Description on Chubfrom Chub
Ok so I thought this would make a Nice touch to my Echoes of Spira Campain. And I love D&D so I compiled a lorebook adding in a d20 System to FFX. This isn't perfect mind you, but its a Start. Add it if you want.
Other World Info / Lorebooks: Echoes of Spira - Expanded Campaign Framework Final Fantasy X World Lore Final Fantasy X Monster & Enemy Lorebook
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Book description
Clean reusable SillyTavern mechanics lorebook based on Final Fantasy X D20 v1.1. Designed to work alongside the clean FFX World Lorebook, FFX Monster & Enemy Lorebook, and Echoes of Spira campaign framework. Includes racial mechanics, classes, status effects, Aeon rules, magic, Sending/Fiending, spell feats, equipment abilities, items, Overdrives, Blitzball, Sphere Grid guidance, Spiran equipment, and metamagic. No prior custom campaign history.
Final Fantasy X D20 Complete Rules & Mechanics
533 entries · scan depth 4 · budget 3,200 tokens
- #1Rules Lorebook Compatibilityconstant
Keys: rules lorebook, rules authority, FFX D20, D20 system, mechanics system
FINAL FANTASY X D20 — RULES & MECHANICS REFERENCE
This lorebook contains the mechanical rules from Final Fantasy X D20 v1.1 and is intended to complement, not replace:
- FFX World Lorebook: setting, geography, cultures, factions, canon world information.
- FFX Monster & Enemy Lorebook: creature identity, habitats, enemy mechanics/reference.
- Echoes of Spira Campaign Framework: RP style, player agency, campaign flow, and any edition-conversion decisions.
RULE PRIORITY:
- Rules explicitly established in the current campaign.
- Active campaign framework conversion rules.
- This D20 mechanics lorebook.
- World/monster lorebooks for setting-specific context.
If the campaign framework uses a 5e-style adaptation, preserve FFX D20 class identity, MP costs, progression, elemental/status behavior, signature abilities, Aeon concepts, and Overdrives while translating BAB, saves, AC, attacks of opportunity, skill ranks, and other older d20 mechanics into the active system.
This book contains no custom-player history.
- #2D20 Core Conventionsconstant
Keys: Will, BAB, class level, Reflex, extraordinary, spell-like, supernatural, Fortitude
SOURCE D20 CONVENTIONS:
- BAB = Base Attack Bonus.
- Primary saves are Fortitude, Reflex, and Will.
- Armor Class, touch AC, flat-footed AC, attacks of opportunity, skill ranks, feats, and iterative attacks follow the source d20 model.
- (Sp) = spell-like ability, (Su) = supernatural ability, (Ex) = extraordinary ability.
- Many save DCs are 10 + 1/2 class level + a listed ability modifier.
- MP is the main fuel for many magical and class abilities.
- Abilities often use standard, move, swift, or full-round actions and may provoke attacks of opportunity.
- In a converted campaign, translate those action terms sensibly rather than preserving obsolete mechanics literally.
- #3Playable Races — Mechanical Overview
Keys: Hume, race mechanics, Al Bhed, racial traits, Guado, Hypello, Ronso, playable races
FFX D20 replaces standard fantasy races with Spiran races: Hume, Al Bhed, Half-Al Bhed, Ronso, Guado, Half-Guado, and Hypello.
The source provides starting-age, aging, height/weight, languages, favored classes, speeds, ability adjustments, size, and racial traits.
When using an edition-converted framework, preserve each race's identity while translating level adjustment, old skill bonuses, and size modifiers into the active system.
- #4Race Mechanics — Hume
Keys: Hume racial traits, Hume, Hume race
HUME — SOURCE RACIAL RULES Racial Traits • Medium: As Medium creatures, Humes have no special bonuses or penalties due to their size • Humanoid traits; [Human] subtype • Hume base land speed is 30’ • 1 extra feat at 1st level • 4 extra skill points at 1st level & 1 extra skill point at each additional level • Automatic Language: Common • Bonus Languages: Any (other than secret languages, such as Druidic) • Favored Class: Any; when determining whether a multiclass Hume takes an experience point penalty, his or her highest-level class does not count
- #5Race Mechanics — Al Bhed
Keys: Al Bhed race, Al Bhed racial traits, Al Bhed
AL BHED — SOURCE RACIAL RULES Racial Traits • Medium: As Medium creatures, Al Bhed have no special bonuses or penalties due to their size • Humanoid traits; [Al Bhed] subtype • Al Bhed base land speed is 30’ • -2 Strength, +2 Dexterity • +2 racial bonus on attack rolls against Constructs • +2 racial bonus on Craft & Disable Device checks • +4 racial bonus on Disguise checks when masquerading as a Hume • +2 racial bonus on all saving throws versus mechanical traps • Automatic Language: Al Bhed • Bonus Languages: Common • Favored Class: Bandit
- #6Race Mechanics — Half-Al Bhed
Keys: Half-Al Bhed race, Half-Al Bhed, Half-Al Bhed racial traits
HALF-AL BHED — SOURCE RACIAL RULES Racial Traits • Medium: As Medium creatures, Half-Al Bhed have no special bonuses or penalties due to their size • Humanoid traits • Al Bhed Blood: For all effects related to race, a Half-Al Bhed is considered an Al Bhed • Half-Al Bhed base land speed is 30’ • -2 Strength, +2 Dexterity • 4 extra skill points at 1st level & 1 extra skill point at each additional level • +2 racial bonus on Heal & Use Magic Device checks • +8 racial bonus on Disguise checks when masquerading as a Hume • Automatic Language: Al Bhed • Bonus Languages: Common • Favored Class: Summoner
- #7Race Mechanics — Ronso
Keys: Ronso racial traits, Ronso, Ronso race
RONSO — SOURCE RACIAL RULES Racial Traits • Large: As a Large creature, a Ronso gains a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, & a -4 size penalty on Hide checks, but he or she uses Medium-size weapons, gains a +4 size bonus on Grapple checks, & his or her lifting & carrying limits are 2× of those of a Medium character. • Monstrous Humanoid traits (in name only; characters progress by class, as if Humanoid) • Ronso base land speed is 40’ • +4 Strength, -2 Dexterity, -2 Charisma • Natural Weapon (Ex): Gore (1d4 + Str); Charge Attack (1d4 + Str) × 2 • Automatic Language: Ronso • Bonus Languages: Common • Favored Class: Lancer • Level Adjustment: +1
- #8Race Mechanics — Guado
Keys: Guado, Guado race, Guado racial traits
GUADO — SOURCE RACIAL RULES Racial Traits • Medium: As Medium creatures, Guado have no special bonuses or penalties due to their size • Monstrous Humanoid traits (in name only; characters progress by class, as if Humanoid) • Guado base land speed is 40’ • +2 Dexterity, -2 Wisdom, +2 Charisma • +2 racial bonus on Climb & Survival checks • +2 racial bonus on Reflex saves • Natural Weapon (Ex): Claw (1d4 + Str); Full Attack 2 Claws (1d4 + Str) • Detect Undead (Su): a Guado can sense when undead are within 30’ (although they cannot pinpoint individual undead, merely noting the direction & number of undead within their radius) & can tell if a person is secretly an unsent, a fiend or an Aeon; sensing undead is a swift action that does not provoke attacks of opportunity • Automatic Language: Guado • Bonus Languages: Common • Favored Class: Ronin • Level Adjustment: +1
- #9Race Mechanics — Half-Guado
Keys: Half-Guado race, Half-Guado, Half-Guado racial traits
HALF-GUADO — SOURCE RACIAL RULES Racial Traits • Medium: As Medium creatures, Half-Guado have no special bonuses or penalties due to their size • Humanoid traits • Guado Blood: For all effects related to race, a Half-Guado is considered a Guado • Half-Guado base land speed is 30’ • -2 Wisdom, +2 Charisma • 1 extra feat at 1st level • +2 racial bonus on Diplomacy & Spellcraft checks • +2 racial bonus on Disguise checks when masquerading as a Hume • +2 racial bonus on Reflex saves • Automatic Language: Guado • Bonus Languages: Common • Favored Class: Black Mage
- #10Race Mechanics — Hypello
Keys: Hypello race, Hypello, Hypello racial traits
HYPELLO — SOURCE RACIAL RULES Racial Traits • Small: As a Small creature, a Hypello gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, & a +4 size bonus on Hide checks, but he or she uses smaller weapons than Humans use, gains a -4 size penalty on Grapple checks, & his or her lifting & carrying limits are ¾× of those of a Medium character. • Monstrous Humanoid traits (in name only; characters progress by class, as if Humanoid) • Aquatic subtype traits • Hypello base land speed is 20’ • Hypello base swim speed is 40’ • -2 Strength, +2 Constitution • Low-Light Vision • Amphibious (Ex): Although aquatic, Hypello can survive indefinitely on land • Natural Swimmer (Ex): A Hypello has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. • Shlurred Shpeech (Ex): A Hypello speaks with an impediment when out of water, taking a 10% chance of spell failure as a racial penalty, & a -2 racial penalty on Intimidate rolls • Underwater, a Hypello has a +4 racial bonus on Hide, Listen, & Spot checks • Automatic Language: Hypello • Bonus Languages: Common • Favored Class: Any; when determining whether a multiclass Hypello takes an experience point penalty, his or her highest-level class does not count
Chapter 3: Classes NOTE: this section replaces the classes found within the Player’s Handbook (pages 24-58).
Pugilist (“Tidus”) Natural fighters, Pugilists are masters of melee & hand-to-hand combat, specializing in hastening the actions of their allies while delaying the attacks of their enemies. Coming from a wide variety of backgrounds, Pugilists often serve as guardians for a Summoner, protecting them so that they may accomplish their mission of defeating Sin. Those that don’t become guardians usually become either soldiers, Crusaders (see below), or thugs. Alignment: Any. Hit Die: d8. Class Skills: The Pugilist’s class skills (& the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Gather Information (Cha), Handle Animal (Cha), Jump (Str), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), & Tumble (Dex). Skill Points at 1st Level: (4 + Intelligence modifier) × 4. Skill Points at Each Additional Level: 4 + Intelligence modifier. MP per Level: 1d6+4.
Hume Pugilist Starting Package • Armor: chain shirt (+4AC, max. dex. +4, armor check penalty -2, 20% ASFC, 25lbs), 100gp; buckler (+1AC, armor check penalty -1, 5% ASFC, 5lbs), 15gp • Weapons: long sword (1d8, 19-20/×2, 4lbs, slashing), 15gp • Skill Selection: pick a number of skills equal to 5 + Intelligence modifier • Feat: Dodge
- #11Class — Pugilist
Keys: Pugilist class, Pugilist progression, Pugilist
PUGILIST — CLASS REFERENCE Alignment: Any. Hit Die: d8. MP per level: 1d6+4. Class skills: The Pugilist’s class skills (& the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Gather Information (Cha), Handle Animal (Cha), Jump (Str), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), & Tumble (Dex). Starting package: • Armor: chain shirt (+4AC, max. dex. +4, armor check penalty -2, 20% ASFC, 25lbs), 100gp; buckler (+1AC, armor check penalty -1, 5% ASFC, 5lbs), 15gp • Weapons: long sword (1d8, 19-20/×2, 4lbs, slashing), 15gp • Skill Selection: pick a number of skills equal to 5 + Intelligence modifier • Feat: Dodge • Bonus Feat: Mobility • Gear: backpack, waterskin, trail rations, bedroll, sack, hempen rope, flint & steel kit • Gold: 4d4gp (10gp) Level progression: 1st +0 +0 +2 +0 Cheer 7.5 2nd +1 +0 +3 +0 Uncanny Dodge 15 3rd +2 +1 +3 +1 Flee 22.5 4th +3 +1 +4 +1 Evasion 30 5th +3 +1 +4 +1 Haste 37.5 6th +4 +2 +5 +2 Bonus Feat 45 7th +5 +2 +5 +2 Provoke 52.5 8th +6/+1 +2 +6 +2 Improved Uncanny Dodge 60 9th +6/+1 +3 +6 +3 Delay Attack 67.5 10th +7/+2 +3 +7 +3 Improved Evasion 75 11th +8/+3 +3 +7 +3 Slow 82.5 12th +9/+4 +4 +8 +4 Bonus Feat 90 13th +9/+4 +4 +8 +4 Slowga 97.5 14th +10/+5 +4 +9 +4 Crippling Strike 105 15th +11/+6/+1 +5 +9 +5 Delay Buster 112.5 16th +12/+7/+2 +5 +10 +5 Defensive Roll 120 17th +12/+7/+2 +5 +10 +5 Hastega 127.5 18th +13/+8/+3 +6 +11 +6 Bonus Feat 135 19th +14/+9/+4 +6 +11 +6 Slippery Mind 142.5 20th +15/+10/+5 +6 +12 +6 Quick Hit 150 Features: Weapon & Armor Proficiency, Cheer, Uncanny Dodge, Flee, Evasion, Haste, Bonus Feat, Provoke, Improved Uncanny Dodge, Delay Attack, Improved Evasion, Slow, Slowga, Crippling Strike, Delay Buster, Defensive Roll, Hastega, Slippery Mind, Quick Hit
- #12Class — Summoner
Keys: Summoner progression, Summoner class, Summoner
SUMMONER — CLASS REFERENCE Alignment: Any. Hit Die: d4. MP per level: 2d6+8. Class skills: The Summoner’s class skills (& the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (religion) (Int), Knowledge (the planes) (Int), Perform (Cha), Profession (Wis), Spellcraft (Int), & Use Magical Device (Cha). Starting package: • Armor: ring, protective (+0AC, 0lbs), 17gp • Weapons: quarterstaff (1d6/1d6, 20/×2, 4lbs, large size, two-handed, bludgeoning), 0gp • Skill Selection: pick a number of skills equal to 5 + Intelligence modifier • Feat: Toughness • Gear: backpack, waterskin, trail rations, bedroll, sack, hempen rope, flint & steel kit, hooded lantern, pints of oil • Gold: 3d4gp (7gp) Level progression: 1st +0 +0 +0 +2 Summon 1/day 15 2nd +1 +0 +0 +3 Cure 30 3rd +1 +1 +1 +3 Esuna 45 4th +2 +1 +1 +4 Nul 60 5th +2 +1 +1 +4 Summon 2/day 75 6th +3 +2 +2 +5 Bonus Feat 90 7th +3 +2 +2 +5 Life 105 8th +4 +2 +2 +6 Pray 120 9th +4 +3 +3 +6 Cura 135 10th +5 +3 +3 +7 Summon 3/day 150 11th +5 +3 +3 +7 Bonus Feat 165 12th +6/+1 +4 +4 +8 Shell 180 13th +6/+1 +4 +4 +8 Protect 195 14th +7/+2 +4 +4 +9 Reflect 210 15th +7/+2 +5 +5 +9 Summon 4/day 225 16th +8/+3 +5 +5 +10 Bonus Feat 240 17th +8/+3 +5 +5 +10 Dispel 255 18th +9/+4 +6 +6 +11 Curaga 270 19th +9/+4 +6 +6 +11 Regen 285 20th +10/+5 +6 +6 +12 Holy, Summon 5/day 300 Features: Weapon & Armor Proficiency, Summon, Cure, Esuna, Nul, Bonus Feat, Life, Pray, Cura, Shell, Protect, Reflect, Dispel, Curaga, Regen, Holy
- #13Class — Ronin
Keys: Ronin progression, Ronin, Ronin class
RONIN — CLASS REFERENCE Alignment: Any non-chaotic. Hit Die: d10. MP per level: 1d6+4. Class skills: The Ronin’s class skills (& the key ability for each skill) are Bluff (Cha), Craft (Int), Disguise (Cha), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), & Survival (Wis). Starting package: • Armor: scale mail (+4AC, max. dex. +3, armor check penalty -4, 25 ASFC, 30lbs), 50gp; bracer (+1AC, armor check penalty -1, 5% ASFC, 3lbs), 12gp • Weapons: greatsword (2d6, 19-20/×2, 8lbs, slashing), 50gp • Skill Selection: pick a number of skills equal to 3 + Intelligence modifier • Feat: Combat Expertise • Bonus Feat: Dodge • Gear: backpack, waterskin, trail rations, bedroll, sack, hempen rope, flint & steel kit, hooded lantern, pints of oil • Gold: 2d4gp (5gp) Level progression: 1st +1 +2 +0 +0 Power Break 7.5 2nd +2 +3 +0 +0 Bonus Feat 15 3rd +3 +3 +1 +1 Guard 22.5 4th +4 +4 +1 +1 Damage Reduction 1/- 30 5th +5 +4 +1 +1 Magic Break 37.5 6th +6/+1 +5 +2 +2 Bonus Feat 45 7th +7/+2 +5 +2 +2 Threaten 52.5 8th +8/+3 +6 +2 +2 Damage Reduction 2/- 60 9th +9/+4 +6 +3 +3 Armor Break 67.5 10th +10/+5 +7 +3 +3 Bonus Feat 75 11th +11/+6/+1 +7 +3 +3 Aura of Courage 82.5 12th +12/+7/+2 +8 +4 +4 Damage Reduction 3/- 90 13th +13/+8/+3 +8 +4 +4 Mental Break 97.5 14th +14/+9/+4 +9 +4 +4 Bonus Feat 105 15th +15/+10/+5 +9 +5 +5 Zombie Attack 112.5 16th +16/+11/+6/+1 +10 +5 +5 Damage Reduction 4/- 120 17th +17/+12/+7/+2 +10 +5 +5 Entrust 127.5 18th +18/+13/+8/+3 +11 +6 +6 Bonus Feat 135 19th +19/+14/+9/+4 +11 +6 +6 Sentinel 142.5 20th +20/+15/+10/+5 +12 +6 +6 Damage Reduction 5/- 150 Features: Weapon & Armor Proficiency, Power Break, Bonus Feat, Guard, Damage Reduction, Magic Break, Threaten, Armor Break, Aura of Courage, Mental Break, Zombie Attack, Entrust, Sentinel
- #14Class — Lancer
Keys: Lancer class, Lancer progression, Lancer
LANCER — CLASS REFERENCE Alignment: Any non-lawful. Hit Die: d12. MP per level: 1d6+4. Class skills: The Lancer’s class skills (& the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), & Tumble (Dex). Starting package: • Armor: studded leather (+3AC, max. dex. +5, armor check penalty -1, 15% ASFC, 20lbs), 25gp; armlet (+1AC, armor check penalty -1, 5% ASFC, 3lbs), 12gp • Weapons: longspear (1d8, 20/×3, reach weapon (15’), 9lbs, piercing), 5gp • Skill Selection: pick a number of skills equal to 4 + Intelligence modifier • Feat: Power Attack • Gear: backpack, waterskin, trail rations, bedroll, sack, flint & steel kit • Gold: 2d4gp (5gp)
Class Features All of the following are class features of the lancer. See level progression on Features: Weapon & Armor Proficiency, Weapon Focus, Lancet, Rage, Class Feature, Scan, Greater Rage, Jinx, Tireless Rage, Mighty Rage
- #15Class — Blitzer
Keys: Blitzer progression, Blitzer, Blitzer class
BLITZER — CLASS REFERENCE Alignment: Any. Hit Die: d8. MP per level: 1d6+4. Class skills: The Blitzer’s class skills (& the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), & Tumble (Dex). Starting package: • Armor: leather (+2AC, max. dex. +6, 10% ASFC, 15lbs), 10gp; armguard (+1AC, armor check penalty -1, 5% ASFC, 3lbs), 12gp • Weapons: blitzball (1d6, ×2, 10’ range increment, 2lbs, bouncing, bludgeoning), 40gp • Skill Selection: pick a number of skills equal to 5 + Intelligence modifier • Feat: Point Blank Shot • Bonus Feat: Far Shot • Gear: backpack, waterskin, trail rations, bedroll, sack, hempen rope, flint & steel kit • Gold: 3d4gp (7gp) Level progression: 1st +0 +2 +2 +0 Dark Attack 7.5 2nd +1 +3 +3 +0 Keen Blitzing +1 15 3rd +2 +3 +3 +1 Silence Attack 22.5 4th +3 +4 +4 +1 Fast Movement +5’ 30 5th +3 +4 +4 +1 Aim 37.5 6th +4 +5 +5 +2 Keen Blitzing +2 45 7th +5 +5 +5 +2 Sleep Attack 52.5 8th +6/+1 +6 +6 +2 Fast Movement +10’ 60 9th +6/+1 +6 +6 +3 Dark Buster 67.5 10th +7/+2 +7 +7 +3 Keen Blitzing +4 75 11th +8/+3 +7 +7 +3 Drain 82.5 12th +9/+4 +8 +8 +4 Fast Movement +20’ 90 13th +9/+4 +8 +8 +4 Silence Buster 97.5 14th +10/+5 +9 +9 +4 Keen Blitzing +6 105 15th +11/+6/+1 +9 +9 +5 Sleep Buster 112.5 16th +12/+7/+2 +10 +10 +5 Fast Movement +30’ 120 17th +12/+7/+2 +10 +10 +5 Osmose 127.5 18th +13/+8/+3 +11 +11 +6 Keen Blitzing +8 135 19th +14/+9/+4 +11 +11 +6 Triple Foul 142.5 20th +15/+10/+5 +12 +12 +6 Fast Movement +40’ 150 Features: Weapon & Armor Proficiency, Dark Attack, Keen Blitzing, Silence Attack, Fast Movement, Aim, Sleep Attack, Dark Buster, Drain, Silence Buster, Sleep Buster, Osmose, Triple Foul
- #16Class — Black Mage
Keys: Black Mage, Black Mage class, Black Mage progression
BLACK MAGE — CLASS REFERENCE Alignment: Any. Hit Die: d4. MP per level: 2d6+8. Class skills: The Black Mage’s class skills (& the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Forgery (Int), Gather Information (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (Int), Spellcraft (Int), & Use Magical Device (Cha). Starting package: • Armor: bangle (+0AC, armor check penalty -1, 0lbs), 18gp • Weapons: battle doll (1d4, 19-20/×2, 20’ range increment, 4lbs, slashing & piercing), 500gp • Skill Selection: pick a number of skills equal to 3 + Intelligence modifier • Feat: Toughness • Bonus Feat: Empower Spell • Gear: backpack, waterskin, trail rations, bedroll, sack, hempen rope, flint & steel kit, candles, map case, parchment, ink, inkpen • Gold: 3d4gp (7gp) Level progression: 1st +0 +0 +0 +2 Thunder 15 2nd +1 +0 +0 +3 Water 30 3rd +1 +1 +1 +3 Blizzard 45 4th +2 +1 +1 +4 Fire 60 5th +2 +1 +1 +4 Focus 75 6th +3 +2 +2 +5 Bonus Feat 90 7th +3 +2 +2 +5 Thundara 105 8th +4 +2 +2 +6 Watera 120 9th +4 +3 +3 +6 Blizzara 135 10th +5 +3 +3 +7 Fira 150 11th +5 +3 +3 +7 Reflex 165 12th +6/+1 +4 +4 +8 Bonus Feat 180 13th +6/+1 +4 +4 +8 Bio 195 14th +7/+2 +4 +4 +9 Demi 210 15th +7/+2 +5 +5 +9 Death 225 16th +8/+3 +5 +5 +10 Thundaga 240 17th +8/+3 +5 +5 +10 Waterga 255 18th +9/+4 +6 +6 +11 Blizzaga 270 19th +9/+4 +6 +6 +11 Firaga 285 20th +10/+5 +6 +6 +12 Flare 300 Features: Weapon & Armor Proficiency, Thunder, Water, Blizzard, Fire, Focus, Bonus Feat, Thundara, Watera, Blizzara, Fira, Reflex, Bio, Demi, Death, Thundaga, Waterga, Blizzaga, Firaga, Flare
- #17Class — Bandit
Keys: Bandit progression, Bandit class, Bandit
BANDIT — CLASS REFERENCE Alignment: Any. Hit Die: d6. MP per level: 1d6+4. Class skills: The Bandit’s class skills (& the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (architecture) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), & Use Rope (Dex). Starting package: • Armor: leather (+2AC, max. dex. +6, 10% ASFC, 15lbs), 10gp; targe (AKA buckler; +1AC, armor check penalty -1, 5% ASFC, 5lbs), 15gp • Weapons: claw (1d6, ×3, 3lbs, slashing), 14gp • Skill Selection: pick a number of skills equal to 8 + Intelligence modifier • Feat: Improved Initiative • Gear: backpack, waterskin, trail rations, bedroll, sack, flint & steel kit, thieves’ tools • Gold: 4d4gp (10gp) Level progression: 1st +0 +0 +2 +0 Steal 7.5 2nd +1 +0 +3 +0 Sneak Attack +1d6 15 3rd +2 +1 +3 +1 Trap Sense +2 22.5 4th +3 +1 +4 +1 Sneak Attack +2d6 30 5th +3 +1 +4 +1 Use 37.5 6th +4 +2 +5 +2 Sneak Attack +3d6 45 7th +5 +2 +5 +2 Class Feature 1 52.5 8th +6/+1 +2 +6 +2 Sneak Attack +4d6 60 9th +6/+1 +3 +6 +3 Luck 67.5 10th +7/+2 +3 +7 +3 Sneak Attack +5d6 75 11th +8/+3 +3 +7 +3 Spare Change 82.5 12th +9/+4 +4 +8 +4 Sneak Attack +6d6 90 13th +9/+4 +4 +8 +4 Trap Sense +5 97.5 14th +10/+5 +4 +9 +4 Sneak Attack +7d6 105 15th +11/+6/+1 +5 +9 +5 Mug 112.5 16th +12/+7/+2 +5 +10 +5 Sneak Attack +8d6 120 17th +12/+7/+2 +5 +10 +5 Class Feature 2 127.5 18th +13/+8/+3 +6 +11 +6 Sneak Attack +9d6 135 19th +14/+9/+4 +6 +11 +6 Bribe 142.5 20th +15/+10/+5 +6 +12 +6 Skilled Saboteur 150 Features: Weapon & Armor Proficiency, Steal, NOTE, Sneak Attack, Trap Sense, Use, Class Feature, Luck, Spare Change, Mug, Bribe, Skilled Saboteur
- #18Class — Crusader
Keys: Crusader, Crusader class, Crusader progression
CRUSADER — CLASS REFERENCE Alignment: Any lawful. Hit Die: d8. MP per level: 2d4. Class skills: The Crusader’s class skills (& the key ability for each skill) are Balance (Dex), Climb (Str), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), & Use Rope (Dex). Starting package: • Armor: chain shirt (+4AC, max. dex. +4, armor check penalty -2, 20% ASFC, 25lbs), 100gp • Weapons: short sword (1d6, 19-20/×2, 2lbs, piercing), 10gp • Skill Selection: pick a number of skills equal to 3 + Intelligence modifier • Feat: Power Attack • Bonus Feat: Cleave • Gear: backpack, waterskin, trail rations, bedroll, sack, hempen rope, crossbow bolt case, flint & steel kit, spell component pouch • Gold: 3d4gp (7gp) Level progression: 1st +1 +2 +0 +0 Mounted Combat 5 2nd +2 +3 +0 +0 -- 10 3rd +3 +3 +1 +1 -- 15 4th +4 +4 +1 +1 -- 20 5th +5 +4 +1 +1 Mi’ihen’s Resolve 1/day 25 6th +6/+1 +5 +2 +2 -- 30 7th +7/+2 +5 +2 +2 -- 35 8th +8/+3 +6 +2 +2 -- 40 9th +9/+4 +6 +3 +3 -- 45 10th +10/+5 +7 +3 +3 Mi’ihen’s Resolve 2/day 50 11th +11/+6/+1 +7 +3 +3 -- 55 12th +12/+7/+2 +8 +4 +4 -- 60 13th +13/+8/+3 +8 +4 +4 -- 65 14th +14/+9/+4 +9 +4 +4 -- 70 15th +15/+10/+5 +9 +5 +5 Mi’ihen’s Resolve 3/day 75 16th +16/+11/+6/+1 +10 +5 +5 -- 80 17th +17/+12/+7/+2 +10 +5 +5 -- 85 18th +18/+13/+8/+3 +11 +6 +6 -- 90 19th +19/+14/+9/+4 +11 +6 +6 -- 95 20th +20/+15/+10/+5 +12 +6 +6 Mi’ihen’s Resolve 4/day 100 Features: Weapon & Armor Proficiency, Mounted Combat, Mi’ihen’s Resolve
- #19Class — Merchant
Keys: Merchant, Merchant progression, Merchant class
MERCHANT — CLASS REFERENCE Alignment: Any. Hit Die: d6. MP per level: 2d4. Class skills: The Merchant’s class skills (& the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Knowledge (local) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex). Starting package: • Armor: padded (+1AC, max. dex. +8, 5% ASFC, 10lbs), 5gp • Weapons: dagger (1d4, 19-20/×2, 1lb, piercing or slashing), 2gp • Skill Selection: pick a number of skills equal to 6 + Intelligence modifier • Feat: Negotiator • Gear: backpack, waterskin, trail rations, bedroll, sack, hempen rope, crossbow bolt case, flint & steel kit, spell component pouch • Gold: 3d4gp (7gp) Level progression: 1st +0 +0 +0 +2 Silver Tongue 5 2nd +1 +0 +0 +3 -- 10 3rd +2 +1 +1 +3 -- 15 4th +3 +1 +1 +4 Master Haggler 20 5th +3 +1 +1 +4 -- 25 6th +4 +2 +2 +5 -- 30 7th +5 +2 +2 +5 -- 35 8th +6/+1 +2 +2 +6 -- 40 9th +6/+1 +3 +3 +6 -- 45 10th +7/+2 +3 +3 +7 -- 50 11th +8/+3 +3 +3 +7 -- 55 12th +9/+4 +4 +4 +8 -- 60 13th +9/+4 +4 +4 +8 -- 65 14th +10/+5 +4 +4 +9 -- 70 15th +11/+6/+1 +5 +5 +9 -- 75 16th +12/+7/+2 +5 +5 +10 -- 80 17th +12/+7/+2 +5 +5 +10 -- 85 18th +13/+8/+3 +6 +6 +11 -- 90 19th +14/+9/+4 +6 +6 +11 -- 95 20th +15/+10/+5 +6 +6 +12 -- 100 Features: Weapon & Armor Proficiency, Silver Tongue, Master Haggler
- #20Class — Priest
Keys: Priest progression, Priest, Priest class
PRIEST — CLASS REFERENCE Alignment: Any non-evil. Hit Die: d4. MP per level: 1d6+4. Class skills: The Priest’s class skills (& the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Handle Animal (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), & Spot (Wis). Starting package: • Armor: ring (+0AC, 0lbs), 17gp • Weapons: light mace (1d6, 20/×2, 5 lbs, medium size, bludgeoning), 5gp • Skill Selection: pick a number of skills equal to 4 + Intelligence modifier • Feat: Toughness • Gear: backpack, waterskin, trail rations, bedroll, sack, hempen rope, crossbow bolt case, flint & steel kit, spell component pouch • Gold: 3d4gp (7gp) Level progression: 1st +0 +0 +0 +2 Aura 7.5 2nd +1 +0 +0 +3 -- 15 3rd +1 +1 +1 +3 -- 22.5 4th +2 +1 +1 +4 Turn/Rebuke Undead 30 5th +2 +1 +1 +4 -- 37.5 6th +3 +2 +2 +5 -- 45 7th +3 +2 +2 +5 Lay on Hands 52.5 8th +4 +2 +2 +6 -- 60 9th +4 +3 +3 +6 -- 67.5 10th +5 +3 +3 +7 Remove Disease 1/week 75 11th +5 +3 +3 +7 -- 82.5 12th +6/+1 +4 +4 +8 -- 90 13th +6/+1 +4 +4 +8 Smite Evil 1/day 97.5 14th +7/+2 +4 +4 +9 -- 105 15th +7/+2 +5 +5 +9 -- 112.5 16th +8/+3 +5 +5 +10 Remove Disease 2/week 120 17th +8/+3 +5 +5 +10 -- 127.5 18th +9/+4 +6 +6 +11 -- 135 19th +9/+4 +6 +6 +11 -- 142.5 20th +10/+5 +6 +6 +12 Smite Evil 2/day 150 Features: Weapon & Armor Proficiency, Aura, Turn/Rebuke Undead, Lay on Hands, Remove Disease, Smite Evil
- #21Pugilist Feature — Weapon & Armor Proficiency
Keys: Weapon & Armor Proficiency, Pugilist Weapon & Armor Proficiency
PUGILIST FEATURE — Weapon & Armor Proficiency you are proficient with all simple & martial weapons, & with light armor & shields (except tower shields)
- #22Pugilist Feature — Cheer
Keys: Cheer, Pugilist Cheer
PUGILIST FEATURE — Cheer at 1st level, you can bolster the fighting spirit of your party; this ability grants all allies within 30’ (including yourself) a +2 morale bonus to Strength & Dexterity for the rest of the encounter; these effects are negated for an ally if they are successfully hit with a cursed effect, or die (even if they are revived during the same encounter); this is a standard action that does not provoke attacks of opportunity; this ability does not consume any MP
- #23Pugilist Feature — Uncanny Dodge
Keys: Uncanny Dodge, Pugilist Uncanny Dodge
PUGILIST FEATURE — Uncanny Dodge at 2nd level, you retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker; however, you still lose your Dexterity bonus to AC if immobilized; if you already have Uncanny Dodge from a different class, you automatically gain Improved Uncanny Dodge instead
- #24Pugilist Feature — Flee
Keys: Flee, Pugilist Flee
PUGILIST FEATURE — Flee at 3rd level, you can grant all allies within 30’ (including yourself) an increase to their base land speed or swim speed of +30’, similar to an expeditious retreat spell; this increase is treated as an enhancement bonus; there is no effect on other modes of movement, such as burrow, climb, or fly speeds; as with any speed increase, this ability affects jumping distances; this can only be used to escape from the current encounter, & the entire party must travel in the same direction; this is a move action that does not provoke attacks of opportunity; against a group of opponents with an ECL higher than your party’s average level + 1, this ability will not work; this ability does not consume any MP to use
- #25Pugilist Feature — Evasion
Keys: Pugilist Evasion, Evasion
PUGILIST FEATURE — Evasion at 4th level, you can avoid even magical & unusual attacks with great agility; if you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you take no damage instead; Evasion can be used only if you are wearing light armor or no armor; you gain no benefit of Evasion while you are helpless
- #26Pugilist Feature — Haste
Keys: Pugilist Haste, Haste
PUGILIST FEATURE — Haste at 5th level, you can accelerate any 1 ally within 30’ (including yourself); anyone affected gains a +10 bonus to their Initiative for the rest of the encounter; in addition, those affected can perform an extra attack action, move action, or swift action each round for the rest of the encounter; these effects are negated for an ally if they are successfully hit with a slow effect, a cursed effect, a dispel effect, or die (even if they are revived during the same encounter); multiple haste effects do not stack; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use
- #27Pugilist Feature — Bonus Feat
Keys: Pugilist Bonus Feat, Bonus Feat
PUGILIST FEATURE — Bonus Feat at 6th, 12th & 18th level, you gain a bonus feat; this feat must be a fighter feat; you must still meet all prerequisites for a bonus feat; these bonus feats are in addition to the feats that a character of any class gets from advancing levels
- #28Pugilist Feature — Provoke
Keys: Pugilist Provoke, Provoke
PUGILIST FEATURE — Provoke at 7th level, you can aggravate your enemies, causing them to attack you instead; this affects all opponents within 30’, so for the next 3 rounds those enemies will attack you, to the exclusion of other viable targets, including your allies; affected creatures must make a Will save (DC10 + ½ your class level + your Charisma modifier) to resist; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use
- #29Pugilist Feature — Improved Uncanny Dodge
Keys: Improved Uncanny Dodge, Pugilist Improved Uncanny Dodge
PUGILIST FEATURE — Improved Uncanny Dodge at 8th level, you can no longer be flanked; this defense denies an attacked the ability to sneak attack you by flanking you, unless the attacker has at least 4 more rogue or bandit levels than you have pugilist levels; if you already have Uncanny Dodge from another class, you automatically gain Improved Uncanny Dodge instead, & the levels from the classes that grant Uncanny Dodge stack to determine the minimum rogue level required to flank you
- #30Pugilist Feature — Delay Attack
Keys: Delay Attack, Pugilist Delay Attack
PUGILIST FEATURE — Delay Attack at 9th level, upon a successful melee attack, you can give your opponent a -5 Initiative penalty for the next round; affected creatures must make a Will save (DC10 + ½ your class level + your Charisma modifier) to resist; this is a standard action that does not provoke attacks of opportunity; this ability costs 8MP to use
- #31Pugilist Feature — Improved Evasion
Keys: Pugilist Improved Evasion, Improved Evasion
PUGILIST FEATURE — Improved Evasion at 10th level, this ability works like Evasion, except that while you still take no damage on a successful Reflex saving throw against attacks, henceforth you take only half damage on a failed save; you gain no benefit of Improved Evasion while you are helpless
- #32Pugilist Feature — Slow
Keys: Pugilist Slow, Slow
PUGILIST FEATURE — Slow at 11th level, you can decelerate any 1 opponent within 30’; the creature gains a -10 penalty to their Initiative for 1d4+1 rounds; in addition, those affected can only move at ½ speed, & can only perform partial actions each round for the same amount of time; these effects are negated for an opponent if they are successfully hit with a haste effect or the effect expires; multiple slow effects do not stack, but overlap; affected creatures must make a Fortitude save (DC10 + ½ your class level + your Wisdom modifier) to resist; this is a standard action that provokes attacks of opportunity; this ability costs 12MP to use
- #33Pugilist Feature — Slowga
Keys: Pugilist Slowga, Slowga
PUGILIST FEATURE — Slowga at 13th level, you can spend an extra 8MP (20MP total) in order to increase the decelerating power of Slow so that it affects all opponents within 30’; the creatures gain a -10 penalty to their Initiative for 1d4+1 rounds; in addition, those affected can only move at ½ speed, & can only perform partial actions each round for the same amount of time; these effects are negated for an opponent if they are successfully hit with a haste effect or the effect expires; multiple slowga effects do not stack, but overlap; affected creatures must make a Fortitude save (DC10
- ½ your class level + your Wisdom modifier) to resist; this is a standard action that provokes attacks of opportunity
- #34Pugilist Feature — Crippling Strike
Keys: Crippling Strike, Pugilist Crippling Strike
PUGILIST FEATURE — Crippling Strike at 14th level, you can attack opponents with such precision that your blows weaken & hamper them; an opponent damaged by one of your critical hits also takes 2 points of damage to any 1 ability score (your choice); ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability; affected creatures must make a Fortitude save (DC10 + ½ your class level + your Wisdom modifier) to resist
- #35Pugilist Feature — Delay Buster
Keys: Pugilist Delay Buster, Delay Buster
PUGILIST FEATURE — Delay Buster at 15th level, you can spend an extra 10MP (18MP total) in order to increase the delaying power of Delay Attack so that is confers a -20 Initiative penalty for the next round upon an opponent struck by a successful melee attack; affected creatures must make a Will save (DC10 + ½ your class level + your Charisma modifier) to resist; this is a standard action that does not provoke attacks of opportunity
- #36Pugilist Feature — Defensive Roll
Keys: Defensive Roll, Pugilist Defensive Roll
PUGILIST FEATURE — Defensive Roll at 16th level, you can roll with a potentially lethal blow to take less damage from it than you otherwise would; once per day, when you would be reduced to 0 or fewer HP by damage in combat (from a weapon or other blow, not a spell or special ability), you can attempt to roll with the damage; to use this ability, you must attempt a Reflex saving throw (DC = the damage dealt); if the save succeeds, you take only half damage from the blow; if it fails, you take full damage; you must be aware of the attack & be able to react to it in order to execute your defensive roll; if you are denied her Dexterity bonus to AC, you cannot use this ability; since this effect would not normally allow you to make a Reflex save for half damage, your Evasion ability does not apply to the Defensive Roll.
- #37Pugilist Feature — Hastega
Keys: Hastega, Pugilist Hastega
PUGILIST FEATURE — Hastega at 17th level, you can spend an extra 22MP (30MP total) in order to increase the accelerating power of Haste so that it affects all allies within 30’ (including yourself); anyone affected gains a +10 bonus to their Initiative for the rest of the encounter; in addition, those affected can perform an extra attack action, move action, or swift action each round for the rest of the encounter; these effects are negated for an ally if they are successfully hit with a slow effect, a cursed effect, a dispel effect, or die (even if they are revived during the same encounter); multiple hastega effects do not stack; this is a standard action that provokes attacks of opportunity
- #38Pugilist Feature — Slippery Mind
Keys: Slippery Mind, Pugilist Slippery Mind
PUGILIST FEATURE — Slippery Mind this ability represents your ability to wriggle free from magical effects that would otherwise control or compel you; at 19th level, if you are affected by an enchantment spell or effect & fail your saving throw, you can attempt it again 1 round later at the same DC; you get only this 1 extra chance to succeed on your saving throw
- #39Pugilist Feature — Quick Hit
Keys: Quick Hit, Pugilist Quick Hit
PUGILIST FEATURE — Quick Hit at 20th level, upon a successful melee attack against an opponent, you can give yourself a +20 Initiative bonus for the next round & perform an extra attack action, move action, or swift action during the next round as well; this is a standard action that does not provoke attacks of opportunity; this ability costs 12MP to use
- #40Summoner Feature — Weapon & Armor Proficiency
Keys: Weapon & Armor Proficiency, Summoner Weapon & Armor Proficiency
SUMMONER FEATURE — Weapon & Armor Proficiency you are proficient with all simple weapons; you are not proficient with any type of armor or shield; armor of any type interferes with a summoner’s gestures, which can cause your class features to fail (treat all spell-like class features as spells with somatic components for the purposes of spell failure rates); the only armor that a summoner can safely use are protective rings
- #41Summoner Feature — Summon
Keys: Summon, Summoner Summon
SUMMONER FEATURE — Summon once per day, at 1st level, you can call upon an Outsider with the [Aeon] subtype (see Aeons, below) to battle your enemies for you; the Aeon is instantly transported from the transdimensional pocket in which it normally resides to the nearest clear space within 30’ of you (if no such space exists, the summoning fails); you can (usually) command Aeons that you have summoned, but you must remain within 30’ of the Aeon at all times, & you must spend a standard action each round to maintain control of the Aeon (this does not provoke attacks of opportunity); an Aeon will remain on the battlefield until either the encounter ends, you dismiss it, you fail to maintain control, or it is reduced to 0HP; you can only summon Aeons that you have unlocked & that have at least 1HP; a summoned Aeon gets a fair share of the XP for encounters in which it participates; summoning is a full-round action that provokes attacks of opportunity; while your Aeon battles in your stead, all opponents must make a Will save (DC10 + ½ your class level + your Wisdom modifier) to target you for an attack; this ability does not consume any MP to use; at 5th level, you can summon an Aeon 2 times per day; at 10th level, you can summon an Aeon 3 times per day; at 15th level, you can summon an Aeon 4 times per day; at 20th level, you can summon an Aeon 5 times per day
- #42Summoner Feature — Cure
Keys: Summoner Cure, Cure
SUMMONER FEATURE — Cure at 2nd level, you can channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5) of any 1 ally within 30’ (including yourself); since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds, although an undead creature can apply spell resistance, & can attempt a Will save (DC10 + ½ your class level + your Wisdom modifier) to take half damage; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use
- #43Summoner Feature — Esuna
Keys: Esuna, Summoner Esuna
SUMMONER FEATURE — Esuna at 3rd level you can remove most negative conditions from any 1 ally within 30’ (including yourself); negative conditions include: Berserk, Blind, Confused, Mute, Petrified, Poison, Sleep, Slowed; this cannot remove Cursed, Doomed, Hasted, KO, or Zombie (see Status Effects, below); this is a standard action that provokes attacks of opportunity; this ability costs 5MP to use
- #44Summoner Feature — Nul
Keys: Summoner Nul, Nul
SUMMONER FEATURE — Nul at 4th level, you can cast an aura of protection over of any 1 ally within 30’ (including yourself) from one energy type (either acid, cold, electricity, fire, sonic, or water (force); choose 1 at the time of casting); this aura blocks the next energy-based attack of the chosen type that hits that ally, be it from a spell or a physical attack; the aura disappears after absorbing 1 attack, or after 1 minute per class level, whichever comes first; this is a standard action that provokes attacks of opportunity; this ability costs 2MP to use
- #45Summoner Feature — Bonus Feat
Keys: Summoner Bonus Feat, Bonus Feat
SUMMONER FEATURE — Bonus Feat at 6th, 11th & 16th level, you gain a bonus feat; at each such opportunity, you can choose a spell feat (including a Universal Spell Feat, see below) or an item creation feat; you must still meet all prerequisites for a bonus feat, including caster level minimums; these bonus feats are in addition to the feats that a character of any class gets from advancing levels
- #46Summoner Feature — Life
Keys: Summoner Life, Life
SUMMONER FEATURE — Life at 7th level, you can raise one of your allies from the dead, as well as removing KO status; you can raise an ally that has been dead for no longer than one minute per caster level; in addition, the subject’s soul must be free & willing to return; if the subject’s soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw; a raised creature has a number of hit points equal to its current HD; any ability scores damaged to 0 are raised to 1; status effects are not undone by this (except of course Doom, KO, or Zombie); while the spell closes mortal wounds & repairs lethal damage of most kinds, the body of the creature to be raised must be whole; otherwise, missing parts are still missing when the creature is brought back to life; none of the dead creature’s equipment or possessions are affected in any way by this spell; Constructs, Elementals, Outsiders, & Undead creatures cannot be raised; this ability cannot bring back a creature that has died of old age; you must touch the ally’s body to raise it; this is a full-round action that provokes attacks of opportunity; this ability costs 18MP to use
- #47Summoner Feature — Pray
Keys: Pray, Summoner Pray
SUMMONER FEATURE — Pray at 8th level, you can make a divine request for the health of your party; this ability cures 1 point of damage per caster level to all allies within 30’ (including yourself); this is a standard action that does not provoke attacks of opportunity; this ability does not consume any MP to use
- #48Summoner Feature — Cura
Keys: Summoner Cura, Cura
SUMMONER FEATURE — Cura at 9th level, you can spend an extra 6MP (10MP total) in order to increase the healing power of Cure so that it restores 3d8 points of damage + 1 point per caster level (maximum +10); since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds, although an undead creature can apply spell resistance, & can attempt a Will save (DC10 + ½ your class level + your Wisdom modifier) to take half damage; this is a standard action that provokes attacks of opportunity
- #49Summoner Feature — Shell
Keys: Shell, Summoner Shell
SUMMONER FEATURE — Shell at 12th level, you can strengthen your allies’ magic defense; this ability grants any 1 ally within 30’ (including yourself) Spell Resistance equal to 10 + your class level for the rest of the encounter; multiple shell effects do not stack, but overlap, although this effect does overlap with SR from other sources; this effect is negated for an ally if they are successfully hit with a cursed effect, a dispel effect, or die (even if they are revived during the same encounter); this is a standard action that provokes attacks of opportunity; this ability costs 10MP to use
- #50Summoner Feature — Protect
Keys: Protect, Summoner Protect
SUMMONER FEATURE — Protect at 13th level, you can strengthen your allies’ defense; this ability grants any 1 ally within 30’ (including yourself) Damage Reduction/- equal to 2 + ½ your class level for the rest of the encounter; multiple protect effects do not stack, but overlap; this effect is negated for an ally if they are successfully hit with a cursed effect, a dispel effect, or die (even if they are revived during the same encounter); this is a standard action that provokes attacks of opportunity; this ability costs 12MP to use
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