Equipment Tricks (Apath)

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Unofficial rules compendium

Equipment tricks are the bread and butter of the quartermaster, as essential to the class as spells are to a wizard. A quartermaster of second level or higher and anyone he instructs with the field instruction or assign equipment deeds ignores the specific requirements of each trick, and at 11th level can use all tricks with the equipment trick mastery deed.

Anvil Equipment Tricks

You may use these tricks with any anvil weighing 50 pounds or more.

  • Counterweight (Climb 5 ranks): You can use your anvil as a counterweight when you climb a rope or chain to reduce your Climb DC by 5.
  • Improve Armor (Craft [armor] 5 ranks): You can spend an hour with your anvil and a suit of non-magical metal armor to temporarily increase the armor's armor bonus by 1. This bonus ends after the next time the wearer is hit.
  • Quick Fix (Craft [any] 5 ranks): You can spend 1 minute with your anvil and a metal item with the broken condition to remove the broken condition from the item for 1 hour. The item does not recover any hit points, and at the end of the hour it regains the broken condition and loses an additional 1d6 hit points (unless properly fixed by then).
  • Smash Through (Improved Bull Rush): When you end your move adjacent to a closed door, you can open the door as part of your move action (instead of as a separate move action) by smashing it with an anvil as you move. If the door is stuck or locked, you must succeed at a bull rush combat maneuver check that exceeds the door's break DC.

Blanket

Blanket tricks can be made with any large piece of fabric or leather such as a bedroll, cloak, folding bathtub, sleeping bag, tarpaulin, hammock, sack, or tent. Even large and hard flat objects such as table, heavy or tower shield, or unhinged door can be used.

  • Blanket Trap (Craft [traps] 5 ranks): You fill a blanket with rocks (move action) and rig it as a deadfall trap (move action). Or you cover an existing pit to make a pit trap (one move action for every square covered).
Blanket Trap
Type mechanical; Perception DC 5; Disable Device DC 15
Trigger location; Duration Instant; Reset repair
Effect 1d6 bludgeoning damage per 10 ft. of height of the fall. Reflex DC 20 avoids. Acrobatics can be used to break a fall into a pit trap.
  • Cover Terrain (Disable Device 5 ranks): A blanket (preferably wet) can cover a single 5 ft. square, putting out any fires in the area and negating a pool of acid, caltrops, oil slick, difficult ground, and similar hazards. It prevents location and proximity traps in the area from triggering and can be thrown over a wall to negate spikes or glass set on top. This even works against magical floor hazards, such as grease and entangle.
  • Disposable Cover (Lightning Reflexes): You can use a blanket (preferably wet) as a temporary shield against energy attacks (it offers no protection against physical attacks). This is an immediate action that destroys the blanket but provides improved cover against a single energy attack; the normal cover bonuses to AC and Reflex saves is doubled (to +8 and +4, respectively) and a creature with improved cover effectively gains improved evasion against any attack to which the Reflex save bonus applies.
  • Safety Net (Acrobatics or Knowledge [Engineering] 1 ranks): A blanket can be used as an emergency safety net (see the equipment section). A hard object cannot be used this way.
  • Tool Display (Any Craft or Disable Device 1 ranks): A blanket can be used as an improvised canvas tool display (see the equipment section).

Boot Tricks

A pair of boots refers to any set of footwear that has hard soles. These equipment tricks can be used with either magic or mundane boots.

  • Cleat Stomp (Improved Unarmed Strike): When you make a successful unarmed strike against an opponent while wearing a pair of boots with cleatsUE, the target takes 1 point of bleed damage. The bleed damage can be stopped by a successful DC 15 Heal skill check or by magical healing. The effects of this trick stack with other sources of bleed damage but not with other bleed damage dealt by this trick.
  • Heel Crush (Improved Dirty TrickACG: When you succeed at a successful dirty trick combat maneuver check against an opponent within melee range, you can crush the target’s foot or similar appendage with your boot heel. Instead of inflicting one of the conditions that can normally be imposed by a dirty trick, you reduce the target’s movement speed by half (to a minimum of 5 feet). You can’t use a dirty trick combat maneuver in this manner against an opponent that is using a movement type other than its land speed, and movement types other than land speeds aren’t affected by this equipment trick. As usual, a creature with a movement speed of 5 feet can’t take a 5-foot step.
  • Sharp Veer (Combat Reflexes): Whenever you use the charge or run action, you can make one 90-degree turn during your movement. You must move at least 10 feet in a straight line after this turn if you are charging.

Buoyant Balloon

This alchemical item has many uses.

  • Balloon Lure (Diplomacy 5 ranks): An inflated buoyant balloon is very enticing to children and creatures of the air or fire subtypes with an intelligence of 7 or less; using one as a gift or lure confers a +4 bonus on a Bluff or Diplomacy check.
  • Flare Ball (Knowledge [engineering] 5 ranks): The gas inside a buoyant balloon is flammable, and creates a spectacular but non-damaging fireball when lit. It takes a Perception check (DC 15) to distinguish it from a magical fireball. This exhausts the oxygen in a 20 ft. radius and can cause suffocation in a confined space.
  • Lifting Aid (Fly 5 ranks): Buoyant balloons sufficient to lift your weight works like levitation, except you will drift with the wind as if you were a Tiny creature. Lifting both you and a glider allows you to start gliding at any height. To actually glide, you need to detach the balloons.
  • Lighten Load (Survival 5 ranks): A buoyant balloon can reduce your encumbrance by 20 lbs and gives a +5 bonus on Climb checks. This increase your armor check penalty by one (reducing the effective Climb bonus to +4), and this stacks with other armor check penalties. The effect of using several balloons stacks.
  • Quick Inflation (Quick Draw): You can ready and inflate any number of buoyant balloons as a move action.
  • Underwater Lifting (Swim 2 ranks): Used underwater, a buoyant balloon has twice its normal lifting capacity and armor check penalty. The gas inside a buoyant balloon cannot be used to replenish your lungs underwater.

Censer

Based on heat and smoke, censer tricks can be performed with a thurible, campfire, cooking fire, battle poi, torch, or smoky lamp.

  • Choking Smoke (Craft [alchemy] 5 ranks): As a move action you can extinguish a fire and dramatically increase the intensity of smoke. This acts like the smoke cloud version of pyrotechnics (Fort DC 12).
  • Confounding Miasma (Craft [alchemy] 5 ranks): As a move action you can subtly alter smoke into a miasma that confounds both vision and invisibility. Easily confused with normal light smoke, this miasma requires a DC 20 Perception check to recognize for what it is. The cloud of miasma does not offer actual concealment, but counts as concealment for the purpose of using the Stealth skill. Invisible creatures in the area are instead outlined by the smoke and merely have concealment, not full concealment. The miasma spreads 20 ft. from its origin. A strong wind will immediately clear the miasma, but lighter winds merely makes it roll.
  • Flame Burst (Craft [alchemy] 5 ranks): As a standard action you can cause a fire within 30 ft. to flare up and then die, dealing 1d6 fire damage to any creature in its square (Reflex 15 half). You can throw a hand-held fire as a ranged touch attack with a range increment of 10 ft. as a part of this action; a target that suffers a direct hit is not allowed a save to reduce the damage. A large fire that fills one or more squares bursts into an area effect; a fire in a 5 ft. square bursts into all adjacent squares while a larger fire doubles it's radius. A large fire does one die of damage for each square it originally occupied. You cannot affect a fire with more squares than your ranks in Craft (alchemy).
  • Hot Smoke (proficiency with battle poi): You can use a burning torch, censer, or thurbile as a battle poi, but it gains the fragile quality.
  • Weird Smoke (Craft [alchemy] 5 ranks): When entering an area of different atmospheric composition, such as poison gas or bad air, you can make a Craft (alchemy) check DC 15 to notice that the smoke from your censer interacts with the gas in weird ways. This allows you and those you warn to hold your breath as an immediate action.

Cloak Tricks

At the GM’s discretion, you can use these tricks with any cloth object that is roughly the same size and shape as a cloak for a creature of your size (such as a blanket or curtain).

  • Dazzling Trail (Dazzling Display): When you successfully use Intimidate to demoralize an opponent while wearing a cloak, you can increase the duration of the demoralize effect by 1d4 rounds.
  • Distracting Cloak (Stealth 3 ranks): When you attempt a Bluff check to feint, you can use your cape to create a diversion instead of denying your opponent his Dexterity bonus to AC. Compare the result of your Bluff check against the feint DC of each opponent that can see you (DC = 10 + the opponent’s base attack bonus + the opponent’s Wisdom modifier, or 10 + the opponent’s Sense Motive bonus if he is trained in Sense Motive and this bonus is higher). You can attempt a Stealth check to hide from any opponent that you successfully feint against in this manner, even if that opponent is observing you. If you do not have cover or concealment against any of these targets at the start of each of their turns, they automatically spot you at that time.
  • Parachute Cloak (Acrobatics 5 ranks): While wearing a cloak, you can adjust your grip so that it catches the air as you fall. If you use both of your hands to hold on to your cloak as you fall, you can attempt a DC 20 Acrobatics check to ignore the first 20 feet fallen (as opposed to the usual DC 15 check to ignore only the first 10 feet), and you avoid falling prone at the end of your jump even if you take damage.
  • Suerte de Capote (Dueling CapeACG): While using the Dueling Cape feat to wield a cloak or similar object as a buckler, you gain a +2 bonus on Bluff checks to feint in combat. This bonus increases by 1 for every 5 ranks in Sleight of Hand that you possess. Additionally, you can release your cape as a free action whenever you successfully feint an opponent with a melee attack to entangle it, as detailed in the Dueling Cape feat.

Furniture

Making calls of towers of furniture also works with many other devices, such as a cot, table, ladder, folding bathtub, folding chair, tent, box, or bale. Vehicles and unhinged doors can serve in a pinch.

  • Barricade (Craft [carpenter] 5 ranks): Four chairs or one piece of larger furniture can make a barrier between two 5 ft. squares as a move action; this barrier offers cover but does not break line-of-sight. A barricade is hazardous ground (Acrobatics DC 10) but is safe to Climb on (DC 5). A creature that has a greater space than the wall is wide suffers a -10 penalty on Acrobatics and Climb for each missing square of wall; a cloud giant (15 ft. wide) climbing a barricade 5 ft. wide suffers a -20 penalty. Sections of barricade can be stacked to create walls or bridges, but this requires a Craft (carpenter) check with a DC equal to the height of a tower or wall or the length of a bridge in feet. A 5 ft. section of barricade has Hardness 2, 20 hit points, and break DC 14. A creature that falls while climbing a barricade makes that wall collapse.
  • Hurdle Making (Disable Device 3 ranks): You can block the path behind you as you move by to create hazardous ground (Acrobatics DC 10) for pursuers. This is a free action if there is suitable furniture to use, a move action if you have to move or unfold furniture to do it. A character who has not mastered this equipment trick can do this as a standard action. Using this trick is likely to enrage those whose items you use.
  • Tower of Power (Acrobatics 5 ranks): Standing on furniture gives you height advantage against creatures of the same size category and both height advantage and cover if standing on (a wall of) furniture taller than the enemy.

Heavy Blade Scabbard Tricks

You may use these tricks with any sword scabbard designed for a heavy blade (see the fighter weapon groups). At your GM’s discretion, you may be able to use some of these tricks with a scabbard intended for a light blade, but that requires a separate Equipment Trick feat and may be less effective.

  • Capture Weapon (Improved Disarm): When you successfully disarm an opponent’s manufactured weapon, as a free action you may flip the disarmed weapon into your scabbard so long as the weapon would fit there. If you are not holding the scabbard in hand and attempt this, you have a –4 penalty on the disarm check. At the GM’s discretion, you can also use this trick on any item the opponent is holding as long as it would fit in your scabbard (such as a wand). You can only use this trick if you are wearing or holding your empty scabbard.
  • Find the Hidden (Blind-Fight): You can use your scabbard to probe for invisible enemies. As a standard action, you may sweep your scabbard through all adjacent squares; make a touch attack and roll the miss chance normally. If you hit a target, you may attack that target as a swift action with no miss chance for invisibility. All other attacks you make against that creature (whether in that round or otherwise) do not gain this benefit (though you can sweep again on your next turn). (Author: This trick has been modified for balance.)
  • Grab Purchase (Climb 5 ranks): With an immediate action you can use your scabbard as leverage to halt a fall, keep yourself from getting dragged, or prevent other sorts of involuntary movement by grabbing your scabbard with a free hand, jamming it into a hard surface, and clinging to it. Whenever you fail a Climb check, you may attempt to catch yourself while falling with a +10 bonus; your GM may rule that some walls require you to hold your scabbard with two hands rather than one or are too smooth for this trick to work. If subjected to involuntary movement such as a bull rush, you may use your scabbard as an anchor, giving you a +5 bonus to your CMD to resist the movement. (Author: This trick has been modified for simplicity of use.)
  • Hurl Scabbard (Quick Draw): You can draw your weapon in such a way that you send your combat scabbard whirling off to strike at any creature in sight. This ranged attack is a swift action and is treated as a thrown weapon.
  • Steer Opponent (Improved Bull Rush): You can use your scabbard to move a foe into the perfect position for you to make your attack. As a swift action, use your scabbard to make a bull rush against an opponent. If you succeed, instead of pushing him back, you direct your target into the path of your next attack. You gain a +2 bonus on your next attack roll against the target, and +1 for every additional 5 feet your bull rush could have pushed your opponent if you had chosen to push him back. If you fail the bull rush attempt, you are considered flat-footed against that target until your next turn.
  • Tangle Leg (Improved Trip, Throw Anything): When you draw your weapon, you may send its combat scabbard whirling off to strike an opponent’s legs. This bonus attack is a swift action and requires you to make a trip attack against the target. The target can be no larger than your own size category, and the range penalty applies to your trip attempt. If you succeed, the target is knocked prone. Failing this attempt does not knock you prone unless you are within your opponent’s reach.

Horn

A signal horn can be used for all kinds of trickery. Other conical devices, like a drinking horn, alphorn, trumpet, or even a rolled-up paper may also work at the GMs discretion.

  • Air Horn (Swim 5 ranks): A horn can be used as an improvised snorkel, allowing you to remain just under the surface of water indefinitely. It can also be sealed and holds just enough air for a creature holding its breath to replenish the air in its lungs once as a move action, resetting the counter for holding your breath.
  • Alphorn (Knowledge [engineering] 5 ranks): In terrain where there is a risk of avalanche, landslide, earthquake, or volcanic eruption, a horn can be pointed at a fault point and blown to trigger such an event as a full-round action that triggers attacks of opportunity; make a Knowledge (nature) check, DC 20 for an avalanche, DC 30 for a landslide, DC 40 for an earthquake, and DC 50 for a volcanic eruption. Increase the DC by 5 for every mile of distance to the fault point. This can also cause walls to collapse or ceilings to fall with a Knowledge (engineering) check, DC equal to the architect's Knowledge (engineering) +20, this is usually 25 for small houses, 30 for large buildings, and 40 or more for edifices.
  • Collect Substance (Disable Device 5 ranks): A horn can be used as a funnel to facilitate the collection of liquids and powders. This gives a +4 bonus on checks to collect or clean up such substances and to disarm traps based on such substances.
  • Deafening Blast (Intimidate 2 ranks): A horn can be blown to deafen an adjacent creature as a standard action that does not trigger an attack of opportunity; Fortitude (DC 12) or be dazed for one round and deafened for 1d6 rounds. This is a sonic effect.
  • Dirge (Perform [wind] 5 ranks): You sound a deafening, depressing dirge that demoralizes creatures. As a full-round action you can affect a 100 ft. cone, creatures in this cone must make a Will save (DC 12) or be staggered for one round. This is a sonic, mind-affecting, fear effect.
  • Fake Signals (Perform [wind] 5 ranks): A horn can be used so that it appears that the sound is originating in a different location, much like ventriloquism on a larger scale. This way, fake signals can be sent that seem to be originating from elsewhere. A Bluff or Perform (wind) check against the Perception skill of listeners is required, and this check suffers a penalty of -5 per mile away from you the signal is to appear to come from. A language check might be required to come up with complex signals.
  • Hearing Aid (Perception 3 ranks): By putting the mouthpiece to your ear and pointing the horn, you gain a +5 bonus on hearing Perception checks in the indicated direction.
  • Spreading Blast (Throw Anything): A horn filled with a powder or liquid (1 move action to fill it), such as alchemists fire, oil, or powder, can spread that substance in a 15 ft. cone as a move action, having its normal effect in the entire area. This can be combined with the equipment tricks of oil, soap, and powder.

Lamp

A source of light and heat can trick or startle opponents and even channel some of the supernatural quality of fire and light. Alternate light sources include the candle, lantern, celestial lamp, and torch. Everburning torches and glowrods do not work for these tricks.

  • Blinding Light (Knowledge (dungeoneering) 5 ranks): In a setting that has dim light or less (not counting your lamp) you can blind a creature within the primary light radius of your light source as a standard action; the target must make a Reflex save (DC 15) or be blinded for 1 round and dazzled for 1d6 rounds after that. Creatures with light sensitivity or light blindness receive a –2 penalty on their saving throws. A target dazzled this way is considered distracted for the purpose of Stealth.
  • Burning Timer (Disable Device 5 ranks): A burning candle or lamp can be used as a timing device to set off a mechanism or bomb, but is sensitive to drafts. The GM makes a Disable Device check for you with a DC equal to the number of minutes you wish the timer to burn. For each point you fail by, the timer burns 1d6 additional rounds. A check result of less than half the difficulty means the timer fails to activate.
  • Ignite (Disable Device 5 ranks): You can ignite anything that will burn as a move action, starting a fire in a 5 ft. square. A flammable substance is automatically ignited, but most substances require a Disable Device check (DC equal to object's Hardness x 4) to catch on fire. A substance that does not normally burn, such as metal or stone, must either be soaked in a flammable like oil, or you must sacrifice your lamp to make it burn. A burning object or creature suffers 1d6 fire damage per round, ignoring Hardness. A creature must be targeted with a melee touch attack and can avoid catching on fire with a DC 15 Reflex save and can re-try this save each round to put out the fire. An creature adjacent to a fire can attempt a DC 15 Reflex save to put it out as a full-round action. See environment in the core rulebook for details.
  • Improvised Bomb (Throw Anything): The oil in a lit lamp is hot and burns easily. A lamp or lantern can be thrown as alchemist's fire. A torch does 1d6 fire damage when thrown this way, but does not splash or cause continuing damage. A celestial lamp causes damage as holy water. A candle causes no damage but can ignite flammables.
  • Light in Darkness (Use Magic Device 5 ranks): A mundane light source can be made to shine even in magical darkness with the Use Magic Device skill check, DC 10 + 5 per spell level of the darkness spell or 10 + three times the hit dice of a creature using a (su) darkness power. A celestial lamp adds +5 to this roll, and an additional +5 if it is filled with holy water.
  • Signaling Device (Linguistics 5 ranks): You can send messages over miles of distance in dim light or less. A move action transmits one simple word. If you and the recipient both know signaling as a language, you can transmit complex words.

Map

Most of these tricks rely on the geographical information of maps. The map must actually depict the area with reasonable detail; fake maps will not work.

  • Analyze Map (Perception 5 ranks): By inspecting the map of an area, you can draw conclusions about the architecture and geography of the area, discerning likely locations of traps and secret passages. After 10 minutes of observation, the GM makes a Knowledge roll (engineering for built-up areas, geography outdoors, dungeoneering in caverns) as if it was a Perception check to spot each trap and secret passage in an a particular acre of land. The map must have a reasonable scale and accuracy for this to work, but need not actually show where such devices are present; you infer the location of each feature by tactical insight. You can only use this ability once per day with a particular map.
  • Fake Map (Knowledge [geography] 5 ranks): You can fake a map so that it appears useful to casual inspection, but actually provides a -10 penalty on Knowledge (geography) and Survival checks to get lost. You must either have an accurate map, see the area to be mapped, or have a very clear mental image of the area to do this. A character inspecting the map can make an opposed Knowledge (geography) check to realize it is fake.
  • Follow Landmarks (Survival 5 ranks): As long as you know where you are, you get a +4 bonus on Survival checks to avoid getting lost when traveling. If you get lost, this reverts to the map's normal +1 bonus on Survival checks until you again find your way.
  • Quick Mapping (Knowledge [geography] 5 ranks): You can draw maps very fast, a move action each round maps the area you pass. You can also make a map in your head as a free action and then jot it down on paper afterwards; when your memory is tested, make a Knowledge (geography) check with a DC of one per distinct room or area on your mental map. Faulty recall means areas are missing or not mapped right.
  • Spot Map Error (Knowledge [geography] 5 ranks): When you read or make a map and come to an area of discrepancy, where map and reality does not match, you can make a Knowledge (geography) check against DC 10 + the challenge rating of the situation. On a success, you understand what the problem is, but you do not automatically solve it. Examples of issues this can resolve are illusory rooms, subtle changes in height, overlapping areas in other dimensions, subtle teleportation, magically distorted distances, and faulty maps.

Mirror

Mirror tricks allow you to look at things safely and even to reflect gaze effects. A masterwork slashing weapon or a pane of ice can be polished to temporary mirror sheen. A shield that can be polished to mirror sheen costs an additional 100 gp. A still pool or puddle can work as a mirror, but a stationary mirror or the reflection in a pool will only work once, thereafter the enemy will avoid the precise positioning an unmoving mirror demands. A room full of mirrors can be used again and again.

  • Cover Vision (Perception 5 ranks): When you are in cover with a mirror at hand you gain improved cover while still able to see around the corner.
  • Drawing Lead (Quick Draw): You can draw an easily accessible mirror from a pack as an immediate action. If the mirror contains lead (which most do, either in the glass, in the silvered back, or in the plating of a reflective shield) you can use this to prevent detection spells stopped by lead from detecting you or your gear.
  • Heat Ray (Disable Device 5 ranks): A mirror in strong sunlight can be used to light a small fire as a move action. The focused ray of sunlight can be used as a ranged touch attack, range increment 10 ft, 1 point of fire damage for an ordinary hand mirror, 1d3 damage for a polished heavy shield, 1d6 fire damage for a mirror as large as a tower shield. This damage scales by the size category of the user.
  • Reflect Gaze (Sleight of Hand 5 ranks): You can reflect a gaze attack with a mirror as an immediate action. You are allowed a Sleight of Hand check against the save DC of the gaze attack, if this check is successful you are immune to the gaze attack until the end of your next turn and are considered to possess the same gaze attack during this time.
  • Reflection of Truth (Sense Motive 5 ranks): Inspecting a creature or scene in a mirror gives a +10 bonus on Perception to penetrate a disguise or spot an invisible creature.
  • Signaling Device (Linguistics 5 ranks): You can attract attention and send messages using reflected light over miles of distance. A move action transmits one simple word. If you and the recipient both know signaling as a language, you can transmit complex words.

Net Tricks

To use any of these equipment tricks, you must be proficient with nets.

  • Binding Trick (Improved Dirty TrickACG): When you succeed at a dirty trick combat maneuver check against a target entangled by a net whose trailing rope you control, the target cannot take an action to remove the condition imposed by the dirty trick until it escapes from or bursts free of the net.
  • Grappling Net (Improved Grapple): When you attempt a grapple combat maneuver check against a foe entangled by a net whose trailing rope you control, you do not take a penalty on the grapple combat maneuver check for not having two hands free, and you gain a +4 bonus on the check. If you successfully pin the target while it is still entangled by the net, you can use the net to tie up the target as a swift action.

Oil

Different kinds of oils have different uses, some of the equipment tricks require a specific oil to work, this is noted in prerequisites.

  • Burn (Disable Device 5 ranks): As long as you have access to fire, you can use oil to ignite anything as a move action, starting a fire in a 5 ft. square that will burn for 1d6 rounds. A creature must be targeted with a ranged touch attack and can avoid catching on fire with a DC 15 Reflex save and can re-try this save each round to put out the fire. An creature adjacent to a fire can attempt a DC 15 Reflex save to put out a fire as a full-round action. A burning object or creature suffers 1d6 fire damage per round, ignoring Hardness. See the environment rules in the core rulebook for full rules.
  • Lubricant (Knowledge [engineering] 1 ranks): Oil poured over a mechanism (move action) acts as a lubricant, giving a +4 bonus on any Stealth and Disable Device checks with that device. By taking a minute applying oil, only minute amounts are needed to achieve the same effect and you leave no obvious trace.
  • Oil Puddle (Throw Anything): A flask of oil can cover a 5 ft. square within 30 ft. on a hard floor to create hazardous ground (Acrobatics DC 15). If lit, the oil burns for 2 rounds and deals 1d3 points of fire damage to each creature in the area, prone creatures take double damage. Reflex DC 15 negates this damage.
  • Stink Splash (stink oil): Thrown as a splash weapon, this makes each target dazzled and unable to use the scent ability for 1 minute. A creature with the scent ability and an Intelligence of 5 or lower must make a Will save DC 13 (DC 9 on a splash) or become panicked for 1d6 rounds.
  • Stink Ward (stink oil): You can ward an area against creatures with the scent ability. You can cover up to six 5 ft. squares as a move action with a single flask of stink oil. Creatures with scent will not cross this barrier. Creatures of Intelligence 6 or more, and creatures handled by an intelligent master, can make a Will save DC 12 each round to cross the warded area.
  • Stomach Lining (Heal 5 ranks): You drink a flask of oil. For the next 8 hours, you are resistant to ingested poisons and ignore ingested drugs, like alcohol; you gain a +4 bonus on saving throws as applicable. Before the time is up, you need to vomit up the mix of oil and everything you have consumed in this time, or you will be sickened for 1d20 hours minus your Constitution bonus (minimum zero hours).
  • Super-chilled Puddle (quickfreeze oil or liquid ice): You can cover a 10 ft. radius burst within 30 ft. with ice, creating hazardous ground (Acrobatics DC 10).
  • Super-chilled Spray (quickfreeze oil or liquid ice): You can use the oil as a splash weapon with a range increment of 10 ft. that staggers targets (Fortitude DC 13 negates, DC 9 on a splash). A new saving throw is allowed at the end of each of the target's turns to negate the effect.

Outfits

These are equipment tricks that use yours and others' overall state of dress for tricks.

  • Clothes Make the Man (Disguise 5 ranks): By putting on the clothes and kit of a particular role, such as a maid, courtier, or guard, you naturally fall into the role. This gives a +4 bonus on Disguise checks, and allows you to don a disguise in 1d4 rounds (plus the time to don any armor). To imitate a specific creature using this ability, you must actually be wearing that creature's clothes—imitations will not do.
  • Clothing Calamity (Improved Sunder): As a sunder combat maneuver, you give an adjacent character an appearance they never want to be seen in. The victim suffers a -5 penalty on all Charisma checks and Charisma-based skill checks. If the victim is in a non-combat situation they must make a Will saving throw (DC 18) against this shame to willingly show themselves to another intelligent creature, on a failed saving throw they are either frightened or terrified for one round, whatever will hide them best, and must save again in later rounds if there is a risk of exposure. Once they have passed this saving throw, or when the situation escalates to be life-threatening, they overcome the shame for 24 hours but still suffer the Charisma penalty. A change of clothes negates the effect. This is a mind-affecting fear effect. Creatures that do not wear clothes or that wear only rags are immune.
  • Concealing Clothes (Sleight of Hand 5 ranks): It is surprising how much can be hidden under clothes. As long as you wear sufficient clothes, you gain a +4 bonus on Sleight of Hand checks to manipulate or steal items. It takes a large bustle skirt or formal long coat to manipulate an item one size category smaller than you (such as a one-handed weapon). An object 2 categories smaller (a light weapon) can be concealed under normal street clothes, while an object three size categories smaller (a dagger or other item that normally gets a bonus on Sleight of Hand checks to hide) can be handled as long as you are wearing anything at all.
  • Fit the Mood (Sense Motive 5 ranks): The right attire can be used to play on a certain mood or occasion (impressive, sultry, festive, sad, dramatic, respectable and so on). It gives a +4 bonus on Bluff, Diplomacy, and Intimidate checks that go along with the mood of your outfit.
  • Lost Flair (Sleight of Hand 5 ranks): You subtly alter another's outfit to make them look ridiculous, and they won't even know it. This is done by adding or removing some accessory or item of clothing. The victim suffers a -5 penalty on all Charisma checks and Charisma-based skill checks. This requires a Sleight of Hand check against the victim's and her allies' Perception to be successful, and a new check is required each time the victim makes a penalized roll.
  • Martial Marvel (Intimidate 5 ranks): You can wear armor or weapons openly by making it a part of your style for the day. You can be dressed for any occasion this way and normally no-one will question your right to wear these things if you are otherwise properly attired for the occasion. If you encounter security where such items are banned, you can make an Intimidate check (DC 10 + 2x target's Will save modifier against fear) to bully your way through. This is a mind-affecting fear effect.
  • Shed Clothes (Agile Maneuvers): An opponent trying a combat maneuver against you may be fooled by lose clothing and grab nothing but cloth. This depends on surprise and them not knowing you use this trick. There is a 50% chance a combat maneuver will catch only a piece of clothing.
  • Venom Wear (Poison Use): You steep an item of clothing or an accessory like jewelry or a flower in a dose of contact poison. You know how to safely wear this item, but anyone else who puts it on will be slowly but surely poisoned. Each hour they wear the item, the victim must make a Fortitude save or be injected with the poison. Wearing it for less than an hour is not harmful. Even if they shrug off the poison's effect, they risk being injected again as long as they continue to wear the item, as can anyone else that dons it. Venom Wear stays poisonous for 4 hours.

Pole

A pole is a slightly flexible wooden rod between 8 and 12 ft. tall, sometimes shod with iron. A pole has a multitude of uses, usually involving leverage. A 10 ft. pole, balancing pole, collapsible pole, or long quarterstaff can be used with these tricks.

  • Double Maneuver (Cleave): You can use a pole to perform any combat maneuver except grapple against two opponents adjacent to each other at once. Make a separate CMB check against each opponent. Subtract the damage of all attacks of opportunity this combat maneuver triggers from both combat maneuvers.
  • Leverage (Knowledge [engineering] 5 ranks): A pole can be used to apply leverage for Strength checks, providing a +4 bonus and allowing up to five people within 10 ft. to aid other.
  • Probe (Disable Device 1 rank): You can use a pole to trigger traps in a 15 ft. wide field 10 ft. ahead of you while moving. It is a move action to probe a head; this triggers any traps with a location or proximity trigger and allows a Disable Device check at +10 against the disarm difficulty to trigger any other trap. Many but not all traps are harmless when triggered at 10 ft. range.
  • Quarterstaff (Proficient in quarterstaff): A pole can be employed as a quarterstaff and a long quarterstaff can be used as a pole.
  • Reach Maneuver (Lunge): Can be used to perform any combat maneuver except grapple with a reach of 10 ft., in many castes preventing the opponent from making the attack of opportunity triggered by initiating a combat maneuver.
  • Vaulting Pole (Acrobatics 5 ranks): You halve the difficulty of both high and long jumps when pole vaulting heights less than the length of the pole and distances less than twice the length of the pole, but must let go of the pole after a high jump. Standard practice is to then hoist the pole on an attached string (a move action).
  • Whirlwind Maneuver (Whirlwind Attack): You can use a pole to perform one combat maneuver except grapple against all adjacent opponents at once. Make a separate CMB check against each opponent. Subtract the damage of all attacks of opportunity these combat maneuvers trigger from all the combat maneuvers.

PowderAPG

Fine powders can be spread as clouds, tossed in an opponent's face, and sprinkled to reveal the invisible. Flour, charcoal, mica, chalk, dust, and fine sand can all be used for this. Since objects an invisible creature picks up do not become invisible, powers are commonly used to find invisible opponents. If the target comes under a new invisibility effect, that makes the powder invisible, restoring full invisibility.

  • Disappearing Powder (Sleight of Hand 5 ranks): Create a puff of powder as a move action that works as an automatic distraction to hide.
  • Powder Splash (Throw Anything): You can throw a packet of powder as a splash weapon. An invisible creature splashed becomes has invisibility reduced to mere concealment. A creature that suffers a direct hit stops being invisible and must make a DC 10 Reflex save or be blinded 1d6 rounds.
  • Choking Attack (Close-Quarters Thrower): Spray powder into an adjacent square, an opponent in that space loses any invisibility it may have and must make a Fortitude save (DC 15) or become sickened for 1d6 rounds. A sickened target is nauseated instead. Creatures that do not breathe do not become sickened or nauseated.
  • Dust Cloud (Sleight of Hand 5 ranks): Powder can be used to create a cloud of dust in a 15 ft. square area within 30 ft. as a move action. This dust cloud offers concealment to those within or behind it. An invisible creature who has been in the cloud loses invisibility but gains concealment as long as it would have stayed invisible.
  • Powdered Floor (Disable Device or Survival 5 ranks): Powder can be spread on a 5 ft. square of ground (a move action) to create a sort of trap.
    Powdered Floor Trap
    Type mechanical; Perception DC 5; Disable Device DC 15
    Trigger location; Reset automatic, immediate
    Effect A character that steps in powder will make clear tracks, revealing its location while in the powder and 1d6 rounds after. An invisible creature is reduced to concealment. Tracking the character has a DC 10 lower for 1 hour. A scrubbing is needed to remove this penalty.

Prosthetics

If you are actually using a prosthetic to replace lost body parts, you gain Item Trick with prosthetics as a bonus feat. Prosthetics are described in Luven Lightfingers's Gear & Treasure Shop, from 4Winds Fantasy Gaming.

  • False Grab (Disguise 5 ranks): An opponent trying a combat maneuver against you may be fooled by a prosthetic. It gives an 50% chance for a combat maneuver, and 20% for a general attack, of hitting the prosthetic instead of you. An opponent will only fall for this trick once a day.
  • Prosthetic Distraction (Sleight of Hand 5 ranks): By wearing a prosthetic arm, having it simply hang limply by your side, your real hand and arm can do things without attracting attention. This gives a +4 bonus on Sleight of Hand checks. This works even against observers aware of the trick; the sight of your prosthetic arm hanging there lulls their suspicions on a subconscious level.
  • Prosthetic Prop (Disguise 5 ranks): A prosthetic limb can be used with a Bluff, Diplomacy, or Intimidate stunt, as a distraction, to provoke pity by faking a physical handicap or to seemingly hurt yourself for shock value. It gives a +4 bonus to such stunts.
  • Prosthetic Surprise (Proficient with weapon): A prosthetic weapon can often score an unexpected strike. When you use Bluff to feint and succeed you can make an attack with a prosthetic weapon as a swift action. You can only use a certain prosthetic weapon once this way against a particular opponent.

Rope

These tricks can be performed with ropes, wines and similar things. You can use a whip or scarf as a short rope. As rope is abundant on ships, sailors often learn these tricks.

  • Coil (Sleight of Hand 5 ranks): You can coil rope rapidly, requiring only 1 round to coil 20 feet of rope. (Coiling 20 feet of rope normally takes 1d6 rounds.)
  • Hogtie (Improved Grapple): When you attempt to tie up an opponent you are grappling, your penalty is only –5 instead of the normal –10.
  • Knotted Weapon (Weapon Proficiency [spiked chain]): You can use a knotted length of rope as a spiked chain that inflicts bludgeoning damage instead of piercing damage.
  • Lash (Weapon Proficiency [whip]): You can use a length of rope as a whip at no penalty. The piece of rope that is used as a whip must be 10 feet long—length in excess of this must remain coiled or otherwise unused at your feet or side.
  • Lifeline (Climb 5 ranks): When you or a nearby creature is falling (from a failed Climb check or otherwise), you can throw a held rope as an immediate action, maintaining a grip on one end. If you are falling, this is treated as an attempt to catch yourself while falling made with a +10 bonus, but there must be some sort of solid anchor available for your rope to loop around. When attempting this check on another creature, treat it as if you yourself were falling. If the weight of the creature exceeds twice your heavy load limit (your own equipment does not count against this maximum), you are pulled after it.
  • Quick Release (no additional prerequisites): You can secure a rope such that you can loose it from either end by making a quick series of tugs (a move action) at any point along the rope's length.
  • Rope Manipulation (Sleight of Hand 5 ranks): You can use a rope to grasp an unattended Small or Tiny object within 15 ft. and pull that object into your square. To do so, you must hit AC 10 with a melee touch attack. Further, you can use a rope to grasp onto an object within 15 ft., using 5 feet of your rope as if it were a grappling hook, allowing you to use the rest of your rope to swing on. As a free action, you can release the object your rope is grasping.
  • Secure Climbing (Climb 5 ranks): A grappling hook you have placed will never fail, and an attached rope will never tear or fray. A creature trying to dislodge or cut a rope you fastened or are climbing must roll for this as a Sunder combat maneuver against your CMD. You can rappel down a rope at double your land speed as a move action.
  • Sonic Snap: (Weapon Proficiency [whip]): You snap a whip or rope in the air to create a sonic boom. Creatures of Intelligence 5 or less and commoners (creatures with class levels only in the commoner NPC class) are often scared by the sharp rapport. As a standard action, you can force such creatures within 10 ft. of the end of the whip to make a Will save (DC 15) or become scared or a single creature to become covering for 1d6 rounds (your choice). Creatures scared away this way will generally not approach or attack you again unless instructed to do so.
  • Slip Away (Escape Artist 5 ranks): You gain a +10 bonus on Escape Artist checks to escape from ropes and rope-like restraints (such as vines).
  • Swinging (Acrobatics 5 ranks): Holding a rope attached at least as far above you as the distance you wish to jump forward, you can halve the DC of long jumps. This trick is often used when boarding enemy ships.
  • Tackle (Knowledge [engineering] 5 ranks): By arranging a rope using pulleys or simply winding it and applying a friction-reducer such as oil or lard, you can create great pull at the cost of time. Effectively, this allows you to "collect leverage" by spending additional actions on a Strength check—for each move action spent arranging tackle, you gain a cumulative +1 bonus on Strength checks for one specific task. This bonus cannot exceed your skill bonus in Knowledge (engineering) or Profession (sailor) and you need 5 ft. of rope for each point of bonus.
  • Tangle (Throw Anything): You can throw a coiled length of rope as a ranged weapon with a range increment of 10 ft. If you hit with a ranged touch attack, the target becomes entangled. It can cut or burst the rope, or escape with a DC 15 Escape Artist check. The rope must be unsecured to use this trick.
  • Tripwire (Stealth 5 ranks): Tie or hold a rope at knee height; it is a move action to tie each end of a tripwire. A character holding one end of a tripwire can pull it taut as an immediate action. A tripwire forms a line between squares; the line is always straight in the game world but can be represented by a zigzag line on the map grid. Crossing the line counts as hazardous ground (Acrobatics DC 15). A creature can cross the line safely at one-quarter speed. If the tripwire has concealment, it must be spotted as a trap (Perception DC 10) and creatures that do not know of it cannot slow down to avoid it.

Shield Tricks

You may use these tricks with any light or heavy shield. At your GM’s discretion, you may be able to use some of these tricks with a tower shield or buckler, but that requires a separate Equipment Trick feat for that kind of shield and may add a penalty on the associated roll.

  • Break Ground (Improved Trip, Throw Anything): In place of a melee attack, you can throw your shield at an opponent’s feet, interfering with his movement and perhaps tripping him. You must be holding (not wearing) your shield or using a throwing shield to use this trick. Make a trip attack against your opponent. The opponent can be no larger than your own size category, and the range penalty applies to your trip attempt. If you succeed, the target is knocked prone. Failing this attempt does not knock you prone unless you are within your opponent’s reach. Whether or not you succeed, as long as your shield remains where you threw it, the opponent treats that square as difficult terrain until he moves out of the square.
  • Hurl Shield (Throw Anything): You can throw your shield as a ranged improvised weapon. You must be holding (not wearing) your shield to perform this trick. If you are using a throwing shield, there is no reason to use this trick.
  • Little Wall (Escape Artist 5 ranks): You can contort your body behind your shield in order to gain a brief moment of security. Whenever you use the total defense action, you may choose to gain cover instead of the normal dodge bonus to AC.
  • Keen Eye (Perception 5 ranks): You have mastered the art of using the reflective surface of your shield to locate foes that you dare not look at directly. On your turn, you may choose to forfeit your shield’s AC bonus for 1 round to improve your defenses against one creature using a gaze attack. Your chance to avoid having to make a saving throw against that creature’s gaze attack increases to 100%, and the creature does not gain concealment against you. For every 5 ranks in Perception you have above 5, you may simultaneously use this ability against another creature with a gaze attack.
  • Release Shield (no prerequisites): You may remove a light or heavy shield as a swift action instead of a move action. You may remove a throwing shield as a free action. Once you’ve removed the shield, you may hold it in one hand or drop it as a free action.
  • Ricochet Shield (Deadly Aim, Throw Anything): When you throw a shield, you can bounce it off one or more hard surfaces in order to strike a target from an unexpected angle or to bypass an obstacle such as cover. Each object you ricochet your shield off of imposes a –2 penalty on the attack roll. Range increments apply for the total distance the shield travels, not just the direct distance between you and the target.
  • Shield Gag (Improved Grapple, Throw Anything): You can force your shield into the mouth of a creature to prevent it from using bite attacks or other mouth-based abilities. Make a grapple check against a creature at least two sizes larger than your size category. If you succeed, you wedge your shield into its mouth. At any time you may release your shield, which means you both lose the grappled condition, though your shield remains in its mouth. The creature may remove the shield by destroying it, forcing the shield out of its mouth with a grapple check against your CMB, or swallowing it (if it has the swallow whole ability) as if the shield were a creature. While the shield is in place, the monster cannot use its mouth to make attacks (such as a bite or a giant frog's sticky tongue) against anything but the shield and cannot speak clearly enough to cast spells or use items requiring speech. If it uses a breath weapon, its range is half normal and any damage dealt must first get through the shield, with any remaining damage affecting the area normally.

Soap Water

Soap is not used by itself but added to water to make soap water. Making a gallon of soap water takes 1 move action, a gallon of water, and one use of soap. A character who has not mastered Equipment Trick with soap takes one minute to create a gallon of soap water.

  • Clean Getaway (Escape Artist 5 ranks): A gallon of soap water helps clean off grapples, infestation, and harmful or clingy substances, giving a +4 bonus on Escape Artist, Fortitude saves, and Reflex saves for this purpose. Applying the soap water is a move action.
  • Hygiene (Heal 5 ranks): A gallon of soap water used with each patient reduces all kinds of health issues, giving a +4 bonus on Heal checks.
  • Lubricant (Knowledge [engineering] 3 ranks): A gallon of soap water poured over a mechanism (move action) acts as a lubricant, giving a +2 bonus on any Sneak and Disable Device checks involving that device. After 10 minutes, the water has dried out, removing the effect and possibly damaging a sensitive device.
  • Quench (Craft [alchemy] 5 ranks): A gallon of soap water can be splashed over a Medium creature to negate any ongoing acid or fire damage and give the creature acid and fire resistance equal to half your skill bonus in Craft [alchemy] for 1 minute. Normal water without soap is effective against fire, but not against acid.
  • Soaped Floor (Throw Anything): You can spread a gallon of soap water in a 10 ft. spread within 30 ft. as a move action. This creates hazardous ground (Acrobatics DC 10) on any hard surface. An invisible creature in this area makes visible footsteps that reduces it to concealment while in the puddle and for 1 round after.

Sunrod

  • Flare (Craft [alchemy] 5 ranks or alchemist bomb class feature): As a standard action, you can expend the remaining life of a sunrod (lit or unlit) in an instant. Sighted creatures within a 20-foot-radius burst of the sunrod must succeed at a DC 15 Fortitude save or be dazzled for 2d4 rounds. Creatures with light sensitivity or light blindness receive a –2 penalty on their saving throws. Alternatively, as a full-round action, you can strike a creature with the sunrod or throw the sunrod as a ranged attack with a range increment of 10 feet. When it strikes a hard surface, it flares as describe above. Since you don't have to hit a specific target, you can simply aim at the corner of particular 5-foot square. Treat the target corner as AC 5. If a creature is struck by the sunrod and fails its Fortitude save, it is blinded for the first round of its dazzled condition.
  • Fast Sunrod (Quick Draw): You can draw and light an easily accessible sunrod from a pack as a swift action.
  • Like the Sun (ability to cast any spell with the light descriptor): You can use a sunrod as an additional material component for any spell that bears the light descriptor. The spell is treated as one spell level higher (to a maximum of 9th level) for all purposes, including the calculation of saving throw DCs and its ability to overcome sources of magical darkness.
  • Lodge Sunrod (Throw Anything): You can throw your sunrod as a ranged improvised weapon. If you hit with a ranged touch attack, the sunrod does no damage, but stays lodged on the target until the target or another creature spends a move action to remove it.
  • Lure (Handle Animal 5 ranks): As a move action while holding a lit sunrod in your hand, you can attempt to move an animal or vermin in any direction you desire. Make a Handle Animal check against a DC of 15 + the target creature's CR. If you are successful, the creature moves 5 feet in the desired direction on its next turn. For every 5 points by which your check exceeds the DC, the creature moves another 5 feet, up to its maximum speed. This movement provokes attacks of opportunity as normal, though if one is taken, the creature immediately stops moving (whether or not the attack hits). You cannot move an animal into an obvious hazard with this trick, but you can (for example) lure it into an open cage.
  • Twice as Brightly (Craft [alchemy] 5 ranks): As full-round action, you can tamper with an unused sunrod such that it burns out in a single hour, but shines much more brightly. It sheds bright light in a 30-foot radius and increases the light level by two steps for an additional 30 feet beyond that area (darkness becomes normal light, and dim light or normal light becomes bright light). It does not increase the light level in bright light.

Thieves’ Tools Tricks

Indispensable to a rogue or any other adventurer who wishes to crack open a lock or disable a trap, a set of thieves’ tools contains a number of sharp picks and coarse files.

  • Dirty Pick (Disable Device 1 rank): You don’t take any penalties for using a set of thieves’ tools as an improvised melee weapon. A set of thieves’ tools used as an improvised weapon deals 1d3 points of piercing damage. Additionally, when you attempt a dirty trick combat maneuver check to impose the blinded condition with a set of thieves’ tools, you don’t provoke an attack of opportunity. Masterwork thieves’ tools grant a +1 enhancement bonus on attack rolls and combat maneuver checks for these purposes.
  • Let Myself In (Knowledge [engineering] 3 ranks): Whenever you succeed at a Disable Device check to unlock an object that requires a move action to open, such as a door, you can immediately open that object as a free action instead.
  • Ranged Chicanery (Disable Device 1 rank, Sleight of Hand 1 rank, ability to cast mage hand): You can use mage hand to attempt Disable Device and Sleight of Hand checks at range. Working at a distance increases the normal skill check DC by an amount equal to 5 + 1 for every 5 feet the range is greater than 25 feet. You can’t take 10 or 20 on this check. Any object manipulated must weigh 5 pounds or less. If you also possess the ranged legerdemain class feature, you no longer increase the skill check DC by 5 while using Disable Device and Sleight of Hand at range.

Whistle

A whistle can perform the fake signals, deafening blast, and alphorn tricks of the horn in addition to the following tricks. Pipes, pan pipes, trumpets, and bagpipes are alternatives when using these tricks.

  • Scare Beasts: (Handle Animal 5 ranks): Creatures of Intelligence 5 or less are often scared by high, shrill sounds. As a standard action, you can force such creatures within 30 ft. to make a Will save (DC 12) or become scared for 1d6 rounds. Creatures scared away this way will generally not approach or attack you again unless instructed to do so. This is a sonic, mind-affecting, fear effect.
  • Shatter Crystal (Knowledge [engineering] 5 ranks): You can shatter crystalline structures using resonating harmonics. As a standard action you can inflict 1d6 sonic damage on each crystalline or glass object or creature within 30 ft., ignoring Hardness. A Fort save DC 18 avoids this damage.
  • Quickstep (Perform [wind] 5 ranks): By playing a quickstep tune, you can coax listeners to a little additional effort. As a move action, you increase the speed of allies within 30 ft. by 10 ft. A creature that charges, runs, or takes a double move cannot benefit from this ability. This is a sonic, mind-affecting, morale effect.

Wondrous Item Tricks

You can use these tricks with any wondrous item that can be worn in a specific magic item slot, such as the body or wrists.

  • Aura Mastery (Use Magic Device 1 rank): Once per day, you can choose a single school of magic represented by one of your wondrous items’ auras; you treat your caster level as 1 higher when casting a single spell of that school. You can make this choice at any time during the day, but you must choose the item (and school) before casting the spell.
  • Counter Dispelling (Spellcraft 3 ranks): When a foe attempts a dispel check, such as via dispel magic, against either a wondrous item that you are currently wearing or wielding or a spell effect created by such an item, you can use your ranks in Use Magic Device as the item’s caster level instead of its actual caster level when calculating the dispel check DC. You must be aware of the spell that is being cast and identify it with a successful Spellcraft check in order to receive this benefit.
  • Favored Item (Magical Aptitude): Once per day, you can spend 1 hour practicing with a wondrous item to designate it as your favored item for that day. If the favored item functions for a specific number of rounds or minutes per day greater than 1 round or 1 minute, you increase the maximum number of rounds or minutes it can function that day by an amount equal to half your ranks in Use Magic Device (minimum 1 round).
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Section 15 Addendum

  • Fehr's Ethnology Complete
  • Pathfinder Campaign Setting: Pathfinder Society Field Guide™
  • Pathfinder Player Companion: Magical Marketplace™
  • Pathfinder® Player Companion: Animal Archive™
  • Pathfinder® Player Companion: Dirty Tactics Toolbox™
  • Pathfinder® Player Companion: Dungeoneer's Handbook
  • Pathfinder® Roleplaying Game: Advanced Player’s Guide™
  • Pathfinder® Roleplaying Game: Ultimate Armory™
  • Pathfinder® Roleplaying Game: Ultimate Combat™
  • Pathfinder® Roleplaying Game: Ultimate Equipment™