Charisma CHA

Charisma measures a character s force of personality, persuasiveness, personal magnetism, ability to lead and physical attractiveness. This ability represents actual strength of personality, not merely how one is perceived by others in a social setting. Charisma is most important for paladins, sorcerers and bards. It is also important for clerics, since it affects their ability to turn undead. Sorcerers and bards get bonus spells based on their Charisma scores. The minimum Charisma score needed...

Special Combat Situations

You may attempt to cast a spell while paying attention to threats and avoiding blows. In this case, you are no more vulnerable to attack than you would be if you were just standing there. So, casting a spell while on the defensive does not provoke an attack of opportunity. It does, however, require a Concentration check. Failure means that you lose the spell. Concealment occurs whenever a target creature is difficult to see but nothing physical is blocking an attack. Concealment can be caused...

Feat Descriptions

Most feats are general feats, meaning any character can acquire them if they meet the prerequisites. Some feats are item-creation feats, which allow spellcasters to create magic items and some feats are metamagic feats, which allow spellcasters to modify spells they can cast so that they perform differently such as casting silendy or as a free action . Still other feats can be selected by fighters as their bonus fighter feats. You have excellent body awareness and coordination. Benefit 2 bonus...

Magic Schools

Most spells belong to one of eight schools of magic, with a few spells called universal spells belonging to no school at all. The eight schools of magic are described below. Abjurations are protective spells. They create physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence. Representative spells include Protection from Evil, Dispel Magic and Banishment. Each conjuration spell belongs to one of five subschools. Conjurations bring...

Casting Spells

Spells may be cast both during and outside of combat, but some spells are considered hostile and combat will begin if any targeted creatures survive the spell or if their allies witness the spells effect. After selecting a spell from the Radial Menu, you will have to select a target, target location, or target area, as necessary. Some spells can have multiple targets, such as Magic Missile, so you will need to select as many targets as your cursor indicates before the spell will be cast. Some...

Actions

While most actions are either standard or move actions, some are full-round actions, meaning you can make no other movement besides a 5-foot step, or are free actions, meaning they cost no action at all to perform. Some actions are so minor they are not considered actions at all and these are called no actions. Regardless of the action, if you move out of a threatened square, you usually provoke an attack of opportunity. The second column indicates whether the action itself, not moving,...

Using Skills

Skills are normally checked against a Difficulty Class DC , which requires that a character's skill level meets or exceeds the DC value in order to succeed. Skill level is the sum of rank, plus any modifier from the skill's key ability, plus any miscellaneous modifiers such as racial bonuses, armor check penalties, or bonus from feats. For some skills, such as Diplomacy, the skill level is checked directly against the DC. For others, such as Tumble, a random ld20 is added to the skill level...

Character Inventory Screen

Access the Character Inventory screen by key command see Keyboard Commands on page 1 , or by selecting the Inventory tab on the Radial Menu. You can also access this screen by right-clicking on a character s portrait. This interface is used mainly to manipulate the character s inventory, but you can also access all basic character information and change memorized spells, when appropriate. Your character's equipped gear is shown in the upper left. It contains slots for gloves, headgear, cloak,...

Skill Descriptions

Use this skill to tell an antique from junk, an old fancy sword from an elven heirloom and high-quality jewelry from cheap imitations. In the game, the displayed values for items that appear in the bartering interfaces will be modified depending upon your character s level of expertise or rank in Appraise. A high Appraise skill lets your character purchase items for less money and in turn, sell items for more profit. You can make the outrageous or the untrue seem plausible. Bluff encompasses...

Barbarian

From the frozen wastes of the north and the hellish j ungles of the south come brave, even reckless warriors. Civilized people call them barbarians or berserkers and suspect them of mayhem, impiety and atrocities. These barbarians have proven their mettle and their value to those who would be their allies. Characteristics The barbarian is an excellent warrior. The fighter s skill in combat comes from training and discipline, however, the barbarian has a powerful rage. Barbarians are at home in...

Paladin Spells

Bless Enchantment Compulsion Mind-Affecting Allies gain 1 on attack rolls and saves against fear. Bless counters and dispels Bane. Bless Water Transmutation Good Imbues a flask of water with positive energy, turning it into holy water, which is direcdy summoned into your inventory. Material Component Five pounds of powdered silver worth 25 gp . Cure Light Wounds Conjuration Healing Cures ld8 points of damage 1 point level maximum 5 . Deals damage to undead creatures. Detect Undead Divination...

Character Portraits

The character portraits along the bottom of the screen represent your current party, including any NPC followers you may have picked up. Each portrait displays that character s health as a red bar that decreases as that character takes damage. If the red bar ever reaches zero and disappears, your character is staggered see Combat on pages 105-110 . Any further damage, up to 10 hit points, will knock your character unconscious. Your character will die when his health drops to 10 hit points or...

Sorcerer Wizard Spells

O-Level Sorcerer Wizard Spells Cantrips - Acid Splash Creation Acid Small orb deals ld3 acid damage. Daze Compulsion Mind-Affecting Humanoid creature of 4 Hit Dice or less loses next action. Detect Magic Divination Detect spells and magic items within 60 ft. Disrupt Undead Necromancy Deals ld6 damage to one undead creature. Flare Evocation Light Dazzles one creature, which receives 1 on attack rolls. Open Close Transmutation Opens or closes doors and small chests does not open doors that have...

Magic Items

Magic items are the most valued and coveted of all items in the game. Their powers are varied and wondrous and very rarely are any two magic items exacdy alike. Still, magic items can be divided into ten major categories, including the ultra-rare magical artifact. Magic armor and shields usually provide a bonus to AC for the wearer. More rarely, some magic armor provides other abilities as well, such as bonuses to skills or increased damage resistance. Magic weapons always provide a bonus to...

Character Creation

To create a new character, click on the Create button on the Character Pool screen. Character creation requires a series of steps, which you progress through by clicking on buttons on the right side of the screen. As you complete each creation step, the Next button will light up, indicating you can click on it and advance to the next stage. At any time during creation, you can back up to an earlier step to change or review previous choices by clicking on the appropriate button. You will need to...

Armor

The armor shield bonus is added to the AC of the wearer. Only one piece of torso armor and one shield can be worn at a time, but their bonuses stack. The maximum Dexterity bonus is the limit to AC bonus that this armor will allow the wearer s Dexterity to provide. This limit does not affect any other Dexterity bonus such as bonus to Reflex saves , nor does having a limit of 0 negate a Dexterity bonus to AC for purposes of sneak attacks. For example, a rogue cannot sneak attack someone just...

Bard

It is said that music has a special magic and the bard proves that saying. Wandering across the land, gathering lore, telling stories, working magic with his music and living on the gratitude of his audience such is the life of a bard. When change or opportunity draws them into a conflict, bards serve as diplomats, negotiators, scouts and spies. Characteristics A bard brings forth magic from his soul, not from a book. He can cast only a small number of spells, but he can do so without selecting...

Wizard

A few unintelligible words and fleeting gestures carry more power than a bat-tleaxe, when they are the words and gestures of a wizard. These simple acts make magic seems easy, but they only hint at the time the wizard must spend poring over his spellbook in preparation and the years spent in apprenticeship to learn the arts of magic. For wizards, magic is not a talent, but a difficult, rewarding art. Characteristics The wizard's strength is his spells. Everything else is secondary. He learns...

Rogue

Rogues have little in common with one another. Some are stealthy thieves. Others are silver-tongued tricksters. Still others are scouts, infiltrators, spies, diplomats or thugs. What they do share is versatility, adaptability and resourcefulness. In general, rogues are skilled at getting what others don't want them to get entrance into a locked treasure vault, safe passage past a deadly trap, secret battle plans, a guard's trust or some random person's pocket money. Characteristics Rogues are...