance?it is the protected creature that is affected b& the spell -becomin* immune or resistant to the attac).. on-uration: These spells are usuall& not sub,ect to spell resistance unless the spell con,ures some form of ener*&$ Spells that summon creatures or produce effects that function li)e creatures are not sub,ect to spell resistance. Di*ination: These spells do not affect creatures directl& and are not sub,ect to spell resistance, even thou*h +hat the& reveal about a creature mi*ht be ver& dama*in*. Enc'ant!ent: Since enchantment spells affect creatures/ minds, the& are t&picall& sub,ect to spell resistance. E*ocation: f an evocation spell deals dama*e to the creature, it has a direct effect. f the spell dama*es somethin* else, it has an indirect effect. Illusion: These spells are almost never sub,ect to spell resistance. llusions that entail a direct attac) are e'ceptions. 1ecro!ancy: 9ost of these spells alter the tar*et creature/s life force and are sub,ect to spell resistance. >nusual necromanc& spells that don/t affect other creatures directl& are not sub,ect to spell resistance. Trans!utation: These spells are sub,ect to spell resistance if the& transform the tar*et creature. Transmutation spells are not sub,ect to spell resistance if the& are tar*eted on a point in space instead of on a creature. Some transmutations ma)e ob,ects

harmful -or more harmful., such as magic stone. Even these spells are not *enerall& sub,ect to spell resistance because the& affect the ob,ects, not the creatures a*ainst +hich the ob,ects are used. Spell resistance +or)s a*ainst magic stone onl& if the creature +ith spell resistance is holdin* the stones +hen the cleric casts magic stone on them.

Successful Spell 0esistance


Spell resistance prevents a spell or a spell(li)e abilit& from affectin* or harmin* the resistant creature, but it never removes a ma*ical effect from another creature or ne*ates a spell/s effect on another creature. Spell resistance prevents a spell from disruptin* another spell. !*ainst an on*oin* spell that has alread& been cast, a failed chec) a*ainst spell resistance allo+s the resistant creature to i*nore an& effect the spell mi*ht have. The ma*ic continues to affect others normall&.

T2E9O2SE$SE
! creature +ith tremorsense automaticall& senses the location of an&thin* that is in contact +ith the *round and +ithin ran*e. f no strai*ht path e'ists throu*h the *round from the creature to those that it/s sensin*, then the ran*e defines the ma'imum distance of the shortest indirect path. t must itself be in contact +ith the *round, and the creatures must be movin*. !s lon* as the other creatures are ta)in* ph&sical actions, includin* castin* spells +ith somatic components, the&/re considered movin*: the& don/t have to move from place to place for a creature +ith tremorsense to detect them.

T>2$ 2ES ST!$CE


Some creatures -usuall& undead. are less easil& affected b& the turnin* abilit& of clerics or paladins. Turn resistance is an e'traordinar& abilit&. 4hen resolvin* a turn, rebu)e, command, or bolster attempt, added the appropriate bonus to the creature/s 6it %ice total.

CO$% T O$S
f more than one condition affects a character, appl& them all. f certain effects can/t combine, appl& the most severe effect. Ability Da!a"ed: The character has temporaril& lost 1 or more abilit& score points. Lost points return at a rate of 1 per da& unless noted other+ise b& the condition dealin* the dama*e. ! character +ith Stren*th 0 falls to the *round and is helpless. ! character +ith %e'terit& 0 is paral&<ed. ! character +ith Constitution 0 is dead. ! character +ith ntelli*ence, 4isdom, or Charisma 0 is unconscious. !bilit& dama*e is different from penalties to abilit& scores, +hich *o a+a& +hen the conditions causin* them *o a+a&. Ability Drained: The character has permanentl& lost 1 or more abilit& score points. The character can re*ain these points onl& throu*h ma*ical means. ! character +ith Stren*th 0 falls to the *round and is helpless. ! character +ith %e'terit& 0 is paral&<ed. ! character +ith Constitution 0 is dead. ! character +ith ntelli*ence, 4isdom, or Charisma 0 is unconscious. Blinded: The character cannot see. 6e ta)es a CJ penalt& to !rmor Class, loses his %e'terit& bonus to !C -if an&., moves at half speed, and ta)es a CH penalt& on Search chec)s and on most Stren*th( and %e'terit&(based s)ill chec)s. !ll chec)s and activities that rel& on vision -such as readin* and Spot chec)s. automaticall& fail. !ll opponents are considered to have total concealment -=0; miss chance. to the blinded character. Characters +ho remain blinded for a lon* time *ro+ accustomed to these dra+bac)s and can overcome some of them. Blo2n A2ay: %ependin* on its si<e, a creature can be blo+n a+a& b& +inds of hi*h velocit&. ! creature on the *round that is blo+n a+a& is )noc)ed do+n and rolls 1dH ' 10 feet, ta)in* 1dH points of nonlethal dama*e per 10 feet. ! fl&in* creature that is blo+n a+a& is blo+n bac) JdF ' 10 feet and ta)es JdF points of nonlethal dama*e due to batterin* and bufferin*. 'ecked: Prevented from achievin* for+ard motion b& an applied force, such as +ind. Chec)ed creatures on the *round merel& stop. Chec)ed fl&in* creatures move bac) a distance specified in the description of the effect. Confused: ! confused character/s actions are determined b& rollin* d; at the be*innin* of his turn@ 01C10, attac) caster +ith melee or ran*ed +eapons -or close +ith caster if attac)in* is not possible.: 11CJ0, act normall&: J1C=0, do nothin* but babble incoherentl&: =1CN0, flee a+a& from caster at top possible speed: N1C100, attac) nearest creature -for this purpose, a familiar counts as part of the sub,ect/s self .. ! confused character +ho can/t carr& out the indicated action does nothin* but babble incoherentl&. !ttac)ers are not at an& special advanta*e +hen attac)in* a confused character. !n& confused character +ho is attac)ed automaticall& attac)s its attac)ers on its ne't turn, as lon* as it is still confused +hen its turn comes. ! confused

character does not ma)e attac)s of opportunit& a*ainst an& creature that it is not alread& devoted to attac)in* -either because of its most recent action or because it has ,ust been attac)ed.. o2erin": The character is fro<en in fear and can ta)e no actions. ! co+erin* character ta)es a CJ penalt& to !rmor Class and loses her %e'terit& bonus -if an&.. Da3ed: The creature is unable to act normall&. ! da<ed creature can ta)e no actions, but has no penalt& to !C. ! da<ed condition t&picall& lasts 1 round. Da33led: The creature is unable to see +ell because of overstimulation of the e&es. ! da<<led creature ta)es a C1 penalt& on attac) rolls, Search chec)s, and Spot chec)s. Dead: The character/s hit points are reduced to C10, his Constitution drops to 0, or he is )illed outri*ht b& a spell or effect. The character/s soul leaves his bod&. %ead characters cannot benefit from normal or ma*ical healin*, but the& can be restored to life via ma*ic. ! dead bod& deca&s normall& unless ma*icall& preserved, but ma*ic that restores a dead character to life also restores the bod& either to full health or to its condition at the time of death -dependin* on the spell or device.. Either +a&, resurrected characters need not +orr& about ri*or mortis, decomposition, and other conditions that affect dead bodies. Deafened: ! deafened character cannot hear. She ta)es a CH penalt& on initiative chec)s, automaticall& fails Listen chec)s, and has a J0; chance of spell failure +hen castin* spells +ith verbal components. Characters +ho remain deafened for a lon* time *ro+ accustomed to these dra+bac)s and can overcome some of them. Disabled: ! character +ith 0 hit points, or one +ho has ne*ative hit points but has become stable and conscious, is disabled. ! disabled character ma& ta)e a sin*le move action or standard action each round -but not both, nor can she ta)e full(round actions.. She moves at half speed. Ta)in* move actions doesn/t ris) further in,ur&, but performin* an& standard action -or an& other action the %9 deems strenuous, includin* some free actions such as castin* a 8uic)ened spell. deals 1 point of dama*e after the completion of the act. >nless the action increased the disabled character/s hit points, she is no+ in ne*ative hit points and d&in*. ! disabled character +ith ne*ative hit points recovers hit points naturall& if she is bein* helped. Other+ise, each da& she has a 10; chance to start recoverin* hit points naturall& -startin* +ith that da&.: other+ise, she loses 1 hit point. Once an unaided character starts recoverin* hit points naturall&, she is no lon*er in dan*er of losin* hit points -even if her current hit points are ne*ative.. Dyin": ! d&in* character is unconscious and near death. She has C1 to CO current hit points. ! d&in* character can ta)e no actions and is unconscious. !t the end of each round -startin* +ith the round in +hich the character dropped belo+ 0 hit points., the character rolls d; to see +hether she becomes stable. She has a 10; chance to become stable. f she does not, she loses 1 hit point. f a d&in* character reaches C10 hit points, she is dead. Ener"y Drained: The character *ains one or more ne*ative levels, +hich mi*ht permanentl& drain the character/s levels. f the sub,ect has at least as man& ne*ative levels as 6it %ice, he dies. Each ne*ative level *ives a creature the follo+in* penalties@ C1 penalt& on attac) rolls, savin* thro+s, s)ill chec)s, abilit& chec)s: loss of = hit points: and C1 to effective level -for determinin* the po+er, duration, %C, and other details of spells or special abilities.. n addition, a spellcaster loses one spell or spell slot from the hi*hest spell level castable. Entan"led: The character is ensnared. "ein* entan*led impedes movement, but does not entirel& prevent it unless the bonds are anchored to an immobile ob,ect or tethered b& an opposin* force. !n entan*led creature moves at half speed, cannot run or char*e, and ta)es a CJ penalt& on all attac) rolls and a CH penalt& to %e'terit&. !n entan*led character +ho attempts to cast a spell must ma)e a Concentration chec) -%C 1= A the spell/s level. or lose the spell. Ex'austed: !n e'hausted character moves at half speed and ta)es a CF penalt& to Stren*th and %e'terit&. !fter 1 hour of complete rest, an e'hausted character becomes fati*ued. ! fati*ued character becomes e'hausted b& doin* somethin* else that +ould normall& cause fati*ue. (ascinated: ! fascinated creature is entranced b& a supernatural or spell effect. The creature stands or sits 8uietl&, ta)in* no actions other than to pa& attention to the fascinatin* effect, for as lon* as the effect lasts. t ta)es a CH penalt& on s)ill chec)s made as reactions, such as Listen and Spot chec)s. !n& potential threat, such as a hostile creature approachin*, allo+s the fascinated creature a ne+ savin* thro+ a*ainst the fascinatin* effect. !n& obvious threat, such as someone dra+in* a

+eapon, castin* a spell, or aimin* a ran*ed +eapon at the fascinated creature, automaticall& brea)s the effect. ! fascinated creature/s all& ma& sha)e it free of the spell as a standard action. (ati"ued: ! fati*ued character can neither run nor char*e and ta)es a CJ penalt& to Stren*th and %e'terit&. %oin* an&thin* that +ould normall& cause fati*ue causes the fati*ued character to become e'hausted. !fter I hours of complete rest, fati*ued characters are no lon*er fati*ued. (lat-(ooted: ! character +ho has not &et acted durin* a combat is flat(footed, not &et reactin* normall& to the situation. ! flat(footed character loses his %e'terit& bonus to !C -if an&. and cannot ma)e attac)s of opportunit&. (ri"'tened: ! fri*htened creature flees from the source of its fear as best it can. f unable to flee, it ma& fi*ht. ! fri*htened creature ta)es a CJ penalt& on all attac) rolls, savin* thro+s, s)ill chec)s, and abilit& chec)s. ! fri*htened creature can use special abilities, includin* spells, to flee: indeed, the creature must use such means if the& are the onl& +a& to escape. Bri*htened is li)e sha)en, e'cept that the creature must flee if possible. Panic)ed is a more e'treme state of fear. 4rapplin": En*a*ed in +restlin* or some other form of hand(to(hand stru**le +ith one or more attac)ers. ! *rapplin* character can underta)e onl& a limited number of actions. 6e does not threaten an& s8uares, and loses his %e'terit& bonus to !C -if an&. a*ainst opponents he isn/t *rapplin*. 5elpless: ! helpless character is paral&<ed, held, bound, sleepin*, unconscious, or other+ise completel& at an opponent/s merc&. ! helpless tar*et is treated as havin* a %e'terit& of 0 -C= modifier.. 9elee attac)s a*ainst a helpless tar*et *et a AH bonus -e8uivalent to attac)in* a prone tar*et.. 2an*ed attac)s *ets no special bonus a*ainst helpless tar*ets. 2o*ues can snea) attac) helpless tar*ets. !s a full(round action, an enem& can use a melee +eapon to deliver a coup de *race to a helpless foe. !n enem& can also use a bo+ or crossbo+, provided he is ad,acent to the tar*et. The attac)er automaticall& hits and scores a critical hit. -! ro*ue also *ets her snea) attac) dama*e bonus a*ainst a helpless foe +hen deliverin* a coup de *race.. f the defender survives, he must ma)e a Bortitude save -%C 10 A dama*e dealt. or die. %eliverin* a coup de *race provo)es attac)s of opportunit&. Creatures that are immune to critical hits do not ta)e critical dama*e, nor do the& need to ma)e Bortitude saves to avoid bein* )illed b& a coup de *race. Incorporeal: 6avin* no ph&sical bod&. ncorporeal creatures are immune to all nonma*ical attac) forms. The& can be harmed onl& b& other incorporeal creatures, A1 or better ma*ic +eapons, spells, spell(li)e effects, or supernatural effects. In*isible: 3isuall& undetectable. !n invisible creature *ains a AJ bonus on attac) rolls a*ainst si*hted opponents, and i*nores its opponents/ %e'terit& bonuses to !C -if an&.. -See nvisibilit&, under Special !bilities.. 6nocked Do2n: %ependin* on their si<e, creatures can be )noc)ed do+n b& +inds of hi*h velocit&. Creatures on the *round are )noc)ed prone b& the force of the +ind. Bl&in* creatures are instead blo+n bac) 1dF ' 10 feet. 1auseated: E'periencin* stomach distress. $auseated creatures are unable to attac), cast spells, concentrate on spells, or do an&thin* else re8uirin* attention. The onl& action such a character can ta)e is a sin*le move action per turn. )anicked: ! panic)ed creature must drop an&thin* it holds and flee at top speed from the source of its fear, as +ell as an& other dan*ers it encounters, alon* a random path. t can/t ta)e an& other actions. n addition, the creature ta)es a CJ penalt& on all savin* thro+s, s)ill chec)s, and abilit& chec)s. f cornered, a panic)ed creature co+ers and does not attac), t&picall& usin* the total defense action in combat. ! panic)ed creature can use special abilities, includin* spells, to flee: indeed, the creature must use such means if the& are the onl& +a& to escape. Panic)ed is a more e'treme state of fear than sha)en or fri*htened. )araly3ed: ! paral&<ed character is fro<en in place and unable to move or act. ! paral&<ed character has effective %e'terit& and Stren*th scores of 0 and is helpless, but can ta)e purel& mental actions. ! +in*ed creature fl&in* in the air at the time that it becomes paral&<ed cannot flap its +in*s and falls. ! paral&<ed s+immer can/t s+im and ma& dro+n. ! creature can move throu*h a space occupied b& a paral&<ed creature?all& or not. Each s8uare occupied b& a paral&<ed creature, ho+ever, counts as J s8uares.

)etrified: ! petrified character has been turned to stone and is considered unconscious. f a petrified character crac)s or brea)s, but the bro)en pieces are ,oined +ith the bod& as he returns to flesh, he is unharmed. f the character/s petrified bod& is incomplete +hen it returns to flesh, the bod& is li)e+ise incomplete and there is some amount of permanent hit point loss andKor debilitation. )inned: 6eld immobile -but not helpless. in a *rapple. )rone: The character is on the *round. !n attac)er +ho is prone has a CH penalt& on melee attac) rolls and cannot use a ran*ed +eapon -e'cept for a crossbo+.. ! defender +ho is prone *ains a AH bonus to !rmor Class a*ainst ran*ed attac)s, but ta)es a CH penalt& to !C a*ainst melee attac)s. Standin* up is a move(e8uivalent action that provo)es an attac) of opportunit&. S'aken: ! sha)en character ta)es a CJ penalt& on attac) rolls, savin* thro+s, s)ill chec)s, and abilit& chec)s. Sha)en is a less severe state of fear than fri*htened or panic)ed. Sickened: The character ta)es a CJ penalt& on all attac) rolls, +eapon dama*e rolls, savin* thro+s, s)ill chec)s, and abilit& chec)s. Stable: ! character +ho +as d&in* but +ho has stopped losin* hit points and still has ne*ative hit points is stable. The character is no lon*er d&in*, but is still unconscious. f the character has become stable because of aid from another character -such as a 6eal chec) or ma*ical healin*., then the character no lon*er loses hit points. 6e has a 10; chance each hour of becomin* conscious and disabled -even thou*h his hit points are still ne*ative.. f the character became stable on his o+n and hasn/t had help, he is still at ris) of losin* hit points. Each hour, he has a 10; chance of becomin* conscious and disabled. Other+ise he loses 1 hit point. Sta""ered: ! character +hose nonlethal dama*e e'actl& e8uals his current hit points is sta**ered. ! sta**ered character ma& ta)e a sin*le move action or standard action each round -but not both, nor can she ta)e full(round actions.. ! character +hose current hit points e'ceed his nonlethal dama*e is no lon*er sta**ered: a character +hose nonlethal dama*e e'ceeds his hit points becomes unconscious. Stunned: ! stunned creature drops ever&thin* held, can/t ta)e actions, ta)es a CJ penalt& to !C, and loses his %e'terit& bonus to !C -if an&.. Turned: !ffected b& a turn undead attempt. Turned undead flee for 10 rounds -1 minute. b& the best and fastest means available to them. f the& cannot flee, the& co+er. .nconscious: 7noc)ed out and helpless. >nconsciousness can result from havin* current hit points bet+een C1 and CO, or from nonlethal dama*e in e'cess of current hit points.

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