Pathfinder Roleplaying GameCore Reference DocumentNovember 6, 2009By Mike DusseaultBased on Paizo's PFSRD at thanks to Paizo for making such an excellent game, and for releasing it all as Open Content.Please support Paizo, they deserve it!Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), andare not Open Content: All trademarks, registered trademarks, proper names (characters, deities, artifacts, places, etc.), dialogue, plots, storylines,language, locations, characters, artwork, and trade dress.Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game product are Open Game Content, asdefined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content maybe reproduced in any form without written permission.

Table of Contents1. Playing the Game.5Common Terms.5Generating a Character.7Ability Scores.82. lf-orcs.15Halflings.16Humans.173. Classes.18Character er.57Wizard.654. Skills.72Using Skills.72Acquiring Skills.72Skill Descriptions.73Acrobatics (Dex; Armor CheckPenalty).74Appraise (Int).76Bluff (Cha).76Climb (Str; Armor Check Penalty)77Craft (Int).78Diplomacy (Cha).79Disable Device (Dex; Armor CheckPenalty; Trained Only).80Disguise (Cha).81Escape Artist (Dex; Armor CheckPenalty).81Fly (Dex; Armor Check Penalty). .82Handle Animal (Cha; Trained Only).83Heal (Wis).84Intimidate (Cha).85Knowledge (Int; Trained Only).86Linguistics (Int; Trained Only).87Perception (Wis).88Perform (Cha).89Profession (Wis; Trained Only).89Ride (Dex; Armor Check Penalty) 90Sense Motive (Wis).91Sleight of Hand (Dex; Armor CheckPenalty; Trained Only).91Spellcraft (Int; Trained Only).92Stealth (Dex; Armor Check Penalty).92Survival (Wis).93Swim (Str; Armor Check Penalty) 94Use Magic Device (Cha; TrainedOnly).955. Feats.97Prerequisites.97Types of Feats.97Feat Descriptions.986. Equipment.128Wealth And Money.128Weapons.128Armor.137Special Materials.141Goods And Services.1437. Additional Rules.152Alignment.152Vital Statistics.154Movement.156Exploration.1598. Combat.162Combat Statistics.162Injury and Death.173Movement, Position, And Distance.175Big And Little Creatures In Combat.177Combat Modifiers.178Special Attacks.181Special Initiative Actions.1859. Magic.187Casting Spells.187Spell Descriptions.190Arcane Spells.198Divine Spells.200Special Abilities.20110. Spells.202Bard Spells.202Cleric Spells.204Druid Spells.208Paladin Spells.211Ranger Spells.212Sorcerer/wizard Spells.213Spell List.22211. Prestige Classes.381Arcane Archer.381Arcane Trickster.383Assassin.385Dragon Disciple.386Page 2Duelist.388Eldritch Knight.390Loremaster.391Mystic Theurge.393Pathfinder Chronicler.395Shadowdancer.39712. Gamemastering.400Designing Encounters.400Cost of Living.404Beyond 20th Level.40413. Environment.406Dungeons.406Traps.411Sample Traps.414Wilderness.419Urban Adventures.428Weather.431The Planes.434Environmental Rules.43514. NPC rt.442Warrior.44215. Creating NPCs.44416. Magic Items.448Using Items.448Magic Items on the Body.449Saving Throws Against Magic ItemPowers.449Damaging Magic Items.449Purchasing Magic Items.450Magic Item us Items.493Intelligent Items.536Cursed Items.539Specific Cursed Items.542Artifacts.548Magic Item Creation.55417. Glossary.560Special abilities.560Conditions.57218. Open Game License.576

Index of TablesTable 1-1: Ability Score Costs.8Table 1-2: Ability Score Points.9Table 1-3: Ability Modifiers and BonusSpells.9Table 3-1: Character Advancement andLevel-Dependent Bonuses.18Table 3-2: Barbarian.20Table 3-3: Bard.23Table 3-4: Bard Spells Known.24Table 3-5: Cleric.27Table 3-6: Druid.37Table 3-7: Animal Companion BaseStatistics.39Table 3-8: Fighter.43Table 3-9: Monk.45Table 3-10: Small or Large MonkUnarmed Damage.46Table 3-11: Paladin.48Table 3-12: Ranger Favored Enemies.52Table 3-13: Ranger.52Table 3-14: Favored Terrains.53Table 3-15: Rogue.55Table 3-16: Sorcerer Spells Known.58Table 3-17: Sorcerer.59Table 3-18: Draconic Bloodline Powers.62Table 3-19: Elemental BloodlinePowers.63Table 3-20: Wizard.66Table 4-1: Skill Ranks.72Table 4-2: Skill Check Bonuses.72Table 4-3: Skill Summary.74Table 4-4: Craft Skills.78Table 4-5: Wind Effects on Flight.82Table 4-6: Knowledge Skill DCs.86Table 4-7: Spellcraft DCs.92Table 5-1: Feats.99Table 5-2: Leadership.118Table 6-1: Starting Character Wealth128Table 6-2: Coins.128Table 6-3: Trade Goods.128Table 6-4: Tiny and Large WeaponDamage.130Table 6-5: Weapons.131Table 6-6: Armor and Shields.138Table 6-7: Armor for Unusual Creatures.141Table 6-8: Donning Armor.141Table 6-9: Goods and Services.143Table 7-1: Random Starting Ages.154Table 7-2: Aging Effects.154Table 7-3: Random Height and Weight.155Table 7-4: Carrying Capacity.155Table 7-5: Encumbrance Effects.156Table 7-6: Movement and Distance. .157Table 7-7: Hampered Movement.157Table 7-8: Terrain and OverlandMovement.157Table 7-9: Mounts and Vehicles.158Table 7-10: Light Sources andIllumination.159Table 7-11: Size and Armor Class ofObjects.159Table 7-12: Substance Hardness and HitPoints.159Table 7-13: Object Hardness and HitPoints.160Table 7-14: DCs to Break or Burst Items.160Table 7-15: Common Armor, Weapon,and Shield Hardness and Hit Points.161Table 8-1: Size Modifiers.163Table 8-2: Actions in Combat.166Table 8-3: Tactical Speed.176Table 8-4: Creature Size and Scale.178Table 8-5: Attack Roll Modifiers.178Table 8-6: Armor Class Modifiers.178Table 8-7: Two-Weapon FightingPenalties.185Table 9-1: Concentration Check DCs.187Table 9-2: Items Affected by MagicalAttacks.197Table 10-1: Contact Other Plane.246Table 10-2: DetectChaos/Evil/Good/Law.255Table 10-3: Detect Magic.256Table 10-4: Prismatic Wall.326Table 10-5: Summon Monster.356Table 10-6: Summon Nature's Ally.358Table 11-1: Arcane Archer.382Table 11-2: Arcane Trickster.384Table 11-3: Assassin.385Table 11-4: Dragon Disciple.387Table 11-5: Duelist.389Table 11-6: Eldritch Knight.391Table 11-7: Loremaster.392Table 11-8: Loremaster Secrets.392Table 11-9: Mystic Theurge.394Table 11-10: Pathfinder Chronicler.395Table 11-11: Shadowdancer.397Table 12-1: Encounter Design.400Table 12-2: CR Equivalencies.400Table 12-3: Experience Point Awards.400Table 12-4: Character Wealth by Level.402Page 3Table 12-5: Treasure Values perEncounter.403Table 13-1: Walls.407Table 13-2: Doors.409Table 13-3: CR Modifiers forMechanical Traps.417Table 13-4: CR Modifiers for MagicTraps.418Table 13-5: Cost Modifiers for MagicDevice Traps.418Table 13-6: Craft (Traps) DCs.418Table 13-7: Combat AdjustmentsUnderwater.427Table 13-8: Siege Engines.429Table 13-9: Catapult Attack Modifiers.430Table 13-10: Random Weather.432Table 13-11: Wind Effects.433Table 13-12: Damage from FallingObjects.437Table 14-1: Adept.440Table 14-2: Aristocrat.441Table 14-3: Commoner.442Table 14-4: Expert.442Table 14-5: Warrior.443Table 15-1: NPC Ability Scores.444Table 15-2: Racial Ability Adjustments.444Table 15-3: NPC Skill Selections.445Table 15-4: NPC Gear.446Table 16-1: Random Magic ItemGeneration.450Table 16-2: Available Magic Items.450Table 16-3: Armor and Shields.452Table 16-4: Armor Special Abilities. 452Table 16-5: Shield Special Abilities.453Table 16-6: Specific Armors.455Table 16-7: Specific Shields.457Table 16-8: Weapons.459Table 16-9: Melee Weapon SpecialAbilities.459Table 16-10: Ranged Weapon SpecialAbilities.459Table 16-11: Specific Weapons.464Table 16-12: Potions.470Table 16-13: Potion Costs.470Table 16-14: Rings.471Table 16-15: Rods.478Table 16-16: Scrolls.486Table 16-17: Scroll Costs.486Table 16-18: Staves.487Table 16-19: Wands.492Table 16-20: Wand Costs.492Table 16-21: Minor Wondrous Items 493

Table 16-22: Medium Wondrous Items.494Table 16-23: Major Wondrous Items 495Table 16-24: Horn of Valhalla.520Table 16-25: Ioun Stones.521Table 16-26: Necklace of Fireballs.526Table 16-27: Intelligent Item Alignment.536Table 16-28: Intelligent Item AbilityScores.536Table 16-29: Intelligent Item Senses andCommunication.536Table 16-30: Intelligent Item Powers536Table 16-31: Intelligent Item Purpose.536Table 16-32: Special Purpose ItemDedicated Powers.537Table 16-33: Common Item Curses. .539Table 16-34: Specific Cursed Items.542Table 16-35: Deck of Many Things. .549Page 4Table 16-36: Estimating Magic ItemGold Piece Values.555Table 16-37: Potion Base Costs (ByBrewer's Class).557Table 16-38: Scroll Base Costs (ByScriber's Class).558Table 16-39: Wand Base Costs (ByCrafter's Class).559Table 17-1: Special Ability Types.560Table 17-2: Sample Poisons.564

1. Playing the GameYou can change them to fit your needs. Most Game Mastershave a number of “house rules” that they use in their games.The Game Master and players should always discuss anyrules changes to make sure that everyone understands howthe game will be played. Although the Game Master is thefinal arbiter of the rules, the Pathfinder RPG is a sharedexperience, and all of the players should contribute theirthoughts when the rules are in doubt.While playing the Pathfinder RPG, the Game Masterdescribes the events that occur in the game world, and theplayers take turns describing what their characters do inresponse to those events. Unlike storytelling, however, theactions of the players and the characters controlled by theGame Master (frequently called non-player characters, orNPCs) are not certain. Most actions require dice rolls todetermine success, with some tasks being more difficult thanothers. Each character is better at some things than he is atother things, granting him bonuses based on his skills and The Pathfinder RPG uses a number of terms, abbreviations,and definitions in presenting the rules of the game. Theabilities.following are among the most common.Whenever a roll is required, the roll is noted as “d#,” withthe “#” representing the number of sides on the die. If you Ability Score: Each creature has six ability scores: Strength,need to roll multiple dice of the same type, there will be a Dexterity, Constitution, Intelligence, Wisdom, and Charisma.number before the “d.” For example, if you are required to These scores represent a creature's most basic attributes. Theroll 4d6, you should roll four six-sided dice and add the higher the score, the more raw potential and talent yourresults together. Sometimes there will be a or – after the character possesses.notation, meaning that you add that number to, or subtract itAction: An action is a discrete measurement of time during afrom, the total results of the dice (not to each individual dieround of combat. Using abilities, casting spells, and makingrolled). Most die rolls in the game use a d20 with a numberattacks all require actions to perform. There are a number ofof modifiers based on the character's skills, his or herdifferent kinds of actions, such as a standard action, moveabilities, and the situation. Generally speaking, rolling high isaction, swift action, free action, and full-round action (seebetter than rolling low. Percentile rolls are a special case,Combat).indicated as rolling d%. You can generate a random numberin this range by rolling two differently colored ten-sided dice Alignment: Alignment represents a creature's basic moral(2d10). Pick one color to represent the tens digit, then roll and ethical attitude. Alignment has two components: oneboth dice. If the die chosen to be the tens digit rolls a “4” and describing whether a creature is lawful, neutral, or chaotic,the other d10 rolls a “2,” then you've generated a 42. A zero followed by another that describes whether a character ison the tens digit die indicates a result from 1 to 9, or 100 if good, neutral, or evil. Alignments are usually abbreviatedboth dice result in a zero. Some d10s are printed with “10,” using the first letter of each alignment component, such as“20,” “30,” and so on in order to make reading d% rolls LN for lawful neutral or CE for chaotic evil. Creatures thateasier. Unless otherwise noted, whenever you must round a are neutral in both components are denoted by a single “N.”number, always round down.Armor Class (AC): All creatures in the game have an ArmorAs your character goes on adventures, he earns gold, magic Class. This score represents how hard it is to hit a creature initems, and experience points. Gold can be used to purchase combat. As with other scores, higher is better.better equipment, while magic items possess powerfulBase Attack Bonus (BAB): Each creature has a base attackabilities that enhance your character. Experience points arebonus and it represents its skill in combat. As a characterawarded for overcoming challenges and completing majorgains levels or Hit Dice, his base attack bonus improves.storylines. When your character has earned enoughWhen a creature's base attack bonus reaches 6, 11, or 16,experience points, he increases his character level by one,he receives an additional attack in combat when he takes agranting him new powers and abilities that allow him to takefull-attack action (which is one type of full-round action—on even greater challenges.see Combat).Common TermsBonus: Bonuses are numerical values that are added tochecks and statistical scores. Most bonuses have a type, andas a general rule, bonuses of the same type are notThe rules in this book are here to help you breathe life into cumulative (do not “stack”)—only the greater bonus grantedyour characters and the world they explore. While they are applies.designed to make your game easy and exciting, you mightfind that some of them do not suit the style of play that your Caster Level (CL): Caster level represents a creature'sgaming group enjoys. Remember that these rules are yours. power and ability when casting spells. When a creature castsThe Most Important RulePage 5

a spell, it often contains a number of variables, such as range when they reach or surpass a specific value, the characteror damage, that are based on the caster's level.gains a level.Class: Classes represent chosen professions taken bycharacters and some other creatures. Classes give a host ofbonuses and allow characters to take actions that theyotherwise could not, such as casting spells or changingshape. As a creature gains levels in a given class, it gainsnew, more powerful abilities. Most PCs gain levels in thecore classes or prestige classes, since these are the mostpowerful. Most NPCs gain levels in NPC classes, which areless powerful (see Creating NPCs).Feat: A feat is an ability a creature has mastered. Feats oftenallow creatures to circumvent rules or restrictions. Creaturesreceive a number of feats based off their Hit Dice, but someclasses and other abilities grant bonus feats.Game Master (GM): A Game Master is the person whoadjudicates the rules and controls all of the elements of thestory and world that the players explore. A GM's duty is toprovide a fair and fun game.Hit Dice (HD): Hit Dice represent a creature's general levelCheck: A check is a d20 roll which may or may not beof power and skill. As a creature gains levels, it gainsmodified by another value. The most common types areadditional Hit Dice. Monsters, on the other hand, gain racialattack rolls, skill checks, and saving throws.Hit Dice, which represent the monster's general prowess andCombat Maneuver: This is an action taken in combat that ability. Hit Dice are represented by the number the creaturedoes not directly cause harm to your opponent, such as possesses followed by a type of die, such as “3d8.” Thisattempting to trip him, disarm him, or grapple with him (see value is used to determine a creature's total hit points. In thisCombat).example, the creature has 3 Hit Dice. When rolling for thiscreature's hit points, you would roll a d8 three times and addCombat Maneuver Bonus (CMB): This value representsthe results together, along with other skilled a creature is at performing a combat maneuver.When attempting to perform a combat maneuver, this value Hit Points (hp): Hit points are an abstraction signifying howis added to the character's d20 roll.robust and healthy a creature is at the current moment. Todetermine a creature's hit points, roll the dice indicated by itsCombat Maneuver Defense (CMD): This score representsHit Dice. A creature gains maximum hit points if its first Hithow hard it is to perform a combat maneuver against thisDie roll is for a character class level. Creatures whose firstcreature. A creature's CMD is used as the difficulty classHit Die comes from an NPC class or from his race roll theirwhen performing a maneuver against that creature.first Hit Die normally. Wounds subtract hit points, whileConcentration Check: When a creature is casting a spell, healing (both natural and magical) restores hit points. Somebut is disrupted during the casting, he must make a abilities and spells grant temporary hit points that disappearafter a specific duration. When a creature's hit points dropconcentration check or fail to cast the spell (see Magic).below 0, it becomes unconscious. When a creature's hitCreature: A creature is an active participant in the story orpoints reach a negative total equal to its Constitution score, itworld. This includes PCs, NPCs, and monsters.dies.Damage Reduction (DR): Creatures that are resistant toInitiative: Whenever combat begins, all creatures involvedharm typically have damage reduction. This amount isin the battle must make an initiative check to determine thesubtracted from any damage dealt to them from a physicalorder in which creatures act during combat. The higher thesource. Most types of DR can be bypassed by certain typesresult of the check, the earlier a creature gets to act.of weapons. This is denoted by a “/” followed by the type,such as “10/cold iron.” Some types of DR apply to all Level: A character's level represents his overall ability andphysical attacks. Such DR is denoted by the “—” symbol. power. There are three types of levels. Class level is thenumber of levels of a specific class possessed by a character.See Special Abilities for more information.Character level is the sum of all of the levels possessed by aDifficulty Class (DC): Whenever a creature attempts tocharacter in all of his classes. In addition, spells have a levelperform an action whose success is not guaranteed, he mustassociated with them numbered from 0 to 9. This levelmake some sort of check (usually a skill check). The result ofindicates the general power of the spell. As a spellcasterthat check must meet or exceed the Difficulty Class of thegains levels, he learns to cast spells of a higher level.action that the creature is attempting to perform in order forMonster: Monsters are creatures that rely on racial Hit Dicethe action to be successful.instead of class levels for their powers and abilities (althoughExceptional Abilities (Ex): Exceptional abilities are unusualsome possess class levels as well). PCs are usually notabilities that do not rely on magic to function.monsters.Experience Points (XP): As a character overcomesMultiplying: When you are asked to apply more than onechallenges, defeats monsters, and completes quests, he gainsmultiplier to a roll, the multipliers are not multiplied by oneexperience points. These points accumulate over time, andanother. Instead, you combine them into a single multiplier,Page 6

with each extra multiple adding 1 less than its value to the do not stack. Instead, only the highest bonus applies. Mostfirst multiple. For example, if you are asked to apply a 2 penalties do stack, meaning that their values are addedmultiplier twice, the result would be 3, not 4.together. Penalties and bonuses generally stack with oneanother, meaning that the penalties might negate or exceedNonplayer Character (NPC): These are characterspart or all of the bonuses, and vice versa.controlled by the GM.Supernatural Abilities (Su): Supernatural abilities arePenalty: Penalties are numerical values that are subtractedmagical attacks, defenses, and qualities. These abilities canfrom a check or statistical score. Penalties do not have a typebe always active or they can require a specific action toand most penalties stack with one another.utilize. The supernatural ability's description includesPlayer Character (Character, PC): These are the characters information on how it is used and its effects.portrayed by the players.Turn: In a round, a creature receives one turn, during whichRound: Combat is measured in rounds. During an individual it can perform a wide variety of actions. Generally in theround, all creatures have a chance to take a turn to act, in course of one turn, a character can perform one standardorder of initiative. A round represents 6 seconds in the game action, one move action, one swift action, and a number offree actions. Less-common combinations of actions areworld.permissible as well, see Combat for more details.Rounding: Occasionally the rules ask you to round a resultor value. Unless otherwise stated, always round down. Forexample, if you are asked to take half of 7, the result wouldbe 3.Generating a CharacterSaving Throw: When a creature is the subject of adangerous spell or effect, it often receives a saving throw tomitigate the damage or result. Saving throws are passive,meaning that a character does not need to take an action tomake a saving throw—they are made automatically. Thereare three types of saving throws: Fortitude (used to resistpoisons, diseases, and other bodily ailments), Reflex (used toavoid effects that target an entire area, such as fireball), andWill (used to resist mental attacks and spells).Skill: A skill represents a creature's ability to perform

1. Playing the Game While playing the Pathfinder RPG, the Game Master describes the events that occur in the game world, and the