pathfinder core rulebook pdf
1. Playing the Game While playing the Pathfinder RPG, the Game Master describes the events that occur in the game world, and the players take turns describing what their characters do in. Pathfinder RPG - Core Rulebook (4th Printing) Errata - MAY pdf: MiB: Sep Pathfinder RPG - Core Rulebook (4th Printing).pdf: MiB: Sep Pathfinder RPG - Core Rulebook (5th Printing) Errata - MAY pdf: MiB: Sep Pathfinder RPG - Core Rulebook (5th Printing).pdf: MiB: Sep Classes. Barbarian: The barbarian is a brutal berserker from beyond the edge of civilized lands.. Bard: The bard uses skill and spell alike to bolster his allies, confound his enemies, and build upon his fame.. Cleric: A devout follower of a deity, the cleric can heal wounds, raise the dead, and call down the wrath of the gods.. Druid: The druid is a worshiper of all things natural—a.
Pathfinder core rulebook 6th printing pdf download
In faith and the miracles of the divine, many find a greater purpose. Called to serve powers beyond most mortal understanding, all priests preach wonders and provide for the spiritual needs of their people. Clerics are more than mere priests, though; these emissaries of the divine work the will of their deities through strength of arms and the magic of their gods. Devoted to the tenets of the religions and philosophies that inspire them, these ecclesiastics quest to spread the knowledge and influence of their faith.
Yet while they might share similar abilities, clerics prove as different from one another as the divinities they serve, with some offering healing and redemption, others judging law and truth, and still others spreading conflict and corruption. The ways of the cleric are varied, yet all who tread these paths walk with the mightiest of allies and bear the arms of the gods themselves. Role : More than capable of upholding the honor of their deities in battle, clerics often prove stalwart and capable combatants.
Their true strength lies in their capability to draw upon the power of their deities, whether to increase their own and their allies' prowess in battle, to vex their foes with divine magic, or to lend healing to companions in need. As their powers are influenced by their faith, all clerics must focus their worship upon a divine source. While the vast majority of clerics revere a specific deity, a small number dedicate themselves to a divine concept worthy of devotion—such as battle, death, justice, or knowledge—free of a deific abstraction.
Work with your GM if you prefer this path to selecting a specific deity. Weapon and Armor Proficiency : Clerics are proficient with all simple weapons, light armor, medium armor, and shields except tower shields. Clerics are also proficient with the favored weapon of their deity. Aura Ex : A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment see the detect evil spell for details. Spells : A cleric casts pathfinder core rulebook 6th printing pdf download spells which are drawn from the cleric spell list presented in Spell Lists.
Her alignmenthowever, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells.
A cleric must choose and prepare her spells in advance. Like other spellcasters, pathfinder core rulebook 6th printing pdf download cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score see Table: Ability Modifiers and Bonus Spells.
Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric pathfinder core rulebook 6th printing pdf download prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Channel Energy Su : Regardless of alignmentany cleric can release a wave of energy by channeling the power of her faith through her holy or unholy symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. A good cleric or one who worships a good deity channels positive energy and can choose to deal damage to undead creatures or to heal living creatures.
An evil cleric or one who worships an evil deity channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity or one who is not devoted to a particular deity must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells see spontaneous casting. Channeling energy causes a burst that affects all creatures of one type either undead or living in a foot radius centered on the cleric.
The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st 2d6 at 3rd, 3d6 at 5th, and so on. Creatures that take damage from channeled energy receive a Will save to halve the damage. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost.
This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability, pathfinder core rulebook 6th printing pdf download.
Domains : A cleric's deity influences her alignmentwhat magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain Chaos, Evil, Good, or Law only if her alignment matches that domain.
If a pathfinder core rulebook 6th printing pdf download is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities subject to GM approval.
The restriction on alignment domains still applies. Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot.
If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously, pathfinder core rulebook 6th printing pdf download.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Cleric domains are listed at the end of this class entry. Spontaneous Casting : A good cleric or a neutral cleric of a good deity can channel stored spell energy into healing spells that she did not prepare ahead of time. A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells player's choice.
Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy see Channel Energy. Chaotic, Evil, Good, and Lawful Spells : A cleric can't cast spells of an alignment opposed to her own or her deity's if she has one. Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions, pathfinder core rulebook 6th printing pdf download.
Bonus Languages : A cleric's bonus language options include Celestial, Abyssal, and Infernal the languages of good, chaotic evil, and lawful evil outsiders, respectively. These choices are in addition to the bonus languages available to the character because of her race.
A cleric who grossly violates the code of conduct required by her god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. She cannot thereafter gain levels as a cleric of that god until she atones for her deeds see pathfinder core rulebook 6th printing pdf download atonement spell description.
Clerics may select any two of the domains granted by their deity. Clerics without a deity may select any two domains choice are subject to GM approval. Granted Powers : You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.
Lightning Arc Sp : As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. Electricity Resistance Ex : At 6th level, you gain resist electricity This resistance increases to 20 at 12th level.
At 20th level, you gain immunity to electricity. Domain Spells : 1st— obscuring mist2nd— wind wall3rd— gaseous form4th— air walk5th— control winds6th— chain lightning7th— elemental body IV air only8th— whirlwind9th— elemental swarm air spell only.
Granted Powers : You can speak with and befriend animals with ease. In addition, you treat Knowledge nature as a class skill. Animal Companion Ex : At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level — 3. Druids who take this ability through their nature bond class feature use their druid level — 3 to determine the abilities of their animal companions, pathfinder core rulebook 6th printing pdf download.
Domain Spells : 1st— calm animals2nd— hold animal3rd— dominate animal4th— summon nature's ally IV animals onlypathfinder core rulebook 6th printing pdf download, 5th— beast shape III animals only6th— antilife shell7th— animal shapes8th— summon nature's ally VIII animals only9th— shapechange.
Granted Powers : You can repair damage to objects, pathfinder core rulebook 6th printing pdf download, animate objects with life, and create objects from nothing. Artificer's Touch Sp : You can cast mending at will, using your cleric level as the caster level to repair damaged objects, pathfinder core rulebook 6th printing pdf download. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack.
This attack bypasses an amount of damage reduction and hardness equal to your cleric level. Dancing Weapons Su : At 8th level, you can give a weapon touched the dancing special weapon quality for 4 rounds. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th. Domain Spells : 1st— animate rope2nd— wood shape3rd— stone shape4th— minor creation5th— fabricate6th— major creation7th— wall of iron8th— statue9th— prismatic sphere.
Granted Powers : Your touch infuses life and weapons with chaos, and you revel in all things anarchic. Touch of Chaos Sp : You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result. Domain Spells : 1st— protection from law2nd— align weapon chaos only3rd— magic circle against law4th— chaos hammer5th— dispel law6th— animate objects7th— word of chaos8th— cloak of chaos9th— summon monster IX chaos spell only.
Granted Powers : You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine. Dazing Touch Sp : You can cause a living creature to become dazed for 1 round as a melee touch attack.
Creatures with more Hit Dice than your cleric level are unaffected. You can only have one creature charmed in this way at a time. The total number of rounds of this effect per day is equal to your cleric level. The rounds do not need to be consecutive, and you can dismiss the charm at any time as a free action. Each attempt to use this ability consumes 1 round of its duration, whether or not the creature succeeds on its save to resist the effect.
Granted Powers : Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds, pathfinder core rulebook 6th printing pdf download. This touch also removes the fatiguedshakenand sickened conditions but has no effect on more severe conditions. Unity Su : At 8th level, whenever a spell or effect targets you and one or more allies within 30 feet, you can use this ability to allow your allies to use your saving throw against the effect in place of their own.
Each ally must decide individually before the rolls are made. Using this ability is an immediate action. You can use this ability once per day at 8th level, and one additional time per day for every four cleric levels beyond 8th. Domain Spells : 1st— bless2nd— shield other3rd— prayer4th— imbue pathfinder core rulebook 6th printing pdf download spell ability5th— telepathic bond6th— heroes' feast7th— refugepathfinder core rulebook 6th printing pdf download, 8th— mass cure critical wounds9th— miracle.
Pathfinder Second Edition Core Book - Review and Page Through
, time: 50:10Pathfinder core rulebook 6th printing pdf download
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