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Pathfinder Unchained

Source Pathfinder Unchained pg. 4
In 2008, Paizo released the Pathfinder Roleplaying Game. It was a massive project, and we gave it everything we had, combining the best legacies of the past with fresh new ideas to create the game you know today.

But a game designer never stops tinkering. In the years since, we’ve released tons of new rules, from classes and subsystems to feats and spells. Yet there were always those ideas too big to be touched—the shiny, terrifying ones that could fundamentally alter the way the game works. Unwilling to rock the boat, we incorporated them into our home games or set them aside.

Until now. Within these pages, you’ll f ind lovingly crafted refinements that fine-tune the Pathfinder RPG rules system, and mad experiments that transform it completely. With Pathfinder Unchained, you become the designer—which parts of this book you incorporate into your game, and which parts you leave on the shelf, are entirely your call.

We’re opening up our workshop and offering you our best tools. What you build with them is up to you.

Fractional Base Bonuses

Source Pathfinder Unchained pg. 40
Multiclass characters in the core rules are at a slight disadvantage when it comes to their statistics. This fractional base bonuses variant is designed to help multiclass characters fulfill their true potential and stand tall among their single-class peers. It is ideal for campaigns featuring many multiclass characters, particularly if those characters take levels in many different classes or prestige classes.

Base attack bonuses and base save bonuses in the Core Rulebook progress at a fractional rate, but those fractions are eliminated because of rounding; it doesn’t make sense to distinguish a base attack bonus of +6-1/2 from a base attack bonus of +6 when a character with either bonus would hit AC 17 on a roll of 11 and miss on a 10. For ease of reference, the values in the class tables are rounded this way since it never makes a difference for single-class characters. However, for multiclass characters, this rounding often results in a base attack bonus that’s too low, as well as base save bonuses that are imbalanced. The following variant results in more accurate base bonuses for multiclass characters, based on the formulas behind the class progression tables rather than on the tables themselves.

For example, a character who’s a 1st-level wizard and a 1st-level rogue has a base attack bonus (BAB) of +0 from each class, resulting in a total BAB of +0—worse than a 2nd-level wizard or 2nd-level rogue. But that’s only because each fraction was rounded down to 0 before adding them together; the character theoretically has a BAB of +3/4 from her rogue level and +1/2 from her wizard level. If the rounding was done after adding the fractional values together rather than before, the character would have a BAB of +1 (rounded down from +1-1/4)—the same as a 2nd-level wizard or rogue.

Table 1-7: Fractional Bonuses by Class Level

Class LevelBase Save Bonus (Good)*Base Save Bonus (Poor)Base Attack Bonus (d10 or d12)Base Attack Bonus (d8)Base Attack Bonus (d6)
1st+1/2+1/3+1+3/4+1/2
2nd+1+2/3+2+1-1/2+1
3rd+1-1/2+1+3+2-1/4+1-1/2
4th+2+1-1/3+4+3+2
5th+2-1/2+1-2/3+5+3-3/4+2-1/2
6th+3+2+6+4-1/2+3
7th+3-1/2+2-1/3+7+5-1/4+3-1/2
8th+4+2-2/3+8+6+4
9th+4-1/2+3+9+6-3/4+4-1/2
10th+5+3-1/3+10+7-1/2+5
11th+5-1/2+3-2/3+11+8-1/4+5-1/2
12th+6+4+12+9+6
13th+6-1/2+4-1/3+13+9-3/4+6-1/2
14th+7+4-2/3+14+10-1/2+7
15th+7-1/2+5+15+11-1/4+7-1/2
16th+8+5-1/3+16+12+8
17th+8-1/2+5-2/3+17+12-3/4+8-1/2
18th+9+6+18+13-1/2+9
19th+9-1/2+6-1/3+19+14-1/4+9-1/2
20th+10+6-2/3+20+15+10
*If at least one of the character’s classes has a good saving throw progression for the save in question, add 2 to the total save bonus.

Base Attack Bonus

Source Pathfinder Unchained pg. 40
There are three base attack bonus progressions. For classes with a d6 Hit Die, their BAB increases by 1/2 per level. For classes with a d8 Hit Die, their BAB increases by 3/4 per level. For classes with a d10 or d12 Hit Die, their BAB increases by 1 per level (so it’s not necessary to round the BAB for these classes). A multiclass character’s base attack bonus will only ever improve using this variant.

For example, a character who’s a 2nd-level rogue and a 9th-level wizard would have a BAB of +5 in the core rules: +1 from her rogue levels and +4 from her wizard levels. Using the fractional system, that character’s BAB would be +6, with +1-1/2 from her rogue levels and +4-1/2 from her wizard levels—enough for her to gain a second attack at a +1 bonus.

Base Save Bonus

Source Pathfinder Unchained pg. 40
There are only two base saving throw progressions: good and poor. Good saves progress at a rate of +1/2 per level, while poor saves progress at +1/3 per level. Additionally, saving throw bonuses with a good saving throw progression start higher, effectively incorporating an additional +2 bonus. Under the core rules, this additional bonus stacks between classes, letting a character who’s a 1st-level barbarian and a 1st-level fighter have a +4 Fortitude save bonus while his Reflex and Will saves stagnate. However, this higher initial saving throw bonus is intended to act like the +3 bonus received on a class skill: you should get it only once for a particular type of saving throw, regardless of the number of classes in which you have levels. Under this variant, the +2 bonus at 1st level to a good save no longer stacks between classes, so a character’s strongest saves are sometimes decreased. However, the improvements to that character’s weakest saves usually make up the difference, and such characters are much less likely to leap ahead of (or fall dramatically behind) their single-class peers.

When calculating each saving throw bonus, first determine whether each class you have levels in grants a good or poor saving throw progression for that type of save. To tell whether a class has a good or poor save progression for a particular saving throw, look at the 1st-level saving throw bonus it receives for that save in the core rules. If the bonus is +2, the class has a good save progression for that type of save. If it’s +0, the class has a poor save progression for that type of save. Next, for each class, find the value in Table 1–7: Fractional Bonuses by Level corresponding to your level in that class and whether the saving throw progression is good or poor. Add the values from all your classes; if you have a good saving throw progression from at least one class, add 2 to the total (this is a one-time increase and doesn’t stack).

For example, in a standard game, a character who’s a 5th-level cleric and a 2nd-level fighter would have a Fortitude base save bonus of +7, a Reflex base save bonus of +1, and a Will base save bonus of +4. In this variant, the same character would have a Fortitude base save bonus of +5 (rounded down from +5-1/2), a Reflex base save bonus of +2 (rounded down from +2-1/3), and a Will base save bonus of +5 (rounded down from +5-1/6).

In the core Pathfinder rules, prestige classes advance at the same rate as base classes but have different class bonuses. These adjusted bonuses were meant to compensate for the leftover fractions from the character’s base classes, since the only way to gain a prestige class is via multiclassing— taking levels in both your original class and the prestige class—or racial Hit Dice. Because fractional base bonuses already account for those fractions, instead use the base save bonuses from Table 1–7 just as you would for any other class. To tell whether a prestige class has a good or poor save progression for a saving throw, look at the 1st-level saving throw bonuses it receives for that save. If the bonus is +1, it has a good save progression. If it’s +0, it has a poor save progression.

Bonuses by Level

Source Pathfinder Unchained pg. 41
The table above presents fractional values for the base save and base attack bonuses. To determine the total base save bonus or base attack bonus of a multiclass character, calculate the fractional values for each of the character’s classes using the table and add them together.

This rule affects only multiclass characters, and such characters will have a number of attacks depending on their combined base attack bonuses from several classes. For this reason, the table does not list the multiple attacks gained by characters with a BAB of +6 or greater. Just remember that a second attack is gained when a character’s total BAB reaches +6, a third at +11, and a fourth at +16, just as normal. For a character who’s an 11th-level fighter and a 9th-level rogue, adding a BAB of +11 to a BAB of +6-3/4 yields a BAB of +17 (rounded down from +17-3/4), with additional attacks with BABs of +12, +7, and +2, respectively.

Staggered Advancement

Source Pathfinder Unchained pg. 42
When increasing in level, characters often gain new abilities and powers seemingly overnight. The following advancement variant allows you to add some verisimilitude to the way in which your characters grow in power. Instead of gaining all your new abilities when you advance to the next level, you divide them among four XP tiers: 25%, 50%, 75%, and 100%. Each XP tier represents a specific percentage of the XP required to advance to the next level.

Using Staggered Advancement

Source Pathfinder Unchained pg. 42
First, select the class in which you’ll gain your next level. You must meet all the prerequisites for that class level. Whenever you reach a new XP tier, gain the appropriate universal abilities and skill ranks for that class as detailed in Table 1–8: Staggered Advancement. Your feat, ability score, and spell progressions remain unchanged.

Universal Abilities: Universal abilities include your selected class’s base attack bonus, hit points (hp), and saving throw bonuses. At the 25%, 50%, and 75% XP tiers, you can select one of the following options.

Base Attack Bonus: Increase your selected class’s base attack bonus (if applicable).

Hit Points: Determine the number of hit points you would gain for advancing to the next level in your class and add 50% of those hit points (rounding down) to your hit point maximum. When you advance fully to the next level of your selected class, add the remaining hit points.

Saving Throw Bonuses: Increase your class’s saving throw bonuses (if applicable).

Each of the above options can only be selected once per level. Additionally, the base attack bonuses and saving throw bonuses of some classes don’t increase each time they advance in level. If only one universal ability is applicable, incorporate it at the 75% tier. If two are applicable, incorporate one at the 50% tier and the other at the 75% tier (your choice).

Class Features: Characters gain all class features upon reaching the next level.

Skill Ranks: Determine the total number of skill ranks you would gain for advancing to the next level in your selected class, and allocate 50% of the skill ranks (rounding down) when you reach the 50% XP tier. When you advance fully to the next level, you can spend the remaining skill ranks.

The following table assumes you are using the medium XP advancement track. If you use the fast or slow XP advancement track, you can use this table as a model from which to extrapolate the XP requirements for each XP tier.

Table 1-8: Staggered Advancement

Character LevelXPXP TierUniversal AbilitiesClass AbilitiesSkill Ranks
1st0As standard rules for a 1st-level character
50025%BAB, 50% hp, or saves
1,00050%BAB, 50% hp, or saves50%
1,50075%BAB, 50% hp, or saves
2nd2,000Remaining 50% of hpAllRemaining 50%
2,75025%BAB, 50% hp, or saves
3,50050%BAB, 50% hp, or saves50%
4,25075%BAB, 50% hp, or saves
3rd5,000Remaining 50% of hpAllRemaining 50%
6,00025%BAB, 50% hp, or saves
7,00050%BAB, 50% hp, or saves50%
8,00075%BAB, 50% hp, or saves
4th9,000Remaining 50% of hpAllRemaining 50%
10,50025%BAB, 50% hp, or saves
12,00050%BAB, 50% hp, or saves50%
13,50075%BAB, 50% hp, or saves
5th15,000Remaining 50% of hpAllRemaining 50%
17,00025%BAB, 50% hp, or saves
19,00050%BAB, 50% hp, or saves50%
21,00075%BAB, 50% hp, or saves
6th23,000Remaining 50% of hpAllRemaining 50%
26,00025%BAB, 50% hp, or saves
29,00050%BAB, 50% hp, or saves50%
32,00075%BAB, 50% hp, or saves
7th35,000Remaining 50% of hpAllRemaining 50%
39,00025%BAB, 50% hp, or saves
43,00050%BAB, 50% hp, or saves50%
47,00075%BAB, 50% hp, or saves
8th51,000Remaining 50% of hpAllRemaining 50%
57,00025%BAB, 50% hp, or saves
63,00050%BAB, 50% hp, or saves50%
69,00075%BAB, 50% hp, or saves
9th75,000Remaining 50% of hpAllRemaining 50%
82,50025%BAB, 50% hp, or saves
90,00050%BAB, 50% hp, or saves50%
97,50075%BAB, 50% hp, or saves
10th105,000Remaining 50% of hpAllRemaining 50%
117,50025%BAB, 50% hp, or saves
130,00050%BAB, 50% hp, or saves50%
142,50075%BAB, 50% hp, or saves
11th155,000Remaining 50% of hpAllRemaining 50%
171,25025%BAB, 50% hp, or saves
187,50050%BAB, 50% hp, or saves50%
203,75075%BAB, 50% hp, or saves
12th220,000Remaining 50% of hpAllRemaining 50%
243,750025%BAB, 50% hp, or saves
267,50050%BAB, 50% hp, or saves50%
291,25075%BAB, 50% hp, or saves
13th315,000Remaining 50% of hpAllRemaining 50%
347,50025%BAB, 50% hp, or saves
380,00050%BAB, 50% hp, or saves50%
412,50075%BAB, 50% hp, or saves
14th445,000Remaining 50% of hpAllRemaining 50%
492,50025%BAB, 50% hp, or saves
540,00050%BAB, 50% hp, or saves50%
587,50075%BAB, 50% hp, or saves
15th635,000Remaining 50% of hpAllRemaining 50%
698,75025%BAB, 50% hp, or saves
762,50050%BAB, 50% hp, or saves50%
826,25075%BAB, 50% hp, or saves
16th890,000Remaining 50% of hpAllRemaining 50%
992,50025%BAB, 50% hp, or saves
1,095,00050%BAB, 50% hp, or saves50%
1,197,50075%BAB, 50% hp, or saves
17th1,300,000Remaining 50% of hpAllRemaining 50%
1,425,00025%BAB, 50% hp, or saves
1,550,00050%BAB, 50% hp, or saves50%
1,675,00075%BAB, 50% hp, or saves
18th1,800,000Remaining 50% of hpAllRemaining 50%
1,987,50025%BAB, 50% hp, or saves
2,175,00050%BAB, 50% hp, or saves50%
2,362,50075%BAB, 50% hp, or saves
19th2,550,000Remaining 50% of hpAllRemaining 50%
2,812,50025%BAB, 50% hp, or saves
3,075,00050%BAB, 50% hp, or saves50%
3,337,50075%BAB, 50% hp, or saves
20th3,600,000Remaining 50% of hpAllRemaining 50%

Background Skills

Source Pathfinder Unchained pg. 46
The skill system presented in the Core Rulebook has a lot of versatility. It allows characters to overcome various challenges related to their diverse talents, with simple rules for dealing with beneficial or adverse conditions. Though many players simply spend their skill ranks on the same skills at every level, it is also possible for a character to diversify his investment in order to gain access to more skills overall or to remedy a shortcoming.

However, not all skills provide the same benefit to characters. It’s difficult to argue that a high bonus in a Profession skill has the same value as a high bonus in a more general skill such as Perception. Yet Profession is an important skill for nonplayer characters, as well as for players who wish to show that adventuring isn’t the only thing their characters care about.

The background skills system recognizes that skills such as Craft, Knowledge, and Profession serve an important role in the game. Though these skills don’t directly affect the careers of typical adventurers the same way that Bluff, Perception, and Stealth do, they are useful means for characters to interact with and explore the world outside of combat. You shouldn’t have to choose between having the knowledge to understand the world and the ability to survive in it!

These skills are called background skills because they reflect the non-adventuring interests and passions of a player character, or the skills more important to NPCs. All other skills are called adventuring skills. In a campaign that uses the background skills system, each character gains an additional 2 skill ranks per level, which must be spent on background skills. More details appear in the Gaining Background Skills section. These new rules make characters and their skills more versatile, but because they boost non-adventuring skills, they’re unlikely to unbalance a campaign.

Converting Characters

Implementing background skills in an established campaign is easy. To convert a character’s skill ranks into this system, first determine the total number of background skill ranks she has—this is equal to 2 × the PC’s character level. Next, find out how many ranks she has already spent on skills that are background skills under this system. The character gains that number of regular skill ranks to spend on any skills—essentially refunding the regular skill ranks spent on background skills. Finally, subtract this number from the character’s total number of background skill ranks to determine how many background skill ranks she still has to spend. For example, a 5th-level rogue would have 10 background skill ranks. If she had already put 5 ranks into skills that are now background skills, she would spend 5 of her background skill ranks on those skills, freeing up the original 5 ranks to spend on any skills, and she would still have 5 background skill ranks left to spend on background skills.

The GM might want to allow some amount of retraining to factor in the new background skills. A character who took Profession (poet) might prefer to put those ranks in Artistry (poetry) instead, or a character who took Knowledge (geography) to represent the time she spent traveling a specific river might take Lore in that river instead.

Skill Changes

Source Pathfinder Unchained pg. 46
Appraise, Craft, Handle Animal, Linguistics, Perform, Profession, and some Knowledge specialties are all background skills. While all of these skills can be useful, or even necessary, in certain types of campaigns (such as Profession [sailor] in a nautical-themed campaign) or for certain types of characters (such as Handle Animal for a druid or ranger), they are often of less immediate value than sneaking up on a foe using Stealth or journeying through the wilderness using Survival.

This system also adds two new background skills: Artistry and Lore. A counterpart to Craft and Perform, Artistry is about developing a creative work that isn’t necessarily an object or a discrete performance. This skill can be used to write plays, musical compositions, poems, and all sorts of other works. Lore, on the other hand, functions like an especially specific Knowledge skill. A character might know Lore (elven history) without being trained more generally in Knowledge (history), or could be well versed in Lore (artistic masterpieces) without having ranks in Appraise, Artistry, or Craft.

New skill descriptions can be found on the following pages. These include entries on the new skills and expanded entries on existing skills that are now background skills. The table below lists the new and redefined skills, separated into adventuring and background skills

Table :

Adventuring Skills
Acrobatics
Bluff
Climb
Diplomacy
Disable Device
Disguise
Escape Artist
Fly
Heal
Intimidate
Knowledge (arcana)
Knowledge (dungeoneering)
Knowledge (local)
Knowledge (nature)
Knowledge (planes)
Knowledge (religion)
Perception
Ride
Sense Motive
Spellcraft
Stealth
Survival
Swim
Use Magic Device
Background Skills
Appraise
Artistry
Craft
Handle Animal
Knowledge (engineering)
Knowledge (geography)
Knowledge (history)
Knowledge (nobility)
Linguistics
Lore
Perform
Profession
Sleight of Hand

Gaining Adventuring Skills

Source Pathfinder Unchained pg. 47
Adventuring skills are those skills that are most relevant for characters while they’re actively adventuring. Adventuring skills are purchased with the standard skill ranks each character class receives, modified by a character’s Intelligence (and sometimes by race or other factors). No adjustments need to be made to these skills when using the background skills system.

Most adventuring skills are related to training and practice, and each has a clear and specific application to the everyday challenges that face a professional adventurer. Adventuring skills get used for the majority of skill checks, so most skill ranks should be devoted to those skills.

Gaining Background Skills

Source Pathfinder Unchained pg. 47
In addition to their normal allotment of regular skill ranks, all characters gain 2 background skill ranks each time they gain a level in a PC class. The character’s Intelligence modifier doesn’t adjust this value. Background skill ranks can be used to gain ranks only in background skills, not adventuring skills. Characters can expend their regular skill ranks on background skills if they desire.

Even the most dedicated adventurers have other things they enjoy doing in their spare time. Some pursue business interests during their downtime between adventures, and though these can be modeled with the downtime rules in Pathfinder RPG Ultimate Campaign, players who aren’t interested in such a robust system still might wish to include elements of those interests on their character sheets.

Class Skills

Source Pathfinder Unchained pg. 48
In the background skills system, classes use their standard class skill lists. Any class that gains Craft or Perform as a class skill also counts Artistry as a class skill. Lore is always considered a class skill for all characters.

For example, a wizard has Appraise on his class skill list normally, so a wizard has the Appraise background skill as a class skill. Craft is also on his class skill list, so Artistry is a class skill for him as well (even though Perform isn’t on his class skill list).

Monsters and NPCs

Source Pathfinder Unchained pg. 48
Typically, monsters don’t gain access to the background skills system from their racial Hit Dice. The Game Master might decide that certain types of monsters might have extensive lives as workers and crafters (such as storm giants, for example) and therefore gain background skills, but this is optional.

NPCs gain background skills in the same fashion PCs do, but only for PC classes they possess. This also applies to monsters with levels in PC classes. NPCs don’t have to spend their background skill ranks, and these skills rarely affect combat. Characters with only NPC classes—especially aristocrats, commoners, and experts—often spend their adventuring skill ranks on background skills.

New Skills

Source Pathfinder Unchained pg. 48
The section presents full entries for two new skills: Artistry and Lore. Even if you’re not using the background skills system, you can still incorporate these skills into your game as normal skills.

Artistry (Int)

Source Pathfinder Unchained pg. 48
You are skilled in the creative arts, following your aesthetic sensibilities to bring to life the wonders of your imagination. Like Craft, Perform, and Profession, Artistry is actually a number of separate skills. You could have several Artistry skills, each with its own ranks. The most common Artistry skills are choreography, criticism, literature (including poetry), musical composition, philosophy, and playwriting.

Like Craft, an Artistry skill is focused on creating something. However, what it creates is not necessarily a physical object; it could be a pattern or blueprint for an item, or a better method for crafting a type of item. Thus, an Artistry (musical composition) check could be used to create a new song, but the important act of creation is the song itself, not the paper on which it is written or even the performance. An artist is not necessarily a skilled performer, though she might be. An artist’s province is the creation of ideas and concepts, and the realization of those ideas in a way that can be enjoyed by others and contribute to the broader culture of the arts. Some art forms (such as painting or sculpture) skirt the line between Artistry and Craft. It’s up to the GM to rule whether certain Craft skills can be taken as Artistry skills instead.

Check: You can create works of art and try to earn a living by impressing possible patrons with your talent and ideas.

Artistry DCWorkmanship
10Pedestrian work. No one buys your original work, but you get a few odd jobs using your skills—often just repairing or copying someone else’s work. You earn 1d10 cp per day.
15Pleasing work. In a prosperous city, you find a few who wish to purchase your work, and earn 1d10 sp per day.
20Impressive work. In a prosperous city, you earn 3d10 sp per day, and may receive an artistic commission from a wealthy or public figure. As a result, you gain a local reputation.
25Memorable work. In a prosperous city, you earn 1d6 gp per day, and you are likely to attract the attention of wealthy patrons and to develop a national reputation.
30Masterful work. In a prosperous city, you earn 3d6 gp per day. In time, you may draw attention from distant patrons, or even from extraplanar beings.


Since works of art are products of imagination, masterwork tools are of no use in their creation.

Creating a Commissioned Work: If you are creating a specif ic commissioned work, determine the value of the work you wish to create by looking at the table below, then follow the listed steps. You must have a patron willing to pay this value to attempt to create a commissioned work. The amount earned from trying to make a living using Artistry is for works that are distributed among many people and publications, not bought by one patron.

Quality of WorkDCCommission Fee
Pedestrian work101 sp
Pleasing work1525 gp (250 sp)
Impressive work2050 gp (500 sp)
Memorable work25100 gp (1,000 sp)
Masterful work30200 gp (2,000 sp)


To determine how much time and money it takes to complete a work of art, follow these steps.

Step 1: Find the DC and price corresponding to the quality of the work you intend to create.

Step 2: Spend 1/4 the price of the work you intend to create. This represents buying supplies such as parchment and ink, hiring the services of musicians, paying for research materials, and the like.

Step 3: Attempt an Artistry check with the appropriate DC, representing 1 week’s worth of work. If you succeed, multiply your check result by the DC. If the resulting value equals the price of the item in sp, then you have completed the work of art and gain your commission fee. (If the resulting value equals double or triple the price of the work in silver pieces, then you’ve completed the task in half or one-third of the time. Other multiples of the DC reduce the completion time in the same manner.) If the resulting value doesn’t equal the price, then it represents the progress you’ve made this week in sp. If the check fails, you make no progress.

: If you didn’t complete the work of art, you can either continue working or call it done and cut your losses. If you continue working, you must spend 1/4 the price again for each week you work. Record the result of your check from the first week, and add your progress for each subsequent week to the total until you either complete the item or cut your losses. If you decide to cut your losses, you gain the commission of the highest-quality level that your total could have completed. For instance, if you were trying to create a memorable work (a commission price of 1,000 sp) and have made only 600 sp worth of progress, you can cut your losses to gain a commission fee for an impressive work (500 sp, or 50 gp). You can’t earn the value for a higher quality than you were aiming for, so if you aimed to create a memorable work but ended up creating a masterful work, you couldn’t gain a commission price higher than 100 gp. When you cut your losses, you don’t gain back any money you spent on supplies and services. So if you spent 250 sp when trying to create a memorable work, selling an impressive work would net you only 250 sp total if you spent 1 week of work, and would cause you to break even if you spent 2 weeks. It’s possible to lose money working on a commission.

Action: Varies. Trying to earn money by creating minor works of art typically involves a full week’s work. If you work less than 1 week, you earn the daily average amount appropriate for your level of workmanship. Creating a commissioned work typically takes a week or more.

Try Again: Yes. Retries are allowed, but they don’t negate previous failures. If you’re trying to earn a living as an artist in a city where the public hasn’t been impressed with your work (because you failed a DC 15 Artistry check in the previous week), you have a hard time breaking into the marketplace with future artwork (increase the DC by 2 for each previous failure). If you leave the area for a month or more before trying again, this increase resets to 0.

Lore (Int; Trained Only)

Source Pathfinder Unchained pg. 50
You possess a specialized area of knowledge, generally narrower than that of a full-fledged scholar. Lore acts as a catchall skill for information, similar to how Craft handles artisanal skills and Profession handles professional skills. The category of a Lore skill can vary widely from that of another Lore skill. It could be regional (such as a city or country), about a discipline (such as cryptography), or related to a narrow set of people (such as famous musicians). The scope of region-based Lore skills can also refer to specific subcategories, such as taverns in a particular region.

A Lore skill must be narrow—far narrower than the most relevant Knowledge skill. The broader the scope of a given category of Lore, the shallower your knowledge is on that topic. If you know about taverns in a wide region, you know less about each of them than you would if you had Lore in taverns of a specific city. Lore skills normally can’t be used to identify monsters the way Knowledge skills can, unless they refer to a specific type of monster (such as owlbears or vampires). If Lore involves a common, broad category of race or monster, it needs to be more specific. Lore (elves) would be too broad, as would Lore (dragons).

Check: Lore skills use the same DC scale as Knowledge skills: DC 10 to answer easy questions, DC 15 for basic questions, and DC 20 to 30 for really tough questions. In many cases, Lore can substitute for a Knowledge skill, such as Lore (elven history) filling in for Knowledge (history) in a check involving elves. At the GM’s discretion, a player might be able to apply a Lore skill that’s only partially related to a subject with a –5 penalty, such as using a Lore skill about a region to recall information about a particular city in that region or applying knowledge of distilling to winemaking.

The table below describes some examples of Lore skills alongside examples of skills that would be too broad. This is by no means a comprehensive list, and the GM has final say on whether a particular Lore skill is appropriate.

Appropriate Lore SkillsInappropriate Choices
A particular small city (or smaller settlement)Settlements
One district of a large city or metropolisAn entire large city or metropolis
a particular monasteryMonasteries
Taverns in a regionTaverns
Bandits in a regionBanditry
Famous battles in a regionFamous battles
The spice tradeCommerce
CatsAnimals
Drow matriarchsDrow
Dwarven historyDwarves
Frost giantsGiants
SarenraeGods
DagonDemon lords
PhlegethonHell
Military commandersWarfare
Famous singersMusic
Infernal contractsDevils
EvocationsSpells
Silver and mithralMetals
TeaBeverages
TreesPlants
TattoosArt


Bards: Lore is treated as a Knowledge skill for the purposes of bardic knowledge and lore master, as well as similar abilities found in other classes, creatures, and archetypes. This applies only to Lore skills in which a character is trained. In other circumstances, use the more relevant Knowledge skill.

Expanded Skill Uses

Source Pathfinder Unchained pg. 51
Skills such as Craft, Perform, and Profession already include basic uses, such as crafting objects and making money. However, they can also be useful for other tasks related to practicing those skills. Further uses are expanded upon here, with sample DCs for common tasks. These expansions are meant to include additional uses to help these skills work into the framework of a regular game, and can be used separately from the background skills system if desired. These uses, particularly those that allow you to aid another at a lower DC, are at the GM’s discretion. For more in-depth subsystems to replicate crafting and running a business, see Alternate Crafting and Profession Rules.

Expanded Craft

Source Pathfinder Unchained pg. 51
An understanding of the properties and quality of an object comes part and parcel with the ability to craft it. Some of these checks could take extended periods of time, especially involved tasks like restoring a mural, as determined by the GM.

This entry also includes two useful Craft skills not specifically listed in the Core Rulebook: Craft (blacksmithing) and Craft (musical instruments).

TaskCraft SkillDC
Determine what culture (e.g., elves, frost giants, etc.) made an itemBy item type15
Identify a famous maker's markBy item type10
Identify an obscure maker's mark1By item type20
Identify the creator of an item with no mark1By item type30
Determine the hardness and hit points of an item1By item type20
Determine the items an alchemist makes with substances from his lab1Alchemy15
Etch metal armor plates with decorative designsArmor or paintings15
Identify a suit of masterwork armor on sightArmor15
Determine what type of environment a basket's material came fromBaskets10
Determine the specific region a basket's material came fromBaskets20
Smelt ore and refine the metalBlacksmithing15
Create armor spikes or shield spikes without Craft (armor)1Blacksmithing+5
Determine a book's approximate ageBooks10
Identify a composite bow on sightBows10
Identify a masterwork bow on sightBows15
Determine a writer's experience level and handedness1Calligraphy10
Write an invitation that matches appropriate social conventionsCalligraphy10
Create a makeshift barrel or crateCarpentry10
Create a rudimentary raft from found materialsCarpentry or ships15
Carve fine woodworkingCarpentry or sculptures15
Create wooden armor or a wooden shield without Craft (armor)Carpentry+5
Correctly dye a garment or bolt of clothCloth10
Mend a sailCloth, clothing, or ships15
Tailor a garment to another size or body shapeClothing10
Create temporary cold-weather gear (grants a +2 bonus)Clothing20
Create padded armor without Craft (armor)Clothing+5
Locate or identify naturally formed glassGlass10
Identify the work of famous jewelersJewelry15
Create a fake gemstone1JewelryOpposed2
Identify the sort of creature from which a piece or leather came1Leather103
Skin an animal and tan the hideLeather15
Create a high-quality item from the hide of a nonstandard creatureLeather20
Create leather, studded leather, or hide armor without Craft (armor)Leather+5
Aid another on a Disable Device check to open a lock1Locks5
Tune a musical instrumentMusical instruments10
Create paint or other pigments from scratchPaintings10
Re-create someone's likeness from memoryPaintings15
Re-create someone's likeness from an eyewitness accountPaintings20
Create a temporary or makeshift kilnPottery20
Make a mold of an object or part of a bodySculptures10
Alter shoes to a different size or foot shape1Shoes10
Recognize a famous ship and where it likely came fromShips10
Identify whether a stone wall is entirely stone or a veneerStonemasonry10
Create a temporary stone support or small rampart with found suppliesStonemasonry15
Determine the age of a mechanical trapTraps15
Identify a masterwork weapon on sightWeapons15
1 A character must be trained in the listed skill to attempt this task.
2 With a successful opposed Perception or Craft (jewelry) check, a character identifies the work as a fake.
3 This DC is for items made from the hides of common animals, such as cattle, and increases by 5 for other types of creatures.

The table below lists which craft skills to use for certain prominent items and adventuring tools. The list omits obvious items—outfits are made with Craft (clothing), keelboats with Craft (ships), and so on. More specific skills can also be used instead of the listed skill, such as using Craft (tattoos) instead of Craft (paintings) for a tattoo.

ItemCraft Skill
Alchemist's labAlchemy
Artisan's toolsBlacksmithing or carpentry
BackpackClothing or leather
BardingArmor
BedrollCloth or leather
CaltropsWeapons
Cart or carriageCarpentry
ChainBlacksmithing or traps
ChestCarpentry or locks
Climber's KitBlacksmithing
Disguise KitAlchemy or paintings
Flint and steelBlacksmithing or stonemasonry
Grappling hookBlacksmithing or weapons
Gunslinger's kitAlchemy or blacksmithing
Harrow deckPaintings
Healer's kitAlchemy or cloth
Hemp ropeBaskets or cloth
LampBlacksmithing or glass
ManaclesBlacksmithing or locks
Masterwork toolBlacksmithing
Musical instrumentMusical instuments
SaddleLeather
Scroll caseCarpentry or leather
Signet ringJewelry
Silk ropeCloth
Silver holy symbolBlacksmithing or sculpture
Skeleton keyLocks
Spell component pouchLeather
SpyglassGlass
TattooPaintings
TentCloth or leather
Thieve's toolsBlacksmithing or locks
WaterskinLeather
Wood holy symbolCarpentry or sculpture


The following table indicates which Craft skills are typically used to create common worn items. While the normal system for creating magic items doesn’t incorporate Craft skills, such skills could reasonably be used while creating a magic item to make it appear especially ornate.

Worn ItemCraft Skill
AmuletJewelry
BeltLeather or clothing
BraceletBlacksmithing or jewelry
BracerArmor or leather
BroochJewelry
Cape or cloakCloth or clothing
CircletBlacksmithing or jewelry
CrownBlacksmithing or jewelry
GauntletArmor
GirdleClothing or leather
Glasses or gogglesGlass
GloveClothing or leather
HatClothing or leather
HeadbandCloth or clothing
HelmArmor
MaskClothing or leather
NecklaceBlacksmithing or jewelry
PeriaptJewelry
PhylacteryLeather or carpentry
RingJewelry
RobeClothing
VestmentsClothing

Expanded Perform

Source Pathfinder Unchained pg. 52
In addition to being able to put on a show, a performer knows the prominent works of her chosen type of performance.

TaskPerform SkillDC
Mimic the style or a famous performerVaries15
Recall or recognize all the notes, lyrics, or lines of a popular workVaries15
Recall or recognize all the notes, lyrics, or lines of an obscure workVaries20
Improvise a routine on a specific subjectAct, comedy, oratory, or sing20

Expanded Profession

Source Pathfinder Unchained pg. 53
A profession often encompasses many smaller areas of expertise, and these auxiliary skills can come in handy in situations beyond just making money or answering tradespecific questions. Below are some sample additional uses for Profession skills, and GMs are encouraged to create their own.
TaskProfession SkillDC
Determine hardness and hitpoints of a structureArchitect or engineer20
Prepare trail rations (takes 1 hour per day’s worth of rations)Baker or cook10
Obtain a legal permitBarrister or clerk15
Get someone released from jail who has been imprisoned for a minor crime1Barrister20
Ask a special favor from a judge (such as arresting someone)Barrister30
Brew alcohol of exceptional qualityBrewer20
Notice poison in a beverageBrewer25
Skin an animal and tan the hideButcher, shepherd, or tanner10
Slaughter and butcher an animalButcher, cook, or shepherd15
Reduce a legal fine or tax by half the result of the check in gp2Clerk20+
Cook a meal of exceptional qualityCook20
Notice poison in foodCook25
Find potential clients within an establishment or large groupCourtesan10
Assess a social hierarchyCourtesan15
Continue steering a vehicle when you take damageDriver or sailor5
Take cover (as the Ride skill) while steering a vehicleDriver or sailor15
Identify a non-creature plantFarmer or gardener10
Rejuvenate dying plantsFarmer or gardener15
Provide 1 day’s worth of food for yourself and others in the wild or trapperFisherman or trapper153
Recall the rules of a game of chanceGambler10
Get a hunch regarding whether a game is riggedGambler20
Reduce an average or lower cost of living by 50%Innkeeper153
Sate hunger or thirst for 1 dayHerbalist10
Identify common medicinal herbsHerbalist10
Identify rare medicinal herbsHerbalist15
Aid another on a Knowledge check using reference materialLibrarian5
Recall the name of a rare bookLibrarian15
Determine where an item was manufacturedMerchant104
Recall where a common good fetches a higher priceMerchant15
Safely deliver a childMidwife15
Safely deliver a child despite complicationsMidwife20
Grind a small piece of a nonmagical substance into powder hardnessMiller10+hardness
Identify common metal or semiprecious stoneMiner5
Identify rare metal or precious gemMiner15
Ignore half hardness when attacking a stone or metal objectMiner20
Increase carrying capacity for 8 hours as if Strength were 2 higherPorter15
Unload a vessel in half the normal timePorter20
Navigate a ship in fair conditionsSailor20
Pilot a ship safely through a hazardous seawaySailor25+
Determine which scribe wrote a documentScribe104
Copy a document (30 minutes per page; requires a blank book)Scribe10
Illuminate a manuscript (1 hour per page)Scribe20
Determine the quality of woolen textilesShepherd10
Determine whether a weapon or armor is of masterwork qualitySoldier10
Estimate the size of a military forceSoldier15
Identify advantages and disadvantages of a military formationSoldier20
Keep horses fed in the wildStable master10
Fit or remove barding in half the normal timeStable master15
Recognize damaged or sabotaged horse tackStable master20
Determine the quality of leatherwork (and tell if it’s masterwork quality)Tanner10
Aid another on an Escape Artist check to get out of a trap or snareTrapper5
Reset a trap in half the normal amount of timeTrapper20
Scavenge wood suitable for campfire or shelterWoodcutter5
Ignore half hardness when attacking wooden objectWoodcutter20
1 A major crime typically requires a trial involving a series of Bluff, Diplomacy, Intimidate, Profession (barrister), and Sense Motive skill checks, as well as appropriate Knowledge checks.
2 To a minimum of 25% of the original value.
3 Provide this benefit for yourself plus one other person for every 2 points by which your skill check exceeds the DC.
4 Increase the DC by 5 if the item is from a region the character is unfamiliar with, and by another 5 if it’s more than 20 years old. Exceptionally rare or ancient pieces can’t usually have their origin identified in this way.

Consolidated Skills

Source Pathfinder Unchained pg. 54
The skills in the Core Rulebook allow for complex specialization. In some games, the GM might wish to use a smaller list to make characters more broadly talented, to group skills that characters typically choose together, and to speed up the leveling-up process. The consolidated skills system reduces the number of skills by combining related skills. In many cases, the new skills have been renamed to highlight the nature of the consolidated skill. This variant system makes each skill rank matter more. Even after reducing the number of skill ranks granted, characters will be somewhat more skilled. Character classes that are highly skilled, such as the bard or rogue, get the biggest boost.

The consolidated skills system reduces the number of skills from 35 to 12. Many knowledge skills have been placed into larger categories with a similar theme. Knowledge (arcana), for example, is combined with Use Magic Device under Spellcraft. The list of new skills appears on Table 2–1: Consolidated Skills, along with the key ability for each consolidated skill and the core skills it replaces. Several skills are removed and not replicated by this system, as indicated by a dash (—) on Table 2–2: Converting Core Skills. These are typically skills that are less important for adventuring, but can be put back into your game using the background skills variant. Skills can be converted to and from the consolidated skills system using Table 2–2. This is most helpful when running published adventures or using monsters built using the core system.

Table 2-1: Consolidated Skills

New SkillUntrainedAbilityCore Skills Included
AcrobaticsYesDex*Acrobatics (except jumping), Escape Artist, Fly, Ride
AthleticsYesStr*Acrobatics (jumping), Climb, Swim
FinesseNoDex*Disable Device, Sleight of Hands
InfluenceYesChaBluff, Diplomacy, Intimidate
NatureNoIntHandle Animal, Knowledge (dungeoneering, geography, nature)
PerceptionYesWisPerception, Sense Motive
PerformanceYesChaDisguise, Perform
RelgionNoIntKnowledge (planes, religion)
SocietyNoIntKnowledge (history, local, nobility), Linguistics
SpellcraftNoIntKnowledge (arcana), Spellcraft, Use Magic Device
StealthYesDex*Stealth
SurvivalYesWisHeal, Survival
*Armor check penalty applies.

Table 2-2: Converting Core Skills

Core SkillConsolidated Skill
Acrobatics (except jumping)Acrobatics
Acrobatics (jumping)*Athletics
Appraise
BluffInfluence
ClimbAthletics
Craft
DiplomacyInfluence
Disable DeviceFinesse
DisguisePerformance
Escape ArtistAcrobatics
FlyAcrobatics
Handle Animal*Nature
HealSurvival
IntimidateInfluence
Knowledge (arcana)Spellcraft
Knowledge (dungeoneering)Nature
Knowledge (engineering)
Knowledge (geography)Nature
Knowledge (history)Society
Knowledge (local)Society
Knowledge (nature)Nature
Knowledge (nobility)Society
Knowledge (planes)Religion
Knowledge (religion)Religion
LinguisticsSociety
PerceptionPerception
PerformPerformance
Profession
RideAcrobatics
Sense MotivePerception
Sleight of HandFinesse
SpellcraftSpellcraft
StealthStealth
SurvivalSurvival
SwimAthletics
Use Magic Device*Spellcraft
* This skill’s key ability changes under the consolidated skills system.

Skill Descriptions

Source Pathfinder Unchained pg. 54
This section describes each consolidated skill, its functions in the game, and a list of the core skills it replaces. Use these descriptions instead of those in the Core Rulebook, though many of the entries refer back to the skill descriptions on pages 87–109 of that book for more detailed explanations. Each skill listed below is broken down into its different functions, each of which is described in further detail. These details list the action needed to use the skill function, whether you can try again after a failed check, special benefits that apply to the function, and special circumstances that affect whether you can use that function untrained.

Monster Identification

You can use certain skills to identify monsters and their special powers or vulnerabilities. A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information.

Monster RaritySkill Check DC
Common (goblin)5 + monster’s CR
Most monsters10 + monster’s CR
Rare (tarrasque)15 + monster’s CR


The list of creature types below indicates which skill to use for each monster type.

Creature TypeSkill
AberrationNature
AnimalNature
ConstructSpellcraft
DragonSpellcraft
FeyNature
HumanoidSociety
Magical BeastSpellcraft
Monstrous humanoidNature
OozeNature
OutsiderReligion
PlantNature
UndeadReligion
VerminNature


Action: None.

Recall Knowledge

Some skills have the recall knowledge function. This lets you answer questions about the subjects in question. This has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions).

Action: Usually none. Using a library (see Untrained, below) takes 1d4 hours.

Untrained: You can’t attempt an untrained knowledge check with a DC higher than 10 unless you have access to an extensive library on the subject.

Acrobatics (Dex; Armor Check Penalty)

Source Pathfinder Unchained pg. 54
You have a talent for balance and coordination, including aerial maneuvers, gymnastics, and tumbling.

Functions: Balance, escape from restraints, execute flying maneuvers, ride mounts, soften falls, squeeze, tumble.

Core Skills: Acrobatics (except jumping), Escape Artist, Fly, Ride.

Acrobatics Modifiers: The circumstances listed on the table below apply modifiers to Acrobatics check DCs. Although modifiers from different categories (such as slippery, sloped, etc.) stack with each other, only the most severe modifier from each particular category applies.

Acrobatics CircumstanceAcrobatics DC Modifier
Slightly obstructed (gravel, sand)+2
Severely obstructed (cavern, rubble)+5
Slightly slippery (wet)+2
Severely slippery (icy)+5
Slightly sloped (<45°)+2
Severely sloped (>45°)+5
Slightly unsteady (boat in rough water)+2
Moderately unsteady (boat in a storm)+5
Severely unsteady (earthquake)+10


Special: If you have 3 or more ranks in Acrobatics, you gain a +3 dodge bonus to AC when fighting defensively instead of the usual +2, and a +6 dodge bonus to AC when taking the total defense action instead of the usual +4.

Balance

Source Pathfinder Unchained pg. 55
You can attempt an Acrobatics check to keep your balance while crossing narrow surfaces or treacherous ground. If you fail, you fall or are knocked prone. You move at half speed while balancing, but you can move at full speed if you increase the DC by 5. You’re considered flat-footed while balancing. You need to attempt a check to balance only once per round, but if you take damage, you must attempt another check with the same DC. You don’t need to attempt a check if the DC is lower than 10, but modifiers might raise a low DC to 10 or higher.

Action: None.


Escape from Restraints

SourcePathfinder Unchained pg. 55
Getting free of restraints, a grapple, or an entanglement requires an Acrobatics check. You can attempt an Acrobatics check instead of a combat maneuver check to escape a grapple or pin.

Surface WidthAcrobatics DC
Greater than 3 feet wide0
1–3 feet wide5
7–11 inches wide10
2–6 inches wide15
Less than 2 inches wide20
RestraintAcrobatics DC
Rope/bindingsBinder's CMB + 20
Net, animate rope20
Snare23
Manacles30
Masterwork manacles35
GrapplerGrappler's CMD


Action: 1 minute for restraints, full-round action for a net or a listed spell, standard action for a grapple or pin.

Try Again: Yes. You can even take 20 if you’re not being actively opposed.

Execute Flying Maneuvers

Source Pathfinder Unchained pg. 56
This use of Acrobatics functions as the Fly core skill The skill alone doesn’t give you the ability to fly.

Action: None.

Ride Mounts

Source Pathfinder Unchained pg. 56
This use of Acrobatics functions as the Ride core skill.

Action: Varies. Mounting or dismounting is normally a move action.

Soften Falls

Source Pathfinder Unchained pg. 56
When you deliberately fall any distance, even as a result of a missed jump, you can attempt a DC 15 Acrobatics check to ignore the first 10 feet fallen. You still end up prone if you take damage from the fall.

Action: None.

Squeeze

Source Pathfinder Unchained pg. 56
A successful DC 30 Acrobatics check allows you to squeeze through a gap through which your head fits but your shoulders don’t. You can’t fit through spaces smaller than your head.

Action: 1 minute or longer, possibly requiring multiple checks.

Try Again: Yes. You can even take 20 if you’re not being actively opposed.

Tumble

Source Pathfinder Unchained pg. 56
You can attempt an Acrobatics check to avoid provoking an attack of opportunity when moving through a threatened square. If you fail, your movement ends and you provoke an attack of opportunity from the threatening opponent. You move at half speed when you tumble, but you can move at full speed if you increase the DC by 10. If you try to tumble past multiple opponents in the same round, attempt an Acrobatics check against each of them. The DC increases by 2 for each opponent beyond the first.

Action: None.

Intended MovementAcrobatics DC
Move through a threatened areaOpponent’s CMD
Move through an enemy’s space5 + opponent’s CMD


Loads: You can’t tumble when carrying a medium or heavy load or wearing medium or heavy armor unless an ability allows you to move at full speed in such conditions.

Prone: You can tumble while prone, but this is a full-round action to move 5 feet, and the DC increases by 5.

Athletics (Str; Armor Check Penalty)

Source Pathfinder Unchained pg. 56
You are skilled at deeds of physical prowess such as leaping, scaling walls, and swimming. Raw lifting ability uses a Strength check rather than an Athletics check.

Functions: Catch, climb, jump, swim.

Core Skills: Acrobatics ( jumping only), Climb, Swim.

Catch

Source Pathfinder Unchained pg. 56
You can attempt an Athletics check to catch yourself while falling along a wall or slope. The DC is equal to the wall’s climb DC + 20 or the slope’s climb DC + 10 (see Climb, below).

To catch another character that falls while within your reach, you must succeed at a melee touch attack (the target can forgo her Dexterity bonus to AC). If you hit, you then attempt an Athletics check with a DC equal to the wall’s climb DC + 10. If you succeed, you catch the falling character, but if her total weight (with equipment) exceeds your heavy load limit, you fall. If you fail by 4 or less, you don’t stop the character’s fall but don’t lose your grip. If you fail by 5 or more, you fail to stop her fall and you begin falling as well.

Action: None.

Climb

Source Pathfinder Unchained pg. 56
Using Athletics, you can advance up, down, or across a slope, wall, or other steep incline (or a ceiling if it has handholds). You move at one-quarter your speed, though you can move at half your speed if you take a –5 penalty. If you fail the check by 4 or less, you make no progress. If you fail by 5 or more, you fall. A perfectly smooth vertical (or inverted) surface can’t be climbed.

You need both hands free to climb, but can cling with one hand while using the other to cast a spell or take some other action. You can’t use a shield while climbing. You lose your Dexterity bonus to AC while climbing. If you take damage while climbing, you must succeed at an Athletics check against the DC of the surface or fall.

Surface or ActivityAthletics DC
Slope too steep to walk up0
Knotted rope with a wall to brace against0
Knotted rope or rope affected by rope trick5
Rope with a wall to brace against5
Surface with ledges to hold on to or stand on10
Pull yourself up when dangling15
Surface with handholds and footholds15
Unknotted rope15
Uneven surface with handholds (dungeon wall)20
Rough surface (natural rock or brick wall)25
Overhang or ceiling with handholds only30


Climbing Modifiers: The circumstances listed on the table modify Athletics DCs. They stack with each other.

Climbing CircumstanceAthletics DC Modifier
Bracing against two opposite walls (chimney)-10
Bracing against perpendicular walls (corner)-5
Surface is slippery+5


Action: None. Each move action you take requires a separate Athletics check.

Making Handholds and Footholds: You can pound pitons into a wall to change the wall’s base DC to 15. This takes 1 minute per piton, and one piton is needed per 5 feet of distance. You can cut your own handholds into an ice wall for the same purpose if you have a handaxe or similar implement.

Climb Speeds: A creature with a climb speed gains a +8 racial bonus on Athletics checks to climb. See the Climb skill page for more information on climb speeds.

Hauling: You can haul a character up or down on a rope by sheer strength so that character doesn’t need to attempt Athletics checks. You can lift double your maximum load in this manner.

Jump

Source Pathfinder Unchained pg. 57
You can make jumps using Athletics. The DC is equal to the distance crossed (in feet) for a long jump or four times the height to be reached (in feet) for a high jump. If you don’t have a running start of at least 10 feet, double the DC. If you fail an Athletics check to jump across a horizontal gap by 4 or less, you can attempt a DC 20 Reflex save to grab hold of the other side. If you fail by 5 or more, you fall (or land prone if you were attempting a high jump). The DC for a jump uses the same modifiers as the DC of an Acrobatics check (see page 54), depending on the surface from which you’re jumping. For example, the DC for a jump that begins on a sandy surface would increase by 2. You can’t exceed your maximum movement for a round by jumping.

Long JumpAthletics DC
5 feet5
10 feet10
15 feet15
Greater than 15 feet+5 per 5 feet


High JumpAthletics DC
1 foot4
2 feet8
3 feet12
4 feet16
Greater than 4 feet+4 per foot


Action: None.

Acrobatics: You can attempt to use Acrobatics instead of Athletics to jump, at a –5 penalty.

Speed Bonus: If your base land speed is 40 feet or more, you gain a +4 racial bonus on Athletics checks to jump for every 10 feet by which your base land speed exceeds 30 feet. Likewise, you take a –4 racial penalty for every 10 feet your speed is below 30 feet.

Swim

Source Pathfinder Unchained pg. 57
A successful Athletics check while you’re in the water allows you to swim at either half your speed as a full-round action or one-quarter your speed as a move action. If you fail by 4 or less, you make no progress. If you fail by 5 or more, you go underwater. Attempt one Athletics check to swim each round.

WaterAthletics DC
Calm water10
Rough water15
Stormy water20*
* You can’t take 10 on an Athletics check to swim in stormy water.

Action: Move action at one-quarter your speed or full-round action at half your speed.

Holding Your Breath: When you’re underwater, you can hold your breath for a number of rounds equal to twice your Constitution score. If you take a standard or full-round action, reduce the duration you can continue to hold your breath by 1 round. After you run out of rounds, you must succeed at a DC 10 Constitution check each round or begin to drown. Each round, the DC to resist drowning increases by 1. See the Drowning rules from the Core Rulebook.

Extended Swimming: Each hour you swim, you must succeed at a DC 20 Swim check or take 1d6 points of nonlethal damage.

Swim Speeds: A creature with a swim speed gains a +8 racial bonus on Athletics checks to swim. See the Swim skill from the Core Rulebook for more information on swim speeds.

Finesse (Dex; Armor Check Penalty; Trained Only)

Source Pathfinder Unchained pg. 58
Your deft hands allow you to perform tasks that require fine manipulation.

Functions: Conceal objects on your body, disarm traps or devices, open locks, palm objects, pilfer objects from creatures.

Core Skills: Disable Device, Sleight of Hand.

Conceal Objects on Your Body

Source Pathfinder Unchained pg. 58
Hiding a small object on your person (such as a light weapon or easily concealed ranged weapon such as a dart, sling, or hand crossbow) requires a Finesse check opposed by the Perception check of anyone observing or frisking you. You gain a +2 bonus on this check if you’re concealing a dagger. Someone frisking you gains a +4 bonus on this Perception check. The type of item you conceal and the nature of your attire can modify your check. These modifiers are cumulative.

CircumstanceFinesse DC
Dagger+2
Extraordinarily small object (coin, ring, shuriken)+4
Heavy or baggy clothing+2


Action: Standard, or move at a –20 penalty.

Try Again: Yes, but a second attempt against the same target increases the DC by 10.

Drawing Weapons: Drawing a hidden weapon is a standard action that doesn’t provoke attacks of opportunity.

Disarm Traps or Devices

Source Pathfinder Unchained pg. 58
The GM rolls this type of Finesse check in secret so you don’t know whether you’re successful. If you succeed, you disable the device. If you fail by 4 or less, you don’t disable it, but can try again. If you fail to disable a trap by 5 or more, the trap triggers. If you fail to sabotage a different type of device by 5 or more, you think you succeeded but the device actually functions normally.

You can attempt to leave no trace of your tampering, but this increases the DC by 5. You can rig simple devices (such as saddles and wagon wheels) to function normally and break after some period of time (usually 1d4 rounds or minutes of use).

DeviceTimeFinesse DCExample
Simple1 round10Jam a lock
Tricky1d4 rounds15Sabotage a wagon wheel
Difficult2d4 rounds20Disarm or reset a trap
Extreme2d4 rounds25Disarm a complex trap, cleverly sabotage a clockwork device


Action: Varies (see table). Beginning or continuing the process of disarming is a full-round action.

Try Again: Yes, but only if you fail by 4 or less.

Open Locks

Source Pathfinder Unchained pg. 58
The DC for opening a lock depends on the lock’s quality.

Lock QualityFinesse DC
Simple20
Average25
Good30
Superior40
Lacking thieves' tools+10


Action: Full-round.

Try Again: Yes.

Palm Objects

Source Pathfinder Unchained pg. 58
Performing a minor feat of legerdemain or palming a coin-sized, unattended object requires a successful DC 10 Finesse check. If you’re under close observation, the observer notices your action if it succeeds at an opposed Perception check against your Finesse check.

Action: Standard, or move at a –20 penalty.

Try Again: Yes, but a second attempt against the same target increases the DC by 10.

Pilfer Objects from Creatures

Source Pathfinder Unchained pg. 58
Surreptitiously stealing an item from a creature requires a successful DC 20 Finesse check. The opponent attempts an opposed Perception check against the result of your Finesse check. If she succeeds, she notices your attempt regardless of whether you got the item. You can’t attempt to pilfer an object during combat from a creature that’s aware of your presence.

Action: Standard, or move at a –20 penalty.

Try Again: Yes, but a second attempt against the same target increases the DC by 10.

Influence (Cha)

Source Pathfinder Unchained pg. 58
You can manipulate other people through negotiation, deceit, or intimidation.

Functions: Change others’ attitudes, create diversions, demoralize, feint in combat, gather information, intimidate, lie, make requests, pass secret messages.

Core Skills: Bluff, Diplomacy, Intimidate.

Change Others' Attitudes

Source Pathfinder Unchained pg. 58
You can use Influence to change the attitudes of NPCs. The DC is determined by the target’s starting attitude plus its Charisma modifier. If you succeed, you improve the target’s attitude toward you by one step, plus one more step if you beat the DC by 5 or more. You can’t shift an attitude by more than two steps with a single check. If you fail by 4 or less, the target’s attitude is unchanged, and if you fail by 5 or more, the target’s attitude decreases by one step. An attitude shift typically lasts 1d4 hours. You can use Influence to make a request of a creature whose attitude toward you is indifferent or better.

You can’t change the attitude of a creature that doesn’t understand you or that has an Intelligence score of 3 or lower. This function of Influence is generally ineffective in combat.

Starting AttitudeInfluence DC
Hostile25 + target’s Cha modifier
Unfriendly20 + target’s Cha modifier
Indifferent15 + target’s Cha modifier
Friendly10 + target’s Cha modifier
Helpful0 + target’s Cha modifier


Action: 1 minute of continuous interaction.

Try Again: You can’t attempt to change a creature’s attitude more than once per 24-hour period.

Create Diversions

Source Pathfinder Unchained pg. 59
You can create a diversion to hide. You attempt an Influence check against the viewer’s opposed Perception check to sense motive. If you succeed, you can attempt a Stealth check. When applicable, use the same modifiers from the lie function.

Action: Standard.

Try Again: Yes.

Demoralize

Source Pathfinder Unchained pg. 59
You can cause an opponent to become shaken. The DC equals 10 + the target’s Hit Dice + the target’s Wisdom modifier. If you succeed, the target is shaken for 1 round, plus 1 round for every 5 by which you exceeded the DC. Your target must be within 30 feet and able to clearly see and hear you. Demoralizing the same creature again extends the duration; it doesn’t cause a stronger fear condition.

Action: Standard.

Try Again: Yes, but each additional check against the same target increases the DC by 5. This increase resets after 1 hour.

Size Bonus: You gain a +4 bonus on checks to demoralize creatures smaller than you and take a –4 penalty on checks to demoralize creatures larger than you.

Feint in Combat

Source Pathfinder Unchained pg. 59
Feinting in combat is described here. You use Influence instead of the Bluff core skill, and your opponent uses Perception instead of the Sense Motive core skill.

Action: Standard.

Try Again: Yes.

Gather Information

Source Pathfinder Unchained pg. 60
By canvassing people at local taverns, markets, and gathering places, you can attempt to learn about a specific topic or individual. The GM might rule that some topics are unknown to common folk.

Information SoughtInfluence DC
Common facts or rumors10
Obscure or secret knowledge20 or higher


Action: 1d4 hours.

Try Again: Yes.

Intimidate

Source Pathfinder Unchained pg. 60
You can force an opponent to act friendly toward you for 1d6 × 10 minutes with a successful Influence check. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. If you succeed, the target gives you the information you desire, takes actions that don’t endanger it, and otherwise offers limited assistance. Once the intimidation expires, the target becomes unfriendly and might report you to the authorities. If you fail by 5 or more, the target attempts to deceive you or otherwise hinder your activities.

Action: 1 minute of conversation.

Try Again: Yes, but each additional check increases the DC by 5. This increase resets after 1 hour.

Size Bonus: You gain a +4 bonus on checks to intimidate creatures smaller than you and take a –4 penalty on checks to intimidate creatures larger than you.

Lie

Source Pathfinder Unchained pg. 60
You can try to fool someone by attempting an Influence check. The DC of this check is the result of your opponent’s Perception check to sense motive. Apply the appropriate modifiers from the table below. These modifiers stack with each other, but apply only one modifier related to the believability of the lie—the more outlandish the lie, the harder it is to make others believe it. The GM might rule that attempts to tell extremely improbable lies automatically fail.

Lie CircumstancesInfluence Check Modifier
Target wants to believe you+5
Lie is believable+0
Lie is unlikely-5
Lie is far-fetched-10
Lie is impossible-20
Target is drunk or impaired+5
You have convincing proofUp to +10


Action: 1 round, or longer if the lie is elaborate.

Try Again: Yes. Further checks against the same target take a –10 penalty.

Make Requests

Source Pathfinder Unchained pg. 60
You can make a request of a creature if its attitude toward you is indifferent or better. Use the DC from the table in the Change Attitudes section, with one of the following modifiers. A creature that’s helpful typically gives in to most requests without a check unless the request is against its nature or puts it in serious peril. The GM might rule that some requests automatically fail if they’re against a creature’s values or nature.

RequestInfluence DC Modifier
Give simple advice or directions-5
Give detailed advice+0
Give simple aid+0
Reveal unimportant secret+5
Give lengthy or complicated aid+5
Give dangerous aid+10
Reveal an important secret+10 or more
Give aid that could result in punishment+15 or more
Additional requests+5 per request


Action: 1 or more rounds, depending on the complexity of the request.

Try Again: No, though you can make other requests of the same target.

Pass Secret Messages

Source Pathfinder Unchained pg. 60
You can use innuendo to pass a hidden message to another character. If you succeed, the target automatically understands you if you’re communicating in a language it understands. If you fail by 5 or more, you deliver the wrong message. Other creatures that receive the message can decipher it by succeeding at opposed Perception checks to sense motive (see page 62) against your result. See the discern secret message function of Perception to determine when a secret message is intercepted.

Secret MessageInfluence DC
Simple message15
Complex message20


Action: Twice as long as it would take to convey the message normally.

Try Again: Yes.

Nature (Int; Trained Only)

Source Pathfinder Unchained pg. 60
You know a great deal about the natural world, and have the ability to command and train wild creatures.

Functions: Handle animals, identify monsters (aberrations, animals, fey, monstrous humanoids, oozes, plants, vermin), recall knowledge (about dungeons, geography, or nature).

Core Skills: Handle Animal, Knowledge (dungeoneering), Knowledge (geography), Knowledge (nature).

Handle Animals

Source Pathfinder Unchained pg. 61
This use of Nature functions as the Handle Animal core skill, but uses Intelligence instead of Charisma.

Action: Varies. Handling an animal is a move action, while “pushing” an animal is a full-round action.

Try Again: Yes, except for rearing an animal.

Indentify Monsters

Source Pathfinder Unchained pg. 61
Nature can be used to identify monsters of the aberration, animal, fey, monstrous humanoid, ooze, plant, and vermin types. See Monster Identification.

Recall Knowledge

Source Pathfinder Unchained pg. 61
Nature can be used to recall knowledge on the subjects of animals, climate, plants, seasons and cycles, spelunking, terrain, and weather. See Recall Knowledge for details. Use the following DCs for certain tasks.

TaskNature DC
Identify a common plant or animal10
Identify mineral, stone, or metal10
Determine slope15
Identify unnatural weather phenomenon15
Recognize regional terrain features15
Identify a natural or an underground hazard15 + hazard's CR
Determine the artificial nature of a feature20
Determine depth underground20
Know the location of the nearest noteworthy site20

Perception (Wis)

Source Pathfinder Unchained pg. 61
The acuity of your senses allows you to notice fine details, see danger coming, and tell when people are lying or otherwise behaving suspiciously.

Functions: Discern secret messages, get hunches, notice creatures and details, search locations, sense enchantments, sense motives.

Core Skills: Perception, Sense Motive.

Discern Secret Messages

Source Pathfinder Unchained pg. 61
You can use Perception to detect that a secret message is being transmitted by someone using the Influence skill. Your Perception check is opposed by the sender’s Influence check. You take a –2 penalty for each piece of information you lack relating to the message. If you succeed by 4 or less, you know there’s a hidden message but don’t know its content. If you exceed the DC by 5 or more, you intercept and understand the message. If you fail by 4 or less, you don’t detect any hidden communication. If you fail by 5 or more, you might infer false information. See the pass secret message function of Influence on page 60 for rules on sending a secret message.

Action: None. This function is included in the time spent receiving the message.

Try Again: No, though you can attempt a check against another hidden message.

Get Hunches

Source Pathfinder Unchained pg. 61
You can make a gut assessment of a social situation with a successful DC 20 Perception check. You get a feeling that indicates whether something is wrong or if a person is generally untrustworthy, though you don’t receive specific information. To attempt to determine whether a particular statement is a lie, use the sense motive function.

Action: 1 minute.

Notice Creatures and Details

Source Pathfinder Unchained pg. 61
You can detect a creature that is using Stealth if you succeed at an opposed Perception check. You can also notice sights, sounds, and other stimuli detectable by your senses. Use the search function of Perception (see below) to find hidden objects, traps, secret doors, and other things that take time to detect.

StimulusPerception DC
Hear a battle-10
Smell rotting garbage-10
Hear details of a conversation0
See a visible creature0
Smell smoke0
Determine whether food is spoiled5
Hear a creature walking10
Hear details of a whispered conversation15
Identify powers of a potion by taste15 + potion's CL
Hear a key being turned in a lock20
Hear a bow being drawn25
Sense a burrowing creature underneath you25
Notice a pickpocketOpposed by Finesse
Notice a creature using StealthOpposed by Stealth


The DCs of Perception checks to notice (and to search) are modified as indicated in the table below.

Notice ModifiersPerception DC Modifier
Distance to the source, object, or creature+1 per 10 feet
Through a closed door+5
Through a wall+10 per foot of thickness
Favorable conditions-2
Unfavorable conditions+2
Terrible conditions+5
Creature attempting the check is distracted+5
Creature attempting the check is asleep+10
Source, object, or creature is invisible+20


Action: None. This function is largely reactive in response to observable stimuli.

Try Again: Yes.

Conditions: Favorable, unfavorable, and terrible conditions depend on the sense being used. Bright light might be a favorable condition if the check involves sight, while dimmer conditions such as torchlight or moonlight could be unfavorable. Background noise could increase the DC for a check involving hearing, and competing odors could increase the DC of a scent-based check. Terrible conditions could include candlelight impeding a sight check, a dragon’s roar drowning out other sounds, or an overpowering stench occluding a subtler smell.

Search Locations

Source Pathfinder Unchained pg. 62
You can thoroughly comb an area, looking for hidden traps, doors, and the like. The same modifiers that apply to Perception DCs to notice (see above) also apply to Perception DCs to search.

Hidden ObjectPerception DC
Find an average concealed door15
Find an average secret door20
Find a hidden trapVaries by trap


Action: Move. Each move action spent allows you to search a 10-foot-by-10-foot area.

Try Again: Yes.

Sense Enchantments

Source Pathfinder Unchained pg. 62
Determining that a creature’s behavior is influenced by enchantment magic requires succeeding at a DC 25 Perception check (DC 15 if the creature is dominated).

Action: 1 minute.

Sense Motive

Source Pathfinder Unchained pg. 62
With an opposed Perception check, you can tell when a creature is lying to you. See the lie function of the Influence skill.

Action: None.

Try Again: No, though you can attempt a Perception check against each lie.

Performance (Cha)

Source Pathfinder Unchained pg. 62
You can compel an emotional reaction through a musical, oratory, or physical performance. Your ability to act convincingly and use stagecraft also makes you better at disguising yourself. This skill applies to performances of any type (unlike in the Core Rulebook).

Functions: Disguise yourself, impress audiences.

Core Skills: Disguise, Perform (all).

Disguise Yourself

Source Pathfinder Unchained pg. 62
This use of Performance functions as the Disguise core skill.

Action: 1d3 × 10 minutes. Using magic (such as disguise self ) reduces this to the time required to cast the spell or trigger the effect.

Try Again: Yes, though if others know a disguise was attempted, they’ll be more suspicious.

Impress Audiences

Source Pathfinder Unchained pg. 62
By performing a speech, song, play, or other artistic work, you can impress an audience. If you’re in a prosperous city, you gain money for spending a day at this task. The amount depends on the result of your Performance check.

Performance QualityPerformance DCMoney Earned
Routine (akin to begging)101d10 cp per day
Enjoyable151d10 sp per day
Great203d10 sp per day
Memorable251d6 gp per day
Extraordinary303d6 gp per day


Action: Anywhere between one evening and a full day.

Try Again: Yes, though the DC increases by 2 for each previous routine performance the same audience has witnessed you make.

Masterwork Instrument: A masterwork instrument grants a +2 bonus on Performance checks to impress an audience.

Religion (Int; Trained Only)

Source Pathfinder Unchained pg. 63
The secrets of deities, holy lore, and the extraplanar realms are open to you.

Functions: Identify monsters (outsiders and undead), recall knowledge (about the planes or religions).

Core Skills: Knowledge (planes), Knowledge (religion).

Identify Monsters

Source Pathfinder Unchained pg. 63
Religion can be used to identify monsters of the outsider and undead types. See Monster Identification.

Recall Knowledge

Source Pathfinder Unchained pg. 63
Religion can be used to recall knowledge on the subjects of gods, ecclesiastic tradition, holy symbols, mythic history, the planes, and planar magic. See Recall Knowledge for details. Use the following DCs for certain tasks.

TaskReligion DC
Know the names of the planes10
Recognize a common deity’s symbol or clergy10
Know common mythology and tenets15
Recognize the current plane15
Identify a creature’s planar origin20
Recognize an obscure deity’s symbol or clergy20

Society (Int; Trained Only)

Source Pathfinder Unchained pg. 63
You understand the people and systems that make civilization run, and you know the historical events that made societies what they are today. Part of this expertise includes a greater understanding of languages.

Functions: Create or detect forgeries, decipher writing, identify monsters (humanoids), learn languages, recall knowledge (about history, locales, or nobility).

Core Skills: Knowledge (history), Knowledge (local), Knowledge (nobility), Linguistics.

Create or Detect Forgeries

Source Pathfinder Unchained pg. 63
You must have the proper writing materials to create a forgery. If the handwriting doesn’t need to be specific to a person, you need only to have seen a similar document before, and you gain a +8 bonus on the check. To forge a signature, you need an autograph of that person to copy, which grants a +4 bonus on the check. You need a larger handwriting sample to forge a longer document in that person’s script.

The GM rolls a Society check to create a forgery secretly, so you’re not sure how good your forgery is until someone examines the work. The examiner attempts an opposed Society check, modified by any applicable bonuses or penalties listed under the decipher writing function of Society.

Action: 1 minute to 1d4 minutes per page to create a forgery, or 1 round per page to detect a forgery.

Try Again: Yes, though examiners who encounter forged documents will be more cautious of future documents.

Decipher Writing

Source Pathfinder Unchained pg. 63
A Society check can allow you to decipher writing in an unfamiliar language or a message written in an incomplete or archaic form. If you succeed at your check, you understand the general content of about one page worth of writing. If you fail, you must succeed at a DC 5 Wisdom check or draw a false conclusion about the text. Both checks are rolled by the GM in secret, so you don't know whether the conclusion you drew is true or false.

Unfamiliar MessageSociety DC
Simple message20
Standard text25
Intricate, exotic, or very old writing30


Action: 1 minute per page.

Try Again: Yes.

Identify Monsters

Source Pathfinder Unchained pg. 63
Society can be used to identify monsters of the humanoid type. See Monster Identification.

Learn Language

Source Pathfinder Unchained pg. 63
Each time you put a rank in Society, you learn to speak and read a new language. See the Linguistics core skill for a list of common languages.

Action: None. Unlike with other skill uses, you gain this benefit at all times.

Recall Knowledge

Source Pathfinder Unchained pg. 63
Society can be used to recall knowledge on the inhabitants of a region, important personalities, royalty, noble lineages, historical events, customs, legends, and laws. See Recall Knowledge for details. Use the following DCs for certain tasks.

TaskSociety DC
Know laws, rulers, and popular locations10
Know of a recent or historically significant event10
Determine the approximate date of specific event15
Know a common rumor or tradition15
Know proper etiquette15
Know hidden organizations, rulers, and locations20
Know a line of succession20
Know an obscure or ancient historical event20

Spellcraft (Int; Trained Only)

Source Pathfinder Unchained pg. 64
You know how spells and magic items work, and have picked up numerous bits of magical lore. Regardless of whether you’re a spellcaster, you can use magic items even if you wouldn’t normally be able to.

Functions: Activate magic items (that you would normally be unable to use), craft magic items, identify magic, identify monsters (constructs, dragons, and magical beasts), learn or borrow spells (from spellbooks and scrolls), recall knowledge (about arcana).

Core Skills: Knowledge (arcana), Spellcraft, Use Magic Device.

Specialist Wizards: If you’re a specialist wizard, you gain a +2 bonus on Spellcraft checks to identify, learn, and prepare spells from your chosen school. However, you take a –5 penalty on similar checks concerning spells from your opposition schools.

Activate Magic Items

Source Pathfinder Unchained pg. 64
This use of Spellcraft functions as the Use Magic Device core skill, but uses Intelligence instead of Charisma.

Action: None.

Try Again: Yes, but if you ever roll a natural 1 while attempting to activate an item and you fail, you can’t try to activate that item again for 24 hours.

Craft Magic Items

Source Pathfinder Unchained pg. 64
You must attempt a Spellcraft check as part of the process of crafting a magic item. The DC varies by the item. See the full rules on creating magic items.

Action: None.

Identify Magic

Source Pathfinder Unchained pg. 64
By succeeding at a Spellcraft check, you can determine specific types of spells as they’re being cast or while they are in effect. You can also pinpoint magical auras in this manner, or decipher the magical writing on scrolls without casting read magic.

TaskSpellcraft DC
Identify auras while using detect magic15 + spell level
Identify properties of a magic item using detect magic15 + item's caster level
Identify a spell as it is being cast15 + spell level
Decipher a scroll without using read magic20 + spell level
Identify a spell effect that is in place20 + spell level
Identify a spell that just targeted you25 + spell level


Action: None, in most cases. Deciphering a scroll is a full-round action, and attempting to identify the properties of a magic item takes 3 rounds per item.

Try Again: You can retry checks to identify a spell. When using detect magic and identify to learn the properties of magic items, you can make only one attempt per item per day.

Perception Penalties: Attempting to identify a spell as it’s being cast incurs the same penalties as a Perception check due to distance, poor conditions, and other factors.

Identify Monsters

Source Pathfinder Unchained pg. 65
Spellcraft can be used to identify monsters of the construct, dragon, and magical beast types. See Monster Identification.

Learn or Borrow Spells

Source Pathfinder Unchained pg. 65
To add new spells to your spellbook, or to prepare a spell out of someone else’s spellbook, you must succeed at a Spellcraft check.

TaskSpellcraft DC
Learn a spell from a spellbook or scroll15 + spell level
Prepare a spell from a borrowed spellbook15 + spell level


Action: Learning a spell takes 1 hour per level of the spell (or 30 minutes for a 0-level spell). Preparing a borrowed spell is a part of spell preparation and doesn’t add any extra time.

Try Again: If you fail to learn a spell from a spellbook, you can try again after 1 week. If you fail to prepare a spell from a borrowed spellbook, you can’t try again until the next day.

Recall Knowledge

Source Pathfinder Unchained pg. 65
Spellcraft can be used to recall knowledge on the subjects of ancient mysteries, arcane symbols, and magic traditions. See Recall Knowledge for details. Use the following DCs for certain tasks.

TaskSpellcraft DC
Identify spells that use a specific material component20
Identify materials manufactured by magic20 + spell level

Stealth (Dex; Armor Check Penalty)

Source Pathfinder Unchained pg. 65
You are skilled at avoiding detection, allowing you to slip past foes or strike from an unseen position. This skill covers hiding and moving silently.

Functions: Avoid being noticed.

Core Skills: Stealth.

Avoid Being Noticed

Source Pathfinder Unchained pg. 65
This use of Stealth functions as the Stealth core skill.

Action: None, though using Stealth immediately after making a ranged attack is a move action.

Survival (Wis)

Source Pathfinder Unchained pg. 65
You know how to survive in the wild, navigate the wilderness, and tend wounds.

Functions: Determine true north, follow tracks, survive in the wild, tend wounds and ailments.

Core Skills: Heal, Survival.

Determine True North

Source Pathfinder Unchained pg. 65
If you are trained in Survival, you can automatically determine where true north lies in relation to yourself.

Action: None.

Follow Tracks

Source Pathfinder Unchained pg. 65
You must succeed at a Survival check to find or follow tracks for up to 1 mile. You must attempt an additional check each time the tracks become difficult to follow. While following tracks, you move at half your speed. You can move at your normal speed by taking a –5 penalty on the check, or twice your normal speed by taking a –20 penalty on the check. The DC to follow tracks depends on the surface and the prevailing conditions (see the Surfaces section below).

SurfaceSurvival DC
Very soft ground5
Soft ground10
Firm ground15
Hard ground20
Your Survival check might be modified based on any of the following conditions. Multiple conditions could affect the same roll, but apply only the size modifier for the largest creature in a group being tracked and apply only the most severe penalty for poor visibility.

Tracking ModifiersSurvival DC Modifier
Multiple creatures in a group–1 per three creatures
Size of creatures being tracked
Fine+8
Diminutive+4
Tiny+2
Small+1
Medium+0
Large-1
Huge-2
Gargantuan-4
Colossal-8
Time since the tracks were made+1 per 24 hours
Rain since the tracks were made+1 per hour of rain
Fresh snow since the tracks were made+10
Poor visibility
Fog or precipitation+3
Moonlight+3
Overcast or moonless night+6
Tracked party hides its trail and moves at half speed+5


Action: Full-round action or longer.

Try Again: You can retry a failed check after 1 hour (outdoors) or 10 minutes (indoors).

Untrained: You can follow tracks untrained, but only if the DC is 10 or lower.

Perception: Detecting a footprint or similar sign of a creature’s passage with the Perception skill uses the same DCs as Survival checks to follow tracks, but you can’t use Perception to follow tracks.

Surfaces

This sidebar gives examples of surfaces for the first table presented in the Follow Tracks section.

Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.

Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.

Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.

Hard Ground: Any surface that doesn’t hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).

Survive in the Wild

Source Pathfinder Unchained pg. 66
You can keep yourself and others fed and safe in the wilderness. Use the following DCs for certain tasks.

TaskSurvival DC
Get along in the wild10
Endure severe weather15
Avoid natural hazards, such as quicksand15
Keep from getting lost15
Predict the weather up to 24 hours in advance15


When you get along in the wild, you can move up to half your overland speed while hunting and foraging without needing food and water supplies. You can provide food and water for one other character for every 2 points by which your check exceeds 10.

When you endure severe weather, you gain a +2 bonus on Fortitude saves against severe weather while moving at up to half your overland speed, or a +4 bonus if you remain stationary. You can grant this bonus to one other character for every 1 point by which your check exceeds 15.

When you predict the weather, you can predict the weather for one additional day in advance for every 5 points by which your check exceeds 15.

Action: Varies. A single check could represent activity over the course of hours or a full day.

Try Again: You can attempt a Survival check only once every 24 hours to get along in the wild or endure severe weather. You can attempt a check to avoid getting lost or avoid natural hazards for each situation that calls for one, but you can’t retry a check to avoid getting lost in a specific situation or to avoid a specific natural hazard.

Tend Wounds and Ailments

Source Pathfinder Unchained pg. 66
This use of Survival functions as the Heal core skill.

Action: Providing first aid, treating a wound, or treating poison is a standard action. Treating a disease or tending to a creature that has been wounded by a spike growth or spike stones spell requires 10 minutes of work. Treating deadly wounds requires 1 hour of work. Providing long-term care requires 8 hours of light activity.

Try Again: Varies. Generally speaking, you can’t try to tend wounds and ailments without witnessing proof of the original check’s failure. You can always retry a check to provide first aid if the target is still alive.

Racial Bonuses

Source Pathfinder Unchained pg. 67
The races of the Core Rulebook that gain bonuses to skills should change in the following ways.

Dwarf: Greed functions the same way if the campaign uses background skills; otherwise, its bonus instead applies to Spellcraft checks to identify magic items that contain precious metals or gemstones.

Elf: Keen senses grants a +1 bonus on Perception checks.

Gnome: Keen senses grants a +1 bonus on Perception checks. Obsessive functions the same way if the campaign uses background skills; otherwise, it instead grants a +1 bonus on the character’s choice of Perform or Spellcraft checks.

Half-Elf: Keen senses grants a +1 bonus on Perception checks.

Half-Orc: Intimidating applies only to Influence checks to demoralize or intimidate.

Halfling: Keen senses grants a +1 bonus on Perception checks. Sure-footed grants a +1 racial bonus on Acrobatics and Athletics checks.

Class Skills

Source Pathfinder Unchained pg. 67
The bonus from class skills functions the same way under this system, and provides the same +3 bonus. However, the class skill lists change, with the following entries replacing the normal class skills lists. The number in parentheses indicates the number of skill ranks a character of this class gains at each level. Always add 1/2 the character’s Intelligence modifier to this number, even if the modifier is negative. A character always gains a minimum of 1 skill rank per level.

Alchemist (2 + 1/2 Int): Finesse, Spellcraft, Survival.

Arcanist (1 + 1/2 Int): Religion, Society, Spellcraft.

Barbarian (1 + 1/2 Int): Athletics, Nature.

Bard (3 + 1/2 Int): Influence, Perception, Performance, Society, Spellcraft.

Bloodrager (2 + 1/2 Int): Athletics, Spellcraft.

Brawler (2 + 1/2 Int): Acrobatics, Athletics, Perception.

Cavalier (2 + 1/2 Int): Acrobatics, Athletics, Nature.

Cleric (1 + 1/2 Int): Religion, Spellcraft, Survival.

Druid (2 + 1/2 Int): Athletics, Nature, Survival.

Fighter (1 + 1/2 Int): Acrobatics, Athletics.

Gunslinger (2 + 1/2 Int): Athletics, Survival.

Hunter (3 + 1/2 Int): Athletics, Nature, Perception, Stealth.

Inquisitor (3 + 1/2 Int): Influence, Perception, Spellcraft, Stealth, Survival.

Investigator (3 + 1/2 Int): Acrobatics, Finesse, Influence, Perception, Society, Spellcraft.

Magus (1 + 1/2 Int): Athletics, Spellcraft.

Monk (2 + 1/2 Int): Acrobatics, Athletics, Perception.

Oracle (2 + 1/2 Int): Religion.

Paladin (1 + 1/2 Int): Religion, Survival.

Ranger (3 + 1/2 Int): Athletics, Nature, Perception, Stealth, Survival.

Rogue (4 + 1/2 Int): Acrobatics, Finesse, Influence, Perception, Society, Stealth.

Shaman (2 + 1/2 Int): Nature, Religion, Survival.

Skald (2 + 1/2 Int): Influence, Performance, Society, Spellcraft.

Slayer (3 + 1/2 Int): Athletics, Influence, Stealth, Survival.

Sorcerer (1 + 1/2 Int): Influence, Spellcraft.

Summoner (1 + 1/2 Int): Religion, Spellcraft.

Swashbuckler (2 + 1/2 Int): Acrobatics, Athletics, Influence, Perception.

Warpriest (1 + 1/2 Int): Athletics, Religion, Survival.

Witch (1 + 1/2 Int): Nature, Religion, Spellcraft.

Wizard (1 + 1/2 Int): Religion, Society, Spellcraft.

Converting Existing Characters

Source Pathfinder Unchained pg. 67
When converting to the consolidated skills system in the middle of an ongoing campaign, it’s typically best to allow each player to completely reset her character’s skill ranks and spend them again from scratch. She should also be able to retrain any feats or other abilities that affect her skill bonuses.

Altering Skill Bonuses

Source Pathfinder Unchained pg. 67
To adjust the rest of the system, use the guidelines below. Generally, an ability or effect that would normally grant a bonus on multiple types of skill checks instead grants a bonus on half as many, rounded down (minimum 1).

Bonuses for Function

Source Pathfinder Unchained pg. 67
For feats and abilities that grant bonuses or penalties to skills, it’s best for the GM to either ban them or adjust them to work only with specific functions of the feat. That is to say, the consolidated skills still cover the functions of the skills they’ve absorbed, so a bonus can still apply to only a specific function. For example, the Intimidating Prowess feat should add a character’s Strength modifier instead of Charisma only when using the Influence skill to intimidate, rather than adding it to the Influence skill in all cases. The jump spell should give a bonus only on Athletics checks to jump, rather than on all Athletics checks. There are no direct conversions for this effect, so it must be done on a case-by-case basis.

Prerequisites

Source Pathfinder Unchained pg. 67
If a feat, prestige class, or other ability requires a certain number of ranks in a skill, directly convert that core skill to the consolidated skill. Use the same number of ranks. For example, the Mounted Combat feat would require Acrobatics 1 rank instead of Ride 1 rank.

Monster Skill Bonuses

Source Pathfinder Unchained pg. 68
When running a prebuilt monster, the GM can convert core skills to consolidated skills on the fly. The GM can choose one of two paths: either use the monster’s highest printed bonus as its bonus with the relevant consolidated skill, or treat each bonus as though it applies only to a sub-function of a consolidated skill. For example, an ice devil has a +22 bonus on Acrobatics checks and a +13 bonus on Fly checks. The GM could either give the devil a +22 bonus on all Acrobatics checks, or use the +22 bonus if the monster is moving through a threatened area and the +13 bonus if it’s flying. Either approach can work, but the GM should be consistent with which she uses.

A GM using the highest-bonus approach still might want to consider separating out the bonuses in the case of large racial modifiers. A monster with a climb speed should probably not get its +8 racial bonus on Athletics checks to jump or swim.

Altering Feats

Source Pathfinder Unchained pg. 68
Feats that give bonuses on skill checks need to be adjusted or removed in the consolidated skills system. This section presents a list of the skill feats in the Core Rulebook that shouldn’t be used with this system. It also presents an alternative version of Skill Focus that replaces the core version to make its power level work better with this system. If an ability or class feature would grant access to one of the banned feats, use the most appropriate Skill Focus feat instead, as determined by the GM. For example, a familiar that grants Alertness would instead grant Skill Focus (Perception). For feats that modify skills in other ways, see the Bonuses for Function section.

Removed Feats: Acrobatic, Alertness, Animal Affinity, Athletic, Deceitful, Deft Hands, Magical Aptitude, Persuasive, Self-Sufficient, Stealthy.

Skill Focus

Choose a skill. You are particularly adept at that skill.

Benefit: You gain a +2 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +4.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Altering Traits

Source Pathfinder Unchained pg. 68
Many traits offer a +1 trait bonus on core skill checks and make those skills class skills. With the consolidated skills system, those traits instead grant a +1 trait bonus on traits involving the functions of those consolidated skills corresponding to the traits’ listed core skills, or a +4 trait bonus if the skills are not class skills. If you later receive that skill as a class skill, this trait bonus reduces to +1.

Special Class Rules

Source Pathfinder Unchained pg. 68
Some class features function differently because of the consolidated skills list. Clarifications appear here, divided by class. These entries cover only the main class features, so the GM might need to adjudicate how certain arcane schools, domains, and the like interact with the consolidated skills system. Class features are omitted if they can be handled with a simple substitution, such as changing an ability that requires a Disable Device check to instead require a Finesse check.

Alchemist: Because the consolidated skills system removes Craft skills by default, the GM should either treat the alchemist’s Craft (alchemy) bonus as though it were equal to his character level + his Intelligence modifier + 3 or use the background skills system.

Barbarian: The Acrobatics skill and the intimidate function of Influence can be used while raging.

Rage Powers: Raging climber, raging leaper, and raging swimmer are replaced with raging athlete, which adds the barbarian’s level as an enhancement bonus on all Athletics checks and treats all such checks to jump as though the character had a running start.

Bard: Note that Performance applies to all types of performance, rather than being broken down like the core Perform skills. Bardic knowledge adds 1/2 the bard’s class level (minimum 1) on all Nature, Religion, Society, and Spellcraft checks, and the bard can attempt checks with these skills untrained. Versatile performance allows the bard to substitute Performance when attempting either Acrobatics or Influence checks. He must choose only one of these two skills, and doesn’t increase the number of substituted skills at higher levels. Lore master applies to Nature, Religion, Society, and Spellcraft checks.

Bloodrager: The Acrobatics skill and the intimidate function of Influence can be used while bloodraging.

Cavalier: A cavalier order adds only one skill to the cavalier’s list of class skills (of the GM’s choice, but the choice can’t overlap with the cavalier’s normal class skills). The bonus on checks applies only to the specific skill function listed.

Druid: Nature sense instead grants a +1 bonus on Nature and Survival checks.

Hunter: The bonus from the monkey aspect applies only to Athletics checks to climb.

Inquisitor: Stern gaze grants the inquisitor a bonus on Influence checks to intimidate and on Perception checks to sense motive.

Investigator: Because the consolidated skills system removes Craft skills by default, the GM should either treat the investigator’s Craft (alchemy) bonus as though it were equal to his character level + his Intelligence modifier + 3 or use the background skills system. The investigator’s ability to apply inspiration without expending uses applies to Nature, Religion, Society, and Spellcraft checks (he must still be trained in the skill). The trapfinding bonus applies to both Perception checks to locate traps and Finesse checks to disable traps. An investigator can use Finesse to disable magical traps. Keen recollection applies to Nature, Religion, Society, and Spellcraft checks.

Investigator Talents: Device talent allows the investigator to use Spellcraft untrained, but has no effect if the investigator is trained in Spellcraft. Empathy applies only when the investigator uses Perception to sense motive. Expanded inspiration can be used with Perception and Survival checks. Inspirational expertise applies when the investigator identifies a monster’s special powers or vulnerabilities using whichever skill is appropriate. Inspired intelligence applies to Nature, Religion, Society, and Spellcraft checks. Underworld inspiration applies to Finesse and Influence checks.

Oracle: An oracle gains two class skills from her mystery (chosen by the GM).

Ranger: The favored enemy bonus applies to Perception and Survival checks against creatures of the selected type, and to checks with the monster knowledge function of the relevant skill. The favored terrain bonus applies to initiative checks, Nature checks, Perception checks to notice things, Stealth checks, and Survival checks.

Rogue: The trapfinding bonus applies to both Perception checks to locate traps and Finesse checks to disable traps. A rogue can use Finesse to disable magical traps.

Rogue Talents: The skill mastery talent applies to a number of skills equal to 1 + 1/2 the rogue’s Intelligence modifier. It can still be taken multiple times.

Skald: Note that Performance applies to all types of performance, rather than being broken down like the core Perform skills. Bardic knowledge adds 1/2 the skald’s class level (minimum 1) on all Nature, Religion, Society, and Spellcraft checks, and the skald can attempt checks with these skills untrained. The Acrobatics skill and the intimidate function of Influence can be used while in an inspired rage. Versatile performance allows the skald to substitute Performance when attempting either Influence checks or Perception checks to sense motive. He must choose only one of these two skills, and doesn’t increase the number of skills substituted at higher levels. Lore master applies to Nature, Religion, Society, and Spellcraft checks.

Slayer: The studied target bonus applies to Influence checks to bluff, Perception checks, and Survival checks against the studied target. The stalker bonus applies to Influence checks to intimidate a creature, Perform checks to use a disguise, and Stealth checks.

Slayer Talents: Foil scrutiny applies to Influence checks to bluff a creature and Perform checks to use a disguise. Trapfinding grants Finesse as a class skill. The bonus from trapfinding applies to both Perception checks to locate traps and Finesse checks to disable traps. A slayer with trapfinding can use Finesse to disable magical traps.

Sorcerer: A bloodline’s class skill applies to all uses of the corresponding consolidated skill.

Summoner: Change the eidolon’s class skills to Perception and Stealth. The summoner can choose two additional class skills for the eidolon. An eidolon with a fly speed does not gain Acrobatics as a class skill.

Swashbuckler: Derring-do can be used on Acrobatics and Athletics checks. Swashbuckler’s edge can be used on Acrobatics and Athletics checks.

Witch: The bonus from the flight hex is a +4 racial bonus on Athletics checks to swim.

Grouped Skills

Source Pathfinder Unchained pg. 70
Using the grouped skills system, characters gain bonuses for large categories of skills and higher bonuses for specific skills. Instead of replacing or modifying the skill list, this system finds commonalities among skills and divides them into groups. Choosing skills is simplified, so instead of expending skill ranks to gain one skill at a time, a character gains training in a small number of skill groups, and gains specialties that give her bonuses to particular skills as she advances in level. The groups represent broad talents, and the skill specialties draw from the standard skill list.

With this system, players don’t need to worry about expending skill ranks. A character adds 1/2 her level when attempting skill checks for her chosen grouped skills, thereby making that character at least somewhat competent in skills she might otherwise neglect. This system makes characters more broadly skilled, but gives them fewer skills they truly excel at—at least at low levels.

Grouped Skills in Other Variants

With a bit of adaptation, skill groups can work alongside the background skills or consolidated skills systems.

Background Skills: Instead of gaining background skill ranks at every level, a character gains one additional skill specialty at 1st level that can be used only to select a background skill. She can expend her normal skill specialties to select either background or adventuring skills. The Artistry and Lore skills fall under the Scholarly skill group. The character can take a specialty in Lore any number of times, choosing a different type of Lore each time. To attempt a check with a Lore skill, a character must have a specialty in it. Having training in the Scholarly skill group doesn’t allow a character to use all the potential Lore skills untrained, but it does enable a character with one or more Lore skills to add her full level as a bonus on those checks, rather than just 1/2 her level.

Consolidated Skills: Reduce both the number of skill groups and the number of skill specialties characters gain by 1/2 (rounded down, to a minimum of 1). Use 1/2 the class’s skill ranks per level from the core rules to determine that class’s number of skill groups and specialties, not 1/2 the adjusted values presented in the Class Skills section.

You also need to change the skill groups to the following.

Skill GroupsIncluded Skills
NaturalNature, Survival
PerceptivePerception
PhysicalAcrobatics, Athletics
ScholarlyReligion, Society, Spellcraft
SocialInfluence, Performance
ThievingFinesse, Stealth

Skill Group Rules

Source Pathfinder Unchained pg. 70
At 1st level, a character gains training in a number of skill groups determined by her class’s number of skill ranks per level, as shown on Table 2–3: Skill Specialties and Groups by Level. A character can gain training in any skill group, even if none of the included skills are class skills for her.

At 1st level, a character gains one skill specialty, plus a number of bonus skill specialties equal to 1/2 her Intelligence modifier. At 2nd level and every 2 levels thereafter, a character gains a specialty in one additional skill. If at any point her Intelligence modifier increases or decreases, her number of bonus skill specialties changes accordingly. Each skill specialty applies to a single, specific skill, and a character is allowed to take a specialty in a skill that isn’t in one of her skill groups. However, her bonus with that skill isn’t as high as it would be if she were also trained in the corresponding skill group.

When determining whether a character can use a trained-only skill, the character counts as trained if she has either a specialty in that skill or training in the skill’s group.

Skill GroupsIncluded Skills
NaturalHandle Animal, Heal, Survival
PerceptivePerception, Sense Motive
PhysicalAcrobatics, Climb, Escape Artist, Fly, Ride, Swim
ScholarlyAppraise, Craft, Knowledge (All), Profession, Spellcraft
SocialBluff, Diplomacy, Intimidate, Linguistics, Perform
ThievingDisable Device, Disguise, Sleight of Hand, Stealth, Use Magic Device


For example, a 1st-level druid with an Intelligence score of 12 gains training in two skill groups. She chooses Natural and Physical. She has one specialty to spend (1/2 her Intelligence modifier rounds down to 0 in this case, so she won’t gain bonus specialties unless she increases her Intelligence score to 14 or higher). The druid chooses Perception for her skill specialty.

Table 2-3: Skill Specialties and Groups by Level

Groups
Character LevelSkill Specialties12+Int24+Int36+Int48+Int5
1st12233
2nd22233
3rd22233
4th32233
5th32233
6th42233
7th42233
8th52334
9th52334
10th63344
11th63344
12th73344
13th73344
14th83344
15th83344
16th93344
17th93344
18th103445
19th103445
20th113445
1 A character adds 1/2 her Intelligence bonus to her number of specialties; characters always have a minimum of 1 specialty.
2 This category includes the arcanist, cleric, fighter, magus, paladin, sorcerer, summoner, warpriest, witch, and wizard.
3 This category includes the alchemist, barbarian, bloodrager, brawler, druid, gunslinger, monk, oracle, shaman, skald, and swashbuckler.
4 This category includes the bard, cavalier, hunter, inquisitor, investigator, ranger, and slayer.
5 This category includes the rogue.

Calculating Skill Bonuses

Source Pathfinder Unchained pg. 70
If a character has a specialty in a skill and that skill is also in a skill group she’s trained in, her bonus on checks using the skill is equal to her relevant ability modifier + her character level. If only one applies—she only has a specialty in the skill or she is trained in that skill’s group but doesn’t have a specialty in the skill—her bonus is equal to her relevant ability modifier + 1/2 her character level (minimum 1).

If a skill is on her class skill list, she gains the +3 bonus if she’s trained in its skill group or has a specialty in it— she doesn’t have to both be trained and have a specialty. Class skill bonuses look only at specific skills, not groups. If Diplomacy is on a character’s class skill list but Bluff isn’t, having training in the Social skill group doesn’t allow that character to gain the class skill bonus on Bluff checks. Any circumstance that modifies skill checks, such as the Skill Focus feat or certain spells, still grants the same bonus or penalty as it would if the campaign weren’t using grouped skills.

Linguistics

Source Pathfinder Unchained pg. 71
A character’s bonus languages from the Linguistics skill work like the bonus on skill checks she gains from her level. She gains a number of bonus languages equal to 1/2 her level (minimum 1) if she has either a specialty in Linguistics or training in the Social skill group. If she has both a specialty in Linguistics and training in the Social skill group, she knows a number of bonus languages equal to her full level.

Multiclassing

Source Pathfinder Unchained pg. 71
A multiclassed character uses the class with the lowest number of skill ranks per level to determine her number of skill groups. This doesn’t cause her to lose skill groups she’s already selected if she gains a level in a new class that would have fewer skill groups at her character level—once a skill group has been selected, it can’t be unselected. For instance, a character with 6 levels in rogue would have training in three skill groups. If she then took a level in druid, she would still have three groups, but the number of skill groups she knows would now increase to four at character level 18th instead of at character level 8th.

Alternate Crafting and Profession Rules

Source Pathfinder Unchained pg. 72
While the Pathfinder Roleplaying Game takes place in a world of grand and heroic adventure, not every corner of the campaign setting is full of monsters and villains. Like the real world, it is home to common artisans, merchants, and tradespeople—those who spend their lives making and selling goods or performing specialized tasks that require particular knowledge. Many heroes have a humble start as apprentices or artisans before hearing the call to adventure. Some even keep up with their former crafts and talents and find ways to utilize their skills and knowledge while adventuring.

Crafting

Source Pathfinder Unchained pg. 72
There are two main ways to craft items in the Pathfinder RPG. One way is to create magic items via the various item creation feats. These rules often see more use by adventurers, as they produce powerful tools to help with exploration, treasure hunting, and the defeat of vicious monsters. The other method is to use the Craft skills to make items of mundane or alchemical nature. While the main rules for crafting with these skills can be found on page 91 of the Core Rulebook, this section presents alternatives and expansions to those crafting rules to make fashioning such items both easier and more engaging.

Alternate Crafting Rules

Source Pathfinder Unchained pg. 72
While the rules for crafting in the Core Rulebook are perfectly suitable for the needs of most campaigns, they can sometimes be cumbersome to use. Those rules assume that a character spends a full week crafting an item. They also involve complex multiplication to determine the degree of success and speed with which the item can be crafted. Not only are these rules significantly different from those for other skill checks, but they can slow down play at the table and give rise to strange circumstances where it takes an unreasonably long time to create relatively simple items that happen to have a high gold piece cost. Furthermore, while the system features rules for attempting daily checks, these rules can be cumbersome for players.

The following system presents crafting rules that are a little easier to use, especially in conjunction with the downtime system.

With this alternative system, use the following version of the Craft skill instead of the one presented in the Core Rulebook.

Craft (Int)

Source Pathfinder Unchained pg. 72
You are skilled in the creation of a specific group of items, such as armor or weapons. Like Knowledge, Perform, and Profession, Craft is actually a number of separate skills. You could have several Craft skills, each with its own ranks. The most common Craft skills are alchemy, armor, baskets, books, bows, calligraphy, carpentry, cloth, clothing, glass, jewelry, leather, locks, paintings, pottery, sculptures, ships, shoes, stonemasonry, traps, and weapons.

A Craft skill is specifically focused on creating something. If an endeavor does not result in a created product, it probably falls under the heading of a Profession skill.

Check: You can practice your trade and make a decent living, earning your check result in silver pieces per day. You know how to use the tools of your trade, how to perform the craft’s daily tasks, how to supervise untrained helpers, and how to handle common problems. (Untrained laborers and assistants earn an average of 1 silver piece per day.)

The basic function of the Craft skill, however, is to make an item of the appropriate type. Most items created with a Craft skill fall into one of several broad categories of complexity. Others have Craft DCs based on CR (in the case of traps) or on the Fortitude saves required to avoid or minimize their effects (in the case of poisons).

Before crafting an item, you must have tools and an appropriate workshop or area. If you don’t have access to artisan tools, you can still attempt a Craft check, but you take a –2 penalty when attempting a check without such tools or with improvised tools. If you have masterwork artisan tools, you gain a +2 circumstance bonus on the skill check.

After you have a suitable area to craft and you’ve gathered your tools, you must then acquire raw materials whose value is equal to 1/4 the cost of the item or items you wish to craft. Given the necessary tools, materials, and workspace, you can attempt a Craft check of the appropriate DC each day. If you succeed, you make an amount of progress equal to the silver piece or gold piece value listed in the appropriate entry in the Base Progress per Day column of Table 2–4: Crafting DCs and Progress Values. If you exceed the DC by at least 5, your progress doubles. If you exceed the DC by at least 10, your progress triples, if you exceed it by at least 15, you quadruple your progress, and so on. When your total progress equals the cost of the item, that item is completed. Any remaining progress can be applied to a similar item; otherwise, all excess progress is lost.

If you fail the check, no progress is made that day. If you fail the check by 5 or more, you waste an amount of your raw materials equal to the item’s base progress per day, up to a maximum of the initial cost of the raw materials. Such wasted material must be replenished before you can continue crafting the item.

Setting Aside Crafting Items: As long as you can store an item in a secure and safe place, you can set aside an item that you began crafting and return to it again later with little or no effect. Your GM may rule that this is not possible, especially in the case of volatile alchemical items or perishable goods.

Crafting Masterwork and Special Material Items: When you’re crafting a masterwork item or an item made of a special material, its crafting difficulty increases by one step. For example, a longsword (which has a base difficulty of normal) is considered a complex item when crafted as a masterwork item (DC 20; 4 gp base progress per day). In the case of items crafted from special materials that also count as masterwork (such as adamantine armor and weapons), the complexity of the item increases by two steps.

Repairing Items: You can use the appropriate Craft skill to repair items of that type. Repairing an item with the broken condition or that has taken damage (or both) requires tools and a work area, and you must pay 1/10 the item’s cost in raw materials. Repairing an item has the same DC as crafting the item, but takes an amount of time based on the item’s complexity. Extremely simple items take an hour to repair. Simple and normal items take 1d4 hours to repair. Complex and intricate items take a day to repair, and all other items take 1d4 days to repair.

Table 2-4: Crafting DCs and Progress Values

Crafting DifficultyCraft DCBase Progress per Day
Extremely simpleDC 55 sp
SimpleDC 101 gp
NormalDC 152 gp
ComplexDC 204 gp
IntricateDC 258 gp
Very intricateDC 3016 gp
Extremely intricateDC 3532 gp
PoisonsDC = the Fortitude DC of the poison32 gp
TrapsBased on complexity, see text32 gp

Item Crafting Difficulties

Source Pathfinder Unchained pg. 73
The following are the categories of crafting difficulties and the items within those categories. The items are split into general categories. Alchemical items and poisons require Craft (alchemy) checks. Armor and shields require Craft (armor) checks. Weapons require Craft (weapons) checks for melee weapons, thrown weapons, nonsiege firearms, crossbows, or crossbow bolts; Craft (bows) checks for bows or arrows; Craft (alchemy) checks for firearm ammunition; and Craft (siege engines) checks for all forms of siege engines. The Craft checks for mundane items depend on the item being crafted, with the most common ones being baskets, books, calligraphy, carpentry, cloth, clothing, glass, jewelry, leather, locks, paintings, pottery, sculptures, shoes, and stonemasonry. Crafting vehicles requires Craft (carpentry) for most land-based vehicles, Craft (ships) for seaborne vessels and airships, and Craft (alchemy) for alchemical dragons and steam giants. Crafting traps requires Craft (traps).

Extremely Simple (DC 5)

Source Pathfinder Unchained pg. 73
Alchemical Items: Casting plaster.

Mundane Items: Very simple items such as wooden spoons, other carved one-piece items.

Weapons: Manufactured clubs, quarterstaffs, slings.

Simple (DC 10)

Source Pathfinder Unchained pg. 73
Alchemical Items: Light detector.

Armor: Light armor, wooden shields.

Mundane Items: Typical household items such as iron pots.

Vehicles: Cart, raft.

Weapons: Simple weapons (except crossbows).

Normal (DC 15)

Source Pathfinder Unchained pg. 73
Alchemical Items: Acid; alchemical cement; alchemical grease; armor ointment; bladeguard; buoyant balloon; chill cream; glowing ink; invisible ink, simple; keros oil; liquid blade; marker dye; soothe syrup; water purification sponge.

Armor: Medium armor, steel shields.

Mundane Items: Most adventuring gear.

Vehicles: Chariot, light; chariot, medium; chariot, heavy; rowboat; sleigh; wagon, light; wagon, medium; wagon, heavy.

Weapons: Martial weapons and crossbows.

Complex (DC 20)

Source Pathfinder Unchained pg. 73
Alchemical Items: Alchemical glue; alchemical solvent; alchemist’s fire; alchemist’s kindness; alkali flask; blackfire clay; candlerod; flash powder; foaming powder; ghast retch flask; impact foam ; invisible ink, average; invisible ink, good; meditation tea; nushadir; paper candle firework; scent cloak; shard gel; smoke pellet; smokestick; star candle firework; tindertwig; vermin repellent; weapon blanch, cold iron; weapon blanch, silver; wismuth salix.

Armor: Heavy armor.

Mundane Items: Jewelry, kits, locks, complicated adventuring gear.

Traps: All traps CR 1–5.

Vehicles: Carriage, glider, keelboat, longship.

Weapons: Early firearm ammunition, early one-handed firearms, early two-handed firearms, exotic weapons.

Intricate (DC 25)

Source Pathfinder Unchained pg. 74
Alchemical Items: Alchemical glue accelerant; antiplague; antitoxin; bloodblock; bottled lightning; burst jar; defoliant; embalming fluid; fire ward gel; frost ward gel; fuse grenade; invisible ink, superior; itching powder; liquid ice; mending paste; padzahr; pellet grenade; skyrocket firework; smelling salts; sneezing powder; starfountain firework; sunrod; tanglefoot bag; thunderstone; twitch tonic; weapon blanch, adamantine.

Mundane Items: Clocks, other intricate items.

Traps: All traps CR 6–10.

Vehicles: Galley, sailing ship, warship.

Weapons: Advanced firearm ammunition, advanced firearms, nonalchemical and nonfirearm siege weapons.

Very Intricate (DC 30)

Source Pathfinder Unchained pg. 75
Alchemical Items: Banshee ballerina firework, flame fountain firework, rusting powder, soul stimulant, tangleburn bag, troll oil.

Traps: All traps CR 11–15.

Vehicles: Airship.

Weapons: Alchemical siege engines, siege firearms.

Extremely Intricate (DC 35)

Source Pathfinder Unchained pg. 75
Traps: All traps CR 16+.

Vehicles: Alchemical dragon, steam giant.

Supervising Helpers

Source Pathfinder Unchained pg. 75
As stated in both versions of the skill, Craft allows you to supervise untrained laborers. An untrained laborer has no ranks in Craft, but can attempt to aid in the process of creating items with the Craft skill. This is done by first paying the untrained laborer either 1 sp per day or 7 sp for a week’s worth of work. Each untrained worker you hire can attempt to aid another on your Craft check with a +0 bonus (assuming an Intelligence score of 10 or 11 and no ranks in the appropriate Craft skill). Typically, you can hire no more than two artisans to help you craft most small or relatively simple items (such as adventuring gear, alchemical items, armor, poisons, and weapons), but for large and complex items (such as siege engines and vehicles), you can hire as many as 10 untrained laborers to assist you.

If your GM allows it, you can also hire and supervise trained laborers. These laborers have ranks in the appropriate Craft skill and have a greater chance to aid you in your crafting endeavors. Table 2–5: Trained Laborers gives the details on such trained laborers, how much they cost, the number of ranks they have in the appropriate Craft check, the bonus on their Craft checks, and the typical size of the settlement in which they are found. You can hire only trained laborers who have fewer ranks in the appropriate Craft than you have; a trained laborer with more ranks than you will not deign to assist you.

Table 2-5: Trained Laborers

Ranks in CraftCraft BonusCost to Hire per DayCost to Hire per WeekSettlement Size
1+43 sp2 gp, 1 spHamlet
2+54 sp2 gp, 8 spVillage
3+66 sp4 gp, 2 spSmall town
4+78 sp5 gp, 6 spLarge town
5+81 gp7 gpSmall city
6+91 gp, 5 sp10 gp, 5 spLarge city
7+102 gp14 gpMetropolis

Workshop

Source Pathfinder Unchained pg. 75
When crafting items, you need tools and an appropriate workspace. What constitutes an appropriate workspace is often situational. Repairing weapons or armor in the field requires only a relatively quiet and clear area, while crafting a suit of full plate requires a workshop and a forge. Typically, items of normal or greater complexity require a workshop of some sort, but under certain circumstances, the GM can rule that such items can be created in the field. Alchemical items and poisons are exceptions to these guidelines, as their compact nature makes them easier to craft in the field, especially with the help of an alchemist’s lab.

Masterwork Workspaces: Large, well-stocked workspaces can also aid in the crafting of items, particularly when you use trained and untrained labor. These masterwork workspaces grant trained and untrained laborers a +2 circumstance bonus on checks to aid another when they aid your Craft check. Furthermore, if a trained or untrained laborer succeeds at the check to aid another by 5 or more, that laborer grants you a +3 bonus on your check instead of the normal +2. It typically costs 5 gp per day to rent a masterwork workspace for crafting relatively small items (such as most adventuring gear, alchemical items, armor, poisons, and weapons) and 20 gp per day to rent a masterwork workspace for creating larger items (such as siege engines and vehicles).

Special Raw Materials

Source Pathfinder Unchained pg. 75
Crafting items requires a certain ratio of raw materials to start. Typically, these raw materials are some sort of trade good that is required to make the item. Making a suit of chainmail, for instance, requires 37 gp and 5 sp worth of steel (assuming you are using the alternate Craft skill presented above). But not all raw materials are the same—some raw materials are better suited for crafting. These are special raw materials.

Unlike normal raw materials, special raw materials have both a cost and a crafting cost. The cost of the special raw material is the amount for which it can be purchased and sold. Special raw materials are trade goods, and like all trade goods, they can be bought and sold for the same price. The crafting cost is the amount of gold they are considered to be worth for the purposes of crafting. For example, flawless steel’s cost is 8 gp per pound, but its crafting cost per pound is 4 gp. It can be bought and sold for 8 gp per pound, but when used as the raw material for crafting items, it is considered to be worth only 4 gp per pound.

While special raw materials can be bought and sold, they work best when handed out as treasure. As the GM, if one of the PCs in your group has invested in the Craft skill, consider giving out these special trade goods in place of coin treasure every so often.

Special raw materials’ crafting costs are always half their actual cost. They also have special traits when used as the raw material for crafting in the alternate Craft skill rules presented above. A special material cannot have more than one of the following special traits.

Easily Worked Raw Materials: This type of raw material makes it easier to craft items faster. When using this raw material, the item’s base progress per day is doubled. For example, if you are creating a suit of chainmail using easily worked steel, your base progress per day is 4 gp rather than 2 gp.

Flawless Raw Materials: This material is so flawless that it can be used to create high-quality items with ease. When using flawless raw materials to create either masterwork or specialmaterial items, the crafting difficulty doesn’t increase. For example, if you craft a suit of masterwork chainmail using flawless steel, the difficulty of the check remains normal (DC 15) rather than becoming complex (DC 20).

Malleable Raw Materials: This type of special raw material can withstand crafting errors better than other normal materials of the same type. If you fail a Craft check by 5 or more when using malleable raw materials, you don’t lose an amount of raw material equal to the item’s base progress per day.

Pure Raw Materials: This raw material makes it easier to craft an item. When using this raw material, you roll twice when attempting your Craft check and take the better result.

Table 2-6: Special Raw Material Cost

Special Raw Materials (1 lb.)Easily WorkedFlawlessMalleablePure
Adamantine600 gp600 gp375 gp450 gp
Alchemical silver20 gp20 gp12 gp, 5 sp15 gp
Angelskin200 gp200 gp125 gp150 gp
Blood crystal80 gp80 gp50 gp60 gp
Bone2 gp2 gp1 gp, 2 sp, 5 cp1 gp, 5 sp
Bronze10 gp10 gp6 gp, 2 sp, 5 cp7 gp, 5 sp
Cloth8 gp8 gp5 gp6 gp
Cold iron100 gp100 gp62 gp, 5 sp75 gp
Darkleaf cloth20 gp20 gp12 gp, 5 sp15 gp
Darkwood20 gp20 gp12 gp, 5 sp15 gp
Dragonhide100 gp100 gp62 gp, 5 sp75 gp
Eel hide250 gp250 gp156 gp, 2 sp, 5 cp187 gp, 5 sp
Elysian bronze400 gp400 gp250 gp300 gp
Fire-forged steel300 gp300 gp187 gp, 5 sp225 gp
Frost-forged steel300 gp300 gp187 gp, 5 sp225 gp
Gold100 gp100 gp62 gp, 5 sp75 gp
Greenwood100 gp100 gp62 gp, 5 sp75 gp
Griffon mane80 gp80 gp50 gp60 gp
Leather6 gp6 gp3 gp, 7 sp, 5 cp4 gp, 5 sp
Living steel200 gp200 gp125 gp150 gp
Mithral800 gp800 gp500 gp600 gp
Obsidian6 gp6 gp3 gp, 7 sp, 5 cp4 gp, 5 sp
Steel8 gp8 gp5 gp6 gp
Stone6 gp6 gp3 gp, 7 sp, 5 cp4 gp, 5 sp
Viridium400 gp400 gp250 gp300 gp
Whipwood300 gp300 gp187 gp, 5 sp225 gp
Wood2 gp2 gp1 gp, 2 sp, 5 cp1 gp, 5 sp
Wyroot400 gp400 gp250 gp300 gp

Professions

Source Pathfinder Unchained pg. 76
The rules for the Profession skill can be found on page 103 of the Core Rulebook, but they provide little more than an abstract means of earning a bit of coin, with little flavor or drama included to enhance the campaign. This section presents alternatives and expansions to those profession rules to make practicing a profession both easier and more evocative.

Alternate Profession Rules

Source Pathfinder Unchained pg. 77
While the rules for the Profession skill in the Core Rulebook are perfectly suitable for the needs of most campaigns, there is little opportunity to make them a meaningful part of play. Those rules assume that the character is spending a full week conducting business (when it is often more desirable for a PC to merely do a single day’s work), and they offer few ideas on how to modify the basic check to account for circumstances, roleplaying opportunities, and so forth. For example, there are two primary methods of plying a trade while practicing the various professions suggested in the Pathfinder RPG. One is by setting up a place of business in a static location, and the other is by traveling from point to point, offering services. Both of these approaches are possible within a single area of expertise in almost every case, though there are advantages and disadvantages inherent in each. The Profession rules as written do not take any of this into account.

Of course, you can choose to fully roleplay the establishment and development of a business, making appropriate Profession checks along the way while incorporating most of the decision making and operations of the business into the PC’s story. Alternatively, if you don’t wish to delve into the complexities of creating a business and handling the bookkeeping to run it, then assume you find enough opportunities to convince the occasional passerby to buy a good or service from you to make a small profit. You earn your check result in silver pieces per day in this fashion. However, if you want a system that’s relatively easy to manage but that offers more choices and options for using the Profession skill, the following system provides rules that are a little more flavorful and involved.

With this alternative system, use the following version of the Profession skill instead of the one presented in the Core Rulebook.

Profession (Wisdom; Trained Only)

Source Pathfinder Unchained pg. 77
You are skilled at a specific job. Like Craft, Knowledge, and Perform, Profession is actually a number of separate skills. You could have several Profession skills, each with its own ranks. While a Craft skill represents ability in creating an item, a Profession skill represents an aptitude in a vocation requiring a broader range of less specific knowledge. The most common Profession skills are architect, baker, barrister, brewer, butcher, clerk, cook, courtesan, driver, engineer, farmer, fisherman, gambler, gardener, herbalist, innkeeper, librarian, merchant, midwife, miller, miner, porter, sailor, scribe, shepherd, stable master, soldier, tanner, trapper, and woodcutter.

Check: You know how to use the tools of your trade, how to perform the profession’s daily tasks, how to supervise apprentices and helpers, and how to handle common problems. You can also answer questions about your Profession. Basic questions have a DC of 10, while more complex questions have a DC of 15 or higher.

Setting Up Shop

Source Pathfinder Unchained pg. 77
The full function of the Profession skill allows you to run a business of the appropriate type successfully. Professions in most cases can be operated from static locations (such as store fronts or offices) or performed while traveling. They can be small operations requiring little in the way of assistance or large companies that demand numerous laborers. Table 2–7: Business Size and Setup lists the size of the business, the minimum and maximum number of employees needed to operate it, the amount of time it takes to establish the business (find and purchase equipment and the location from which to run the business, hire employees, renovate or repair the property, apply and pay for any licenses, advertise, etc.), the costs to open or upgrade the business, and the amount of profits to be gained.

Table 2-7: Business Size and Setup

Business SizeLabor FactorMinimum EmployeesMaximum EmployeesSetup TimeInitial/Upgrade CostMonthly Profits Factor
Mobile0021 day1 gp/rank5
Small-2241 week100 gp/rank10
Medium-55102 weeks1,000 gp/rank100
Large-1010201 month5,000 gp/rank1,000


Labor Factor: This value indicates the minimum labor “cost” of running your business. It serves as a penalty on your Profession skill check to determine profits, accounting for the various laborers, assistants, experts, and apprentices you must employ to maintain a business of the associated size. Typically, your business can have a maximum number of employees equal to 2 × the positive value of its base Labor Factor (or a maximum of two employees for a mobile business), but each employee your business has beyond the minimum increases the Labor Factor penalty by 1.

Minimum Employees: This is the minimum number of employees needed to run a business.

Maximum Employees: This is the maximum number of employees a business can maintain.

Initial/Upgrade Costs: The cost listed is the amount required to either establish (for a Mobile or Small business) or upgrade (from Small to Medium, or Medium to Large) a business. The value is multiplied by the number of ranks you have in the appropriate Profession skill, and reflects the quality of tools, equipment, decor, advertising, and so forth needed to maximize your talents and effectiveness at running a business of that size. If you gain more skill ranks, you must pay for the increased cost associated with those ranks in order to gain the benefit of those ranks on checks to determine profits—otherwise, all checks made to determine profits are capped at the highest skill rank for which you’ve paid. If you spend 125% of the listed cost, you set up a masterwork operation, with the finest equipment, tools, and furnishings available. Such a workspace grants you a +2 circumstance bonus on all associated Profession checks (including ones to determine profits).

Monthly Profits Factor: This value is used to calculate net income earned after the cost of goods, overhead, and labor are taken into account.

Mobile Business: Your business functions as a traveling operation, either as a small street-side setup within a town or city (such as a rug to display wares at a bazaar or a cart or wagon pulled through the city while the proprietor hawks the goods), as a roving professional service moving between multiple communities, or as a service that actually involves travel (such as that of a sailor, merchant, etc.).

Small Business: Your business is a small shop, usually one of several within a single building. A Small business might cater to a community as small as a hamlet or to a single neighborhood within a metropolis.

Medium Business: Your business is either a large shop occupying all of a single building or multiple smaller storefronts (each equivalent to a small business). A Medium business usually occupies a small town or larger community.

Large Business: Your operations are sizable, either functioning as several Medium businesses within a single small city or larger settlement, or as multiple businesses of any size distributed among several small towns or larger communities.

Running the Business

Source Pathfinder Unchained pg. 78
Running a business using the Profession skill requires a great amount of time, and as such, most heroes don’t maintain an active operation. Those who do often turn over most of the day-to-day tasks to subordinates so they themselves can continue adventuring. You can employ and supervise trained apprentices and assistants to help you manage the business affairs. For every assistant or apprentice you take on to help run your business, you reduce your time required to actively participate in the business by 25%. Thus, with one assistant, you work 75% of the time and are free the rest of the time. With two assistants, you can split your time evenly between the business and other endeavors, and so forth, up to four assistants, who can take complete control of the business operations on your behalf. You can choose to divide each day, week, or month between working and free time. Each assistant you add imposes a penalty equal to the appropriate Labor Factor penalty on your skill check to determine profits. See Table 2–7.

It takes time to find and hire such skilled employees. For each employee, you must spend 1d4 days × the number of ranks she possesses in the appropriate Profession skill searching her out and training her. You can only hire a trained worker who has at least half as many ranks in the appropriate Profession skill as you do, but no more than you do; a skilled individual with more ranks than you will not lower herself to be your assistant.

Determining Profits

Source Pathfinder Unchained pg. 79
To calculate the income you receive from your business, attempt a skill check in the associated Profession skill, taking the appropriate Labor Factor listed on Table 2–7 as a penalty. If you employ extra assistants, remember that each one increases the Labor Factor penalty on the check by 1. Multiply the result of this check by the Monthly Profits Factor on the table to determine your net monthly profits in gold pieces.

For example, if you are running a Small trading house with a modifier of +9 in Profession (merchant) and you have hired two extra assistants (beyond the two-employee minimum) to manage things for you while you adventure, your net modifier would be 9 – 2 (for the Labor Factor) – 2 (for the extra assistants) = 5. If you roll a 9, for a total of 14, you then multiply that total by 10 (the Monthly Profits Factor for a Small business) to determine that you’ve made a net profit of 140 gp over the course of the month. If you had chosen to manage the business in person, with no help from extra assistants, then your profits would have been 160 gp, but you would have been tied to the store and unable to adventure for half the month.

Typical Business Setups

Source Pathfinder Unchained pg. 79
Listed below are each of the professions featured in the Pathfinder RPG, along with a quick description of how a character could operate that business either as a traveling service or from a storefront. Of course, other professions are possible, limited only by a character’s imagination.

Architect: Mobile architects are very uncommon, and most often travel from noble to noble, providing expertise in the construction of manor houses and strongholds. A mobile architect might also serve as an attachment to a military unit or a mercenary company, training the soldiers in construction of defenses on the field of battle. More often, architects operate small businesses in larger towns and cities, creating and selling plans for construction or overseeing projects already under way.

Baker: A baker can peddle goods (usually cooked at home) as a street vendor, often from a bazaar stall or cart. In rare instances, a renowned baker might travel the countryside, offering to create masterfully made baked goods in smaller communities, most often during holidays and other celebrations (and sometimes while in search of apprentices). A baker can also establish a storefront to sell all manner of breads, cakes, pastries, and pies, probably in conjunction with various Craft (baked goods) skill checks. The baker might also take special orders for custom creations, particularly catering to the wealthy within a sizable town.

Barrister: Traveling barristers might operate on a predetermined circuit, attending to legal matters in small communities scattered through rural areas, often at the behest of the local nobility. However, most barristers serve in a fixed location, performing their legal duties in conjunction with an established court of law. Depending on the type of government that exists within a locale, the barrister might serve a set of clients among the general populace, or he might act more as judge and jury in all disputes.

Brewer: A traveling brewer likely functions as a microbrewer, crafting his beverages at home then selling them from a wagon or cart, sometimes even between multiple communities or at local fairs. Larger brewing operations may set up shop in a rural community where the ingredients are fresh and then ship the finished product in larger towns, or they might receive the ingredients from elsewhere and craft their brews within the city walls.

Butcher: A mobile butcher might move among several very small, rural communities, either buying livestock or offering to slaughter and dress them on the premises. Most butchers operate butcher’s shops, selling fresh cuts of meat delivered from elsewhere. Very large operations might sell to nobles or armies in need of sustenance.

Clerk: Traveling clerks, while not common, are not unheard of. They frequently roam from town to town, preparing paperwork on behalf of clergy members, mayors, and minor nobles. Clerks who operate storefront businesses tend to provide bookkeeping services to other businesses, and also offer the creation of announcements, invitations, and other printed materials.

Cook: Cooks who travel often do so in the company of military units or caravans, while those who want to settle down frequently run restaurants or pubs. Some cooks also make a living serving fantastic dishes at court or operating catering services for other businesses.

Courtesan: There are very few instances of traveling courtesans; most who claim to be are grifters or con artists, offering companionship only as part of some elaborate scheme. Most true courtesans are found either at court or working in a bawdy house. An individual could run a brothel as a full-time business using this Profession skill.

Driver: By its nature, the profession of driving requires travel, so most mobile drivers work independently, serving military units or caravans, handling carts, wagons, carriages, and the animals that pull them. Localized driving businesses could offer dray work to other shops in a community, provide carriage service (like a taxi service), or even contract out full caravan service. Alternatively, mercenary drivers might participate in chariot games for sponsors willing to pay enough.

Engineer: Engineers function in much the same way as architects. Mercenary captains who lead bands of military engineers for hire typically have some skill in this profession.

Farmer: Mobile farmers often serve as traveling workers, moving between farms to gather crops on behalf of wealthy landowners. Some highly skilled farmers also travel between communities, demonstrating and selling new kinds of plant breeds or diagnosing diseases. Otherwise, farmers operate plots of land, growing produce to sell in urban areas.

Fisherman: Fishermen must go where there is water, but some truly do travel, by either taking wealthy clients on fishing expeditions for sport or finding work as an independent contractor on a commercial fishing vessel. Fishermen who wish to start a local business often run a dockside company with one or more boats or ships with crews that bring in large catches, which the business owner then sells to local inns, taverns, and so forth.

Gambler: A lone gambler who makes a living winning coin usually moves from place to place once her skills are noted and she wears out her welcome. Some occasionally hire on to teach others how to gamble effectively (this is particularly popular among nobles who are constantly trying to one-up one another). Gamblers who want to make a business of it often set up betting houses, bookie services, and casinos.

Gardener: Mobile gardeners serve as landscapers, hiring out to grow and groom public parks. Some gardeners start local businesses that cater to either the city or wealthy nobles who want flower gardens, hedge mazes, and the like. Their employees visit clients regularly to plant new starts, trim and train established plants and trees, and ready gardens for the changing seasons.

Herbalist: A traveling herbalist rides alone or with a caravan, moving between locales to gather fresh herbs and sell dried ones. Stationary herbalists sell their wares from small cottages in the rural parts of the country or from shops in big cities. The largest herbalist businesses conduct trade with large-scale food suppliers and hospitals, providing seasonings and remedies, respectively.

Innkeeper: A traveling innkeeper serves as a hired hand who helps get struggling businesses back into profitable shape by arranging for better entertainment, bouncers, victuals, and other amenities. Inns run as businesses can range in size from small bed-and-breakfasts to large military barracks.

Librarian: A traveling librarian moves about the land, dealing in books (particularly rare ones) with communities that either don’t have access to a library of their own or with folks who simply can’t afford much in the way of reading material. Permanent libraries can be anything from small, specialized shops that deal with very specific subjects to massive cultural edifices that represent the pinnacle of a given civilization. Private libraries that are run as businesses are rare and usually cater to clients with large amounts of money to spend.

Merchant: Traveling merchants can bring goods either on pack mules or as part of a great caravan, and can be found hawking their wares on nearly every street corner. Shopkeepers of all ilks buy and sell every trade good imaginable. The largest trade consortiums manage hundreds of caravans, storefronts, and warehouses.

Midwife: Some midwives travel between communities, helping to deliver babies at each stop. In more urban communities, they can be hired on by temples and hospitals that specialize in infant birthing.

Miller: A traveling miller might go from village to village with a portable mill and set up shop for a few days or a week, grinding the community’s grain before moving on to the next place. Millers running established operations in farming country would work out of a mill built near a flowing water source, while larger commercial milling operations in urban areas could serve all the farms and merchants for miles around.

Miner: Miners must find work wherever the ore, stone, or precious materials they mine are found. However, a lone miner could make a living excavating foundations and basements, live as a prospector hunting for gems and panning for gold in the wild, or work as a mercenary employed to assist a military unit in building defenses or sapping the enemy’s walls.

Porter: Portage work tends to operate out of hubs of civilization, whether in small frontier towns where the need for porters to carry exploration and adventuring gear is high, or in great cities where merchants are in constant need of strong backs to carry, load, and unload cargo. A lone porter could hire out to anyone needing assistance on a short- or long-term basis, while a businessperson could run a portage and delivery service in any sized community.

Sailor: Individual sailors not tied to a particular port simply hire on to ships that need an extra hand. However, organized groups of sailors sometimes hire themselves out to those with ships in need of full crews.

Scribe: Lone scribes who travel from town to town offer not only writing services, but also sell fine papers, inks, pens, and scroll and map cases to customers. Larger enterprises can provide a full range of copying, translating, and illuminating services to a broad range of customers in villages, towns, and cities.

Shepherd: A single shepherd will travel to find work wherever there is a need for tending sheep, especially during shearing and birthing season. Someone with a mind to run a shepherding business would have the skill to operate sheep ranches and wool-processing facilities, as well as working in conjunction with butchers to process meat.

Soldier: Soldiers go where there is fighting. Individual mercenaries, guards, or marines serving aboard ships accept coin in exchange for their combat prowess. Mercenary captains in charge of whole units or armies effectively run sizable businesses. Urban organizations offering escort and guard services to wealthy nobles and merchants can also grow quite large.

Stable Master: Anyone who has a way with horses could travel with caravans or armies, serving as a horse handler, while operations in small villages might exist side by side with inns and taprooms. Larger businesses could offer a full-service stable that buys, heals, races, sells, and trains horses.

Tanner: A lone tanner might provide his leatherworking services to a number of communities in proximity to one another, and small businesses that offer both tanning services and finished goods for sale are common enough. Bigger operations usually set up near cities where large numbers of livestock are gathered for processing.

Trapper: Solo trappers can catch and skin enough game to make a living in a frontier or wooded region, and small groups of them might establish a trading post where they could sell their wares along with other goods. A large trapping company might hire scores of individual trappers, bringing in massive quantities of furs that are then shipped to other parts of the world.

Woodcutter: Individual loggers might move from place to place, felling enough timber to sell to one small community at a time. Large logging operations can potentially clear entire regions of forest in a short time, preparing and shipping the wood—either as whole logs or sawn lumber— by water or caravan to sell anywhere growth and development occurs. Shipyards also require substantial amounts of lumber and make good customers.

Skill Unlocks

Source Pathfinder Unchained pg. 82
Skill unlocks give characters new abilities and ways to use their skills upon reaching 5, 10, 15, and 20 ranks in a skill. Any character with the Signature Skill feat (see below) can earn skill unlocks for a single skill, and they are a prime feature of the revised version of the rogue from Chapter 1 (see page 20), who uses her rogue’s edge ability to gain skill unlocks for several of her most iconic skills. Alternatively, you might make skill unlocks a universal part of the game, but you should be aware they add significant power and flexibility to skills, so giving them for free to all classes would grant power boosts to other highly skilled classes such as the investigator and bard, particularly in comparison to the rogue. Another alternative is to eliminate access to the Signature Skill feat, limiting skill unlocks to rogues and rogues alone.

See Here for the skill unlocks.

Variant Multiclassing

Source Pathfinder Unchained pg. 88
Under the core rules, multiclassing can lead to a wide disparity in character ability. With this system, each character can choose a secondary class at 1st level that she trains in throughout her career, without giving up levels in her primary class. Once selected, this choice is permanent (though if using the retraining rules, the secondary class can be retrained by paying half the cost of retraining all her class levels). A character who selects this option doesn’t gain feats at 3rd, 7th, 11th, 15th, and 19th levels, but instead gains class features from her secondary class as described on Table 2–8: Multiclass Character Advancement. It is probably a good idea to use either this variant system or normal multiclassing, but it’s possible for the two systems to be used together. In a game using both systems, a character can’t take levels in the secondary class she gains from this variant.

Table 2–8: Multiclass Character Advancement

Character LevelAbility
1stFeat
2nd
3rdSecondary class feature
4th
5thFeat
6th
7thSecondary class feature
8th
9thFeat
10th
11thSecondary class feature
12th
13thFeat
14th
15thSecondary class feature
16th
17thFeat
18th
19thSecondary class feature
20th

Core Classes

Source Pathfinder Unchained pg. 88
The following secondary class features are based on features of the classes found in the Core Rulebook.

Barbarian

Source Pathfinder Unchained pg. 88
A character who chooses barbarian as her secondary class gains the following secondary class features.

Rage: At 3rd level, she gains the rage class feature for a number of rounds per day equal to her Constitution modifier + her character level.

Uncanny Dodge: At 7th level, she gains uncanny dodge.

Rage Power: At 11th level, she gains a rage power. For the purpose of which rage powers she can select, her effective barbarian level is equal to 1/2 her character level, but for the purpose of the rage power’s effect, her effective barbarian level is equal to her full character level.

Damage Reduction: At 15th level, she gains DR 3/—.

Greater Rage: At 19th level, she gains greater rage.

Bard

Source Pathfinder Unchained pg. 88
A character who chooses bard as his secondary class gains the following secondary class features.

Bardic Knowledge: At 3rd level, he gains the bardic knowledge class feature, treating his character level as his effective bard level.

Bardic Performance: At 7th level, he gains the ability to inspire courage and inspire competence as a bard of his character level – 4 for a number of rounds per day equal to his Charisma modifier + his character level.

Versatile Performance: At 11th level, he gains versatile performance in one Perform skill of his choice. He can retrain all his ranks in the two associated skills for free.

Lore Master: At 15th level, he gains lore master as a 5th-level bard.

Additional Performances: At 19th level, he gains the ability to use dirge of doom and inspire greatness as a bard of his character level – 4.

Cleric

Source Pathfinder Unchained pg. 88
A character who chooses cleric as her secondary class gains the following secondary class features.

Deity: At 1st level, she must select a deity within one alignment step of her own. She gains the cleric's aura, bonus languages, code of conduct, and restriction from casting spells of opposed alignments. She also gains the cleric's spontaneous casting ability, which she can use with any prepared casting classes that have the appropriate spells on their spell lists.

Domain: At 3rd level, she selects one domain her deity grants, gaining that domain's 1st-level granted power, treating her character level as her effective cleric level.

Channel: At 7th level, she gains the ability to channel energy as a cleric of her character level – 6 a number of times per day equal to her Charisma modifier + 1.

Improved Channel: At 11th level, her ability to channel energy improves to that of a cleric of her character level – 4.

Improved Domain: At 15th level, she gains the additional domain power of her chosen domain, treating her character level as her effective cleric level.

Greater Channel: At 19th level, her channel energy ability improves to that of a cleric of her character level – 2.

Druid

Source Pathfinder Unchained pg. 88
A character who chooses druid as her secondary class gains the following secondary class features.

Code: At 1st level, she gains Druidic as a bonus language and must abide by the druidic code of conduct—respecting nature, not teaching the Druidic language to outsiders, not wearing metal armor, and so on.

Wild Empathy: At 3rd level, she gains wild empathy, treating her character level as her effective druid level.

Companion: At 7th level, she gains an animal companion as a druid of her character level – 4. No ability other than Improved Companion can ever increase her effective druid level for this purpose.

Improved Companion: At 11th level, her animal companion increases to that of a druid of her full character level.

Wild Shape: At 15th level, she gains the ability to use wild shape to turn into a Small or Medium animal two times per day for up to 1 hour per character level each time.

Greater Wildshape: At 19th level, her wild shape improves to include the 6th-level druid options, and she can use wild shape three times per day.

Fighter

Source Pathfinder Unchained pg. 89
A character who chooses fighter as his secondary class gains the following secondary class features.

Bravery: At 3rd level, he gains the bravery class feature as a fighter of his character level – 1.

Armor Training 1: At 7th level, he gains armor training 1.

Weapon Training 1: At 11th level, he gains weapon training 1.

Armor Training 2: At 15th level, he gains armor training 2.

Weapon Training 2: At 19th level, he gains weapon training 2.

Monk

Source Pathfinder Unchained pg. 89
A character who chooses monk as his secondary class gains the following secondary class features.

Armor: At 1st level, he loses all his secondary monk abilities when wearing armor, using a shield, or carrying a medium or heavy load.

Unarmed Strike: At 3rd level, he gains the Improved Unarmed Strike feat and the unarmed damage of a monk of his character level – 2.

Evasion: At 7th level, he gains evasion.

Ki Pool: At 11th level, he gains the ki pool class feature of a monk of his character level – 2, with a number of ki points equal to 1/2 his character level. He only ever gains ki pool (lawful) if he is of lawful alignment.

AC Bonus: At 15th level, he gains a +3 dodge bonus to AC.

Improved Evasion: At 19th level, he gains improved evasion.

Paladin

Source Pathfinder Unchained pg. 89
A character who chooses paladin as her secondary class gains the following secondary class features.

Code: At 1st level, she must follow the paladin’s code of conduct and gains the paladin’s aura of good.

Detect Evil: At 3rd level, she can detect evil as a 1st-level paladin.

Lay on Hands: At 7th level, she gains the ability to lay on hands a number of times per day equal to 1/2 her character level, healing as much as a paladin of her character level – 4.

Smite Evil: At 11th level, she gains the ability to smite evil once per day as a paladin of her character level – 4.

Mercy: At 15th level, she selects one mercy from the paladin’s 3rd-level mercy list.

Divine Bond: At 19th level, she gains a divine bond to a weapon as a paladin of her character level – 3.

Ranger

Source Pathfinder Unchained pg. 89
A character who chooses ranger as his secondary class gains the following secondary class features.

Track: At 3rd level, he gains the track class feature, treating his character level as his effective ranger level.

Favored Enemy: At 7th level, he gains the 1st favored enemy class feature.

Favored Terrain: At 11th level, he gains the 1st favored terrain class feature.

Expert Tracker: At 15th level, he gains the woodland stride and swift tracker class features.

Quarry: At 19th level, he gains the quarry class feature.

Rogue

Source Pathfinder Unchained pg. 89
A character who chooses rogue as her secondary class gains the following secondary class features.

Trapfinding: At 3rd level, she gains the trapfinding class feature.

Sneak Attack: At 7th level, she gains the sneak attack class feature. She can deal 1d6 points of extra damage. This extra damage increases by 1d6 for every 4 levels beyond 7th, to a maximum of 4d6 at 19th level.

Evasion: At 11th level, she gains evasion.

Uncanny Dodge: At 15th level, she gains uncanny dodge.

Improved Uncanny Dodge: At 19th level, she gains improved uncanny dodge, treating her character level as her effective rogue level.

Sorcerer

Source Pathfinder Unchained pg. 89
A character who chooses sorcerer as her secondary class gains the following secondary class features.

Bloodline: At 1st level, she must select a sorcerer bloodline. She treats her character level as her effective sorcerer level for all bloodline powers.

Bloodline Power: At 3rd level, she gains her bloodline’s 1st-level bloodline power.

Improved Bloodline Power: At 7th level, she gains her bloodline’s 3rd-level bloodline power

Blood Feat: At 11th level, she gains one of her bloodline’s feats or Eschew Materials.

Greater Bloodline Power: At 15th level, she gains her bloodline’s 9th-level bloodline power.

True Bloodline Power: At 19th level, she gains her bloodline’s 15th-level bloodline power.

Wizard

Source Pathfinder Unchained pg. 90
A character who chooses wizard as his secondary class gains the following secondary class features.

School: At 1st level, he chooses a school of magic in which to specialize. For all powers of that school, he treats his character level as his effective wizard level.

Familiar: At 3rd level, he gains a familiar, treating his character level as his effective wizard level.

School Power: At 7th level, he gains the 1st-level powers of his chosen school. If any of those powers grant an extra effect at 20th level, the character does not gain that extra effect.

Cantrip: At 11th level, if he has an Intelligence score of 10 or higher, he chooses a wizard cantrip from his chosen school and can cast that cantrip as a spell-like ability at will. He uses his character level as the caster level and Intelligence as the cantrip’s key ability score.

Discovery: At 15th level, he gains an arcane discovery or wizard bonus feat, treating his character level as his effective wizard level.

Greater School Power: At 19th level, he gains the 8th-level power of his chosen school.

Base Classes

Source Pathfinder Unchained pg. 90
The following secondary class features are based on features of the classes found in the Advanced Player’s Guide, Ultimate Combat, and Ultimate Magic.

Alchemist

Source Pathfinder Unchained pg. 90
A character who chooses alchemist as his secondary class gains the following secondary class features.

Alchemy: At 3rd level, he adds his character level as a competence bonus on all Craft (alchemy) checks and can use Craft (alchemy) to identify potions.

Bombs: At 7th level, he gains the ability to create a number of bombs per day equal to his Intelligence modifier + 1/2 his character level. The bombs deal damage as an alchemist of his character level, but since he doesn’t have the alchemist’s throw anything class feature, he doesn’t add his Intelligence modifier to the damage.

Mutagen: At 11th level, he gains the mutagen class feature, with a duration equal to 10 minutes per character level. He counts as an alchemist for the purposes of drinking a mutagen.

Swift Poisoning: At 15th level, he gains the poison use and swift poisoning abilities.

Poison Immunity: At 19th level, he becomes immune to poison.

Cavalier

Source Pathfinder Unchained pg. 90
A character who chooses cavalier as his secondary class gains the following secondary class features.

Order: At 1st level, he chooses an order. He must follow the edicts of his order.

Challenge: At 3rd level, he gains the ability to issue a challenge as a cavalier of his character level – 2 once per day. He adds the appropriate order adjustment to his challenge based on the order he selected.

Order Ability: At 7th level, he gains the 2nd-level ability of his chosen order, treating his character level as his effective cavalier level.

Tactician: At 11th level, he gains the tactician class feature, treating his character level as his effective cavalier level.

Greater Order Ability: At 15th level, he gains the 8th-level ability of his chosen order, treating his character level as his effective cavalier level.

Greater Tactician: At 19th level, he gains the greater tactician class feature, treating his character level as his effective cavalier level.

Gunslinger

Source Pathfinder Unchained pg. 90
A character who chooses gunslinger as her secondary class gains the following secondary class features.

Firearm Proficiency: At 3rd level, she gains proficiency in all firearms.

Gunsmith: At 7th level, she gains the gunsmith class feature.

Deed: At 11th level, she gains the Amateur Gunslinger feat.

Improved Deed: At 15th level, she gains a 3rd-level gunslinger deed of her choice.

Greater Deed: At 19th level, she gains a 7th-level gunslinger deed of her choice.

Inquisitor

Source Pathfinder Unchained pg. 90
A character who chooses inquisitor as her secondary class gains the following secondary class features.

Deity: At 1st level, she must select a deity within one alignment step of her alignment. She gains the inquisitor’s code of conduct and restriction on casting spells of opposed alignments.

Stern Gaze: At 3rd level, she gains the stern gaze class feature, treating her character level as her effective inquisitor level.

Judgment: At 7th level, once per day, she can use the judgment class feature as an inquisitor of her character level – 3.

Solo Tactics: At 11th level, she gains the solo tactics class feature.

Additional Judgment: At 15th level, she can use the judgment class feature twice per day.

Second Judgment: At 19th level, she gains the second judgment ability.

Magus

Source Pathfinder Unchained pg. 90
A character who chooses magus as his secondary class gains the following secondary class features.

Arcane Pool: At 3rd level, he gains the arcane pool class feature as a magus of his character level – 2.

Magus Arcana: At 7th level, he gains one magus arcana. He treats his character level as his effective magus level when determining whether or not he can select an arcana.

Spellstrike: At 11th level, he gains the spellstrike class feature, but he can use it only with spells that are on the magus spell list, even though he can cast them using another class’s spell slots.

Improved Arcana: At 15th level, he gains one additional magus arcana.

Greater Arcana: At 19th level, he gains one additional magus arcana.

Oracle

Source Pathfinder Unchained pg. 91
A character who chooses oracle as her secondary class gains the following secondary class features.

Mystery: At 1st level, she must select a mystery. She never qualifies for the Extra Revelation feat.

Curse: At 1st level, she must select a curse. She gains all effects of the curse, treating her effective oracle level as equal to 1/2 her character level.

Revelation: At 3rd level, she gains one of the following revelations from the list of those available to her mystery as an oracle of her character level – 6 (minimum 1). She must have an effective oracle level high enough to select the revelation.

Battle: Battlecry, battlefield clarity, combat healer, iron skin, resiliency, skill at arms, surprising charge, war sight.

Bones: Armor of bones, bleeding wounds, death’s touch, near death, raise the dead, resist life, soul siphon, spirit walk, undead servitude, voice of the grave.

Flame: Burning magic, fire breath, form of flame, gaze of flames, heat aura, molten skin, touch of flame, wings of fire.

Heavens: Coat of many stars, dweller in darkness, guiding star, interstellar void, lure of the heavens, mantle of moonlight, spray of shooting stars, star chart.

Life: Channel, delay affliction, energy body, enhanced cures, healing hands, life link, lifesense, safe curing, spirit boost.

Lore: Arcane archivist, automatic writing, brain drain, mental acuity, spontaneous symbology, think on it, whirlwind lesson.

Nature: Erosion touch, life leach, natural divination, speak with animals, spirit of nature, transcendental bond, undo artifice.

Stone: Acid skin, clobbering strike, crystal sight, earth glide, mighty pebble, rock throwing, shard explosion, steelbreaker skin, touch of acid.

Waves: Blizzard, fluid nature, fluid travel, freezing spells, ice armor, icy skin, punitive transformation, water form, water sight, wintry touch.

Wind: Air barrier, gaseous form, invisibility, lightning breath, spark skin, thunderburst, touch of electricity, vortex spells, wind sight, wings of air.

Orison: At 7th level, if she has a Charisma score of 10 or higher, she chooses an oracle orison to cast as a spell-like ability at will. She uses her character level as the caster level and Charisma as the orison’s key ability score.

Curse Focus: At 11th level, she adds 5 to her effective oracle level for the purposes of determining her curse’s effects.

Improved Revelation: At 15th level, she gains one additional revelation.

Greater Revelation: At 19th level, she gains one additional revelation.

Summoner

Source Pathfinder Unchained pg. 91
A character who chooses summoner as his secondary class gains the following secondary class features.

Summon Monster: At 3rd level, he gains the summoner’s summon monster spell-like ability as a summoner of his character level – 2. He can use this ability once per day; the casting time is 1 full round, and the duration is 1 round per effective summoner level.

Eidolon: At 7th level, he gains the ability to summon an eidolon, using the statistics of an eidolon for a summoner of his character level – 4, except with half as many evolution points. This eidolon can only be summoned using his summon monster spell-like ability.

Additional Summons: At 11th level, he can use his summon monster spell-like ability three times per day.

Shield Ally: At 15th level, he gains the shield ally class feature.

Aspect: At 19th level, he gains the aspect class feature, except he can divert only 1 evolution point from his eidolon to himself.

Witch

Source Pathfinder Unchained pg. 91
A character who chooses witch as her secondary class gains the following secondary class features.

Patron: At 1st level, she chooses a patron. She never qualifies for the Extra Hex feat.

Witch’s Familiar: At 3rd level, she gains a familiar, treating her character level as her effective witch level.

Hex: At 7th level, she gains a hex of her choice as a 1st-level witch. If she chooses the slumber hex, it can affect only creatures with Hit Dice less than or equal to her character level.

Cantrip: At 11th level, if she has an Intelligence score of 10 or higher, she chooses a witch cantrip and can cast that cantrip as a spell-like ability at will. She uses her character level as the caster level and Intelligence as the cantrip’s key ability score.

Improved Hex: At 15th level, she gains a second hex as a 1st-level witch, and her first hex advances as if she were an 8th-level witch.

Major Hex: At 19th level, she gains a major hex as a 10th-level witch. She cannot gain the ice tomb hex.

Alignment (Unchained)

Source Pathfinder Unchained pg. 95
Many campaigns treat alignment mechanically—as a class prerequisite, a rough concept of moral standing (often open to much bickering and debate), and a benchmark for letting you know what weapons and spells to avoid. Others treat it with more reverence, with each player delving deeply into her character’s alignment and the PCs becoming exemplars of their respective moral philosophies.

The following variant system treats alignment as a storytelling mechanic, giving you guidance on creating challenges, tracking shifts, and presenting rewards to those who champion their alignments appropriately.

For each character in the campaign, you’ll need a copy of the alignment diagram reproduced below as Table 3–1. Whether the characters’ positions are tracked by the GM or the players is up to you. There are two general ways you can start using this system. The first is the relative alignment method, which starts a character at neutral on both axes (or as near to neutral as his class’s starting alignment allows). Alternatively, you can use the standard alignment method, which allows each character to start with the alignment he wants, though he will begin closely bordering neutral and must work to fulfill the true ethos of his chosen alignment. The basic principles for each method are detailed below.

Relative Alignment: In the relative alignment method, many, if not most, characters start out as truly neutral on both axes of the alignment charts (the number 5 position on both the law/chaos axis and the good/evil axis). If a character’s starting class has an alignment restriction, the character starts at the nearest border to the neutral range on those charts as she can without breaking the class’s alignment restriction. For instance, a monk would start at the 3 position on the law/chaos axis, but would still start at the 5 position on the good/evil axis. A paladin, on the other hand, would start at the 3 position on both axes.

This method makes moral conflicts dangerous for low-level characters. For a character who must adhere to a specific alignment ethos to keep certain abilities or progress in her class, an early slip might have her searching for an atonement or rethinking her chosen career path.

Standard Alignment: The standard path is less restrictive than the relative method. A player chooses his character’s alignment normally, and the character is positioned on the chart within that alignment but as close to the border of neutral as possible (either the 3 or the 7 position on each axis). If the player chooses neutral on either axis, then the character starts right in the middle (the 5 position) on that axis.

This method can also make early levels and moral conflicts precarious, but it does make it easier to stay on track and gain the rewards allowed later on.

Table 3-1: Changing Alignment

123456789
← Lawful →← Neutral →← Chaotic →
123456789
← Good →← Neutral →← Evil →

Moral Challengers and Dilemmas

Source Pathfinder Unchained pg. 95
During the course of play, characters fight monsters, find treasure, and decide to take the left fork or the right, but there are other choices that come up in a game as well— moral choices. In most games, these choices are fairly straightforward. Do you help vanquish an ancient evil from the kingdom? Do you stop the raiders from pillaging? Do you put down the hungry troll raiding far-flung hamlets? Without mitigating circumstances, all of these can be seen as good (and probably lawful) moral choices, and can count as such when you are using this system. But this system really shines when the choices are not nearly so clear-cut.

Real moral conflict occurs through either moral challenges or moral dilemmas. A moral challenge occurs when something assumed to be a clear moral path is shown to be false or more complicated, requiring the characters to reevaluate based on the new information. What do characters do when they find out the ancient evil threatening the kingdom is actually a rebellion trying to feed the poor? What if the raiders are hill people who were displaced by a dragon and are just trying to survive? Perhaps that troll is seeking revenge for the slaughter of its mate and children by the hamlet-dwellers. What the characters do in these situations, and their reasoning for their actions, may cause individuals to shift on either of the alignment axes.

Consider, for instance, a situation in which a group of characters is tasked by a monarch with ridding the kingdom of an ancient order of cultists threatening the status quo. The act of taking the monarch’s quest poses no real moral challenges or dilemmas, and thus does not have a chance to push a characters’ alignment in any direction on the two spectrums, though an argument could be made that the characters’ obedience to their monarch might be an intrinsically lawful act. But for the moment, let’s assume the characters are being amply rewarded for such a quest (as they usually are), so unless a particularly lawful-minded character turns down such rewards, the characters can be seen as pursuing their own self-interest, which is intrinsically neutral within this system. Through the course of their quest against the disruptive cult, the characters find that while the cult is indeed working to undermine the monarch, its reasons for doing so are not even remotely evil. The cult is chaotic, yes, but good, and it seeks to throw down the status quo as a way of relieving the social injustices the ultra-lawful king pursues to keep his power nearly absolute.

What do the characters do? If they blindly follow the monarch’s commands, and even find themselves agreeing with the throne’s more draconian methods for keeping the peace, they will slide toward the lawful side. Depending on their level of support for some particularly heartless policies, they might also drift toward the evil side of the spectrum. If they throw in their lot with the cult and actively fight their former employer, they’ll shift more toward the chaotic end of that spectrum, and depending on their motivations, they could also drift toward either end on the good/evil axis. These are not the only options, of course! The characters could try to get one or both sides to recognize the concerns of the other. This would be the ultimate peacemaker role and, if accomplished, would be a major victory for the good of the kingdom as a whole (and thus a large shift toward good on that axis). It is possible they could also play the sides against one another, pushing them into a deeper and more bitter conflict, then take advantage of the power vacuum created by such strife, which would be evil and probably also chaotic.

Regardless of the outcome, it is only in moral conflict that characters have a chance to make decisions about competing moral goals on both the good/evil and law/chaos axes, and it is those kinds of challenges this system requires.

More difficult to design, and often harder to adjudicate, is the moral dilemma. Moral dilemmas are like challenges, but they contain moral paradoxes, meaning there is never a clear solution, and the PCs must struggle to find the solution that is best for them. A group of adventurers sworn to protect the king and the royal line finds out that the king is a power-hungry demoniac who is opening a gate to the Abyss, and the only way to stop the plan is regicide. Killing the king would mean a bloody civil war, and the characters would be branded as traitors. Not killing the king, though, could lead to deeper suffering, or force the PCs to try to defeat an army of demons before the fiends tear the kingdom apart. The adventurers must decide the best course of action when neither is optimal. Naturally, the point in these situations is not to make the “right” decision, but to see what decision the characters make, and adjust their alignments based on that decision.

Timing and Focus

Source Pathfinder Unchained pg. 97
Nearly every adventure has the potential for moral conflicts, but you should be careful not to spring them on your players too often; otherwise you risk creating conflict fatigue or lessening the dramatic impact. While moral conflict can be a fun and thought-provoking part of a campaign, remember that some players like to focus on more concrete aspects of the game, and the best sessions often feature a diverse selection of moral, strategic, and tactical challenges. Moral challenges are often nuanced, and moral dilemmas can be frustrating with their “damned if you do, damned if you don’t” nature. Both can be just as stressful as a challenging battle, and can ramp up tensions at the table—for better or worse.

In addition, oversaturating a game with moral challenges and dilemmas may have the unwanted effect of cheapening them. Try to think of these conflicts as something akin to the classic “boss fight” in a combat-oriented game: a momentous occasion of great struggle, as opposed to the more common nuisance of a trap, which can be foiled quickly once the mechanism is understood. Consider limiting these types of challenges to once per character level, at most. Some groups may thirst for more, and you should give them what they want, but once per level is a good place to start.

While it may be fun to constantly challenge strongly aligned individuals, try to create moral challenges that the whole group can participate in. In these situations, characters will act as individuals and put forward many points of view and desired actions. This inter-character strife is often enough to create the framework for spin-off moral challenges, and give individuals the opportunity for alignment shifts and affirmations through interactions with other party members. Be ready to assimilate such spontaneous moral challenges and gauge them as appropriate. Even more so than the moral challenges you design into your campaign, these interactions can be visceral and fulfilling to players because they come from natural character interaction.

Shifts and Affirmations

Source Pathfinder Unchained pg. 97
When faced with a moral challenge or dilemma, use each character’s response to inform whether he or she gains a shift or an affirmation. It’s up to the GM to judge whether a response warrants a shift on the alignment axes. Often, this will be easy: Did a character act in a selfish and uncaring manner? That may cause a shift toward evil on the good/evil axis. Did the character uphold the law of the land over the rights of its citizens? That may cause a shift toward the lawful side of the law/chaos axis. Particularly severe actions may warrant a 2-step shift. However, you should never allow more than a 2-step shift for a single action. As the GM, the final decision is yours, but keep in mind that players may disagree with your initial judgments. Allow them to appeal your decision. Take their arguments seriously, and don’t be afraid to change your mind.

Early in a campaign, you will likely have many shifts as the moral dimensions of characters take shape. Later, as those moral characteristics start to gel, some characters will settle at the extreme ends on one or both of the alignment axes. At this point, they’ll likely commit acts that support their alignments, but since they’re already settled on one or more extreme ends of the alignment axes, there will be no movement on the charts. In these cases, the character is awarded one or two affirmations—small, temporary benefits keyed to the affirmed alignment—based on how many steps you think the action would otherwise have shifted the alignment. A character can spend an affirmation she has gained once within the next 24 hours; any affirmations not spent within that time disappear. Spending an affirmation is usually not an action, but a character must be conscious to do so. The following are benefits gained by spending affirmations.

Chaotic: When attempting a Reflex or Will save, you can spend a chaotic affirmation to roll twice and take the higher result. If you already have an ability that allows you to roll twice and take the higher result, you can spend this affirmation to gain a +2 bonus on both rolls instead.

Evil: You can spend an evil affirmation to gain a +2 bonus on the damage dealt to or healed for all targets when you use an inflict spell or channel negative energy, or you gain a +4 bonus on a single weapon damage roll you make in pursuit of your own desires.

Good: You can spend a good affirmation to gain a +2 bonus on the damage dealt to or healed for all targets when you use a cure spell or channel positive energy, or you can impose a –4 penalty on the damage roll of a weapon attack made against one of your allies or an innocent.

Lawful: You can spend a lawful affirmation to gain a +4 bonus to AC against a single attack. You must choose to spend this affirmation before the attack roll is made.

Note that neutral characters do not gain affirmations—this is because neutral characters already have the advantage of not being targetable by alignment-based spells and effects.

As players advance in level and become more invested in the system, feel free to create your own affirmations based on a particular character’s emergent moral dimensions. For instance, if one of your players is a paladin of Torag, it’s reasonable to allow her to use a lawful affirmation to grant an adjacent ally her bonus to AC. You can also design your own affirmations based on the action that led to the affirmation.

Going Cosmic

Source Pathfinder Unchained pg. 98
Morality and alignment in Pathfinder are about more than just everyday actions. When you truly pledge yourself to an alignment, you become part of a timeless struggle of ideas that transcends mortal life and the physical world, a conflict so vast and eternal that the gods themselves are caught up in the fracas. As characters increase in level and power, they can play correspondingly larger roles in these cosmic struggles.

These larger ideological battles also involve moral challenges as already outlined, but the individuals participating in them tend to be powerful extraplanar beings like angels, demons, proteans, and inevitables— creatures that in many ways exist as physical manifestations of their alignments.

Alignment Feats

Source Pathfinder Unchained pg. 98
As characters enter the larger cosmic struggles of morality and alignment, they are able to gain new tools to help them champion their philosophies.

Alignment Feats: If you have at least 10 Hit Dice, you can take any alignment feat that matches your alignment. You cannot have more than one alignment feat at any time, but after changing alignment, when you reach a new character level, you can freely switch your alignment feat to your new alignment’s feat. Most alignment feats have a Residual entry that allows you to benefit from some part of the feat even when you no longer meet the alignment prerequisite for the feat, usually aiding you in a small way to regain that alignment. Most alignment feats also allow you to store affirmations for later use. If you shift alignment and no longer have the ability to store affirmations, any affirmations stored by that feat are lost.

Removing Alignment

Source Pathfinder Unchained pg. 100
Alignment is a cornerstone of the Pathfinder Roleplaying Game. In its most useful form, alignment is a shorthand to help players learn more about their characters’ personalities. But sometimes you may want to play in a world where there is no absolute good and evil. Perhaps the only lord willing to send troops to aid the PCs’ fight against an undead horde is an oppressive dictator who will use the situation to further his own power and oppress his subjects—but without his help, everyone will die. Or the PCs must face an infernal foe, but the only available way to take him down is to imbue themselves with demonic power.

In the following rules variant, the PCs can test their convictions against impossible situations and make decisions without players feeling constrained by the mechanical consequences their characters will suffer if their alignments change. Alignment is replaced by a new character aspect called loyalties, and class alignment restrictions are redefined in those terms. Several options for handling alignment-dependent spells and effects are presented here.

Loyalties

Source Pathfinder Unchained pg. 100
When you use the loyalties system to build a character, whether a PC or an NPC, decide on three loyalties. These can represent ideals, people, organizations, or anything else to which the character is loyal, and might be as abstract as “my honor” or as concrete as “my beloved mother.” Rank these loyalties from strongest to weakest. One easy way to decide the order is to ask yourself what your character would do if these loyalties came into conflict. For a more simplified game, you could use one or two loyalties. These loyalties then replace alignment as the standard by which characters’ actions are measured.

During play, a character might take an action that causes him to change loyalties, just as a character in a game with alignment might have to change alignment. Whether this has any mechanical impact depends on how the GM has chosen to deal with loyalty-based restrictions and effects.

Classes

Source Pathfinder Unchained pg. 100
Certain classes depend on alignment features. Below is a list of changes you’ll need to make to the classes from the Pathfinder RPG Core Rulebook if you decide not to use alignment—you can use these as a guideline to change other classes as well. These assume that you’ve replaced the default alignment system with the aligned loyalties option outlined below under Creatures, Spells, and Effects—if you have gone further and removed even these basic alignment elements (as in the subjective morality option), then ignore all references to loyalty restrictions in the classes below.

Barbarian: Remove the alignment restriction. A barbarian may not have a loyalty to law, order, or any similar concepts.

Cleric: Remove the alignment restriction. Clerics must have a loyalty to their deity, though not necessarily to a church hierarchy or other clergy. Remove the restriction against casting spells of certain alignments (since such spells no longer exist), but create a list of spells that each deity would ban based on his or her portfolio and personality. For instance, the neutral good deity Iomedae would not tolerate spells involving consorting with outsiders from the Lower Planes. Remove the Chaos, Good, Evil, and Law domains from all deities’ lists, and replace them with appropriate domains so each deity has the same number of domains.

Druid: Remove the alignment restriction. Druids must have a loyalty involving nature or the druidic code of conduct.

Monk: Remove the alignment restriction. A monk who ever has a loyalty to chaos, imbalance, or closely related concepts becomes an ex-monk for as long as he has those loyalties.

Paladin: Remove the class’s alignment restriction. The paladin’s code of conduct becomes “A paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help in a way that betrays any of the paladin’s loyalties), and punish those who harm or threaten innocents.” Remove the Associates section under the code of conduct. A paladin must have a loyalty to the concept of good, and most paladins also have loyalty to a deity. For changes to the paladin’s detect evil ability, see the Creatures, Spells, and Effects section, below. Creatures whose loyalties are in opposition to the paladin’s gain no benefit from the paladin’s aura of justice ability.

The paladin’s smite evil ability works against any foe whose loyalties are directly contrary to the paladin’s highest loyalty. She can also recover one use of smite if she accidentally smites an invalid target. She can do this a number of times per day equal to her maximum uses per day of smite. This means the paladin isn’t punished for having to guess, but she also can’t use her smite class feature on every opponent as a de facto loyalty detector. If the paladin’s highest loyalty is to good, she can smite foes with a loyalty to evil, but if her highest loyalty is to her king, her smite might instead apply to foes with loyalties to the jealous baron’s rebellion. The GM has the final say on how the ability works, since only the GM knows the NPCs’ true loyalties—a mercenary who works for a cause might not have a loyalty to that cause, for example. The GM can decide to simply have smite work only on foes with a loyalty to evil, or to require the paladin’s highest loyalty be to the concept of good.

Creatures, Spells, and Effects

Source Pathfinder Unchained pg. 100
Many spells and effects rely on alignment, such as detect evil, holy weapons, and blasphemy. Below are five suggested options for dealing with these abilities.

Full Removal: You can remove alignment-based spells and effects entirely. Consider replacing monster spell-like abilities with others of similar power. You’ll need to replace other abilities that affect creatures of particular alignments (such as the heavenly fire ability of a sorcerer with the celestial bloodline) or restrict character options to avoid such abilities.

Aligned Loyalties: You can allow alignment-based effects to instead apply to characters who have loyalties to the concepts of chaos, evil, good, or law (or any concept close enough).

Outsiders Only: You can keep the alignment subtypes for outsiders and allow alignment-based effects to apply only to them. In this style of game, mortals live in a world with shades of gray, but true evil does still exist in the multiverse in the hearts of daemons, demons, devils, and the other evil outsiders.

Radiant and Shadow: You can instead have alignment-based effects apply to everyone, or nearly everyone. Remove the alignments and replace “good” and “evil” with stand-ins that lack moral implications, such as “radiant” and “shadow.” These are then treated as simply two more forms of energy that exist in the world, and any creature can wield a weapon that deals radiant or shadow damage. You’ll need to make appropriate changes, such as changing DR 5/good to DR 5/ radiant, making unholy weapons shadow weapons, and so on. Creatures that were once strongly defined by their alignment become more unpredictable. Maybe some angels are just as corrupt as devils, despite their celestial forms, and the PCs must team up with a noble demon and wield shadow weapons to defeat their foe. You can choose to grant certain creatures immunity; for instance, perhaps angels don’t take radiant damage from radiant weapons or radiant smite, the stand-ins for holy weapons and holy smite.

Subjective Morality: You can make your world extremely complex by replacing all alignment-based effects with subjective morality based on loyalties. In this kind of game, everyone is the hero of his own story, and the only alignment-based items and spells that exist are the ones named after the good alignment (such as holy weapons and holy word) plus detect evil. However, these effects apply not to good in the usual sense, but instead depend on the loyalties of their users. When someone uses detect evil, it detects others who have loyalties that oppose the caster’s. When a character wields a holy weapon, it deals extra damage to those with conflicting loyalties, and so on. It’s up to the GM to decide when loyalties conflict. For instance, if a magus decides that his primary loyalty is to himself, he could not reasonably claim that everything that ever attacks him has a conflicting loyalty, but an enemy who constantly abused him in the past would have a conflicting loyalty. Against this enemy, the magus’s holy attacks would strike true. This world might even do away with the idea of loyalties to the concept of good and allow paladins and antipaladins alike to use the paladin class and smite each other. Since even outsiders no longer have an alignment subtype, you’ll need to add other subtypes to the list of choices for abilities such as bane or a ranger’s favored enemy class feature. This covers subtypes such as demon or devil, but some outsiders have no non-alignment subtype. If you want such creatures to be subject to these abilities, you could lump them together under a new subtype (such as “independent”), or add subtypes on a case-by-case basis—the astral leviathan might have the “astral” subtype, for example.

Revised Action Economy

Source Pathfinder Unchained pg. 102
The default action economy of the Pathfinder Roleplaying Game is intricate—full of exceptions, nonactions, and strange actions. This revised action economy streamlines the process of combat encounters. In many ways, it’s a more active system that allows lower-level characters more options in a round while slightly limiting how much higher-level characters can do during their turns.

In this system, a character can commit up to 3 acts on her turn; these can be committed individually as simple actions, or combined into advanced actions. When it’s not her turn, a character can take a single reaction per round. Iterative attacks have been discarded in this action economy. Instead, any character can make multiple attacks during her turn simply by taking multiple actions to do so.

Revised Action Economy Overview

Source Pathfinder Unchained pg. 102
To illustrate this system, we start at the initiative check and go though the turns and rounds of an encounter.

Initiative

At the start of combat, each participant rolls an initiative check as normal. Characters are flat-footed before they act in either the surprise round or the first round of combat.

Surprise Round

When combat starts, if some but not all of the participants are aware of their opponents, a surprise round occurs before the first round of combat. Those who are aware can commit up to 2 acts during the surprise round, and gain a reaction when that round is over. If all combatants are aware of their opponents, skip the surprise round.

Your Turn

When your turn comes up in the initiative order, you can commit up to 3 acts. Sometimes, acts are committed discretely as simple actions, while other times 2 or more acts can be committed together as an advanced action. You can take these simple and advanced actions in any order you choose, except when the rules for individual actions state otherwise. You can also take a number of free actions your GM deems appropriate. Your turn ends once you have committed all 3 acts and any free actions you wish to take. Once your turn is over, you gain the ability to take one reaction before the start of your next turn. (Some abilities grant additional reactions; see Final Considerations.)

When your turn comes up in the initiative order, you can choose to delay instead. When you do, you can’t commit acts. You keep any reactions you haven’t used since your previous turn, but don’t gain any more. At any point after another combatant has taken its turn, you can choose to end your delay and reenter the initiative order. When you do so, your initiative changes to the point in the initiative order directly after the last acting creature’s turn.

Others’ Turns

Reactions are like actions, but can be taken only when they are triggered, and only during other characters’ turns. Usually, reactions are triggered by actions taken by other combatants. For instance, the most common reaction you’ll likely take is the attack of opportunity: an attack you can make when a foe in your threatened area drops his guard (typically by moving, making a ranged attack, or attempting a complicated attack for which he lacks the proper training). Some reactions may provoke attacks of opportunity—the reaction’s subtype, if any, determines whether it provokes attacks of opportunity.

Other times, something that happens to you might grant you the ability to take a reaction. Spells and abilities that are used as immediate actions in the default action economy are reactions in this system. For example, the spell feather fall is cast an immediate action in the default action economy—in this system, it’s a reaction.

Action Types and Subtypes

Source Pathfinder Unchained pg. 102
This section describes the various actions in the game, their costs within this system, and new rules on how each one works. The sidebars throughout highlight exceptions and help you adjudicate situations that are not addressed directly in this section.

There are a number of different simple actions, free actions, and advanced actions you can take during your turn. Taking a simple action requires 1 act. Free actions don’t cost any acts; you just say you want to take them, though some must be taken alongside other simple or advanced actions. In addition, the GM may limit the number of free actions you’re allowed during your turn.

Advanced actions are more complicated; you must commit 2 or more acts to perform them. Some advanced actions require more acts than you can possibly commit during a single turn. In this case, you must continue committing acts toward that advanced action over multiple turns until the advanced action is complete. To take most advanced actions, you must commit all of their requisite acts consecutively. If you stop committing acts toward such an advanced action, it never comes to completion, and it must be started all over again in order to have a chance of success. Other advanced actions can be completed after committing the total requisite number of acts, which can be split up over time. In both cases, any roll attempted to determine whether an advanced action is successful is attempted after the appropriate number of acts are committed to that advanced action by the creature committing the f inal act. If an advanced action doesn’t say whether it requires consecutive or nonconsecutive acts, all its acts must be consecutive.

Some actions and reactions have one or more of the following subtypes. The subtypes are thematic, sometimes affect other actions taken later in the turn, and are used to determine whether (and at what point) an action provokes attacks of opportunity.

Attack Actions: Actions with the attack subtype involve making at least one attack roll against an opponent or object. They typically provoke attacks of opportunity only if the attack is a ranged attack or you don’t have the appropriate feat to take that attack action without provoking attacks of opportunity, such as Improved Unarmed Strike for unarmed strikes or Improved Trip for trip attempts. In the latter case, the action provokes an attack of opportunity only from the creature you target. When an attack action provokes an attack of opportunity, the attack of opportunity is made before the provoking attack roll is made.

The first time during your turn that you take an action with this subtype, you roll the attack as normal. Each subsequent attack action taken during your turn imposes a cumulative –5 penalty on the attack roll or combat maneuver check (so the second attack action has a –5 penalty on the attack roll, the third has a –10 penalty, and so on).

Complex Actions: These actions involve intense concentration, strenuous physical manipulation of objects, or some other source of complexity. A complex action always provokes attacks of opportunity, which are made before the complex action is taken. Complex actions that occur over multiple turns (whether consecutively or not) provoke attacks of opportunity on each turn that acts are committed toward their completion.

Move Actions: These actions involve moving through the encounter area in some way. Actions with the move subtype provoke attacks of opportunity when you attempt to either leave a square in an enemy’s threatened area or stand up from a prone position in a space that has at least 1 square in a foe’s threatened area. Not all actions that allow you to move have the move subtype. For example, a step is a very slow and careful movement that doesn’t have this subtype, and thus doesn’t provoke attacks of opportunity when you take that action to leave a square in a threatened area.

Actions without a Subtype: Actions without a subtype don’t provoke attacks of opportunity.

Two-Weapon Fighting and Flurry of Blows

When you fight with a second weapon in your off hand or with a double weapon, you can make two attacks with the first attack simple action you take during your turn: one with your primary hand and another with your off hand. You take penalties on these attack rolls as listed on Table 8–7: Two- Weapon Fighting Penalties. Any other attack simple actions you take during your turn allow only one attack roll, using either the weapon in your primary hand or the one in your off hand.

If you have the Improved Two-Weapon Fighting feat, you can make two attack rolls on both the first and second attack simple actions taken during your turn; both of the attacks made on the second attack action are made at a –5 penalty. Further attack simple actions taken during the same turn allow only one attack roll, using either the weapon in your primary hand or the one in your off hand.

If you have the Greater Two-Weapon Fighting feat, you can make two attacks on each of your attack simple actions on your turn, though you take all the normal penalties for two-weapon fighting, as well as the cumulative –5 penalty per attack simple action (all attacks made as part of the same attack action have the same penalty).

The flurry of blows class feature works in a similar way. At 1st level, you can make an additional attack with a –2 penalty on your first attack simple action during a turn. At 8th level, you can make an additional attack on both your first and second attack simple actions during your turn. At 15th level, you can make an additional attack on each of your attack simple actions during your turn. You must, of course, take all the penalties associated with those attacks.

Simple Actions

Source Pathfinder Unchained pg. 103
The following are some of the more common actions. To take any of them, you need to commit only 1 act (though some can be taken as free actions under special circumstances).

Aid Another: You take the aid another action. This action has all of the subtypes of the action you aid.

Appraise a Single Item: You spend time using your senses to appraise a single item that you can see. If you are holding the item, you gain a +2 bonus on the check and this action has the complex subtype.

Attack (Attack): You make one or more attacks against a single foe within your melee reach (if making a melee attack) or range (if making a ranged attack).

Bull Rush (Attack): You push a foe that is at most one size category larger than you straight back. Attempt a bull rush combat maneuver check. If you're successful, you push the foe back 5 feet. For every 5 by which your check exceeds your foe's CMD, you push that foe back 5 additional feet. You can choose to move along with the target if you have the necessary acts to do so. The foe's movement doesn't provoke attacks of opportunity unless you have the Greater Bull Rush Feat.

Cast a Swift Spell: You cast a single spell or use a single spell-like ability with a casting time of 1 swift action.

Control a Frightened Mount (Complex): You attempt to control a mount that's not trained for combat in battle. If you fail the Ride check, you can't try again until your next turn.

Crawl (Move): You crawl 5 feet while prone.

Demoralize: You shout threats at a foe within 30 feet that can see and hear you, attempting to demoralize it.

Direct or Redirect a Spell: If a spell allows you to redirect an effect to a new target, you take this action to do so.

Disarm (Attack): You attempt to disarm your foe. If your disarm combat maneuver check is successful, your foe drops one item of your choice that it's carrying or wielding (even if it's holding the item with two hands). If you exceed your foe's CMD by 10 or more, the foe drops two items of your choice. If you fail your combat maneuver by 10 or more, you drop any weapon you were using to disarm your foe.

Dismiss a Spell: You dismiss the effects of a dismissible spell.

Draw or Sheathe a Weapon: You draw or sheathe a weapon. If your base attack bonus is +0, this action provokes an attack of opportunity.

Escape a Grapple: You attempt to escape or gain control of a grapple by attempting either an Escape Artist check or a combat maneuver check. The second time in a turn you take this action, you take a –5 penalty on the check. The third time, you take a –10 penalty on the check.

Feint (Attack): You use Bluff to attempt a feint against an opponent. If you succeed, that opponent is denied its Dexterity bonus to AC for the next attack you make against it this turn. If you have the Improved Feint feat, this action doesn't have the attack subtype.

Handle an Animal: You command an animal to perform a trick it knows by attempting a Handle Animal check. Some class abilities let characters attempt this as a free action.

Light a Torch with a Tindertwig or Open Flame: You ignite a torch with a tindertwig or an open flame.

Load a Hand Crossbow or Light Crossbow (Complex): You load a hand crossbow or a light crossbow with a bolt. If you have the Rapid Reload feat with the weapon you are reloading, this is a free action.

Lower or Reactivate Spell Resistance: You lower any spell resistance that is active, or reactivate a spell resistance that has been lowered.

Manipulate an Item (Complex): You grab an item that is in a backpack, pouch, pocket, or other similar container on your person; pick up an item; or move a heavy object. Sometimes, the GM might rule that manipulating an item is an advanced action and determine the number of acts that must be committed to succeed. Based on what you want to do, those actions may need to be committed consecutively.

Move (Move): You move up to your speed. Typically you move across the land at either a walk or a sprint, but this covers other movement modes, including burrowing, flying, jumping, and swimming.

Mount or Dismount a Steed (Move): You mount or dismount a steed. You can do this as a free action by attempting a DC 20 Ride check; failure means you provoke attacks of opportunity.

Open or Close a Door: You open or close a door that is within your reach (not counting expanded reach from reach weapons). You must have at least one hand free to take this action.

Overrun (Attack): You move up to your speed, and over the course of this action you attempt to move through the space of a foe that is no more than one size category larger than you. When attempting to move through your foe's space, your foe can choose to allow you to pass through and let you continue your movement. If the foe doesn't choose to or can't let you move past, you attempt an overrun combat maneuver check. If you succeed, you move through the target's space. If your check exceeds your foe's CMD by 5 or more, you move through the target's space and the target is knocked prone. If the target has more than two legs, it gains a bonus to its CMD against overrun combat maneuvers equal to +2 for each additional leg it possesses. If you fail this check, your movement stops in the space directly in front of the opponent.

Ready a Simple Action or an Advanced Action: You ready a single simple or advanced action that you can take before the start of your next turn as a reaction. You must designate a definite trigger for that reaction (such as “if a foe attacks me,” “if a foe casts a spell,” or “if a foe moves adjacent to me”), and you must have enough acts left to complete the action you ready. Once you ready an action, your turn ends. If you don't take the action you readied as a reaction by the start of your next turn, you lose that reaction.

Ready or Drop a Shield: You either strap a shield to your arm to gain its shield bonus to AC or unstrap and drop the shield. If you have a base attack bonus of +1 or higher, you can do either of these as a free action when you take the move simple action.

Search: You use Perception to search a room for salient hidden creatures or clues, or you make a detailed search of a 10-foot-square area to detect traps, triggers, hidden objects, or footprints. When you search an area, this action has the complex subtype.

Spell Combat (Attack, Complex): You make an attack roll with a light or one-handed melee weapon, then cast a spell on the magus spell list with a casting time of 1 standard action. You take a –2 penalty on the melee attack, but the spell is cast regardless of whether the attack hits. If you cast the spell defensively, you can subtract your Intelligence bonus from the result of the attack roll to add the same value as a circumstance bonus on the concentration check. You must have the spell combat class feature to take this action, and can take this action only once per turn. To take this action, you must have one hand free. You can't also take the following actions this turn: cast a standard-action spell or cast a 1-round-action spell.

Stand Up (Move): You stand up from being prone.

Step: You move 5 feet.

Sunder (Attack): You try to sunder an item held or worn by your foe. Attempt a sunder combat maneuver check. If you succeed, you deal damage to the item normally. Damage that exceeds the item's hardness is subtracted from its hit points. If an object has less than or equal to half its total hit points remaining, it gains the broken condition. If the damage you deal reduces the object to 0 or fewer hit points, you can choose to destroy the object. If you choose not to destroy it, the object is left with only 1 hit point.

Trip (Attack): You try to trip your opponent. Attempt a trip combat maneuver check against a foe that is no more than one size category larger than you. If you succeed, you knock the target prone. If you fail by 10 or more, you are knocked prone instead. If the target has more than two legs, it gains a +2 bonus to its CMD against this attempt for each additional leg it possesses.

Use a Swift Ability: You use a single ability that can be used as a swift action.

Advanced Actions

Source Pathfinder Unchained pg. 105
The following is a list of the main advanced actions in this system. The number of acts required to take each advanced action is listed in parentheses after the action's subtype (if any).

Administer a Potion or Elixir, or Apply an Oil, to an Unconscious Creature (Complex; 3 Acts): You carefully administer a potion or elixir, or apply an oil, to an unconscious creature.

Appraise a Hoard (3 Acts): You examine a treasure hoard to determine the most valuable item in the hoard.

Cast a 1-Round-Action Spell (Complex; 3 Acts): You cast a spell with a casting time of 1 round. You can split the acts over 2 rounds, but those rounds must be consecutive. If you cast the entire spell in 1 turn, you can choose to have the spell's effects manifest at the end of that turn or at the start of your next turn. This isn't an attack action, even if the spell requires a ranged attack roll. If you provoke attacks of opportunity when casting the spell, you don't provoke attacks a second time when making the ranged attack roll.

Cast a Standard-Action Spell (Complex; 2 Acts): You cast a spell with a casting time of 1 standard action. This isn't an attack action, even if the spell requires a ranged attack roll. If you provoke attacks of opportunity when casting the spell, you don't provoke attacks a second time when making the ranged attack roll.

Charge (Move; 2 Acts): You move twice your speed directly toward a designated foe within your line of sight, ending the move in the closest space from which you can attack that foe. You must have a clear path to your foe. If anything hinders or blocks your movement along the path of a charge, you can't take the charge action. As long as you have a base attack bonus of +1 or higher, you can draw a weapon as a free action at any point during the charge. At the end of the charge, you gain a +2 bonus on any melee attacks, bull rush combat maneuver checks, or overrun combat maneuver checks you attempt until the end of your turn, as long as those attacks or combat maneuver checks are made against the creature you designated when you charged.

Concentrate to Maintain an Active Spell (2 Acts): You concentrate to maintain an active spell.

Continue a Grapple (2 Acts): You continue a grapple. If you initiated the grapple, you must either take this action at the start of each subsequent turn or end the grapple as a free action. When you take this action, you attempt a grapple combat maneuver check with a +5 bonus. If you're successful, you can either move, deal damage to, or pin the creature you are grappling. Alternatively, you can attempt to tie up the creature with a rope.

Move: If you decide to move your target, immediately after the grapple, you can take a move simple action and move the creature you are grappling with you. At the end of that move action, you can place your target in any space adjacent to you. If you attempt to place your foe in a hazardous location, the target can attempt to free itself from the grapple as a reaction, and gains a +4 bonus on that attempt.

Damage: If you decide to damage your opponent, you deal an amount of damage equal to that of your unarmed strike, natural attack, armor spikes, or a light or onehanded weapon you are holding. You can choose to make this damage either lethal or nonlethal.

Pin: If you decide to pin your target, the target gains the pinned condition. You continue to have the grappled condition, but lose your Dexterity bonus to AC until you are no longer pinning the target.

Tie Up a Grappled or Pinned Creature: If you have a rope in your hands, and you are grappling or pinning a foe, you can attempt a grapple combat maneuver check at a –10 penalty to tie up that foe. If you're successful, the ropes pin the creature until they are removed or the pinned foe succeeds at a combat maneuver check or Escape Artist check (DC = 20 + your CMB).

Deliver a Coup de Grace (Complex; 3 Acts): You use a melee weapon to deliver a coup de grace to a helpless foe that isn't immune to critical hits. You can also use a ranged weapon, but you must be adjacent to the foe. When you take this action, you automatically hit and confirm a critical hit. If the foe survives the damage, it must succeed at a Fortitude save (DC = 10 + the damage dealt) or die.

Detect Forgery (3 Acts): You use Linguistics to examine a single page to detect a forgery.

Dirty Trick (Combat; 2 Acts): You attempt a dirty trick combat maneuver check. If you're successful, the target gains one of the following conditions: blinded, dazzled, deafened, entangled, shaken, or sickened. This condition lasts for 1 round. For every 5 by which your combat maneuver check exceeds the target's CMD, the condition lasts for 1 additional round. The target or an ally adjacent to the target can remove the condition by committing 1 act. Removing a condition applied by a dirty trick does not provoke attacks of opportunity.

Disable Device (Complex; At Least 3 Acts): You attempt to unlock a lock or disable another device. For every round the action takes, you must commit 3 acts. These acts may or may not need to be consecutive based on the nature of the device. For example, acts committed to open a lock or disable a trap must nearly always be consecutive. The GM may rule that some complex devices take more than 3 acts to disable; for example, a complex arcane machine that will cause a devastating calamity in 1 minute could take 10 acts to disable, though the acts may not need to be consecutive.

Drag (Combat; 2 Acts): You try to drag a foe that is no more than one size category larger than you 5 or more feet in a straight line. Attempt a drag combat maneuver check. If you succeed, you move 5 feet in one direction, and your opponent moves with you, staying adjacent to you. For every 5 by which your combat maneuver check exceeds the target's CMD, you can move 5 additional feet in the same direction. You can't drag a creature a distance greater than your speed with this advanced action. The target's movement does not provoke attacks of opportunity unless you have the Greater Drag feat.

Drink a Liquid or Apply an Oil (Complex; 2 Acts): You drink a potion, elixir, or another liquid, or apply an oil, gaining that liquid or oil's effects when the drinking or application is complete.

Escape from a Net (Complex; 2 Acts): You attempt to escape from a net entangling you. Attempt a DC 20 Escape Artist check; if you succeed, you escape from the net.

Extinguish Flames (Complex; 2 Acts): When on fire, you can roll on the ground or smother the fire with cloaks or similar objects to attempt another saving throw with a +4 bonus. If the saving throw is successful, you are no longer on fire.

Find Tracks (At Least 3 Acts): You use Survival to find tracks. This requires at least 3 consecutive acts and may take more, as determined by the GM. If you lose a trail, it takes longer to try again.

Initiate a Grapple (Attack; 2 Acts): You initiate a grapple against a creature within your melee reach.

Light a Torch (Complex; 3 Acts): You light a torch with a flint and steel.

Load a Heavy or Repeating Crossbow (Complex; 2 acts): You load a bolt in a heavy crossbow or place a new case of 5 bolts into a repeating crossbow.

Load a One-Handed Early Firearm (Complex; 2 Acts): You load a single barrel of a one-handed early firearm. If you have the Rapid Reload feat for that firearm, this is reduced to a simple action.

Load a Two-Handed Early Firearm (Complex; 3 Acts): You load a single barrel of a two-handed early firearm. If you have the Rapid Reload feat for that firearm, you need commit only 2 acts to reload that firearm.

Lock or Unlock a Weapon in a Locked Gauntlet (Complex; 2 Acts): You either lock a weapon into a locked gauntlet or unlock a weapon already fastened to a locked gauntlet.

Make All Natural Attacks (Attack; 3 Acts): A creature that is using only its natural attacks can make all its natural attacks with this action instead of making separate attacks with attack simple actions.

Prepare a Flask of Oil as a Splash Weapon (Complex; 2 Acts): You prepare a flask of oil with a fuse so that you can throw it as a splash weapon.

Provide First Aid, Treat a Wound, or Treat Poison (Complex; 2 Acts): You provide first aid, treat a wound, or treat poison using the Heal skill.

Push an Animal (3 Acts): You attempt a Handle Animal check to get an animal to perform a trick it doesn't know but is physically capable of doing, or to push the animal to its limits. If the animal has taken hit point damage, nonlethal damage, or ability score damage, the DC of this check increases by 2. Characters with animal companions, such as druids or rangers, can push their companions as simple actions instead.

Reposition (Combat; 2 Acts): You attempt a repositionAPG combat maneuver check against a foe that is no more than one size category larger than you. If you succeed, you force that foe to move 5 feet. For every 5 by which your check exceeds the target's Combat Maneuver Defense, you can move that target an additional 5 feet. When you reposition the target, it must stay within your threatened area during all but the last 5 feet of the reposition movement, which can be to a space adjacent to your threatened area.

Run (Move; 3 Acts): You move four times your speed in a straight line. When you do, you lose your Dexterity bonus to AC until the start of your next turn.

You can run for a number of rounds equal to your Constitution score; each round after that, you must succeed at a Constitution check to continue running (DC = 10 + 1 per previous check). If you fail, you stop running and are staggered for a number of minutes equal to 10 – your Constitution bonus (minimum 1).

Sleight of Hand (Complex; 2 Acts): You use Sleight of Hand to palm an object or perform some feat of legerdemain. You can attempt this as a simple action by taking a –20 penalty on the check. In either case, if your check fails by 5 or more, you provoke an attack of opportunity from any creature from which you are trying to take an object with this action.

Spellstrike (Complex; 2 Acts): You cast a spell from the magus spell list with a range of touch, but instead of making a touch attack, you make a melee attack with a weapon you are wielding. If the attack hits, the attack deals its normal damage as well as any effects of the spell. You must have the spellstrike class feature to take this action.

Steal (Combat; 2 Acts): You attempt a steal combat maneuver check against a foe within your melee reach (not counting expanded reach from reach weapons). You must have at least one hand free, and must select the item to be stolen before attempting the check. Items fastened to a foe grant the foe a +5 (or higher) bonus to its CMD against this attempt, and items securely worn can't be stolen in this way. If you're successful, you take the item you chose from the opponent.

Total Defense (2 Acts): You concentrate on defense rather than attacking. Until the start of your next turn, you can't take actions with the attack subtype, and you gain a +4 dodge bonus to AC. If you already took an attack action earlier in the turn, you gain only a +2 dodge bonus to AC. If you have at least 3 ranks in Acrobatics, these bonuses increase to +6 and +3, respectively.

Use a Command Word Item (2 Acts): You activate a magic item with a command word.

Use a Spell Completion Item (Complex; 2 Acts): You cast a spell with a casting time of 1 standard action from a spell completion item. This isn't an attack action, even if the spell requires a ranged attack roll. If you provoke attacks of opportunity when casting the spell, you don't provoke further attacks when making the ranged attack roll.

Use a Spell Trigger Item (2 Acts): You cast a spell from a spell trigger item. This isn't an attack action, even if the spell requires a ranged attack roll. If you provoke attacks of opportunity when casting the spell, you don't provoke further attacks when making the ranged attack roll.

Use a Standard-Action Supernatural Ability (2 Acts): You use a supernatural ability that can be used as a standard action in the default action economy.

Use a Touch Spell on up to Six Allies (Complex; 3 Acts): If you cast a spell that allows you to touch targets over multiple rounds, this action allows you to touch up to six willing creatures within your melee reach (not counting expanded reach from reach weapons).

Free Actions

Source Pathfinder Unchained pg. 109
Unless stated otherwise in the action’s description, a free action can be taken only on your turn. Theoretically, you can take as many free actions in a turn as you wish, though the GM may apply reasonable limitations on free actions. For instance, although speaking is a free action, since a round is only 6 seconds in length, your GM might stop you from spouting off a long diatribe during your turn (or between turns), and may even rule that if you are casting a rather complex spell with a verbal component, you aren’t able to verbally warn your companions of some danger that you notice before they do. Typically, this limitation shouldn’t be applied to reloading ranged weapons as a free action.

Sometimes a free action stipulates that you can take it only in conjunction with another action, or at a certain time during your turn. In these cases, you must take any requisite actions before you can take the free action.

The following are the main free actions of this system.

Cast Defensively: When casting a spell, you can take a free action to do so defensively. You must attempt a concentration check (DC = 15 + double the spell’s level). If you succeed, that spell loses the complex subtype for that casting. If you fail, you lose the spell.

Cease Concentrating on a Spell: You cease concentrating on a spell that you have cast.

Draw and Nock an Arrow: You draw and nock an arrow to a longbow or shortbow.

Drop an Item: You drop a held item into a square within your space or within your melee reach (not counting the expanded reach from a reach weapon, unless you are dropping that weapon).

Drop Prone: You drop prone within your space.

Fight Defensively: At the start of your turn, you can choose to fight defensively. When you do, you take a –4 penalty on all attack rolls, but gain a +2 dodge bonus to AC until the start of your next turn. If you have at least 3 ranks in Acrobatics, the dodge bonus increases to +3.

Identify a Spell Being Cast: You use Spellcraft to identify a spell being cast. Unlike other free actions, you can take this action even when it is not your turn.

Prepare Spell Components or a Spell Focus: While casting a spell, you prepare a material spell component or a spell focus. If this component or spell focus is particularly large or unwieldy, your GM might rule that this instead takes a simple action, or even an advanced action.

Recall Knowledge: You attempt a Knowledge check to recall a detail in one of your fields of study, or to identify a monster and its abilities.

Speak: You speak for no more than a few words using one or more free actions. Unlike other free actions, this action can be taken even when it’s not your turn.

Use a Free-Action Ability: You use an ability that can be used as a free action in the default action economy. If the ability must be used as part of another action, you must take that action before taking this free action.

Reactions

Source Pathfinder Unchained pg. 109
The following are the main reactions of this system.

Complete a Readied Action (Varies): When you have readied an action or advanced action, when the trigger you designate occurs, you can take that action. Unlike in the default action economy, your place in the initiative order does not change. This reaction’s subtype is the same as the readied action’s subtype.

Make an Attack of Opportunity: When a foe you threaten provokes an attack of opportunity, you can make a single melee attack against that foe.

Spend a Use of an Attack of Opportunity: If an ability you possess allows you to spend a use of an attack of opportunity to perform some other action in the default action economy, that action is a reaction in this system.

Use an Immediate-Action Ability: You can use an ability that can be used as an immediate action in the default action economy, as long as any conditions to use that ability are met.

Converting Other Actions

Source Pathfinder Unchained pg. 107
While the list of actions in this section is long and covers most of the major actions in the game, it’s not exhaustive. There are many actions that are not covered in these pages. The following are guidelines for converting such actions from the default action economy to this one.

Free Actions Are Always Free Actions: A free action in the default action economy is a free action in this one. Free actions typically don’t have a subtype, and thus don’t provoke attacks of opportunity. Keep in mind that some free actions are used in conjunction with other actions—that’s still true in this system. To use such a free action, you must take the other action it supports.

Swift Actions Are Always Simple Actions: A swift action in the default action economy is always a simple action in this system. You need commit only 1 act to take that action. In rare cases, a GM might want to limit a given swift action to only once per turn.

Move Actions Are Always Simple Actions: A move action in the default action economy is always a simple action in this system.

Standard-Action Attacks Are Typically Simple Actions: Most actions that involve an attack roll or a combat maneuver check as a standard action in the standard economy are simple actions in this system. For combat maneuvers that can’t be substituted for one attack in a full-attack action and other complicated attacks, consider making them attack actions that require further consecutive acts to complete. Look at combat maneuvers such as drag, grapple, and reposition for examples of such actions.

Standard-Action Supernatural and Spell-Like Abilities Are Advanced Actions: Typically, these actions are advanced actions that require 2 acts. Supernatural abilities tend not to have a subtype (unless they involve movement or attacking, in which case it might be fitting to grant them those subtypes), and spell-like abilities typically have the complex subtype.

Full-Round Actions Are Advanced Actions: Full-round actions are nearly always advanced actions that require a consecutive 3-act commitment. (See the charge advanced action for an example of one that doesn’t require 3 acts.)

Final Considerations

Source Pathfinder Unchained pg. 109
Some spells and abilities in the game grant extra actions. The two benchmark abilities are the Combat Reflexes feat and the haste spell. The following describes how to use these in this system, which should serve as a guide for how to fit in similar abilities.

Combat Reflexes: If you have this feat, you can take a number of additional reactions between your turns equal to your Dexterity bonus, but those reactions can be used only to make attacks of opportunity. You gain all the other abilities of this feat.

Haste: When under the effects of haste, you gain 1 additional act each round, which can be used only to take an attack simple action. This doesn’t stack with any other effect that grants an increase in your number of acts per turn. If you have multiple effects that give you additional acts, you can pick only one such effect to benefit from each turn. You gain all the other benefits of the spell.

Removing Iterative Attacks

Source Pathfinder Unchained pg. 110
Iterative attacks allow combatants to deal a high amount of damage, but they can also make turns take a long time. Since a character’s subsequent attacks have a bonus that’s so much lower, this can lead to a lot of time spent on missed attacks. With this new system, an entire full attack resolves with a single d20 roll. Other sorts of attacks (such as attack actions, attacks of opportunity, and attacks granted by the Whirlwind Attack feat) are resolved as normal.

The Basics

Source Pathfinder Unchained pg. 110
When making a full attack, roll only one attack roll and compare your result to the target’s AC. If your attack result is lower than the target’s AC by 6 or more, you miss and deal no damage. If your result is lower than the target’s AC by 5 or less, you deliver a glancing blow, dealing an amount of damage equal to 1/2 the minimum damage you would normally deal on a hit with the weapon you’re using. Effects that trigger on a hit do not trigger on a glancing blow. If your attack result equals or exceeds the target’s AC, you score a hit, plus one additional hit for every 5 by which your roll exceeds that target’s AC, up to your maximum number of hits. At first level, you can score a maximum of only one hit, but at base attack bonus +6 and at every +5 to your base attack bonus thereafter, you can score another. This is shown on Table 3–3, and also matches the progression of iterative attacks you’d gain if you were using the core rules for attacks. For each hit you score, roll damage separately; damage reduction applies to each hit.

For example, say you have a base attack bonus of +8, are using a melee weapon that deals 1d10 points of damage on a hit, and have a Strength modifier of +4. Your target has an AC of 21. If your attack roll result is 15 or lower, you miss. If your result is 16–20, you deal a glancing blow for 2 points of damage (your damage die’s minimum of 1 plus your Strength modifier of +4, divided by 2 and rounded down). If your result is 21–25, you hit and deal 1d10+4 points of damage. If your result is 26 or higher, you hit twice and deal 1d10+4 points of damage twice. Even if your result were 31 or higher, you would still hit only twice because your base attack bonus is lower than +11.

Tracking: When using this system, it speeds up the game if players calculate in advance the amount of damage they deal on a glancing blow with each weapon their characters use and write it on the character sheets. It also helps if the GM notes the monster’s AC – 6, AC + 5, AC + 10, and AC + 15.

Table 3-2: Attack Results

Attack Roll ResultType of HitDamage Dealt
Below AC by 6 or moreMissNone
Below AC by 5 or lessGlancing Blow1/2 minimum damage
Equal or exceed ACHitNormal damage
Exceed AC by 5 or more*Additional hitNormal damage
* You can gain an additional hit for every 5 by which the attack roll exceeds the target’s AC, limited by your base attack bonus.

Table 3-3: Maximum Hits

Base Attack BonusMaximum Hits
+0 to +51
+6 to +102
+11 to +153
+16 to +204
+21 to +25*5
+26 to +30*6
*Typically, only monsters have a base attack bonus this high.

Attacking Multiple Targets

Source Pathfinder Unchained pg. 110
If you have more than one maximum hit, you can declare you’re making a full attack against more than one target. In that case, your number of hits is determined by the highest AC among your targets, and you can allocate your hits however you like among all the targets after determining your total number of hits—you can even choose not to hit the target whose AC you rolled against. This doesn’t allow you to bypass effects that would prevent you from hitting a creature normally. For instance, you couldn’t assign a hit to a creature under a sanctuary effect when making an attack roll against a different creature (unless you first succeeded on the required Will save).

Critical Hits

Source Pathfinder Unchained pg. 110
When you threaten a critical hit, roll to confirm at your full bonus and apply the effects of the critical hit to any one of your hits. If your original attack roll scored multiple hits and the critical confirmation roll also falls within your weapon’s critical threat range, you score two critical hits and can apply them to any two hits.

Two-Weapon Fighting

Source Pathfinder Unchained pg. 110
When fighting with two weapons, use the lower attack bonus of the two weapons. If you score one hit, you also score a hit with your off-hand weapon. If you have Improved Two- Weapon Fighting and score two hits, you also score a second hit with your off-hand weapon, for a total of four. If you have Greater Two-Weapon Fighting and score three hits, you also score a third hit with your off-hand weapon, for a total of six.

Critical Hits with Two-Weapon Fighting: If you threaten a critical hit when using Two-Weapon Fighting, roll a single confirmation roll using the lower attack bonus among the two weapons. If you confirm, you score one critical hit with each weapon, so long as the initial roll threatened a critical with both weapons. For example, if you’re fighting with a rapier and a light pick, roll an 18 on your initial attack roll, and confirm the critical hit, you score a critical hit with only the rapier. However, if you roll a 20 and confirm, you score a critical hit with each weapon.

Natural Attacks

Source Pathfinder Unchained pg. 110
If a creature with at least three natural attacks makes a full attack using only natural weapons, the creature has a maximum number of hits equal to the number of secondary attacks plus 1/2 the number of primary attacks (rounded up). The creature uses the lowest attack bonus of its primary natural weapons for its attack roll. For each hit it scores, the creature can choose to deal damage with any two primary natural weapons or any one secondary natural weapon. If it misses by 5 or less, it hits with one primary natural weapon instead of dealing a glancing blow.

For example, a monster with two primary claw attacks and a secondary tail slap can score up to two hits. If it scores one hit, it can apply both of its claws or its tail slap. If it misses by 5 or less, it can apply one of its claws. If it succeeds by 5 or more, scoring two hits, it can apply all three of its attacks.

Special Cases

Source Pathfinder Unchained pg. 111
Dealing with spells and abilities that grant additional attacks, rerolls, or high bonuses can be tricky under this system. So many rules are based around iterative attacks that it’s not possible to cover every type of effect that needs to be adjusted. GMs should use the following rules as guidelines when interpreting how to implement similar spells and abilities.

Extra Attacks

Effects such as haste that grant additional attacks instead raise your maximum number of hits by one. This includes secondary natural attacks made at the end of a manufactured weapon full attack.

Rerolls

Since the full attack roll simulates a series of rolls, effects that grant or force single rerolls instead grant either a +2 bonus (if the attacker keeps the better roll, or the character causing the reroll intends to aid the attacker) or –2 penalty (if the attacker keeps the lower roll, or the character causing the reroll intends to hinder the attacker). Effects that would grant rerolls for all attack rolls made as part of the full attack allow the attacker to reroll the attack roll instead of imposing a bonus or penalty.

True Strike

When using true strike with a full attack, first see how many hits you would have scored without true strike. A single casting of true strike adds at most one more hit.

Variant: Mobile Melee

Source Pathfinder Unchained pg. 111
This variant modification to removing iterative attacks allows a character greater mobility during a melee full attack rather than forcing them to stay put. When a character declares a melee full attack, she can also declare she will move before or after the attacks, up to a maximum of her movement speed. For every 5 feet she moves beyond the first 5 feet, she takes a –5 penalty on her attack roll for the purposes of determining extra hits only. Apply this penalty after determining whether she hits at least once.

The character can attempt an Acrobatics check to reduce this penalty by an amount equal to the result of her Acrobatics check divided by 5. No matter how high her Acrobatics check result may be, she can’t reduce the penalty below –2 per 5 feet moved beyond the first 5 feet.

Characters with the Spring Attack feat can move before, after, and in between the attacks when using this option, and they reduce the penalty to –4 for every 5 feet moved beyond the first 5 feet.

Stamina and Combat Tricks

Source Pathfinder Unchained pg. 112
While magic deals with complex formulae, precise manipulation of components, and intense concentration, martial acumen often relies on seizing opportunities and pushing the body and the will to carve a path to victory on the battlefield. Those who make their way in the world by skill at arms know that the determination to test the limits of endurance often separates the living from the dead and the vanquished from the victorious.

Stamina and combat tricks can help characters better reflect this opportunistic flexibility and the give-and-take of the battlefield. This system allows a character to draw upon an internal reservoir of will and gumption to overturn the assumed limitations of combat, at least for short bursts. With luck and proper timing, a martial character using this system can snatch victory from the jaws of defeat or put a despicable villain to a stunning end.

There are several ways you can implement this system in your game.

Feat Access: The easiest way to introduce stamina and combat tricks into your game is to grant access to the Combat Stamina feat, detailed below. This allows those taking the feat to opt into the system, gain a stamina pool, and use stamina to increase the utility of combat feats and class features they already have or will gain in the future. In general, the Combat Stamina feat is quite strong for martial characters with a variety of combat feats.

Free for Fighters: If your goal is to provide an additional edge to the fighter class, you can allow fighters to gain the Combat Stamina feat as an additional bonus feat at 1st level.

Fighter Bonus Feats Only: If you want to significantly strengthen fighters compared to all other classes and keep this system as a special fighter-only perk, you can restrict the Combat Stamina feat to fighters and limit the feats a character can use with his stamina pool to those gained with the fighter’s bonus feats. A multiclass fighter can’t use stamina with bonus feats he gained from any other class, even if that class can take fighter-only feats as bonus feats (like the warpriest and the swashbuckler). In this version, if a character really wants the stamina ability of a few key feats, he will need to diversify his martial training by taking a level in fighter.

Free for Everyone: If your goal is to immediately boost all martial characters and the whole group is ready to handle the stamina and combat tricks system, you can grant Combat Stamina as an additional bonus feat for all martial characters, or even for all characters.

Combat Stamina

Source Pathfinder Unchained pg. 112
When you have an ability that grants you stamina points, you gain a stamina pool with a maximum number of stamina points equal to your base attack bonus + your Constitution modifier. During combat, you can spend stamina points from this pool to perform a combat trick, the specif ic effects of which are dictated by a combat feat you possess. Spending stamina points in this way is not an action, but you can't do so if you are unconscious, fatigued, or exhausted. You can use as many combat tricks on the same action or attack as you like (as long as you have the stamina points to spend), but you can't use the same combat trick twice within its scope. For instance, if you have a combat trick that affects a single attack, you can't use that combat trick more than once on the same attack.

Dropping to 0 stamina points causes you to become fatigued until you have 1 or more points in your stamina pool.

Temporary increases to your Constitution score, such as those granted by the core barbarian's rage class feature or bear's endurance, do not increase the number of stamina points in your pool or your pool's maximum number of stamina points. However, permanent increases to Constitution, such as the bonus granted by a belt of mighty constitution worn for more than 24 hours, do adjust your stamina points.

You regain stamina points by resting for short periods of time. You don't have to sleep while resting in this way, but you can't exert yourself. You stop regaining stamina points if you enter combat; take an action that requires a Strength-, Dexterity-, or Constitution-based skill check or an ability check tied to one of those ability scores; or take more than one move action or standard action in a round (you can still take free, immediate, and swift actions). This reduction in your number of actions per round also effectively halves your overland speed. For each uninterrupted minute you rest in this way, you regain 1 stamina point. If you are suffering from any of the following conditions, you can't regain stamina points: confused, cowering, dazed, dead, disabled, exhausted, fascinated, frightened, helpless, nauseated, panicked, paralyzed, petrified, shaken, sickened, staggered, or stunned.

Wound Thresholds

Source Pathfinder Unchained pg. 136
In a standard Pathfinder game, when a dragon with 800 hit points has taken 798 points of damage, it’s still fighting at full capacity, but as soon as it has taken 801 points of damage, it’s knocked completely unconscious. Though this ensures that injured characters remain useful and effective, it can feel unrealistic, and it devalues any healing that doesn’t strictly prevent a knockout. Consider using the following variant to add tension and increase the strategic value of healing, but be aware that it can lead to situations that punish the side that’s already behind, and that the pace of fights could drag in the late stages as two injured parties slug it out. Wound thresholds also make it especially dangerous for a party to take on higher-CR opponents.

Setup

Source Pathfinder Unchained pg. 136
In the wound thresholds variant, a character divides her hit point total into four quarters, and takes penalties whenever she’s not in her top quarter. A character at 3/4 of her maximum hit points is less effective than one at full hit points, one at 1/2 is less effective than one at 3/4, and so on.

To prevent the need to divide on the fly, start out by calculating 3/4, 1/2, and 1/4 of your total hit points and add them to your character sheet as “Grazed (–1),” “Wounded (–2),” and “Critical (–3).” If you have a Constitution bonus of +1 or higher, also write down the negative of your Constitution bonus next to the word “Disabled.” These terms indicate the conditions a character gains as her hit points drop. For example, a 7th-level sorcerer with a maximum of 71 hit points would become grazed at 53 hit points, wounded at 35 hit points, and critical at 17 hit points. If she had a Constitution score of 12, she would be disabled if she had 0 or –1 hit points, and would start dying at –2 hit points. As usual, she would die when her hit points drop to –12 or lower.

Thresholds and Conditions

Source Pathfinder Unchained pg. 136
This rules variant uses three special conditions that apply automatically when a character reaches the corresponding wound thresholds: grazed, wounded, and critical. These conditions are not cumulative—only the most severe one applies at a given time. The disabled and staggered conditions have the same effects as in the core rules, but apply to a wider range of hit point totals, as described below. Unlike grazed, wounded, and critical, the disabled and staggered conditions stack, so a character who is disabled or staggered is still critical as well.

Healthy

A character above her grazed threshold (3/4 of her maximum hit points) is healthy, applying no special modifiers. The character doesn’t gain a condition in this state.

Grazed

A character above her wounded threshold (1/2 of her maximum hit points) but at or below 3/4 of her maximum hit points is grazed. She takes a –1 penalty on all attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level.

Wounded

A character above her critical threshold (1/4 of her maximum hit points) but at or below 1/2 of her maximum hit points is wounded. She takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level.

Critical

A character at or below 1/4 of her maximum hit points is in critical condition. She takes a –3 penalty on all attack rolls, saving throws, skill checks, and ability checks, as well as to AC and caster level.

Disabled

A character with a Constitution score of 12 or higher who is at or below 0 hit points is disabled until she falls below a number of hit points equal to the negative of her Constitution modif ier. For example, a character with a Constitution score of 18 would be disabled from 0 to –4 hit points and unconscious at –5 hit points. A character with a Constitution score of 11 or lower is disabled only while she has exactly 0 hit points.

Staggered

Instead of being staggered only when their amount of nonlethal damage equals their remaining hit points, characters using this system continue to be staggered from that point until their nonlethal damage exceeds their current hit points by an amount greater than their Constitution bonus, at which point they fall unconscious. A character with a Constitution score of 11 or lower is staggered only when her nonlethal damage exactly equals her current hit point total.

Caster Level Penalties

The penalty to caster level from the grazed, wounded, or critical condition can make it so an injured spellcaster is unable to cast the highest levels of spells she would normally be able to. However, it doesn’t cause her to lose any prepared spells or spell slots. The penalty to caster level also reduces her bonus on concentration checks and lowers the range, duration, and effectiveness of her spells. The penalty can’t make her effective caster level lower than 1.

Monster Wound Thresholds

Source Pathfinder Unchained pg. 137
Keeping track of wound thresholds for a horde of monsters can be a significant amount of work. To simplify the process, the GM can use only the wounded threshold and ignore the increased range for the disabled condition. This means she only needs to keep track of 1/2 of each monster’s hit points and the –2 penalty. The GM should use this method primarily for large groups of monsters; prominent NPCs and enemies that fight on their own should use all the thresholds.

Wounds Threshold Feats

Source Pathfinder Unchained pg. 137
The following feats are either new feats or Core Rulebook feats adapted to work with the wound threshold system. Though the system doesn’t require their use, they’re a great way to expand the role of wound thresholds in your game.

Critical Cure

Your healing is more effective if your patient is badly injured.

Benefit: When you cast a conjuration (healing) spell, it cures 1 additional hit point if the recipient of the healing is grazed, wounded, or critical. The additional healing increases by an additional 1 point at caster level 6th, and every 6 caster levels thereafter.

Endurance

Harsh conditions or long exertions do not easily tire you.

Benefit: You reduce the penalty from being grazed, wounded, or critical by 1 (to –0, –1, and –2, respectively). In addition, you gain a +4 bonus on the following checks and saves: Swim checks to resist nonlethal damage from exhaustion, Constitution checks to continue running, Constitution checks to avoid nonlethal damage from a forced march, Constitution checks to hold your breath, Constitution checks to avoid nonlethal damage from starvation or thirst, Fortitude saves to avoid nonlethal damage from hot or cold environments, and Fortitude saves to resist damage from suffocation. You can sleep in light or medium armor without becoming fatigued.

Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.

Twist the Knife (Combat)

You’re especially dangerous against enemies who are suffering from injuries.

Benefit: You gain a +1 bonus on attack and damage rolls against grazed, wounded, or critical enemies.

Gritty Mode

Source Pathfinder Unchained pg. 137
For a grittier game in which wounds have a much larger impact, double the penalties imposed by the grazed, wounded, and critical conditions. Use this mode carefully, since it can cause a serious death spiral—in other words, the side that starts losing has tremendous disadvantages and is far more likely to die or need to escape. This adjustment also means that a spellcaster will always lose a level of spells she can cast when she drops from one wound threshold to a lower one, so the effects of wound thresholds on spellcasting are more predictable and stay consistent whether a character is at an even or odd level.

Diseases and Poisons

Source Pathfinder Unchained pg. 138
The basic Pathfinder rules for diseases and poisons don’t necessarily mimic the progression of these afflictions in a believable way; a character with a few lesser restoration spells can simply ignore most diseases, and diseases and poisons that don’t affect your Constitution score can never kill you. What’s more, because these afflictions tend to affect ability scores, their effects can be unrealistically powerful—a poison that damages Intelligence can take down any creature of animal intelligence, regardless of CR. The following optional system presents progression tracks for diseases and poisons that cause the victim’s situation to become increasingly worse.

Progression and End States

Source Pathfinder Unchained pg. 138
When a victim fails his initial save and is afflicted with a disease or poison, he immediately gains the effects of the first step down that affliction’s progression track. For diseases, this is latent/carrier; for poisons, it’s usually weakened. This replaces the affliction’s normal effects (such as ability damage and ability drain), though many afflictions still produce additional symptoms. At the GM’s discretion, truly deadly diseases and poisons might cause the victim to start further along the progression track than normal. All effects from disease and poison tracks are cumulative.

Most afflictions also have an end state—a point at which the disease or poison has progressed as far as it can. Once an affliction has reached its end state, the victim keeps all current effects (but doesn’t suffer further effects) and can no longer attempt saving throws to recover from the affliction. By default, each disease and poison track has an end state of dead, but some afflictions have less severe end states, and others might progress only to a certain intermediate state at worst, allowing victims to continue attempting saves.

In general, whenever a victim fails a saving throw against her affliction, she moves one step further down the progression track, gaining the effects of the next state and keeping all previous effects, until she reaches the end state. If she’s afflicted with a disease, she moves one step back toward healthy whenever she fulfills the conditions in the disease’s Cure entry (usually by succeeding at one or more saves). Once she reaches healthy, she is cured. Poisons work differently—fulfilling the cure condition removes a poison from the victim’s system, but she remains at the same step on the track and recovers gradually. (Treat a poison that has exhausted its duration in the same way.) For every day of bed rest (or 2 nights of normal rest), a victim recovers one step; this recovery is doubled as normal by Heal checks, and tenacious poisons might require a longer recovery period.

Usually, neutralize poison or remove disease immediately moves the victim to a healthy state on the respective track, and a heal spell will work for both. However, once the disease or poison has reached its end state, only a more powerful spell such as miracle or wish can remove its effects.

Some diseases and poisons cause the same effects as a condition (such as sickened) or render characters paralyzed. Effects that modify or remove those conditions (such as immunities) do not apply; only effects and immunities that help against diseases or poisons apply, as appropriate.

Diseases

Source Pathfinder Unchained pg. 138
The disease track simulates the progression of a disease, starting with incubation. Ignore any onset entry for a disease; the victim attempts saving throws at a rate based on the disease’s frequency. At the GM’s discretion, if the disease’s Cure entry does not allow a cure, the disease’s progression may be irreversible without the use of a heal spell, and even a successful remove disease only prevents further deterioration. There are two different tracks: one for diseases that affect physical ability scores (such as bubonic plague or slimy doom) and one for those that affect mental ability scores (such as cackle, fever or mindfire).

Physical Disease Track

Source Pathfinder Unchained pg. 138

Healthy—Latent/Carrier—Weakened—Impaired—Disabled—Bedridden—Comatose—Dead



Latent/Carrier: A character in this stage has the disease, and may pass it on if contagious, but suffers no ill effects.

Weakened: A character weakened by a physical disease suffers all the effects of the sickened and fatigued conditions.

Impaired: A character impaired by a physical disease also suffers the effects of the exhausted condition. Whenever he takes a standard action, he must succeed at a Fortitude save at the same DC as the disease’s DC or lose the action and gain the nauseated condition for 1 minute.

Disabled: A character disabled by a physical disease gains the disabled condition. If he takes a standard action, his hit points drop by 1 or to –1, whichever is worse.

Bedridden: A character rendered bedridden by a physical disease is awake and can converse, but he can’t stand on his own or take any standard or move actions.

Comatose: A character rendered comatose by physical disease is unconscious and feverish. He can’t be woken by any means as long as he remains in this state on the disease track.

Dead: The disease overcomes the body’s immune system, and the character dies. The corpse may be still be contagious, and some diseases may have unusual effects after the character dies.

Mental Disease Track

Source Pathfinder Unchained pg. 138

Healthy—Latent/Carrier—Weakened—Impaired—Befuddled—Deranged—Comatose—Dead



Latent/Carrier: A character in the latent stage has the disease, and may pass it on if contagious, but suffers no ill effects.

Weakened: A character weakened by a mental disease suffers all the effects of the shaken condition. The DCs of her spells and spell-like abilities decrease by 2. If she is a spellcaster, she can no longer cast her highest level of spells.

Impaired: A character impaired by a mental disease no longer adds her mental ability score modifiers to the number of uses per day of pools (such as an arcane pool or a ki pool), abilities (such as channel and lay on hands), and bonus spells per day. Her DCs decrease by an additional 2. If she is a spellcaster, she can no longer cast her 2 highest levels of spells.

Befuddled: A character befuddled by a mental disease is losing her grasp on thought, reality, and self. She has a 50% chance each round to take no relevant action, instead babbling randomly, wandering off, or talking to unseen things.

Deranged: A character rendered deranged by a mental disease is almost entirely disconnected from reality. Her mind filters and twists all external stimuli into strange forms.

Comatose: A character rendered comatose by a mental disease has lost all grip on reality and entered an inner world of dreams. She can’t be woken by any means as long as she remains in this state on the disease track.

Dead: The disease has harmed the character’s brain beyond repair, killing her. The corpse may still be contagious, and some diseases may have unusual effects after the character dies.

Poisons

Source Pathfinder Unchained pg. 139
The poison track simulates the progressive effects of poison in the body. A character who is poisoned rolls a saving throw after the listed onset at the listed frequency. On an initial exposure to poison, regardless of whether her save succeeds, a victim takes an amount of poison damage equal to the poison’s DC – 10, divided by 2 (for example, 5 points of poison damage for a DC 20 poison). This is hit point damage, not ability damage. If a victim is exposed to additional doses of the same poison, a failed save progresses the poison track by one step and increases the duration by 50%, but doesn’t increase the DC.

Strength Poison Track

Source Pathfinder Unchained pg. 139

Healthy—Weakened—Impaired—Staggered—Immobile—Dead



Weakened: A character weakened by Strength poison suffers a –2 penalty on Strength-based attack rolls, damage rolls, skill checks, and ability checks. Her carrying capacity is divided by 3. She is always considered to be carrying at least a medium load.

Impaired: A character impaired by Strength poison experiences rapid muscle atrophy. She takes an additional –2 penalty on the affected Strength-based rolls, and is always considered to be carrying at least a heavy load. Staggered: A character staggered by Strength poison is so weakened that she suffers the effects of the staggered condition (except she can take a full-round action if it is purely mental).

Immobile: A character rendered immobile by Strength poison cannot move her body at all. She is helpless and can take only purely mental actions.

Dead: All the character’s muscles cease functioning, including the heart.

Dexterity Poison Track

Source Pathfinder Unchained pg. 139

Healthy—Sluggish—Stiffened—Staggered—Immobile—Dead



Sluggish: A character rendered sluggish by Dexterity poison has dulled reactions. He takes a –2 penalty on Reflex saves and all Dexterity-based attack rolls, ability checks, and skill checks, as well as to AC.

Stiffened: A character stiffened by Dexterity poison feels numb and stiff. He is considered flat-footed and is denied his Dexterity bonus to AC, even if he has uncanny dodge. He can’t make attacks of opportunity.

Staggered: A character staggered by Dexterity poison is so slowed and stiffened that he gains all the effects of the staggered condition (except that he can take a full-round action if it is purely mental).

Immobile: A character rendered immobile by Dexterity poison cannot move his body at all. He is helpless and can take only purely mental actions.

Dead: The character’s body becomes completely incapable of movement and dies.

Constitution Poison Track

Source Pathfinder Unchained pg. 139

Healthy—Weakened—Impaired—Disabled—Unconscious—Dead



Weakened: A character whose health is weakened by Constitution poison takes a –2 penalty on all Fortitude saves and Constitution checks. Every time she attempts a Fortitude save against the poison, whether she succeeds or fails, she takes damage as on initial exposure.

Impaired: A character impaired by Constitution poison takes an additional –2 penalty on the above checks.

Disabled: A character disabled by Constitution poison gains the disabled condition. If she takes a standard action, her hit points drop by 1 or to –1, whichever is worse.

Unconscious: A character rendered unconscious by Constitution poison enters a state of shock and can’t be woken by any means as long as she remains in this state.

Dead: The character’s immune system is ravaged by the poison, and she expires.

Intelligence Poison Track

Source Pathfinder Unchained pg. 139

Healthy—Weakened—Impaired—Animalistic—Comatose—Dead



Weakened: A character whose reason is weakened by Intelligence poison takes a –2 penalty on all Intelligencebased skill checks and ability checks. A character with spellcasting based on Intelligence decreases his DCs by 2 and can no longer cast his highest level of spells.

Impaired: A character impaired by Intelligence poison does not add his Intelligence bonus to the number of uses per day of pools and abilities (such as an arcane pool) and does not gain bonus spells per day from his Intelligence. He takes an additional –2 penalty on the above Intelligence-based rolls. An Intelligence-based caster reduces his DCs by an additional 2, and he can no longer cast his 2 highest levels of spells.

Animalistic: A character rendered animalistic by Intelligence poison suffers the same effects as from a feeblemind spell, except his Charisma and Charisma-based skills are unaffected.

Comatose: A character rendered comatose by Intelligence poison is no longer able to process thoughts. He cannot be woken by any means as long as he remains in this state.

Dead: The character’s brain stops functioning, and he dies.

Wisdom Poison Track

Source Pathfinder Unchained pg. 140

Healthy—Weakened—Impaired—Confused—Comatose—Dead



Weakened: A character whose awareness is weakened by Wisdom poison takes a –2 penalty on all Wisdom-based skill checks and ability checks, as well as on Will saves. A character with spellcasting based on Wisdom decreases her DCs by 2 and can no longer cast her highest level of spells. Impaired: A character impaired by Wisdom poison does not add her Wisdom bonus to the number of uses per day of pools and abilities (such as a ki pool) and does not gain bonus spells per day from her Wisdom. She takes an additional –2 penalty on the above Wisdom-based rolls. A Wisdom-based caster reduces her DCs by an additional 2, and can no longer cast her 2 highest levels of spells.

Confused: A character who’s confused by Wisdom poison has difficulty processing reality and is dangerous to herself and others. Each round, she rolls on the chart from the confusion spell to determine her actions.

Comatose: A character rendered comatose by Wisdom poison is no longer able to experience reality or receive sensory information. She can’t be woken by any means as long as she remains in this state.

Dead: Forever lost in her own inner reality, the character’s brain stops working, and she dies.

Charisma Poison Track

Source Pathfinder Unchained pg. 140

Healthy—Weakened—Impaired—Pliable—Catatonic—Dead



Weakened: A character whose sense of self is weakened by Charisma poison takes a –2 penalty on all Charisma-based skill checks and ability checks. A character with spellcasting based on Charisma decreases his DCs by 2 and can no longer cast his highest level of spells.

Impaired: A character impaired by Charisma poison doesn’t add his Charisma bonus to the number of uses per day of pools and abilities (such as lay on hands) and doesn’t gain bonus spells per day from his Charisma. He takes an additional –2 penalty on the above Charisma-based rolls. A Charisma-based caster reduces his DCs by an additional 2, and can no longer cast his 2 highest levels of spells.

Pliable: A character rendered pliable by Charisma poison has little sense of self and will go along with nearly anything. Bluff, Diplomacy, and Intimidate checks automatically succeed against a pliable character, except Diplomacy checks to improve a pliable character’s attitude, which have the normal DC. This still does not allow characters to whom the pliable character is unfriendly or hostile to make requests of the pliable character using Diplomacy.

Catatonic: A character rendered catatonic by Charisma poison can see, hear, and process his environment, but has lost all agency and can’t interact with the world in any way.

Dead: The character loses even autonomic functions, and dies.

Sample Diseases

Source Pathfinder Unchained pg. 140
Examples of diseases that use the various tracks are given below. If a disease does not specify an effect, it imposes only the effects for the victim’s state on the pertinent track.

Blinding Sickness

Type disease, ingested; Save Fortitude DC 16
Track physical; Frequency 1/day
Effect At the impaired state, also become permanently blind
Cure 2 consecutive saves

Bubonic Plague

Type disease, injury or inhaled Save Fortitude DC 17
Track physical; Frequency 1/day
Cure 2 consecutive saves

Cackle Fever

Type disease, inhaled; Save Fortitude DC 16
Track mental; Frequency 1/day
Cure 2 consecutive saves

Dementia Dust

Type disease, inhaled; Save Fortitude DC 14
Track mental; Frequency 1/week
Effect Even if the disease is removed with remove disease, condition does not improve without greater restoration or heal
Cure magic only

Demon Fever

Type disease, injury; Save Fortitude DC 18
Track physical; Frequency 1/day
Effect At the impaired state, penalties from the weakened state become permanent until victim receives heal or restoration
Cure 2 consecutive saves

Devil Chills

Type disease, injury; Save Fortitude DC 14
Track physical; Frequency 1/day
Cure 3 consecutive saves

Filth Fever

Type disease, injury; Save Fortitude DC 12
Track physical; Frequency 1/day
Cure 2 consecutive saves

Leprosy

Type disease, contact, inhaled, or injury; Save Fortitude DC 12
Track physical (special); Frequency 1/week
Effect Healthy—Latent/Carrier—Sluggish—Stiffened; sluggish and stiffened are as Dexterity poison, stiffened is an end state
Cure 2 consecutive saves

Mindfire

Type disease, inhaled; Save Fortitude DC 12
Track mental; Frequency 1/day
Cure 2 consecutive saves

Mummy Rot

Type disease, injury; Save Fortitude DC 16
Tracks physical and mental (special); Frequency 1/day
Effect No latent/carrier state; victim suffers all penalties from progressing on both the physical and mental disease tracks
Cure remove curse and remove disease within 1 minute of each other

Red Ache

Type disease, injury; Save Fortitude DC 15
Track physical; Frequency 1/day
Cure 2 consecutive saves

Shakes

Type disease, contact; Save Fortitude DC 13
Track physical; Frequency 1/day
Cure 2 consecutive saves

Slimy Doom

Type disease, contact; Save Fortitude DC 14
Track physical; Frequency 1/day
Effect At the impaired state and beyond, penalties from the weakened state become permanent until the victim receives heal or restoration
Cure 2 consecutive saves

Sample Poisons

Source Pathfinder Unchained pg. 141
Examples of poisons that use the various tracks are given below. If a poison does not specify an effect, it imposes only the effects for the victim’s state on the pertinent track.

Black Lotus Extract

Type poison, contact; Save Fortitude DC 20
Track Constitution (special); Onset 1 minute; Frequency 1/round for 6 rounds
Track Healthy—Weakened—Disabled—Dead
Cure 2 consecutive saves

Blue Whinnis

Type poison, injury; Save Fortitude DC 14
Track Constitution (special); Frequency 1/round for 2 rounds
Effect Healthy—Weakened—Unconscious; no end state
Cure 1 save

Deathblade

Type poison, injury; Save Fortitude DC 20
Track Constitution; Frequency 1/round for 6 rounds
Cure 2 consecutive saves

Green Lotus

Type poison, contact; Save Fortitude DC 18
Track Charisma (special); Onset 1 minute; Frequency 1/round for 6 rounds
Track Healthy—Weakened—Impaired—Pliable—Pliable; the second pliable is an end state
Cure 1 save

Id Moss

Type poison, ingested; Save Fortitude DC 14
Track Intelligence; Onset 10 minutes; Frequency 1/minute for 6 minutes
Cure 1 save

Insanity Mist

Type poison, inhaled; Save Fortitude DC 15
Track Wisdom; Frequency 1/round for 6 rounds
Cure 1 save

Large Scorpion Venom

Type poison, injury; Save Fortitude DC 17
Track Strength; Frequency 1/round for 6 rounds
Cure 1 save

Small Centipede Poison

Type poison, injury; Save Fortitude DC 11
Track Dexterity; Frequency 1/round for 4 rounds
Track Requires two failed saves to progress to each state past sluggish
Cure 1 save

Ungol Dust

Type poison, inhaled; Save Fortitude DC 15
Track Charisma; Frequency 1/round for 4 rounds
Effect Victim does not recover past weakened without heal or restoration
Cure 1 save

Simplified Spellcasting

Source Pathfinder Unchained pg. 144
For a 1st-level wizard who knows only a small handful of spells, it isn’t too hard to decide which spells to prepare each day. But a 20th-level wizard could easily have more than 60 spells from which to select. Choosing them can eat up quite a bit of time, leaving the other players in your game twiddling their fingers.

With simplified spellcasting, you keep track of only your 3 highest levels of spells, and all the other spells are placed in a pool that you can use on the fly. The number of spells in the pool is smaller than the number of lower-level spells you could otherwise cast, but the pool is more flexible than preparing all the spells in advance would be, and allows you to save the tricky decision-making for your most important spells. Because this system affects only your 3 highest levels of spells, it doesn’t change anything for a character who isn’t yet able to cast 4th-level spells.

Simplified Spellcasting Rules

Source Pathfinder Unchained pg. 144
To use simplified spellcasting, find the appropriate progression table for your class (or the table for a class that normally has the same spell progression as your class) and consult the row for your caster level. The 3 highest spell levels in the row each have a listed number indicating spells per day. Prepare these spells each day as you normally would; you still gain bonus spells per day for those levels if you have a high enough ability score. The letter “P” appears in the columns of all other available spell levels (except level 0) to indicate lower-level spells that are cast using your class’s spell pool.

Each day, you can spontaneously cast a number of lower-level spells from your class’s spell list equal to the number listed for your class level in the Pool column of the table. The level of spell doesn’t matter (as long as it’s one of the levels that uses your pool), so if you could cast five spells from your pool per day, it wouldn’t matter if you cast five 1stlevel spells, five 2nd-level spells, or a mix of the two. A spell cast using slots from your spell pool must still be on your spell list or in your spellbook, just as it would need to be if you were preparing the spell. It also must meet any other restrictions imposed by your class or other abilities, such as restrictions on casting spells of an opposing alignment. The slots in your spell pool refresh after 8 hours of rest, and any effect that prevents you from preparing spells also prevents you from refreshing your spell pool. Your pool increases if you have a high spellcasting ability modifier, similar to how you gain bonus spells in slots you prepare. Add a number of spells to your pool equal to 1/4 the ability score modifier of the ability score you would normally use to calculate your number of bonus spells per day.

If your class grants bonus spells that are selected from an extremely limited number of options (such as domain spells, spirit spells, or similar bonus spells), you gain those spells separately from your pool. If your class grants bonus spells from a somewhat limited list (such as wizards’ specialty school spells), when you gain a pool, you gain one additional slot in your spell pool each day that can be used only to cast spells of that type, and at 13th level you gain a second additional slot with the same restriction.

For example, a 13th-level necromancer with an Intelligence score of 26 has a pool of five spells—three for being a 13th-level wizard and two for his high Intelligence (a +8 Intelligence modifier divided by 4)—as well as two additional spells per day that must be from the necromancy school. He could use the pool to cast his 1st- to 4th-level spells, but would still need to prepare his 5th- to 7th-level spells.

Expending Multiple Spell Slots: If you have a class ability that requires expending multiple spell slots, such as a battle oracle’s combat healer revelation or a wizard’s opposition school, you must expend the appropriate number of slots from your spell pool to use the ability. For instance, if the 13th-level necromancer in the example above has conjuration as an opposition school, he could expend two slots from his spell pool to cast summon monster II.

Table 4-1: Magus or Warpriest

Spells per Day
Level01st2nd3rd4th5th6thPool
1st31
2nd42
3rd43
4th431
5th442
6th543
7th5431
8th5442
9th5543
10th5P4311
11th5P4421
12th5P5431
13th5PP4313
14th5PP4423
15th5PP5433
16th5PPP4314
17th5PPP4424
18th5PPP5434
19th5PPP5544
20th5PPP5554


Table 4-2: Cleric, Druid, Shaman, Witch, or Wizard

Spells per Day
Level01st2nd3rd4th5th6th7th8th9thPool
1st31
2nd42
3rd421
4th432
5th4321
6th4332
7th4P3211
8th4P3321
9th4PP3212
10th4PP3322
11th4PPP3212
12th4PPP3322
13th4PPPP3213
14th4PPPP3323
15th4PPPPP3214
16th4PPPPP3324
17th4PPPPPP3215
18th4PPPPPP3325
19th4PPPPPP4335
20th4PPPPPP4445

Other Spellcasters

Source Pathfinder Unchained pg. 145
Though spontaneous casters can use this system, they gain relatively little, since they already don’t need to select which spells to prepare in advance, and their spell slots are comparable in number to those they would have if they used a spell pool.

This system doesn’t apply to spellcasters such as paladins and rangers, who gain only 1st- to 4th-level spells, since they have so few spell slots that they don’t run into the same problems other spellcasters do.

Metamagic

Source Pathfinder Unchained pg. 145
When using a metamagic feat to modify a spell cast from a spell pool, the caster is treated as if he were a spontaneous caster (increasing the casting time to a full-round action if applicable). The spell must still fall under the level he can cast with his pool. Otherwise, he must still expend one of his spell slots to prepare it.

For instance, our example 13th-level necromancer could cast an enlarged fireball as a full-round action using his spell pool, but to cast an empowered fireball, he would have to expend a 5th-level spell slot to prepare it, since 5th-level spells aren’t part of his pool.

Pearls of Power

Source Pathfinder Unchained pg. 145
A pearl of power can be used only to regain a spell slot of a level you prepare, not to restore slots to your spell pool. Conversely, a runestone of power can allow the caster to cast a spell without expending a slot from his pool. The spell must be both of a level the runestone can restore and of a low enough level to be a part of his spell pool rather than a prepared spell.

Spell Alterations

Source Pathfinder Unchained pg. 146
The following optional rules alter normal spellcasting in fun new ways. Each system is fairly simple in concept, but could generate ramifications not fully detailed below, and GMs should be ready to reconcile or arbitrate unexpected effects.

Limited Magic

Source Pathfinder Unchained pg. 146
As a character gains caster levels under the normal magic system, the efficacy of her spells can swing wildly, necessitating a constant reevaluation of each spell’s utility. The limited magic rules are meant to keep spells’ power more tightly tiered by spell level and reduce the amount by which a caster’s power level escalates.

When using limited magic rules, all spells are cast at the minimum caster level and with the minimum required ability score. The minimum caster level of a spell is fixed at 2 × the spell’s level – 1, and does not change based on class levels. A spell’s level can vary by class; therefore, different classes may have different minimum caster levels for the same spell. The minimum ability score for any spell is 10 + the spell’s level, so the save DC for each spell (10 + the spell’s level + the caster’s ability score modifier) is also constant. These values are listed below on Table 4–3: Limited Magic for ease of reference. The CL (9) column lists the minimum caster level for casters who get up to 9th-level spells, such as the cleric, druid, or wizard. The CL (6) column covers casters who get 6th-level spells, such as bards. The CL (4) column covers casters who get up to only 4th-level spells, such as paladins and rangers. If a class’s spellcasting progression differs from these minimum caster levels, it always overrides the numbers on this table.

Table 4-3: Limited Magic

Spell LevelCL (9)*CL (6)CL (4)Ability ScoreDC
0111010
11141111
23471213
357101314
4710131416
59131517
611161619
7131720
8151822
9171923
* For a sorcerer, increase the minimum caster level of any spell of 2nd level or higher by 1.

Limited Magic Items

Source Pathfinder Unchained pg. 146
Spells from magic items use the same rules as above. That means a fireball cast from a wand created by a sorcerer or wizard has the same save DC and amount of damage dice as a fireball cast by any sorcerer or wizard. When calculating the base cost or price of a magic item, always use the minimum CL as defined by this system (even if the item’s creator would have had a higher caster level). Potions and scrolls always default to the appropriate cleric, druid, or wizard spell level to determine their base costs.

Heighten Spell

Source Pathfinder Unchained pg. 146
Under this system, spells can still be improved using Heighten Spell. A heightened spell uses the minimum CL, but does so as though it were a higher-level spell. For example, a fireball heightened to 5th level would have a DC of 17 and deal 9d6 points of damage, the same as a cone of cold cast in the same slot.

Other Considerations

Source Pathfinder Unchained pg. 146
Limited magic can take some getting used to. It reduces the power of most spellcasters dramatically, but can speed the game up by requiring less research into the caster levels of monsters, NPCs, and magic items. Limited magic can also encourage better-rounded spellcaster characters, especially if you’re using the purchase system to generate ability scores, as there’s less reward for focusing solely on their spellcasting attributes. Using this system means that if a class gets a spell at a lower level than another class does, that spell’s effects are weaker for the former class. A bard’s heroism is not as good as a wizard’s. However, classes with slower spell progressions (such as the bard, paladin, and ranger) have other abilities that keep them competitive when limited magic weakens the overall power of spells.

Consider altering other rules to account for a landscape with lower average DCs. For instance, Great Fortitude, Iron Will, and Lightning Reflexes might provide only a +1 bonus on saves, or the increases to spell DCs from Spell Focus and Greater Spell Focus could go up to 2.

With Esoteric Spell Components: This system works especially well with the esoteric spell components system. Using both systems means that spellcasting in the campaign is weaker overall, but can be boosted on occasion by characters willing to spend money to increase the potency of their spells.

Wild Magic

Source Pathfinder Unchained pg. 147
Though many spellcasters like to consider their use of magic a science, the effects of magic are not always easy to predict. Wild, uncontrolled magic sometimes surges as a side effect of spellcasting or magical experimentation. Wild magic can be used in any situation where magic might cause randomness and chaotic effects. When a character casts a spell or takes an action that could trigger a surge of wild magic (see Implementing Wild Magic below), roll on Table 4–4: Wild Magic Surge.

Roll to determine the surge effect before the spell is cast, but apply the effect after the spell is cast unless it alters the spell itself in some way (such as changing the effective caster level). Any reference on the table to the spell or the spell’s level applies to the spell being cast, supernatural ability being used, or magic item effect being activated. Similarly, any reference to the caster applies to the character who triggers the surge. If an effect requires a caster level, use the caster’s full character level.

If the wild magic surge effect you roll isn’t possible due to the nature of the spell or effect, roll instead on Table 4–5: Universal Surge Effects. A wild magic surge effect doesn’t allow a saving throw, even if it’s replicating a spell that normally would, and any effect that would normally have a limit on the amount of Hit Dice it can affect ignores that limit. Higher results on the table are more likely to be beneficial, so a GM might give a bonus or penalty on the check if an action would alter how likely it is that the wild magic surge would be helpful.

Table 4-4: Wild Magi Surge

d%Surge Effect
01-02The caster takes 1d6 points of damage per spell level.
03-04The caster is affected by a slow spell for 5 rounds.
05The spell takes effect at a random location within the spell’s range.
06The caster is confused for 1 round (as confusion).
07The caster takes 1 point of Constitution bleed.
08The caster takes 1 point of ability bleed that matches her spellcasting ability score (determine randomly if the creature isn’t a spellcaster).
09-10The caster is dazed for 1 round (as daze monster).
11-12The spell deals half as much damage as normal.
13The caster takes 1d4 points of bleed damage.
14The caster falls asleep for 1 minute (as sleep).
15-16The caster can’t cast or concentrate on spells for 1 round.
17The caster is affected by reduce person for 1 minute.
18-19The caster becomes sickened for 5 rounds.
20A zone of truth appears, centered on the caster.
21-29The caster is affected as if targeted by the spell.
30-32All targets of the spell are affected by lesser restoration.
33-38All targets of the spell are healed of 1d8+1 points of damage. This is a positive energy effect.
39-43The spell’s area or the targets of the spell become affected by silence for 3 rounds.
44-50All targets of the spell become invisible for 1 round (as invisibility).
51-58The area of the spell is filled with daylight.
59-64A shatter spell affects a 5-foot radius around each target of the spell (or the spell’s area).
65-71The spell’s area is coated in grease.
72-74One random tree or animal targeted by the spell or in the spell’s area is affected by awaken.
75-78An instrument appears adjacent to each target (as summon instrument).
79-80Every door within 100 feet of the caster is affected by a knock spell.
81-83The caster teleports to a square of her choice adjacent to the spell’s target or within the spell’s area.
84-86The next spell targeting the caster is turned back, as spell turning.
87-90The caster gains 2d6 temporary hit points that last 1 hour and don’t stack with any other temporary hit points.
91-92A random creature from the summon monster I list is summoned in a square adjacent to the caster. It is under the caster’s control.
93-95The caster is affected by tongues for 10 minutes.
96-97The caster is affected by haste for 5 rounds.
98The spell is extended.
99The spell is maximized.
100The spell slot used to cast the spell is not expended.


Table 4-5: Universal Surge Effects

d%Surge Effect
01-20The caster takes 1d6 points of damage that can’t be prevented in any way.
21-80The caster is affected by faerie fire for 1 round.
81-100The caster gains 1d6 temporary hit points that last for 1 hour. These don’t stack with other temporary hit points.



Implementing Wild Magic

Source Pathfinder Unchained pg. 147
Though the rules on when to use wild magic are deliberately vague to give the GM leeway, here are some suggestions, presented in order from simplest to most complex.

Failed Concentration: When a caster fails a concentration check, and thereby loses a spell, some of the spell’s energy escapes in a wild magic surge.

Dispel and Counterspell: When a spell or magical effect is dispelled or counterspelled, it triggers a wild magic surge on the caster or subject.

Wild Zones: Some places are magically unstable. When a creature casts a spell, uses a spell-like ability, or activates a magic item in such an area, it causes a wild magic surge.

Boost Casting: A caster can attempt to use a metamagic feat she has with a spell she’s casting without expending a higher-level spell slot, needing to prepare the spell at a higher level (if a prepared caster), or increasing the casting time (if a spontaneous caster). To do so, she must attempt a caster level check with a DC equal to 10 + the spell’s level + 5 for every increase in spell level the metamagic feat would normally cause. If she succeeds, her spell gains the metamagic feat’s benefit and she causes a wild magic surge. If she fails, she still rolls on Table 4–4, but subtracts from the result a number equal to the amount by which she failed the check.

Active Spellcasting

Source Pathfinder Unchained pg. 148
Under the core rules, a spellcaster is largely passive when resolving the effects of her spells. She announces which spell she’s casting, and the targets roll their saves in response. Compare this with attacks, where the attacker rolls all the dice. The following variants help spellcasters feel more involved in the resolution of spells.

Overclocked Spells

Source Pathfinder Unchained pg. 148
Using the overclocked spells variant, confident spellcasters can attempt to weave more power into their spells as they cast them. This is not without risk: deviating from the stable, standard formulation of the spell risks collapse of the spell and the magical energy therein.

As a swift action while casting a spell, a spellcaster can attempt to increase either the spell’s DC or her caster level for the spell. She must attempt a Spellcraft check with a DC equal to 15 + the spell’s level + the minimum caster level of that spell for her class. If she succeeds, she can increase either her caster level or the DC of the spell by 2. If she fails, the spell is not cast and she loses the prepared spell or spell slot. If she fails the Spellcraft check by 5 or more, she also suffers a mishap, similar to a scroll mishap.

With Limited Magic: If you are using the limited magic rules, instead of increasing the caster level or DC by 2 on a successfully overclocked spell, instead allow the caster to gain the standard benefits of her full caster level and ability scores.

With Spell Fumbles: Apply the results of a spell fumble in place of a mishap.

Spell Attack Rolls

Source Pathfinder Unchained pg. 148
When casting a spell or using a magical effect that allows a saving throw, the caster makes a spell attack roll, rolling 1d20 with a bonus equal to her spellcasting ability modifier plus the spell’s level. Any bonuses that would normally make the spell more difficult to avoid (such as the Spell Focus feat) also apply. The DC of this roll is equal to 11 + the target’s relevant save bonus. If the caster succeeds, treat the spell or effect as if the target had failed its save. Otherwise, treat it as if the target succeeded at its save. Just like an ordinary attack roll, a natural 1 is an automatic failure, while a natural 20 is an automatic success. This rule does not change the chances of success; it just changes who is rolling the die.

For example, a wizard with an Intelligence score of 18 casts charm person on an orc guard. Normally, the orc would attempt a DC 15 Will saving throw (10 + 1 for a 1st-level spell + 4 for the wizard’s Intelligence bonus). Since the orc’s Will save modifier is –1, he has to roll a 16 to succeed, and thus will fail his save 80% of the time. Under the spell attack roll rules, rather than the orc attempting a Will save, the wizard makes a spell attack roll with a +5 bonus (the spell’s DC of 15 – 10) against a DC of 10 (11 + the orc’s –1 Will save modifier). The wizard has to roll at least a 5 to succeed, so he still affects his target 80% of the time.

This variant puts more dice in the hands of the players. Consider running NPC spellcasters under the core rules instead, so that players can feel responsible for their own saves. It’s usually easiest for the player to write down the spell attack roll bonus for each level.

Faster Variant: Normally, a caster would roll a separate spell attack roll against each target. A GM who wants to speed up play (at the expense of making the game more prone to extremes and not matching the core rules as closely) can instead require only a single roll and apply it against the defenses of all the targets.

Spell Critical Hits

Source Pathfinder Unchained pg. 149
Spells that require attack rolls follow the standard critical hit rules as described in the Core Rulebook. With this variant, spells that require a saving throw gain the same benefit. If a creature rolls a natural 1 on its saving throw, the spell threatens a critical hit. That creature rolls the save again, and if it fails on this second roll, the critical hit is confirmed, and any numeric effect of the spell is doubled. For spells that lack a direct numeric effect, such as charm person, the duration is doubled instead. A spell that requires both an attack roll and a saving throw (such as ray of enfeeblement) can threaten a critical hit only on the attack roll.

The GM is encouraged to apply other types of doubling where appropriate. For instance, a poison spell might afflict a target with 2 doses of poison on a critical hit instead of doubling the effect of the poison.

With Spell Attack Rolls: This rule combines well with the spell attack roll rule. If you roll a natural 20 on your spell attack roll, you threaten a critical hit, then roll the attack roll again to confirm the critical. Avoid the faster variant of spell attack rolls if you’re also using spell critical hits, or at the very least roll to confirm each one separately.

With Spell Fumbles: This system is meant to be used in a campaign alongside the spell fumbles variant, though the two can be used separately.

Spell Fumbles

Source Pathfinder Unchained pg. 149
Spells have a chance to automatically miss, just like any other attack. Normally, this is represented by the target rolling a natural 20 on its save. However, you might be interested in a more dramatic “fumble” result. If an enemy rolls a natural 20 on its save, it rolls the save again. If it succeeds at the second save, then the spell was fumbled, resulting in an accident similar to a scroll mishap (Core Rulebook 491). Roll 1d10 and consult Table 4–6: Spell Fumbles. You can fumble only once per spell cast. If more than one target rolls a 20, only the first target rolls to confirm the fumble.

Table 4-6: Spell Fumbles

d10Fumble Result
1A surge of uncontrolled magical energy deals 1d6 points of damage per spell level to the caster.
2The spell strikes the caster or an ally instead of the intended target.
3The spell takes effect at a random location within the spell’s range.
4The spell’s effect on the target is contrary to the spell’s normal effect.
5The spellcaster suffers some minor but bizarre effect related to the spell in some way. Most such effects should last only as long as the original spell’s duration, or 2d10 minutes for instantaneous spells.
6A random innocuous item or items suddenly appear in the spell’s area.
7The spell’s effect is delayed. Sometime within the next 1d12 hours, the spell activates. The spell goes off in the general direction of the original target, up to the spell’s maximum range if the target has moved away.
8The caster can’t cast or concentrate on spells for 1 round.
9The caster is dazed for 1 round.
10The caster takes 1 point of Constitution damage.


With the Critical Fumble Deck: If you’re using the Pathfinder Cards: Critical Fumble Deck in your game, draw a fumble card and apply the Magic result instead of rolling on the fumble table. You can use the Critical Fumble Deck for spell fumbles in your game even if you aren’t using it to add other fumbles.

With Wild Magic: You can use Table 4–4: Wild Magic Surge instead of Table 4–6: Spell Fumbles. If you use that table, roll 1d20 instead of d%.

With Spell Attack Rolls: When using the spell attack roll variant, a fumble might occur if you roll a natural 1 on the attack roll. Roll the attack roll a second time—if it would miss again, the spell has fumbled.

Esoteric Material Components

Source Pathfinder Unchained pg. 150
A handful of hard-to-find, naturally occurring substances contain magical potency and can be used as special material components. Some spellcasters are trained to use these esoteric material components in their enhanced practice of the magical arts. The four more common types—entropic resin, geodes, prismatic sand, and verdant salts—link to two schools of magic each. A fifth type, yliaster, is extremely potent, but far more rare; it is universally useful, and can be substituted for any other material component.

Use the following rules for esoteric material components with the variants presented on pages 151–152.

Component Cost: The value of esoteric material components that must be spent on a spell is equal to 1 gp × caster level × spell level, as shown on Table 4–7: Esoteric Material Component Costs. This value must be spent if esoteric components are mandatory in the campaign, or can be spent to replace normal material components if esoteric material components are optional.

Expending Components: Each component works effectively for only two schools of magic. A caster can expend an esoteric component type that doesn’t match his spell’s school, but he must expend twice as much of the substitute component to fake the effects of the appropriate component. The esoteric components used in a spell need not all be of the same type. For example, a 3rd-level wizard casting bear’s endurance could expend 6 gp worth of geodes, or 12 gp total worth of entropic resin and verdant salts, or 4 gp worth of geodes plus 4 gp worth of verdant salts, and so on.

Greater Component Effects: Expending twice the amount of components indicated on Table 4–7 activates a greater component effect, which varies by esoteric component type. These benefits are listed under the component descriptions at the end of the chapter, and depend on the component expended. To obtain the greater component benefit, the caster must use a single component type; using a type that doesn’t match the spell’s school still costs twice as much. The wizard in the above example could gain the geodes’ greater component benefit by expending an extra 6 gp worth of geodes, or gain the verdant salts’ greater component benefit by expending an extra 12 gp worth of verdant salts. A single casting of a spell can normally benefit from only one greater component effect, but the caster can expend additional components and attempt a Spellcraft check with a DC equal to 20 + double the spell’s level to add more. The caster must pay the cost in esoteric components even if the Spellcraft check fails. For each greater component effect beyond the second, the DC increases by 5 + the spell’s level. If the caster fails this check by 5 or more, the spell fails and its slot is lost. You can’t apply the greater component effect of a single type of component more than once on a single casting of a spell.

Table 4-7: Esoteric Material Component Costs

Spell Level
CL0123456789
1st5 sp1 gp
2nd1 gp2 gp
3rd1 gp, 5 sp3 gp6 gp
4th2 gp4 gp8 gp
5th2 gp, 5 sp5 gp10 gp15 gp
6th3 gp6 gp12 gp18 gp
7th3 gp, 5 sp7 gp14 gp21 gp28 gp
8th4 gp8 gp16 gp24 gp32 gp
9th4 gp, 5 sp9 gp18 gp27 gp36 gp45 gp
10th5 gp10 gp20 gp30 gp40 gp50 gp
11th5 gp, 5 sp11 gp22 gp33 gp44 gp55 gp66 gp
12th6 gp12 gp24 gp36 gp48 gp60 gp72 gp
13th6 gp, 5 sp13 gp26 gp39 gp52 gp65 gp78 gp91 gp
14th7 gp14 gp28 gp42 gp56 gp70 gp84 gp98 gp
15th7 gp, 5 sp15 gp30 gp45 gp60 gp75 gp90 gp105 gp120 gp
16th8 gp16 gp32 gp48 gp64 gp80 gp96 gp112 gp128 gp
17th8 gp, 5 sp17 gp34 gp51 gp68 gp85 gp102 gp119 gp136 gp153 gp
18th9 gp18 gp36 gp54 gp72 gp90 gp108 gp126 gp144 gp162 gp
19th9 gp, 5 sp19 gp38 gp57 gp76 gp95 gp114 gp133 gp152 gp171 gp
20th10 gp20 gp40 gp60 gp80 gp100 gp120 gp140 gp160 gp180 gp

Buying Esoteric Components

Source Pathfinder Unchained pg. 150
Each common esoteric material component has the same price, and a spellcaster buys them based on their gp value. Though each type of component comes in different sizes and purities, it’s usually simplest to just track the total gp value of each type of component a spellcaster carries rather than the specific forms of those components. In a collection of geodes, some might be large and some small, some fine and some flawed.

Each bit of esoteric component goes a long way, so 500 gp worth of components weighs 1 pound regardless of its type. Esoteric material components aren’t inherently magical, and can’t be found using detect magic.

Material components can be found either in the form of raw, unprocessed base components or ref ined units of various values. They can be found in nature, purchased from merchants, or discovered in treasure hoards. How often a PC finds esoteric components is determined by the variant you are using (see below). Especially among the treasure of a spellcaster, it would be reasonable to f ind various quantities of multiple types of esoteric components. The same could be said for an alchemist’s lab or a stash hidden by bandits who recently raided a wizards’ college.

The rare esoteric component yliaster is a special case. Yliaster appears only in major treasure hoards, especially those belonging to powerful spellcasters. A GM who would prefer not to allow the effects of yliaster can simply use only the common esoteric components and leave the rare one out of the game entirely.

Implementing Esoteric Components

Source Pathfinder Unchained pg. 151
There’s more than one way to introduce esoteric components to a game. Three variants are detailed below.

Optional Components

Source Pathfinder Unchained pg. 151
The esoteric material components system can be added directly on top of the normal spellcasting system. Spells don’t need esoteric components to be cast, and normal material components function as normal. Expending esoteric material components worth the listed values allows the caster to replace normal material components she lacks (but not to replace expensive material components). It’s far more useful in this system to pay double the amount of esoteric components to gain the greater component effect. A 6th-level wizard casting fireball can do so using a normal spell component pouch. If he’s missing his pouch, he can expend 18 gp worth of entropic resin to cast the spell anyway. He could expend 36 gp worth (with or without a spell component pouch) to make the spell more powerful with its greater component effect.

Adding esoteric material components as an option makes spellcasters considerably more powerful. When used this way, esoteric components are essentially an additional type of treasure. Use esoteric components as treasure only rarely, and consider ignoring the rules that allow scrounging for components. Esoteric components might not be very well known in the world, and aren’t readily available to purchase.

Mandatory Components

Source Pathfinder Unchained pg. 151
If esoteric components are mandatory, casting any spell that requires a material component requires expending the proper amount of esoteric material components instead. A 6th-level wizard casting fireball must expend 18 gp worth of entropic resin, and can expend 36 gp worth to make the spell more powerful with its greater component effect. If he doesn’t have enough components, he can’t cast the spell. However, if he had 15 gp worth of entropic resin, he could cast the fireball at caster level 5th. A spell that doesn’t require material components can be cast normally, but the caster can choose to expend esoteric components for the greater component effect.

Under this system, a spell component pouch includes 1 gp worth of each common component, plus an additional 1 gp worth of a common type of the buyer’s choice. Requiring esoteric components significantly impacts a spellcaster’s treasure acquisition, so the mandatory components variant should be used with caution, especially if the campaign already uses variants that make spellcasting less powerful (such as limited magic; see page 146). Include esoteric components in most treasure hoards and in NPC spellcasters’ gear.

Lowering Your Caster Level

A spellcaster using esoteric material components can voluntarily cast a spell as though she had a lower caster level. This means if she doesn’t have enough components—or would like to save some money—she can still cast a less effective version of the spell. She can’t lower her caster level to be lower than the level at which she could cast the spell. Table 4–7: Esoteric Material Component Cost shows this value for clerics, druids, and wizards, but a spellcaster with a slower progression has the same limitation. A bard couldn’t cast a 3rd-level spell at a caster level lower than 7th, for example.

For spells that don’t continue to increase in power after a certain caster level, it’s usually best for the spellcaster to cast that spell as though she were a lower caster level to reduce the cost of her esoteric components.

With Limited Magic

Source Pathfinder Unchained pg. 152
In a game that uses the limited magic variant, you can add esoteric components to take some of the sting out of the weakened spellcasting. It’s best to include the components as described in the optional components variant, rather than saddling spellcasters with both weakened spellcasting and decreased treasure.

Limited magic uses a fixed caster level, which acts as the baseline for casting a spell using esoteric components or gaining the greater component benef its. When used together, the esoteric components and limited magic systems also allow another option: expending esoteric components to gain the benefits of a higher CL or save DC. The specif ic limited magic benef it is listed under each component description. The caster must expend components whose value is equal to twice the esoteric component cost for his caster level (rather than the spell’s minimum caster level) to gain the limited magic benefit. For example, a 6th-level wizard casting fireball could gain the limited magic benef it by expending 36 gp worth of entropic resin.

As with greater component effects, expending multiple types of esoteric components can apply other limited magic effects, but requires a Spellcraft check. This option is deliberately more expensive to discourage casters from using it too routinely.

A spellcaster can choose to apply either greater component effects or limited magic effects—but not both—on the same casting of a spell.

Scrounging

Source Pathfinder Unchained pg. 152
This optional rule allows a low-level spellcaster to find enough components to keep casting her spells. It’s recommended to use scrounging if esoteric components are mandatory.

Over the course of an adventuring day, a spellcaster can scrounge for esoteric components in her environment. At the end of each day, she can collect 1d6 gp worth of each common esoteric component. (Rare components can never be found by scrounging.) This requires her to explore a decent-sized area. Spending several days in one town or repeatedly going through the same few rooms in a dungeon doesn’t yield more than 1 day’s worth of components. Depending on the likelihood of finding a type of component in an area, the GM can adjust the die size up or down by one. For instance, while exploring caverns, a scrounger might find 1d8 gp worth of geodes, but only 1d4 gp worth of verdant salts. A scrounger can hunt exclusively for a specific type of common esoteric component. Because esoteric components are naturally occurring, she must succeed at a DC 15 Knowledge (nature) check or come up empty-handed. If she succeeds, she gains 2d6 gp worth of the component she was searching for and none of the others.

Esoteric Components

Source Pathfinder Unchained pg. 152
This system uses four common esoteric components— entropic resin, geodes, prismatic sand, and verdant salts—plus one rare component called yliaster. A GM can change the descriptions of these components to different substances that better fit her game if she so chooses. The rare component could be a catchall for a number of equally potent magical substances. The blood of a god, a sliver of stone from deep in the earth, or a piece of ethereal substance made solid could each be used as the rare component, even within the same campaign.

Each entry includes the associated schools, a description of the esoteric component type, the greater component effect, and the limited magic effect. The limited magic effect entry applies only if the campaign is also using the limited magic system.

Entropic Resin

Associated Schools evocation, necromancy

This slightly viscous, pearlescent gray-black substance is most commonly stored in small vials, jars, and bottles. It’s most frequently found at sites of carnage and places where undead creatures dwell. Locations where multiple creatures died from flames, acid, or lightning are excellent potential sources of entropic resin. It seems to be organic in nature, or at least formed of trace substances from the bodies of organic life forms, though there is some debate on the issue among necromantic scholars.

Unrefined entropic resin is potent, but can still be distilled and refined. The more it’s refined, the darker and more solid it becomes. The most potent entropic resin is pitch black and snaps if bent.

Greater Component Effect: Treat your caster level as though it were 1 higher for determining the number of damage dice used by this spell. This also increases the maximum number of damage dice a spell can have by 1, if applicable. For example, a 10th-level wizard casting fireball could expend 60 gp worth of entropic resin to deal 11d6 points of fire damage.

Limited Magic Effect: Use your full caster level (to a maximum of the spell’s minimum caster level + 3) for determining the damage dice of the spell.

Geodes

Associated Schools abjuration, transmutation Geodes are loose, spheroid, rocklike structures found within flows of lava rock, areas of upheaval, and places associated with earth and fire elementals. Often mistaken for simple rocks due to their nondescript coating, geodes are hollow with various crystal formations hidden within. Formed from molten rock and exotic trapped gases that turn into crystals, geodes can have innate properties that help extend perceptions and pierce barriers, both astral and physical.

Small or crudely worked geode fragments or nodes are more than potent enough to be used with low-level spells, but for more complex spells, it’s more efficient for the geodes to be cleansed, cut, and worked into a more refined state.

Greater Component Effect: Treat your caster level as though it were 2 higher for determining the duration of this spell.

Limited Magic Effect: Use your full caster level instead of the minimum for determining the duration of the spell.

Prismatic Sand

Associated Schools conjuration, illusion Made of incredibly tiny polyhedrons, prismatic sand reflects a rainbow of colors. Most commonly found by sifting sand from warm beaches, this substance appears to be normal glass cut into very specific multifaceted shapes. Due to the substance’s apparent mundanity, spellcasters frequently try to manufacture it, but so far no attempt has been successful. When gathered in enough quantity, typically 2 ounces or so, prismatic sand takes on a rainbow sheen across its surface.

To make prismatic sand more effective, it must be carefully separated from the normal sand it’s typically mixed with—it functions much better when pure. Prismatic sand also works better when treated with cleansing chemicals, polished, and shined with a variety of specialized cloths and materials. Individual grains come in all variety of prismatic shapes, and the more sides a grain has, the better its mirrored surface captures light. The most intricate grains bend, manipulate, and split light into a dazzling spectrum.

Greater Component Effect: You can either treat your caster level as though it were 4 higher for determining the range of the spell, or increase or decrease the spell’s area of effect by 5 feet if it’s a burst, emanation, line, or spread with a radius or length of at least 20 feet.

Limited Magic Effect: Use your full caster level for determining the spell’s range and area.

Verdant Salts

Associated Schools divination, enchantment Verdant salts are found upon the dried, post-flowering pods of a common plant used in making textiles. The salt gathers on the plant only on dewy mornings following a full moon. Consuming verdant salts alters perceptions, and is said to improve the eater’s health. Grazing animals drawn to the salty taste frequently eat the crystals, so following deer or livestock that exhibit erratic behavior can lead a spellcaster to fields where verdant salts can be found.

Raw verdant salts can be dissolved, refined, and processed into more complex salt crystals or solid rods of compressed salt. Such refinements take time, and require special training in order for a wizard, alchemist, or craftsperson to produce properly.

Greater Component Effect: Increase the DC of any saving throw, skill check, or ability check an enemy must attempt due to this spell by 1.

Limited Magic Effect: The saving throw DC of the spell equals the base DC + 3, or 10 + the spell’s level + your spellcasting ability modifier, whichever is lower.

Yliaster (Rare Component)

Associated Schools All The rare substance yliaster is the universal esoteric component, and has the same effect and price no matter the school of the spell it’s used on. It can even be substituted for an equivalent value of an expensive material component—5,000 gp worth of yliaster could be used to cast raise dead without a diamond worth 5,000 gp, for example. Yliaster is a claylike material found in small clods typically no bigger than a berry or thimble. It’s remarkably light, seems to be composed of many colors, and does not crumble or compress in the same fashion as normal clay or soil.

A spell cast using yliaster can’t also benefit from common esoteric components.

Greater Component Effect: Increase the DC of any saving throw, skill check, or ability check an enemy must attempt due to this spell by 1. In addition, treat your caster level as though it were 2 higher for this spell. This increase can also raise the maximum damage dice of the spell beyond its limit. For example, a 10th-level wizard casting fireball could expend 600 gp worth of yliaster to cast it at CL 12th and deal 12d6 points of fire damage. This bonus also applies on caster level checks to overcome spell resistance and on concentration checks while casting the spell.

Price: Unlike with other esoteric components, the required amount of yliaster doesn’t vary with caster level. The cost of using yliaster is always 200 gp per spell level. Yliaster is even lighter than common components, weighing 1 pound per 2,000 gp of value. Few people, even experienced spellcasters, are able to find yliaster easily. Treat it as though it were a major magic item for the purposes of determining its availability. It’s typically sold in pieces worth 1,000 gp (five castings of a 1st-level spell), or multiples of 1,000 gp for larger pieces.

Crafting Magic Items

Source Pathfinder Unchained pg. 154
Scrolls, wands, and magic items can be crafted using esoteric components. This increases the cost of the item accordingly. If a wizard expends 56 gp worth of prismatic sand while creating a scroll of black tentacles, that spell gains the greater component effect when cast from the scroll. For a staff or wand, the creator must make the same decision for all castings of a particular spell and pay the full price for each. He can’t make a wand with 30 charges of cure light wounds and 20 charges of cure light wounds with the greater component effect, but can spend an additional 100 gp to give all the charges the greater component effect (for a CL 1st wand). In a game that uses mandatory components, magic item crafting becomes much more expensive since each casting of the spell requires spending components. A wand of burning hands would cost a minimum of 800 gp (750 gp + 1 gp per charge).

Feats

Source Pathfinder Unchained pg. 154
In a campaign that uses the esoteric material component system, characters have access to Esoteric feats. Any time a character would gain a bonus metamagic feat, he can choose to take an esoteric feat instead.

Alternate Eschew Materials

Because it would function poorly with the esoteric components system, the Eschew Materials feat should be replaced in a game that uses esoteric material components. Use the alternate version below.

Eschew Materials

You can cast spells using fewer esoteric material components.

Benefit: When you cast a spell that uses esoteric material components, you can spend components as though your caster level were 2 lower (with a minimum of the spell’s minimum caster level). This does not affect the cost of expensive material components.

Automatic Bonus Progression

Source Pathfinder Unchained pg. 156
In order to face the dangers of the game, characters in the Pathfinder RPG normally need items that grant bonuses to their statistics. With this variant, characters instead gain those bonuses automatically as they increase in level, allowing them to use magic item slots for more interesting items.

All characters gain the abilities listed on the table below when they reach the appropriate level. Decrease character wealth by level to half the normal amount. The automatic bonuses are often more beneficial than that reduction in wealth, but characters have less flexibility, so the advantages and disadvantages balance out. Items that only grant bonuses to AC, saving throws, and ability scores don’t exist in this variant, and wish and similar spells never grant inherent bonuses to ability scores. Magic weapons and armor do exist, but grant only special abilities, not enhancement bonuses; calculate their prices with the table in the Magic Weapons and Armor section.

If you want to remove magic items entirely (or make them so exceedingly rare that there is no expectation of finding them), consider giving the characters bonuses from the following table as if they were 2 levels higher. The table extends to 22nd level to account for games without magic items.

LevelBonus Gained
1st
2nd
3rdResistance +1
4thArmor attunement +1, weapon attunement +1
5thDeflection +1
6thMental prowess +2
7thPhysical prowess +2
8thArmor attunement +1/+1, resistance +2, toughening +1, weapon attunement +1/+1
9thArmor attunement +2, weapon attunement +2
10thDeflection +2, resistance +3
11thMental prowess +4
12thPhysical prowess +4
13thMental prowess +4/+2, physical prowess +4/+2, resistance +4, toughening +2
14thArmor attunement +2/+2 or +3, resistance +5, weapon attunement +2/+2 or +3
15thArmor attunement +3/+3 or +4, mental prowess +6/+2 or +4/+4, weapon attunement +3/+3 or +4
16thDeflection +3, physical prowess +6/+2 or +4/+4, toughening +3
17thArmor attunement +4/+3 or +5, deflection +4, mental prowess +6/+2/+2 or +4/+4/+2, physical prowess +6/+2/+2 or +4/+4/+2, toughening +4, weapon attunement +4/+3 or +5
18thDeflection +5, mental prowess +6/+4/+2 or +4/+4/+4, physical prowess +6/+4/+2 or +4/+4/+4, toughening +5
19th3 legendary gifts
20th5 legendary gifts (8 total)
21st7 legendary gifts (15 total)
22nd8 legendary gifts (23 total)

Bonuses

Source Pathfinder Unchained pg. 156
The entries below describe the bonuses characters gain.

Armor Attunement

Source Pathfinder Unchained pg. 156
The character can attune herself to one suit of armor or one shield in her possession; she can change that attunement once per day. If she selects a normal set of clothing as her armor, it counts as having a starting enhancement bonus of +0. The attuned suit of armor gains a +1 enhancement bonus at 4th level. At 8th level, she can split her attunement between a suit of armor and a shield, granting each a +1 enhancement bonus. At 9th level, she can grant a suit of armor or a shield a +2 enhancement bonus (instead of granting each a +1 enhancement bonus). At 14th level, she can either grant a suit of armor or a shield a +3 enhancement bonus or grant each a +2 enhancement bonus. At 15th level, she can either grant a suit of armor or a shield a +4 enhancement bonus or grant both a +3 enhancement bonus. At 17th level, she can either grant a suit of armor or a shield a +5 enhancement bonus or grant one a +4 enhancement bonus and the other a +3 enhancement bonus.

Deflection

Source Pathfinder Unchained pg. 156
The character gains a +1 deflection bonus to AC at 5th level; this bonus increases to +2 at 10th level, to +3 at 16th level, to +4 at 17th level, and to +5 at 18th level.

Legendary Gifts

Source Pathfinder Unchained pg. 156
The character gains three legendary gifts at 19th level and five more at 20th level. (If you’re using the variant with no magic treasure, characters gain seven more legendary gifts when their effective level reaches 21 and eight more when it reaches 22.) Select these legendary gifts from the following list.

Legendary Ability: Gain a +1 inherent bonus to any ability score. You can select this legendary gift multiple times, and it stacks up to +5 in any one ability score.

Legendary Armor: Your enhancement bonus from armor attunement increases by 2. If you are attuned to a suit of armor and a shield, you can either increase both bonuses by 1 or increase one bonus by 2. The enhancement bonus on a single attuned item can’t exceed +5, but you can use the excess to add special abilities to the armor or shield (see Magic Weapons and Armor. You can select this legendary gift multiple times; it stacks up to +10 on any one suit of armor or shield.

Legendary Body: Increase your bonuses from physical prowess to +6/+6/+4. This counts as two legendary gifts.

Legendary Body 2: Increase your bonuses from physical prowess to +6/+6/+6. You must already have legendary body to select this legendary gift.

Legendary Mind: Increase your bonuses from mental prowess to +6/+6/+4. This counts as two legendary gifts.

Legendary Mind 2: Increase your bonuses from mental prowess to +6/+6/+6. You must already have legendary mind to select this legendary gift.

Legendary Shieldmaster: Gain a +5 enhancement bonus from armor attunement for both your armor and your shield. You can select this legendary gift multiple times, choosing a different attuned suit of armor or shield each time.

Legendary Twin Weapons: Gain a +5 enhancement bonus from weapon attunement for two weapons at the same time. This counts as two legendary gifts. You can select this legendary gift multiple times, adding an additional attuned weapon with a +5 enhancement bonus each time.

Legendary Weapon: Your enhancement bonus from weapon attunement increases by 1. If you are attuned to more than one weapon, you can increase only one weapon’s enhancement bonus in this way. The enhancement bonus on a single weapon can’t exceed +5, but you can use the excess to add magic abilities to weapons (see Magic Weapons and Armor, below). You can select this legendary gift multiple times, and it stacks up to +10 for any one weapon.

Mental Prowess

Source Pathfinder Unchained pg. 157
At 6th level, the character chooses one mental ability score (Intelligence, Wisdom, or Charisma) to gain a permanent +2 enhancement bonus. At 11th level, this bonus increases to +4. At 13th level, the character chooses a second mental ability score to gain a permanent +2 enhancement bonus. At 15th level, the character increases one of these enhancement bonuses by 2. At 17th level, she chooses a third mental ability score to gain a permanent +2 enhancement bonus.

Physical Prowess

Source Pathfinder Unchained pg. 157
At 7th level, the character chooses one physical ability score (Strength, Dexterity, or Constitution) to gain a permanent +2 enhancement bonus. At 12th level, this bonus increases to +4. At 13th level, the character chooses a second physical ability score to gain a permanent +2 enhancement bonus. At 16th level, the character increases one of these enhancement bonuses by 2. At 17th level, she chooses a third physical ability score to gain a permanent +2 enhancement bonus.

Resistance

Source Pathfinder Unchained pg. 157
At 3rd level, the character gains a +1 resistance bonus on all saving throws. This bonus increases to +2 at 8th level, to +3 at 10th level, to +4 at 13th level, and to +5 at 14th level.

Toughening

Source Pathfinder Unchained pg. 157
At 8th level, the character gains a +1 enhancement bonus to natural armor. This bonus increases to +2 at 13th level, to +3 at 16th level, to +4 at 17th level, and to +5 at 18th level.

Weapon Attunement

Source Pathfinder Unchained pg. 157
The character can attune herself to any one weapon in her possession, and can change that attunement once per day. The attuned weapon gains a +1 enhancement bonus at 4th level. At 8th level, the character can split her attunement between two weapons, granting each a +1 enhancement bonus. At 9th level, she can grant a single weapon a +2 enhancement bonus instead of granting two weapons a +1 enhancement bonus each. At 14th level, she can either grant a single weapon a +3 enhancement bonus or grant two weapons a +2 enhancement bonus each. At 15th level, she can either grant a single weapon a +4 enhancement bonus or grant two weapons a +3 enhancement bonus each. At 17th level, she can either grant a single weapon a +5 enhancement bonus or grant one weapon a +4 enhancement bonus and another weapon a +3 enhancement bonus.

Magic Weapons and Armor

Source Pathfinder Unchained pg. 157
In this system, magic weapons, armor, and shields never have enhancement bonuses of their own; those bonuses are granted only through attunement. Any weapon, armor, or shield special abilities on attuned items count against a character’s enhancement bonus from attunement. To determine an attuned magic item’s enhancement bonus, subtract the cost of its special ability from the enhancement bonus granted by attunement. (This applies only to special abilities whose cost is equivalent to an enhancement bonus, not to those that cost a flat amount of gold pieces.) For example, if a character with a +3 enhancement bonus from weapon attunement wields a keen scimitar, she subtracts 1 point of her enhancement bonus (for the cost of keen), leaving her with a +2 keen scimitar. If a character doesn’t have enough of an enhancement bonus to afford the special ability (such as a 4th-level character with a vorpal longsword), she can still use the weapon’s power on its own, but the weapon gains no enhancement bonus.

In this system, adding bonus-equivalent special abilities to items costs significantly less because you are paying only for the special ability, not for a base enhancement bonus (see the table below). To determine the price of specific weapons and armor, remove the flat enhancement bonus and reduce the item’s cost by the amount listed on the table below. For example, a flame tongue is normally worth 20,715 gp, but under this system, it would lose its +1 enhancement bonus and its price would be reduced to 18,715 gp. Specific weapons and armor can be attuned; they then grant the character’s enhancement bonuses from weapon attunement and armor attunement as normal.

Base Price ModifierWeapon CostArmor/Shield Cost
+12,000 gp1,000 gp
+28,000 gp4,000 gp
+318,000 gp9,000 gp
+432,000 gp16,000 gp
+550,000 gp25,000 gp

Innate Item Bonuses

Source Pathfinder Unchained pg. 158
Some GMs may find themselves frustrated by the need for players to seek out magic items granting specific bonuses. Under this new system, characters gain the statistical bonuses they’re expected to gain from magic items as they level up so long as they have any item in the relevant slot, instead of needing specific items. The system involves minimal alterations to existing items, and works especially well for campaigns with higher than normal wealth.

The rules in the Automatic Bonus Progression section downplay the role of magic items by granting bonuses to characters directly as they increase in level, and restricting the abilities of magic items. However, those rules don’t work as well as the innate item bonuses system does in games that include more magic items than is assumed in the Core Rulebook. In addition, this system helps those GMs who prefer to emphasize the wonder and power of magic items.

Bonus and Price Overview

Source Pathfinder Unchained pg. 158
In this system, the bonus a magic item grants corresponds to the item’s starting market price as it appears in the item’s original statistics. This price is shown on each table in this section in the “Starting Price” column. The second column shows the value of the bonus at a particular price range, and the header indicates to which statistics the bonus applies. In addition, any item that gains an innate item bonus also increases its market price by the amount shown on each table’s “Price Increase” column.

For example, a belt of dwarvenkind isn’t a popular choice, since players typically want a belt of giant strength +4 or similar item for close to the same price. When using innate bonuses, items such as the belt of giant strength—which only grants an enhancement bonus—wouldn’t exist, and the belt of dwarvenkind would count as a body slot item (see the Altered Item Slots section under Wondrous Items). Since it costs 14,900 gp in the Core Rulebook, it would grant a +2 bonus to two ability scores in addition to its usual effects, and cost an additional 10,000 gp, for a total of 24,900 gp.

The price increase means that a significant range of prices doesn’t come into play in a campaign that uses this system. For example, if a neck slot item would normally have a base market price of 2,000 gp, it would now grant an additional +1 enhancement bonus to natural armor, and its price would increase by 2,000 gp. That means a neck slot item can’t have a final price between 2,000 gp and 3,999 gp. If you need treasure at a value in that range, look at items that don’t grant innate bonuses.

To use this system, institute the following changes.

Wondrous Items

Source Pathfinder Unchained pg. 158
Most items that grant bonuses to statistics fall into the wondrous items category.

Removed Items: Remove all amulets of natural armor, cloaks of resistance, and items that grant enhancement bonuses to ability scores.

Altered Item Slots: Remove the belt and headband slots. For the remaining items in those slots (those that do not grant enhancement bonuses), move all belt slot items to the body slot and all headband slot items to the head slot. This alteration reduces the total number of magic item slots, and does mean that some items that could normally be worn in tandem can’t in this system.

Ability Changes: If the table specifies that an item grants enhancement bonuses to ability scores, the wearer can change the associated ability scores by removing an item and then putting it back on. This causes the new bonus to become temporary for 24 hours. All items capable of granting an Intelligence bonus increase the bonus of a preset skill, just like a headband of vast intelligence. Amulets of mighty fists and bracers of armor follow the rules for weapons and armor; this means it is possible to make more powerful (+10 equivalent) amulets of mighty fists and bracers of armor than before.

Table 4–8: Body Slot Items

Starting PriceEnhancement Bonus to Physical Ability ScoresPrice Increase
0-3,999 gp--
4,000-9,999 gp+2 to one score+4,000 gp
10,000-15,999 gp+2 to two scores+10,000 gp
16,000-35,999 gp+4 to one score, or +2 to all three+16,000 gp
36,000-39,999 gp6 to one score, or +4 to one and +2 to two others+36,000 gp
40,000-63,999 gpAny choice above, or +4 to two scores+40,000 gp
64,000-89,999 gp+6 to one score and +4 to another, or +4 to all three+64,000 gp
90,000-143,999 gp+6 to two scores, or +6 to one and +4 to two others+90,000 gp
144,000+ gp+6 to all three scores+144,000 gp


Table 4–9: Head Slot Items

Starting PriceEnhancement Bonus to Mental Ability ScoresPrice Increase
0-3,999 gp--
4,000-9,999 gp+2 to one score+4,000 gp
10,000-15,999 gp+2 to two scores+10,000 gp
16,000-35,999 gp+4 to one score, or +2 to all three+16,000 gp
36,000-39,999 gp6 to one score, or +4 to one and +2 to two others+36,000 gp
40,000-63,999 gpAny choice above, or +4 to two scores+40,000 gp
64,000-89,999 gp+6 to one score and +4 to another, or +4 to all three+64,000 gp
90,000-143,999 gp+6 to two scores, or +6 to one and +4 to two others+90,000 gp
144,000+ gp+6 to all three scores+144,000 gp


Table 4-10: Neck Slot Items

Starting PriceEnhancement Bonus to Natural ArmorPrice Increase
0-1,999 gp--
2,000-7,999 gp+1+2,000 gp
8,000-17,999 gp+2+8,000 gp
18,000-31,999 gp+3+18,000 gp
32,000-49,999 gp+4+32,000 gp
50,000+ gp+5+50,000 gp


Table 4-11: Shoulder Slot Items

Starting PriceResistance Bonus on Saving ThrowsPrice Increase
0-999 gp--
1,000-3,999 gp+1+1,000 gp
4,000-8,999 gp+2+4,000 gp
9,000-15,999 gp+3+9,000 gp
16,000-24,999 gp+4+16,000 gp
25,000+ gp+5+25,000 gp

Rings

Source Pathfinder Unchained pg. 159
Rings work in much the same way as wondrous items.

Removed Items: Remove all rings of protection, and add the deflection bonus specified on Table 4–12: Rings to all other rings.

Multiple Rings: Note that deflection bonuses granted by multiple rings don’t stack. It’s up to the GM to decide how to deal with this, with two main options. The first option is to follow the rule outlined above and charge the price increase for each ring—consider the additional cost the price of essentially getting a third ring slot. The other option is to make the deflection bonus granted by rings (and the associated price increases) optional on a ring-by-ring basis, allowing characters to avoid paying twice for a non-stacking bonus. Doing so adds additional bookkeeping, however.

Table 4–12: Rings

Starting PriceDeflection Bonus to ACPrice Increase
0-1,999 gp--
2,000-7,999 gp+1+2,000 gp
8,000-17,999 gp+2+8,000 gp
18,000-31,999 gp+3+18,000 gp
32,000-49,999 gp+4+32,000 gp
50,000+ gp+5+50,000 gp

Arms and Armor

Source Pathfinder Unchained pg. 159
Under this system, weapons and armor are not forged with pure enhancement bonuses, and don’t need to have a +1 enhancement bonus to have a special ability. Instead, add up the effective enhancement bonus for the item’s special abilities, then assign the total to the item as its new enhancement bonus on attack and damage rolls. To find the new price, multiply the total cost of its original special abilities—not counting the new enhancement bonus—by 4.

For example, the keen ability is equivalent to a +1 bonus and would normally cost 2,000 gp. Under these rules, a keen falchion would gain a +1 bonus on top of its keen ability, and the cost would become 8,000 gp. A keen holy falchion, on the other hand, normally costs 18,000 gp and has abilities equivalent to a +3 bonus, so it would gain a +3 enhancement bonus on top of its abilities and cost 72,000 gp instead.

Scaling Items

Source Pathfinder Unchained pg. 160
Typically, player characters find themselves buying and selling magic items as they gain levels to keep up with the increasing threats they face. Items come and go from each character’s inventory with such frequency that they hardly have the chance to impact the game’s story. Scaling items, however, increase in power along with the characters who carry them, allowing an old and cherished item to develop and retain its utility rather than being sold and forgotten.

Scaling items work like normal magic items, but they gain new powers as their wielders gain levels, and their existing powers sometimes also improve. Additional item powers appear in a scaling magic item’s entry with a header indicating the character level at which they unlock.

The caster level of the item scales up as well. A scaling item’s effective caster level is its listed caster level or the character level of its wielder, whichever is higher, to a maximum of the item’s highest-level ability. For instance, if an item has a base caster level of 5th and additional abilities at 7th and 9th levels, it’s treated as caster level 8th in the hands of an 8th-level character, but is treated as only caster level 9th in the hands of a 10th-level character.

Each scaling item has a base price that represents its value to a character whose level is equal to or less than the item’s caster level. As the item’s caster level increases in the hands of a more powerful character, the item’s value increases as well. The values of such items fall into three categories (baubles, prizes, and wonders), which indicate the rough percentage of the character’s wealth a scaling item represents.

The weakest items, baubles, represent 5% of a PC’s character wealth at her level and can be compared to consumable magic items (even though baubles aren’t destroyed by use). Items in the middle category, prizes, represent 15% of a PC’s suggested wealth and correspond to magic items of moderate power. An item of the most valuable category, wonders, represents 30% of a PC’s suggested wealth and corresponds to a major magic item, such as a fighter’s most beloved and powerful sword. Wonders exceed the normal cost assumptions of the game at their highest level. Such items approach the power of minor artifacts, though they’re not indestructible and can still be created normally.

Adjusting Treasure

Source Pathfinder Unchained pg. 160
Since scaling items improve as characters level up, they effectively add wealth to their owners over time. To balance this out, the Game Master should reduce treasure awards in proportion to how many scaling items the party has. This can be done per character or for the whole group, as described below. Note that the original level and price of a scaling item don’t matter once the character’s level exceeds the minimum caster level of the item, since the item accrues value based on its category (bauble, prize, or wonder), not on its original price. The adjustments to treasure awards are the same for all items in a category.

Table 4-13: Value of Scaling Items

LevelBauble (5%)Prize (15%)Wonder (30%)
1st15 gp45 gp90 gp
2nd50 gp150 gp300 gp
3rd150 gp450 gp900 gp
4th300 gp900 gp1,800 gp
5th525 gp1,575 gp3,150 gp
6th80 gp2,400 gp4,800 gp
7th1,750 gp3,525 gp7,050 gp
8th1,650 gp4,950 gp9,900 gp
9th2,300 gp6,900 gp13,800 gp
10th3,100 gp9,300 gp18,600 gp
11th4,100 gp12,300 gp24,600 gp
12th5,400 gp16,200 gp32,400 gp
13th7,000 gp21,000 gp42,000 gp
14th9,250 gp27,750 gp55,500 gp
15th12,000 gp36,000 gp72,000 gp
16th15,750 gp47,250 gp94,500 gp
17th20,500 gp61,500 gp129,000 gp
18th26,500 gp79,500 gp159,000 gp
19th34,250 gp102,750 gp205,500 gp
20th44,000 gp132,000 gp264,000 gp


Per Character: If you apply the scaling item treasure reduction for each character, do so after dividing up shares of treasure for the characters. Reduce the treasure received by a character with a scaling item by the percentage listed for the item’s category (5% for baubles, 15% for prizes, and 30% for wonders). If the character has multiple scaling items, combine the percentages before adjusting the amount of treasure.

For example, a PC with a wonder and a prize would receive 45% less treasure, because the PC has effectively already received that amount of treasure in the form of the items’ increased values. Since the value of a scaling item is based on wealth for an entire level, apply this adjustment to every treasure allotment the character receives. If you’d prefer to keep the adjustments more tied to the game world, you can instead replace the character’s lost treasure share with a magical substance that must be used to increase the power of scaling items. This might be magical residue, vibrant crystals, or spellbook-style pages of magical phrases that increase the item’s power. In any case, this substance should be treated as almost worthless to sell, and therefore useful only for upgrading scaling items.

Group Basis: You can use the scaling items of the whole party to adjust treasure. This implementation works best if all or most of the characters possess scaling items, and no character possesses a far higher number than the others. This method has the advantage of hiding behind the scenes, requiring no in-game justification. Add up the percentages of all scaling items owned by all PCs. Divide this percentage by the number of PCs, and reduce the total value of treasure the party finds by that percentage before dividing it among the characters. For example, if a group of four PCs have between them one bauble, three prizes, and a wonder, their treasure is reduced by 20% (80% divided by 4).

Maximum Level

Source Pathfinder Unchained pg. 161
Many scaling items unlock new powers all the way up to 20th level. Others reach the caps on their abilities at lower levels. Once an item reaches the level of its most powerful ability, stop adjusting treasure for that item. At that point, the scaling item is considered fully “paid for.”

Mismatched evels

Source Pathfinder Unchained pg. 161
If a PC receives a scaling item of a caster level lower than her character level, she effectively receives an item that’s worth more than the price listed in the stat block. Reference Table 4–13: Value of Scaling Items and use the PC’s level to estimate how much the item is really worth to that PC, and use that purchase price as its treasure value. Giving an item with a caster level higher than the character’s level doesn’t present the same problems; it just means the PC won’t be unlocking the item’s higher-level powers for some time. Don’t reduce treasure for such an item until the PC’s level exceeds the item’s caster level.

Buying and Selling Scaling Items

Source Pathfinder Unchained pg. 161
Selling a scaling item presents a tricky balance proposition. Such an item is worth more to a higher-level buyer, and a high-level seller has spent more effective wealth acquiring and keeping the item. The maximum amount a PC can get for a scaling item is half the value (as normal for selling magic items) listed on Table 4–13 for the item’s category and the PC’s current level. To get this amount, the PC must find a motivated buyer of her level or higher, which may involve considerable time and effort. If the PC must sell in a hurry, she might get 25% of the listed value, or even less. A PC can’t sell a scaling item for more than 50% of the item’s value for her current level, even if she sells it to a higher-level NPC.

Crafting Scaling Items

Source Pathfinder Unchained pg. 161
Scaling items must be crafted at their highest level of power, with a cost determined by referencing Table 4–13. Start with the value listed on the table for the item’s category and its highest-level ability. Divide this by 2 to get the crafting cost, and add the value of any nonmagical armor or weapon component. The crafting cost is always much higher than the market price of a scaling item, since the crafting cost is based on the full set of abilities but the market price is based on the minimum caster level. When a PC crafts a scaling item, he doesn’t need to pay any further cost in reduced treasure for keeping the item, because the full value of the item has already been accounted for. When setting the DC for crafting a scaling item, use the item’s highest-level ability instead of its base caster level.

Pricing New Scaling Items

Source Pathfinder Unchained pg. 161
To determine the price when creating a new scaling item, determine the cost of the base item without any of the level-based upgrades, and increase that price based on each additional ability as described below.

Pricing the Base Item: First, decide whether the new item is a wonder (best for major items), a prize (best for utility items), or a bauble (suitable for items that are interesting but not significant). Price the base item according to the normal rules for creating magic items. Then, using the column on Table 4–13 that corresponds to the item’s category, find the lowest gp value that includes that initial price. Use that value to determine the item’s starting caster level.

Adding Scaling Abilities: Use the following steps to assign additional abilities and spells, and the levels at which those abilities unlock.

Adding Unlockable Abilities: Determine the first unlockable ability or increase in power. Price the item again, using the new ability plus all the abilities of the base item; you will use this price to determine the level at which the ability unlocks (see below). However, because many scaling items have a large range of limited-use abilities, following the standard rules can result in items that are too expensive for their actual utility. Therefore, on worn items, you should typically waive the 50% increase in price for an additional power unless it’s a particularly useful ability or has a strong synergy with the item’s other abilities. For instance, if you create a set of gloves with a burning hands effect, you wouldn’t need to pay the extra cost for a higher-level ability that grants you fire resistance, but you would for an ability that grants fire resistance to all allies within 10 feet of you since that ability complements burning hands so well.

Adding Spells: Assign a price for any spells the item allows its owner to use. Table 4–14: Spell Prices includes the typical prices of one daily use of spells at different caster levels. Because the price of spells varies based on the item’s caster level, it’s usually best to price other abilities first, then estimate the finished caster level, then price the spell at that caster level. If a spell doesn’t improve significantly at higher caster levels, price it using the item’s minimum caster level. If the spell becomes more powerful with level increases (as does fireball), use the caster level of the level at which it’s unlocked to determine its price. Cap a spell’s caster level at the highest level that makes a significant difference, such as 10th level for fireball. Generally, if only the spell’s duration changes with caster level, spells with a duration of 1 minute per level or 1 round per level should use the full caster level, but those with longer durations (10 minutes per level or more) should use the minimum caster level.

Remember to readjust the price at each further power unlock level, since the caster level of the item will match the owner’s level. On a worn item, waive the standard 50% price increase on the additional spells.

Assigning an Unlock Level: Now that you have a cost for the next scaling ability, assign a level at which that ability unlocks. This follows the same process as the Pricing the Base Item step, but using the new cost. You should usually round down, but if you’re almost at the higher-level price, bump up the level. For example, a prize that priced out at 8,000 gp at a given set of powers would unlock those powers at 9th level (6,900 gp), but if the price hits 9,000 gp, the abilities should instead unlock at 10th level (9,300 gp).

Completing the Item: Repeat this process for each set of new powers. Try to add a new unlockable ability every 2 to 4 levels. It’s not necessary to scale every item all the way to 20th level, however—stop when the set of abilities feels complete.

Table :

Spell Level
CL0123456789
1st180 gp360 gp--------
2nd360 gp720 gp--------
3rd540 gp1,080 gp2,160 gp-------
4th720 gp1,440 gp2,880 gp-------
5th900 gp1,800 gp3,600 gp5,400 gp------
6th1,080 gp2,160 gp4,320 gp6,480 gp------
7th1,260 gp2,520 gp5,040 gp7,560 gp10,080 gp-----
8th1,440 gp2,800 gp5,760 gp8,640 gp11,520 gp-----
9th1,620 gp3,240 gp6,480 gp9,720 gp12,960 gp16,200 gp----
10th1,800 gp3,600 gp7,200 gp10,800 gp14,400 gp18,000 gp----
11th1,980 gp3,960 gp7,920 gp11,880 gp15,840 gp19,800 gp23,760 gp---
12th2,160 gp4,320 gp8,640 gp12,960 gp17,280 gp21,600 gp25,920 gp---
13th2,340 gp4,680 gp9,360 gp14,040 gp18,720 gp23,400 gp28,080 gp32,760 gp--
14th2,520 gp5,040 gp10,080 gp15,120 gp20,160 gp25,200 gp30,240 gp35,280 gp--
15th2,700 gp5,400 gp10,800 gp16,200 gp21,600 gp27,000 gp32,400 gp37,800 gp43,200 gp-
16th2,880 gp5,760 gp11,520 gp17,280 gp23,040 gp28,800 gp34,560 gp40,320 gp46,080 gp-
17th3,060 gp6,120 gp12,240 gp18,360 gp24,480 gp30,600 gp36,720 gp42,840 gp48,960 gp55,080 gp
18th3,240 gp6,480 gp12,960 gp19,440 gp25,920 gp32,400 gp38,880 gp45,360 gp51,840 gp58,320 gp
19th3,420 gp6,840 gp13,680 gp20,520 gp27,360 gp34,200 gp41,040 gp47,880 gp54,720 gp61,560 gp
20th3,600 gp7,200 gp14,400 gp21,600 gp28,800 gp36,000 gp43,200 gp50,400 gp57,600 gp64,800 gp



Standalone New Scaling Items

Source Pathfinder Unchained pg. 163
A GM can include specific scaling items as individual pieces of treasure even if she isn’t using the scaling items system in her game. The base item can be used without any of the higher-level upgrades, or the GM can pick a higher level and create an individual item that has the base abilities plus one or more unlocked levels. She should use the standard price for that level of scaling item, as described on Table 4–13

For example, a GM could give out a spear of the huntmaster as a CL 6th item worth 3,202 gp with just the base abilities, a CL 8th item worth 4,950 gp with the base abilities plus the 8th-level unlockable ability, a CL 10th item worth 9,300 gp with the base abilities plus the 8th- and 10th-level unlockable abilities, and so on.

Scaling Item Examples

Source Pathfinder Unchained pg. 162
The following scaling items include several examples of wonders, prizes, and baubles.

Scaling Magic Armor and Shields

Source Pathfinder Unchained pg. 162
The following section includes armor and shields with unusual powers and magical abilities. Magic armor can have abilities that need to be activated to function or powers that work passively and constantly.

Armageddon Plate

Slot armor; CL 5th; Weight 50 lbs.
Aura faint transmutation; Price 2,650 gp; Scaling wonder

Description

A suit of armageddon plate acts as +1 full plate for nearly any wearer—it automatically resizes when donned to fit wearers of size Small to Large. The armor is blackened, with joints and helm in a style reminiscent of the legendary tarrasque.
6th Level: Armageddon plate is +1 light fortification full plate.
8th Level: Armageddon plate retaliates against melee attackers when its fortification ability triggers. When an attacker strikes the wearer with a melee weapon and the armor negates a critical hit or sneak attack, the power of the armor leaves the attacker shaken for 1d4 rounds (Will DC 16 negates). This is a mind-affecting fear effect, and can stack with itself to make an attacker frightened or panicked.
11th Level: Armageddon plate is +1 moderate fortification full plate.
13th Level: Armageddon plate is +2 moderate fortification full plate. The save DC of its fear effect increases to 20, and it affects attackers who use both ranged and melee weapons.
16th Level: Armageddon plate is +2 moderate fortification full plate of invulnerability. Armageddon plate grants DR 5/— instead of DR 5/magic.
18th Level: Armageddon plate is +2 moderate fortification adamantine full plate of determination and invulnerability. The damage reduction from adamantine stacks with the modified invulnerability effect for a total of DR 8/—.
20th Level: Armageddon plate is +2 heavy fortification adamantine full plate of determination and invulnerability. Once per day, the wearer can lengthen the spines of the armor and release a volley of six spines as a full-attack action, all at the wearer’s highest base attack bonus with a range increment of 120 feet. Each spine that hits deals 2d10 damage + the wearer’s Strength bonus. If the spines attack multiple targets, all targets must be within 30 feet of each other. Once per day, the wearer can change her base land speed to 150 feet for 1 round as a free action. If she chooses to do so, she does not apply any other modifications that increase her movement speed for that round.

Construction Requirements

Craft Magic Arms and Armor, breath of life, fear, either limited wish or miracle; Cost 133,650 gp

Armor of the Celestial Host

Slot armor; CL 9th; Weight 20 lbs.
Aura moderate transmutation; Price 6,900 gp; Scaling prize

Description

This bright, silver-and-gold +1 chainmail is so fine and light that it can be worn under normal clothing without betraying its presence. It has a maximum Dexterity bonus of +5, an armor check penalty of –2, and an arcane spell failure chance of 15%. It is considered light armor.
11th Level: The wearer can use fly on command once per day.
13th Level: The armor is +3 chainmail, and the maximum Dexterity bonus increases to +7.
15th Level: The armor is +4 chainmail, the maximum Dexterity bonus increases to +8, and the armor check penalty decreases to –1.
17th Level: The armor is +5 chainmail, and the wearer can activate the fly ability on command as a swift action.
19th Level: The armor causes the wearer to grow feathery white wings, granting her a constant fly speed of 60 feet with good maneuverability.

Construction Requirements

Craft Magic Arms and Armor, fly, creator must be good; Cost 51,375 gp

Dragonshield

Slot shield; CL 14th; Weight 10 lbs.
Aura strong abjuration; Price 28,557 gp; Scaling prize

Description

This +1 heavy wooden shield is covered in stretched dragonhide and reinforced with petrified plates carved from a dragon’s thickest scales. A dragonshield’s enhancement bonus to AC increases by 1 against any creature with the dragon type, or by 2 against a dragon of the specific type used in the creation of the dragonshield. The enhancement bonus also applies on saving throws against dragons’ breath weapons. If the wielder succeeds at a saving throw against a dragon’s breath weapon, she takes no damage.
12th Level: The shield gains the bolstering shield special ability. The saving throw bonus granted by this ability is increased by 1 against creatures of the dragon type and by 2 against dragons of the same type as the shield’s dragonhide.
14th Level: The shield gains the energy resistance special ability. The type of resistance matches the breath weapon energy type of the dragon whose dragonhide was used in the shield’s construction.
16th Level: The shield’s enhancement bonus increases to +2, and the wearer gains a +6 morale bonus on saving throws against a dragon’s frightful presence.

Construction Requirements

Craft Magic Arms and Armor, heroism, remove fear, resist energy; Cost 47,557 gp

Scaling Magic Weapons

Source Pathfinder Unchained pg. 163
The following section includes weapons with unusual powers and magical abilities. Magic weapons can have abilities that need to be activated to function or powers that work passively and constantly.

Legacy Arrow

Slot none; CL 4th; Weight 1/10 lb.
Aura faint transmutation; Price 305 gp; Scaling bauble

Description

This ornately carved arrow always survives being fired. By concentrating as a standard action, the last person to shoot the arrow can sense the direction in which it lies, up to a distance of 1 mile. This effect fades 24 hours after firing. Initially, a legacy arrow acts merely as a masterwork arrow, but it always retains its ability to survive and be recovered after use. Legacy arrows can be found as other sorts of ammunition, including bolts, shuriken, sling bullets, and even firearm bullets.
6th Level: The arrow has the distance special ability, normally not available to ammunition. When fired, it loses this weapon special ability and any gained at higher levels for 1 day.
9th Level: The arrow has the distance and seeking special abilities.
11th Level: When fired, the arrow regains its special abilities after 10 minutes instead of 1 day.
14th Level: Once per day as a standard action, the arrow’s wielder can designate it as a bane arrow for a category of her choice. It retains its current bane properties until they are changed. The arrow still takes 10 minutes to regain the use of bane, as usual.
16th Level: The arrow retains its bane, distance, and seeking special abilities after being fired.
18th Level: Once per week, the wielder can take a standard action to fire the arrow, giving it the properties of a greater slaying arrow (keyed to the same category as its bane ability) in addition to its other special abilities. After being fired, the arrow loses all special abilities for 1 week.
20th Level: The greater slaying ability can be used once per day (after which the arrow loses all special abilities for 1 day) rather than once per week. The arrow overcomes damage reduction as though adamantine.

Construction Requirements

Craft Magic Arms and Armor, Heighten Spell, clairaudience/clairvoyance, finger of death, summon monster I, true seeing; Cost 22,000 gp

Multimetal Mace

Slot none; CL 6th; Weight 4 lbs.
Aura moderate transmutation; Price 2,650 gp; Scaling prize

Description

This +1 light mace has bands of several different metals around its hilt, each band one inch thick. Once per day, the mace’s owner can transform the mace into a different metal as a standard action. The multimetal mace remains that type of metal until transformed again. To begin with, it can transform to silver or back to steel. It retains all magical abilities when it transforms, along with any ongoing spells and effects currently affecting it.
8th Level: The multimetal mace can be transformed into cold iron.
10th Level: The multimetal mace can be transformed into adamantine.
12th Level: The multimetal mace is a +2 light mace.

Construction Requirements

Craft Magic Arms and Armor, heart of the metal; Cost 11,405 gp

Sacred Avenger

Slot none; CL 6th; Weight 4 lbs.
Aura moderate abjuration [good]; Price 4,800 gp; Scaling wonder

Description

This masterwork cold iron longsword becomes a +1 cold iron longsword in the hands of a paladin.
8th Level: The sacred avenger is a +1 cold iron longsword that becomes a +2 cold iron longsword in the hands of a paladin.
10th Level: The sacred avenger becomes a +3 cold iron longsword in the hands of a paladin.
12th Level: The sacred avenger is a +2 cold iron longsword that becomes a +4 cold iron longsword in the hands of a paladin.
14th Level: The sacred avenger becomes a +5 cold iron longsword in the hands of a paladin.
17th Level: The sacred avenger allows a paladin to use the area dispel version of greater dispel magic at will as a standard action and grants the paladin and adjacent allies spell resistance equal to 5 + her paladin level.

Construction Requirements

Craft Magic Arms and Armor, holy aura, creator must be good; Cost 64,500 gp

Spear of the Huntmaster

Slot none; CL 6th; Weight 6 lbs.
Aura moderate divination; Price 2,650 gp; Scaling prize

Description

This +1 spear of jet-black wood has a head of polished amber. The spear’s wielder can use know direction at will.
8th Level: With the spear in hand, the wielder gains a +5 competence bonus on Survival checks.
10th Level: A wielder with the quarry class feature can use the spear to use locate creature once per day to find his quarry. If his quarry is within range, the amber spearhead glows brightly when pointed in the proper direction.
12th Level: The spear gains the returning weapon special ability.

Construction Requirements

Craft Magic Arms and Armor, detect animals or plants, know direction, locate creature, telekinesis; Cost 10,380 gp

Thirsting Blade

Slot none; CL 6th; Weight 2 lbs.
Aura moderate necromancy; Price 4,800 gp; Scaling wonder

Description

This long, curved +1 dagger gives off a contented hum when soaked with blood. It can be thrown normally despite its length and has a critical threat range of 18–20.
8th Level: The thirsting blade is a +1 keen dagger.
10th Level: The thirsting blade deals 1 point of bleed damage on a successful critical hit.
14th Level: The thirsting blade is a +1 keen wounding dagger. On a successful critical hit, the dagger deals 2 points of bleed damage instead of 1.
15th Level: The thirsting blade is a +2 keen wounding dagger.
16th Level: The thirsting blade is a +3 keen wounding dagger.
17th Level: The thirsting blade is a +4 keen wounding dagger.
19th Level: On a successful critical hit against an opponent with blood, the thirsting blade’s wielder recovers 2 hit points. This ability functions only for the first wielder each day to score a critical hit with the thirsting blade. The wielder can recover a number of hit points in this way each day up to that wielder’s normal maximum hit points. On a successful critical hit against an opponent with blood, that opponent is flat-footed against the wielder’s attacks with the thirsting blade as long as it continues to take the bleed damage from the critical hit.
20th Level: The thirsting blade is a +5 keen vicious wounding dagger.

Construction Requirements

Craft Magic Arms and Armor, bleed, enervation, keen edge, vampiric touch; Cost 132,000 gp

Scaling Rings

Source Pathfinder Unchained pg. 165
Rings bestow magical powers upon their wearers. Anyone can use a ring, but a character can gain the benefits of only two magic rings at a time.

Fivefold Rings of Fire

Slot ring; CL 10th; Weight
Aura moderate evocation; Price 10,800 gp; Scaling prize

Description

These five golden rings are each set with a fire opal and are linked together by thin golden chains (making them take up only a single ring item slot). The wearer can release up to five scorching rays each day, one from each of the five rings. She can release one ray as a standard action or two rays (from two different rings) as a full-round action.
12th Level: Each day, the wearer can ignore up to 40 points of fire damage as if using protection from energy. This fire damage is absorbed into the fivefold rings of fire; when this happens, if the wearer has already expended one or more of her scorching rays for the day, she can recharge one of the rings for every 20 points of fire damage she absorbs.
14th Level: In place of a scorching ray, the wearer can choose to create a flaming sphere. The effect takes the form of hollow rings of flame instead of a sphere, but otherwise functions as the spell.
16th Level: The amount of fire damage the wearer can absorb each day increases to 100 points.

Construction Requirements

Craft Wondrous Item, flaming sphere, protection from energy, scorching ray; Cost 23,625 gp

Ring of the Dragon (Flame)

Slot ring; CL 9th; Weight
Aura moderate abjuration; Price 6,000 gp; Scaling prize

Description

Carved from a red stone in the shape of a dragon with glowing wings, this ring grants its wearer fire resistance 5. The ring has a sulfuric smell that lingers when it protects its wearer.
11th Level: The ring grants fire resistance 10.
14th Level: The ring grants fire resistance 20.
17th Level: The ring grants fire resistance 30. The wearer increases her land speed by 5 feet. Once per day, the ring’s wearer can make a primary bite attack as a swift action. If she does not already possess a bite attack, her teeth elongate into draconic fangs as part of the swift action, granting a bite attack that deals 1d6 points of damage for a Medium wearer (1d4 for a Small wearer).
20th Level: The ring’s wearer can transform into a flame drake once per day. This functions as transforming into a red dragon via form of the dragon II, except that the wearer’s fire breath weapon damages a 20-foot-radius spread within 180 feet of her.

Construction Requirements

Forge Ring, form of the dragon II, haste, resist energy; Cost 66,000 gp

Ring of the Drake (Forest)

Slot ring; CL 9th; Weight
Aura moderate abjuration; Price 6,000 gp; Scaling prize

Description

Carved from a gray-green stone in the shape of a drake’s head, this rings grants its wearer acid resistance 5. The stone ring has an acidic smell that lingers when it protects its wearer.
11th Level: The ring grants acid resistance 10.
14th Level: The ring grants acid resistance 20.
17th Level: The ring grants acid resistance 30. The wearer gains the ability to breathe underwater. Once per day, the ring’s wearer can make a primary bite attack as a swift action. If she does not possess a bite attack, her teeth elongate into draconic fangs as part of the swift action, granting a bite attack that deals 1d6 damage for a Medium wearer (1d4 for a Small wearer).
20th Level: The ring’s wearer can transform into a forest drake once per day. This functions as transforming into a green dragon via form of the dragon II, except that the wearer’s acid breath weapon damages a 10-foot-radius spread within 60 feet of her and remains in place as an obscuring mist for 1d4 rounds.

Construction Requirements

Forge Ring, form of the dragon II, haste, resist energy; Cost 66,000 gp

Ring of the Drake (Frost)

Slot ring; CL 9th; Weight
Aura moderate abjuration; Price 6,000 gp; Scaling prize

Description

Carved from a white stone in the shape of a coiled dragon, this ring grants its wearer cold resistance 5. The ring has a crisp smell that lingers when it protects its wearer.
11th Level: The ring grants cold resistance 10.
14th Level: The ring grants cold resistance 20.
17th Level: The ring grants cold resistance 30. The wearer can see perfectly in snowy conditions, and does not take any penalties on Perception checks while in snow. Once per day, the ring’s wearer can make a primary bite attack as a swift action. If she does not possess a bite attack, her teeth elongate into draconic fangs as part of the swift action, granting a bite attack that deals 1d6 points of damage for a Medium wearer (1d4 for a Small wearer).
20th Level: The ring’s wearer can transform into a frost drake once per day. This functions as transforming into a white dragon via form of the dragon II, except that the wearer’s cold breath weapon affects a 10-foot-radius spread within 60 feet of her. All surfaces within the spread are coated with slippery ice that turns the area into difficult terrain for 2d4 rounds.

Construction Requirements

Forge Ring, form of the dragon II, haste, resist energy; Cost 66,000 gp

Ring of the Drake (Sea)

Slot ring; CL 9th; Weight
Aura moderate abjuration; Price 6,000 gp; Scaling prize

Description

Carved from a blue-green stone in the shape of a swimming dragon, this ring grants its wearer electricity resistance 5. The ring exudes a smell of the sea that lingers when it protects its wearer.
11th Level: The ring grants electricity resistance 10.
14th Level: The ring grants electricity resistance 20.
17th Level: The ring grants electricity resistance 30. The wearer gains the ability to breathe underwater. Once per day, the ring’s wearer can make a primary bite attack as a swift action. If she does not already possess a bite attack, her teeth elongate into draconic fangs as part of the swift action, granting a bite attack that deals 1d6 points of damage for a Medium wearer (1d4 for a Small wearer).
20th Level: The ring’s wearer can transform into a sea drake once per day. This functions as transforming into a blue dragon via form of the dragon II, except that the wearer’s electricity breath weapon targets one creature within 100 feet of her, then arcs to up to seven secondary targets within 20 feet of the primary target. The secondary bolts each strike one target and deal as much damage as the primary bolt.

Construction Requirements

Forge Ring, form of the dragon II, haste, resist energy; Cost 66,000 gp

Ring of the Earthlord

Slot ring; CL 6th; Weight
Aura moderate conjuration; Price 4,800 gp; Scaling wonder

Description

This stone ring is constantly covered in a thin layer of dirt. It grants its wearer the ability to meld into stone once per day.
8th Level: The wearer can also use soften earth and stone once per day. She can speak Terran, and she gains a +2 resistance bonus on saving throws against attacks by creatures from the Plane of Earth and a +4 morale bonus on attack rolls against such creatures. Additionally, these creatures take a –1 penalty on attack rolls against her. The wearer takes a –2 penalty on all saving throws against air or electricity effects.
11th Level: Earth elementals can’t attack the wearer or even approach within 5 feet of her. If she wishes, the wearer can attempt to use charm monster on an earth elemental (DC 17 Will save negates). If she fails the attempt, she loses the protection against that elemental and can’t attempt to charm that elemental again.
14th Level: The wearer can use stone shape twice per day and use stoneskin on herself once per week.
16th Level: The wearer can use wall of stone once per day and can now use meld into stone three times per day.
17th Level: The wearer can use passwall once per week and can now use meld into stone at will.
18th Level: The wearer can now use passwall twice per week and soften earth and stone at will.

Construction Requirements

Forge Ring, meld into stone, passwall, soften earth and stone, stone shape, stoneskin, summon monster VI, wall of stone; Cost 79,500 gp

Ring of the Trickster

Slot ring; CL 4th; Weight
Aura faint illusion; Price 1,080 gp; Scaling prize

Description

This five-piece puzzle ring must be properly assembled before it can be placed on a finger. Once per day as a move action, the wearer can create a single mirror image as if using the Trickery domain’s copycat power. If the wearer is a cleric with the Trickery domain and the copycat power, she instead gains two additional uses of that ability.
6th Level: The wearer can use prestidigitation at will.
8th Level: By spending 1 full round reconfiguring the ring’s puzzle, the wearer can find a way to solve the puzzle with four of the pieces while twisting the final piece into a tiny shape that grows into another simple object. Treat the result as if the wearer had reconfigured a traveler’s any-tool, except that the resulting object additionally grants a +2 competence bonus on a skill check of the wearer’s choice that could conceivably involve the object. As long as she does not lose the object, the wearer can return the fifth piece to the ring by spending another full round. The wearer cannot use any of the ring’s creation powers without all five pieces.
10th Level: By spending 1 minute reconfiguring the ring’s puzzle, the wearer can find a way to solve the puzzle with four of the pieces while twisting the final piece into a tiny shape that grows into a new object as minor creation, except that the wearer uses Disable Device rather than Craft to create a complex object. The fifth piece of the ring mysteriously reappears 24 hours after the new object vanishes. The wearer cannot use any of the ring’s creation powers without all five pieces.
12th Level: By spending 10 minutes reconfiguring the ring’s puzzle, the wearer can find a way to solve the puzzle with four of the pieces while twisting the final piece into a tiny shape that grows into a new object as major creation, except that the wearer uses Disable Device rather than Craft to create a complex object. The fifth piece mysteriously reappears 24 hours after the new object vanishes. The wearer cannot use any of the ring’s creation powers without all five pieces.
15th Level: Once per day as a standard action, the wearer can create a duplicate while becoming invisible, as mislead.

Construction Requirements

; Cost 18,000 gp Forge Ring, major creation, mirror image, prestidigitation

Scaling Rods

Source Pathfinder Unchained pg. 167
Rods are scepterlike devices that have unique magical powers and usually do not have any charges. Anyone can use a rod.

Mimetic Rod

Slot none; CL 7th; Weight 2 lbs.
Aura moderate divination; Price 1,350 gp; Scaling bauble

Description

The smooth surface of this rod is polished to a mirror sheen. Two cabochons—one amber and one viridian—set into the ends of the rod control its functions. A creature can press the viridian stone and roll the rod across a piece of writing on a flat surface to copy that writing into the rod, leaving the original text intact. By pressing the amber cabochon and rolling the rod across a different flat surface, a creature can replicate the original text. The text remains stored in the rod until the viridian stone is pressed again. The rod can copy a text the size of its surface area: 10 inches by 12 inches. Spellbook pages can be copied into a mimetic rod, but this is only useful for saving the text to transcribe later; the caster must still pay the full price for copying the spell into a spellbook. The rod can’t copy traps that use magical writing, such as explosive runes, but attempting to do so doesn’t trigger the trap unless the movement of the magic item over the text would normally trigger it.
9th Level: The rod can be used to copy faces. It must first be waved in front of either a person’s actual face or a high-quality reproduction while the wielder presses the viridian cabochon. The stored face can then be replicated over someone else’s face as though they’d been affected by disguise self (though this can change only the face—not height, weight, or other features). This effect lasts for 10 minutes per character level possessed by the person activating the rod (to a maximum of 140 minutes). The rod can store only one face at a time, and can’t store a face while it’s storing text.
11th Level: If the rod’s user speaks the name of a language, the rod automatically translates any text stored in it to that language. When that text is reproduced, it comes out in the language it has been translated to. A piece of text can be translated any number of times while stored in the rod.
14th Level: The rod can copy and reproduce magical traps that rely on text, including symbols. The rod’s user must succeed at a caster level check (caster level 14th) with a DC equal to 11 + the targeted spell’s caster level to do so. If she succeeds, the trap is stored harmlessly in the rod and can be replicated just as text would. Unlike with normal text, the spell is erased from inside the rod when it’s replicated. The size of the rod’s surface area doesn’t limit the size of magical trap text it can copy. When the rod reproduces the magical writing, any decisions made by the original caster are unchanged. The rod’s wielder can also press the viridian cabochon to harmlessly extinguish the spell instead of reproducing it.

Construction Requirements

Craft Rod, disguise self, memorize page, tongues; Cost 4,625 gp

Rod of the Deadlord

Slot none; CL 9th; Weight 4 lbs.
Aura moderate necromancy; Price 16,005 gp; Scaling wonder

Description

This baton and the small skull that tops it are both made of blackened adamantine. The rod can be wielded as a +1 conductive light mace. At the wielder’s command, it transforms into a morningstar, heavy mace, flail, or heavy flail. It returns to its normal shape if left unattended for 1 round. Commanders of undead legions often wield such rods as symbols of authority. Changing the weapon’s type can be used to signal a change in strategy for the undead horde, with the mace indicating a steady march, the morningstar calling for an aggressive assault, a flail indicating a retreat, and so on.
11th Level: The rod’s enhancement bonus increases to +2.
13th Level: Any creature hit by the rod of the deadlord gains a temporary negative level. The target avoids this negative level if it succeeds at a Fortitude save with a DC equal to 6 + the wielder’s Hit Dice (maximum 21). This negative level lasts for 12 hours, and can’t become a permanent negative level.
15th Level: If the wielder confirms a critical hit, instead of gaining a temporary negative level the target gains a permanent negative level with no saving throw. Each day thereafter, the target must succeed at a Fortitude save (using the same DC as the 13th-level unlockable ability) or acquire another negative level. This is a curse effect that continues until removed (DC 23) or until the target dies. A target slain by this curse cannot be revived from death until the curse is removed.
17th Level: The rod’s enhancement bonus increases to +3. Once per day, the rod’s owner can tap the rod on the ground as a standard action to duplicate the effects of animate dead. The total HD of undead the owner can control in this way is equal to her level. If she controls other undead from castings of animate dead, she uses only the highest maximum she can control—the values do not stack. She ceases to control undead created by the rod if the rod leaves her possession.

Construction Requirements

Craft Rod, bestow curse, enervation, major creation, spectral hand; Cost 67,505 gp

Scaling Staves

Source Pathfinder Unchained pg. 168
A staff is a long shaft that stores several spells. Staves usually hold spells grouped by a theme and sometimes possess other abilities that they grant to the wielder. A staff has 10 charges when created but can be recharged by a spellcaster with the appropriate spells.

Staff of the Pyre Lord

Slot none; CL 8th; Weight 1 lb.
Aura moderate evocation; Price 8,800 gp; Scaling wonder

Description

This staff is carved entirely of polished obsidian inset with rubies. Flickering flames seem to dance across its surface. As the wielder goes up in level, the illusory flames grow larger and change in color, starting out a faint yellow and eventually becoming a deep blue. This staff allows the use of the following spells. 10th Level: Scorching ray now costs only 1 charge, and the staff allows the use of fireball for 2 charges.
12th Level: The staff’s fireball spells become empowered fireball. The staff counts as a +1 flaming quarterstaff when used as a weapon.
14th Level: The staff allows the use of summon monster VI for 2 charges to summon fire elementals only.
16th Level: The staff replaces summon monster VI with summon monster VIII for 3 charges to summon fire elementals only. It also allows the use of fire storm for 2 charges.
18th Level: The staff allows the use of meteor swarm for 3 charges. The cost for summon monster VIII decreases to 2 charges, and empowered fireball now costs 1 charge.
20th Level: The cost of meteor swarm and fire storm each decrease to 1 charge.

Construction Requirements

Craft Staff, Empower Spell, fire storm, fireball, meteor swarm, scorching ray, spark, summon monster VI, summon monster VIII; Cost 132,000 gp

Staff of Ways

Slot none; CL 10th; Weight 1 lb.
Aura moderate transmutation; Price 8,000 gp; Scaling prize

Description

This wooden staff is carved with intricate patterns of waves, wind, trails, and vines. As the wielder goes up in level, the patterns begin to move, slowly at first, but gradually increasing in speed and magnitude. At the highest levels, the staff appears to be filled with a twisting and complex nature scene, with forking paths and raging tsunamis. This staff allows the use of the following spells. 12th Level: The staff allows the use of spider climb for 2 charges. The cost of expeditious retreat and monkey fish each reduce to 1 charge.
14th Level: The staff allows the use of fly for 2 charges. The cost of spider climb decreases to 1 charge.
16th Level: The staff grants its owner a permanent +10-foot enhancement bonus to her base movement speed, a swim speed of 10 feet, and a climb speed of 10 feet. The staff can no longer be used to cast longstrider or monkey fish. The staff allows the use of freedom of movement for 2 charges and water breathing for 3 charges. The cost of fly decreases to 1 charge.
18th Level: The staff allows the use of find the path for 3 charges. The cost for water breathing decreases to 1 charge.
20th Level: The staff grants its owner a fly speed of 30 feet (poor maneuverability). Find the path now costs 2 charges, and freedom of movement costs only 1 charge. If the staff’s wielder breaks the staff in two as a full-round action, she can transport herself and up to 19 allies to a safe location she knows extremely well. This ability ignores local conditions as if it were the transport travelers effect of a wish.

Construction Requirements

Craft Staff, expeditious retreat, find the path, fly, freedom of movement, longstrider, monkey fish, spider climb, water breathing; Cost 66,500 gp

Scaling Wondrous Items

Source Pathfinder Unchained pg. 168
Wondrous items are diverse. Some must be worn in a specific magic item slot in order to work, while others must merely be possessed and used. “Wondrous item” is a catchall category for anything that doesn't fall into other groups, such as weapons, staves, and so on. Anyone can use a wondrous item, unless the item specifies otherwise. There are two main categories of wondrous items: slotted and slotless. Slotted items take up a magic item slot, and must be worn by those who want to benefit from them.

Arachnid Cloak

Slot shoulders; CL 4th; Weight 1 lb.
Aura faint transmutation; Price 900 gp; Scaling prize

Description

This red-and-violet silk garment, delicately embroidered with a barely perceptible weblike pattern, grants its wearer a +2 luck bonus on saving throws against spider poison.
7th Level: The cloak allows its wearer to move at half speed among spider webs without any chance of being trapped by them.
10th Level: The wearer is treated as if constantly under the effects of a spider climb spell.
12th Level: The wearer cannot be entrapped by web spells or webs of any sort, and can climb along webs like a spider, moving at her full climb speed.
14th Level: Normal spiders, including spider swarms and unusually large spiders, will not attack the cloak's wearer unless she attacks them first or they are instructed to do so by some other creature, such as through a use of vermin empathy or a spell. The cloak's wearer can summon forth a swarm of spiders once per day as the spell summon swarm.
16th Level: The cloak's wearer can attempt to influence spiders, as the mite's vermin empathy ability. The wearer does not gain a racial bonus to vermin empathy. She can change into the form of a Small or Medium spider and back at will as a standard action, as vermin shape I.
17th Level: The cloak's wearer can summon a swarm of spiders at will, instead of once per day. When she changes into the form of a spider, she can change into the form of a Tiny, Small, Medium, or Large spider as vermin shape II.

Construction Requirements

Craft Wondrous Item, spider climb, summon swarm, vermin shape II, web; Cost 30,750 gp

Bag of Endless Holding

Slot none; CL 10th; Weight 15 lbs.
Aura moderate transmutation; Price 3,100 gp; Scaling bauble

Description

This appears to be a common cloth sack about 2 feet by 4 feet in size. However, it opens into a nondimensional space far larger than its outside dimensions. It acts as a bag of holding (type I), but retrieving an item from the bag does not provoke an attack of opportunity.
12th Level: The bag's capacity and weight increase as a bag of holding (type II).
14th Level: The bag's capacity and weight increase as a bag of holding (type III).
15th Level: The bag's capacity and weight increase as a bag of holding (type IV).

Construction Requirements

Craft Wondrous Item, secret chest; Cost 6,000 gp

Bat Cloak

Slot shoulders; CL 4th; Weight 1 lb.
Aura faint transmutation; Price 900 gp; Scaling prize

Description

Fashioned of dark brown or black cloth, this cloak resembles gigantic bat wings. It allows its wearer to hang upside down from the ceiling like a bat.
7th Level: The cloak grants its wearer a +5 competence bonus on Stealth checks.
10th Level: The wearer can grasp the edges of the cloak to fly (as the fly spell) for up to 7 minutes three times per day, but only in dim light or lower. After each use of this ability, the wearer must wait for at least as long as the fly effect lasted until using this ability again.
12th Level: For each daily use of fly, the wearer can instead choose to transform into an ordinary bat as beast shape III for the same duration.
14th Level: The wearer can use fly or beast shape III any number of times per day, but is still subject to the dim light restriction and the limit on using the ability again after a previous use.
16th Level: The wearer can also transform into a dire bat with beast shape III, and he can summon a swarm of bats at will as summon swarm.
18th Level: The wearer constantly gains the echolocation of a bat. He can hear high-pitched sounds such as bat echolocation, and he gains blindsense 20 feet. This blindsense is sound-based, and is blocked by spells such as silence.
20th Level: The wearer's blindsense increases to blindsense 60 feet, like that of a dire bat. Instead of using beast shape or fly, he can transform himself into a bat swarm, gaining the abilities of a bat as beast shape III plus the bat swarm's distraction, immunity to weapon damage, swarm traits, and wounding abilities.

Construction Requirements

Craft Wondrous Item, beast shape III, echolocation, fly, summon swarm; Cost 66,000 gp

Beaker of Plentiful Poisons

Slot none; CL 7th; Weight 1 lb.
Aura moderate conjuration; Price 3,600 gp; Scaling prize

Description

This flared and stoppered flask of tempered glass can store up to 5 doses of poison, all of which can be different types. The owner can craft up to 5 doses of poison simultaneously using the beaker. She must still attempt separate Craft (alchemy) checks for each dose of poison to ensure successful crafting, but she can make progress on all five poisons simultaneously (making checks for the week's or day's progress at the same time).

The user can also add already-completed doses of poison to the beaker. All poisons remain separate and unmixed as long as they remain within the beaker, and the user can decant any of the poisons (including incomplete poisons) by naming the poison she wishes to pour forth.
9th Level: When crafting a poison within the beaker, the crafter uses the poison's gp value instead of its sp value when determining her progress.
11th Level: Once per day, the owner of a beaker of plentiful poisons can produce 1 additional dose of any completed poison stored in the flask. The additional dose loses its efficacy 1 minute after being decanted. The market price of the duplicated poison can't exceed an amount equal to 20 gp × the beaker's caster level; any unused value is lost. A creature must have had the beaker of plentiful poisons in its possession for at least 24 hours to create poisons in this way.
13th Level: The beaker can create 2 doses of poison per day, with a total market price up to 40 gp × the beaker's caster level.
15th Level: The beaker can create 3 doses of poison per day, with a total market price of up to 60 gp × the beaker's caster level.

Construction Requirements

Craft Wondrous Item, minor creation, poison; Cost 18,000 gp

Boots of Readiness

Slot feet; CL 9th; Weight 1 lb.
Aura moderate divination; Price 2,650 gp; Scaling bauble

Description

These tight-fitting, black leather boots make their wearer more prepared before she acts in battle. When the wearer has not yet acted at the beginning of a fight, the boots provide a +2 luck bonus on saving throws and 12 temporary hit points. Both effects fade when the wearer's first turn arrives, even if she delays.
11th Level: The wearer of these boots can't be caught flat-footed.
13th Level: Before the wearer has taken her first turn in combat, she can move up to her speed as an immediate action without provoking attacks of opportunity. She can no longer use this ability once her first turn arrives, even if she delays.

Construction Requirements

Craft Wondrous Item, haste, moment of prescience; Cost 3,500 gp

Boots of the Elven Spirit

Slot feet; CL 10th; Weight 1 lb.
Aura moderate transmutation; Price 3,100 gp; Scaling bauble

Description

These elegant, lightweight boots are durable yet soft in texture, being partially made of living leaves and other natural materials. They grant the wearer a +5 competence bonus on Acrobatics checks and allow her to treat the first square of difficult terrain she enters each round as if it weren't difficult terrain.
12th Level: The boots allow the wearer to ignore the adverse movement effects of difficult terrain entirely.
14th Level: The boots grant the wearer a +10-foot enhancement bonus to her base movement speed, and she leaves no tracks.
17th Level: The boots allow the wearer to walk so lightly that she doesn't trigger pressure plate traps and can walk across any surface—including water, but not air—as long as she ends her movement each round on a surface that can support her weight.
20th Level: The boots allow the wearer to gain the effects of haste for 10 rounds per day, as boots of speed. If the wearer also wears the cloak of the elven spirit (see below), the boots grant her the ability to use tree stride as the spell, entering up to 20 trees each day.

Construction Requirements

Craft Wondrous Item, expeditious retreat, feather step, haste, tree stride, creator must be an elf; Cost 22,000 gp

Bracelets of the Fey Touch

Slot wrists; CL 4th; Weight
Aura faint enchantment; Price 480 gp; Scaling bauble

Description

These bracelets are crafted from thin yet surprisingly durable silver, and they glitter and sparkle faintly in moonlight or shadow. The wearer can activate the bracelets once per day as a free action to gain a +4 competence bonus on a Bluff or Stealth check.
6th Level: The wearer can activate the bracelets to increase the DC of the next enchantment spell she casts by 1 instead of gaining a bonus on a skill check.
8th Level: The bracelets can be used twice per day, but no more than once per hour.

Construction Requirements

Craft Wondrous Item, charm person, invisibility, creator must be fey; Cost 825 gp

Brutish Boots

Slot feet; CL 8th; Weight 6 lbs.
Aura moderate transmutation; Price 5,814 gp; Scaling wonder

Description

These coarse, heavy boots are fitted with numerous iron plates and rusted spikes that give them an intimidating appearance. The wearer can use brutish boots to attack as if using a masterwork cold iron gauntlet or masterwork cold iron spiked gauntlet, depending on which portion of the boot he uses.

These boots also protect the wearer's feet as if they had hardness 8. This hardness applies only against effects that directly affect the target's feet, such as caltrops, spike growth, spike stones, or stepping into a puddle of acid. It also applies against effects that deal damage to an attacker, such as fire shield, thorn body, or the barbed defense of a barbed devil, but only if the wearer is using the brutish boots to make the attack.
10th Level: If the wearer confirms a critical hit on an attack using the boots, he can attempt a combat maneuver check to trip the target. This maneuver doesn't provoke an attack of opportunity.
12th Level: Attack and damage rolls made with the boots gain a +1 enhancement bonus.
14th Level: If a creature within the wearer's reach is knocked prone, that creature provokes an attack of opportunity from the wearer. This attack of opportunity must be made with the brutish boots.

Construction Requirements

Craft Wondrous Item, telekinesis; Cost 13,200 gp

Cloak of the Elven Spirit

Slot shoulders; CL 12th; Weight 1 lb.
Aura strong transmutation; Price 5,400 gp; Scaling bauble

Description

When this plain gray cloak is worn with the hood drawn up around the head, the wearer gains a +5 competence bonus on Stealth checks. If the wearer spends at least 1 minute concentrating on blending the cloak's colors to match her surroundings, she can attempt Stealth checks without cover or concealment until she makes an attack or moves more than half her base speed on her turn. Once she breaks this effect, she must spend another minute to reactivate it.
14th Level: The cloak grants its wearer the camouflage ranger ability in forested areas.
18th Level: At will, when the wearer envelops herself in the cloak as a standard action, she can become invisible as invisibility.
20th Level: If the wearer also wears the boots of the elven spirit (see above), she can focus the cloak's invisibility effect. As a free action, she can choose to make it so her attacks do not end the invisibility effect for 1 round. She can use this ability for 10 rounds per day, but the rounds need not be consecutive.

Construction Requirements

Craft Wondrous Item, blend, greater invisibility, invisibility, creator must be an elf; Cost 22,000 gp

Cord of Unearthly Grace

Slot belt; CL 8th; Weight 1 lb.
Aura moderate transmutation; Price 5,000 gp; Scaling prize

Description

When tied around the waist, this humble, coarse rope grants its wearer a +10 competence bonus on Acrobatics checks relating to balance.
9th Level: Once per day as a swift action, the wearer can gain a +30-foot enhancement bonus to his base speed for 1 round. During this round, he ignores the adverse movement effects of terrain and his movement doesn't provoke attacks of opportunity.
11th Level: The wearer can stand from prone as an immediate action that does not provoke attacks of opportunity.
12th Level: The wearer can use the belt's ability to increase his speed and ignore difficult terrain three times per day.

Construction Requirements

Craft Wondrous Item, cat's grace, grace, creator must have 10 ranks in the Acrobatics skill; Cost 8,100 gp

Crystal Tiara

Slot head; CL 3rd; Weight
Aura faint conjuration; Price 1,000 gp; Scaling wonder

Description

This elaborate tiara looks as though it's made of intricately carved ice adorned with small, crystalline gemstones. Despite the item's fragile appearance, it has hardness 12 and 10 hit points. Its wearer gains the constant effects of endure elements against cold conditions only.
5th Level: Once per day, the wearer can summon a Small ice elemental as summon monster II.
7th Level: As a standard action, the wearer can launch an icicle at a foe within 30 feet as a ranged attack. On a hit, the icicle deals 1d6 points of piercing damage and 1d6 points of cold damage. In addition, the wearer can walk across icy ground without slipping.
10th Level: As part of her move action, the wearer can step into the air, creating crystalline stairs beneath her feat, adding new steps in whichever direction she travels. These steps melt away behind her. If others try to climb the steps, they crumble away, leaving only the portions beneath the wearer's feet intact. This otherwise acts as the air walk spell. She can use this ability each day for 10 minutes per level, divided any way she chooses in 10-minute intervals.
12th Level: Once per day, the wearer can call forth an ice storm. When she uses the tiara to summon ice elementals, she can summon either 1d4 Small ice elementals or one Medium ice elemental as summon monster IV.
14th Level: Once per day, the wearer can travel to a safe, very familiar location, as if she had cast ice crystal teleport on herself. When she uses the tiara to summon ice elementals, she can choose to summon 1d3 Medium ice elementals or one Large ice elemental as summon monster V.
16th Level: The wearer can use the tiara to call up a tower of ice, as an instant fortress (except that the tiara does not transform into the tower, the tower takes 1 minute to rise instead of 1 round, the walls of the tower have only hardness 12, and damage to the tower does not carry over between multiple uses of this ability).
18th Level: When the wearer calls forth a tower of ice, if there is enough open space, she can choose to call forth a small palace instead, 100 feet square at the base with 20-foot-high rooms, with a central tower 20 feet square and 100 feet high. At will, she can spend 5 rounds to transform into a flurry of snowflakes that can move at incredible speed. Treat this as wind walk except she gains vulnerability to fire. It normally takes 5 rounds to transform back into her normal shape. However, she can revert to her original form early as a standard action. If she does so, she cannot transform into snowflakes again for 24 hours. When she uses the tiara to summon ice elementals, she can choose to summon 1d4+1 Medium ice elementals, 1d3 Large ice elementals, or one Huge ice elemental as summon monster VI.
20th Level: The wearer gains cold resistance 30. When she uses the tiara to summon ice elementals, she can also choose to summon 1d4+1 Huge ice elementals, 1d3 greater ice elementals, or one elder ice elemental as summon monster VIII. She can create ice stairs without a daily limit, and if she wishes, they last for 1 minute before melting, even if another creature tries to climb them. If she chooses to make them last longer, she can dismiss the stairs behind her as a swift action, potentially causing creatures climbing the stairs to fall.

Construction Requirements

Craft Wondrous Item, air walk, ice crystal teleport, ice storm, summon monster VIII, wind walk; Cost 132,000 gp

Dragon Robe

Slot body; CL 12th; Weight 1 lb.
Aura strong transmutation; Price 38,000 gp; Scaling wonder

Description

Embroidered dragons of gold thread adorn this red silk robe. The wearer gains a +3 enhancement bonus to natural armor and fire resistance 10. Once per day, the wearer can gain the benefit of darkvision, as the spell. A typical dragon robe is attuned to red dragons, though variants attuned to other types of dragons exist.
14th Level: The wearer can use dragon's breath (red dragon) once per day. The save DC is equal to 13 + the wearer's Constitution modifier, and spell resistance does not apply.
16th Level: The wearer's enhancement bonus to natural armor increases to +4, and his fire resistance increases to 20.
18th Level: The wearer can use dragon's breath three times per day. The wearer can also use form of the dragon III once per day, with a save DC equal to 22 + the wearer's Constitution modifier.
20th Level: The wearer's enhancement bonus to natural armor increases to +5 and his fire resistance to 30. In addition, any dragon's breath effect created by this item is maximized.

Construction Requirements

Craft Wondrous Item, Maximize Spell, darkvision, dragon's breath, form of the dragon III, resist energy; Cost 132,000 gp

Eternal Feather Token

Slot none; CL 4th; Weight
Aura faint conjuration; Price 2,650 gp; Scaling bauble

Description

This small, colorful feather waves gently as if blown by a constant breeze. As a standard action, the feather's owner can change its form into another variety of feather token. Any owner can use an eternal feather token to duplicate the effects of an anchor feather token. Higher-level owners have additional options. The token remains transformed until its owner commands it to change again, or until it is activated in that form like a normal feather token. Once activated, the token reverts to the appearance of a normal feather of a dingy gray color. Over the next week, it slowly regains its color. A week after its last activation, it can be used again.
7th Level: The feather can become a fan feather token.
9th Level: The feather can become a bird feather token.
11th Level: The feather can become a tree feather token.
13th Level: The feather can become a swan boat feather token or whip feather token.
15th Level: The feather recharges its color and is usable after 1 day instead of 1 week.

Construction Requirements

Craft Wondrous Item, major creation, make whole; Cost 6,000 gp

Filthy Rags

Slot body; CL 8th; Weight 6 lbs.
Aura moderate necromancy; Price 5,000 gp; Scaling prize

Description

These ragged robes are threadbare and frayed, caked with dirt and grime. Through constant exposure to innocuous forms of disease, the wearer becomes inured to sickness and filth, gaining a +4 alchemical bonus on saving throws versus disease and effects that cause the nauseated or sickened condition. Filthy rags can be worn in conjunction with armor.
10th Level: The rags begin to crawl with insects and spiders, granting the wearer familiarity with the feeling of tiny creatures crawling over her body. After wearing the rags for 24 consecutive hours, the wearer gains a +2 circumstance bonus on saving throws against the distraction ability of swarms. Once per day, she can make the spiders in her rags swarm out and attack her foes, causing the rags to expel spiders as the spell vomit swarm.
11th Level: Wasps build a small hive somewhere in the rags' interior. When the wearer uses vomit swarm, she can choose between spiders and wasps.
13th Level: The rags' diseases become more communicable. Any living creature striking the wearer with a bite attack contracts filth fever. A successful DC 14 Fortitude negates the disease. Oozes and vermin are immune to this effect, as are creatures such as otyughs and rats that are at home in exceptional filth.
16th Level: Army ants build a colony within the rags, and the rags' filth becomes utterly vile. The wearer can also choose army ants when using vomit swarm. Any biting creature that fails its saving throw against the rags' filth fever becomes nauseated for 1d4 rounds, and even on a successful save, the creature is still sickened for 1 round.

Construction Requirements

Craft Wondrous Item, contagion, remove sickness, stinking cloud, vomit swarm; Cost 23,625 gp

Flask of Reconcoction

Slot none; CL 4th; Weight
Aura faint conjuration and divination; Price 2,650 gp; Scaling bauble

Description

This thin silver flask can hold a single ounce of liquid. If a potion of a 1st-level spell is poured into the flask, the flask's interior analyzes and bonds to that potion. Once the potion is drunk, the flask begins to hiss and bubble, as strange liquids and reagents slowly mix within it. After 1 full week, the flask has produced a new potion of the same 1st-level spell at minimum caster level. If anyone drinks or empties the flask before the week is over, they gain no benefit, the nascent potion is lost, and the flask ceases concocting until it is filled with a new 1st-level potion. If a potion in the flask is poured out of the flask, rather than drunk directly from it, the flask does not reconcoct that potion.
6th Level: The flask takes only 1 day to reconcoct a 1st-level potion, rather than 1 week.
8th Level: The flask can reconcoct a potion of a 2nd-level spell, but it takes 1 week.
10th Level: The flask takes only 1 day to reconcoct a 2ndlevel potion, rather than 1 week.
12th Level: The flask can reconcoct a potion of a 3rd-level spell, but it takes 1 week.
14th Level: The flask takes only 1 day to reconcoct a 3rd-level potion, rather than 1 week.

Construction Requirements

Craft Wondrous Item, alchemical allocation; Cost 6,000 gp

Force Bracers

Slot wrists; CL 8th; Weight 2 lbs.
Aura moderate evocation; Price 5,950 gp; Scaling prize

Description

These crystal-accented bracers are bound with metallic straps and a fine lacework of embedded wire. The wearer can cause the bracers to create a shield of force to protect him. Each bracer can create a shield for up to 10 total minutes per day. This duration must be used in 1-minute increments. If only one force bracer is used, it creates a buckler, light shield, or heavy shield of force. If the wearer activates both force bracers, the shield of force is the equivalent of a tower shield.

Regardless of which type of force shield is created, the shield is weightless and has only half the normal armor check penalty, but otherwise follows all of the normal rules for shield use and proficiency. The shield grants the corresponding shield bonus to AC. Because the shield is made of force, its bonus applies against incorporeal touch attacks.
10th Level: If the wearer has created a heavy shield of force, the wearer can expend 1 minute of the shield's duration to make a single shield bash attack as if the shield had the forceful hand with hit points equal to 1/2 the wearer's hit points. The wearer gains none of the benefits of using a tower shield while the forceful hand exists. Each round of using the forceful hand consumes 1 minute of duration from each bracer.

Construction Requirements

Craft Wondrous Item, forceful hand, shield; Cost 8,100 gp

Forgemaster's Gauntlets

Slot hands; CL 7th; Weight 4 lbs.
Aura moderate abjuration; Price 3,750 gp; Scaling prize

Description

These scorched gauntlets of heavy padded leather are reinforced with metallic mesh and ceramic pads to diffuse heat. The wearer gains a +5 competence bonus on Craft (armor) and Craft (weapons) checks.
8th Level: The wearer can use spark at will.
10th Level: The wearer gains fire resistance 5, and her hands are immune to fire damage, so she can pick up hot objects or touch flames without being harmed. Weapons affected by heat metal or similar effects deal no damage to the wearer, and the wearer likewise ignores damage from effects like fire shield (hot flames version) that deal fire damage to a creature attacking in melee.
11th Level: The forgemaster's gauntlets are +1 gauntlets.
12th Level: The wearer of the forgemaster's gauntlets can heat objects she touches. She can use heat metal (DC 13) at will. If she's targeting a metal object worn by a foe, she must succeed at a melee touch attack. If the targeted item is being held or wielded, the wearer of the forgemaster's gauntlets must attempt a combat maneuver check as if she were attempting to sunder the item. This maneuver does not provoke attacks of opportunity, even if the wearer does not have the Improved Sunder feat.
13th Level: The wearer's fire resistance increases to 10.
14th Level: The forgemaster's gauntlets are +1 flaming gauntlets.
15th Level: The forgemaster's gauntlets are +1 flaming burst gauntlets.

Construction Requirements

Craft Wondrous Item; flame blade, flame strike, or fireball; heat metal; resist energy; spark; creator must have 5 ranks in Craft (armor) and Craft (weapons); Cost 18,000 gp

Fruitful Sash

Slot belt; CL 5th; Weight 1 lb.
Aura faint conjuration; Price 710 gp; Scaling bauble

Description

This colorful sash seems to be the sort normally worn by any common sailor or traveler, yet within its folds is a bountiful pocket. The wearer can reach into this hidden pocket and remove a piece of fruit a number of times per day equal to his character level. The type of fruit varies. One piece of fruit has enough nourishment and water to sustain one humanoid for 24 hours.

After 24 hours, the fruit rots and cannot nourish anyone. Once removed from its wearer, the sash doesn't produce fruit for anyone else for 24 hours. If redonned by its most recent wearer during that time, the sash resumes function normally (and the amount of fruit remaining within it isn't reset).
6th Level: Consuming a fruit produced from the sash cures a creature of 1 point of damage as if it were a goodberry. A given creature can recover a maximum of 8 hit points in this way in a 24-hour period.
8th Level: Three times per day, the wearer can draw forth a large, ripe piece of healing fruit that explodes when thrown. This functions as a splash weapon, but cures a target it hits of 1d6 points of damage and cures each creature it splashes on of 1 point of damage. This counts against the total number of pieces of fruit the sash can produce per day.
10th Level: Once per day, the wearer can draw forth one piece of fruit that acts as a potion of cure moderate wounds, delay poison, lesser restoration, or remove paralysis. This counts against the total number of pieces of fruit the sash can produce per day.
13th Level: The fruits produced by the sash cure 1d4 points of damage each instead of 1 point. An exploding fruit's healing power is unchanged.
15th Level: Once per week, the sash can produce the effects of heroes' feast.

Construction Requirements

Craft Wondrous Item, create food and water, cure moderate wounds, delay poison, goodberry, heroes' feast, lesser restoration, remove paralysis; Cost 6,000 gp

Galvanic Gauntlets

Slot hands; CL 5th; Weight 2 lbs.
Aura faint evocation; Price 1,882 gp; Scaling prize

Description

These gloves are woven of a fine copper mesh and wire, and infuse the wearer's hands with an electric charge. The wearer can use the galvanic gauntlets to make a melee touch attack dealing 1d6 points of electricity damage. She gains a +3 bonus on the attack if the target is wearing metal armor or is composed of metal.
7th Level: The touch attack's damage increases to 2d6 points of electricity damage.
9th Level: If the wearer uses her hands to make unarmed strikes (including when making a combat maneuver check to damage an opponent in a grapple), those attacks deal an additional 1d6 points of electricity damage on each hit, as if she were using a weapon with the shock weapon special ability.
11th Level: Any item held in the wearer's hands gains a powerful static charge, and any creature attempting to disarm the wearer of an object she is holding (or to make a steal combat maneuver against the gloves themselves) takes 1d6 points of electrical damage and must succeed at a DC 19 Fortitude save or be staggered for 1 round by the shock. This static charge does not harm items the wearer is holding.
13th Level: The shock ability of the gauntlets improves to the shocking burst weapon special ability.
15th Level: Once per day when the wearer hits a creature with the gauntlets' touch attack, she can create electric arcs that strike nearby creatures. This functions as though the target of the attack had been the primary target of a chain lightning spell (Reflex DC 19 half), though the hit creature doesn't take any additional damage.

Construction Requirements

Craft Wondrous Item, chain lightning, shocking grasp; Cost 18,302 gp

Glorious Gorget

Slot neck; CL 8th; Weight 2 lbs.
Aura moderate enchantment; Price 5,000 gp; Scaling prize

Description

This gilded neckpiece is inlaid with sunstone and diamond and engraved with wreaths of laurel. The wearer possesses great eloquence and gravitas, gaining a +5 competence bonus on Diplomacy, Intimidate, and Perform (oratory) checks.
10th Level: The wearer's speeches can fill her allies with purpose. As a full-round action, she can attempt a DC 20 Perform (oratory) check to affect all allies who can hear her with good hope for 1 round. If she fails the check, all allies who heard her ineloquent speech cannot benefit from this ability for 24 hours.
12th Level: The wearer can improve someone's attitude up to three steps when using Diplomacy. When she uses Intimidate to influence someone, she can present herself as glorious and powerful without threatening them, causing the attempt to operate like a Diplomacy check to influence instead.
14th Level: When the wearer uses the gorget's good hope ability, it lasts 1 additional round for every 10 by which her result exceeds the Perform (oratory) check DC. Once per day, she can extend the duration to the full duration of good hope.

Construction Requirements

Craft Wondrous Item, good hope; Cost 13,875 gp

Gloves of Cloud Shaping

Slot hands; CL 8th; Weight 1 lb.
Aura moderate transmutation; Price 5,400 gp; Scaling prize

Description

The wearer of these cloud-blue, cool-to-the-touch gloves can sculpt and shape creations of cloud and mist— both her own and those of others. The wearer can call upon the power of the gloves up to three times per day when creating a cloud of gas or mist with a spell, spell-like ability, supernatural ability, or magical item in order to make the area of effect dispel magic. If the effect is nonmagical, it is automatically dispersed in a 20-foot-radius spread centered on the wearer.
10th Level: The wearer can use fog cloud twice per day.
12th Level: The wearer can disrupt a creature under the effects of gaseous form. To do so, she must succeed at a melee touch attack against the gaseous target. If the attack hits, the wearer can choose to either lock the gaseous creature in place as if using hold monster or disperse the target, dealing 5d6 points of damage and nauseating the target for 5 rounds. In either case, the target is also locked into its gaseous form and can't resume solid form until the effect expires. A successful DC 17 Will saving throw negates this effect.
14th Level: The wearer can use cloudkill once per day.

Construction Requirements

Craft Wondrous Item, cloudkill, control weather, fog cloud; Cost 13,875 gp

Heart of the Elder Tree

Slot neck; CL 9th; Weight
Aura moderate transmutation; Price 14,000 gp; Scaling wonder

Description

This carved darkwood amulet resembles a human heart. As a move action while standing on earth, stone, or wood, its wearer can sprout woody, rootlike tendrils from his legs that anchor his feet to the ground. While so anchored, he gains a +4 bonus to his CMD against bull rush, drag, grapple, overrun, reposition, trip, and other combat maneuvers that would force him from his space, as well as on saving throws against effects that would force him from his space on a failed save. The roots fall away if the wearer moves from his space, even involuntarily.
11th Level: When anchored to the ground, the wearer's roots interfere with adjacent foes. Foes adjacent to the wearer must succeed at a DC 13 Reflex save each round or be entangled by the roots as if by the spell entangle. If the wearer's roots fall away due to movement, all entangled enemies are immediately released.
13th Level: When struck by a nonliving wooden or woodenhafted weapon of Huge size or smaller, the wearer can lash back and affect that weapon with warp wood as an immediate action (Will DC 20 negates). This ability is usable three times per day.
15th Level: The wearer can make a secondary natural attack with his roots, dealing an amount of damage equal to 1d4 + 1/2 the user's Strength bonus. At the beginning of the wearer's turn, if he still possesses roots from a previous round, the secondary root attack gains 5 feet of reach. This increase stacks with itself to a maximum of triple the wearer's natural reach, but it doesn't stack with any other increases. The reach resets whenever the roots fall away.
17th Level: The wearer gains the pull (root, 10 feet) universal monster ability.
20th Level: As long as the wearer's roots are planted in the ground, he gains the effect of a ring of regeneration. When the roots fall away, it counts as removing the ring, so he only regenerates damage taken after planting the roots and before moving. As long as the wearer activates his roots for at least 8 hours each day, he does not need to sleep. The wearer's +4 bonus on saving throws for planting his roots now also applies to paralysis, poison, polymorph effects, sleep effects, and stun.

Construction Requirements

Craft Wondrous Item, entangle, plant shape III, warp wood; Cost 132,000 gp

Heroic Saddle

Slot none; CL 8th; Weight 40 lbs.
Aura moderate abjuration; Price 6,000 gp; Scaling prize

Description

This elaborate military saddle is embellished with intricate tooling and a panoply of tassels, ribbons, and bells fit to announce a mighty hero's marvelous return. A new tassel, ribbon, or bell appears on the saddle after each victory. Whenever the rider of a mount wearing a heroic saddle is targeted with a conjuration (healing) effect, that effect also affects the mount. Use the rider's level to determine the scaling abilities of this item.
10th Level: The mount gains a +1 resistance bonus on saving throws and a +1 deflection bonus to Armor Class.
11th Level: Once per day as a full-round action, the rider of a mount wearing a heroic saddle can command the heroic saddle to grant the mount 1d8 + 10 temporary hit points. These temporary hit points last for 24 hours or until expended, and they do not stack with themselves but do stack with temporary hit points from other sources.
13th Level: The saddle's bonuses on saving throws and to AC increase to +2.
15th Level: The saddle's bonuses on saving throws and to AC increase to +3. When the rider commands the saddle to grant his mount temporary hit points, the rider also gains a number of temporary hit points equal to half the amount his mount gains.

Construction Requirements

Craft Wondrous Item, aid, resistance, shield other; Cost 18,000 gp

Lantern Pendant

Slot neck; CL 4th; Weight
Aura faint evocation; Price 1,000 gp; Scaling prize

Description

This small pendant of brass and glass is crafted in the shape of a lantern and continuously sheds light as a light spell. As a move action, the wearer can open the miniature lantern pendant and direct the tiny phantasmal fire within to float to any point within 110 feet. This functions as dancing lights, but the wearer can create a number of lights equal to 1/2 his character level, up to a maximum of four, and can create only torchlike lights, not glowing spheres or humanoid shapes. While the dancing lights are active, the light of the lantern pendant itself is extinguished.
6th Level: Once per day, the wearer can command the phantasmal fire to fly forth and limn all creatures in an area as faerie fire. Just as when using dancing lights, the pendant's light is extinguished throughout the duration.
8th Level: The wearer can choose between faerie fire and glitterdust (Will DC 13) when he uses the 6th-level ability.
10th Level: Once per day, the wearer can focus the lantern's power, causing its light to increase from the light spell to the daylight spell, with a duration as daylight. The daylight is suppressed whenever he activates any other ability that extinguishes the pendant's light, but such time still counts against its duration.
13th Level: Once per day, the wearer can release the lantern's lights in the form of wandering star motes (Will DC 16). During the duration, the pendant's light is extinguished.

Construction Requirements

Craft Wondrous Item, dancing lights, daylight, faerie fire, light, wandering star motes; Cost 10,500 gp

Mark of the Grinning Skull

Slot headband; CL 8th; Weight 1 lb.
Aura moderate necromancy; Price 2,000 gp; Scaling bauble

Description

An ebony skull adorns this tarnished silver band. When the wearer successfully demoralizes a creature with an Intimidate check, the penalties for being shaken increase by 2 on checks and rolls involving the wearer. For example, attacks made against the wearer and saves against her spells would take a –4 penalty rather than a –2 penalty.
11th Level: Once per day, the wearer can attempt to frighten a creature with an Intimidate check instead of demoralizing it. She must declare she is doing so before attempting the Intimidate check. The penalty increase for checks and rolls involving the wearer also applies if the creature is frightened in this way.
14th Level: The wearer can attempt to demoralize opponents as a move action instead of as a standard action. If the wearer can already do so because of the intimidating glare barbarian power or a similar ability, she can instead demoralize opponents as a swift action.

Construction Requirements

Craft Wondrous Item, cause fear, doom; Cost 4,625 gp

Mask of Mad Memories

Slot head; CL 6th; Weight 1 lb.
Aura moderate divination; Price 2,500 gp; Scaling prize

Description

This mask of malleable mithral can be attached to any helmet and worn in conjunction with it. The mask can be placed over the face of a helpless humanoid or monstrous humanoid creature, living or dead, and activated with a command word. The mask absorbs the creature's thoughts and memories and reshapes itself into the creature's likeness—a process that takes 10 minutes. Anyone wearing the mask after it has been activated gains a +5 competence bonus on Knowledge checks, Charisma checks, and Charisma-based skill checks relating to the creature whose memories were absorbed, including checks made to impersonate that creature.
8th Level: The wearer can transform into the target creature's shape, as disguise self. Additionally, 10 minutes after the command word is spoken, the mask can alter the target's memories as well as absorb them, as modify memory (Will DC 17 negates).
10th Level: The creature speaking the command can substitute nightmare for modify memory, with the same DC. Additionally, the mask's wearer can understand and read (but not speak) all languages the target creature knows.
12th Level: The mask's wearer can also speak the languages the target creature knows. Additionally, she can attempt to pry the answers to specific questions from the absorbed memories once per day. Treat this as speak with dead if the target creature was dead, and otherwise as contact other plane to contact a creature from the Astral Plane with no chance of ability score decrease.
14th Level: If the target creature is a humanoid, the wearer can take its form as alter self instead of disguise self.
17th Level: If the target creature is a Small or Medium monstrous humanoid, the wearer can take its form as monstrous physique I instead of disguise self.

Construction Requirements

Craft Wondrous Item, alter self, contact other plane, detect thoughts, disguise self, modify memory, monstrous physique, nightmare, speak with dead, tongues; Cost 30,750 gp

Necklace of Infernos

Slot neck; CL 10th; Weight
Aura moderate evocation; Price 9,300 gp; Scaling prize

Description

This golden chain is strung with glowing red-golden spheres of various sizes. It does not count as an item worn around the neck for the purpose of determining which of a character's worn magic items is effective. It acts as a necklace of fireballs (type I) with a 6d6 sphere instead of the 5d6 sphere. After a bead explodes, a tiny new sphere of the same type that exploded begins to bloom along the chain, growing in size and intensity over the course of 1 week, after which it is ready to detonate again.
12th Level: The necklace acts as a necklace of fireballs (type II) with an additional 4d6 sphere.
14th Level: The necklace acts as a necklace of fireballs (type IV) with a 9d6 sphere instead of the 8d6 sphere.
16th Level: The necklace acts as a necklace of fireballs (type VII) with an additional 5d6 sphere.
18th Level: The spheres grow back in 1 day instead of 1 week.

Construction Requirements

Craft Wondrous Item, fireball; Cost 39,750 gp

Pearl of Puissance

Slot none; CL 5th; Weight
Aura faint transmutation; Price 1,575 gp; Scaling prize

Description

This seemingly normal pearl of average size and luster holds the secret to endless magical power. It acts as a pearl of power (1st level), and the user gains a +1 bonus to her caster level when she casts the spell from the slot she recalled with the pearl.
9th Level: The pearl acts as a pearl of power (2nd level).
11th Level: The pearl acts as a pearl of power (3rd level).
14th Level: The pearl acts as a pearl of power (5th level), but it grants the +1 caster level bonus only if used to recall a spell of 4th level or lower.
15th Level: The pearl acts as a pearl of power (6th level), but it grants the +1 caster level bonus only if used to recall a spell of 5th level or lower.
16th Level: The pearl acts as a pearl of power (7th level), but it grants the +1 caster level bonus only if used to recall a spell of 6th level or lower.
17th Level: The pearl acts as a pearl of power (8th level), but it grants the +1 caster level bonus only if used to recall a spell of 7th level or lower.
19th Level: The pearl acts as a pearl of power (9th level), but it grants the +1 caster level bonus only if used to recall a spell of 8th level or lower. Alternatively, the pearl can act as a pearl of power (two spells), but when used in this way, it doesn't provide a caster level boost.

Construction Requirements

Craft Wondrous Item, creator must be able to cast 9th-level spells; Cost 51,375 gp

Pouch of Pixie Dust

Slot none; CL 1st; Weight 1 lb.
Aura faint transmutation; Price 15 gp; Scaling bauble

Description

This delicate pouch contains sparkling dust of various iridescent colors. The owner can withdraw the dust and use it as an unlimited supply of normal colorful powder. She always withdraws powder of the color she desires.
4th Level: Once per day, the owner can imbue the pixie dust she draws from the pouch with fey power to reveal the unseen. This functions as faerie fire with a 1-minute duration, but she must throw the powder as a thrown weapon with a range increment of 10 feet against an AC of 5 to hit the correct grid intersection. On a miss, treat the dust as a splash weapon to determine the center of the effect.
6th Level: The owner can use the faerie fire ability three times per day.
8th Level: The owner can use the faerie fire ability at will.
10th Level: The owner can increase the power of the pixie dust once per day, producing a glitterdust effect (Will DC 13 negates the blindness) for 3 rounds. She must throw the powder as a thrown weapon with a range increment of 10 feet against an AC of 5 to hit the correct grid intersection. On a miss, treat the dust as a splash weapon to determine the center of the effect.
13th Level: The owner can use the glitterdust ability three times per day.
15th Level: The owner can sprinkle the pixie dust on herself or an adjacent willing target once per day, granting the target the ability to fly (as the fly spell) for 5 minutes.
18th Level: The owner can use the fly ability three times per day, and she can also throw the pixie dust to grant fly to a non-adjacent target. To hit a willing non-adjacent target with the pixie dust, she must throw the dust as a thrown weapon with a range increment of 10 feet and hit an AC of 5 + any modifiers that add to both the target's flat-footed and touch AC, such as deflection bonuses and cover bonuses. On a miss, treat the dust as a splash weapon; if there are creatures in the resulting square, randomly determine which creature in that square is targeted by the fly effect.

Construction Requirements

Craft Wondrous Item, faerie fire, fly, glitterdust; Cost 13,250 gp

Robe of the Faerie Queen

Slot body; CL 6th; Weight 1 lb.
Aura moderate transmutation; Price 4,800 gp; Scaling wonder

Description

When donned, this sheer, sleeved robe fades to near invisibility. It grants the wearer a +4 competence bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks against fey. On command, the mantle glows in delicate faerie fire of any color of the wearer's choice, and a second command word ends the glow.
8th Level: The mantle magnifies and sharpens the wearer's beauty such that her +4 competence bonus now applies on all Charisma checks, Charisma-based skill checks, and Sense Motive checks against any creature. Against fey, the bonus increases to +6.
10th Level: The mantle's wearer becomes manipulative and eloquent in social situations. Whenever she converses with creatures, she can insert a suggestion (Will DC 14 negates) for every 10 minutes of conversation by succeeding at a DC 14 Perform (oratory) check. If she ever fails the Perform (oratory) check to use this ability, all creatures who witnessed her misstep are immune to this ability for 24 hours.
12th Level: Once per day, the wearer can release the glow within the mantle in a single coruscating burst of color. This blinds creatures in a 10-foot radius (Reflex DC 19 negates) for 1d4 rounds and completely dispels any darkness spells of 6th level or lower whose source is within its area.
14th Level: The wearer grows a pair of gossamer wings. The wings are delicate and weak, carrying the wearer only with difficulty. She gains a fly speed of 30 feet (poor maneuverability).
16th Level: The wearer's wings grow stronger, more agile, and more beautiful, and iridescent patterns trace along them. Her fly speed increases to 60 feet (good maneuverability), and she gains a +5 competence bonus on Fly checks.
18th Level: The wearer gains a small domain in the fey realm. She can access her domain from any location, creating a silvery gateway. Treat her domain as a mage's magnificent mansion except that its size equals 20 10-foot cubes/level, the domain appears as wilderness instead of a mansion, and the servants are tiny fey instead of nearly transparent liveried servants.
20th Level: The wearer's type changes to fey, and she gains DR 10/cold iron. If the wearer's type was already fey and she already possessed DR/cold iron, her DR increases by 10 and magic weapons with enhancement bonuses of +3 or greater do not count as cold iron for the purpose of bypassing her DR.

Construction Requirements

Craft Wondrous Item, eagle's splendor, faerie fire, fly, mage's magnificent mansion, sunburst, suggestion, creator must be fey; Cost 132,000 gp

Spectacles of Thought-Seeing

Slot eyes; CL 7th; Weight
Aura moderate divination; Price 3,600 gp; Scaling prize

Description

The wearer of these ornate crystal lenses gains a +6 competence bonus on Sense Motive checks. When she uses Sense Motive to determine whether someone is lying to her, she gets a brief flash of the liar's thoughts at that instant.
9th Level: When the wearer concentrates, she can perceive the thoughts of a single creature as writing in the air, rendered in the subject's native language. This functions as though the wearer had concentrated on the creature for 3 rounds using detect thoughts, and can be blocked with a successful Will save with a DC equal to the wearer's character level + 6 (to a maximum DC of 20). A creature that succeeds at its save can't be affected again for 24 hours. Maintaining concentration requires a standard action each round (as for a spell), and once the wearer ceases concentrating on a creature, she cannot observe thoughts again for 1 minute. This ability can be used for a total of 5 minutes per day. These minutes do not need to be consecutive, but must be used in 1-minute increments. The glasses fail to function against creatures with an Intelligence score of 2 or lower or without a written language.
11th Level: The competence bonus on Sense Motive checks increases to +8. The detect thoughts effect can be used for 10 minutes per day. In addition to seeing the creature's thoughts in its native language, the wearer gets visual impressions of the creature's thoughts. She might see the face of someone the creature is thinking about, for instance, or see an image of that creature stabbing someone if it's planning an attack.
13th Level: The competence bonus on Sense Motive checks increases to +10. The detect thoughts effect is constant—

Dynamic Magic Item Creation

Source Pathfinder Unchained pg. 180
In folklore, a major part of any magic item’s mystique is the tale of its creation. With the dynamic magic item creation system, the crafting of magic items becomes a quick but interesting story in which the whole party can participate. Items created in this way have unusual properties that lend them character and remind the PCs of the choices they made during item creation.

Along with adding flavor to the crafting of magic items, this system changes the average cost of magic item creation to be variable—generally more expensive for a single creator, and possibly less expensive for a group that works together. The standard system for the creation of magic items presented in the Core Rulebook leads to automatic successes during crafting, and given enough days of downtime, it can lead to a wild power imbalance between PCs who opt into the crafting system and all other characters. The system presented here encourages characters to work together to play out the story of the item’s creation while also adding unique touches to the resulting item.

For groups that prefer a more in-depth experience, replace the required skill checks below with roleplaying scenes.

Dynamic Magic Item Overview

Source Pathfinder Unchained pg. 180
The magic item creation system in this section divides the creation of magic items (other than potions and scrolls) into a series of challenges that the creators try to overcome. These challenges represent either setbacks or opportunities in the course of the creation process. The first and final challenges in the process are the same for every item: preparing the vessel and completing the item.

Between those steps, the characters face a number of random challenges based on the total market price of the item. The process includes one additional challenge per 5,000 gp in the item’s market price (minimum 1), though the GM could increase or decrease the number. Having more challenges means it’s more likely that an item will have unexpected properties, for good or ill. It also makes the item’s creation more expensive or time consuming on average for less skilled characters, and conversely the process will likely be cheaper and faster for a highly skilled party.

Challenges

Source Pathfinder Unchained pg. 180
Each challenge the PCs face represents a setback or opportunity in the magic item creation process. This system assumes that the PCs involved are gathering exotic ingredients, searching through the notes of others who have crafted similar items, and dealing with unexpected mystical variables. It allows the entire party to participate, so anyone who wishes to help counts as a creator, and only one creator needs to have the required item creation feat.

Attempting Challenges

Source Pathfinder Unchained pg. 180
Each challenge presents two tasks. One creator can choose a single task to attempt, or two creators can each choose to do a different task. This choice of tasks to attempt must be made before rolling any associated checks. Creators can’t take 10 or 20 (even with bardic knowledge or skill mastery) or benefit from aid another on item creation tasks.

Some tasks don’t require checks, but present other conditions for success. If a creator takes on such a task, it must be completed before attempting a task that involves a check.

If the creators decide to attempt both tasks for a given challenge, each task must be attempted by a different creator. For instance, when faced with a sesquipedalian elucidation challenge (see page 185), a wizard might pull out his dictionary and attempt a Linguistics check, while a rogue might choose to make up her own big words and attempt a Use Magic Device check. The number of tasks attempted and their success or failure determines the outcome of the challenge, as detailed below.

One Task AttemptedBoth Tasks AttemptedChallenge Result
Succeed at bothCritical success
SucceedSucceed at one and fail the other by less than 5Success
FailSucceed at one and fail the other by 5 or moreFailure
Fail bothCritical failure

Challenge Format

Source Pathfinder Unchained pg. 180
The stat block for a challenge includes a short description and the following sections.

Tasks: These are the options a creator can choose from when trying to complete the challenge. They contain only short titles, and the GM should interpret the specifics in an interesting way that makes sense based on the story.

Results: These entries cover the consequences of success or failure. Use the results from only one category; a critical success doesn’t also give the benefits of a normal success, and a critical failure doesn’t also impose the effects of a normal failure.

Paying for the Item

Source Pathfinder Unchained pg. 181
The default cost for item creation with this method is 85% of the item’s market value. Various challenges can raise and lower this amount. A party encountering and critically succeeding at a large number of challenges can likely bring the cost below 50%.

You must purchase weapons, armor, and other items that require masterwork or ingredient components separately to begin the process. Subtract those costs from the item’s market value for the purposes of all cost calculations (though not for the purposes of the required creation time or number of challenges encountered).

Before attempting the first challenge, the PCs purchase the initial materials by spending 25% of the item’s market price. As part of the final challenge, the PCs must pay the remaining amount, accounting for any adjustments.

The PCs can abandon an item at any time. They don’t have to pay the remaining amount, but they can’t use the materials from one attempt on another item.

Creation Time

Source Pathfinder Unchained pg. 181
The default amount of time it takes to create an item with this system is the same as in the normal item creation rules. The process can’t be accelerated by increasing check DCs as with the normal rules.

Space the challenges out evenly. For instance, having four challenges for a 10,000 gp item (two base, two random) means having a challenge at the beginning, another after 3 days of work, the third challenge 7 days in, and the final on day 10.

Adjustments

Source Pathfinder Unchained pg. 181
The first challenge, preparing the vessel, sets some base statistics for the new magic item. Further challenges can cause adjustments to the magic item. The GM can create her own challenges, and should consider the DCs of the challenge’s tasks when deciding adjustments. Challenges with lower DCs should typically have benefits that merely avoid negative adjustments, while challenges with higher DCs should be more likely to add beneficial adjustments.

Cost: Challenges that adjust the cost increase or decrease the crafting cost by increments of 5% of the final market price. The cost can go over 100%, meaning the item would cost more to make than its market price. The final cost can never be lower than the initial 25% investment; the characters can’t get a refund of that expenditure.

Time: Challenges may add or subtract the number of remaining days of work required to create the item. When this happens, adjust the timing of challenges accordingly. The total number of days of work can never decrease below 1, nor can it decrease below the number of days the characters have already spent crafting the item. For example, if on day 3 of a 5-day process a successful challenge decreases the time by 1 day, the final challenge will happen on day 4 instead. But if the result says to decrease the time by 3 days, the PC is instead able to attempt the final challenge immediately.

Perks, Quirks, and Flaws: A challenge may add a beneficial perk, a somewhat neutral quirk, or a detrimental flaw to the item. These three types of adjustments give an item a distinct flavor that sets it apart from others of its kind. The GM should secretly roll for perks, quirks, and flaws as they occur, rerolling duplicate or contradictory results. Detect magic and identify typically don’t reveal an item’s perks, quirks, and flaws; analyze dweomer does, though only once the item is complete.

Destruction: A few challenges can, if critically failed, destroy the in-progress item, which costs the PCs their current investment. Such challenges come with enticing benefits for critically succeeding, making them potentially worth the risk.

Base Challenges

Source Pathfinder Unchained pg. 181
The following two challenges bookend the dynamic magic item creation process. Preparing the vessel is always the first challenge, and completing the item is always last.

Prepare the Vessel

You must create or prepare an item to handle the magic you intend to instill within it.

Tasks

Forge a New Vessel Craft (item’s type) DC 15 + item’s caster level
Mystical Preparations Spellcraft DC 15 + item’s caster level

Results

Critical Success You have a superlative and efficient vessel. Set the base cost at 75% of the market price, and set the item’s creation time to 1 day per 2,000 gp of the item’s market price.
Success You have a satisfactory vessel. Set the base cost at 85% of the market price, and set the item’s creation time to 1 day per 1,000 gp of the item’s market price.
Failure You have a flawed vessel. Set the base cost at 100% of the market price, set the item’s creation time to 1 day per 500 gp of the item’s market price, and add one flaw.
Critical Failure The vessel is destroyed.

Complete the Item

You put the finishing touches on the item.

Tasks

Improvise Use Magic Device DC 15 + item’s caster level
Provide the Requirements Meet all the item’s prerequisites

Results

Critical Success You complete the item with a masterful flourish. Reduce the item’s cost by 10%.
Success You have completed the item.
Failure The item is destroyed.
Critical Failure

Random Challenges

Source Pathfinder Unchained pg. 182
The Game Master should roll on the table below to determine which challenges the player characters face while making the item. Alternatively, the GM can instead choose a particular challenge based on the circumstances of the campaign.

d%Challenge
01–04Aberrant mutation
05–08Challenging construction
09–12Contradictory instructions
13–16Cryptic cross-reference
17–20Distracting visitor
21–24Emotion requirement
25–28Energy overload
29–32Enticing offer
33–36Fragile components
37–40Historic stumbling block
41–44Illegal ingredients
45–48Infested ingredients
49–52Ingredients develop quasi-sentience
53–56Intrusive spirit
57–60Ley line convergence
61–64Magical resonance
65–68Planar peculiarity
69–72Rare reference
73–76Reagent shortage
77–80Regal requisite
81–84Sesquipedalian elucidation
85–88Structural flaw
89–92Sudden inspiration
93–100Class-specific challenge

Aberrant Mutation

The item’s components have mutated, and so has your item, evolving in strange new ways.

Tasks

Alter Mutation Spellcraft DC 15 + item’s caster level
Analyze Mutation Knowledge (dungeoneering) DC 25

Results

Critical Success Mutation proves helpful. 1 perk.
Success Mutation proves harmless. 1 quirk.
Failure Mutation proves harmful. 1 flaw.
Critical Failure Mutation spirals out of control. Item switches to a random item of the same type or slot, but of lesser value. If none exists, the item is instead destroyed; you lose 25% of the item’s market price and must start over.

Challenging Construction

One or more elements of your item’s design are particularly difficult to execute.

Tasks

Blueprint and Plan Knowledge (engineering) DC 25
Rely on Your Craftsmanship Craft (item’s type) DC 20 + item’s caster level

Results

Critical Success Challenge exceeded. –1 day, –10% cost.
Success Challenge overcome. No adjustment.
Failure Construction proved costly. +2 days, +5% cost.
Critical Failure Construction botched. +15% cost, 1 flaw.

Contradictory Instructions

Two respected sources disagree vehemently on the next step in the process.

Tasks

Discern the Sounder Choice Knowledge (arcana) DC 15 + item’s caster level
Take a Middle Path Spellcraft DC 20 + item’s caster level

Results

Critical Success Best of both worlds. –3 days, –5% cost.
Success Contradiction resolved. No adjustment.
Failure Misstep. +3 days, +5% cost.
Critical Failure Worst of both worlds. +7 days, +10% cost.

Cryptic Cross-Reference

You’re having trouble figuring out where to find the information you need across multiple volumes.

Tasks

Follow the Footnotes Linguistics DC 20
Make Something Up Use Magic Device DC 15 + the item’s caster level

Results

Critical Success Perfect coordination. –3 days, –5% cost.
Success Excellent notes. –1 day.
Failure Lost in paperwork. +3 days.
Critical Failure Series of missteps. +3 days, 1 flaw.

Distracting Visitor

An unwanted interloper shows up while you’re trying to work, making it challenging to concentrate.

Tasks

Ignore the Distraction concentration DC 15 + item’s caster level
Send the Visitor Away Diplomacy or Intimidate DC 20

Results

Critical Success Unexpected helpfulness. –1 day, –5% cost.
Success Short chat. No adjustment.
Failure Distracted. +1 day, 1 quirk.
Critical Failure Offended visitor interferes. +2 days, +5% cost, 1 flaw.

Emotion Requirement

In order to create the item, you need to harness a particular raw emotion.

Tasks

Elicit through Performance Perform (any) DC 20 + item’s caster level
Manipulate Others Bluff DC 20 + item’s caster level

Results

Critical Success Power from emotional surge. –5% cost, 1 perk.
Success Harnessed emotions. No adjustment.
Failure Tepid emotions. +1 day, +5% cost, 1 quirk.
Critical Failure Interference from opposing emotions. +3 days, +10% cost, 1 flaw.

Energy Overload

A sudden surge of energy builds up within your item, threatening to damage or destroy it.

Tasks

Channel into Your Body Fortitude DC 20 + item’s caster level
Divert to Another Item Craft (item’s type) DC 20 + item’s caster level

Results

Critical Success Overload leveraged. –2 days, –10% cost, 1 perk.
Success Overload diverted. 1 quirk.
Failure Expensive damage. +7 days, +15% cost.
Critical Failure Eldritch explosion. Item destroyed. Creators take 1d6 points of damage per caster level of the item.

Enticing Offer

A shady figure approaches you with an offer that would make completing your item faster and cheaper.

Tasks

Discern True Worth Sense Motive DC 20
Incorporate Offer Spellcraft DC 20 + item’s caster level

Results

Critical Success It actually worked! –1 day, –5% cost, 1 quirk.
Success Avoid mischief. No adjustment.
Failure Not exactly as advertised. –1 day, –5% cost, 2 flaws.
Critical Failure Completely duped. +1 day, +5% cost, 2 flaws.

Fragile Components

Some of the most important components of your item are extremely fragile.

Tasks

Reinforce Design Craft (item’s type) DC 15 + item’s caster level
Use a Delicate Touch Sleight of Hand DC 15 + item’s caster level

Results

Critical Success Flawless components. –10% cost.
Success Undamaged components. No adjustment.
Failure Damaged components. +1 day, +5% cost.
Critical Failure Item destroyed. Lose 25% of the item’s market price and start over.

Historic Stumbling Block

Your creation techniques have run across a challenging difficulty experienced by many past crafters.

Tasks

Learn from History Knowledge (history) DC 25
Solve It Yourself Spellcraft DC 20 + item’s caster level

Results

Critical Success An amazing workaround overcomes the issue. –3 days, –5% cost.
Success Stumble avoided. –1 day.
Failure Doomed to repeat the same mistake. +3 days, +10% cost.
Critical Failure Misapplied techniques result in disaster. +7 days, +10% cost, 1 flaw.

Illegal Ingredients

One or more of the necessary ingredients is flagrantly illegal, and needs to be acquired through criminal means.

Tasks

Entreat the Black Market Knowledge (local) DC 25
Smuggle It Yourself Sleight of Hand DC 30

Results

Critical Success Sell surplus to a fence. –10% cost.
Success Found just enough. No adjustment.
Failure Failed procurement. +5 days, +5% cost, 1 quirk.
Critical Failure Arrested and fined. +15% cost, creator attempting smuggling is arrested and sentenced to jail time or escapes custody and is on the run.

Infested Ingredients

Critical ingredients were infested by an exotic rot or colony of vermin, rendering them unusable.

Tasks

Procure Inexpensive Replacements Appraise DC 25
Purge the Infestation Heal DC 30

Results

Critical Success Seller’s market. –5% cost.
Success Crisis averted. No adjustment.
Failure Gouged on prices. +10% cost.
Critical Failure Infestation spreads into item. +5% cost, 1 quirk, 1 flaw.

Ingredients Develop Quasi-Sentience

Somehow, one or more of your item’s components have developed a limited intelligence.

Tasks

Coax Ingredients to Greater Performance Handle Animal DC 30
Magically Force Ingredients into Order Spellcraft DC 15 + item’s caster level

Results

Critical Success Item proceeds as normal but becomes an intelligent item of your alignment, and it likes you.
Success Ingredients work with you. 1 perk if you coaxed the ingredients; –5% cost if you coerced the ingredients.
Failure Ingredients rebel against you and escape or sabotage the item. +15% cost, 1 flaw.
Critical Failure Item proceeds as normal but becomes an intelligent item of a contrary alignment, and it hates you.

Intrusive Spirit

Your item’s creation draws the attention of a wandering spirit with some affinity for the item.

Tasks

Exorcise Spirit Knowledge (religion) DC 25
Seek Spirit’s Aid Diplomacy DC 20 + item’s caster level

Results

Critical Success Spirit’s release. –3 days, –5% cost, 1 perk.
Success No adjustment for exorcising the spirit; –1 day, –5% cost, 1 quirk for seeking the spirit’s aid.
Failure Spirit’s interference. +3 days, +5% cost, 1 quirk.
Critical Failure Spirit’s wrath. Item is cursed.

Ley Line Convergence

The item’s creation is dependent on the energy of intersecting ley lines or of another magical location.

Tasks

Adjust Accordingly Knowledge (arcana) DC 20 + item’s caster level
Find the Perfect Spot Knowledge (geography) DC 25

Results

Critical Success Auspicious convergence. –2 days, 1 perk.
Success Satisfactory location. No adjustment.
Failure Misaligned location. +3 days, 1 quirk.
Critical Failure Deleterious convergence. +10% cost, 1 flaw.

Magical Resonance

The magical auras of several components thrum with a strange resonance whenever they are near each other.

Tasks

Analyze the Cause Spellcraft DC 15 + item’s caster level
Follow the Rhythm Perform (any) DC 15 + item’s caster level

Results

Critical Success Resonant power revealed. –1 day, 1 perk.
Success Resonance limited. 1 quirk.
Failure Resonance interferes. +1 day, +5% cost, 1 quirk.
Critical Failure Out of control! +3 days, +10% cost, 1 flaw.

Planar Peculiarity

You realize that your item’s creation is influenced by planar convergences or other peculiarities.

Tasks

Consult a Planar Orrery Knowledge (planes) DC 25
Secure Outsider’s Assistance Diplomacy DC 20 + item’s caster level

Results

Critical Success Perfectly aligned. –3 days, –5% cost, 1 perk.
Success Well aligned. –1 day.
Failure Poorly aligned. +1 day, 1 quirk, 1 flaw.
Critical Failure Catastrophically aligned. +3 days, +5% cost, 1 flaw.

Rare Reference

You uncovered a reference that a rare book located in a large library will help with the item’s creation.

Tasks

Check the Card Catalog Linguistics DC 20
Scan the Shelves Perception DC 30

Results

Critical Success Expedient search. –3 days.
Success Found it! –1 day.
Failure Lengthy search. +3 days.
Critical Failure Huge delays and fees. +10 days, +5% cost.

Reagent Shortage

You suddenly realize that you don’t have enough stock of an important ingredient.

Tasks

Improvise a Substitution Craft (alchemy) DC 30
Search for More Survival DC 25

Results

Critical Success Amazing combination. –5% cost, 1 perk.
Success Sufficient components. No adjustment.
Failure Missing component. +10% cost.
Critical Failure Terrible mix. +5% cost, 1 flaw.

Regal Requisite

Your item requires a king’s hair, a prince’s kiss, or some other participation from high-ranking nobility.

Tasks

Exploit Noble Ties Knowledge (nobility) DC 25
Falsify the Ingredients Use Magic Device DC 20 + item’s caster level

Results

Critical Success Regal synergy. 1 perk.
Success No adjustment for noble ties; 1 quirk for falsified ingredients.
Failure Introduced impurities. 1 flaw.
Critical Failure Impurities and ostracism. +3 days, 1 flaw, creator attempting to exploit noble ties is ostracized at court.

Sesquipedalian Elucidation

The instructions for your next component are nearly impossible to understand due to abstruse language.

Tasks

Consult a Dictionary Linguistics DC 15 + item’s caster level
Make Up Your Own Big Words Use Magic Device DC 20 + item’s caster level

Results

Critical Success Master of erudition. –3 days, –5% cost.
Success Instructions elucidated. –1 day.
Failure Nonplussed. +3 days, +5% cost.
Critical Failure Confounded. +7 days, +10% cost.

Structural Flaw

Partway through the creation process, you notice a flaw in the item’s physical design.

Tasks

Disassemble and Adjust Disable Device DC 30
Turn to Your Advantage Craft (item’s type) DC 20 + item’s caster level

Results

Critical Success Surprising benefits. +1 day, –10% cost, 1 perk.
Success Meticulousness pays off. +1 day, –5% cost.
Failure Insurmountable flaw. +3 days, +5% cost, 1 flaw.
Critical Failure Item destroyed in disassembly. Lose 25% of the item’s market price and start over.

Sudden Inspiration

You are struck with a sudden stroke of brilliance and alter the creation process.

Tasks

Improve the Item Spellcraft DC 20 + item’s caster level
Improve the Methodology Knowledge (arcana) DC 20 + item’s caster level

Results

Critical Success Incredible breakthrough. –2 days, –5% cost, 1 perk.
Success Breakthrough. 1 perk for improved item; –2 days for improved methodology.
Failure False lead. +1 day, 1 quirk.
Critical Failure Terrible idea. +2 days, +5% cost, 1 flaw.

Class-Specific Challenges

Source Pathfinder Unchained pg. 185
To generate a class-specific challenge, determine which of the following challenges applies to at least one creator working on the item and pick one randomly from among those options. If none of these applies, choose a fitting challenge from the previous section (such as illegal ingredients for a rogue or rare reference for a wizard).

ChallengeAppropriate Creators
Crisis of faithDivine spellcaster with a patron deity
Instability from withinSpellcaster who draws power from within, such as an oracle or a sorcerer
Natural disasterCreator with a connection to nature, such as a druid or a ranger
Natural wonderCreator with a connection to nature, such as a druid or a ranger
Otherworldly aidCreator with a connection to outsiders, spirits, a patron, or a curse, such as an infernal sorcerer, an oracle, or a witch
Otherworldly interferenceCreator with a connection to outsiders, spirits, a patron, or a curse, such as an infernal sorcerer, an oracle, or a witch
Personal surgeSpellcaster who draws power from within, such as an oracle or a sorcerer
Divine spellcaster with a patron deity

Crisis of Faith

During the creation process, you experience ill omens from your patron deity that make you question your very faith.

Tasks

Persevere Will DC 20 + item’s caster level
Search for Answers Knowledge (religion) DC 15 + item’s caster level

Results

Critical Success Perseverance pays off. 1 perk.
Success Crisis overcome. No adjustment.
Failure Shaken faith. +1 day, +5% cost, 1 quirk.
Critical Failure Patron’s ire. +3 days, +10% cost, 1 flaw.

Instability from Within

Something within you emerges at an inopportune time and threatens the item’s creation.

Tasks

Account for the Instability Knowledge (arcana) DC 15 + item’s caster level
Roll with It Use Magic Device DC 20 + item’s caster level

Results

Critical Success Instability exploited. –5% cost, 1 quirk.
Success Instability avoided. No adjustment.
Failure Erratic item. +5% cost, 1 quirk.
Critical Failure Unstable item. +5% cost, 1 quirk, 1 flaw.

Natural Disaster

During a stage of the item’s creation in a natural setting, there’s an unexpected natural disaster.

Tasks

Harness the Power Use Magic Device DC 20 + item’s caster level
Take the Proper Precautions Survival DC 15 + item’s caster level

Results

Critical Success Shaped by the disaster’s power. –10% cost, 1 quirk, 1 perk.
Success Danger avoided. 1 quirk for harnessing the power; no adjustment for precautions.
Failure Damaging disaster. +7 days, +10% cost.
Critical Failure Disastrous consequences. Item destroyed. Lose 25% of the item’s market price and start over. Creators take 1d6 points of damage per item’s caster level of an energy type appropriate to the disaster.

Natural Wonder

During a stage of the item’s creation in a natural setting, a rare wonder of nature reveals itself.

Tasks

Reflect on the Wonder’s Beauty Craft (item’s type) DC 20 + item’s caster level
Show Respect for Nature Knowledge (nature) DC 20 + item’s caster level

Results

Critical Success Wondrous boon. –10% cost, 1 perk.
Success Inspiring wonder. –5% cost, 1 quirk.
Failure Ephemeral wonder. +1 day, 1 quirk.
Critical Failure Distracting wonder. +7 days, +5% cost, 1 quirk.

Otherworldly Aid

Otherworldly beings are tampering with your item’s creation in an attempt to assist you.

Tasks

Alter Construction Accordingly Craft (item’s type) DC 20 + item’s caster level
Respectfully Redirect Their Efforts Diplomacy DC 20 + item’s caster level

Results

Critical Success Incredible Aid. –6 days, –10% cost, 1 quirk.
Success Effective Aid. –3 days, –5% cost, 1 quirk.
Failure Ineffective Aid. 1 quirk.
Critical Failure Disaster. +3 days, +10% cost, 1 quirk, 1 flaw.

Otherworldly Interference

Otherworldly beings are meddling with your item’s creation, whether from near or afar.

Tasks

Convince Them to Stop Diplomacy DC 20 + item’s caster level
Use Protective Measures Knowledge (religion or planes) DC 20 + item’s caster level

Results

Critical Success Otherworldly repairs. –3 days, –10% cost, 1 quirk.
Success Inconsequential interference. No adjustment.
Failure Unrelenting interference. +5% cost, 1 quirk.
Critical Failure Severe interference. +3 days, +5% cost, 1 quirk, 1 flaw.

Personal Surge

A surge of beneficial power springs up from unknown depths within you.

Tasks

Embrace the Power Use Magic Device DC 20 + item’s caster level
Focus the Surge Spellcraft DC 20 + item’s caster level

Results

Critical Success Incredible surge. –3 days, –5% cost, 1 perk.
Success Surging boost. –1 day, –5% cost.
Failure Squandered surge. 1 quirk.
Critical Failure Overload. +5% cost, 1 quirk, 1 flaw.

Sign from the Gods

During the creation process, you receive signs that indicate your patron’s favor.

Tasks

Donate to the Faith Donate 5% of the item’s market price or more to the patron’s interests
Offer Prayers of Thanks Knowledge (religion) DC 20 + item’s caster level

Results

Critical Success Divine intervention. Halve the remaining number of days, 1 perk.
Success Favor’s blessing. 1 perk.
Failure Ingratitude’s comeuppance. 1 flaw.
Critical Failure

Perks

Source Pathfinder Unchained pg. 187
Perks are beneficial adjustments to an item, often gained from critical success at a challenge. The strongest perks tend to have the highest numbers on the table below. Reroll duplicates and perks that don’t fit the item. Feel free to invent your own perks or apply an appropriate perk without rolling.

d%Perk
01-04Lightweight
05-08Durable
09–12Impervious
13–16Energy-kissed
17–20Sacred1
21–24Faithful1
25–28Shielding
29–32Tentacled touch2
33–36Inscribed
37–40Eager
41–44Enemy glow
45–48Hated Foe3
49–52Skillful
53–56Exemplar4
57–60Unassuming
61–64Lucky
65–68Draconic
69–72Mindlinked5
73–76Messenger
77–79Healthful
80–82Energetic3
83–85Lunar
86–88Solar
89–91Potent
92–94Spying
95–97Resizing
98–100Egoistic3
1 Creator must have levels in a divine spellcasting class and have a patron deity.
2 Item must be one that delivers effects upon touch, such as a staff or a wand.
3 Item must be a weapon.
4 Item must be a weapon, armor, or an activated item.
5 Item must be activated by a command word.

Draconic: Determine a random type of chromatic or metallic dragon. The item has a sheen in the color of that dragon’s scales, and grants its bearer 3 points of energy resistance against the damage type that dragon’s breath weapon deals.

Durable: The item has twice as many hit points as it normally would.

Eager: The item always wants to be worn or held by its owner. The owner can draw an eager weapon or handheld item as a swift action, don eager armor in half the time, and don any other eager item as a swift action, though it takes twice as long as normal to remove eager armor and 1 full round to remove or stow any other eager item. The DC to disarm or steal an eager item increases by 5.

Egoistic: All of the bearer’s feats and class features that affect a specific weapon or weapon group change to affect the egoistic weapon’s type or group as long as she possesses the weapon. If the bearer can specify more than one type or group, she can choose which weapon or group she retains and which switch to the egoistic weapon’s type or group.

Enemy Glow: The item glows when a specific type of creature is nearby. Either choose an appropriate type or roll one randomly on the ranger’s favored enemy list.

Energetic: The item deals 1 additional point of damage of an energy type randomly determined upon creation. This damage isn’t multiplied on a critical hit.

Energy-Kissed: The item is immune to a random type of energy, but doesn’t grant this immunity to its bearer.

Exemplar: The item is a perfect example of its kind, granting advantages against similar items. Exemplar weapons grant a +1 AC bonus against other weapons of that type (such as longswords), armors grant a +1 bonus on attack rolls against enemies wearing that type of armor (such as breastplates), and activated items grant a +1 bonus on saving throws against other items of that exact function (so a staff of fire would grant its benefit against other staves of fire, but not against any other staves).

Faithful: The item’s caster level is treated as 1 higher when its effects benefit the faithful of its creator’s patron deity or when used against worshipers of one faith hated by that deity (selected by the creator if the patron hates multiple faiths). The item also gains a +1 bonus on damage rolls against hated worshipers. If more than one creator qualifies, the creators must choose one of their patrons.

Hated Foe: The weapon deals 1 additional point of damage when it hits a specific type of creature. Either choose an appropriate type or roll one randomly on the ranger’s favored enemy list.

Healthful: The bearer of this item regains 1 additional hit point from any magical effect that causes her to regain hit points.

Impervious: The item’s hardness is 5 higher than usual.

Inscribed: The item’s bearer can spend a full-round action to inscribe a hidden message up to 25 words long on the item’s surface. This message remains invisible until either the next time a creature holds the item or a specific passphrase is spoken. Inscribing a new message erases the previous one.

Lightweight: The item weighs half as much as normal.

Lucky: Each day, there’s a 50% chance the item grants its bearer a +1 luck bonus on a random type of saving throw for that day.

Lunar: While exposed to moonlight, this item causes any enemy adjacent to the bearer to take a –1 penalty on saving throws against sleep and similar effects.

Messenger: Once per week, the item can transform into an animal and deliver a message as the animal messenger spell.

Mindlinked: The item is linked to the owner, who can command it mentally. The action cost is the same, but it doesn’t make noise and the activation is purely mental.

Potent: The item’s caster level is 1 higher than intended.

Resizing: This item automatically resizes itself to match the size of its bearer. The size change takes 1 minute.

Sacred: The item glows with the image of its creator’s holy or unholy symbol, counting as a holy or unholy symbol for all purposes. If more than one creator qualifies, the creators choose one of their patrons’ holy or unholy symbols.

Shielding: This item negates the first magic missile directed at it or its bearer each day. If a caster directs multiple missiles at the bearer simultaneously, reduce the number of missiles that strike the bearer by one.

Skillful: The item grants a +1 competence bonus on checks with a random skill.

Solar: While exposed to sunlight, this item causes an enemy adjacent to the bearer to become dazzled for as long as the two remain adjacent.

Spying: The item transmits sensory information to its owner, as if it were the sensor for a clairaudience/clairvoyance spell. The owner must concentrate on receiving this information instead of her own visual or auditory information as a standard action to gain this benefit, and the effect becomes inert while she isn’t concentrating. Determine randomly upon the item’s creation whether the item relays visual or auditory information.

Tentacled Touch: As the aberrant quirk, but the tentacles can extend, allowing the item to deliver any touch effects with an additional 5 feet of reach. This does not increase the weapon reach of a magic weapon.

Unassuming: The item registers as though it were nonmagical, as though affected by a magic aura spell.

Quirks

Source Pathfinder Unchained pg. 189
Quirks are oddities that make an item unusual in a way that’s generally neither positive nor negative, or may be a little of both. The more beneficial or double-edged quirks are higher on the following table. Feel free to invent your own quirks or apply an appropriate quirk without rolling.

d%Quirk
01Flaw
02–04Infested
05–08Unusually colored
09–12Color-altering
13–16Mood coloration
17–20Aberrant
21–24Decorous*
25–28Dirty
29–32Junky
33–36Magnificent appearance
37–40Verdant
41–44Noisy
45–48Bloodthirsty
49–52Levitating
53–56Molting
57–60Soprano
61–64Bass
65–68Giant-eared
69–72Nose-enlarging
73–76Spiritbound
77–80Racially attuned
81–84Loyal
85–87Wet
88–90Slimy
91–93Unpredictable*
94–96Convergent
97–99Glittering
100Perk
* Must be an activated item.

Aberrant: The item has eyes, maws, and tentacles, though this has no additional effect.

Bass: The bearer’s voice deepens an octave.

Bloodthirsty: The item shakes slightly whenever blood is spilled within 20 feet of it.

Color-Altering: The color of the bearer’s eyes, hair, or skin changes when she carries or wears the item.

Convergent: The item is connected to another plane, bringing its bearer into telepathic contact with an otherworldly entity. The entity can communicate with the bearer to serve its own ends. Choose an appropriate entity or choose randomly from among outsider subtypes. The entity shouldn’t be a being that can cause harm to the bearer through telepathic contact, such as a star-spawn of Cthulhu.

Decorous: The item activates only if the user says “please” and ceases function for 1 hour if the user doesn’t thank it afterward.

Dirty: The item is always covered in dirt or mud, no matter how often it is washed or cleaned.

Flaw: Roll on the table of flaws instead.

Giant-Eared: The item’s bearer’s ears increase to five times their original length.

Glittering: The item leaves a trail of glowing, magical motes as it moves. They dissipate after 1 round. This effect can be activated or deactivated with a command word.

Infested: The item is infested with vermin or other Fine creatures that do not interfere with its operation or harm the bearer.

Junky: The item looks extremely old, worn, rusted, or otherwise of low quality, hiding its true power.

Levitating: This item always floats slightly above the ground when laid down, dropped, or otherwise unattended.

Loyal: The item offers a perk (determined randomly upon creation) when used by one of its creators, but it presents a flaw (determined randomly upon creation) for all other users.

Magnificent: The item looks extremely powerful and valuable, even if it isn’t.

Molting: Scaled skin covers this item, and the item occasionally sheds the skin and grows a new one.

Mood Coloration: The item changes colors to reflect the mood of the bearer. Each item has its own mapping of colors to emotions, but someone with knowledge of the item’s quirk and its mapping who can see the color change gains a +2 circumstance bonus on Sense Motive checks against the bearer.

Noisy: The item makes an odd though not particularly loud noise when in use, such as a mace that squeaks when it’s swung.

Nose-Enlarging: The bearer’s nose becomes five times longer than usual.

Perk: Roll on the table of perks instead.

Racially Attuned: The item’s bearer counts as the race of one of the item’s creators (determined randomly upon creation) as well as her own.

Slimy: The item is covered in putrid slime, which seeps out to cover the bearer as well. The bearer gains a +5 circumstance bonus on Escape Artist checks, on combat maneuver checks to break grapples, and to CMD against grapples (these bonuses do not stack with grease or other similar effects), but takes a –2 penalty on Acrobatics, Disable Device, and Disguise checks, as well as on Diplomacy and Handle Animal checks except against creatures that aren’t bothered by putrid slime.

Soprano: The bearer’s voice rises by an octave.

Spiritbound: The item’s reality is imprinted onto its intended owner (creator’s choice), such that the item simply doesn’t exist outside of that owner’s possession. The item can’t be lost or stolen, and it also can’t be sold or transferred.

Unpredictable: When activating the item, roll 1d6. On a 1 or 2, the DC and caster level of all the item’s effects are treated as 1 lower for this activation; on a 3 or 4, there is no adjustment; and on a 5 or 6, the DC and caster level of all the item’s effects are treated as 1 higher for this activation. If this puts the item below the minimum caster level for the intended effect, the activation fails but any charge or daily use is still consumed.

Unusually Colored: The item is an odd color for an item of its type, such as a sword that is bright pink.

Verdant: Leaves, moss, and vines cover the item, and leaves sprout from the targets of the item’s effects.

Wet: The item and bearer are constantly soaking wet. This imposes a –1 penalty on saves against environmental cold, cold effects, and electricity effects, but grants a +1 bonus on saves against environmental heat, fire effects, and catching on fire.

Flaws

Source Pathfinder Unchained pg. 190
Flaws are adjustments to an item that are detrimental in nature. Most are similar to curses, but not nearly as damaging or restrictive to the bearer. Whenever a challenge would add a flaw to an item, roll on the following table. In general, the more harmful flaws have higher numbers on the table. Reroll duplicates and flaws that do not fit the item. Feel free to invent your own flaws or simply choose an appropriate one.

Accumulating Flaws: The more flaws the item has, the more likely it is to become cursed. For each flaw beyond the first, add a cumulative +5 modifier to the d% roll until the item gains a curse (after which the +5 modifiers no longer apply). When you decide to create a new flaw or choose an appropriate one rather than rolling, you should still roll first to determine whether the item gains a curse instead.

d%Flaw
01–04Heavy
05–08Fragile
09–12Vulnerable
13–16Energy weakened
17–20Pungent
21–24Faerie-lit
25–28Singing
29–32Vindictive1
33–36Anomalous
37–40Extremely infested
41–44Addictive
45–48Gluttonous
49–52Slothful
53–56Hallucinogenic
57–60Obedient
61–64Uncivilized
65–68Allergic
69–72Zealous2
73–76Impotent
77–80Pacifistic1
81–84Backlashing
85–87Wrathful
88–90Proud
91–93Slippery3
94–96Enticing
97–99Paranoid
100+Cursed
1 Item must be a weapon.
2 Creator must have levels in a divine spellcasting class and have a patron deity.
3 Item must be a held item.

Addictive: The owner does not want to give up the item under any circumstances, and suffers the effects of severe addiction when denied access to the item.

Allergic: The item is especially sensitive to the presence of a particular type of creature, and ceases all magical functions whenever it is within 30 feet of such a creature. To determine the creature type, roll randomly or choose an appropriate type on the ranger’s favored enemy list.

Anomalous: The item is instead another random magic item of the same type or slot and the same or similar cost as the intended item.

Backlashing: When attacking with or activating the item, the user takes 1d6 points of damage from magical energy backlash.

Cursed: The item gains a curse. Roll on Table 15–27 to determine the curse, or choose an appropriate curse.

Energy Weakened: The item is particularly vulnerable to one random energy type. That energy type ignores the item’s hardness and deals double damage to the item (but not to the item’s bearer). Determine the energy type randomly, or choose one thematically tied to the challenge that caused the item to have the weakness.

Enticing: Others covet the item and seek to possess it. Upon touching or examining the item, any creature that does not possess the item must succeed at a DC 20 Will save or covet the item, seeking to gain it by whatever means is most expedient and advantageous, though it need not do so immediately. After one attempt to gain the item (or a successful save), a creature is immune to the item’s enticing effect for 24 hours.

Extremely Infested: As the infested quirk, but the vermin or other creatures crawl over the bearer, requiring her to succeed at concentration checks (DC = 15 + the spell’s level) to cast spells or use other abilities that require concentration.

Faerie-Lit: The bearer is constantly surrounded by colorful light, as if affected by a faerie fire spell.

Fragile: The item has half as many hit points as normal.

Gluttonous: The bearer must gorge upon 10 times as much food as normal or suffer the effects of starvation, ignoring effects that reduce the amount of food required (such as ring of sustenance).

Hallucinogenic: The bearer sees and hears mild hallucinations. While readily discernible as such, these hallucinations still impose a –2 penalty on Perception and initiative checks.

Heavy: The item weighs twice as much as normal.

Impotent: The item’s caster level is 1 lower than intended. If this would cause a wand or staff to fall below the minimum required caster level, reroll this flaw.

Obedient: The bearer takes a –2 penalty on all Will saves against effects that exercise mental control. This includes all mind-affecting charm or compulsion effects, as well as any effect the GM deems appropriate.

Pacifistic: When using this weapon, the wielder can only choose to deal nonlethal damage (in most cases imposing a –4 penalty on attack rolls), except against constructs and undead.

Paranoid: The bearer no longer trusts anyone and must attempt saving throws against all abilities and spells but her own, even those that are harmless.

Proud: The bearer can’t grant or gain any benefit from the aid another action.

Pungent: The item emits a foul and obvious odor. No mundane means can remove the stench, which overcomes even magical effects such as negate aroma.

Singing: The item constantly sings in a loud belting soprano or tenor. Silence and other such spells can suppress the sound as normal.

Slippery: The creature holding the item must succeed at a DC 15 Reflex save each round or drop the item.

Slothful: The bearer must rest for 12 hours each day to gain the benefits of a full night’s rest, ignoring effects that reduce the amount of sleep needed (such as ring of sustenance). This can affect the bearer’s ability to prepare spells or regain spell slots.

Uncivilized: The item doesn’t function in any area that would count as urban terrain.

Vindictive: When using this weapon, the wielder can only choose to deal lethal damage, not nonlethal damage. If the item can normally deal only nonlethal damage, this flaw overrides that restriction.

Vulnerable: The item has a hardness that is 5 lower than usual (to a minimum of 0).

Wrathful: In combat, the bearer’s mind is clouded by rage, and she must succeed at a DC 20 Will save to use any ability that can’t be used during a barbarian rage. This doesn’t allow a barbarian to use those abilities when she is in a rage.

Zealous: The item functions only for worshipers of the creator’s patron deity. If more than one creator qualifies, roll randomly between their patron deities.

Simple Monster Creation

Source Pathfinder Unchained pg. 194
Monsters can be truly memorable and entertaining, but they can also be a lot of work if the GM needs to customize them or create new ones. The standard methods for creating monsters and NPCs are similar to those for creating player characters, but striking the right power balance can be challenging.

The simple monster creation system presented here lets you create a monster and have it ready for your table quickly. This means bending the normal rules to cut out time-consuming steps, such as picking a ton of 1st-level spells a monster is unlikely to cast, selecting magic items according to an NPC’s budget, or recalculating statistics based on spell effects. Rather than making you build a monster from scratch, this system uses baselines derived from Table 1–1: Monster Statistics by CR on page 291 of the Pathfinder RPG Bestiary. This gives you the flexibility to start off with almost-final statistics and make a few adjustments as needed to create a formidable unchained monster.

Simple Monster Creation Overview

Source Pathfinder Unchained pg. 194
Monsters can be truly memorable and entertaining, but they can also be a lot of work if the GM needs to customize them or create new ones. The standard methods for creating monsters and NPCs are similar to those for creating player characters, but striking the right power balance can be challenging.

The simple monster creation system presented here lets you create a monster and have it ready for your table quickly. This means bending the normal rules to cut out time-consuming steps, such as picking a ton of 1st-level spells a monster is unlikely to cast, selecting magic items according to an NPC’s budget, or recalculating statistics based on spell effects. Rather than making you build a monster from scratch, this system uses baselines derived from Table 1–1: Monster Statistics by CR on page 291 of the Pathfinder RPG Bestiary. This gives you the flexibility to start off with almost-final statistics and make a few adjustments as needed to create a formidable unchained monster.

Step 1: Array

Source Pathfinder Unchained pg. 196
The arrays presented in this chapter allow you to quickly derive the statistics for three broad types of monsters. Each one allows for a fair amount of customization—especially through monster options—but the monster’s statistics stay close to the baselines set by PC progressions and Table 1–1 in the Bestiary. The options roughly correspond to the combat, skill, and spell roles used for monster advancement in the normal monster creation system. Therefore, if you were to recreate a monster with the combat role (such as an ogre or vrock), you would start with the combatant array. You can choose whichever array you prefer, unless the monster is meant to mimic an NPC created with a character class from Step 2 or a template from Step 4. The three arrays are as follows.

Combatant: Any monster that focuses primarily on its physical power uses the combatant array. High attack bonuses, hit points, and defenses are the defining traits of this array. A combatant’s skills are weak, and the majority of its options are in the combat category. Most creatures of low or no Intelligence should be combatants, as should intelligent monsters with combat training.

Expert: A monster uses the expert array if it’s focused on skills, interaction, or cunning tactics. This array provides moderate statistics in most areas, but strong skills and extensive monster options. The expert array is the ideal way to replicate skill-based NPCs such as rogues or bards. In many cases, expert monsters are more likely to attempt tricking or befriending the PCs than fight.

Spellcaster: If a monster relies primarily on spells, it uses the spellcaster array. Though the monster’s statistics are typically weak overall, it gains access to a sizable number of spells from the lists in Step 6. Because this system uses benchmark numbers instead of calculating individual statistics, a monster that uses its spells primarily to increase its own abilities (so that it can become a strong melee combatant, for instance) should use the array that best matches the way it will be used in the game rather than using the spellcaster array just because it can cast magic.

Character Classes

Source Pathfinder Unchained pg. 196
You might create a monster that should use the statistics for a character class, either because the monster would normally be created by adding class levels to the monster or because you think the monster’s abilities are similar enough to those of a character class that it would be quicker to start with the class. In this case, look ahead to the class grafts and use the array required by the class you desire. Keep in mind that a monster with class levels typically has a CR equal to its class level – 1, so if you want your monster to have particular level-dependent class abilities, you’ll want to use the statistics for a CR that’s 1 lower than the target class level.

As mentioned before, a monster that primarily relies on its racial or innate abilities with only a small number of class levels might be built differently. You can create the monster using its creature type graft, then refer to the related class graft for ideas of which monster options to select.

Using an Array

Source Pathfinder Unchained pg. 196
In the simple monster creation system, you don’t use the normal calculations to generate your monster’s final statistics. Instead, you take the numbers directly from the array, then make a few adjustments based on grafts and monster options later along in the process. In other words, if the array says the monster’s Fortitude saving throw bonus is +11, that number is its total bonus—it’s assumed to already include all bonuses from Hit Dice, classes, Constitution modifier, and magic items, regardless of later adjustments.

Each array consists of two tables: the first contains most of the monster’s statistics and choices, and the second contains the array’s options for attacks and damage values. To start creating your monster’s statistics, find the table with the appropriate array and go to the row for your monster’s desired CR. Record the statistics from that row according to the following guidelines.

CR, AC, Saving Throws, CMD, hp, and DCs: Record these numbers as they appear on the table. A few of these might change in later stages, but there aren’t any additional choices to make for these numbers during this step of the process. Note that for AC, the first number is the normal AC, the second is touch AC, and the third is flat-footed AC. For saving throws, you can swap one save with another to better suits your monster. The two DC columns are used for all the monster’s abilities and spells. For any ability that isn’t a spell, use the ability DC listed. For any spell the monster can cast, add the spell’s level to the number from the spell DC column. Use the spell’s cleric or sorcerer/ wizard level if multiple classes can cast it. If neither of those classes has the spell, use the highest spell level listed in the spell’s description.

Ability Modifiers: For this step, you’ll assign the modifiers for the monster’s three most important ability scores. You can use whatever criteria you like to assign the ability modifiers; each array’s section gives suggestions for typical choices. All other abilities have a modifier of +0, though you can give the monster a penalty if thematically appropriate. Note that these entries are the ability modifiers, not the ability scores, since you’ll primarily use them as the default modifiers for skill checks and ability checks. Write down the ability modifier assignments you’ve chosen.

Skills: All skills are divided into two categories, representing those the monster has mastered and ones it’s merely good at. The number with the plus before it is the skill’s bonus, and the number in parentheses indicates how many skills the monster gets at that level of expertise. For instance, a master entry of “+11 (2)” means that the monster gets two skills at +11, and any other “master skills” that grafts provide will also be at +11. These bonuses are assumed to include the monster’s ability score bonuses, ranks, feats, and racial modifiers as appropriate to get the value given here. Write down the monster’s good and master bonuses, and note how many skills it has with each bonus. Because grafts can alter a monster’s number of skills or bestow or deny specific skills, you’ll decide on specific skills in Step 8.

Options: Most of a monster’s abilities beyond its base statistics come from monster options. There are four categories of options: combat, magic, social, and universal. Each entry lists how many options of a given category that monster can take, with “any” meaning that there’s no category restriction for those options. Make a note of how many options of each type the monster gets. You define the options in Step 7.

Attacks and Damage: The second table shows four options for a monster’s attacks. Two columns show weapon-based attacks, one with a high bonus and one with a low bonus. Use the higher attack and damage values for the monster’s main attack. If the monster has additional attacks that are less powerful, use the lower attack and damage values for those attacks—a creature that’s primarily a ranged attacker would use high values for its longbow attacks and low values for its longsword attacks. You can mix and match these values. For example, since ranged attacks typically deal less damage, you might have a longbow attack use the high attack value but the low damage value.

The remaining two columns are for natural attacks— either two attacks (two slam or claw attacks, for example) or one powerful primary attack and two weaker secondary attacks (such as a bite and two claws). At some levels, a monster might have a negative number for an attack bonus; this means that number of attacks is probably too strong for a monster of that CR. These entries are included for completeness.

The number in parentheses indicates the amount of damage each attack deals. For example, an entry that reads “+10/+5 (10)” means that when the monster makes a full attack, it makes one attack at +10 and one at +5, and that each attack deals an average of 10 points of damage. An entry reading “1 at +10 (10), 2 at +5 (5)” indicates that the monster would make one attack at +10 that deals 10 points of damage and two at +5 that deal 5 points of damage each.

Write down the attack bonuses and the damage for the monster’s attacks. In Step 9, you’ll assign dice to the damage values (see page 241). If your monster should have a number of attacks different from what you see here (four tentacle attacks, for example), that section includes advice for how to alter the monster’s attacks using Table 1–1 on page 291 of the Bestiary.

Reading Array Entries

Each section on the following pages briefly explains the concept of a particular array, then provides the following tools.

Themes: These examples detail some common types of monsters this array can be used to create. The theme entry suggests the main ability scores, skills, and monster options the monster might take. Spellcaster entries also include suggested spell lists. All these listings are simply suggestions, and are provided to point you toward the best monster options quickly.

Main Statistics: Most statistics for the monster array appear on the large table at the bottom of the left-hand page, organized by CR.

Attack Statistics: The array continues on the right-hand page with attack options and damage values by CR.

Combatant Array

Source Pathfinder Unchained pg. 198
The most common type of monster in most regions, a combatant is at its best on the battlefield. A combatant monster typically has high physical statistics and powerful attacks. Strong defenses, hit points, and attacks take precedence over skills and options. This array covers a wide variety of creatures, from brutish beasts to experienced generals.

Some common combatants include most animals and vermin, most demons, chokers, most giants, ghouls, golems, ogres, trolls, and worgs.

Combatant Themes

The following themes reflect many of the styles combatants might use to fight.

Beater: Big and rugged, the beater is all about hitting things hard and soaking up a ton of punishment. Ability modifiers—Strength and Constitution; skills—Climb, Intimidate, Swim; combat options—damage reduction, diehard, extra hit points, power attack, rend.

Commander: Leading by example, the commander fights while inspiring allies to greater success. Ability modifiers— Strength and Charisma; skills—Acrobatics, Diplomacy, Intimidate, Ride; combat options—challenge, combatant’s touch, improved initiative; social options—bolstering presence, heroic recovery.

Hunter: Trained to fight by stalking its foes, the hunter thrives on the element of surprise. Ability modifiers—Strength or Dexterity and Wisdom; skills—Climb, Handle Animal, Perception, Survival, Swim; combat options—bleed, critical striker, favored enemy, trap squares; social option—alertness.

Rider: Mounted on another creature, the rider attacks using its advantageous position. Ability modifiers—Dexterity and Strength; skills—Handle Animal, Intimidate, Ride; combat options—improved initiative, mounted master, powerful charge.

Sharpshooter: This monster attacks from a distance, typically using a bow, crossbow, or firearm. Ability modifiers— Dexterity and Wisdom; skills—Acrobatics, Perception, Stealth; combat options—extra attack, far shot, fast reload, firearm savvy, precise shot; universal option—magic weapon.

Skirmisher: Dancing in and out of battle, the skirmisher uses speed and trickery. Ability modifiers—Dexterity and Charisma; skills—Acrobatics, Climb, Escape Artist, Stealth; combat options—dodge expert, extra attack, mobile attack, repositioning attack; universal option—terrain stride.

Tactician: With an vast bag of tricks, the tactician uses its savvy mind more than its brawn. Ability modifiers—Intelligence and Dexterity; skills—Bluff, Escape Artist, Perception; combat options—defense breaker, deflect projectiles, improved combat maneuver, mage-killer, sneak attack.

Untouchable: Protected by exhaustive defenses, the untouchable can’t be phased by most attacks. Ability modifiers—Constitution and Dexterity; skills—Acrobatics, Perception, Survival; combat options—damage reduction, dodge expert or extra armor, immunity, spell resistance, uncanny dodge.

Weakener: Rather than dealing massive amounts of damage, the weakener undermines its opponents’ combat abilities. This theme offers several potential options, but avoid giving the monster more than two. Ability modifiers— Strength and Constitution; skills—Intimidate, Perception, Stealth; combat options—ability damage, blood drain, defense breaker, energy drain, fear attack, paralysis, stun attack.

Combatant Classes

If your monster is meant to act as though it has a character class, it gains a class graft. The following class grafts require the monster to use the combatant array: barbarian, cavalier, fighter, gunslinger, monk, paladin, and ranger. For animal companions and mounts, see the section under Class Grafts.

Table 5-1: Combatant Main Statistics

Saving ThrowsSkills
CRACFortRefWillCMDhpAbility DCSpell DCAbility ModifiersMasterGoodOptions
1/213, t 12, f 12+1+1+0131199+3, +2, +1+8 (1)+5 (2)1 combat
114, t 12, f 12+2+2+114161011+3, +2, +1+9 (1)+6 (2)1 combat
216, t 12, f 12+3+3+116221112+3, +2, +1+10 (1)+7 (2)1 combat
317, t 12, f 12+4+4+218331211+4, +2, +1+11 (1)+8 (2)1 combat, 1 any
419, t 12, f 14+5+5+320441312+4, +2, +1+12 (1)+9 (2)1 combat, 1 any
520, t 12, f 15+6+6+421601312+5, +2, +2+13 (1)+10 (2)1 combat, 1 any
621, t 12, f 15+7+7+523771412+5, +2, +2+14 (1)+11 (2)1 combat, 1 any
722, t 13, f 16+8+8+624931512+6, +4, +2+15 (1)+12 (2)1 combat, 1 any
823, t 13, f 17+9+9+7261101613+6, +4, +2+16 (1)+13 (2)1 combat, 1 any
925, t 15, f 18+10+10+8281261613+7, +4, +3+17 (1)+14 (2)1 combat, 1 any
1026, t 15, f 19+11+11+9291431713+7, +5, +3+18 (1)+14 (2)1 combat, 1 any
1127, t 16, f 20+12+12+10301591813+8, +5, +3+19 (1)+15 (2)1 combat, 1 any
1229, t 17, f 21+13+13+11321761914+8, +5, +4+20 (1)+16 (2)2 combat, 1 any
1330, t 18, f 22+14+14+12331981914+9, +6, +4+21 (1)+17 (2)2 combat, 1 any
1431, t 18, f 23+15+15+12342202014+9, +6, +4+23 (1)+18 (2)2 combat, 1 any
1532, t 19, f 24+16+16+13362422114+10, +7, +5+25 (1)+20 (2)2 combat, 1 any
1633, t 19, f 24+17+17+14372642215+11, +7, +5+27 (1)+22 (2)2 combat, 1 any
1734, t 20, f 25+18+18+15382972215+11, +8, +5+29 (1)+23 (2)2 combat, 1 any
1835, t 21, f 26+18+18+16393302315+12, +8, +6+31 (1)+25 (2)3 combat, 1 any
1936, t 21, f 27+19+19+16403632416+13, +9, +6+33 (1)+27 (2)3 combat, 1 any
2038, t 22, f 28+20+20+17424072517+13, +9, +6+35 (1)+28 (2)3 combat, 1 any
2139, t 23, f 29+21+21+18434402517+14, +10, +7+37 (1)+30 (2)3 combat, 1 any
2241, t 24, f 30+21+21+18454842618+14, +10, +7+39 (1)+32 (2)3 combat, 1 any
2342, t 25, f 31+22+22+19465282719+15, +11, +7+41 (1)+33 (2)3 combat, 1 any
2444, t 26, f 33+23+23+20485722820+15, +11, +8+43 (1)+35 (2)3 combat, 1 any
2545, t 27, f 33+24+24+21506162820+16, +12, +8+45 (1)+37 (2)3 combat, 1 any
2646, t 27, f 34+25+25+22516602921+16, +12, +8+47 (1)+38 (2)3 combat, 1 any
2747, t 28, f 35+26+26+23527043022+17, +13, +9+49 (1)+40 (2)3 combat, 1 any
2848, t 28, f 36+27+27+24537483123+17, +13, +9+51 (1)+42 (2)3 combat, 1 any
2949, t 29, f 36+28+28+25547923224+18, +14, +10+53 (1)+43 (2)3 combat, 1 any
3050, t 30, f 37+29+29+26558363325+18, +15, +10+55 (1)+45 (2)3 combat, 1 any


Table 5-2: Combatant Attack Statistics

Weapon AttacksNatural Attacks
CRHigh (Damage)Low (Damage)Two (Damage)Three (Damage)
1/2+1 (5)+0 (4)2 at –1 (4)1 at –1 (6), 2 at –6 (4)
1+2 (8)+1 (6)2 at +0 (4)1 at +0 (6), 2 at –5 (4)
2+4 (11)+3 (8)2 at +2 (6)1 at +2 (6), 2 at –3 (4)
3+6 (14)+4 (10)2 at +6 (8)1 at +6 (10), 2 at +1 (5)
4+8 (17)+6 (13)2 at +8 (9)1 at +8 (12), 2 at +3 (6)
5+10/+5 (15)+7/+2 (11)2 at +10 (11)1 at +10 (15), 2 at +5 (8)
6+12/+7 (18)+8/+3 (13)2 at +12 (14)1 at +12 (19), 2 at +7 (10)
7+13/+8 (22)+10/+5 (16)2 at +13 (17)1 at +13 (22), 2 at +8 (11)
8+15/+10 (26)+11/+6 (19)2 at +15 (20)1 at +15 (26), 2 at +10 (13)
9+17/+12 (29)+12/+7 (22)2 at +17 (22)1 at +17 (30), 2 at +12 (15)
10+18/+13/+8 (28)+13/+8/+3 (21)2 at +18 (25)1 at +18 (33), 2 at +13 (17)
11+19/+14/+9 (32)+14/+9/+4 (23)2 at +19 (28)1 at +19 (37), 2 at +14 (19)
12+21/+16/+11 (35)+15/+10/+5 (26)2 at +21 (31)1 at +21 (41), 2 at +16 (21)
13+22/+17/+12 (38)+16/+11/+6 (28)2 at +22 (33)1 at +22 (44), 2 at +17 (22)
14+23/+18/+13 (41)+17/+12/+7 (30)2 at +23 (36)1 at +23 (48), 2 at +18 (24)
15+24/+19/+14/+9 (41)+18/+13/+8/+3 (31)2 at +24 (39)1 at +24 (52), 2 at +19 (26)
16+26/+21/+16/+11 (47)+19/+14/+9/+4 (35)2 at +26 (44)1 at +26 (59), 2 at +21 (30)
17+27/+22/+17/+12 (53)+20/+15/+10/+5 (40)2 at +27 (50)1 at +27 (66), 2 at +22 (33)
18+28/+23/+18/+13 (59)+21/+16/+11/+6 (44)2 at +28 (55)1 at +28 (74), 2 at +23 (37)
19+29/+24/+19/+14 (65)+22/+17/+12/+7 (48)2 at +29 (61)1 at +29 (81), 2 at +24 (41)
20+30/+25/+20/+15 (70)+23/+18/+13/+8 (53)2 at +30 (66)1 at +30 (88), 2 at +25 (44)
21+31/+26/+21/+16 (76)+24/+19/+14/+9 (58)2 at +31 (72)1 at +31 (96), 2 at +26 (48)
22+32/+27/+22/+17 (82)+25/+20/+15/+10 (62)2 at +32 (77)1 at +32 (103), 2 at +27 (52)
23+33/+28/+23/+18 (88)+26/+21/+16/+11 (66)2 at +33 (83)1 at +33 (110), 2 at +28 (55)
24+35/+30/+25/+20 (97)+27/+22/+17/+12 (73)2 at +35 (91)1 at +35 (121), 2 at +30 (61)
25+36/+31/+26/+21 (105)+28/+23/+18/+13 (79)2 at +36 (99)1 at +36 (132), 2 at +31 (66)
26+37/+32/+27/+22 (114)+29/+24/+19/+14 (85)2 at +37 (108)1 at +37 (143), 2 at +32 (72)
27+38/+33/+28/+23 (123)+30/+25/+20/+15 (91)2 at +38 (116)1 at +38 (154), 2 at +33 (77)
28+39/+34/+29/+24 (132)+31/+26/+21/+16 (97)2 at +39 (124)1 at +39 (165), 2 at +34 (83)
29+40/+35/+30/+25 (140)+32/+27/+22/+17 (103)2 at +40 (132)1 at +40 (176), 2 at +35 (88)
30+41/+36/+31/+26 (149)+33/+28/+23/+18 (108)2 at +41 (141)1 at +41 (187), 2 at +36 (94)

Expert Array

Source Pathfinder Unchained pg. 200
Possessing in-depth knowledge, experts often appear as leaders, trusted advisors, or elite operatives. An expert monster typically has a high Intelligence modifier, but its other statistics vary depending on its role. Strong skills and interaction options are an expert’s most important traits, but as the expert array is more versatile than the other arrays, many experts also pick up the secondary magic option or tactical combat options.

Common expert monsters include doppelgangers, imps, intellect devourers, invisible stalkers, and pixies.

Expert Themes

The following themes represent skill sets and areas of knowledge an expert might embrace.

Advisor: Usually serving as an assistant to a more powerful creature, the advisor fills a support role. Ability modifiers— Charisma and Wisdom; skills—Bluff, Diplomacy, Intimidate, Knowledge (local), Knowledge (nobility), Sense Motive; combat option—improved initiative; social options— alertness, inspire competence, persuasive, slippery mind.

Apothecary: With extensive practice in creating alchemical concoctions, the apothecary might be an alchemist or a village healer. Ability modifiers—Intelligence and Constitution; skills—Appraise, Craft (alchemy), Heal, Knowledge (arcana), Knowledge (nature), Spellcraft; combat option—bombs; magic options— mutagen, potent healing, potions, remove minor condition, remove moderate condition, secondary magic (alchemy or healing spell list).

Artificer: Well acquainted with items and their creation, the artificer could be a crafter, a merchant, or an expert on magical devices. Ability modifiers—Intelligence and Charisma or Strength; skills—Appraise, Craft (any), Disable Device, Knowledge (engineering), Use Magic Device; combat option—firearm savvy; magic options: magical aptitude; social option—mercantile savvy; universal option—magic weapon.

Deceiver: A master of chicanery blessed with a silver tongue, the deceiver knows how to get its way. Ability modifiers— Charisma and Intelligence; skills—Bluff, Disguise, Knowledge (local), Perform (oratory), Sense Motive; combat option—sneak attack; social options—alertness, inspire fear, persuasive, slippery mind.

Guide: Familiar with a particular area or skilled at getting along in the wild, a guide can get people where they need to go. Ability modifiers—Wisdom and Constitution; skills— Climb, Handle Animal, Knowledge (local), Knowledge (nature), Perception, Survival, Swim; combat option—extra hit points; social options—alertness, animal friend, sound mimicry; universal option—terrain stride (undergrowth).

Performer: Born to the stage, the performer puts on an elaborate show. Ability modifiers—Charisma and Dexterity; skills—Acrobatics, Disguise, Escape Artist, Perform (any), Sleight of Hand; combat options—dodge expert, mobility; social options—bolstering presence, fascinate, persuasive.

Scholar: Through extensive study, the scholar picks up detailed information about a variety of subjects, becoming an invaluable resource. Ability modifiers—Intelligence and Wisdom; skills—Appraise, Knowledge (any), Spellcraft, Use Magic Device; magic options—magical aptitude, protective ward; social option—knowledgeable; universal option— secondary magic (knowledge or magic spell list).

Spy: A well-rounded expert, the spy needs to be prepared for any situation. Ability modifiers—Charisma and Dexterity; skills—Bluff, Disable Device, Disguise, Sleight of Hand, Stealth; combat options—constant invisibility, poison, sneak attack; social options—alertness, persuasive, slippery mind.

Expert Classes

If your monster is meant to act as though it has a character class, it gains a class graft. The following class grafts require the monster to use the expert array: alchemist, bard, inquisitor, magus, and rogue.

Table 5-3: Expert Main Statistics

Saving ThrowsSkills
CRACFortRefWillCMDhpAbility DCSpell DCAbility ModifiersMasterGoodOptions
1/211, t 10, f 10+0+0+311101111+3, +2, +1+8 (3)+5 (2)1 any
112, t 10, f 10+1+1+412151212+3, +2, +1+9 (3)+6 (2)1 any
214, t 10, f 10+1+1+514201313+3, +2, +1+10 (3)+7 (2)1 any
315, t 10, f 11+2+2+616301413+4, +2, +1+11 (3)+8 (2)1 any, 1 social
417, t 10, f 12+3+3+718401514+4, +3, +1+12 (3)+9 (2)1 any, 1 social
518, t 10, f 13+4+4+819551514+5, +3, +2+13 (3)+10 (2)1 any, 1 social
619, t 11, f 14+5+5+921701614+5, +3, +2+14 (3)+11 (2)1 any, 1 social
720, t 12, f 15+6+6+1022851714+6, +4, +2+15 (3)+12 (2)1 any, 1 social
821, t 12, f 15+7+7+11241001815+6, +4, +2+16 (3)+13 (2)1 any, 1 social
923, t 13,1 f 17+8+8+12261151815+7, +4, +3+17 (3)+14 (2)1 any, 1 social
1024, t 14, f 18+9+9+13271301915+7, +5, +3+18 (3)+14 (2)1 any, 1 social
1125, t 15, f 18+10+10+14281452015+8, +5, +3+19 (3)+15 (2)1 any, 1 social
1227, t 16, f 20+11+11+15301602116+8, +5, +4+20 (3)+16 (2)2 any, 1 social
1328, t 16, f 21+12+12+16311802116+9, +6, +4+21 (3)+17 (2)2 any, 1 social
1429, t 17, f 21+12+12+17322002216+9, +6, +4+23 (3)+18 (2)2 any, 1 social
1530, t 18, f 22+13+13+18342202316+10, +7, +5+25 (3)+20 (2)2 any, 1 social
1631, t 18, f 23+14+14+19352402417+11, +7, +5+27 (3)+22 (2)2 any, 1 social
1732, t 19, f 24+15+15+20362702417+11, +8, +5+29 (3)+23 (2)2 any, 1 social
1833, t 19, f 24+16+16+20373002517+12, +8, +6+31 (3)+25 (2)3 any, 1 social
1934, t 20, f 25+16+16+21383302618+13, +9, +6+33 (3)+27 (2)3 any, 1 social
2036, t 21, f 27+17+17+22403702719+13, +9, +6+35 (3)+28 (2)3 any, 1 social
2137, t 22, f 27+18+18+23414002719+14, +10, +7+37 (3)+30 (2)3 any, 1 social
2239, t 23, f 29+18+18+23434402820+14, +10, +7+39 (3)+32 (2)3 any, 1 social
2340, t 24, f 30+19+19+24444802921+15, +11, +7+41 (3)+33 (2)3 any, 1 social
2442, t 25, f 31+20+20+25465203022+15, +11, +8+43 (3)+35 (2)3 any, 1 social
2543, t 25, f 32+21+21+26485603022+16, +12, +8+45 (3)+37 (2)3 any, 1 social
2644, t 26, f 33+22+22+27496003123+16, +12, +8+47 (3)+38 (2)3 any, 1 social
2745, t 27, f 33+23+23+28506403224+17, +13, +9+49 (3)+40 (2)3 any, 1 social
2846, t 27, f 34+24+24+29516803325+17, +13, +9+51 (3)+42 (2)3 any, 1 social
2947, t 28, f 35+25+25+30527203426+18, +14, +10+53 (3)+43 (2)3 any, 1 social
3048, t 28, f 36+26+26+31537603527+18, +15, +110+55 (3)+45 (2)3 any, 1 social


Table 5-4: Expert Attack Statistics

Weapon AttacksNatural Attacks
CRHigh (Damage)Low (Damage)Two (Damage)Three (Damage)
1/2+1 (4)+0 (3)2 at –2 (4)1 at –2 (6), 2 at –7 (4)
1+2 (7)+1 (5)2 at –1 (4)1 at –1 (6), 2 at –6 (4)
2+4 (10)+3 (7)2 at +1 (6)1 at +1 (6), 2 at –4 (4)
3+6 (13)+4 (9)2 at +4 (7)1 at +4 (9), 2 at –1 (5)
4+8 (16)+6 (12)2 at +6 (8)1 at +6 (11), 2 at +1 (6)
5+10 (19)+7 (15)2 at +7 (10)1 at +7 (14), 2 at +2 (7)
6+12 (24)+8 (18)2 at +8 (13)1 at +8 (17), 2 at +3 (9)
7+13/+8 (20)+10/+5 (15)2 at +10 (15)1 at +10 (20), 2 at +5 (10)
8+15/+10 (23)+11/+6 (17)2 at +11 (18)1 at +11 (24), 2 at +6 (12)
9+17/+12 (26)+12/+7 (20)2 at +12 (20)1 at +12 (27), 2 at +7 (14)
10+18/+13 (30)+13/+8 (22)2 at +13 (23)1 at +13 (30), 2 at +8 (15)
11+19/+14 (33)+14/+9 (25)2 at +14 (25)1 at +14 (34), 2 at +9 (17)
12+21/+16 (36)+15/+10 (27)2 at +15 (28)1 at +15 (37), 2 at +10 (19)
13+22/+17 (39)+16/+11 (30)2 at +16 (30)1 at +16 (40), 2 at +11 (20)
14+23/+18/+13 (37)+17/+12/+7 (28)2 at +17 (33)1 at +17 (44), 2 at +12 (22)
15+24/+19/+14 (40)+18/+13/+8 (30)2 at +18 (35)1 at +18 (47), 2 at +13 (24)
16+26/+21/+16 (46)+19/+14/+9 (34)2 at +19 (40)1 at +19 (54), 2 at +14 (27)
17+27/+22/+17 (51)+20/+15/+10 (38)2 at +20 (45)1 at +20 (60), 2 at +15 (30)
18+28/+23/+18 (57)+21/+16/+11 (43)2 at +21 (50)1 at +21 (67), 2 at +16 (34)
19+29/+24/+19 (63)+22/+17/+12 (47)2 at +22 (55)1 at +22 (74), 2 at +17 (37)
20+30/+25/+20 (68)+23/+18/+13 (51)2 at +23 (60)1 at +23 (80), 2 at +18 (40)
21+31/+26/+21/+16 (69)+24/+19/+14/+9 (52)2 at +24 (65)1 at +24 (87), 2 at +19 (44)
22+32/+27/+22/+17 (75)+25/+20/+15/+10 (56)2 at +25 (70)1 at +25 (94), 2 at +20 (47)
23+33/+28/+23/+18 (80)+26/+21/+16/+11 (60)2 at +26 (75)1 at +26 (100), 2 at +21 (50)
24+35/+30/+25/+20 (88)+27/+22/+17/+12 (66)2 at +27 (83)1 at +27 (110), 2 at +22 (55)
25+36/+31/+26/+21 (96)+28/+23/+18/+13 (72)2 at +28 (90)1 at +28 (120), 2 at +23 (60)
26+37/+32/+27/+22 (104)+29/+24/+19/+14 (77)2 at +29 (98)1 at +29 (130), 2 at +24 (65)
27+38/+33/+28/+23(112)+30/+25/+20/+15 (83)2 at +30 (105)1 at +30 (140), 2 at +25 (70)
28+39/+34/+29/+24 (120)+31/+26/+21/+16 (88)2 at +31 (113)1 at +31 (150), 2 at +26 (75)
29+40/+35/+30/+25 (128)+32/+27/+22/+17 (93)2 at +32 (120)1 at +32 (160), 2 at +27 (80)
30+41/+36/+31/+26 (136)+33/+28/+23/+18 (99)2 at +33 (128)1 at +33 (170), 2 at +28 (85)

Spellcaster Array

Source Pathfinder Unchained pg. 202
With a large selection of spells, a spellcaster might be weak in combat, or could focus on powerful offensive spells. A spellcaster monster typically has a high spellcasting ability modifier: Intelligence, Wisdom, or (often for monstrous creatures) Charisma. Spells make up for the spellcaster’s weak combat abilities, modest skills, and small number of monster options.

Well-known spellcasters include couatls, liches, nymphs, and rakshasas.

Special Rules: Every monster with the spellcaster array automatically gains spells, as described under Step 6: Spells. A spellcaster can treat its spell choices as either spells or spell-like abilities, depending on its theme.

Spellcaster Themes

The following themes include recommended spell lists for common spellcaster paths.

Cultist: A worshiper of dark forces, the cultist is a true fanatic. Ability modifiers—Wisdom and Charisma; skills— Knowledge (arcana), Knowledge (planes), Knowledge (religion), Spellcraft; combat options—poison, rage; magic options—bestow major condition, bestow minor condition, bestow moderate condition, misfortune; social option— weakening presence; spell lists—aberrant, abyssal, chaos, death, destruction, evil, infernal, madness, necromancy.

Lorekeeper: Through study of ancient texts, the lorekeeper wields the fundamental principles of magic. Ability modifiers—Intelligence; skills—Knowledge (arcana), Knowledge (history), Knowledge (planes), Spellcraft, Use Magic Device; magic options—at-will magic, energy explosion, magical aptitude, metamagic spell, spell penetration; social option—knowledgeable; spell lists—abjuration, arcane, divination, knowledge, magic, transmutation.

Naturalist: In awe of the majesty of the wilderness, the naturalist calls on powers of the plant and animal world. Ability modifiers—Wisdom and Charisma; skills—Handle Animal, Knowledge (nature), Spellcraft, Survival; combat options—mounted master, poison; magic options—bestow major condition, bestow minor condition, bestow moderate condition; social option—animal talker; universal option— terrain stride (undergrowth); spell lists—animal, earth, nature, plant, weather.

Righteous One: Fighting for the cause of good or order, the righteous one can’t be swayed from its purpose. Ability modifiers—Wisdom and Charisma; skills—Heal, Knowledge (arcana), Knowledge (religion), Spellcraft; combat option— extra armor; magic options—fortune, protective ward, turn undead; social option—weakening presence; spell lists— celestial, community, glory, healing, law, protection.

Trickster: Never to be trusted, the trickster casts spells to warp the senses and fool the mind. Ability modifiers— Intelligence and Charisma; skills—Bluff, Knowledge (arcana), Sleight of Hand, Spellcraft; combat option—sneak attack; magic options—evil eye, misfortune; social options— persuasive, slippery mind; spell lists—chaos, charm, enchantment, illusion, stealth, trickery.

War Mage: Armed to the teeth with offensive spells, the war mage never met a problem it couldn’t blow up. Ability modifiers—Intelligence and Charisma; skills—Knowledge (arcana), Spellcraft; combat options—energy resistance, improved initiative; magic options—combat casting, magic attack, spell penetration; spell lists—battle, evocation, strength, war.

Spellcaster Classes

If your monster is meant to act as though it has a character class, it gains a class graft.

The following class grafts require the monster to use the spellcaster array: cleric, druid, oracle, sorcerer, summoner, witch, and wizard. A summoner’s eidolon is a separate monster, typically created using the combatant array.

Table 5-5: Spellcaster Main Statistics

Saving ThrowsSkills
CRACFortRefWillCMDhpAbility DCSpell DCAbility ModifiersMasterGoodOptions
1/29, t 8, f 8+0+0+3991113+3, +2, +1+8 (2)+5 (1)1 magic
110, t 8, f 8+1+1+410131214+3, +2, +1+9 (2)+6 (1)1 magic
212, t 8, f 8+1+1+512181315+3, +2, +1+10 (2)+7 (1)1 magic
313, t 8, f 8+2+2+614271415+4, +2, +1+11 (2)+8 (1)1 magic, 1 any
415, t 8, f 11+3+3+716361516+4, +3, +1+12 (2)+9 (1)1 magic, 1 any
516, t 8, f 12+4+4+817491516+5, +3, +2+13 (2)+10 (1)1 magic, 1 any
617, t 8, f 12+5+5+919631616+5, +3, +2+14 (2)+11 (1)1 magic, 1 any
718, t 8, f 13+6+6+1020761716+6, +4, +2+15 (2)+12 (1)1 magic, 1 any
819, t 11, f 14+7+7+1122901817+6, +4, +2+16 (2)+13 (1)1 magic, 1 any
921, t 12, f 15+8+8+12241031817+7, +4, +3+17 (2)+14 (1)1 magic, 1 any
1022, t 13, f 16+9+9+13251171917+7, +5, +3+18 (2)+14 (1)1 magic, 1 any
1123, t 13, f 17+10+10+14261302017+8, +5, +3+19 (2)+15 (1)1 magic, 1 any
1225, t 15, f 18+11+11+15281442118+8, +5, +4+20 (2)+16 (1)2 magic, 1 any
1326, t 15, f 19+12+12+16291622118+9, +6, +4+21 (2)+17 (1)2 magic, 1 any
1427, t 16, f 20+12+12+17301802218+9, +6, +4+23 (2)+18 (1)2 magic, 1 any
1528, t 16, f 21+13+13+18321982318+10, +7, +5+25 (2)+20 (1)2 magic, 1 any
1629, t 17, f 21+14+14+19332162419+11, +7, +5+27 (2)+22 (1)2 magic, 1 any
1730, t 18, f 22+15+15+20342432419+11, +8, +5+29 (2)+23 (1)2 magic, 1 any
1831, t 18, f 23+16+16+20352702519+12, +8, +6+31 (2)+25 (1)3 magic, 1 any
1932, t 19, f 24+16+16+21362972620+13, +9, +6+33 (2)+27 (1)3 magic, 1 any
2034, t 20, f 25+17+17+22383332721+13, +9, +6+35 (2)+28 (1)3 magic, 1 any
2135, t 21, f 26+18+18+23393602721+14, +10, +7+37 (2)+30 (1)3 magic, 1 any
2237, t 22, f 27+18+18+23413962822+14, +10, +7+39 (2)+32 (1)3 magic, 1 any
2338, t 22, f 28+19+19+24424322923+15, +11, +7+41 (2)+33 (1)3 magic, 1 any
2440, t 24, f 30+20+20+25444683024+15, +11, +8+43 (2)+35 (1)3 magic, 1 any
2541, t 24, f 30+21+21+26465043024+16, +12, +8+45 (2)+37 (1)3 magic, 1 any
2642, t 25, f 31+22+22+27475403125+16, +12, +8+47 (2)+38 (1)3 magic, 1 any
2743, t 25, f 32+23+23+28485763226+17, +13, +9+49 (2)+40 (1)3 magic, 1 any
2844, t 26, f 33+24+24+29496123327+17, +13, +9+51 (2)+42 (1)3 magic, 1 any
2945, t 27, f 33+25+25+30506483428+18, +14, +10+53 (2)+43 (1)3 magic, 1 any
3046, t 27, f 34+26+26+31516843529+18, +15, +110+55 (2)+45 (1)3 magic, 1 any


Table 5-6: Spellcaster Attack Statistics

Weapon AttacksNatural Attacks
CRHigh (Damage)Low (Damage)Two (Damage)Three (Damage)
1/2+1 (4)+0 (3)2 at –2 (4)1 at –2 (6), 2 at –7 (4)
1+2 (6)+1 (5)2 at –1 (4)1 at –1 (6), 2 at –6 (4)
2+4 (9)+3 (6)2 at +1 (6)1 at +1 (6), 2 at –4 (4)
3+6 (12)+4 (8)2 at +2 (6)1 at +2 (8), 2 at –3 (4)
4+8 (14)+6 (11)2 at +6 (8)1 at +6 (10), 2 at +1 (5)
5+10 (18)+7 (13)2 at +7 (9)1 at +7 (12), 2 at +2 (6)
6+12 (22)+8 (16)2 at +8 (12)1 at +8 (15), 2 at +3 (8)
7+13/+8 (18)+10/+5 (13)2 at +10 (14)1 at +10 (18), 2 at +5 (9)
8+15/+10 (21)+11/+6 (16)2 at +11 (16)1 at +11 (21), 2 at +6 (11)
9+17/+12 (24)+12/+7 (18)2 at +12 (18)1 at +12 (24), 2 at +7 (12)
10+18/+13 (27)+13/+8 (20)2 at +13 (21)1 at +13 (27), 2 at +8 (14)
11+19/+14 (30)+14/+9 (22)2 at +14 (23)1 at +14 (30), 2 at +9 (15)
12+21/+16 (33)+15/+10 (24)2 at +15 (25)1 at +15 (33), 2 at +10 (17)
13+22/+17 (36)+16/+11 (27)2 at +16 (27)1 at +16 (36), 2 at +11 (18)
14+23/+18/+13 (34)+17/+12/+7 (25)2 at +17 (30)1 at +17 (39), 2 at +12 (20)
15+24/+19/+14 (36)+18/+13/+8 (27)2 at +18 (32)1 at +18 (42), 2 at +13 (21)
16+26/+21/+16 (41)+19/+14/+9 (31)2 at +19 (36)1 at +19 (48), 2 at +14 (24)
17+27/+22/+17 (46)+20/+15/+10 (35)2 at +20 (41)1 at +20 (54), 2 at +15 (27)
18+28/+23/+18 (51)+21/+16/+11 (39)2 at +21 (45)1 at +21 (60), 2 at +16 (30)
19+29/+24/+19 (56)+22/+17/+12 (42)2 at +22 (50)1 at +22 (66), 2 at +17 (33)
20+30/+25/+20 (61)+23/+18/+13 (46)2 at +23 (54)1 at +23 (72), 2 at +18 (36)
21+31/+26/+21/+16 (63)+24/+19/+14/+9 (47)2 at +24 (59)1 at +24 (78), 2 at +19 (39)
22+32/+27/+22/+17 (67)+25/+20/+15/+10 (51)2 at +25 (63)1 at +25 (84), 2 at +20 (42)
23+33/+28/+23/+18 (72)+26/+21/+16/+11 (54)2 at +26 (68)1 at +26 (90), 2 at +21 (45)
24+35/+30/+25/+20 (79)+27/+22/+17/+12 (60)2 at +27 (75)1 at +27 (99), 2 at +22 (50)
25+36/+31/+26/+21 (86)+28/+23/+18/+13 (65)2 at +28 (81)1 at +28 (108), 2 at +23 (54)
26+37/+32/+27/+22 (94)+29/+24/+19/+14 (70)2 at +29 (88)1 at +29 (117), 2 at +24 (59)
27+38/+33/+28/+23 (101)+30/+25/+20/+15 (74)2 at +30 (95)1 at +30 (126), 2 at +25 (63)
28+39/+34/+29/+24 (108)+31/+26/+21/+16 (79)2 at +31 (102)1 at +31 (135), 2 at +26 (68)
29+40/+35/+30/+25 (115)+32/+27/+22/+17 (84)2 at +32 (108)1 at +32 (144), 2 at +27 (72)
30+41/+36/+31/+26 (122)+33/+28/+23/+18 (89)2 at +33 (115)1 at +33 (153), 2 at +28 (77)

Step 2: Creature Type or Class Graft

Source Pathfinder Unchained pg. 204
With the normal monster creation system, foundational statistics such as base attack bonus, saving throw bonuses, and hit points are calculated from a monster’s creature type and class levels. In this system, a monster’s array sets its main statistics based on the broad role and CR it fits into. Creature types and classes then adjust those statistics to better resemble a particular monster concept.

Creature types and character classes are represented by “grafts”—groups of adjustments applied to an array’s statistics. A monster made with this system is primarily defined either by its creature type or a character class. For example, a ghoul that is a powerful cleric would most likely use the cleric class graft rather than being defined primarily as undead. A fire giant with 3 levels in bard, on the other hand, should use the humanoid creature type graft and later choose some monster options that grant bardlike abilities.

If the focus is on a creature type, choose the appropriate creature type graft and apply the adjustments in that graft as described in the next section. If the focus is on a class, still choose a creature type graft but only apply its “automatic traits” entry, then apply the class graft. Even if a dragon has 20 levels in rogue (thus using the rogue class graft), for example, it still gets a dragon’s normal vision types and immunities.

Creature Type Grafts

Source Pathfinder Unchained pg. 204
Altering an array by creature type is a simple process that typically adds or changes some of the monster’s statistics. Each creature type includes at least the first two entries.

Automatic Traits: All creatures of this type get these abilities, which typically include senses, immunities, and more detailed sets of traits that are defined in the creature type’s full description (Bestiary 306). This doesn’t include forms of movement; see Speed in the sidebar on page 195.

Statistics Adjustments: These modifications change the base numbers from the monster’s array. These are adjustments, not replacements; increase or decrease the statistics you recorded from the array by the amount indicated. Apply these adjustments to your monster only if it doesn’t have a class graft.

Elective Adjustments: These are optional changes that can better evoke the monster’s type, frequently including changes to the array’s list of skills, monster options typical for this creature type (see Step 7), suggested spell lists, or even suggested restrictions. These should point you toward abilities that typically appear among creatures of the listed type, but aren’t an exhaustive list of possibilities for monsters of that type.

Aberration

An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three.
Automatic Traits: Darkvision 60 ft.
Statistics Adjustments: Increase Will save bonus by 2.
Elective Adjustments: Spells from the aberrant list.

Animal

An animal is a living, nonhuman creature, usually with no magical abilities and no innate capacity for language.
Automatic Traits: Low-light vision; set Intelligence modifier to –4 or –5.
Statistics Adjustments: Increase Fortitude and Reflex saving throw bonuses by 2.

Construct

A construct is an animated object or artificially created creature. Most constructs have little willpower of their own, but are exceptionally hardy.
Automatic Traits: Darkvision 60 ft., low-light vision; construct immunities; set Constitution modifier to —.
Statistics Adjustments: Decrease Fortitude, Reflex, and Will saving throw bonuses by 2; increase attack bonus by 2.
Elective Adjustments: Mindless; set Intelligence modifier to — for mindless constructs; no master or good skills.

Dragon

A dragon is a reptile-like creature, usually winged, with magical or unusual abilities.
Automatic Traits: Darkvision 60 ft., low-light vision; immune to paralysis and sleep.
Statistics Adjustments: Increase low saving throw bonuses by 2; increase attack bonus by 2.
Elective Adjustments: Breath weapon combat option (monstrous); secondary magic universal option; one additional master skill.

Fey

A fey is a supernatural creature that typically derives its power from its relationship to or guardianship of an area or natural feature. Fey usually resemble humans or gnomes, though fey animals exist.
Automatic Traits: Low-light vision.
Statistics Adjustments: Increase Reflex and Will saving throw bonuses by 2; decrease attack bonus by 2.
Elective Adjustments: Spells from the fey list; one additional master skill.

Humanoid

A humanoid usually has two arms, two legs, and one head, or a humanlike torso, arms, and a head. Humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually have well-developed societies. They are usually Small or Medium (with the exception of giants). Every humanoid creature also has a specific subtype to match its race, such as human, giant, goblinoid, reptilian, or tengu.
Automatic Traits: None.
Statistics Adjustments: Increase any one saving throw bonus by 2.

Magical Beast

Magical beasts are similar to animals, but can have Intelligence scores higher than 2 (in which case the magical beast knows at least one language, but can’t necessarily speak). In addition, magical beasts usually have supernatural or extraordinary abilities.
Automatic Traits: Darkvision 60 ft., low-light vision.
Statistics Adjustments: Increase Fortitude and Reflex saving throw bonuses by 2; increase attack bonus by 2.

Monstrous Humanoid

Monstrous humanoids are similar to humanoids, but with distorted or animalistic features. They often have magical abilities as well.
Automatic Traits: Darkvision 60 ft.
Statistics Adjustments: Increase Reflex and Will saving throw bonuses by 2; increase attack bonus by 2.
Elective Adjustments: One additional good skill.

Ooze

An ooze is an amorphous or mutable creature, usually without a mind of its own. Options for oozes typically reflect their diverse physical compositions and innate abilities.
Automatic Traits: Blind, blindsight; mindless, ooze immunities, not subject to critical hits or flanking; set Intelligence modifier to —.
Statistics Adjustments: Increase Fortitude saving throw bonus by 2, decrease Reflex and Will saving throw bonuses by 2.
Elective Adjustments: No master or good skills.

Outsider

Most outsiders are beings native to a plane other than the Material Plane, or mortal descendants of such creatures. All outsiders are at least partially composed of the essence of their home planes. Some creatures become outsiders when they attain a higher (or lower) state of spiritual existence.
Automatic Traits: Darkvision 60 ft.
Statistics Adjustments: Increase one saving throw bonus by 2; increase attack bonus by 2.
Elective Adjustments: Spells from the abyssal, celestial, or infernal list; one additional master skill.

Plant

This type comprises vegetable creatures. Note that regular plants, such those found growing in gardens and fields, lack Wisdom and Charisma scores and aren’t creatures, but objects, even though they are alive.
Automatic Traits: Low-light vision; plant immunities.
Statistics Adjustments: Increase Fortitude saving throw bonus by 2.
Elective Adjustments: No master or good skills.

Undead

Undead are once-living creatures that have been reanimated by spiritual or supernatural forces.
Automatic Traits: Darkvision 60 ft.; undead immunities, set Constitution modifier to —.
Statistics Adjustments: Increase Will saving throw bonus by 2.
Elective Adjustments: Mindless; no master or good skills; set Intelligence modifier to — for mindless undead.

Vermin

Concerned only with survival, vermin are common in nearly all environments. This type includes insects, arachnids, other arthropods, worms, and similar invertebrates.
Automatic Traits: Darkvision 60 ft.; mindless; set Intelligence modifier to —.
Statistics Adjustments: Increase Fortitude saving throw bonus by 2.
Elective Adjustments: No master or good skills.

Class Grafts

Source Pathfinder Unchained pg. 206
Class grafts are more detailed than creature type grafts, ensuring that they more closely represent a PC class of the appropriate level. Each class graft is divided into the following sections.

Special Rules: This section appears in only some entries, and describes the class's significant requirements or features.

Required Array: You should use a specific array when you create a monster of this class. This is one instance in which a graft has a prerequisite, meant to match the feel of the class.

If you want to replicate a class without using the indicated array, do so without using the class graft. For example, if you wanted to create a cleric monster with the combatant array, you could still achieve a cleric's flavor by choosing the secondary magic option in Step 7. This essentially replicates a cleric built under the standard creation system that took combat feats and pre-casts many of its spells to give itself combat bonuses.

Statistics Adjustments: These change or replace some of the baseline numbers, skills, and options given by the monster's array. Apply the adjustments as written. Any skill listed replaces one of the choices of skills the monster gets from its array (with either a master or good bonus, as specified). If a monster gains additional skills above the normal allotment, this entry lists “one additional master skill” or “one additional good skill.” The adjustments might also specify options, which replace the allotted options the monster gets from its array.

CR Entries: These adjustments replicate advancement by level. Apply only the highest entry to your monster: a CR 3 rogue would get the CR 3 line, but not the CR 1 line. Options gained from these entries replace options granted by the monster's array. It's possible the class graft will add more options than the monster's array allows; that's fine, and as usual you can selectively add or remove bonus options if you need to do so to make the monster function in a thematically appropriate way. See Step 7 for descriptions of these options.

Suggested Ability Modifiers: This section lists the recommended assignments for the monster's ability score bonuses, in order from highest to lowest. For instance, the barbarian lists “Strength, Constitution, Dexterity,” meaning that when making a CR 1/2 barbarian, you would give it a +3 Strength modifier, a +2 Constitution modifier, and a +1 Dexterity modifier.

Suggested Options: These entries offer suggestions for cases in which the monster's array grants additional monster options beyond those determined by the class graft. They typically mimic flexible character class options, such as barbarian rage powers or rogue talents (see Step 7).

Suggested Spell Lists: Found only in class grafts for spellcaster monsters, these entries point you toward the spell lists that best replicate that class's typical spells.

Alchemist

Alchemists stand at the crossroads of magic and science. They blend exotic chemicals and infuse them with magical power in order to create unusual and sometimes unpredictable effects.
Special Rules: The spellcasting ability granted by this graft simulates the extracts an alchemist makes. The alchemist must use the alchemy spell list. Furthermore, “spells” the alchemist casts count as supernatural effects rather than spells.
Required Array: Expert.
Statistics Adjustments: Use the combatant array's saving throws; skill—master Craft (alchemy); options—bombs, mutagen, secondary magic.
CR 1: Options—energy infusion.
CR 3: Replace secondary magic with spellcasting (as if CR 2); options—energy infusion, one any.
CR 6: Replace secondary magic with spellcasting (as if CR 4); options—energy infusion, one any.
CR 9: Replace secondary magic with spellcasting (as if CR 6); options—energy infusion, immunity (poison), one any.
CR 12: Replace secondary magic with spellcasting (as if CR 8); options—energy infusion, immunity (poison), one magic, one any.
CR 15: Replace secondary magic with spellcasting (as if CR 10); options—energy infusion, immunity (poison), one magic, one any.
CR 18: Replace secondary magic with spellcasting (as if CR 12); options—energy infusion, immunity (poison), one magic, two any.
Suggested Ability Modifiers: Intelligence, Constitution, Dexterity.
Suggested Options: Extra attack (the alchemist can use this ability with bombs), knowledgeable, poison, spontaneous casting (cure), trap squares.
Suggested Spell List: Alchemy.

Barbarian

Fueled by wrath, driven by fury, barbarians unleash their rage to become powerful killing machines. They revel in the carnage they create and pay no heed to danger.
Required Array: Combatant.
Statistics Adjustments: Increase speed by 10 feet; increase Fortitude saving throw bonus by 2; skill—master Intimidate; options—extra hit points, rage.
CR 1: Options—uncanny dodge, one combat.
CR 5: Options—uncanny dodge, unflankable, one combat.
CR 7: Options—damage reduction as if 5 CR lower, uncanny dodge, unflankable, one combat.
CR 15: Options—damage reduction as if 5 CR lower, uncanny dodge, unflankable, two combat.
CR 19: Options—damage reduction as if 5 CR lower, uncanny dodge, unflankable, three combat.
Suggested Ability Modifiers: Strength, Constitution, Dexterity.
Suggested Options: Combat reflexes, critical striker, diehard, improved combat maneuver (bull rush or grapple), mobile attack, power attack.

Bard

Bards infuse their performances with magic to bolster their allies. Bards supplement their music with spells, typically favoring those that enchant, beguile, and befuddle.
Required Array: Expert.
Statistics Adjustments: Increase Reflex saving throw bonuses by 2; skills—master Perform, one additional master; options—inspire courage, knowledgeable, secondary magic, one social.
CR 3: Replace secondary magic with spellcasting (as if CR 2); option—one any.
CR 6: Replace secondary magic with spellcasting (as if CR 4); option—one any.
CR 9: Replace secondary magic with spellcasting (as if CR 6); option—one any.
CR 12: Replace secondary magic with spellcasting (as if CR 8); options—one social, one any.
CR 15: Replace secondary magic with spellcasting (as if CR 10); options—one social, one any.
CR 18: Replace secondary magic with spellcasting (as if CR 12); options—one social, two any.
CR 19: Replace secondary magic with spellcasting (as if CR 14); options—slaying attack (requires performing for 1 full round instead of hitting with an attack), one social, two any.
Suggested Ability Modifiers: Charisma, Intelligence, Dexterity.
Suggested Options: Combat casting, countersong, fascinate, inspire competence, linguist, persuasive.
Suggested Spell Lists: Charm, enchantment, fey, liberation, trickery.

Cavalier

When mounted on a warhorse or some other steed trained for battle, the cavalier dominates the battlefield. He might serve as a battle leader, rallying allies to his banner.
Special Rules: The cavalier works well with a mount. See the Animal Companions and Mounts section below.
Required Array: Combatant.
Statistics Adjustments: Increase Fortitude and Reflex saving throw bonuses by 1; skill—master Ride; options— challenge, one any.
CR 3: Options—mounted mastery.
CR 4: Options—inspire courage, mounted mastery.
CR 13: Options—aura of resistance (charm, compulsion), heroic recovery, inspire courage, mounted mastery, one combat.
CR 17: Options—aura of resistance (charm, compulsion), heroic recovery, inspire courage, mounted mastery, two combat.
Suggested Ability Modifiers: Strength, Dexterity, Constitution.
Suggested Options: Critical striker, extra armor, improved combat maneuver, mounted master, powerful charge.

Cleric

Clerics draw power from the gods they serve to advance their interests in the world. As varied as the gods, clerics possess a wide array of spells and abilities with which they fight the enemies of their faith. Many clerics focus on battle and choose various combat options.
Required Array: Spellcaster.
Statistics Adjustments: Increase Fortitude saving throw bonus by 2; skill—master Knowledge (religion); options— channel energy, spontaneous casting (cure or inflict), one any.
CR 12: Options—one magic, one any.
CR 18: Options—one magic, two any.
Suggested Ability Modifiers: Wisdom, Strength, Charisma.
Suggested Options: Combat casting, extra armor, protective ward, turn undead; see the Domain Options sidebar.
Suggested Spell Lists: Chaos, evil, good, law, by domain.

Domain Options

The suggested options for a cleric vary based on the cleric's domains. Consider the following options if a specific domain ability is particularly important to the cleric. Other monsters that gain domains, such as druids, or any creature with a theme or feature similar to a cleric's domain might also draw from the appropriate domain's list of options. See Step 7 for descriptions of monster options.
Air: Energy resistance (electricity), magic attack (electricity).
Animal: Animal talker.
Artifice: Magic weapon.
Chaos: Bypass DR (chaotic), misfortune (requires a melee touch attack).
Charm: Bestow moderate condition (dazed).
Community: Remove minor condition.
Darkness: See in darkness (Pathfinder RPG Bestiary 3 299).
Death: Bleed, negative healing.
Destruction: Power attack.
Earth: Energy resistance (acid), magic attack (acid).
Evil: Bestow minor condition (sickened, and the sickened creature counts as good for the purposes of spells with the evil descriptor), bypass DR (evil).
Fire: Energy resistance (fire), magic attack (fire).
Glory: Inspire competence (typically for Charisma-based skills).
Good: Bolstering touch, bypass DR (good).
Healing: Potent healing.
Knowledge: Knowledgeable.
Law: Bypass DR (lawful).
Liberation: Immunity (grappled, paralyzed).
Luck: Fortune (requires touching the subject).
Madness: Confusion aura.
Magic: Magic attack (bludgeoning, piercing, or slashing).
Nobility: Inspire courage (affects only one creature).
Plant: Damaging body (piercing).
Protection: Protective ward, save boost.
Repose: Bestow moderate condition (staggered, lasts only 1 round), immunity (death effects).
Rune: Trap squares (magical trap only).
Strength: Combatant's touch (Strength only).
Sun: Potent magic damage (healing).
Travel: Dimensional steps, terrain stride.
Trickery: Constant invisibility.
War: Replace a magic option from the cleric graft with a combat option.
Water: Energy resistance (cold), magic attack (cold).
Weather: Magic attack (electricity).

Druid

Guardians of balance, protectors of nature, druids wield power drawn from the world around them. Equipped with magic that allows them to manipulate nature and assume different forms, druids have a bevy of methods in their arsenals to defeat their enemies. Change shape (marked in entries with an asterisk [*]) functions as the universal monster rule (Bestiary 298), allowing the druid to change into the listed creature types. A druid changed in this way can still cast spells.
Special Rules: Druids often have animal companions. See the Animal Companions and Mounts sidebar on page 209.
Required Array: Spellcaster.
Statistics Adjustments: Increase Fortitude saving throw bonuses by 2; skills—master Knowledge (nature) and Survival; options—spontaneous casting (summon nature's ally), one any.
CR 1: Options—terrain stride (undergrowth).
CR 3: Options—change shape* (Small or Medium animal), terrain stride (undergrowth).
CR 5: Options—change shape* (Tiny, Small, Medium, or Large animal or Small elemental), terrain stride (undergrowth), one magic.
CR 7: Options—change shape* (any size animal, Medium or smaller elemental, or Small or Medium plant), terrain stride (undergrowth), one magic.
CR 9: Options—change shape* (any size animal, Large or smaller elemental, or Large or smaller plant), immunity (poison), terrain stride (undergrowth), one magic.
CR 11: Options—change shape* (any size animal, Huge or smaller elemental, or Huge or smaller plant), immunity (poison), terrain stride (undergrowth), one magic, one any.
CR 18: Options—change shape* (any size animal, Huge or smaller elemental, or Huge or smaller plant), immunity (poison), terrain stride (undergrowth), two magic, one any.
Suggested Ability Modifiers: Wisdom, Constitution, Charisma.
Suggested Options: Animal talker, combat casting, magic attack, powerful summons; see the Domain Options sidebar.
Suggested Spell Lists: Air, animal, earth, fire, healing, nature, plant, water, weather.

Fighter

Fighters excel in battle. Their training makes them the undisputed masters of arms and armor, and their grit and determination see them through almost any conflict.
Required Array: Combatant.
Statistics Adjustments: Increase Fortitude and Reflex saving throw bonuses by 1; option—one combat.
CR 1: Options—one combat.
CR 3: Options—two combat.
CR 5: Options—three combat.
CR 7: Options—four combat.
CR 11: Options—five combat.
CR 15: Options—six combat.
Suggested Ability Modifiers: Strength, Dexterity, Constitution.
Suggested Options: Accuracy, combat reflexes, extra armor, extra attack, improved combat maneuver, extra armor, power attack.

Gunslinger

Gunslingers focus their training on handling firearms, coaxing every advantage they can from the weapons they have mastered. Guns blazing, they tend to fearlessly lead the way in battle.
Required Array: Combatant.
Statistics Adjustments: Increase Fortitude and Reflex saving throw bonuses by 1; options—firearm savvy, one combat.
CR 3: Options—one any.
CR 10: Options—fast reload, one combat, one any.
CR 14: Options—evasion, fast reload, uncanny dodge, two combat, one any.
CR 18: Options—evasion, fast reload, uncanny dodge, three combat, one any.
Suggested Ability Modifiers: Dexterity, Constitution, Wisdom.
Suggested Options: Bleed, fear attack (burst), improved initiative, magic weapon, stun attack.

Inquisitor

The gods grant inquisitors the power to root out the enemies of their faith and destroy them. Implacable in their focus and driven by their devotion, inquisitors undertake their divine missions with the grim determination required to deal with those who oppose their deities.
Required Array: Expert.
Statistics Adjustments: Increase Fortitude and Reflex saving throw bonuses by 1, increase Will saving throw bonus by 2; skills—master Intimidate and Sense Motive; options— secondary magic, one any.
CR 3: Replace secondary magic with spellcasting (as if CR 2); options—improved initiative, one combat.
CR 4: Replace secondary magic with spellcasting (as if CR 2); options—improved initiative, magic weapon (bane), one combat.
CR 6: Replace secondary magic with spellcasting (as if CR 4); options—improved initiative, magic weapon (bane), one combat.
CR 9: Replace secondary magic with spellcasting (as if CR 6); options—improved initiative, magic weapon (bane), stalwart, one combat.
CR 12: Replace secondary magic with spellcasting (as if CR 8); options—improved initiative, magic weapon (bane), stalwart, one combat, one social.
CR 15: Replace secondary magic with spellcasting (as if CR 10); options—improved initiative, magic weapon (bane), stalwart, one combat, one social.
CR 18: Replace secondary magic with spellcasting (as if CR 12); options—improved initiative, magic weapon (bane), stalwart, two combat, one social.
CR 19: Replace secondary magic with spellcasting (as if CR 14); options—improved initiative, magic weapon (bane), slaying attack, stalwart, two combat, one social.
Suggested Ability Modifiers: Wisdom, Strength or Dexterity, Charisma.
Suggested Options: Accuracy, bypass DR (magic, plus one alignment type if CR 5 or higher, plus adamantine if CR 9 or higher), damage reduction (magic, or by alignment if CR 9 or higher), energy resistance, extra armor, fast healing, power attack, save boost, spell penetration.
Suggested Spell List: By domain.

Magus

The magus blends weapon training and magic to become an effective master of both.
Required Array: Expert.
Statistics Adjustments: Increase Fortitude saving throw bonus by 2; options—magic weapon, secondary magic, spell combat, one magic.
CR 1: Options—spellstrike.
CR 3: Replace secondary magic with spellcasting (as if CR 2); options—spellstrike, one combat.
CR 6: Replace secondary magic with spellcasting (as if CR 4); options—combat casting, spellstrike, one combat.
CR 9: Replace secondary magic with spellcasting (as if CR 6); options—combat casting, spellstrike, one combat.
CR 12: Replace secondary magic with spellcasting (as if CR 8); options—combat casting, spellstrike, one combat, one magic.
CR 15: Replace secondary magic with spellcasting (as if CR 10); options—combat casting, mage punisher, spellstrike, one combat, one magic.
CR 18: Replace secondary magic with spellcasting (as if CR 12); options—combat casting, mage punisher, spellstrike, two combat, one magic.
Suggested Ability Modifiers: Intelligence, Strength, Dexterity.
Suggested Options: Dodge expert, improved combat maneuver, magic attack (melee), metamagic spell, mobile attack (melee).

Monk

Masters of complex fighting techniques, monks supplement their physical training with mystical powers that help them push past mortal limits.
Special Rules: The monk's unarmed attacks use a specified die progression for damage, beginning at 1d6 and increasing based on CR. This alters only the damage calculation from Step 9: Damage; the total amount of damage is still based on the combatant array.
Required Array: Combatant.
Statistics Adjustments: Increase Fortitude and Reflex saving throw bonuses by 1, increase Will saving throw bonus by 2; skill—master Acrobatics; options—extra attack, stun attack, one combat; monk unarmed damage 1d6.
CR 1: Options—evasion, one combat.
CR 3: Increase speed by 10 feet; options—bypass DR (magic), evasion, one combat.
CR 5: Increase speed by 20 feet; options—bypass DR (magic), evasion, immunity (disease), unarmed damage 1d8, one combat.
CR 7: Increase speed by 20 feet; options—bypass DR (magic), evasion, immunity (disease), unarmed damage 1d10, one combat.
CR 9: Increase speed by 30 feet; options— bypass DR (lawful, magic), evasion, immunity (disease), unarmed damage 1d10, one combat.
CR 11: Increase speed by 40 feet; options—bypass DR (lawful, magic), evasion, immunity (disease, poison), unarmed damage 2d6, one combat.
CR 13: Increase speed by 40 feet; options—bypass DR (lawful, magic), evasion, immunity (disease, poison), spell resistance, unarmed damage 2d6, two combat.
CR 15: Increase speed by 50 feet; options— bypass DR (adamantine, lawful, magic), evasion, immunity (disease, poison), spell resistance, unarmed damage 2d8, two combat.
CR 17: Increase speed by 60 feet; options—bypass DR (adamantine, lawful, magic), evasion, immunity (disease, poison), spell resistance, unarmed damage 2d8, three combat.
CR 19: Increase speed by 60 feet; options—bypass DR (adamantine, lawful, magic), damage reduction (chaotic), evasion, immunity (disease, falling damage, poison), spell resistance, unarmed damage 2d10, three combat.
Suggested Ability Modifiers: Wisdom, Dexterity, Strength.
Suggested Options: Deflect projectiles, improved combat maneuver, improved initiative, mobile attack (melee), quivering palm, secondary magic (dimension door and etherealness), whirlwind attack.

Oracle

Rather than devote themselves to a single god, oracles serve diverse forces. In return for their devotion, oracles gain access to strange and mysterious mystical power.
Special Rules: The oracle has a unique curse that doesn't appear with the other monster options. The traits gained at each CR are cumulative. Choose one of the following.
  • Clouded Vision: The monster has darkvision to 30 feet, but can't see anything beyond that range. At CR 4, this increases to 60 feet. At CR 9, the monster also gains blindsense to 30 feet. At CR 14, the monster also gains blindsight to 15 feet.
  • Deaf: The monster is permanently deafened. It ignores the verbal component of any spell it casts. At CR 4, the monster gains a master bonus on Perception checks that do not rely on hearing. At CR 9, the monster gains scent. At CR 14, the monster gains tremorsense to 30 feet.
  • Haunted: The monster must use a standard action to retrieve a stored item unless doing so would normally take more time. Any item the monster drops lands 10 feet away from it in a random direction. The monster gains the at-will magic option (mage hand and ghost sound).
  • Lame: Reduce the monster's speed by 10 feet. At CR 4, the monster is immune to the fatigued condition. At CR 14, the monster is immune to the exhausted condition.
  • Tongues: Add one of the following languages to the list of languages the monster knows: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. In combat, the monster can speak and understand only this language. At CR 4, add another language from the list to the languages the monster can speak during combat. At CR 9, the monster can understand any spoken language, as if under the effects of tongues, even in combat. At CR 14, the monster can speak any language outside combat.
  • Wasting: Decrease the monster's Charisma modifier by 4. At CR 4, the monster becomes immune to the sickened condition. At CR 9, the monster becomes immune to disease. At CR 14, the monster becomes immune to the nauseated condition.
Required Array: Spellcaster.
Statistics Adjustments: Increase Reflex and Will saving throw bonuses by 1; options—mystery (any), one any.
CR 3: Options—one magic.
CR 12: Options—one magic, one any.
CR 18: Options—two magic, one any.
Suggested Ability Modifiers: Charisma, Wisdom, Dexterity.
Suggested Options: Combat casting, dodge expert, extra armor, spontaneous casting (cure); see Mystery Options below.
Suggested Spell Lists: Chaos, evil, good, law, by mystery.

Mystery Options

The mystery an oracle possesses can alter her abilities significantly. Consider the following options if a mystery ability is particularly important to the oracle. Any creature with a theme similar to a given oracle mystery might also draw from that mystery's list of options.
Battle: Damage reduction (adamantine), inspire courage.
Bones: At-will magic (animate dead), constant invisibility, incorporeal.
Flame: Breath weapon (cone of fire), metamagic spell (fire spells only).
Heavens: Energy explosion (5-ft. burst).
Life: Blindsight 30 ft. (detects living creatures only), channel energy.
Lore: Knowledgeable.
Nature: Animal talker, vampiric attack (ranged).
Stone: Earth glide (Pathfinder RPG Bestiary 3 294), magic attack (bludgeoning), metamagic spell (earth spells only).
Waves: Magic attack (cold, melee touch attack), magic weapon (cold energy), metamagic spell (cold or water spell).
Wind: Extra armor, fly 90 ft. (good), metamagic spell (air or electricity spells only).

Paladin

Paladins champion law and good and bring divine power to bear against the agents of chaos and evil.
Special Rules: Some paladins have mounts. See the Animal Companions and Mounts section below.
Required Array: Combatant.
Statistics Adjustments: Increase Fortitude saving throw bonus by 2, increase Will saving throw bonus by 3; detect evil at will; options—smite (evil), one any.
CR 1: Options—healing touch.
CR 3: Options—aura of resistance (fear), channel energy, immunity (disease, fear), healing touch, secondary magic (as if CR 1).
CR 7: Options—aura of resistance (charm, fear), channel energy, immunity (charm, disease, fear), healing touch, save boost, secondary magic (as if CR 2).
CR 9: Options—aura of resistance (charm, fear), channel energy, immunity (charm, disease, fear), healing touch, save boost, secondary magic (as if CR 4).
CR 13: Options—aura of resistance (charm, fear), bypass DR (good), channel energy, immunity (charm, disease, fear), healing touch, save boost, secondary magic (as if CR 6), one combat.
CR 15: Options—aura of resistance (charm, compulsion, fear), bypass DR (good), channel energy, damage reduction (evil), immunity (charm, compulsion, disease, fear), healing touch, save boost, secondary magic (as if CR 6), one combat.
CR 19: Options—aura of resistance (charm, compulsion, fear), bypass DR (good), channel energy, damage reduction (evil), immunity (charm, compulsion, disease, fear), healing touch, save boost, secondary magic (as if CR 6), one combat, one any.
Suggested Ability Modifiers: Strength, Charisma, Constitution.
Suggested Options: Extra armor, inspire courage, magic weapon, mounted master, powerful charge.
Suggested Spell Lists: Good, glory, war.

Ranger

The guardians of the wild, blazers of trails, and destroyers of monsters, rangers are the first line of defense against the dangers of the wilderness. They have strong combat abilities and limited spellcasting.
Special Rules: Some rangers have an animal companion. See the Animal Companions and Mounts section below.
Required Array: Combatant.
Statistics Adjustments: Increase Fortitude and Reflex saving throw bonuses by 1; skills—master Perception, one additional master (typically Stealth or Survival); options— favored enemy, one any.
CR 3: Options—secondary magic (as if CR 1), one combat.
CR 7: Options—secondary magic (as if CR 2), terrain stride (undergrowth), one combat.
CR 9: Options—secondary magic (as if CR 4), terrain stride (undergrowth), one combat.
CR 11: Options—evasion (as if CR 4), secondary magic (as if CR 4), terrain stride (undergrowth), two combat.
CR 15: Options—evasion, secondary magic (as if CR 6), terrain stride (undergrowth), two combat.
CR 17: Options—evasion, secondary magic (as if CR 6), terrain stride (undergrowth), two combat, one any.
CR 19: Options—evasion, secondary magic (as if CR 6), slaying attack (Fortitude), terrain stride (undergrowth), two combat, one any.
Suggested Ability Modifiers: Strength or Dexterity, Constitution, Wisdom.
Suggested Options: Animal talker, critical striker, extra attack, far shot, rend, trap squares.
Suggested Spell Lists: Animal, nature, plant.

Rogue

Rogues always have a trick up their sleeves. Armed with numerous skills and tricks to confound their adversaries, rogues can always stay one step ahead of the foe.
Required Array: Expert.
Statistics Adjustments: Increase Reflex saving throw bonus by 3; skills—master Perception and Stealth; options— improved initiative, sneak attack.
CR 1: Options—evasion, one any.
CR 3: Options—evasion, uncanny dodge, one combat, one social.
CR 9: Options—evasion, uncanny dodge, unflankable, one combat, one social.
CR 11: Options—evasion, uncanny dodge, unflankable, one combat, one social, one any.
CR 19: Options—evasion, slaying attack (Fortitude), uncanny dodge, unflankable, two combat, one social, one any.
Suggested Ability Modifiers: Dexterity, Charisma, Intelligence.
Suggested Options: Constant invisibility, mobility, persuasive, poison, slippery mind, trap squares. Sorcerer Sorcerers draw magical power from a quirk in their heritage, the remnant of a past, powerful ancestor whose magic traveled through the generations until it woke within the sorcerer.
Required Array: Spellcaster.
Statistics Adjustments: Increase either Fortitude or Reflex saving throw bonus by 1; skill—master Knowledge (arcana); option—one magic.
CR 3: Options—one any.
CR 12: Options—one magic, one any.
CR 18: Options—two magic, one any.
Suggested Ability Modifiers: Charisma, Constitution, Dexterity.
Suggested Options: Combat casting, extra hit points, magic attack, metamagic spell, potent magic damage.
Suggested Spell Lists: Arcane, magic, by bloodline.

Bloodline Options

A sorcerer's bloodline provides several additional powers. Consider the following options if a bloodline ability is particularly important to the sorcerer. Any creature with a theme similar to a sorcerer bloodline might also draw from the appropriate bloodline's list of options. See Step 7 for descriptions of monster options.
Aberrant: Fortification (as the universal monster rule, Pathfinder RPG Bestiary 4 294), magic attack (acid).
Abyssal: Use two natural attacks instead of weapon attacks, resistance (electricity).
Arcane: At-will magic, metamagic spell.
Celestial: Energy resistance (acid, cold), fly 60 ft. (good) for a number of minutes per day equal to CR, magic attack (divine).
Destined: Bolstering touch.
Draconic: Use two natural attacks instead of weapon attacks, breath weapon, energy resistance, fly 60 ft. (average).
Elemental (Air): Energy explosion (electricity), energy resistance (electricity), fly 60 ft. (average).
Elemental (Earth): Burrow 30 ft., energy explosion (acid), energy resistance (acid).
Elemental (Fire): Energy explosion (fire), energy resistance (fire), increase base speed by 30 ft.
Elemental (Water): Energy explosion (cold), energy resistance (cold), swim 60 ft.
Fey: Damage reduction (cold iron), spell penetration, terrain stride (undergrowth).
Infernal: Bestow minor condition (shaken), energy resistance (fire), fly 60 ft. (average).
Undead: Bestow minor condition (shaken), energy resistance (cold), incorporeal (1/day).

Summoner

Already endowed with considerable arcane might, a summoner can also call forth an eidolon, a powerful otherworldly entity, for aid and protection.
Special Rules: A summoner needs an eidolon. Decide the CR you want the summoner and eidolon to be together, and create the summoner and eidolon each at that CR – 2. Create an outsider with the same CR as the summoner using the combatant array, or use an existing outsider of the same CR. Treat the companion as an additional creature in the encounter, awarding XP for defeating it as if it were an independent creature; see the Animal Companion and Mount section below.
Required Array: Spellcaster.
Statistics Adjustments: Increase Fortitude and Reflex saving throw bonuses by 1; skill—master Knowledge (planes); options—spontaneous casting (summon monster), one magic.
CR 3: Options—one any.
CR 12: Options—one magic, one any.
CR 18: Options—two magic, one any.
Suggested Ability Modifiers: Charisma, Constitution, Dexterity.
Suggested Options: Combat casting, improved initiative, magical aptitude, powerful summons, transfer hit points (self to ally).
Suggested Spell List: Conjuration.

Witch

Witches commune with unknown forces to grow their magical power. These spellcasters forge pacts with otherworldly beings and draw magic from their mysterious patrons.
Required Array: Spellcaster.
Statistics Adjustments: Increase Fortitude and Reflex saving throw bonuses by 1; skill—Knowledge (arcana); option—one magic.
CR 1: Options—one any.
CR 3: Options—one magic, one any.
CR 12: Options—two magic, one any.
CR 18: Options—two magic, two any.
Suggested Ability Modifiers: Intelligence, Charisma, Dexterity.
Suggested Options: Bestow major condition, bestow minor condition, bestow moderate condition, evil eye, fortune, healing touch, linguist, misfortune.
Suggested Spell List: Choose a thematically appropriate list based on the witch's patron.

Wizard

Wizards spend their lives delving into the mysteries of arcane magic, poring over scrolls and tomes to tease out true magical power. This academic approach allows wizards to learn some of the most varied and useful spells in existence.
Required Array: Spellcaster.
Statistics Adjustments: Increase either Fortitude or Reflex saving throw bonus by 1; skill—master Knowledge (arcana); option—one magic.
CR 3: Options—one any.
CR 12: Options—one magic, one any.
CR 18: Options—two magic, one any.
Suggested Ability Modifiers: Intelligence, Dexterity, Constitution.
Suggested Options: Combat casting, magic attack, magical aptitude, knowledgeable, spell penetration; see Arcane School Options below.
Suggested Spell Lists: Arcane, magic, by arcane school.

Arcane School Options

Specialist wizards in particular are defined by the schools in which they focus. Consider the following monster options if an arcane school is particularly important to the wizard. Any creature that predominantly uses spells from a single school might also draw from the school's list of options. See Step 7 for descriptions of monster options.
Abjuration: Energy resistance (acid, cold, electricity, fire, or sonic), protective ward.
Conjuration: Dimensional steps, magic attack (acid), powerful summons.
Divination: Bolstering touch, improved initiative.
Enchantment: Bestow major condition (dazed, 1 round), persuasive.
Evocation: Magic attack (force), potent magic damage.
Illusion: Bestow moderate condition (blinded, ranged touch attack, 1 round).
Necromancy: Bestow minor condition (shaken), turn undead.
Transmutation: Dodge expert, extra hit points, magic attack (bludgeoning), power attack.
Universalist: Magic attack (bludgeoning or piercing), metamagic spell.

Advanced Class Guide Classes

To create a monster that mimics a class from Pathfinder RPG Advanced Class Guide, use one of the class grafts, but replace some of the options with those from a secondary class graft. In some cases, it's easiest to just use an existing class graft whole cloth and make it feel more like the Advanced Class Guide class by choosing appropriate monster options. Use the table below to determine which to use for each.

ClassPrimary GraftSecondary GraftSpellcasting
ArcanistWizardWizard
BloodragerBarbarianSorcererSecondary magic option
BrawlerFighterMonk
BloodRangerDruidBard
InvestigatorAlchemistRogueAlchemist
ShamanWitchOracleWitch
SkaldBardBarbarianBard
SlayerRogueRanger
SwashbucklerFighter
WarpriestFighterClericInquisitor


Animal Companions and Mounts

If you decide a monster should have an animal companion or mount, choose an animal from the list of a summon nature's ally spell. The spell must have a level no higher than 1/2 the monster's CR. Treat the companion as an additional creature in the encounter, awarding XP for defeating it as if it were an independent creature rather than an animal companion.

Alternatively, you can create an animal from scratch using simple monster creation. This monster should have a CR no higher than 1 + 1/2 the primary monster's CR. Award XP for defeating it as if it were not an animal companion.

Step 3: Subtype Graft

Source Pathfinder Unchained pg. 214
Find the monster’s subtype (if any) in the list below and apply all abilities listed there. For monsters that replicate common PC races (such as humans or elves), the subtype includes the equivalent of their important racial traits as well. These entries don’t always include all the abilities a creature gains from the subtypes as they appear in Bestiary volumes; they omit rules that are only relevant for creating the creature, those that cover the monster’s noncombat abilities (such as whether it eats or sleeps), and abilities that aren’t as useful for NPCs as they would be for PCs (such as a dwarf’s stonecunning ability).

Subtype graft entries use a short format. After the name, each subtype entry has one to three sections listing its abilities, separated by category. Some grafts grant a monster additional senses, movement types, bonuses, or other statistic adjustments. Abilities listed under the options and skills sections are found on Step 7 and 8, respectively.

All subtype abilities are added automatically; none are optional. They’re meant to be included in addition to all the skills and options you can choose for the monster based on its CR and array. Likewise, subtype entries might tell you to add particular monster options or skills. These don’t count against the monster’s normal number of options or skills.

Subtype Entries

Source Pathfinder Unchained pg. 214
The following subtypes cover all those presented from the first Bestiary through Pathfinder RPG Bestiary 4, with the exception of those that either don’t grant significant abilities or have such an impact on the monster that a graft can’t cover them. Those subtypes appear in the “Other Subtypes” sidebar.

Aeon: Gain a deflection bonus to AC equal to 1/4 CR; options—energy resistance 10 (electricity and fire), immunity (cold, poison, and critical hits).

Agathion: +4 racial bonus on saving throws against poison, truespeech; options—energy resistance 10 (cold and sonic), healing touch, immunity (electricity and poison).

Air: Fly 60 ft. (perfect); skills—gain Fly as an additional master skill.

Angel: +4 racial bonus on saving throws against poison; protective aura; truespeech; options—energy resistance 10 (electricity and fire), immunity (acid, cold, and petrification).

Aquatic: Swim 30 ft.; skills—gain Swim as an additional master skill.

Archon: +4 racial bonus on saving throws against poison; aura of menace (Bestiary 310), teleport; options—immunity (electricity and petrification).

Asura: +2 racial bonus on saving throws against enchantment spells; elusive aura; options— energy resistance 10 (acid and electricity), immunity (curses, disease, and poison), regeneration (overcome by good), spell resistance, summon allies, telepathy; skills—gain Escape Artist and Perception as additional master skills.

Azata: Options—energy resistance 10 (cold and fire), immunity (electricity and petrification).

Clockwork: Increase AC and touch AC by 2, increase Reflex saving throw bonus by 2, vulnerable to electricity; options—improved initiative.

Cold: Vulnerable to fire; options—immunity (cold).

Daemon: Options—energy resistance 10 (cold, electricity, and fire), immunity (acid, death effects, disease, and poison), summon allies, telepathy.

Demodand: Faith-stealing strike; heretical soul; options—energy resistance 10 (cold and fire), immunity (acid and poison), summon allies.

Demon: Options—energy resistance 10 (acid, cold, and fire), immunity (electricity and poison), summon allies, telepathy.

Devil: See in darkness; options—energy resistance 10 (acid and cold), immunity (fire and poison), summon allies, telepathy.

Div: See in darkness; options—energy resistance 10 (acid and electricity), immunity (fire and poison), summon allies, telepathy.

Dwarf: Darkvision 60 ft.; +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Earth: Burrow 20 ft., tremorsense (range varies).

Elemental: Options—immunity (bleed, critical hits, flanking, paralysis, poison, sleep effects, and stunning).

Elf: Low-light vision; skills—gain Perception or Spellcraft as an additional master skill; options—immunity (sleep).

Fire: Vulnerable to cold; options—immunity (fire).

Giant: Low-light vision; skills—gain Intimidate as additional good skill.

Gnome: Gain the Small graft, low-light vision, gain one CR-appropriate spell from the illusion spell list.

Goblinoid: Skills—gain Stealth as an additional good skill.

Half-Elf: Low-light vision; options—immunity (sleep); skills—gain one additional master skill.

Half-Orc: Darkvision 60 ft.; skill—gain Intimidate as an additional good skill.

Halfling: Gain the Small graft, +2 racial bonus on saving throws against fear.

Human: Options—gain one additional combat or social option.

Incorporeal: Set touch AC to same value as AC; options— immunity (critical hits and precision-based damage from weapons without ghost touch), incorporeal.

Inevitable: Low-light vision; options—regeneration (overcome by chaotic).

Kami: Merge with ward, ward; Options—energy resistance 10 (acid, electricity, and fire), fast healing, immunity (bleed, mind-affecting effects, petrification, and polymorph effects), telepathy.

Leshy: Constant pass without trace; plantspeech; verdant burst; options—change shape, immunity (electricity and sonic).

Nightshade: Desecrating aura, darksense, low-light vision, light aversion; options—channel energy (negative energy).

Oni: Options—change shape; regeneration (typically overcome by acid or fire).

Orc: Darkvision 60 ft., light sensitivity.

Protean: Blindsense (range varies), amorphous anatomy, constant freedom of movement; options—change shape, constrict, energy resistance 10 (electricity and sonic), immunity (acid), improved combat maneuver (grab).

Psychopomp: Spiritsense, spirit touch; options—damage reduction (5/adamantine), energy resistance 10 (cold and electricity), immunity (death effects, disease, and poison).

Qlippoth: Horrific appearance; options— energy resistance 10 (acid, electricity, and fire), immunity (cold, mind-affecting effects, and poison), telepathy.

Rakshasa: Detect thoughts, enhanced defenses; options—change shape.

Shapechanger: Options—change shape.

Swarm: Takes an additional 50% damage from spells or effects that affect an area; swarm attack; if made of Tiny creatures, the monster takes half damage from slashing and piercing weapons; if made of Fine or Diminutive creatures, the monster is immune to weapon damage; options—distraction, immunity (critical hits, flanking, trip, grapple, bull rush, and spells that target a specific number of creatures).

Water: Swim 30 ft.; skills—gain Swim as an additional master skill.

Other Subtypes

A number of subtypes don’t have full entries. Most of these don’t grant additional abilities to monsters, and are listed below. A monster gains all subtypes appropriate to it, even those without rules in this chapter, such as the following.

Complex Subtypes

The subtypes listed below don’t appear because they’re so complex that adding a subtype graft isn’t enough. Creatures of these subtypes need to be created carefully, and have detailed rules associated with them that go beyond the scope of simple monster creation.

Step 4: Template Graft

Source Pathfinder Unchained pg. 216
These optional grafts replicate popular monster templates, and are applied on top of the creature type or class graft chosen for the monster. Template graft entries follow a format similar to creature type grafts.

Minimum or Maximum CR: This entry indicates what the lowest or highest possible CR for the monster can be. A header that says “CR 2+” indicates the monster’s CR must be 2 or higher, and “CR 9–” means its CR can’t be higher than 9.

Required Creature Type or Subtype: For templates that change a creature’s type or subtype in the normal monster creation system, this entry shows which creature type or subtype the monster must be in order to apply the template graft.

Suggested Array: This indicates the monster array the template is most closely associated with, if any. Liches, for example, are almost always spellcasters.

Automatic Traits: All creatures with this graft gain these abilities. The automatic traits might tell you to add particular monster options or skills. These count against the monster’s normal number of options, skills, and so forth, replacing them (unlike subtype grafts, which grant options and skills for free). However, even if the automatic traits would cause a monster to exceed its maximum number of options or skills, the monster still gains all of them. If the monster has a class graft, use your best judgment when replacing options to maintain the feeling of both the class and template.

Suggested Ability Modifiers: This section lists the recommended assignments for the monster’s high ability scores, in order from highest to lowest. For instance, the graveknight lists “Strength, Charisma, Wisdom,” meaning that when making a CR 10 graveknight, you would give it a +7 Strength modifier, a +5 Charisma modifier, and a +3 Wisdom modifier. Not all entries list modifiers for all abilities. A ghost, for example, lists only Charisma since the remaining statistics can vary, and a half-dragon doesn’t have an entry at all as half-dragons are so varied.

Ghost (CR 2+)

A soul unable to rest becomes a spectral undead creature.
Required Creature Type: Undead.
Required Subtype: Incorporeal.
Automatic Traits: Fly 30 ft. (perfect); Ability modifiers—set Strength modifier to —, increase Charisma modifier by 2; options—channel resistance, corrupting touch, rejuvenation (2d4 days); one of the following at CR 6 plus one for every 3 CR above 6: at-will magic (telekinesis), corrupting gaze, draining touch, frightful presence, malevolence; skills—gain Perception and Stealth as master skills.
Suggested Ability Modifiers: Charisma.

Graveknight (CR 5+)

This undead creature is heavily armed and armored, and can be rejuvenated if destroyed.
Required Creature Type: Undead.
Suggested Array: Combatant.
Automatic Traits: Increase AC by 2 and touch AC by 4, decrease flat-footed AC by 6; options—channel destruction, channel resistance, devastating blast (as the breath weapon option in a 30-foot cone dealing acid, cold, electricity, or fire damage), DR 10/magic, immunity (cold and electricity), phantom mount, rejuvenation (1d10 days), sacrilegious aura, spell resistance, undead mastery, one additional combat option; skills—gain Intimidate, Perception, and Ride as master skills. Suggested Ability Modifiers: Strength, Charisma.

Half-Celestial (CR 1+)

This creature was born of a good outsider and a mortal, or created by a major infusion of holy energy.
Required Creature Type: Outsider.
Automatic Traits: +4 bonus on saving throws against poison; gain a fly speed equal to twice base speed (good maneuverability); options—DR 5/magic (increases to DR 10/magic at CR 12), energy resistance 10 (acid, cold, and electricity), immunity (disease), secondary magic (good), smite (evil); skill—gain one additional master skill.

Half-Dragon (CR 3+)

This creature is born of a dragon and some other form of creature. It exhibits traits of both its parents.
Required Creature Type: Dragon.
Automatic Traits: Options—breath weapon (usable 1/day), immunity (sleep, paralysis, and one of acid, cold, electricity, or fire); skill—gain one additional master skill.

Half-Fiend (CR 1+)

This creature is heavily tainted with evil power, most likely demonic or infernal.
Required Creature Type: Outsider.
Automatic Traits: Gain a fly speed equal to twice the base speed (good maneuverability); options—DR 5/magic (increases to DR 10/magic at CR 12), energy resistance 10 (acid, cold, electricity, and fire), immunity (poison), secondary magic (evil), smite (good); skill—gain one additional master skill.

Lich (CR 2+)

This spellcaster retained its magical powers after it died and rose again in undeath.
Required Creature Type: Undead.
Suggested Array: Spellcaster.
Automatic Traits: Increase AC by 2; options—channel resistance, DR 15/bludgeoning and magic, fear aura, immunity (cold and electricity), paralyzing touch, rejuvenation (1d10); skills—gain Perception, Sense Motive, and Stealth as master skills.
Suggested Ability Modifiers: Intelligence, Wisdom, or Charisma should be highest ability modifier, depending on which of these the lich uses to cast its spells.

Lycanthrope (CR 1+)

This humanoid can turn into an animal or assume a hybrid form between its humanoid and animal natures.
Required Creature Type: Humanoid.
Required Subtype: Shapechanger.
Automatic Traits: Options—curse of lycanthropy.
Suggested Ability Modifiers: Constitution.

Skeleton (CR 8–)

The animated bones of the dead attack as a skeleton—a mindless soldier in an army of the dead.
Required Creature Type: Undead.
Suggested Array: Combatant.
Automatic Traits: Ability modifiers—set Intelligence modifier to —; options—DR 5/bludgeoning, immunity (cold), improved initiative.
Suggested Ability Modifiers: Strength, Dexterity.

Vampire (CR 5+)

This charismatic undead monster feasts on blood and has impressive supernatural powers.
Required Creature Type: Undead.
Suggested Array: Any— a vampire could fill any role and be built using any array. It is capable in combat even if it’s an expert or spellcaster.
Automatic Traits: Increase AC by 2 and flat-footed AC by 2, spider climb (constant), vampire weaknesses; options— at-will magic (dominate person), blood drain, change shape (dire bat or wolf, as beast shape II), channel resistance, children of the night, create spawn, DR 10/magic and silver, energy drain, energy resistance 10 (cold and electricity), fast healing 5, gaseous form; skills—gain Bluff, Perception, Sense Motive, and Stealth as master skills.
Suggested Ability Modifiers: Strength, Dexterity, Charisma.

Zombie(CR 9–)

A reanimated corpse can become a sluggish and unthinking zombie.
Required Creature Type: Undead.
Suggested Array: Combatant.
Automatic Traits: Staggered (can perform only a single move action or standard action each round); ability modifiers—set Intelligence modifier to —; options—DR 5/ slashing, extra hit points; skills—no master or good skills.
Suggested Ability Modifiers: Strength.

Step 5: Size Graft

Source Pathfinder Unchained pg. 217
If your monster isn’t Medium, apply a size graft. Because there are many other ways to alter a creature’s AC, hit points, attack bonuses, and damage, these grafts don’t adjust those values like size changes do in the core rules. Most headers list a minimum CR or maximum CR, as described in the previous step. Use caution if your monster is outside the minimum or maximum CR range. Touch and flat-footed AC never increase above the monster’s total AC, and never decrease below 1.

Fine (CR 2–)

Automatic Traits: Increase touch AC and flat-footed AC by 8; decrease CMB by 16; decrease CMD by 8; gain Fly and Stealth as additional master skills.

Diminutive (CR 4–)

Automatic Traits: Increase touch AC and flat-footed AC by 4; decrease CMB by 8; decrease CMD by 4; gain Fly and Stealth as additional master skills.

Tiny (CR 6–)

Automatic Traits: Increase touch AC and flat-footed AC by 2; decrease CMB by 4; decrease CMD by 2; gain Fly as an additional good skill (or increase good to master) and Stealth as an additional master skill.

Small

Automatic Traits: Increase touch AC and flat-footed AC by 1; decrease CMB by 2; decrease CMD by 1; gain Stealth as an additional good skill.

Large (CR 2+)

Automatic Traits: Decrease touch AC by 1, increase flatfooted AC by 1; increase CMB by 2; increase CMD by 1.

Huge (CR 4+)

Automatic Traits: Decrease touch AC by 2, increase flatfooted AC by 3; increase CMB by 4; increase CMD by 2; can’t have Stealth as a master skill.

Gargantuan (CR 6+)

Automatic Traits: Decrease touch AC by 4, increase flatfooted AC by 5; increase CMB by 8; increase CMD by 4; can’t have Fly as a master skill, can’t have Stealth as a good or master skill.

Colossal (CR 8+)

Automatic Traits: Decrease touch AC by 8, increase flatfooted AC by 6; increase CMB by 16; increase CMD by 8; can’t have Fly or Stealth as good or master skills.

Step 6: Spells

Source Pathfinder Unchained pg. 218
This step is only for monsters that use the spellcaster array. For monsters that know only a few spells (rather than being focused primarily on spellcasting), choose an array other than spellcaster and give the monster the secondary spellcasting universal option in Step 7.

The spell choices for a spellcaster monster are intentionally limited compared to those of a full NPC, since a monster created using the simple monster creation system is designed to have enough spells to last though a single battle or session. If a monster created this way ends up appearing in multiple sessions, you can swap out the spells each time, assuming that doing so fits the nature and theme of the monster.

The spells you choose for the monster during this step represent its total spellcasting arsenal for an encounter. If you want to treat some of the spells as being cast from scrolls, wands, or staves, implement them as such during play. Regardless of the source, additional spells still count against the total number the monster can cast.

You’ll also notice that some types of spells don’t appear on these lists—especially spells that solely increase statistics, such as bull’s strength, false life, and mage armor. That’s because such spells are often cast before combat, and the simple monster creation system assumes the effects of those spells are already in the monster’s base numbers.

Spell DCs: To determine the DC of a spell cast by a monster, add the spell’s level to the number listed in the spell DC column of the monster’s array. Use the spell’s cleric or sorcerer/wizard level if multiple classes can cast it. If neither of those classes has the spell, use the highest spell level listed in the spell’s description.

Choosing Spells

Source Pathfinder Unchained pg. 218
The easiest way to choose spells for a monster is to select a spell list from among those on the following pages that best matches its theme, using the options in this chapter. A fey with powerful spell-like abilities might choose the enchantment, fey, nature, or trickery spell list. A wizard dedicated to flame might choose the fire spell list, a dedicated transmuter would likely pick the transmutation list, and a generalist might take the arcane or magic list.

When you choose a spell list, the monster gains the following sets of spells according to its CR band—the spellcasting range its CR falls into.
  • The primary spells of its CR band, usable once per day. These are the monster’s highest-level spells.
  • Both the primary and secondary spells of the CR band one step lower than its own CR band, usable three times per day. These account for the monster’s less potent spells.
  • The primary spells of the CR band two steps below its own, usable at will. These are the monster’s lowest-level spells.
This setup produces a spellcaster with a small number of powerful spells that it can use rarely, a larger number of weaker but still useful spells that it can use often, and spells so weak that it hardly ever uses them in battle but can use them frequently.

Note that a CR 0–3 monster doesn’t gain any at-will spells or any spells usable three times per day, and a CR 4–7 monster doesn’t gain any at-will spells.

Write down the spells and the number of times they can be used. For the sample monsters later in this chapter, the spells are separated into attack spells, defensive spells, and utility spells, but this step is optional.

When you pick a spell list, the monster automatically gains the benefit listed at the bottom of that spell list. If you choose to create your own spell list, choose the benefit that matches your monster best, or create your own benefit for that monster instead.

For example, a CR 9 monster using the aberrant spell list would gain feeblemind and spell resistance once per day each (from the 8–11 CR band); beast shape I, major image, acid arrow, and see invisibility three times per day each (from the 4–7 CR band); and cause fear and long arm usable at will (from the 0–3 CR band). It would also gain the spell list’s benefit: the fortification universal monster rule.

In-Depth Spell Choice

These lists are arranged to facilitate maximum speed in choosing spells, but you can choose spells individually, give the monster secondary spells in place of primary spells (which is why the CR 16+ band lists secondary spells), or mix and match at your discretion. To keep your monster balanced, don’t deviate too far from the number of spells listed for its power level, though you can decrease or increase the number of spells within reason.

If you want to pick spells one by one, use the following spell levels for each CR band.

CR BandSpell Level
0-30 or 1st
4-72nd or 3rd
8-114th or 5th
12-156th or 7th
16+8th or 9th

Spell Lists

Source Pathfinder Unchained pg. 218
The following lists are themed to different uses of magic, and also correspond to bloodlines, domains, and other prominent spell themes. For a monster with a class graft, use the graft's suggested spell lists to help you choose the monster's spells.

Aberrant Spell List

CR BandPrimary SpellsSecondary Spells
0-3Cause fear, long armDaze, silent image
4-7Beast shape I, major imageAcid arrow, see invisibility
8-11Feeblemind, spell resistanceBeast shape II, black tentacles
12-15Plane shift, project imageBeast shape IV, veil
16+Foresight, shapechangeMind blank, polymorph any object
Benefit: The monster gains the benefit of the fortification universal monster rule (Bestiary 4 294).

Abjuration Spell List

CR BandPrimary SpellsSecondary Spells
0-3Endure elements, protection from chaos/evil/good/lawAlarm, hold portal
4-7Nondetection, protection from energyDispel magic, resist energy
8-11Dismissal, stoneskinDimensional anchor, lesser globe of invulnerability
12-15Antimagic field, banishmentGlobe of invulnerability, greater dispel magic
16+Mage's disjunction, prismatic spherePrismatic wall, protection from spells
Benefit: Choose one energy type. The monster gains resistance 5 to that type of damage. At CR 12, increase the resistance to 10. At CR 16, increase the resistance to 20.

Abyssal Spell List

CR BandPrimary SpellsSecondary Spells
0-3Burning hands, summon monster ICause fear, protection from good or law
4-7Rage, summon monster IIIAlter self, scare
8-11Dismissal, summon monster VChaos hammer, dimension door
12-15Summon monster VI, word of chaosGreater dispel magic, greater teleport
16+Energy drain, summon monster IXCloak of chaos, unholy aura
Benefit: Increase the monster's Strength modifier by 1. At CR 13, increase it by 2 instead. At CR 17, increase it by 3 instead.

Acid Spell List

CR BandPrimary SpellsSecondary Spells
0-3Corrosive touch, obscuring mistacid splash, cause fear
4-7Empowered corossive touch, protection from energy (acid only)acid arrow, resist energy (acid only)
8-11Acidic spray, corrosive consumptionrusting grasp, transmute rock to mud
12-15Widened acid fog, caustic eruptionQuickened acid arrow, acid fog
16+Empowered caustic eruption, form of the dragon III (black only)Maximized acidic spray, storm of vengeance
Benefit: The monster gains acid resistance 5. At CR 12, increase the resistance to 10. At CR 16, the monster gains acid immunity.

Air Spell List

CR BandPrimary SpellsSecondary Spells
0-3Jump, obscuring mistFeather fall, open/close
4-7Gaseous form, wind wallFly, gust of wind
8-11Control wind, overland flightAir walk, extended wind wall
12-15Control weather, elemental body IV (air only)Chain lightning, reverse gravity
16+Elemental swarm (air only), winds of vengeanceEmpowered chain lightning, whirlwind
Benefit: Increase the monster's movement speed by 10 feet.

Alchemy Spell List

CR BandPrimary SpellsSecondary Spells
0-3Expeditious retreat, true strikeAnt haul, jump
4-7Displacement, flyInvisibility, vomit swarm
8-11Magic jar, overland flightDragon's breath, stoneskin
12-15Eyebite, twin formHeal, true seeing
16+Fiery body, shapechangeClone, simulacrum
Benefit: The monster gains a +2 bonus on saving throws against disease and poison

Animal Spell List

CR BandPrimary SpellsSecondary Spells
0-3Hold animal, summon nature's ally ICharm animal, hide from animals
4-7Dominate animal, greater magic fangBeast shape I (animals only), speak with animals
8-11Animal growth, insect plagueGiant vermin, locate creature
12-15Antilife shell, summon nature's ally VIIBeast shape IV (animal only), mass cure light wounds
16+Quickened insect plague, shapechangeAnimal shapes, summon nature's ally VII (animals only)
Benefit: Animal allies within 20 feet of the monster gain a +1 luck bonus on attack rolls.

Arcane Spell List

CR BandPrimary SpellsSecondary Spells
0-3Expeditious retreat, magic missileLight, prestidigitation
4-7Dispel magic, levitateInvisibility, scorching ray
8-11Empowered lightning bolt, overland flightDimension door, lesser globe of invulnerability
12-15Quickened dispel magic, greater teleportMaximized fireball, true seeing
16+Power word kill, quickened wall of forceMaximized cone of cold, power word stun
Benefit: Increase the saving throw DCs of any of the monster's spells to which a metamagic feat has been applied by 1.

Artifice Spell List

CR BandPrimary SpellsSecondary Spells
0-3Animate rope, magic stonefloating disk, mending
4-7Stone shape, tiny hutMake whole, wood shape
8-11Major creation, wall of stoneFabricate, minor creation
12-15Limited wish, wall of ironAnimate objects, flesh to stone
16+Crushing hand, prismatic sphereIron body, polymorph any object
Benefit: When the monster casts a spell from this list, it gains a deflection bonus to AC equal to the spell's level for 1 round.

Battle Spell List

CR BandPrimary SpellsSecondary Spells
0-3Bless, expeditious retreatBleed, flare
4-7Fly, hasteInvisibility, protection from arrows
8-11Interposing hand, teleportDimension door, greater invisibility
12-15Giant form I, transformationGreater teleport, true seeing
16+Mass hold monster, time stopMislead, power word stun
Benefit: Increase the monster's attack bonus for all attacks by 1.

Celestial Spell List

CR BandPrimary SpellsSecondary Spells
0-3Bless, divine favorGuidance, light
4-7Magic circle against evil, prayerCure moderate wounds, resist energy
8-11Flame strike, greater commandBlessing of fervor, holy smite
12-15Banishment, holy wordEmpowered flame strike, greater dispel magic
16+Quickened flame strike, gateHoly aura, sunburst
Benefit: The monster gains resistance 5 to acid and cold. At CR 12, these resistances increase to 10.

Chaos Spell List

CR BandPrimary SpellsSecondary Spells
0-3Lesser confusion, protection from lawDaze, entropic shield
4-7Magic circle against law, rageAlter self, daze monster
8-11Dispel law, mind fogChaos hammer, confusion
12-15Insanity, word of chaosAnimate objects, repulsion
16+Prismatic sphere, summon monster IX (chaotic only)Cloak of chaos, scintillating pattern
Benefit: The monster's attacks count as chaotic for the purpose of overcoming damage reduction.

Charm Spell List

CR BandPrimary SpellsSecondary Spells
0-3Charm person, hypnotismDaze, message
4-7Hold person, suggestionCalm emotions, daze monster
8-11Charm monster, dominate personConfusion, lesser geas
12-15Insanity, mass hold personGeas/quest, mass suggestion
16+Dominate monster, mass hold monsterDemand, mass charm monster
Benefit: The monster gains a +4 bonus on saving throws against charm effects.

Cold Spell List

CR BandPrimary SpellsSecondary Spells
0-3Frostbite, obscuring mistEndure elements, ray of frost
4-7Protection from energy, sleet stormChill metal, resist energy
8-11Cone of cold, enlarged ice stormIce storm, wall of ice
12-15Control weather, form of the dragon II (white only)Empowered cone of cold, freezing sphere
16+Quickened cone of cold, form of the dragon III (white only)td>Polar ray, simulacrum
Benefit: The monster gains cold resistance 5. At CR 12, increase the resistance to 10. At CR 16, the monster gains cold immunity.

Community Spell List

CR BandPrimary SpellsSecondary Spells
0-3Bless, sanctuaryCure light wounds, virtue
4-7Dispel magic, prayerAid, shield other
8-11Telepathic bond, wall of stoneCure critical wounds, status
12-15Heal, repulsionBanishment, blade barrier
16+Foresight, miracleDimensional lock, mass cure critical wounds
Benefit: The monster gains Diplomacy as an additional master skill.

Conjuration Spell List

CR BandPrimary SpellsSecondary Spells
0-3Grease, summon monster IAcid splash, guidance
4-7Stinking cloud, summon monster IIIAcid arrow, summon monster II
8-11Summon monster V, teleportDimension door, summon monster IV
12-15Greater teleport, summon monster VIIAcid fog, summon monster VI
16+Gate, summon monster IXIncendiary cloud, summon monster VIII
Benefit: The monster doubles the duration of all conjuration (summoning) spells it casts.

Darkness Spell List

CR BandPrimary SpellsSecondary Spells
0-3Cause fear, obscuring mistDaze, silent image
4-7Deeper darkness, displacementBlindness/deafness (only to cause blindness), darkness
8-11Shadow evocation, summon monster V (1d3 shadows)Black tentacles, shadow conjuration
12-15Greater shadow conjuration, power word blindQuickened darkness, shadow walk
16+Energy drain, shadesGreater shadow evocation, maximized shadow evocation
Benefit: The monster's spells with the darkness descriptor count as 1 spell level higher.

Death Spell List

CR BandPrimary SpellsSecondary Spells
0-3Chill touch, ray of enfeeblementBleed, touch of fatigue
4-7Stricken heart, vampiric touchDeath knell, ghoul touch
8-11Slay living, waves of fatigueDeath ward, enervation
12-15Destruction, finger of deathCircle of death, undeath to death
16+Energy drain, wail of the bansheeHorrid wilting, symbol of death
Benefit: Increase the saving throw DC of any death spell the monster casts by 1.

Destined Spell List

CR BandPrimary SpellsSecondary Spells
0-3Alarm, protection from chaos/evil/good/lawExpeditious retreat, true strike
4-7Displacement, protection from energyBlur, good hope
8-11Break enchantment, debilitating portentDivination, freedom of movement
12-15Quickened displacement, jolting portentMislead, spell turning
16+Foresight, quickened freedom of movementMind blank, moment of prescience
Benefit: Increase all the monster's saving throw bonuses by 1.

Destruction Spell List

CR BandPrimary SpellsSecondary Spells
0-3Burning hands, true strikeAcid splash, ray of frost
4-7Fireball, rageacid arrow, shatter
8-11Maximized acid arrow, shoutIce storm, inflict critical wounds
12-15Disintegrate, quickened lightning boltMaximized fireball, harm
16+Empowered disintegrate, implosionEarthquake, fire storm
Benefit: Increase the saving throw DCs of any spells the monster casts that deal damage by 1.

Divination Spell List

CR BandPrimary SpellsSecondary Spells
0-3Anticipate peril, unprepared combatantGuidance, true strike
4-7Clairaudience/clairvoyance, see invisibilityArcane sight, detect thoughts
8-11Scrying, telepathic bondDiscern lies, locate creature
12-15Greater arcane sight, greater scryingFind the path, true seeing
16+Foresight, prediction of failureDiscern location, moment of presience
Benefit: The monster cannot be surprised while it is conscious and able to take actions.

Draconic Spell List

CR BandPrimary SpellsSecondary Spells
0-3Burning hands, cause fearJump, true strike
4-7Fly, hasteDraconic reservoir, scare
8-11Overland flight, spell resistanceDragon's breath, fear
12-15Form of the dragon II, spell turningForm of the dragon I, symbol of fear
16+Form of the dragon III, wishForesight, power word stun
Benefit: The monster's AC and flat-footed AC increase by 2. In addition, the monster gains resistance 5 to your choice of acid, cold, electricity, or fire.

Earth Spell List

CR BandPrimary SpellsSecondary Spells
0-3Expeditious excavation, magic stoneAcid splash, resistance
4-7Meld into stone, stone shapeAcid arrow, soften earth and stone
8-11Transmute mud to rock, transmute rock to mudSpike stones, wall of stone
12-15Elemental body IV (earth only), wall of ironMajor creation, move earth
16+Elemental swarm (earth only), imprisonmentEarthquake, iron body
Benefit: The monster gains acid resistance 5. At CR 12, increase the resistance to 10. At CR 16, the monster gains acid immunity.

Electricity Spell List

CR BandPrimary SpellsSecondary Spells
0-3Expeditious retreat, shocking graspFlare, obscuring mist
4-7Call lightning, lightning boltElemental touch (electricity only), elemental aura (electricity only)
8-11Call lightning storm, empowered lightning boltBall lightning, dragon's breath (electricity only)
12-15Chain lightning, quickened lightning boltcontrol weather, form of the dragon II (blue or bronze only)
16+Empowered chain lightning, empowered quickened lightning boltForm of the dragon III (blue or bronze only), power word stun
Benefit: The monster gains electricity resistance 5. At CR 12, increase the resistance to 10. At CR 16, the monster gains electricity immunity.

Elemental Spell List

CR BandPrimary SpellsSecondary Spells
0-3Burning hands, produce flameRay of frost, resistance
4-7Fireball, lightning boltScorching ray, sleet storm
8-11Control winds, elemental body IIElemental body I, ice storm
12-15Elemental body IV, fire stormElemental body III, freezing sphere
16+Elemental swarm, meteor swarmEmpowered chain lightning, summon monster VIII(elementals only)
Benefit: The monster gains one of the following: a fly speed of 60 feet with average maneuverability, a burrow speed of 30 feet, a 30-foot increase to its base speed, or a swim speed of 60 feet.

Enchantment Spell List

CR BandPrimary SpellsSecondary Spells
0-3Charm person, sleepDaze, hypnotism
4-7Hideous laughter, hold personSuggestion, touch of idiocy
8-11Dominate person, feeblemindCharm monster, confusion
12-15Insanity, mass suggestionMass hold person, power word blind
16+Irresistible dance, power word killBinding, power word stun
Benefit: The monster gains either Bluff or Diplomacy as an additional master skill.

Evil Spell List

CR BandPrimary SpellsSecondary Spells
0-3Bane, inflict light woundsBleed, protection from good
4-7Bestow curse, magic circle against goodDarkness, ghoul touch
8-11Dispel good, slay livingInflict critical wounds, unholy blight
12-15Blasphemy, destructionHarm, mass inflict moderate wounds
16+Power word kill, summon monster IX (evil only)Power word stun, unholy aura
Benefit: The monster's attacks count as evil for the purpose of overcoming damage reduction.

Evocation Spell List

CR BandPrimary SpellsSecondary Spells
0-3Burning hands, magic missileLight, ray of frost
4-7Fireball, lightning boltScorching ray, shatter
8-11Cone of cold, empowered fireballIce storm, wall of fire
12-15Delayed blast fireball, quickened fireballChain lightning, maximized lightning bolt
16+Quickened ice storm, meteor swarmPolar ray, sunburst
Benefit: The monster adds 1/2 its CR to the damage dealt with evocation spells it casts.

Fey Spell List

CR BandPrimary SpellsSecondary Spells
0-3Charm person, entangleDancing lights, faerie fire
4-7Deep slumber, suggestionGlitterdust, hideous laughter
8-11Baleful polymorph, tree strideDimension door, poison
12-15Insanity, phase doorMislead, transport via plants
16+Shambler, shapechangeIrresistible dance, scintillating pattern
Benefit: Increase the saving throw DCs of any compulsion spell the monster casts by 2.

Fire Spell List

CR BandPrimary SpellsSecondary Spells
0-3Burning hands, heat metalFlare, produce flame
4-7Empowered burning hands, fireballFlame blade, flaming sphere
8-11Empowered fireball, flame strikeFire shield, wall of fire
12-15Elemental body IV (fire only), quickened fireballFire seeds, fire storm
16+Elemental swarm (fire only), meteor swarmEmpowered fire storm, incendiary cloud
Benefit: The monster gains fire resistance 5. At CR 12, increase the resistance to 10. At CR 16, the monster gains fire immunity.

Glory Spell List

CR BandPrimary SpellsSecondary Spells
0-3Bless, sanctuaryGuidance, resistance
4-7Daylight, searing lightAid, bless weapon
8-11Dispel evil, flame strikeDismissal, holy smite
12-15Holy sword, holy wardBlade barrier, undeath to death
16+Gate, overwhelming presenceEarthquake, holy aura
Benefit: The monster gains a +4 bonus on saves against fear.

Good Spell List

CR BandPrimary SpellsSecondary Spells
0-3Bless, protection from evilGuidance, virtue
4-7Magic circle against evil, prayerCure moderate wounds, hold person
8-11Dispel evil, plane shiftCure critical wounds, holy smite
12-15Holy ward, summon monster VII*Blade barrier, heal
16+Storm of vengeance, summon monster IX*Holy aura, summon monster VIII*
* Can summon good creatures only.
Benefit: The monster's attacks count as good for the purpose of overcoming damage reduction.

Healing Spell List

CR BandPrimary SpellsSecondary Spells
0-3cure light wounds, sanctuaryStabilize, virtue
4-7cure serious wounds, remove diseaseCure moderate wounds, shield other
8-11breath of life, mass cure light woundsCure critical wounds, neutralize poison
12-15Mass cure serious wounds, regenerateHeal, mass cure moderate wounds
16+Quickened breath of life, mass healquickened cure critical wounds, mass cure critical wounds
Benefit: The monster gains Diplomacy or Heal as an additional master skill.

Illusion Spell List

CR BandPrimary SpellsSecondary Spells
0-3Color spray, silent imageDisguise self, ghost sound
4-7Displacement, major imageInvisibility, minor image
8-11Mirage arcana, persistent imageGreater invisibility, phantasmal killer
12-15Quickened displacement, mass invisibilityShadow walk, veil
16+Shades, weirdGreater shadow evocation, scintillating pattern
Benefit: Increase the saving throw DCs of any illusion spells the monster casts by 1.

Infernal Spell List

CR BandPrimary SpellsSecondary Spells
0-3Burning hands, protection from goodCharm person, flare
4-7Fireball, suggestionDaze monster, scorching ray
8-11Dominate person, empowered fireballCharm monster, wall of fire
12-15Blasphemy, greater teleportQuickened fireball, mass suggestion
16+Dominate monster, meteor swarmEmpowered maximized fireball, power word stun
Benefit: The monster gains fire resistance 5 and a +2 bonus on saving throws against poison. At CR 9, the fire resistance increases to 10 and the bonus on saving throws against poison increases to +4.

Knowledge Spell List

CR BandPrimary SpellsSecondary Spells
0-3Anticipate peril, true strikeAlarm, comprehend languages
4-7Arcane sight, clairaudience/clairvoyanceDetect thoughts, locate object
8-11Commune, true seeingDivination, locate creature
12-15Contact other plane, visionFind the path, legend lore
16+Foresight, prediction of failureDiscern location, moment of prescience
Benefit: The monster gains two Knowledge skills of your choice as additional master skills.

Law Spell List

CR BandPrimary SpellsSecondary Spells
0-3Command, protection from chaosCause fear, stabilize
4-7Dispel magic, magic circle against chaosCalm emotions, enthrall
8-11Dispel chaos, greater commandDimensional anchor, order's wrath
12-15Dictum, power word blindBanishment, hold monster
16+Power word kill, summon monster IX (law only)Shield of law, power word stun
Benefit: The monster's attacks count as lawful for the purpose of overcoming damage reduction.

Liberation Spell List

CR BandPrimary SpellsSecondary Spells
0-3Expeditious retreat, remove fearFeather fall, open/close
4-7Fly, remove curseKnock, remove paralysis
8-11Break enchantment, overland flightFreedom of movement, extended haste
12-15Ethereal jaunt, refugeQuickened fly, greater dispel magic
16+Freedom, wishQuickened freedom of movement, mind blank
Benefit: The monster gains Escape Artist as an additional master skill.

Luck Spell List

CR BandPrimary SpellsSecondary Spells
0-3Entropic shield, true strikeDaze, feather fall
4-7Dispel magic, prayerAid, protection from energy
8-11Bestow curse, break enchantmentFreedom of movement, serenity
12-15Quickened dispel magic, spell turningDismissal, mislead
16+Foresight, miracleAntimagic field, moment of prescience
Benefit: Increase all the monster's saving throw bonuses by 1.

Madness Spell List

CR BandPrimary SpellsSecondary Spells
0-3Cause fear, confusion, lesserDaze, touch of fatigue
4-7Major image, rageHideous laughter, touch of idiocy
8-11Nightmare, phantasmal killerConfusion, crushing despair
12-15Insanity, mass suggestionFeeblemind, mind fog
16+Dominate monster, weirdIrresistible dance, scintillating pattern
Benefit: The monster gains a +2 bonus on saving throws against mind-affecting effects.

Magic Spell List

CR BandPrimary SpellsSecondary Spells
0-3Magic missile, silent imageDetect magic, read magic
4-7Dispel magic, hold personInvisibility, scorching ray
8-11Spell resistance, teleportImbue with spell ability, lesser globe of invulnerability
12-15Mage's sword, spell turningAntimagic field, forceful hand
16+Mage's disjunction, time stopClenched fist, protection from spells
Benefit: The monster gains a +2 bonus on caster level checks made to overcome spell resistance.

Metal Spell List

CR BandPrimary SpellsSecondary Spells
0-3Lead blades, shocking graspDisguise weapon, magic weapon
4-7Heat metal, molten orbChill metal, pellet blast
8-11Rusting grasp, major creationHeart of the metal, wreath of blades
12-15Transmute metal to wood, wall of ironChain lightning, instant summons
16+Iron body, repel metal or stoneMage's disjunction, polymorph any object
Benefit: The monster increases one of its speeds by 10 feet.

Nature Spell List

CR BandPrimary SpellsSecondary Spells
0-3Entangle, shillelaghCharm animal, obscuring mist
4-7Call lightning, sleet stormFlame blade, heat metal
8-11Call lightning storm, wall of thornsFlame strike, ice storm
12-15Antilife shell, control weatherFire seeds, wall of stone
16+Shambler, summon nature's ally IXEarthquake, finger of death
Benefit: The monster ignores difficult terrain caused by nonmagical natural terrain.

Necromancy Spell List

CR BandPrimary SpellsSecondary Spells
0-3Chill touch, ray of enfeeblement

Step 7: Monster Options

Source Pathfinder Unchained pg. 228
Options are the main way to specialize your monster. They represent feats, universal monster rules, magic items, and all the other abilities a monster has at its disposal beyond its statistics. There are a large number of monster options to choose from, especially compared to the number of choices you make during the other steps of the simple monster creation process. Some are active abilities (such as those that give the monster a special attack), others adjust statistics (such as the power attack option, which has the same purpose as the Power Attack feat), and still others grant conditional modifiers (such as combat casting’s bonus to concentration checks). Unless specified otherwise, saving throw DCs in this section use the Ability DC from the monster’s array, modified by the monster’s grafts.

Choosing Monster Options

Source Pathfinder Unchained pg. 228
Look at the number of monster options you’re supposed to choose based on the monster’s array and grafts. You should have a list saying how many to pick of each category. When you pick an option, write down the option’s name and effects. Adjust any statistics the option’s entry tells you to. After you’ve selected all the monster options you’re supposed to, look at the list carefully. Does the monster do everything it needs to do? Does it seem like it has too few or too many options? Using your best judgment, add or remove options as necessary.

Categories: Monster options are divided into four categories: combat, magic, social, and universal.

Combat options are the most numerous, and most monsters the PCs are meant to face in battle should have at least one combat option. These options are subdivided to make them easier to choose based on the monster’s theme, though you can choose from any combat option subcategory. Decide whether the monster is primarily cunning, powerful, quick, or tough, and look in that subcategory first. These subcategories correspond roughly to physical ability scores— Strength, Dexterity, and Constitution, respectively. One additional category, monstrous, lists options that are rarely appropriate for monsters of PC races, such as energy drain or regeneration.

Magic options benefit monsters that cast spells, and are typically useful only to those with the spellcaster array or the secondary magic universal monster option. They also include some options that mimic PC class features of a magical nature. These options are divided into the creature, offensive, support, and versatile subcategories.

Social options give a monster advantages in interactions with other creatures. These are divided into the inspiration and miscellaneous subcategories. The inspiration subcategory includes mostly effects that bolster morale or cause fear.

Universal options can be chosen as though they were listed in any category. This means you can use a combat, magic, social, or “any” option to take a universal option.

“Any” Options: When a graft or array tells you to choose “any” option, you can take an option from the combat, magic, social, or universal category.

Feats: If you’re looking to replicate a certain feat, look for its name in Table 5–7. Note that many monster options use the same names as feats but have different mechanical effects. This is intentional. The power attack option adjusts the monster’s statistics once, applying an effect similar to the Power Attack feat, but making it simpler to use rather than having you choose each time the monster attacks. In a case like this, if you prefer to have the added complexity and flexibility, you can use the feat’s rules instead.

Universal Monster Rules: As with feats, many of these options mimic but simplify universal monster rules. Other monster rules, such as senses, can be used as-is and aren’t repeated in this chapter. See the sidebar on page 229 if you’re looking for a specific universal monster rule.

Duplicate Options: Generally speaking, you can choose an ability more than once when it makes sense and is useful. For example, you might give a monster the extra attack option twice because it fights with two weapons, one of which is a speed weapon. Use your best judgement to determine whether it’s a good idea to do so.

Damage: Many options say to use the high or low attack or damage value from the monster’s array. Use the values from the high or low weapon attack and damage columns, not the natural attack values (even if the option is more like a natural attack thematically). You can choose to use a lower value if the ability would deal too much damage otherwise.

Universal Monster Rules

Some options listed in this section grant a monster the use of a universal monster rule. Often these refer to the entry in the appropriate Bestiary volume, sometimes with notes on how to simplify the ability. When a universal monster rule is gained through this system, use the ability DC from the monster’s array instead of calculating the DC by the formula listed in the rule’s entry in the Bestiary.

If you want to give a particular universal monster rule to a monster, look for it in the lists below. Most universal monster rules that aren’t appropriate for player races appear in the section of monstrous combat rules.

Simplified Rules

The following universal monster rules have been recreated as options in this system, typically to simplify them or give concrete values for numbers that aren’t defined in the original universal monster rule.

These rules are: bleed, blood drain, breath weapon, channel resistance, constrict, damage reduction, disease, distraction, energy drain, engulf, fast healing, frightful presence, immunity, incorporeal, natural attacks, poison, poisonous blood, powerful charge, rake, regeneration, rend, rock throwing, sound mimicry, spell resistance, stench, telepathy, trample.

Substitutions

Some universal monster rules a re very s imilar to other combat options, but the combat options use a different name because they’re meant to be easier to understand with a quick look. The following list describes these, and shows in parentheses the name of the monster option to use instead: ability drain (ability damage), all-around vision (unflankable), blood rage (rage), fear (fear aura/ fear attack), grab (improved combat maneuver), natural invisibility (constant invisibility), powerful blows (power attack), pull (repositioning attack), push (repositioning attack), resistance (energy resistance), rock catching (rock throwing), spell-like abilities (either the spellcaster array or the secondary magic universal option), summon (summon allies).

Unmodified Rules

Most universal monster rules not mentioned elsewhere in this sidebar can be used as written. Unless they have a major effect on the monster’s combat abilities, it’s not worth counting them against the suggested number of options the monster can take. Senses, for example, are not covered in this section, and can be used as-is without costing the monster any options. Assume that weaknesses (such as light blindness or vulnerabilities) also fall into this category and can be used unmodified.

Other universal rules that can be used without modification, but which should be counted against the monster’s number of options are attach, burn, capsize, change shape, curse of lycanthropy, fast swallow, ferocity, fortification, gaze, pounce, web (using the monster’s CR as its Hit Dice to determine the web’s hit points), whirlwind.

Combat Options

Source Pathfinder Unchained pg. 228
Though these options are geared primarily toward combatants, consider giving every monster at least one combat option, unless you intend the monster to never fight in any battle.

Cunning

Source Pathfinder Unchained pg. 228
Thematically, monsters with higher mental ability modifiers are the most likely to have cunning combat options.

Ability Damage: Attacks by this monster deal 1d2 points of damage to one ability score. This can apply to all the monster’s attacks, apply only to its weapons, or function as a melee touch attack. This damage increases to 1d4 at CR 5, 1d6 at CR 10, 1d8 at CR 15, and 2d6 at CR 20. Alternatively, the attack can deal damage to two ability scores, but uses the damage value for a creature 5 CR lower. The attack could instead deal ability drain (rather than ability damage), but uses the damage value for a creature 5 CR lower.

Blind-Fight: The monster rolls miss chances due to concealment twice and takes the higher result.

Bombs: As a standard action, the monster creates a bomb and throws it with a range of 20 feet. Use the throw splash weapon special attack. On a direct hit, the bomb deals fire damage equal to the monster’s low weapon damage, using 3d6 damage dice. Splash damage is 6 + 1/2 the monster’s CR.

Challenge: Once per day as a swift action, the monster can challenge one target within sight. The monster gains a bonus on melee damage rolls equal to its CR (minimum 1) against that creature, but takes a –2 penalty to AC against attacks made by creatures other than the target. The target remains challenged until it is killed, falls unconscious, or the combat ends. The monster can use this ability three times per day at CR 5, and at will at CR 14.

Combatant’s Touch: As a standard action, the monster can touch a creature to grant that creature a bonus equal to 1 + 1/2 the monster’s CR on melee attack rolls. Additionally, choose one physical ability modifier. This bonus applies on combat maneuver checks, skill checks, and ability checks that use that ability modifier.

Constant Invisibility: Because of its natural appearance or an exterior effect, such as a cloak of invisibility, this monster is invisible at all times. If this ability is used below CR 10, it should be for monsters that aren’t focused on combat.

Fast Feint: The monster can attempt a Bluff check to feint as a move action.

Favored Enemy: Choose a creature type, or a single subtype of humanoid or outsider. The monster gains a +2 bonus on attack and damage rolls against creatures of that type. Increase the bonus and number of creature types chosen based on the monster’s CR: +4 and two types at CR 4, +6 and three types at CR 9, +8 and four types at CR 14, and +10 and five types at CR 19.

Improved Combat Maneuver: Choose a type of combat maneuver. The monster doesn’t provoke attacks of opportunity when using that maneuver, its CMB for that type of maneuver increases by 4, and its CMD increases by 4 against that type of maneuver. You can choose one of the monster’s attack types. If you do, whenever the monster hits with an attack of that type, it can automatically attempt a combat maneuver of the type chosen with this option.

Mage Killer: The DC to cast defensively when threatened by this monster increases by 4. Casters that fail attempts to cast defensively provoke attacks of opportunity from this monster.

Mage Punisher: Whenever an enemy within the monster’s reach successfully casts a spell defensively, that enemy provokes an attack of opportunity from the monster after the spell is complete.

Poison: The monster uses poison with its attacks, either through a natural weapon or by applying the poison to a particular manufactured weapon. The target of a successful attack with the chosen weapon must attempt a Fortitude save to resist the poison. The basic poison is type injury,

onset 1 minute, frequency 1/minute for 6 minutes, effect 1d2 points of damage to any one ability score (chosen when the monster gains this option), cure 1 save. Choose two of the following additional advantages, plus one advantage for every 3 CR the monster possesses: decrease onset to —, change the frequency to 1/round for 6 rounds, increase the ability damage to 1d3 points of damage (this option can be chosen multiple times to increase the damage to 1d4, 1d6, and 1d8), damage an additional ability score (using the same damage die as the primary ability damage effect), increase the cure to 2 consecutive saves.

Repositioning Attack: When it hits a creature of its size or smaller with a certain type of attack, the monster can immediately attempt a reposition combat maneuver check to push or pull that creature. Its CMB for this check increases by 4. The distance the monster pushes or pulls the creature can increase under certain conditions, such as if the monster has special appendages.

Sneak Attack: When flanking or attacking a foe denied its Dexterity bonus to AC, this monster deals an additional 1d6 points of damage. This damage increases by 1d6 for every 2 CR the monster possesses. Decrease the base damage of the monster’s attacks by 2 points for every 1d6 of sneak attack it has.

Team Fighter: The monster gains a +2 bonus on attack and damage rolls against targets that are threatened by one of the monster’s allies (other than itself ). This bonus increases by 1 for every 4 CR the monster possesses.

Trap Squares: The monster can trap any square adjacent to it as a standard action. Any creature that enters the trapped square takes an amount of damage equal to 1d6 + 1/2 the monster’s CR of a damage type chosen by the monster while setting the trap. The trap is invisible and lasts for a number a rounds equal to the monster’s CR. It can be found with a successful DC 25 Perception check and disarmed with a successful DC 25 Disable Device check. The monster can create three traps per day; at CR 10, this increases to five traps per day. This ability can be used for mundane or magical traps. For mundane traps, choose bludgeoning, piercing, or slashing damage; for magical traps, choose acid, cold, electricity, or fire damage.

Unflankable: The monster can’t be flanked.

Monstrous

Source Pathfinder Unchained pg. 232
These abilities are typically supernatural or inhuman in nature. If a monster is meant to be more like an NPC—and especially if it uses a PC race—avoid choosing monstrous combat options.

Blood Drain: This monster deals Constitution damage as the ability damage option, but does so automatically at the end of the monster’s turn to any creature it’s grappling.

Breath Weapon: The monster gains a breath weapon that deals 1d6 points of damage + 1d6 per CR. A target can attempt a Reflex saving throw to take half damage. If the breath weapon is a cone, it’s 30 feet long, increasing by 10 feet for each size category above Medium, and decreasing by 5 feet for every size category below Medium. If the breath weapon is a line, its area of effect is twice as long as a cone would be.

Channel Resistance: The monster gains channel resistance +4.

Confusion Aura: Any creature that comes within 30 feet of the monster must attempt a Will save (DC = the monster’s ability DC – 5). If it fails, it is confused for a number of rounds equal to the monster’s CR. If it succeeds, it can’t be affected again by this aura for 24 hours. The range increases to 60 feet at CR 10 and to 120 feet at CR 20.

Corrupting Gaze: The monster has a gaze attack (as the universal monster rule) with a range of 30 feet. The attack deals 2d10 points of damage and 1d4 points of Charisma damage. A successful Fortitude save negates the Charisma damage.

Corrupting Touch: A monster must be incorporeal to have this ability. The monster can make a touch attack. If it hits, the target supernaturally ages and takes 1d6 points of damage per CR the monster possesses (Fortitude half ). Targets immune to magical aging are immune to this damage.

Create Spawn: The monster can create spawn out of those it slays. The victim rises from death as the kind of monster that created it in 1d4 days and is under the command of the monster that created it, remaining enslaved until its master’s destruction. The monster can have enslaved spawn whose HD total no more than 2 × the monster’s CR; any spawn it creates that would exceed this limit become free-willed. The monster can free an enslaved spawn in order to create a new enslaved spawn, but once freed, a creature cannot be enslaved again.

Curse of Lycanthropy: The monster bears the curse of lycanthropy. When the monster is in animal or hybrid form and hits a humanoid target with a bite attack, the target must succeed at a Fortitude save (DC = the monster’s ability DC – 5) or become infected by the curse. If the target’s size category is not within one size category of the lycanthrope’s, this ability has no effect.

Damaging Body: When the monster is hit with an unarmed strike or melee weapon without reach, the attacker takes an amount of damage equal to 1d6 + 1/2 the monster’s CR. Choose an appropriate damage type for this option, such as fire if the monster’s body is burning or piercing if it’s covered in spines.

Disease: One of the monster’s attacks causes disease unless the target succeeds at a Fortitude save. The basic disease has onset 1d3 days, frequency 1/day, effect 1 point of damage to any one ability score (chosen when the monster gains this option), cure 2 consecutive saves. Choose two of the following additional advantages, plus one advantage for every 5 CR the monster has: decrease the onset to 1 day (can be chosen multiple times to reduce the onset to 1 hour, then to —), change the frequency to 1 hour, increase the effect to 1d3 points of damage (this option can be chosen multiple times to further increase the damage to 1d4, then to 1d6), damage an additional ability score (using the same amount of damage as the primary ability damage effect), or change the cure to —.

Distraction: A creature damaged by this monster is nauseated for 1 round (Fortitude negates).

Draining Touch: The monster can make a melee touch attack as though it had the ability damage option dealing ability drain. Each time the monster drains an ability score in this way, it heals 5 points of damage to itself.

Energy Drain: This monster bestows 1 negative level with its attacks (or attacks of a particular type) and gains 5 temporary hit points for each negative level bestowed. The number of negative levels bestowed increases to 2 at CR 10 and 3 at CR 20.

Engulf: This functions as the universal monster rule, but uses the monster’s ability DC from its array. The monster can either deal its high weapon damage to engulfed creatures, or deal its low weapon damage and inflict one of the following conditions: bleed (as the option), blinded (Fortitude negates), deafened, energy drain (as the option; see above), frightened (Will negates), nauseated (Fortitude negates), or paralyzed (Fortitude negates).

Fast Healing: This monster regains 2 hit points per round. This healing increases to 5 hit points per round at CR 4, 10 at CR 11, 15 at CR 16, and 20 at CR 21.

Fear Attack: This ability functions as the fear aura option (see below), but requires a standard action to activate, uses the monster’s full ability DC, and affects creatures in a cone, burst, or ray. If used as a ray, it affects only one creature and requires a ranged touch attack to affect the creature. The size of the effect appears on the table below.

CRConeBurstRay
0-960 ft.30 ft.120 ft.
10-19120 ft.60 ft.240 ft.
20+240 ft.120 ft.480 ft.


Fear Aura: Any creature that comes within 30 feet of the monster must attempt a Will save (DC = the monster’s ability DC – 5). If it fails, it is panicked for a number of rounds equal to the monster’s CR; if it succeeds, it is shaken for 1 round. The range increases to 60 feet at CR 10 and 120 feet at CR 20.

Fling: When the monster has a creature grappled, it can fling that creature as a standard action. The flung creature travels 1d6 × 10 feet and takes 1d6 points of damage per 10 feet traveled. If the monster can fly, it can instead fling the creature as a free action while airborne. If it does, the flung creature takes damage as specified above or the appropriate falling damage, whichever is greater.

Frightful Presence: This ability functions as fear aura (see above), but affected creatures are shaken for 15 rounds (or panicked if they have 4 or fewer HD). This ability doesn’t affect creatures of a level equal to or higher than the monster’s CR + 4, and a creature that succeeds at its save can’t be affected by the monster’s frightful presence for 24 hours.

Gaseous Form: As a standard action, the monster can use gaseous form at will, and it can remain in this form indefinitely. While it does, it has a fly speed of 20 feet with perfect maneuverability.

Incorporeal: This functions as the universal monster rule, without adjusting AC, attack bonuses, or CMB.

Malevolence: Once per round, the monster can attempt to merge its body with a creature within its reach. The target can resist the attack with a successful Will save. A target that succeeds at its save becomes immune to the monster’s malevolence for 24 hours. This ability is similar to magic jar, except that it doesn’t require a receptacle.

Negative Healing: You heal damage instead of taking damage from negative energy.

Paralysis: The monster’s attacks paralyze a target for 1d2 rounds unless it succeeds at a Fortitude save. For every 3 CR, improve this ability by increasing the number of rounds (to 1d3, 1d4, 1d6, 1d8, and finally 2d6). At CR 18, targets are paralyzed for 1 round even on a success.

Paralyzing Touch: The monster gains a touch attack. A living creature hit by this attack must succeed at a Fortitude save (DC = the monster’s ability DC – 5) or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim. The effect cannot be dispelled. Anyone paralyzed by this attack seems dead, though a successful DC 20 Perception check or a successful DC 15 Heal check reveals that the creature is still alive.

Poisonous Blood: This functions as the poison option (see above), but affects any creature that confirms a critical hit against the monster using a piercing or slashing melee weapon (unless the weapon has reach).

Rake: If the monster begins its turn grappling a creature, it can make two free claw attacks on its turn against that creature, dealing its low weapon damage. If it has pounce, it also gains these rake attacks when it pounces.

Regeneration: This functions as the fast healing option (see above), but the monster can’t die while its regeneration still functions. Choose two or more damage types (typically acid and fire damage); these types suppress the regeneration for 1 round.

Rejuvenation: Once destroyed or killed, the monster restores itself after a set period of time (typically 1d10 days). The specific means for permanently destroying the monster and the time it takes before reforming vary between monsters.

Rock Throwing: The monster can throw and catch rocks. The thrown rock is a ranged attack with a range increment of 120 feet, and deals the monster’s low weapon damage. Once per round as a free action, the monster can catch a rock that would hit it, taking no damage.

Snatch: When the monster is grappling a creature three or more size categories smaller than itself that it grabbed after hitting with a bite or claw attack, it deals damage as though it had hit with the attack again each time it successfully rolls to maintain the grapple. If the monster’s holding a creature in its mouth, that creature can’t save against the monster’s breath weapon (if any). The monster can fling a creature it has snatched as though it had the fling option (see above). A monster must have the improved combat maneuver (grab) option to select this option.

Stench: Any living creature within 30 feet of the monster must succeed at a Fortitude save or be sickened for 10 rounds. Creatures that succeed can’t be affected by the monster’s stench for 24 hours. Stench counts as a poison for effects that resist or remove poisons.

Vampiric Attack: Once per day, the monster can leech health from one target as a melee touch attack or as a ranged touch attack with a range of 30 feet. This deals 1d6 points of damage per CR the monster possesses (Fortitude half ). The monster gains temporary hit points equal to the amount of damage dealt.

Powerful

Source Pathfinder Unchained pg. 234
These options are most appropriate for monsters with high Strength or that rely on overwhelming physical attacks.

Awesome Blow: As a standard action, the monster can attempt an awesome blow combat maneuver. If it succeeds, the target takes damage as if it had been hit by one of the monster’s attacks, is knocked 10 feet in a direction of the monster’s choice, and falls prone. The target must be moved in a straight line; if it hits an obstacle, both it and the obstacle take 1d6 points of damage.

Bleed: The monster’s attacks deal 1d6 points of bleed damage. This increases to 1d8 at CR 6, 1d10 at CR 11, 2d6 at CR 16, and 3d6 at CR 21. Bleeding can be stopped by a successful DC 15 Heal check or with any magical healing.

Burn: This uses the same damage values as the bleed option (see above), but deals fire damage and requires the target to succeed at a Reflex save or catch fire.

Constrict: Whenever this monster succeeds at a grapple combat maneuver, it deals its high weapon damage.

Critical Striker: The monster gains a +4 bonus on rolls to confirm critical hits. This monster also doubles its critical threat range with one of its attacks.

Defense Breaker: When this monster hits an opponent, that opponent is flat-footed for the next attack made against it. If the monster makes a full-round attack, this takes effect after all its attacks and affects all targets hit.

Power Attack: The monster’s main attack uses the low attack value, but deals 50% more damage.

Powerful Charge: The monster’s charge attacks deal 50% more damage.

Quivering Palm: Once per day, the monster can use this option when it makes an attack against a target that is not immune to critical hits. On a hit, the target is affected by the monster’s quivering palm. At any point within a number of days equal to the monster’s CR, the monster can force the target to attempt a Fortitude save (DC = the monster’s ability DC – 5). The target dies on a failure, and ends the quivering palm effect on a successful one.

Rage: This monster can fly into a rage as a free action, either at its choice (as the barbarian class feature) or on the turn after it takes damage in combat (as the blood rage universal monster rule). While raging, the monster gains additional hit points equal to double its CR, and deals 3 extra points of damage on Strength-based attacks. The monster also gains a +2 bonus on Will saves and takes a –2 penalty to AC. The rage lasts until the end of the battle or for 1 minute, whichever comes first.

CR 10: The monster instead gains hp equal to triple its CR, deals 4 extra points of damage on Strength-based attacks, and gains a +3 bonus on Will saves.

CR 19: The monster instead gains hp equal to quadruple its CR, deals 6 extra points of damage on Strength-based attacks, and gains a +4 bonus on Will saves.

Rend: If the monster hits the same target with two or more attacks in 1 round, it rends—dealing its high weapon damage. It can do this once per round.

Slaying Attack: Once per day as a standard action, the monster can make a single attack that can kill a creature outright. On a hit, the attack deals normal damage and the target must succeed at a save or die. The type of save is either Fortitude or Will, chosen when the monster gains this option. This option typically appears only on monsters of CR 19 or higher.

Stun Attack: The monster can make one of its attacks a stun attack once per round. On a hit, the target takes damage normally and must succeed at a Fortitude save (DC = the monster’s ability DC – 5) or become stunned for 1 round. A creature is immune to this ability if it is a construct, ooze, plant, or undead, or if it is incorporeal or immune to critical hits. The monster can use this option a number of times per day equal to its CR.

Trample: The monster can automatically overrun creatures smaller than itself as a full-round action. It automatically deals its high weapon damage to each creature it runs over in this way (dealing damage only once per round to any given creature). A creature being trampled can either attempt an attack of opportunity at a –4 penalty or attempt a Reflex save (DC = 2 × the monster’s ability DC – 10) to take half damage.

Quick

Source Pathfinder Unchained pg. 234
Monsters with high Dexterity tend to take quick combat options, many of which increase mobility.

Accuracy: Increase the monster’s attack bonuses by 2.

Combat Reflexes: The monster can make up to five attacks of opportunity each round, and can make attacks of opportunity while flat-footed.

Deflect Projectiles: When not flat-footed, the monster deflects one ranged attack per round.

Dodge Expert: Increase the monster’s AC by 2 and its touch AC by 4. Decrease its flat-footed AC by 6.

Evasion: When the monster succeeds on a Reflex saving throw against an effect that normally deals half damage on a successful save, the monster instead takes no damage. At CR 8, it also takes only half damage if it fails its save.

Extra Attack: The monster gains one additional melee or ranged attack at its highest bonus, but reduces its attack bonus by 2 with all attacks of that type. Use this option for monsters that use two-weapon fighting.

Far Shot: Double all the monster’s range increments and reduce the monster’s penalties on ranged attacks from range increments by half.

Fast Reload: The monster can reload a ranged weapon that normally takes a move or standard action to reload as a free action. When it reloads a ranged weapon, it doesn’t provoke attacks of opportunity.

Firearm Savvy: The monster’s firearm attacks target touch AC when firing beyond the first range increment. As a move action, the monster can remove the broken condition from a firearm caused by a misfire.

Improved Initiative: Increase the monster’s initiative bonus by 4.

Mobile Attack: The monster can move its speed and make an attack (either melee or ranged, chosen when the monster gains this option) at any point during its movement as a full-round action. The monster can use this ability with any of its movement modes.

Mobility: The monster gains a +4 bonus to AC against attacks of opportunity.

Mounted Master: The monster deals double damage on a mounted charge, halves its penalties on ranged attacks for being mounted, and grants its mount a +4 bonus to AC.

Precise Shot: When making a ranged attack, the monster ignores the –4 penalty for attacking an opponent engaged in melee as well as the target’s AC bonuses from cover and concealment (except total cover or total concealment).

Swap Places: The monster can swap positions with an adjacent ally as a move action without provoking attacks of opportunity.

Uncanny Dodge: The monster can’t be caught flat-footed.

Whirlwind Attack: The monster can make an attack against each creature within reach at its highest attack bonus as a full attack.

Tough

Source Pathfinder Unchained pg. 235
High-Constitution monsters beef up their resistance to being hurt with tough combat options.

Damage Reduction: The monster gains damage reduction. Cross-reference the monster’s CR band and the type of damage that bypasses the reduction to find the value of the monster’s DR on the table below. For DR that requires more than one damage type to bypass, the DR equals the lower value – 5. (If this reduces it to 0, this type of DR is probably too strong.)

CRType*MaterialMagicAlignmentNone
0-555551
6-1010101053
11-15151510105
16-202020201510
21+3030302015
* A bludgeoning, piercing, or slashing weapon.

Diehard: When reduced to below 0 hit points, this monster automatically stabilizes and can remain conscious.

Energy Resistance: The monster gains resistance 10 against two energy types. For every 5 CR the monster has, increase the amount of energy resistance by 5, or increase the number of resistances by one. For example, a CR 17 monster might have three resistances at 10 or two resistances at 15.

Extra Armor: Increase the monster’s AC by 2 and its flat-footed AC by 4. Decrease its touch AC by 6. Reduce the monster’s speed by 10 feet if this change comes from manufactured armor.

Extra Hit Points: Increase the monster’s hit point total by 20%.

Immunity: The monster gains immunity from one energy type, affliction, condition, or spell of your choice, plus one additional immunity for every 5 CR it has.

Spell Resistance: The monster gains spell resistance equal to its CR + 11.

Stalwart: When the monster succeeds at a Fortitude or Reflex saving throw against an effect that normally has a reduced effect on a successful save, the monster instead avoids the effect entirely. At CR 8, it also takes only the reduced effect if it fails its save.

Magic Options

Source Pathfinder Unchained pg. 235
These options are primarily useful to spellcasters, though combatants and experts blessed with magic can take them.

Creature

Source Pathfinder Unchained pg. 235
These options improve a monster’s ability to bring minion creatures into the fight.

Children of the Night: Once per day as a standard action, the monster can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves. (If the monster is not terrestrial, it might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the monster for 1 hour.

Phantom Mount: Once per hour, the monster can summon a horse similar to a phantom steed. This mount is more substantial than a typical phantom steed, and can carry one additional rider. The mount’s powers are based on the monster’s total CR rather than caster level.

Powerful Summons: Increase the duration of the monster’s conjuration (summoning) spells by a number of rounds equal to the monster’s CR. Any creature summoned by such a spell also gains temporary hit points equal to 1/2 the monster’s CR and a +2 bonus on damage rolls.

Undead Mastery: As a standard action, the monster can choose one undead creature within 50 feet. That creature must succeed at a Will save or fall under the monster’s control. This control is permanent for unintelligent undead; an undead creature with an Intelligence score can attempt an additional saving throw each day to break free. A creature that succeeds at its saving throw cannot be affected again by the same monster’s undead mastery for 24 hours.

A monster can control a number of undead creatures with a combined CR equal to its own CR. If this limit is exceeded, the excess undead become uncontrolled in order from longest-controlled to most recently controlled.

Offensive

Source Pathfinder Unchained pg. 236
These magic options are most useful for aggressive monsters that use their spells to deal damage.

Bestow Major Condition: As a standard action, the monster makes a melee touch attack against one creature it can reach. On a hit, the target gains the condition (dazed, paralyzed, or stunned) that was chosen when the monster gained this option. Each round, the target can attempt a Will save (DC = the monster’s ability DC – 5) to end the condition.

Bestow Minor Condition: As a standard action, the monster makes a melee touch attack against one creature it can reach. On a hit, the target gains the condition (dazzled, deafened, fatigued, shaken, or sickened) that was chosen when the monster gained this option. Each round, the target can attempt a Will save (DC = the monster’s ability DC – 5) to end the condition.

Bestow Moderate Condition: As a standard action, the monster makes a melee touch attack against one creature it can reach. On a hit, the target gains the condition (blinded, exhausted, frightened, or nauseated) that was chosen when the monster gained this option. Each round, the target can attempt a Will save (DC = the monster’s ability DC – 5) to end the condition.

Bypass DR: The monster’s attacks count as being magic, of a particular alignment, or of a particular material for the purpose of overcoming damage reduction. Each time the monster gains this option, choose two from the following: adamantine, chaotic, cold iron, evil, good, lawful, magic, or silver.

Channel Destruction: Choose one energy type: acid, cold, electricity, or fire. The monster’s weapon attacks deal an additional 1d6 points of damage of the chosen type for every 4 CR the monster has.

Energy Explosion: Choose one of the following: acid, cold, electricity, fire, force, or sonic. Once per day as a standard action, the monster can create a 20-foot-radius burst of energy within 60 feet. This deals an amount of damage equal to 1d6 + the monster’s CR of the chosen type to all creatures in the burst. A successful Reflex save halves the damage.

Energy Infusion: Choose one of the following: acid, cold, electricity, fire, force, or sonic. Each time the monster uses a spell, spell-like ability, or supernatural ability that deals energy damage, it can choose to change the energy damage type dealt by that ability to the chosen type instead.

Evil Eye: As a standard action, the monster chooses one creature within 30 feet that it can see. The target takes a –2 penalty on either ability checks, attack rolls, saving throws, skill checks, or to AC for 1 minute. If the target succeeds at a Will save, the effect lasts for 1 round instead.

Magic Attack: As a standard action, the monster makes a ranged touch attack against one creature within 30 feet of it. On a hit, the attack inflicts the monster’s high weapon damage of one of the following types (chosen when the monster gains this option): bludgeoning, cold, electricity, fire, force, piercing, slashing, or sonic. For force damage, use the low damage value instead of high damage value.

Misfortune: As a standard action, the monster targets one creature within 30 feet. The next time the target attempts an ability check, attack roll, saving throw, or skill check before the end of the monster’s next turn, the target must roll twice and use the lower result.

Potent Magic Damage: Choose a spell subschool or descriptor, such as fire or phantasm. The monster’s spells and spell-like abilities of the chosen type deal an additional 1 point of damage per damage die.

Sacrilegious Aura: The monster emits an aura of intense evil and negative energy in a 30-foot radius. The aura functions as the desecrate spell cast on an altar. In addition, any creature that attempts to use a positive energy effect in this area must succeed at a concentration check or the positive energy has no effect.

Smite: Choose chaotic, evil, good, or lawful. With one attack per day, the monster can deal additional damage equal to its CR against a creature of the chosen type. The number of uses per day increases by one for every 3 CR the monster has.

Spell Combat: The monster’s attacks use the low attack value, but when it makes a full attack the monster can also cast any spell it knows that has a casting time of 1 standard action.

Spell Penetration: The monster gains a +2 bonus on caster level checks to overcome a creature’s spell resistance. At CR 11, the bonus increases to +4.

Spellstrike: Whenever the monster casts a spell with a range of touch, it can deliver the spell as part of a melee attack. The monster makes the melee attack in place of the spell’s touch attack. On a hit, the attack deals normal damage and the spell takes effect.

Turn Undead: As a standard action, this monster forces each undead creature within 30 feet of it to attempt a Will save (DC = the monster’s ability DC – 5). On a failed saving throw, the target flees from the monster for 1 minute as if panicked. Intelligent undead receive a new saving throw each round to end the effect.

Support

Source Pathfinder Unchained pg. 237
These magical benefits protect, heal, or improve the abilities of the monster or its allies.

Bolstering Touch: As a standard action, the monster can touch a creature to grant it a bonus equal to 1 + 1/2 the monster’s CR on attack rolls, skill checks, ability checks, and saving throws for 1 round.

Channel Energy: As a standard action, the monster releases a burst of energy that affects either all living creatures or all undead creatures in a 30-foot radius. The burst either deals 1d6 points of damage (from negative energy) or heals 1d6 points of damage (from positive energy). A creature that would take damage from this effect can attempt a Will save (DC = the monster’s ability DC – 5) to halve the damage. A monster can use this option 8 times per day. Increase the damage or healing by 1d6 per 2 CR.

Combat Casting: The monster gains a +6 bonus on concentration checks.

Countersong: The monster can attempt a Perform skill check. It and each ally within 30 feet of it can use the result of this check in place of saving throws to resist sonic, language-dependent, illusion (pattern), and illusion (figment) effects.

Fortune: As a standard action, the monster grants good luck to one creature within 30 feet of it. The next time the target attempts an ability check, attack roll, saving throw, or skill check before the end of the monster’s next turn, the target can reroll and must use the second result.

Healing Touch: As a standard action (or a swift action if it targets itself ), the monster touches itself or one living creature it can reach. The target heals 1d6 hit points of damage for every 2 CR the monster has (minimum 1d6) and removes one condition of the monster’s choice. If the monster targets an undead creature, it must make a melee touch attack. On a hit, the target takes damage instead of being healed. The monster can use this option 5 times per day.

Potent Healing: Whenever the monster heals hit point damage using a spell, spell-like ability, or supernatural ability, it heals a number of additional hit points equal to its CR. This doesn’t apply to dealing damage to undead using positive energy, but does apply to using negative energy to heal undead.

Protective Ward: As a standard action, the monster emits a field of protective magic that extends from it in a 10-foot radius. The monster and each allied creature in the area gains a +2 bonus to AC until the end of the monster’s next turn.

Remove Major Condition: As a standard action, the monster can touch a creature to remove the blinded, paralyzed, or stunned condition. It can use this ability on itself as a swift action.

Remove Minor Condition: As a standard action, the monster can touch a creature to remove the dazzled, deafened, fatigued, shaken, or sickened condition. It can use this ability on itself as a swift action.

Remove Moderate Condition: As a standard action, the monster can touch a creature to remove the dazed, exhausted, frightened, or nauseated condition. It can use this ability on itself as a swift action.

Transfer Hit Points: As an immediate action, the monster can transfer hit points from either itself to an ally or an ally to itself; choose one when taking this option. The number of hit points it can transfer in this way is equal to its CR + 5.

Versatile

Source Pathfinder Unchained pg. 237
Most of these abilities grant more spellcasting abilities or reflect the monster’s deep understanding or clever manipulation of magical forces.

At-Will Magic: Choose one spell of 0 or 1st level that does not heal damage. The monster can cast this spell at will.

Contingent Spell: Choose one spell of the monster’s CR band or lower (see Spell Lists). This spell comes into effect on the monster under a particular condition you specify (such as “when an enemy attempts to attack the monster” or “when the monster is targeted by an enchantment spell”). This ability can trigger once per day. The spell chosen is in addition to any spells the monster gains from being a spellcaster or having the secondary magic option (see Universal Options).

Dimensional Steps: As a standard action, the monster teleports to an open space it can see within 150 feet of it.

Incorporeal Form: Once per day, this monster gains the incorporeal option for 1 minute.

Magical Aptitude: When attempting a Spellcraft or Use Magic Device check, the monster rolls twice and takes the higher result.

Metamagic Spell: Choose one metamagic feat and one spell the monster knows. That spell gains the benefit of the chosen metamagic feat once per day.

Mutagen: Choose one of the following benefits:
  • The monster’s AC, Reflex save bonus, ranged attack bonus, and Dexterity modifier each increase by 2. Its Wisdom modifier decreases by 2.
  • The monster’s melee attack bonus, melee damage rolls, and Strength modifier each increase by 2. Its Intelligence modifier decreases by 2.
  • The monster’s Fortitude save bonus and Constitution modifier by each increase by 2, and its hit points increase by an amount equal to double its CR. Its Charisma modifier decreases by 2.
Spontaneous Casting: The monster can spontaneously replace its normal spells with spells of the same level of a particular type. Choose cure spells, inflict spells, summon nature’s ally spells, or any type of spell that has one spell per level in a similar fashion. Spontaneously casting a spell in this way uses up the daily use of a spell. A monster must have the spellcaster array to gain this option.

Social Options

Source Pathfinder Unchained pg. 238
Monsters with the expert array are the most adept with social options, though a charming swashbuckler (combatant) or an inspiring priest (spellcaster) could also benefit from one.

Inspiration

Source Pathfinder Unchained pg. 238
These abilities manipulate mental states to either hinder enemies or boost allies. Many of them are more applicable in combat than other social options.

Aura of Resistance: Choose two effect descriptors (such as fear or charm). Allies within 10 feet of the monster gain a +4 morale bonus on saving throws against effects with those descriptors.

Bolstering Presence: As a standard action, the monster emits an aura that extends from it in a 30-foot radius and lasts for 1 minute. Any allied creature in the aura gains a +2 bonus on ability checks, attack rolls, damage rolls, and skill checks.

Demoralize Foes: As a full-round action, the monster can attempt an Intimidate check to demoralize all enemies within 30 feet of it. When the monster reduces a creature to 0 or fewer hit points, it can use this ability as a free action.

Dread: As a standard action, the monster causes each creature it chooses within 30 feet of it to become shaken for 1 minute. This option doesn’t cause a shaken creature to become frightened or frightened creature to become panicked.

Fascinate: As a standard action, the monster forces any number of creatures within 90 feet of it that can see, hear, and pay attention to it to make a Will save (DC = the monster’s ability DC – 5). On a failure, a target becomes fascinated for 1 minute or until it sees someone make a hostile move such as drawing a sword or casting a spell. If successful, the target is immune to this ability for 24 hours.

Heroic Recovery: Once per day, the monster can grant itself and every ally within 60 feet an additional saving throw against one effect affecting it.

Inspire Competence: As a standard action, the monster grants a +5 competence bonus on skill checks using a particular skill to one ally within 30 feet of it that can hear it. The effect ends if the monster is killed, knocked unconscious, paralyzed, or otherwise unable to use a free action to continue the inspiration each round.

Inspire Courage: As a standard action, the monster grants a +1 competence bonus on attack rolls and weapon damage rolls and a +1 morale bonus on saving throws against charm and fear effects to every ally that can hear it. The bonuses increase to +2 at CR 4, +3 at CR 10, and +4 at CR 16. At CR 6, the monster can start this effect as a free action. The effect ends if the monster is killed, knocked unconscious, paralyzed, or otherwise unable to use a free action to continue the inspiration each round.

Inspire Fear: As a standard action, the monster forces each enemy creature within 30 feet of it that can hear it to attempt a Will saving throw. On a failure, the target becomes frightened and must flee from the monster’s presence for 1 minute or until it can no longer hear the monster. If successful, the target becomes immune to this effect for 24 hours.

Inspire Heroics: As a standard action, the monster and one willing ally within 30 feet of it gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC for 1 minute. The effect ends if the monster is killed, knocked unconscious, paralyzed, or otherwise unable to use a free action to continue the inspiration each round.

Weakening Presence: The monster emits an aura that extends from it in a 30-foot radius. Any enemy creature in the aura takes a –2 penalty on ability checks, attack rolls, damage rolls, and skill checks. A target can attempt a Will save (DC = the monster’s ability DC – 5) when it starts its turn in the aura. If successful, the target is immune to this aura’s effect for 24 hours.

Miscellaneous

Source Pathfinder Unchained pg. 239
These options primarily factor into interactions other than combat. Most of them are good for creating adversaries who present a noncombat challenge or for quickly generating NPC allies with useful abilities.

Alertness: When attempting a Perception or Sense Motive check, the monster rolls twice and takes the higher result.

Animal Talker: The monster can speak with animals, and gains Handle Animal as an additional master skill.

Knowledgeable: When attempting any Knowledge check, the monster rolls twice and takes the higher result.

Liar: When attempting a Bluff, Disguise, or Stealth skill check, the monster rolls twice and takes the higher result. The monster’s lies can’t be detected by magic unless the one attempting to detect them succeeds at a caster level check (DC = 15 + the monster’s CR).

Linguist: The monster speaks, reads, and understands all languages.

Mercantile Savvy: When attempting an Appraise check, the monster rolls twice and takes the higher result. In addition, the monster can attempt to identify magic items without casting detect magic, using Appraise instead of Spellcraft. If the monster fails, it can’t attempt to identify the same item again.

Persuasive: When attempting a Charisma-based skill check, the monster rolls twice and takes the higher result.

Slippery Mind: If the monster would be affected by an enchantment spell or effect and fails its saving throw, it can repeat the saving throw attempt 1 round later.

Sound Mimicry: The monster can perfectly mimic sounds, and possibly voices. It gains Bluff as an additional master skill, and can attempt a Bluff check opposed by its targets’ Sense Motive checks to mimic a sound convincingly. The target takes a –8 penalty if it’s unfamiliar with the type of sound or creature being imitated.

Telepathy: The monster can mentally communicate with any creature within 100 feet that has a language.

Universal Options

Source Pathfinder Unchained pg. 239
A universal option can be taken in place of any option granted by an array or graft, regardless of the intended option type. These abilities are suitable for multiple arrays and roles.

Athletic: When attempting an Acrobatics, Climb, or Swim check, the monster rolls twice and takes the higher result.

Flying Acumen: This monster gains hover (as the monster feat) and gains Fly as an additional master skill.

Magic Weapon: The monster uses a magic weapon. Choose one of the following benefits to apply to its attacks with that weapon.
Bane: +2d6 points of damage against creatures of a specified type.
Energy: +1d6 points of energy damage (choose one type).
Keen: Double critical threat range.
Returning: Weapon returns if thrown (thrown only).
Seeking: Negates miss chances (ranged only).
Vicious: +2d6 points of damage, and also deals 1d6 points of damage to the monster on a hit (melee only).

If the monster is CR 10 or higher, you can also choose from the following.
Aligned: +2d6 points of damage against creatures of a specified alignment (choose chaotic, evil, good, or lawful).
Energy Burst: +1d6 points of energy damage and an additional 1d10 points of damage on a critical hit (choose one type).

To imitate a speed or wounding weapon, use extra attack or bleed, respectively, and apply them only to attacks with the weapon.

Potions: The monster has two potions of cure light wounds, which cure 1d8+1 hit points each. At CR 5, these are potions of cure moderate wounds healing 2d8+3 hit points, and at CR 10 they’re potions of cure serious wounds healing 3d8+5 hit points.

Save Boost: Increase the monster’s saving throw bonuses by 1, or increase any one of its saving throw bonuses by 3.

Secondary Magic: Though this monster isn’t primarily a spellcaster, it does have several spells or spell-like abilities. Choose any spell list. The monster can use each of that list’s primary spells of its CR band once per day. This ability can also be used to give a spellcaster extra spell-like abilities to fit its monster type.

Summon Allies: This monster can attempt to summon monsters of the same creature type as itself as a full-round action. Choose either a creature of the same CR as the monster (with a 35% chance of success) or a creature with a CR no greater than the monster’s – 5 (with a 60% chance of success). The summoned ally returns to the place from which it came after 1 hour.

Terrain Stride: Choose a type of terrain, such as undergrowth, ice, or rubble. The monster can move through nonmagical terrain of that type without impairing its movement or taking damage.

Step 8: Skills

Source Pathfinder Unchained pg. 240
Skill bonuses in simple monster creation are divided into two categories: good and master. A good skill is one the monster has a significant bonus in, representing what would normally come from a moderate ability modifier and a decent number of skill ranks. A master skill is one the monster is incredibly talented with, representing a high ability modifier, full skill ranks, and possibly a significant racial bonus.

Any skills that don’t have a good or master rating default to the monster’s appropriate ability modifier. Monsters automatically use the good modifier for Perception without needing to spend a good skill slot on it, though they can still increase this by taking Perception as a master skill.

Assigning Skills

Source Pathfinder Unchained pg. 240
Your monster’s array—and potentially its grafts, spell list boons, and options—will tell you how many good and master skills to assign that monster. You should assign whatever feels right during this step. You might decide that an especially scholarly spellcaster monster should have more master skills than normal, or that you want to follow the construct array’s guidelines and forgo giving your construct any good or master skills at all. In any case, the total number of skills you choose should be within one or two of the suggested numbers.

Mark down all the skills the monster has and indicate their bonuses. Use the bonus as written—don’t add the monster’s ability modifier on top of it. For instance, a CR 9 combatant has a +7 for its highest ability modifier and a +17 for its master skill bonus. If you assigned the monster’s highest ability modifier to Strength and picked Climb as a master skill, the monster would still get only a +17 bonus on Climb checks, not a +24.

Choosing Skills

Source Pathfinder Unchained pg. 240
Picking a monster’s skills should be simple. Typically, a monster should have master skills that match its highest ability modifiers. For example, if you have a monster with a high Dexterity modifier, consider Acrobatics, Escape Artist, and Stealth when choosing its master skills. If you find yourself unsure of which skills to give a monster, or if you draw a blank after selecting a few especially important ones, you can skip the rest of the skills step. A table listing the skills appears below for easy reference. To make it faster to select a monster’s spells, the table is divided into the most useful combat skills in the left-hand column and all other skills in the right-hand column. Combatants typically choose only combat skills.

Table 5-8: Skills

Combat SkillNoncombat Skill
AcrobaticsAppraise
ClimbBluff
Escape ArtistCraft
FlyDiplomacy
HealDisable Device
IntimidateDisguise
Perception*Handle Animal
RideKnowledge (arcane)
Sleight of HandKnowledge (dungeoneering)
SpellcraftKnowledge (engineering)
StealthKnowledge (geography)
SwimKnowledge (history)
Use Magic DeviceKnowledge (local)
Knowledge (nature)
Knowledge (nobility)
Knowledge (planes)
Knowledge (religion)
Linguistics
Perform
Profession
Sense Motive
Survival
* Perception defaults to the good modifier for all monsters.

Step 9: Damage

Source Pathfinder Unchained pg. 241
Each weapon and type of natural attack has a damage dice value associated with it. The values in the monster arrays from Step 1 give only the total amount of damage each attack deals. Assigning the right damage dice to each of a monster’s attacks helps make it fit more naturally with the rest of the game’s rules. For damage dice for natural attacks, reference Table 3–1: Natural Attacks by Size on page 302 of the Bestiary.

Assigning Damage

Source Pathfinder Unchained pg. 241
For each of the monster’s attacks, cross-reference the total amount of damage dealt with its appropriate die size on the table below. This will assign a value of damage dice to roll plus a flat modifier to the damage. Use these dice and modifiers to roll the attack’s damage.

For example, if you have a CR 5 combatant using a weapon, its high damage value for a single attack is 11. If you give it a short sword (which deals 1d6 points of damage), you’d check the 9–11 row against the 1d6 column to get 1d6+7.

Table 5-9: Damage Dice Values

Damage1d41d61d81d101d122d63d6
4-51d4+21d6+11d8+01d10-11d12-22d6-33d6-5
6-81d4+51d6+41d8+31d10+21d12+12d6+03d6-2
9-111d4+81d6+71d8+61d10+51d12+42d6+33d6+1
12-141d4+111d6+101d8+91d10+81d12+72d6+63d6+4
15-171d4+141d6+131d8+121d10+111d12+102d6+93d6+7
18-201d4+171d6+161d8+151d10+141d12+132d6+123d6+10
21-231d4+201d6+191d8+181d10+171d12+162d6+153d6+13
24-261d4+231d6+221d8+211d10+201d12+192d6+183d6+16
27-291d4+261d6+251d8+241d10+231d12+222d6+213d6+19
30-321d4+291d6+281d8+271d10+261d12+252d6+243d6+22
33-351d4+321d6+311d8+301d10+291d12+282d6+273d6+25
36-381d4+351d6+341d8+331d10+321d12+312d6+303d6+28
39-411d4+381d6+371d8+361d10+351d12+342d6+333d6+31
42-441d4+411d6+401d8+391d10+381d12+372d6+363d6+34
45-471d4+441d6+431d8+421d10+411d12+402d6+393d6+37
48-501d4+471d6+461d8+451d10+441d12+432d6+423d6+40
51-531d4+501d6+491d8+481d10+471d12+462d6+453d6+43
54-561d4+531d6+521d8+511d10+501d12+492d6+483d6+46
57-591d4+561d6+551d8+541d10+531d12+522d6+513d6+49
60-621d4+591d6+581d8+571d10+561d12+552d6+543d6+52
63-651d4+621d6+611d8+601d10+591d12+582d6+573d6+55
66-681d4+651d6+641d8+631d10+621d12+612d6+603d6+58
69-711d4+681d6+671d8+661d10+651d12+642d6+633d6+61
72-741d4+711d6+701d8+691d10+681d12+672d6+663d6+64
75-771d4+741d6+731d8+721d10+711d12+702d6+693d6+67
78-801d4+771d6+761d8+751d10+741d12+732d6+723d6+70
81-831d4+801d6+791d8+781d10+771d12+762d6+753d6+73
84-861d4+831d6+821d8+811d10+801d12+792d6+783d6+76
87-891d4+861d6+851d8+841d10+831d12+822d6+813d6+79
90-921d4+891d6+881d8+871d10+861d12+852d6+843d6+82
93-951d4+921d6+911d8+901d10+891d12+882d6+873d6+85
96-981d4+951d6+941d8+931d10+921d12+912d6+903d6+88
99-1011d4+981d6+971d8+961d10+951d12+942d6+933d6+91



Giving a Monster More Attacks

Source Pathfinder Unchained pg. 241
If a monster needs more attacks than the array allows, calculate the damage yourself. Start by combining the damage values in the monster’s array: a monster that deals 20 points of damage with two natural attacks should deal 40 points of damage total. If the monster has a large number of secondary attacks (which are less likely to hit), increase the total damage value by 25% or 50%. Finally, divide the total among all attacks before using the table. You don’t have to distribute it evenly if some attacks should deal less damage.

If you want to increase both the number of attacks and damage output, use the extra attack option instead.

Monster Creation Examples

Source Pathfinder Unchained pg. 242
To show the end result of the simple monster creation process described in this chapter, this section shows existing Pathfinder RPG monsters recreated using this system.

Extended Example: Medusa

Source Pathfinder Unchained pg. 242
This long-form example gives a detailed breakdown of monster creation from start to finish, resulting in a new medusa archer. This illustrates the steps of the process, and shows how to think about creating a monster using this variant system. Throughout, it compares the new medusa to the one found on page 201 of the Bestiary.

Monster Concept

The GM wants to create a monster much like the traditional medusa: a humanlike creature with serpents for hair and the ability to turn her enemies to stone. He also wants to make her a skilled archer and focus on that set of abilities. He wants to use the medusa at the same level that she’d normally appear, so he chooses CR 7 (and the medusa’s Hit Dice are treated as 7 as well). He knows some other basic details: the medusa is a lawful evil monstrous humanoid, her size is Medium, and she has a base speed of 30 feet.

Step 1: Array

This medusa should be a formidable enemy, so the GM chooses the combatant array. He fills out her statistics from the CR 7 entry on Table 5–1 on page 198. She has AC 22, touch 13, flat-footed 16. Her saving throw bonuses are: Fortitude +8, Reflex +8, and Will +6. Her CMD is 24, and she has 93 hit points. The GM makes a note of all these statistics, and won’t need to change any of them unless a later graft or option alters them.

Next, the GM makes a note of the remaining values he’ll be deciding on later. The monster’s special abilities will have a DC of 15. He doesn’t plan to give her spells, so he skips the spell DC column. Since he’s already pretty sure how he wants the medusa’s ability modifiers to shake out, he gives her a +6 Dexterity modifier, a +4 Constitution modifier, and a +2 Charisma modifier. Her initiative ends up being +6, matching her Dexterity modifier. He marks down that he’ll later pick one master skill with a +15 modifier and two good skills with +12 modifiers. In Step 7, he’ll also pick one combat option and one option from any category.

The last things to record from the arrays are the medusa’s attacks. He wants her to be best at ranged attacks, so he uses the high weapon attack column for a longbow attack, marking down attack bonuses of +13/+8 and noting that he’ll later pick a value adding up to 22 points of damage. For her melee attacks, she uses the snakes that make up her hair, and the GM decides that she uses the low weapon attacks table since she’s primarily focused on ranged attacks. He marks down a +10/+5 attack bonus that deals 16 points of damage.

Her attacks and damage are significantly stronger than those of the monster in the Bestiary. The GM decides to leave them this way for now, planning to compensate by weakening some of her other abilities in later steps.

Step 2: Creature Type or Class Graft

Since the medusa is a monstrous humanoid, the GM applies the automatic traits for that creature type graft, giving her darkvision 60 feet. After toying with using the ranger class graft, he decides that doesn’t really fit with his concept for the monster. Instead, he uses the monstrous humanoid graft, increasing the medusa’s Reflex to +10 and Will to +8, and increasing her attack bonuses to +12/+7 for her snake hair attack and +15/+10 for the longbow. He looks at the elective adjustment of one additional good skill and decides not to give her the extra good skill.

Steps 3–6: Skipped Steps

The medusa doesn’t need a subtype, isn’t based on a template, is size Medium, and doesn’t have spells, so the GM skips steps 3 through 6. Most monsters created using this system will skip at least one or two steps of the monster creation process.

Step 7: Monster Options

The GM is sure that he wants the medusa to have a petrifying gaze attack. Because the gaze option uses the same rules as the preexisting universal monster rule, the GM writes down a gaze with a 30-foot range that turns targets to stone permanently. He uses the ability DC from the combatant array: 15. This ability uses up the medusa’s one combat option, leaving her with one option from any category. The GM adds poison to the snake bite attack, and decides that the medusa can apply it to her arrows too. Choosing the poison option gives him the base statistics of the poison plus two advantages, plus an additional two advantages since the medusa is CR 7. He ends up with a poison that is: type injury, frequency 1/round for 6 rounds, effect 1d3 Str, cure 2 consecutive saves. This is pretty close to the poison in the Bestiary, though with a lower DC, which is what the GM wants. Though an ability such as all-around vision could be replicated by giving the medusa unflankable as a bonus monster option, the GM decides against that to help compensate for the medusa’s stronger attacks.

Step 8: Skills

The medusa will have one master skill and two good skills. The GM picks Perception as the master skill instead of leaving it at its default of good, since that fits an archer. The medusa now has Perception +15. For the good skills, he wants one social skill and one physical skill that uses the medusa’s Dexterity, so he gives her Intimidate +12 and Stealth +12.

Step 9: Damage

The longbow attack will deal a total of 22 points of damage, using a d8 damage die (since it’s a longbow). The GM finds the 21–23 row and 1d8 column on Table 5–9: Damage Dice Values, learning that the attack should deal 1d8+18 points of damage. Thinking about it further, the GM wants to roll more damage dice, just to make the monster’s damage a little more variable and sort of like the Manyshot feat. So instead, he uses 2d8+12. The melee attack will deal 16 points of damage using a d4, which turns out to be 1d4+14.

Reality Check

Looking back over the monster, the GM thinks that the petrifying gaze plus the powerful attacks make the medusa too powerful. He decides that the part that seems strangest is the damage, particularly since the medusa uses a longbow and gets to deal poison with all her attacks. He decides to trim the damage down as though the medusa were 2 CR lower. The longbow attack now deals 2d8+6 points of damage, and the snake bite deals 1d4+8 points of damage.

Medusa   CR/HD 7

Init +6; Perception +15 (darkvision 60 ft.) Size Medium; Speed 30 ft.

Defenses

AC 22 (touch 13, flat-footed 16); Fort +8, Ref +10, Will +10; CMD 24 hp 93

Attacks

Melee snake bite +12/+7 (1d4+8 plus poison) Ranged longbow (range 100 ft.) +15/+10 (2d8+6/×3 plus poison) Attack Options (DC 15) petrifying gaze (turn to stone permanently, 30 ft., Fort negates), poison (type injury, frequency 1/round for 6 rounds, effect 1d3 Str, cure 2 consecutive saves); CMB +13

Statistics

Dex +6, Con +4, Cha +2; Intimidate +12, Stealth +12 XP 3,200; LE monstrous humanoid

Monster Examples

Source Pathfinder Unchained pg. 243
The following sections re-create monsters found in the Bestiary. Many of them are variants on the initial creatures, meant to mimic creatures with class levels or alternate ability sets. Each entry includes a breakdown of the significant choices made for the monster, discounting simple procedures such as selecting the attacks and damage for a monster that don’t deviate from its array numbers. After each breakdown, the monster’s statistics appear in a new format unique to this book, as described in the sidebar above. The monsters are presented in order from simplest to most complex. Some of the monsters that appear early on—particularly combatants—have a high CR but simple abilities, so they’re still easy to create.

Unchained Monster Statistics

The monster statistics presented in this section use an alternate format meant to make important monster abilities easier to find. It removes the listings of any monster options or abilities that only increase existing values. For example, the extra armor option wouldn’t be listed because the new AC values are already implemented.

In addition, each statistic block is divided into defenses, attacks, and statistics, with options and spells that fit into those categories appearing in the appropriate section. For example, instead of all a monster’s spells appearing in one list, its offensive spells appear under attacks, and its defensive spells appear under defenses.

Worg

Source Pathfinder Unchained pg. 244
The worg<%END> is easy to create since it’s a simple monster.
Array: The worg is a combatant. As a feral, vicious creature, it has a high Strength. The GM also decides that the worg should have an Intelligence modifier lower than 0.
Creature Type: As a magical beast, the worg gains darkvision and low-light vision as automatic traits. Because it doesn’t have a class graft, it also gains the statistics adjustments, increasing its Fortitude from +3 to +5, its Reflex from +3 to +5, and its attack bonus from +4 to +6.
Options: The worg gets one combat option, and gains improved combat maneuver (trip).
Skills: Because it’s not a very smart creature, the worg’s two good skills are both physical, but it gains Perception as its master skill.

Worg   CR/HD 2


Init +2; Perception +10 (darkvision 60 ft., low-light vision)
Size Medium; Speed 50 ft.

Defenses

AC 16 (touch 12, flat-footed 12); Fort +5, Ref +5, Will +1;
CMD 16 (20 vs. trip)
hp 22

Attacks

Melee bite +6 (1d6+7 plus improved combat maneuver [trip])
CMB +4 (+8 trip)

Statistics

Str +3, Dex +2, Con +1, Int –2; Stealth +7, Survival +7
XP 600; NE magical beast

Mastodon

Source Pathfinder Unchained pg. 244
As a big, dumb creature, the mastodon requires only a few adjustments despite its high CR.
Array: The mastodon uses the combatant array. The GM adjusts its ability modifiers to +9, +4, and –1 instead of +7, +4, and +3 to reflect its major emphasis on Strength and its poor Dexterity.
Creature Type: As an animal, the mastodon gains lowlight vision and a –4 Intelligence modifier. It increases its Fortitude and Will +saves from +10 to +12.
Size: Since it’s Huge, the mastodon reduces its touch AC to 13 and increases its flat-footed AC to 21. It also increases its CMB to 21 and its CMD to 30.
Options: The mastodon uses its combat option to gain improved combat maneuver (bull rush), which also adjusts its CMB to bull rush and its CMD against bull rush. It uses its any option for extra hit points, increasing its hp from 126 to 151.
Skills: Since it’s not very intelligent, the mastodon has master Perception but no other skills.
Damage: The mastodon uses the two natural attacks column for its attacks and damage. The two attacks have the same average damage value, but use different damage dice.

Mastodon   CR/HD 9

Init –1; Perception +17 (low-light vision)
Size Huge (15 ft.); Speed 40 ft.

Defenses

AC 25 (touch 13, flat-footed 21); Fort +12, Ref +12, Will +8; CMD 30 (33 vs. bull rush)
hp 151

Attacks

Melee gore (reach 15 ft.) +17 (2d8+12), slam (reach 15 ft.) +17 (2d6+15)
Attack Options improved combat maneuver (bull rush);
CMB +21 (+25 bull rush)

Statistics

Str +9, Dex –1, Con +4, Int –4
XP 6,400; N animal

Griffon

Source Pathfinder Unchained pg. 244
A majestic aerial hunter, the griffon’s only significant adjustments come from its type and size.
Array: The griffon uses the combatant array. To reflect its balance between speed and toughness, the griffon has ability modifiers of +4, +2, and +2 instead of +4, +3, and +1.
Creature Type: As a magical beast, the griffon gains darkvision 60 feet and low-light vision. Its Fortitude and Reflex bonuses both increase from +5 to +7, and its attack bonuses increase from +8 to +10 for its bite and from +3 to +5 for its talons.
Size: Since it’s Large, the griffon changes its touch AC from 12 to 11 and its flat-footed AC from 14 to 15. Its CMB increases from +10 to +12, and its CMD rises from 20 to 21.
Options: The griffon spends both its options on combat options to gain pounce and rake.
Skills: The griffon’s master skill is Perception to reflect its keen vision, and its good skills in Acrobatics and Fly give it agility in the air.

Griffon   CR/HD 4

Init +2; Perception +12 (darkvision 60 ft., low-light vision, scent)
Size Large (10 ft.); Speed 30 ft., fly 80 ft. (average)

Defenses

AC 19 (touch 11, flat-footed 15); Fort +7, Ref +7, Will +3; CMD 21
hp 44

Attacks

Melee bite +10 (1d6+10), 2 talons +5 (1d6+4)
Attack Options (DC 13) pounce, rake; CMB +12

Statistics

Str +4, Dex +2, Con +2, Int –3; Acrobatics +9, Fly +9
XP 1,200; N magical beast

Goblin Fighter

Source Pathfinder Unchained pg. 245
The goblin fighter is a suitable minion for any overlord, provided it doesn’t burn the fortress down.
Array: The goblin fighter is a combatant, as required by the fighter class graft.
Creature Type: Because of the fighter class graft, the goblin does not gain anything from the humanoid type.
Class: As a fighter, the goblin increases both its Fortitude and Reflex bonuses from +1 to +2. It also receives one combat option from its fighter graft.
Subtype: The goblin fighter gains Stealth as a good skill from the goblinoid subtype.
Size: The goblin’s Small size increases its touch AC and flat-footed AC by 1, reduces its CMB by 2, and reduces its CMD by 1. It gains Stealth as a good skill (again; see below).
Options: A fighter of this CR typically gets one combat option, but this goblin has two additional options to reflect its quick combat style. The accuracy, dodge expert, and improved initiative options are all calculated in the goblin fighter’s statistics. The adjustment to flat-footed AC from dodge expert would have made the goblin’s flat-footed AC too low for a monster at this CR, so the goblin gains only a +1 bonus to touch AC and no penalty to its flat-footed AC. Goblins are able to see in the dark, so the goblin gains the darkvision option. As usual, adding a sense didn’t count against the goblin’s number of options.
Skills: The goblin already gets Stealth as a good skill from both the goblinoid and Small grafts, so instead it was discretionarily given Stealth as a second master skill.

Goblin Fighter   CR/HD 1/2

Init +7; Perception +5 (darkvision 60 ft.)
Size Small; Speed 30 ft.

Defenses

AC 15 (touch 14, flat-footed 13); Fort +2, Ref +2, Will +0; CMD 12
hp 11

Attacks

Melee short sword +3 (1d4+2/19–20)
Ranged shortbow (range 60 ft.) +3 (1d4+2/×3)
CMB +1

Statistics

Str +2, Dex +3, Con +1, Cha –2; Ride +8, Stealth +8, Swim +5
XP 200; CE humanoid (goblinoid) fighter 1

Zombie Minotaur

Source Pathfinder Unchained pg. 245
Some templates have complicated alterations, but the zombie template is fairly easy to apply.
Array: The zombie uses the combatant array, as suggested in the zombie template.
Creature Type: The undead graft gives the creature darkvision 60 feet and undead immunities, and sets its Constitution to —. It also increases the minotaur’s Will +save from +1 to +3. The elective adjustments for mindless undead will be covered by the template graft.
Template: The zombie template makes the minotaur staggered, changes its Intelligence to —, gives it DR 5/ slashing, and gives it the extra hit points option to represent a zombie’s resilience.
Size: As a Large creature, the minotaur changes its touch AC from 12 to 11 and its flat-footed AC from 12 to 13. Its CMB increases from +2 to +4, and its CMD goes from 14 to 15.
Options: The extra hit points option from the zombie template increases the zombie’s hp from 16 to 19. Although the zombie template adds more options than the monster would normally have, the zombie still gains the powerful charge option to keep the minotaur feel.

Zombie Minotaur   CR/HD 1

Init +0; Perception +6 (darkvision 60 ft.)
Size Large (10 ft.); Speed 30 ft.

Defenses

AC 14 (touch 11, flat-footed 13); Fort +2, Ref +2, Will +3; CMD 15
hp 19; DR 5/slashing; Immune undead immunities
Weakness staggered

Attacks

Melee gore (reach 10 ft.) +2 (1d6+4) or slam (reach 10 ft.) +2 (1d8+3)
Attack Options powerful charge; CMB +4

Statistics

Str +3, Con —, Int —, Wis +1, Cha +2
XP 400; NE undead

Bat Swarm

Source Pathfinder Unchained pg. 246
The bat swarm is straightforward to create, but its swarm subtype is complicated and grants it additional features that make it unlike other monsters.
Array: Since a bat swarm is made up of creatures with only animal intelligence, the combatant array is the only choice for it that makes sense.
Creature Type: The animal type increases the bat swarm’s Fortitude and Reflex bonuses each from +3 to +5 and grants low-light vision, but it mandates an Intelligence modifier of either –4 or –5. Bats are slightly more intelligent than some other animals, so they have a –4 modifier.
Subtype: The swarm subtype grants the bat swarm its various immunities, vulnerability to area effects, swarm traits, swarm attack, and distraction.
Size: The bat swarm is made up of many Diminutive creatures, so it gains a +4 bonus to touch and flat-footed AC. As a swarm, it doesn’t have CMB or CMD, so the size adjustments to those numbers are ignored. It also gains Fly and Stealth as master skills.
Options: The bat swarm’s option is a weaker variant of the bleed attack option.
Skills: Other than the master skills from size, the bat swarm’s echolocation enhances its ability to notice things, so it gets Perception as a master skill. That’s already plenty of skills for an animal, so the bat swarm doesn’t have any good skills.

Bat Swarm   CR/HD 2

Init +3; Perception +10 (blindsense 20 ft., low-light vision)
Size Diminutive (10 ft.); Speed 5 ft., fly 40 ft. (good)

Defenses

AC 16 (touch 16, flat-footed 16); Fort +5, Ref +5, Will +1
hp 22; Immune bull rush, critical hits, flanking, grapple, spells that target a specific number of creatures, trip, weapon damage
Weakness +50% damage from area effects
Defense Options swarm traits

Attacks

Melee swarm (all targets in the swarm’s space) always hits (1d6 plus 1 bleed)
Attack Options (DC 11) distraction

Statistics

Str –4, Dex +3, Con +1, Int –4, Wis +2; Fly +10, Stealth +10
XP 600; N animal (swarm)

Imp

Source Pathfinder Unchained pg. 246
A vexing adversary, this imp has a variety of extra options to confound its enemies.
Array: The imp uses the expert array, with the Reflex and Will saves swapped. The imp has a Strength modifier of –4 because its size and build make it so physically weak.
Creature Type: The outsider graft gives the imp darkvision 60 feet, increases its Will saving throw from +1 to +3, and increases its attack bonus from +4 to +6. It gains the additional master skill mentioned under elective adjustments.
Subtype: The devil subtype gives the imp the see in darkness sense, energy resistance 10 to acid and cold, immunity to fire and poison, the summon allies option, and telepathy to a range of 100 feet.
Size: Because the imp is Tiny, its touch and flat-footed AC increased from 10 to 12.
Spells: The secondary magic option gives the imp some spell-like abilities.
Options: Instead of the single monster option that would be normal for an expert of its CR, the imp has a total of five options: change shape, dodge expert, poison, and modified versions of constant invisibility and secondary magic. Dodge expert changes the imp’s AC from 14 (touch 12, flat-footed 12) to 16 (touch 16, flat-footed 10). By the numbers, the imp’s flat-footed AC would drop to 6, but the GM sets it as 10 as part of the reality checking process. For its poison, the imp gets two advantages, which were used to remove the onset time and change the frequency to 1/round for 6 rounds. Instead of the normal effect of constant invisibility, the imp gains invisibility at will, affecting only itself. The modified secondary magic option gives the imp one once-per-day spell and two constant spells instead of two once-per-day spells.
Skills: The imp has an extra master skill from the outsider graft, and gains Fly and Stealth from its size graft. The +10 bonus from change shape is included in the Disguise skill.
Damage: The imp uses the low damage value on its sting to compensate for being a low-CR creature with poison.

Imp   CR/HD 2

Init +3; Perception +7 (darkvision 60 ft., see in darkness)
Size Tiny (2-1/2 ft.); Speed 20 ft., fly 50 ft. (perfect)

Defenses

AC 16 (touch 16, flat-footed 6); Fort +1, Ref +5, Will +3; CMD 14; Concentration +4
hp 20; Immune fire, poison; Resist acid 10, cold 10

Attacks

Melee sting (reach 0 ft.) +6 (1d4+5 plus poison)
Attack Spell-Like Abilities (DC 13 + spell’s level) 1/day— suggestion
Attack Options (DC 13) poison (type injury, frequency 1/round for 6 rounds, effect 1d2 Dex damage, cure 1 save); CMB +2

Statistics


Utility Spell-Like Abilities constant—detect good, detect magic; at will—invisibility (self only)
Utility Options change shape (boar, giant spider, rat, or raven, beast shape I), summon allies (imp, 35%) Str –4, Dex +3, Int +1, Cha +2; Acrobatics +10, Bluff +10, Disguise +12, Fly +10, Knowledge (arcana) +7, Knowledge (planes) +7, Stealth +10; telepathy 100 ft.
XP 600; LE outsider (devil, evil, extraplanar, lawful)

Fire Giant

Source Pathfinder Unchained pg. 247
This monster uses different gear than the Bestiary fire giant, but has the same CR.
Array: The fire giant uses the combatant array.
Creature Type: As a humanoid, the giant increases its Fort +save from +11 to +13.
Subtype: The giant graft gives the giant low-light vision and adds Intimidate as a good skill.
Size: Being Large changes the giant’s touch AC from 15 to 14 and its flat-footed AC from 19 to 20. The giant’s CMB increases from +18 to +20.
Options: The monster has one combat option and one of any type. The extra armor option alters the giant’s AC to 28 (touch 8, flat-footed 24) and makes its speed 30 feet instead of 40 feet. The magic weapon (bane) option causes the giant’s greataxe to deal additional damage to dwarves. The monster has rock throwing as a bonus option, and 3 points of that attack’s bludgeoning damage have been replaced with 1d6 points of fire damage since the giant heats the rocks.
Skills: This giant is primarily a brute, so its master skill in Climb and the good skill from the giant subtype are sufficient to cover its skills. The GM ignores the remaining two good skills from the combatant array.
Damage: The giant is less adept at ranged attacks, so its rock throw attack uses low attack and damage values.

Fire Giant   CR/HD 10

Init +0; Perception +14 (low-light vision)
Size Large (10 ft.); Speed 30 ft.

Defenses

AC 28 (touch 8, flat-footed 24); Fort +13, Ref +11, Will +9; CMD 30
hp 143; Immune fire
Weakness vulnerability to cold
Defensive Options rock throwing

Attacks

Melee dwarf-bane greataxe (reach 10 ft.) +18/+13/+8 (3d6+19/×3 [+2d6 against dwarves]) or 2 slams (reach 10 ft.) +18 (1d8+21)
Ranged rock (range 120 ft.) +13 (1d8+15 plus 1d6 fire)
CMB +20

Statistics

Str +7, Con +5, Wis +3; Climb +18, Intimidate +14 XP 9,600; LE humanoid (fire, giant)

Satyr

Source Pathfinder Unchained pg. 247
With its unique pipes, the satyr requires a custom ability not included in the monster options.
Array: As a skillful social creature with a magical bent, the satyr uses the expert array with options to cover its magical abilities.
Creature Type: Because of the fey graft, the satyr gains low-light vision. It increases its Reflex from +3 to +5 and its Will +from +7 to +9. Its attack bonuses drop from +8 to +6. It has the elective adjustment that grants one additional master skill.
Spells: The satyr can channel magical effects through his pipes, so he gains his spells as spell-like abilities. These are chosen on a case-by-case basis instead of using a spell list.
Options: The satyr uses its one social option for persuasive, uses its any option for damage reduction, and has a bonus pipes ability. Pipes doesn’t have a corresponding monster option because it’s so specific to satyrs. It’s a custom ability based on the Bestiary satyr’s pipes, but simplified and using the standard ability DC for the satyr’s CR.
Skills: Due to being a fey with the expert array, the satyr has four master skills and two good skills.
Damage: Instead of having a dagger attack like the satyr in the Bestiary, this one uses only its horn attack in melee. The satyr’s ranged attacks use the low damage value (but the high attack value).

Satyr   CR/HD 4

Init +3; Perception +12 (low-light vision)
Size Medium; Speed 40 ft.

Defenses

AC 17 (touch 10, flat-footed 12); Fort +3, Ref +5, Will +9; CMD 18
hp 40; DR 5/cold iron

Attacks

Melee horns +6 (1d6+13)
Ranged shortbow (range 60 ft.) +6 (1d6+10/×3) Attack Spell-Like Abilities (DC 14 + spell’s level) 1/day—fear; at will—charm person, sleep, suggestion
Attack Options (DC 15) pipes; CMB +6

Statistics

Utility Options persuasive
Dex +3, Wis +1, Cha +4; Bluff +12, Diplomacy +9, Intimidate +9, Perform (wind) +12, Stealth +12
XP 1,200; CN fey

Special Abilities

Pipes (Su) A satyr can play haunting melodies on his panpipes to affect all creatures within a 60-foot radius with a spell (Will +DC 15 negates). Each time it uses this ability, the satyr chooses charm person, fear, sleep, or suggestion. A creature that succeeds at its save can’t be affected by the same set of pipes for 24 hours.

Frost Giant Explorer

Source Pathfinder Unchained pg. 248
This creature has access to nature magic, much like a druid would. However, turning it into a spellcaster would make it feel unlike a burly frost giant. Instead, this stat block starts with the combatant array and draws inspiration from the options of the druid class graft. This monster is meant to fight alongside a mastodon as a CR 13 encounter.
Array: The frost giant uses the combatant array and gains its spellcasting from its magic options. Its Reflex and Will +save bonuses are swapped.
Creature Type: Because the monster’s saving throws are uniformly high, it has a –2 penalty to Reflex instead of increasing any save from the humanoid graft.
Class: Though the giant doesn’t use the druid graft, many of its options are drawn from there.
Subtype: The giant subtype grants low-light vision and gives Intimidate as a good skill.
Size: Because it’s Large, the giant decreases its touch AC from 17 to 16 and raises its flat-footed AC from 21 to 22. Its CMB changes from +21 to +23, and its CMD goes from 32 to 33.
Spells: The giant gains a few spells from the Animal spell list due to the secondary magic option. Even though that option says to take the primary spells from the spell lists, it’s reasonable to pick and choose from among both the primary and secondary spells of the monster’s CR band, as was done here.
Options: Instead of one of its combat options, the giant gains the powerful summons magic option. It spends its other combat option on rock throwing and its any option on secondary magic.
Skills: With its good skill from the giant subtype, the explorer has only one master skill, but a well-rounded set of good skills.
Damage: The giant’s thrown rock attack uses the low attack and damage values.

Frost Giant Explorer   CR/HD 12

Init +0; Perception +16 (low-light vision)
Size Large (10 ft.); Speed 40 ft.; Special Movement terrain stride (ice)

Defenses

AC 29 (touch 16, flat-footed 22); Fort +13, Ref +9, Will +13; CMD 33; Concentration +17
hp 176; Immune cold
Weakness vulnerability to fire
Defensive Options rock throwing

Attacks

Melee spear (reach 10 ft.) +21/+16/+11 (2d6+27/×3) or 2 slams (reach 10 ft.) +21 (1d8+27)
Ranged rock (range 120 ft.) +15 (1d8+21)
CMB +23

Statistics

Utility Spells 1/day—beast shape IV (animal only), summon nature’s ally VII
Utility Options powerful summons
Str +8, Con +4, Wis +5; Climb +16, Intimidate +16, Knowledge (nature) +20, Survival +16
XP 19,200; CE humanoid (cold, giant)

Vampire Cleric

Source Pathfinder Unchained pg. 249
For an alternative to the vampire sorcerer in the Bestiary, this vampire is a cleric of a slightly higher CR.
Array: This creature uses the spellcaster array so it can take the cleric class graft.
Creature Type: As indicated in the vampire template graft, the vampire must have the undead type. Because it will have the cleric class graft, the vampire gains only the automatic traits from the undead type: darkvision 60 feet, undead immunities, and a Constitution of —.
Class: The cleric class graft increases the vampire’s Fortitude save from +10 to +12 and gives it Knowledge (religion) as a master skill. It automatically gains the channel energy and spontaneous casting options.
Subtype: The vampire has the augmented humanoid subtype, though this doesn’t alter its abilities.
Template: The vampire template graft increases the vampire’s AC from 23 to 25 and flat-footed AC from 17 to 19. The vampire also gains spider climb as a constant spell-like ability and gets vampire weaknesses. The template gives a large number of options: at-will magic (dominate person), blood drain, change shape, channel resistance, children of the night, create spawn, damage reduction, energy drain, energy resistance 10 (cold and electricity), fast healing 5, and gaseous form. Because the vampire has DR and so many healing abilities, its hit points are calculated as though its CR were 2 lower, giving it 103 hp.
Spells: Because of its violent and cruel nature, this cleric mixes the Evil and War domain spell lists instead of taking spells from one list exclusively. The monster has the special ability from only the War spell list, which increases its attack bonuses by 1.
Options: As a cleric, the monster would normally have one additional option (of any type) beyond what it has here. However, because the monster gains so many abilities from being a vampire, adding yet another option is unnecessary.
Skills: Because of the vampire template, this creature has Bluff, Perception, Sense Motive, and Stealth as master skills. The +10 bonus from change shape is included in the Disguise skill.
Damage: The slam attack uses the low damage value since it can also bestow negative levels and heal the vampire. The vampire’s ranged attack uses the low attack and damage values.

VAMPIRE CLERIC   CR/HD 11

Init +2; Perception +19 (darkvision 60 ft.)
Size Medium; Speed 30 ft.; Special Movement spider climb (constant)

Defenses

AC 25 (touch 13, flat-footed 19); Fort +12, Ref +10, Will +14; CMD 26; Concentration +20
hp 103; fast healing 5; DR 10/magic and silver; Immune undead immunities; Resist cold 10, electricity 10
Weakness vampire weaknesses
Defensive Options channel resistance +4

Attacks

Melee scythe +20/+15 (2d4+25/×4) or slam +20 (1d4+20 plus energy drain [2 negative levels])
Ranged light crossbow (range 80 ft.) +15 (1d8+22/19–20)
Attack Spells (DC 17 + spell’s level) 1/day—dispel good, slay living; 3/day—bestow curse, spiritual weapon; at will—bane, dominate person, inflict light wounds
Attack Options blood drain, channel energy (negative energy), spontaneous casting (inflict); CMB +20

Statistics

Utility Spells 3/day—darkness, prayer; at will—change shape (dire bat or wolf, beast shape II)
Utility Options children of the night, create spawn, gaseous form
Str +8, Con —, Dex +2, Int +1, Wis +9, Cha +5; Bluff +19, Disguise +15, Knowledge (religion) +19, Sense Motive +19, Stealth +19
XP 12,800; CE undead (augmented humanoid) cleric 10

Ogre Mage

Source Pathfinder Unchained pg. 249
The ogre mage oni are devious shapeshifters who combine martial prowess with magical threats.
Array: The ogre mage’s consistent fallback strategy is its mighty greatsword, so it uses the combatant array. Since oni take many roles depending on the situation, the ogre mage has more high ability modifiers than usual. Since the ogre mage’s mind is stronger than its reflexes, it switches its Will and Reflex save bonuses.
Creature Type: As an outsider, the ogre mage gains darkvision and +2 on attack rolls and Fortitude saves.
Subtype: The ogre mage has two subtype grafts, and gains options from both of them. The oni subtype grants the change shape and regeneration options. The giant subtype grants low-light vision as well as Intimidate as a good skill.
Size: The ogre mage’s Large size gives it –1 to touch AC, +1 to flat-footed AC, +2 to CMB, and +1 to CMD.
Spells: The ogre mage took the secondary magic option twice, gaining a set of custom spells that assist with infiltration and combat. It receives darkness and invisibility at will as an additional bonus.
Options: The improved initiative option is included in the ogre mage’s statistics.
Skills: The ogre mage is more of a generalist than a specialist, able to handle a variety of situations equally well. Instead of one master skill and two good skills, the versatile ogre mage has five good skills beyond the two it receives from the giant subtype.
Damage: The ogre mage uses the low attack and damage values for its composite longbow.

Ogre Mage   CR/HD 8

Init +6; Perception +13 (darkvision 60 ft., low-light vision)
Size Large (10 ft.); Speed 40 ft., fly 60 ft. (good)

Defenses

AC 23 (touch 12, flat-footed 18); Fort +11, Ref +7, Will +9; CMD 27; SR 19; Concentration +12
hp 110; regeneration 5 (acid, fire)

Attacks

Melee greatsword (reach 10 ft.) +17/+12 (3d6+15/19–20)
Ranged composite longbow (range 110 ft.) +13/+8 (2d6+12/×3)
Attack Spell-Like Abilities (DC 13 + spell’s level) 1/day— charm monster, cone of cold, deep slumber
CMB +19

Statistics

Utility Spell-Like Abilities 1/day—gaseous form; at will—darkness, invisibility; constant—fly
Utility Options change shape (Small, Medium, or Large humanoid; alter self or giant form I)
Str +6, Dex +2, Con +6, Int +2, Wis +2, Cha +4; Bluff +13, Disguise +23, Intimidate +13, Sense Motive +13, Spellcraft +13, Use Magic Device +13
XP 4,800; LE outsider (giant, native, oni, shapechanger)

Night Hag Soul Collector

Source Pathfinder Unchained pg. 250
The night hag soul collector is not only a dangerous opponent; she is also dangerously well connected. She can force her captured souls to do her bidding to augment her own combat effectiveness, granting her powers from the summoner class graft.
Array: This night hag is a summoner for all practical purposes, so she uses the spellcaster array, albeit with increased ability modifiers to reflect the fact that she is physically imposing for a spellcaster.
Creature Type: Since her type is outsider, the night hag gains darkvision and a +2 bonus on attack rolls. She trades the outsider saving throw adjustments for the summoner adjustments.
Class: The night hag soul collector’s summoner class graft increases her Fortitude and Reflex by 1 and grants Knowledge (planes) as a master skill. The lost soul acts as her eidolon. The night hag is thematically similar to a summoner, but isn’t treated as actually having class levels in summoner.
Spells: The night hag uses a modified version of the conjuration spell list, to stay in theme with her spontaneous summoning from the summoner class graft. As a soul broker, she needs constant detection spells to inspect her merchandise, as well as the soul bind spell at will.
Options: From the summoner graft, the night hag gains spontaneous magic (summon monster), as well as one magic option and one any option. She chooses change shape and a custom dream haunting option to allow her to torment her foes from safety. To represent the defenses necessary to ply her trade among evil outsiders, the night hag also has particularly potent spell resistance and damage reduction options for her CR.
Skills: A night hag encounter might be social and deceptive, so the monster has additional master and good skills, and her +10 bonus from change shape is reflected in her Disguise skill.
Damage: For damage with three primary attacks, the night hag doubles the damage for two primary attacks (18) to get a total of 36, then divides by three (her total number of attacks). Each attack deals roughly 12 points of damage
Lost Soul: This represents the twisted form of a lost soul that the night hag can call forth to defend her— effectively her eidolon, since she is using the summoner graft. The soul’s twisted form has screaming mouths on long tendrils that bite as it moves, allowing it to pounce.
Array: As an eidolon, the lost soul uses the combatant array.
Creature Type: The outsider type graft grants the lost soul a +2 bonus on attack rolls and Reflex saving throws.
Size: The lost soul’s Large size grants it –1 to touch AC, +1 to flat-footed AC, +2 to CMB, and +1 to CMD.
Options: As a combatant, the lost soul gains one combat option and one any option. For these options, it gains pounce and damage reduction.
Skills: While a combatant normally has one master skill and two good skills, the lost soul is simple, so the GM gives it only Intimidate as a master skill and Fly as a good skill.
Damage: To determine its damage with four primary attacks, the lost soul doubles the damage value for two primary attacks (22) to get 44 points of damage, then divides by 4. Each attack deals 11 points of damage, or 1d8+6 on Table 5-9.

Night Hag Soul Collector   CR/HD 9

Init +4; Perception +14 (darkvision 60 ft.)
Size Medium; Speed 30 ft.; Special Movement etherealness (at will)

Defenses

AC 21 (touch 12, flat-footed 15); Fort +9, Ref +9, Will +12; CMD 24; SR 24; Concentration +12
hp 103; DR 10/cold iron and magic; Immune charm, cold, fear, fire, sleep

Attacks

Melee 2 claws +14 (1d4+9), bite +14 (1d6+9)
Attack Spell-Like Abilities (DC 16 + spell’s level) 1/day—deep slumber; at will—magic missile, ray of enfeeblement, soul bind
Attack Options dream haunting, spontaneous casting (summon monster); CMB +14

Statistics

Utility Spell-Like Abilities 1/day—dimension door; 3/day— darkness, dispel magic, haste, invisibility; constant—detect chaos, detect evil, detect good, detect law, detect magic; double the duration of all conjuration (summoning) spells
Utility Options change shape, soul broker
Str +6, Dex +4, Con +6, Int +4, Wis +3, Cha +3; Bluff +17, Diplomacy +14, Disguise +27, Intimidate +14, Knowledge (planes) +17, Perception +14, Sense Motive +14, Spellcraft +14
XP 6,400; NE outsider (evil, extraplanar)

Special Abilities

Dream Haunting (Su) The night hag can haunt a creature’s dreams from her home on the Ethereal Plane. A creature she haunts takes 1 point of Constitution damage when it awakes.
Soul Broker (Su) As a standard action, the night hag can release one of her captured souls to fight at her side; see the night hag’s lost soul statistics, below.

Night Hag's Lost Soul   CR/HD 9

Init +4; Perception +14 (darkvision 60 ft.)
Size Large (10 ft.); Speed 30 ft., fly 60 ft. (good)

Defenses

AC 25 (touch 15, flat-footed 18); Fort +10, Ref +12, Will +8; CMD 28
hp 126; DR 10/cold iron and magic

Attacks

Melee 4 bites (reach 15 ft.) +19 (1d8+6)
Attack Options pounce; CMB +19

Statistics

Str +7, Dex +4, Con +3; Fly +14, Intimidate +17
XP 6,400; NE outsider (extraplanar)

Marilith General

Source Pathfinder Unchained pg. 251
A six-armed general of the abyssal hordes, the marilith is iconic for its overwhelming number of attacks. This marilith uses custom options to better reflect her skills as a general.
Array: As an abyssal general, the marilith uses the combatant array and has additional strong ability modifiers.
Creature Type: The marilith is an outsider, so she gains darkvision and a +2 bonus on attack rolls and Fortitude saves. She also gains the elective adjustment of spells, with a modified list.
Subtype: From the demon subtype, the marilith gains her immunities, resistances, summon ability, and telepathy. Her tactical nature gives her a wider-than-normal variety of allies she can call forth with her summon ability.
Size: The marilith’s Large size grants her –1 to touch AC, +1 to flat-footed AC, +2 to CMB, and +1 to CMD.
Spells: The marilith prefers to meet her enemies directly with her numerous blades, so her modified spell list is more about trickery, mobility, and battlefield control than about directly attacking her foes with magic.
Options: Normally, a CR 17 combatant has two combat options and one any option, but the marilith general is cunning and tactical. To better lead her forces in battle, in addition to critical striker and damage reduction, she gets the heroic recovery and inspire courage social options.
Skills: In order to keep her command post, a marilith general needs guile and social skills. Therefore, she has more master skills than normal, but trades away one good skill in the bargain.
Damage: The marilith’s multi-armed attacks make her damage complex to calculate. Doubling the damage for two natural attacks (50) gives her 100 points of damage. This is then increased by 50%—since her iterative attacks and tail are less likely to hit—for a total of 150. Dividing 150 by 10 attacks gets 15, which is 2d6+9 on Table 5-9. The tail slap is weaker, so it uses the low attack and damage values for secondary attacks in the three natural attacks column in the array. This reduces the marilith’s overall damage, but not enough to necessitate increasing the rest of her damage.

Marilith General   CR/HD 17

Init +5; Perception +29 (darkvision 60 ft., true seeing)
Size Large (10 ft.); Speed 40 ft.; Special Movement greater teleport (at will, self plus 50 lbs. of objects only)

Defenses

AC 34 (touch 20, flat-footed 25); Fort +20, Ref +18, Will +15; CMD 39 (43 vs. grapple, can’t be tripped); SR 28; Concentration +25
hp 297; DR 10/cold iron and good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; unholy aura
Defensive Spell-Like Abilities at will—project image

Attacks

Melee +1 longsword (reach 10 ft.) +29/+24/+19/+14 (2d6+9/17–20), 5 +1 longswords (reach 10 ft.) +29 (2d6+9/17–20), tail slap +24 (2d6+3 plus improved combat maneuver [grapple])
Attack Spell-Like Abilities (DC 18 + spell’s level) 3/day—blade barrier; at will—telekinesis
Attack Options critical striker; CMB +31 (+35 grapple)

Statistics

Utility Spell-Like Abilities 3/day—fly
Utility Options heroic recovery, inspire courage, summon allies (marilith 20%, nalfeshnee 35%, or 1d4 hezrous 60%)
Str +8, Dex +5, Con +11, Int +5, Wis +5, Cha +8; Bluff +29, Diplomacy +29, Intimidate +29, Sense Motive +21, Use Magic Device +29; telepathy 100 ft.
XP 102,400; CE outsider (chaotic, demon, evil, extraplanar)

Ancient Blue Dragon

Source Pathfinder Unchained pg. 252
This ancient blue dragon has additional attacks, with damage extrapolated from the natural attacks column for CR 18. Despite being a combatant, it has a reduced spellcasting ability (as if it were a CR 12–15 spellcaster) with a DC halfway between combatant and spellcaster to represent a dragon’s natural spellcasting prowess. The spells are customized for this dragon, and it doesn’t receive an additional boon from selecting one of the preset lists.

The dragon has seven options instead of four to reflect its many talents, including several built into its statistics: damage reduction, extra armor, and spell resistance. It adds +4 to the DC of its breath weapon to reflect at ability’s raw power. The dragon gains additional Wisdom and Charisma modifiers of +5. It uses the expert array’s number of skills, and has the flying acumen option built into its statistics.
Array: The dragon is a mighty and iconic beast. It uses the combatant array, but it also possesses reduced spellcasting abilities, and its advanced age grants it superior mental ability scores.
Creature Type: The dragon type grants the ancient blue dragon darkvision, low-light vision, immunity to paralysis and sleep, and a +2 bonus on attack rolls and Will saves. To emphasize its sheer size, the ancient blue dragon also gains an additional +2 bonus on Fortitude saves.
Size: The dragon’s Gargantuan size graft grants it –4 to touch AC, +5 to flat-footed AC, +8 to CMB, and +4 to CMD.
Spells: To reflect its nature as a slightly lesser spellcaster than a true spellcaster of its CR, the dragon gains the spells of a CR 12–15 spellcaster instead, with DCs halfway between those of the combatant and spellcaster arrays. Since it has its own customized spell list, the dragon doesn’t receive an additional boon from selecting one of the preset lists.
Options: Normally, a CR 18 combatant would have three combat options and one any option, but the ancient blue dragon not only has damage reduction, extra armor, and spell resistance, but also critical striker and defense breaker to reflect its ferocious power.
Skills: As it has collected untold knowledge over its many years, the ancient blue dragon uses the expert’s number of skills, and its flying acumen option negates the Gargantuan size graft’s prohibition on Fly as a master skill.
Damage: The dragon has three primary attacks and three secondary attacks. The damage for two natural attacks (55) is doubled to 110. This is multiplied by 125% (137 total) since many attacks use a lower bonus. The damage is divided unevenly to emphasize certain attacks: 32 points for the bite and tail slap, 22 per claw, and 13 per wing.

Ancient Blue Dragon   CR/HD 18

Init +4; Perception +31 (blindsense 60 ft., darkvision 60 ft., low-light vision)
Aura electricity (10 ft., 2d6 electricity), frightful presence (300 ft., DC 25)
Size Gargantuan (20 ft.); Speed 40 ft., burrow 20 ft., fly 250 ft. (clumsy, hover)

Defenses

AC 37 (touch 11, flat-footed 35); Fort +20, Ref +18, Will +18; CMD 43; SR 29; Concentration +23
hp 330; DR 15/magic; Immune electricity, paralysis, sleep
Defensive Spells 1/day—mislead

Attacks

Melee bite (reach 20 ft.) +30 (4d6+18/19–20), 2 claws (reach 15 ft.) +30 (3d6+12), 2 wings (reach 15 ft.) +25 (2d6+6), tail slap (reach 15 ft.) +25 (3d8+18)
Attack Spells (DC 17 + spell’s level) 1/day—forceful hand; 3/day—enervation, hold monster; at will—haste
Attack Options (DC 27) breath weapon (120-ft. line, 19d6 electricity), critical striker, defense breaker; CMB +36

Statistics

Utility Spells 3/day—dimension door, hallucinatory terrain; at will—invisibility
Str +12, Dex –2, Con +8, Int +6, Wis +5, Cha +5; Bluff +25, Fly +31, Intimidate +31, Knowledge (arcana) +31, Spellcraft +25
XP 153,600; LE dragon (earth)

Pit Fiend

Source Pathfinder Unchained pg. 253
With a diverse spread of abilities useful for both combat and spellcasting, a pit fiend remains fairly complex to create even in the simple monster creation system. It’s not really 100% a combatant, so it requires special statistical adjustments.
Array: This monster mostly uses the numbers from the combatant array, but gains a large number of spells, and therefore has the hit points of a spellcaster. As a powerful ruler in Hell, the pit fiend’s starting ability modifiers are +13, +13, +9, +9, +6, and +6.
Creature Type: As an outsider, the pit fiend gains darkvision 60 feet, increases its Fortitude from +20 to +22, and increases its attack bonuses from +30 to +32. It also gets the elective adjustment for one additional master skill.
Subtype: The devil subtype graft grants the see in darkness sense, energy resistance 10 to acid and cold, and immunity to fire and poison. It also gives the pit fiend the summon allies option and telepathy 100 feet.
Size: Since it’s Large, the pit fiend decreases its touch AC from 22 to 21 and increases its flat-footed AC from 28 to 29. Its CMB goes up from +32 to +34, and its CMD goes from 42 to 43.
Spells: The monster gains spells as though it were a spellcaster. In addition, it can use mass hold monster and greater teleport at will.
Options: For the three combat options given by its array, the pit fiend has constrict, damage reduction, and improved combat maneuver (grapple), which also gives it bonuses on CMB checks made to grapple and to CMD against grapple checks. For its one any option, it has poison with eight advantages (two + 1/3 of the pit fiend’s CR of 20). These advantages are removing the onset, changing the frequency to 1/round for 6 rounds, increasing the ability damage three times, increasing the cure to 2 consecutive saves, and two advantages invented specifically for this monster: increasing the frequency to 1/round for 10 rounds, and increasing the cure to 3 consecutive saves. As a nod to classic pit fiends, the monster can regenerate from wounds, but the regeneration amount is so low for its level that it doesn’t cost an option. Its diseased bite is also free, since it won’t matter much in high-level combat. The devil has a bonus option for its fear aura, and doesn’t spend any options for its spells, but these additions are reasonable for a high-level villain such as the pit fiend. The Bestiary pit fiend’s devil shaping ability won’t come up in combat, so it has been omitted.
Skills: Because of its creature type graft, the pit fiend has two master skills instead of one.
Damage: The number of attacks the pit fiend gains has been reduced from the number in the Bestiary; in particular, its wing attacks have been removed to allow its remaining attacks to have more impact. The array’s two natural attacks’ damage (66) is doubled to 132, then increased by 25% to get 165, which is then divvied up between four attacks. This sets the damage value at 48 points for each claw, 42 for the bite, and 27 for the tail slap.

Pit Fiend   CR/HD 20

Init +9; Perception +35 (darkvision 60 ft., see in darkness)
Aura fear (30 ft., DC 20)
Size Large (10 ft.); Speed 40 ft., fly 60 ft. (average); Special Movement greater teleport (at will, self plus 50 lbs. of objects only)

Defenses

AC 38 (touch 21, flat-footed 29); Fort +22, Ref +20, Will +17; CMD 43 (47 vs. grapple); SR 31; Concentration +26
hp 333; regeneration 5 (good weapons, good spells); DR 10/ good and silver; Immune fire, poison; Resist acid 10, cold 10

Attacks

Melee 2 claws (reach 10 ft.) +32 (2d8+42), bite (reach 10 ft.) +32 (4d6+30 plus disease and poison), tail slap (reach 10 ft.) +32 (2d8+18 plus improved combat maneuver [grapple])
Attack Spell-Like Abilities (DC 17 + spell’s level) 1/day— quickened fireball, meteor swarm; at will—mass hold monster, wall of fire
Attack Options (DC 25) constrict (2d8+60), disease (onset immediate, frequency 1/day, effect 1d4 Str damage, cure 2 consecutive saves), poison (type injury, frequency 1/round for 10 rounds, effect 1d6 Con damage, cure 3 consecutive saves); CMB +34 (+38 grapple)

Statistics

Utility Options summon allies (typically barbed devil or ice devil, 60%)
Str +13, Dex +9, Con +13, Int +6, Wis +9, Cha +6; Bluff +28, Intimidate +35, Sense Motive +28; telepathy 100 ft.
XP 307,200; LE outsider (devil, evil, extraplanar, lawful)