Basic Survival Rules

Equipment

Weapons


AGRIA

TABLE OF CONTENTS
I. CLASSES
II. ENVIRONMENTS
III. RACES
IV. COMBAT
V. SURVIVAL
VI. EXPLORATION
VII. CRAFTING & EQUIPMENT

I. CLASSES
HD
Skills
-Class Skills
-Skill Ranks

BAB
Fort
Ref
Will
Special

Weapon Prof
Armor Prof

BARBARIAN
HUNTER
MONK
SHAMAN
WITCH
WARPRIEST
SKALD
SLAYER
BRAWLER
RANGER

Rangers are legendary for their ability to hunt down and capture their prey. Some rangers can create elaborate traps out of scraps, vines, and perhaps a little bit of specialized magic. Characters can learn how to set these traps by taking the Learn Ranger Trap feat or by having the trapper ranger archetype.

Setting a trap is a full-round action that provokes attacks of opportunity. A trap fills a single 5-foot square, and cannot be placed in the same area as another ranger trap or a magical trap such as a glyph of warding. The ranger only needs simple materials to create the trap, such as a piece of cloth, a small amount of metal (such as a dagger, iron spike, or a few nails), a foot of rope or vine, and so on. The DCs for Perception checks to notice the trap, Disable Device checks to disable it, and for saving throws to avoid it are equal to 10 + 1/2 the character’s level + the character’s Wisdom bonus. All ranger traps are Trigger: location, and Reset: none.

Ranger traps are either extraordinary or supernatural; extraordinary traps are Type: mechanical, and supernatural traps are Type: magic. Some of the traps listed below may be set as extraordinary traps or as magical (supernatural) traps; learning such a trap lets a ranger set it either way. An extraordinary trap has a –2 penalty to its DC. An extraordinary trap lasts 1 day per ranger level or until it is triggered, whichever comes first. A magical trap lasts only 1 hour per level or until triggered, whichever comes first. A trap’s DC decreases by 1 for each full day (or hour, for a magical trap) that passes after it is set. Traps marked with an asterisk () add to or modify the effects of another trap; a ranger can add one of these trap types to any standard ranger trap (this costs 1 additional use of the trap ability).
Acid Trap
(Ex or Su)

EFFECTS

The target is splattered with acid, taking a number of points of acid damage equal to 1d6 + 1/2 the ranger’s level to the triggering creature (Reflex negates). If it is an extraordinary trap, the ranger must supply a dose of acid when setting the trap.

Magical Component scroll of corrosive touch
Alarm Trap* (Ex or Su)

EFFECTS

When the trap is triggered, it also creates a momentary loud noise equivalent to the audible alarm version of alarm.
Burning Trap* (Ex or Su)

EFFECTS

A ranger can only add this to a fire trap. If the triggering creature fails its Reflex save, it catches on fire, taking 1d6 points of fire damage at the start of its turn for 1d4 rounds. The burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save.
Blightburn Trap* (Ex)

EFFECTS

This trap strikes the target with a small shard of blightburn, dealing 2d6 points of fire damage, 1d3 points of Constitution damage, and 1d3 points of Charisma damage. A successful Fortitude save negates the ability damage and halves the fire damage. The ranger must supply a sliver of blightburn, a dangerous task in itself, though storing the blightburn in a lead vial makes the task less risky.
Bludgeoning Trap (Ex or Su)

Source Ranged Tactics Toolbox

EFFECTS

The trap bludgeons the creature that triggers it. The trap makes an attack with a bonus equal to the ranger’s character level + his Wisdom bonus. The triggering creature is denied its Dexterity bonus to AC if it was unaware of the trap. If the trap hits, it deals 1d6 points of bludgeoning damage for every 4 levels the ranger possesses (minimum 1d6). If it’s an extraordinary trap, the ranger must provide an object suitable for dealing lethal bludgeoning damage, such as a large branch or heavy stone.
Channeled Energy Trap* (Ex or Su)

EFFECTS

This trap creates a positive or negative energy effect designed to harm either undead or living creatures, respectively. The target takes a number of points of damage equal to 1d8 + the ranger’s level from either positive energy or negative energy (Will save for half). If this is an extraordinary trap, the ranger must supply a vial of holy water (positive energy) or unholy water (negative energy).
Decoy Trap (Su)

Source Ranged Tactics Toolbox

EFFECTS

The trap creates a shadowy humanoid figment that appears to move away from the triggering creature or that follows a simple program of no more than 25 words defined by the ranger at the time when the trap is set.

Unless programmed otherwise, the figment appears 60 feet away from the triggering creature or as close to that distance as possible, and then moves away toward the nearest exit, if any. The figment can move up to 60 feet per round. A viewer can attempt a Will save or a Perception check to disbelieve the illusion if she attacks it or otherwise interacts with it. The Will save DC to disbelieve the illusion is the same as the DC to avoid the trap; the DC of the Perception check to disbelieve the illusion is equal to 5 + the DC to avoid the trap.
Dirty Trick Trap* (Ex or Su)

Source Ranged Tactics Toolbox

EFFECTS

If the triggering creature fails its saving throw against the trap or is struck by the trap’s attack, the trap also attempts a dirty trick combat maneuver against the triggering creature. The type of dirty trick is chosen when the trap is created, and if it isn’t possible or isn’t applicable to the triggering creature, the combat maneuver is wasted. The trap’s CMB for the dirty trick is equal to the ranger’s level + his Wisdom modifier.
Distraction Trap* (Ex or Su)

EFFECTS

The target is affected with irritation that detracts from its alertness. It takes a –2 penalty on Perception checks, initiative checks, and Reflex saves for 10 minutes per ranger level. If this is a supernatural trap, this is a mind-affecting effect. If this is an extraordinary trap, the ranger must supply a dose of itching powder or another alchemical irritant.

Magical Component scroll of daze monster
Exploding Trap* (Ex or Su)

Restrictions: Can only be added to a fire trap.

EFFECTS

The trap explodes in fire, filling all squares adjacent to the trap and dealing a number of points of fire damage equal to 1d6 + 1/2 the ranger’s level (Reflex negates). If it is an extraordinary trap, the ranger must use an explosive material such as alchemist’s fire when setting the trap.
Fire Trap (Ex or Su)

EFFECTS

The trap explodes in flames, dealing a number of points of fire damage equal to 1d6 + 1/2 the ranger’s level to the triggering creature (Reflex negates). If it is an extraordinary trap, the ranger must use an explosive material such as alchemist’s fire when setting the trap.
Firework Trap* (Ex or Su)

Source Champions of Balance

Restrictions: Can only be added to a fire or smoke trap.

EFFECTS

The trap explodes in a flash of colored lights.

All creatures within 10 feet must succeed at a saving throw (Fortitude if an extraordinary firework trap, Will if supernatural) or be blinded for 1d4+1 rounds. If this is an extraordinary trap, the ranger must use an alchemical weapon when setting the trap, such as flash powder or a firework.
Freezing Trap (Su)

EFFECTS

The trap creates a burst of ice that damages and encases the triggering creature. The creature takes 1d3 points of cold damage + 1/4 the ranger’s level and is entangled and stuck to the ground, similar to the effect of a tanglefoot bag. A successful Reflex save halves the damage and means the creature is not stuck to the floor by the ice. The ice is 1 inch thick per 2 Hit Dice of the ranger (minimum 1), has hardness 0 and 3 hit points per inch of thickness, and melts in 2d4 rounds.
Lazurite Trap (Ex or Su)

EFFECTS

Lazurite radiation increases the victim’s susceptibility to the attacks of undead creatures that are bolstered by the radiation. The target takes a –2 penalty to Armor Class against the attacks of undead creatures and on saving throws against effects created by undead. This effect lasts for 10 minutes per ranger level. A successful Will save negates this effect. If this is an extraordinary trap, the ranger must supply a sliver of lazurite.
Limning Trap (Ex or Su)

Source Champions of Balance

EFFECTS

This trap sprays glowing dust into the trapped square and all adjacent squares. A creature covered in this dust glows like a candle (becoming visibly outlined if invisible) and takes a ?20 penalty on Stealth checks. The dust’s effects last for 1 round per ranger level or until the creature washes it off (a move action requiring water or some other cleanser). If this is an extraordinary trap, the ranger must use alchemical components when setting the trap, such as glowing ink or marker dye.
Marking Trap* (Ex or Su)

EFFECTS

If the triggering creature fails its save against the trap, it is marked with a dye and/or scent of the ranger’s choosing. A scent mark decreases the DC of tracking the marked creature by scent by 4. The mark can be washed off with vigorous scrubbing, but fades on its own over several days.
Over-sized Barbs* (Ex or Su)

EFFECTS

The target is speared with barbs that penetrate and protrude from its body, making squeezing, climbing, and swimming challenging. The trap implants 1d4+1 barbs, each dealing 1 point of damage. A successful Reflex save halves the number of barbs. The target takes a penalty on Climb checks and Swim checks equal to the number of barbs attached, and is considered one size category larger for the purposes of determining what size of opening or passageway it must squeeze through as long as at least 1 barb remains attached. Each barb can be removed with a full minute of work and a Heal check that equals or exceeds the trap’s DC. If this check fails, the barb is still removed but the target takes 1d4 points of damage.

The barbs shake loose harmlessly after 10 minutes per ranger level.
Penetrating Trap* (Ex or Su)

Source Magical Marketplace

Special Requirements or Restrictions: Can only be added to a wounding trap.

EFFECTS

The damage die of a penetrating trap increases to 1d8. Choose either adamantine, cold iron, or silver. The trap counts as that material for the purposes of overcoming damage reduction. If this is an extraordinary trap, the ranger must provide 1 pound of the chosen material during the trap’s construction.
Pit Trap* (Ex or Su)

EFFECTS

This simple pit is covered over with leaves or appropriate materials for the area. It’s 5 feet deep plus 5 feet for every 4 ranger levels. A victim that succeeds at a Reflex save doesn’t fall into the pit. If it is an extraordinary trap, the ranger can set this trap only in terrain with soft ground.

Magical Component scroll of create pit
Poison Trap (Ex or Su)

EFFECTS

The trap poisons the creature that triggers it. If it is a supernatural trap, the poison deals 1d2 Con damage per round for 6 rounds. If it is an extraordinary trap, the ranger must provide 1 dose of contact, inhaled, or injury poison when setting the trap, and the trap uses that poison’s effects and DC.
Quicksand Trap (Su)

Source Magical Marketplace

EFFECTS

The trap and all adjacent squares become quicksand as long as they contain loose sand or soil. The Swim DC to move in this quicksand is equal to the trap’s save DC, and the Swim DC to tread in the quicksand is equal to the trap’s DC –5. The quicksand lasts for a number of rounds equal to the ranger’s level. When the effect ends, any creature still in the quicksand is returned to the surface prone.
Rust Monster Trap (Ex or Su)

EFFECTS

The trap throws up a cloud of dust ground from the antennae of a rust monster, dealing 1d4 points of damage to the target’s metal armor and weapons. A ranger may increase the damage by 1 point for each additional daily use of his trap ability he spends when creating this trap.

A successful Reflex save negates this damage. If this is an extraordinary trap, the ranger must supply a set of rust monster antennae.

Magical Component scroll of rusting grasp
Selective Trigger (Ex or Su)

EFFECTS

The ranger adds a race, type, alignment, or minimum weight restriction to the trap’s trigger. If this is an extraordinary trap, the ranger can choose only the minimum weight restriction.

Magical Component potion of identify
Sleet Trap (Su)

EFFECTS

The detonating trap creates a 20-foot-radius burst of sleet with the effects of a sleet storm. The driving sleet lasts for 1 round, but the icy ground persists for 1 round per ranger level.
Smoke Trap (Ex or Su)

Source Champions of Balance

EFFECTS

This trap bellows out thick, choking smoke that fills the trapped square and all adjacent squares. Any breathing creature in these squares must succeed at a Fortitude saving throws or take a ?4 penalty to Strength and Dexterity every round it’s within the smoke and for 1d4+1 rounds after leaving the smoke. All sight, even darkvision, is ineffective in or through the smoke. The smoke lasts for 1 round per 2 ranger levels, and is dispersed by wind as fog cloud. If this is an extraordinary trap, the ranger must use an alchemical component when setting the trap, such as a smokestick.
Snare Trap (Ex or Su)

EFFECTS

The trap constricts around a limb or other part of the triggering creature’s body (Reflex avoids). The creature cannot move from the location of the trap, unless the ranger included a “leash” when setting the trap, in which case the creature is limited to the length of the leash. The trapped creature can escape with an Escape Artist check (DC equal to the trap’s DC) as a full-round action. The trap or its leash has a number of hit points equal to 1/2 the ranger’s level, or can be burst as a full-round action with a DC 25 Strength check. The trap can hold up to a Medium creature; each extra daily use of the ranger’s trap ability spent when the trap is set increases the maximum size of creature the trap can hold. At the ranger’s option, if there is a tall object or structure nearby, she can have the trap lift the creature.
Spell-Stealing Trap (Su)

EFFECTS

The target is struck by a burst of abjuration that steals its magical ability. The target loses 1d4+1 levels of spells (of its choice). A ranger may increase the number of spell levels lost by 1d4 for each additional daily use of his trap ability he spends when creating this trap.

Magical Component scroll of dispel magic
Spell-Storing Trap (Su)

EFFECTS

This trap behaves like a greater glyph of warding, except the maximum level of spell it can hold is 1. A ranger may increase the maximum level by 1 for each daily use of his trap ability he spends when creating this trap. The spell contained must be supplied by either the ranger or another creature within 1 round of the trap being laid. The duration of this trap is dependent on the ranger’s level, but a target receives only one save, that of the spell contained.
Summoned Ally Trap (Su)

Source Ranged Tactics Toolbox

EFFECTS

The trap summons a creature as summon nature’s ally I with a caster level equal to the ranger’s level – 3. This trap functions as summon nature’s ally II at 8th level, summon nature’s ally III at 11th level, and summon nature’s ally IV at 14th level. The summoned creature or creatures appear in a location within the trap’s range designated when the trap is set; if it’s not possible for the creatures to appear in that location, they appear in the nearest unoccupied space. The ranger can choose a command of no more than 25 words when the trap is created; the creature or creatures follow those instructions, or otherwise attack the creature that triggered the trap.
Swarm Trap (Ex or Su)

EFFECTS

The trap releases a bat swarm, rat swarm, or spider swarm that attacks all creatures in the area. The swarm remains in the general area for no longer than 1 round per ranger level, after which it disperses. If the trap is an extraordinary trap, the ranger must provide the creatures of the swarm (typically in a small box, cage, or crate); these creatures may die of starvation before the trap is triggered (an extraordinary trap lasts 1 day per level).
Tar Trap (Ex or Su)

EFFECTS

The target is coated in a thin layer of sticky tar unless it succeeds at a Reflex save. It is entangled, and becomes susceptible to catching fire from any source of flame. If lit on fire, the tar burns intensely for 1 round; it deals 2d6 points of fire damage and is destroyed in the process.

Unless burned away, the tar remains for 1 round per ranger level. If this is an extraordinary trap, the ranger must supply a dose of tar.
Toxic Fumes Trap* (Ex or Su)

Source Champions of Balance

EFFECTS

A ranger can add this to a smoke trap. The smoke this trap creates is extremely noxious. Any breathing creature must succeed at a Fortitude saving throw (in addition to the Fortitude save for the smoke trap) or be nauseated every round it’s within the smoke and for 1d4+1 rounds after leaving the smoke. If this is an extraordinary trap, the ranger must use a toxic material when setting the trap, such as noxious aromatic.
Transdimensional Trap (Su)

EFFECTS

This augmentation allows a trap to affect an incorporeal or ethereal creature as if it were corporeal or existed on the Material Plane.

Magical Component scroll of ghostbane dirge
Tripwire (Ex or Su)

EFFECTS

A taut wire stretched between two vertical surfaces knocks the target prone unless it succeeds at a Reflex save. A running or charging creature takes a –6 penalty on its save.
Wounding Trap (Ex or Su)

Source Magical Marketplace

EFFECTS

This trap makes a melee attack against the target using the ranger’s base attack bonus + his Wisdom modifier for the attack roll. It deals an amount of damage equal to 1d6 + 1/2 the ranger’s level. The ranger chooses whether this damage is bludgeoning, piercing, or slashing. If this is a supernatural trap, the attack counts as magical for the purposes of overcoming damage reduction.

II. ENVIRONMENTS
Aquatic
- Swim Speed
- Hold Breath
Beach
- Swim Speed
- Water Consumption Efficency
Bog/Marsh/Swamp
- Swim Speed
- Heat Weather Resist
Desert
- Heat Weather Resistance
- Water Consumption Efficency
Forest
- Climb Speed
-
Hills
- Cold Weather Resist
-
Plains
- Heat Weather Resist
Mountain
- Cold Weather Resist
- Climb Speed
Jungle
- Heat Weather Resist
- Climb Speed

III. RACES
1. Armadillo
M
Natural Armor
Ball feature

2. Badger
Badger
Medium Animal
Defense
Speed 30 ft
Melee
Special Attacks
+2 racial bonus on grapple checks; Anthrobadgers are exceptionally skilled at wrestling foes to the ground.
Statistics
+2 Constitution, -2 Wisdom: Anthrobadgers are hardy, yet rash and irresponsible.
Racial Modifiers
Feats
Skills
Ecology
Organization
Special Abilities
Stability: Anthrobadgers are exceptionally stable on their feet. They gain a +4 racial bonus on ability checks made to resist being bull rushed or tripped when standing firmly on the ground.
+2 racial bonus on saves made to resist magical compulsion effects; Anthrobadgers may not be wise, but their minds are hard to sway.

3. Bat
Bat
Small Animal
Init +2; Senses Blindsense, Darkvision 60
Defense
Speed 20 ft
Melee
Space
Special Attacks
Statistics
+2 Wisdom, -2 Strength: Anthrobats have extraordinary senses, but are physically weak.
Racial Modifiers
Feats
Skills
+2 racial bonus on Listen checks. Anthrobat ears are very sensitive.
Ecology
Organization
Special Abilities
Gliding: Anthrobats can glide in a similar way a dragonborn (Races of the Dragon) can. Their glide speed is 30 feet. Their wings also grant a +10 circumstance bonus on Jump checks.

4. Bear

Bear, Black

Name
Size
Init ; Senses
Defense
Speed
Melee
Space
Special Attacks
Statistics
Racial Modifiers
Feats
Skills
Ecology
Organization
Special Abilities

M
+2 Strength, -2 Charisma: Anthrobears are strong, but hard to get along with.
Medium size.
Anthrobear base land speed is 30 feet
+2 racial bonus on Intimidate checks. Anthrobears are capable of instilling fear into others with their brawn. They use their Strength modifier for Intimidate checks instead of Charisma.
+2 racial bonus on Climb and Swim checks. Anthrobears are well-versed in climbing and swimming.

Bear, Brown (Grizzly)

Name
Size
Init ; Senses
Defense
Speed
Melee
Space
Special Attacks
Statistics
Racial Modifiers
Feats
Skills
Ecology
Organization
Special Abilities

L
Bear, Polar
Name
Size
Init ; Senses
Defense
Speed
Melee
Space
Special Attacks
Statistics
Racial Modifiers
Feats
Skills
Ecology
Organization
Special Abilities

L, cold variant

5. Boar
Medium Animal
Defense
+2 racial bonus to natural armor when attacked by bludgeoning weapons; Anthroboars thick bodies can resist the pounding of bludgeoning weapons easier than other races.
Speed 30 ft
Melee
Space
Special Attacks
Statistics
+2 Constitution, -2 Charisma: Anthroboars are tough, but are socially unappealing.
Racial Modifiers
Feats
Skills
Ecology
Organization
Special Abilities
+2 racial bonus on saves against spells and spell-like abilities; Anthroboars have an innate resistance to magic.
Stability: Anthroboars are exceptionally stable on their feet. They gain a +4 racial bonus on ability checks made to resist being bull rushed or tripped when standing firmly on the ground.

6. Cat, Common

Cat, Great
Cat, Margay
Cheetah (Cat, Great)

cheetahs lose the bonus on Fortitude saves, gaining a land speed of 40 feet

Jaguar (Cat, Great)

Panthers and jaguars lose the spell-like ability in exchange for a +2 racial bonus on Hide checks.

Leopard (Cat, Great) Leopard, Snow (Cat, Great) Lion (Cat, Great) +2 Strength, -2 Dexterity; Anthrolions are strong, but not very agile, despite being a feline anthromal.

Medium size.
Anthrolion base land speed is 30 feet.
+2 racial bonus on saves against fear. Anthrolions are naturally brave and bold in the face of danger.
Darkvision out to 60 feet.
+2 racial bonus on Intimidate and Diplomacy checks. Lions are naturally a symbol of honor, so anthrolions are generally well-respected. They also tend to be intimidating, emitting a roar when they’re upset or angry.
Lion, Cave (Cat, Great)
Lion, Mountain (Cat, Great)
Lynx (Cat, Great)

+2 Dexterity, -2 Strength: Anthrocats are very dexterous, but they are small and therefore not as strong as other humanoids.

Small size.
Anthrocat base land speed is 30 feet.
+2 racial bonus on Jump, Balance, Climb and Tumble checks. Anthrocats are natural acrobats.
Darkvision out to 60 feet.
+2 racial bonus on Spot, Search and Listen checks. An anthrocat’s eyes and ears are sharp

Tiger (Cat, Great)

2 Wisdom, -2 Strength; Anthrotigers are insightful and wise, but physically weak.
Medium size.
Anthrotiger base land speed is 30 feet.
Darkvision out to 60 feet.
+2 racial bonus on Fortitude saves. Despite their weaker Strength, anthrotigers are hardy against poison and disease.
+2 racial bonus on saves against magic and spell-like abilities. Anthrotigers are naturally resistant to magic.
Spell-Like Ability: 1/day; speak with animals. Caster level 1st, as the spell. Anthrotigers can speak with animals for 1 minute per day.

7. Cetacean
Cetacean, Blue Whale
Cetacean, Crimson Whale
Cetacean, Dolphin
Cetacean, Dolphin (Common)
Cetacean, Dolphin, Popoto
Cetacean, Orca (Killer Whale)
Cetacean, Narwhale
Cetacean, Whale (Common)
Whale, Great White

8. Chicken

9. Crocodilians

Alligator

Medium animal
Senses low-light vision
Defense
+4 natural
Speed 20 ft., swim 30 ft.; sprint

Caiman, Dwarf

Small Animal
Senses low-light vision
Defense
+4 natural
Speed 20 ft., swim 30 ft.; sprint

Crocodile

Crocodile
Large animal
Senses low-light vision
Defense
+4 natural
Speed 20 ft., swim 30 ft.; sprint
Melee (1d8 plus grab) and tail slap (1d12)
Space 10 ft.; Reach 5 ft.
Special Attacks death roll (1d8 plus trip)
Statistics
Str +4, Dex -2, Con +4
Racial Modifiers +8 on Stealth in water
SQ hold breath
Ecology
Environment warm rivers and marshes
Organization solitary, pair, or colony (3–12)
Special Abilities
Death Roll (Ex) When grappling a foe of its size or smaller, a crocodile can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The crocodile inflicts its bite damage and knocks the creature prone. If successful, the crocodile maintains its grapple.
Hold Breath (Ex) A crocodile can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.
Sprint (Ex) Once per minute a crocodile may sprint, increasing its land speed to 40 feet for 1 round.

Crocodilian, Marine Crocodile Crocodilian, Saltwater Crocodile

10. Dog
Dog Breeds
Apollo
Badgerhound
Blond Mastiff
Bull Mastiff
Bulldog
Dog, Common
Dog, Corgi
Jackal
11. Eagle
12. Eel
Eel, Electric
Eel, Giant Moray
Eel, Gulper
13. Elephant
Elephant, Common
Elephant, Mammoth
14. Falcon
15. Fish
Fish, Archerfish (Giant)
Fish, Barracuda
Fish, Blowfish
Fish, Hagfish (Slimy)
Fish, Pike, Giant
Fish, Piranha
Fish, Pufferfish
Fish, Swordfish
16. Fox

2 Charisma, -2 Constitution: Anthrofoxes are charming and attractive, but it comes at the price of their physical endurance.
Medium size.
Anthrofox base land speed is 30 feet
+2 racial bonus on Diplomacy, Bluff, and Gather Information. Others find it easy to trust anthrofoxes and they are natural negotiators.
+2 racial bonus on Sense Motive checks. Anthrofoxes have a sixth sense when it comes to an individual’s intentions.
+2 racial bonus on Listen checks. Anthrofoxes’ ears are sharp.

17. Frog
Frog
Medium Animal
Init 1; Senses low-light vision
Defense
+1 natural
Speed 30 ft., swim 30 ft.
Melee bite (1d6 plus grab) or tongue +3 touch (grab)
Space 5 ft.; Reach 5 ft. (15 ft. with tongue)
Special Attacks pull (tongue, 5 feet), swallow whole (1d4 bludgeoning damage, AC 10, 1 hp), tongue
Statistics
Dex +4
Feats Lightning Reflexes
Skills Acrobatics +9 (
13 jumping), Perception 3, Stealth +5, Swim +10; Racial Modifiers +4 Acrobatics (8 jumping), +4 Stealth
Ecology
Environment temperate or warm marshes and aquatic
Organization solitary, pair, or army (3–8)
Special Abilities
Tongue (Ex) A giant frog’s tongue is a primary attack with reach equal to three times the frog’s normal reach (15 feet for a Medium giant frog). A giant frog’s tongue deals no damage on a hit, but can be used to grab. A giant frog does not gain the grappled condition while using its tongue in this manner.
Frog, Poisonous
Certain frogs have adapted the ability to secrete poison through their skin as a defensive mechanism. A creature that attacks the frog with a natural bite attack is subject to the frog’s poison. DC 10 + 1/2 frog level, 1/2 frog level of poison damage for 6 rounds. Frog’s can harvest their own poison for use, producing 2 dosages of poison per day.

18. Hamster
19. Hawk

+2 Charisma, -2 Strength: Anthrohawks generally have a reputation for being honorable and their sleek feathery appearance makes them quite appealing to the eye, but they don’t have much for muscle.

Medium size.
Anthrohawk base land speed is 30 feet
+2 racial bonus on Spot checks. An anthrohawk’s eyes are sharp.
Gliding: Anthrohawks can glide in a similar way a dragonborn (Races of the Dragon) can. Their glide speed is 30 feet. Their wings also grant a +10 circumstance bonus on Jump checks.
Spell-Like Ability: 1/day; know direction. Caster level 1st, as the spell. Anthrohawks are adept at finding north when it’s vital.

20. Hedgehog

+2 Dexterity, -2 Strength; Anthrohedgehogs are agile and quick, but their small size detracts from their muscle power. Small size. Anthrohedgehog base land speed is 30 feet. Anthrohedgehogs move fast for their size. +4 racial bonus on saves against poison; Anthrohedgehogs, like their non-anthropomorphic relatives, are very resistant to poison. +1 natural armor bonus; An anthrohedgehog’s quills are very hard, providing decent protection. Defensive Ball (Na): As a standard action that provokes attacks of opportunity, a hedgehog can curl up into a ball, providing a +2 circumstance bonus to AC, saves, and Tumble checks. Unrolling is a free action that doesn’t provoke attacks of opportunity. A hedgehog cannot voluntarily move while curled up into a ball, but doesn’t lose its Dexterity bonus to Armor Class and can still be moved by other means, examples being gravity or being bull rushed. (A hedgehog can take a feat allowing him/her to move at base land speed while in a defensive ball.) The hedgehog automatically fails grapple checks, but enemies grappling it must make a Reflex save (DC 10 + the hedgehog’s base attack bonus) or take 1 point of piercing damage when the anthrohedgehog is in a defensive ball. The hedgehog cannot attack while in a ball, except for his/her quills but treat such attacks as though the hedgehog is fighting defensively, taking a -2 penalty to attack rolls. (Another feat also removes this penalty.) Being in a defensive ball does not make the hedgehog unable to see. Favored Class: Bard, Rogue, Monk or Ninja. Player chooses one at character creation. An anthrohedgehog has a specific number of quills. At character creation, the player rolls 2d4+2. The number rolled is the number of quills the anthrohedgehog has. A quill can be sundered just as a weapon or armor has. Quills however are exceptionally tough having a hardness of 18. A quill dealt 5 points of damage breaks off the hedgehog harmlessly, though the natural weapon takes a -1 penalty on damage rolls (per quill lost). A hedgehog that loses all of its quills also loses its natural armor bonus until at least one quill regenerates. Lost quills regenerate in 1d6 weeks.

21. Herd Animals
Herd Animal, Antelope
Herd Animal, Aurochs
Herd Animal, Mountain Aurochs
Herd Animal, Bison
Herd Animal, Camel
Herd Animal, Deer
Herd Animal, Elk
Herd Animal, Elk (River)
Herd Animal, Giraffe
Herd Animal, Goat
Herd Animal, Llama
Herd Animal, Moose
Herd Animal, Ram
Herd Animal, Sheep
Herd Animal, Stag
22. Hippopotamus
23. Horse
24. Hyena
25. Koala
26. Lizard

Lizard, Chameleon Lizard, Common +2 Constitution, -2 Dexterity; Anthrolizards are hardy and healthy, but are awkward and lack agility.

Medium size.
Anthrolizard base land speed is 30 feet.
+2 racial bonus on saves against disease and poison. This bonus doesn’t apply to supernatural or magical diseases such as lycanthropy and mummy rot. Anthrolizards have strong immune systems to protect against disease and poison.
+2 racial bonus on Climb checks. An anthrolizard’s claws are specialized for digging into surfaces so they can easily climb along walls.
+1 natural armor bonus. Anthrolizard scales provide slight protection against attack.
Lizard, Frilled
Lizard, Gecko
Lizard, Horned
Lizard, Monitor
27. Marsupial, Kangaroo
28. Mole
29. Crow
30. Octopus
31. Ostrich
32. Otter

2 Charisma, -2 Wisdom; Anthro-otters are playful and cute, but a bit eccentric and naïve.
Small size.
Anthro-otter base land speed is 20 feet.
Anthro-otter base swim speed is 30 feet. This also provides a +8 racial bonus on Swim checks. They may also use their Dexterity modifier or their Strength modifier on Swim checks, whichever is higher. Anthro-otters are natural born swimmers.
+4 racial bonus on Fortitude saves made to resist non-lethal damage from swimming and holding one’s breath underwater. Anthro-otters have great aquatic endurance.

33. Owl
Owl, Great Horned
34. Panda
35. Parrot
36. Peacock
37. Penguin
38. Pig
39. Platypus
40. Porcupine

41. Primates
Primate, Ape
Gorilla
Large animal
Init +2
Speed 30 ft., climb 30 ft.
Melee 2 slams +3 (1d6)
Space 10 ft.; Reach 10 ft.
Statistics
Str +2, Dex +2, Con +2
Feats Great Fortitude
Skills Acrobatics +6, Climb +14
Ecology
Environment warm forests, Jungles
Organization solitary, pair, or troop (3–12)
Primate, Baboon
Primate, Chimpanzee
Primate, Marmoset
Primate, Mandrill
Primate, Monkey
Medium animal
Init +2
Speed 30 ft., climb 30 ft.
Melee 2 slams +1 (1d6)
Space 5 ft.; Reach 5 ft.
Statistics
Dex +2, Int +2
Feats
Skills Acrobatics +6, Climb +14
Ecology
Environment warm forests, Jungles

42. Rabbit

+2 Dexterity, -2 Strength; Anthrohares are quick and flighty, but weak of muscle.

Small size.
Anthrohare base land speed is 30 feet.
+2 racial bonus on Jump checks. An anthrohare’s legs are strong and springy when jumping.
+4 racial bonus on Listen checks. Anthrohare ears are large and capable of picking up trace sounds.
Spell-like Ability: 1/day- speak with animals (burrowing mammals and rodents only, duration 1 minute.)
+2 racial bonus on Move Silently checks; Anthrohares are good at sneaking past their enemies.

43. Raccoon

+2 Intelligence, -2 Constitution; Anthroraccoons are very smart, but physically frail.

Medium size.
Anthroraccoon base land speed is 30 feet.
+2 racial bonus on Sleight of Hand, Open Lock and Disable Device checks. Anthroraccoons excel at skills requiring deft hands.
+1 luck bonus on all saves. Anthroraccoons are extraordinarily lucky and capable of avoiding mishaps.
Darkvision out to 60 feet.

44. Rat
Rat
+2 Dexterity, -2 Strength; Anthrorats are agile, but weak.
Small size.
Anthrorat base land speed is 20 feet.
+2 racial bonus on Move Silently and Hide checks. Anthrorats excel at skulking in the shadows.
+2 racial bonus on Swim checks. Anthrorats are very capable swimmers.
+2 racial bonus on Appraise checks involving precious metals and gems. Anthrorats have an affinity for shiny objects.
+2 racial bonus on Escape Artist checks made to squeeze through tight spaces. Anthrorats are adept at getting through spaces that would hinder others.

Rat, Diseased

45. Raven
46. Ray, Manta
47. Ray, Stingray
48. Rhinoceros
Rhinoceros, Woolly
49. Seahorse
50. Seal
Seal, Elephant
Seal, Sea Lion
51. Shark
Shark, Bull
Shark, Common
Shark, Great White
Shark, Hammerhead
Shark, Jigsaw
Shark, Tiger

52. Skunk

+2 Constitution, -2 Wisdom; Anthroskunks are hardy, but their common sense isn’t very good.

Medium size.
Anthroskunk base land speed is 30 feet.
Spray (Ex): 1/day, the anthroskunk can spray out an unpleasant/pleasant musk (at his/her option). The musk sprays out in a 10-foot cone from behind him. If unpleasant, all creatures within the cone must succeed a Fortitude save DC 10 + the anthroskunk’s Con modifier or become sickened for 1d3 rounds. The after-stench also causes a -2 penalty on Diplomacy, Gather Information, and Perform checks, as well as adding a +2 circumstance bonus to creatures attempting to track the affected creatures by scent for 24 hours. If pleasant, all creatures within the cone are distracted by the pleasant stench for 1d3 rounds, taking a -1 penalty to Reflex saving throws, -2 penalty to Listen, Sense Motive, and Spot checks and having to take a Concentration check DC 10 + the anthroskunk’s Con modifier to cast a spell or use a skill requiring concentration. The after-stench also causes a +2 circumstance bonus on Bluff, Diplomacy, and Gather Information checks, as well as adding a +2 circumstance bonus to creatures attempting to track the affected creatures by scent for 24 hours. A Reflex save DC 15 avoids the spray.
+2 racial bonus on Intimidate checks; Anthroskunks have a reputation for their musk ability, making people more wary around them than other races.

53. Sloth
54. Smilodon (Saber-Toothed Tiger)
55. Snake
Snake, Asp
Snake, Cobra (Emperor)
Snake, Cobra (King)
Snake, Cobra (Spitting)
Snake, Constrictor
Snake, Constrictor (Anaconda)
Snake, Sea
Snake, Viper
56. Squid
Squid, Giant

57. Squirrel

2 Dexterity, -2 Strength; Anthrosquirrels are quick, but their size detracts from their strength.
Small size.
Anthrosquirrel base land speed is 30 feet.
+2 racial bonus on Climb checks. Anthrosquirrels are natural born climbers.
+2 racial bonus on initiative checks and Reflex saving throws. Anthrosquirrels are fidgety and reactive to slight changes in their surroundings.
+2 racial bonus on Spot and Listen checks made to oppose Hide and Move Silently checks. Anthrosquirrels have sharp eyes and ears to help protect them from ambushes.

Squirrel, Flying

58. Swan
59. Thrush
60. Toad
61. Tortoise
62. Turtle
Turtle, Snapping
63. Vulture
64. Wallaby
65. Walrus
66. Weasel

+2 Dexterity, -2 Constitution; Anthroweasels are quick and agile, but frail.

Medium size.
Anthroweasel base land speed 30 feet.
+4 racial bonus on Escape Artist checks and +2 racial bonus on grapple checks. Anthroweasels may use their Dex modifier or their Str modifier on grapple checks, whichever is higher. Anthroweasels are hard to hold.
Small-stature: When hiding, attacking, or squeezing through tight spaces, anthroweasels are treated as Small creatures, adding a +4 bonus on Hide checks and adding +1 bonus on attack rolls.

67. Wolf
Wolf
Medium animal
Init 2; Senses low-light vision, scent
Speed 50 ft.
Melee bite (1d6 + plus trip)
Statistics
Int +2, Dex +2
Feats
Skill Focus (Perception)
Skills Perception +4, Stealth +4, Survival +1 (
5 scent tracking); Racial Modifiers +4 Survival when tracking by scent
Ecology
Environment cold or temperate forests
Organization solitary, pair, or pack (3–12)
Special Abilites
Pack Hunter (Ex) Wolves gain a +4 bonus to attack when flanking a target rather than the usual +2. In addition, wolves gain a bonus to damage rolls equal to the number of allies who share this rule who are in base to base with the target. For example, if there are 2 wolves in base to base contact with the target, then each wolf adds +2 to damage, if there are 3 wolves then each adds +3, etc.
68. Wolverine

IV. COMBAT
http://www.d20pfsrd.com/gamemastering/tools/layingwaste

Table: Called Shot Locations
Location Type Penalty
Head Tricky -5
- Ear Challenging -10
- Eye Challenging -10
- Neck Challenging -10
Chest Easy -2
- Heart Challenging -10
Vitals Tricky -5
Arm Easy -2
- Hand Tricky -5
Leg Easy -2

http://www.d20pfsrd.com/gamemastering/other-rules/called-shots

Resources

River/Marsh/Lake Resources
(6 Water) 0.05
[↓] Natural Water Source (non-chemical) (1, T)

Forest Resources
(Large Tree Branch, 10 Medium Tree Branches, 10 Twigs & Bark) 0.05
[↓] Forest

Fire
Small Campfire (lit) 0.10
[↓] Flame Source (1, T)
[↓] Kindling (1)
Small Campfire (friction) 0.25
[ ] Trapping Skill
[↓] Kindling (1)
[↓] Medium Flammable Rigid Shaft (2, T)
Extinguished Small Campfire
(2 Handfuls of Ashes) 0.01
[↓] Small Flame and Heat Source (1)
Medium Campfire (lit) 0.25
[↓] Flame Source (1, T)
[↓] Kindling (1)
[↓] Medium Fire Fuel (1)
Medium Campfire (stoked) 0.25
[↓] Medium Fire Fuel (1)
[↓] Small Flame and Heat Source (1)
Extinguished Medium Campfire
(Small campfire, 2 Handfuls of Ashes) 0.01
[↓] Medium Flame and Heat Source (1)
Crude Torch® 0.10
[↓] Medium Shaft (1)
[↓] Small, Flammable, Non-Rigid Sheet (1)
Crude Torch (lit) (R*)

  • Only medium shaft can be recovered) 0.10
    [↓] Flame Source (1, T)
    [↓] Medium Shaft w/Kindling (unlit) (1)
    Quality Torch® 0.15
    [↓] Medium Shaft (1)
    [↓] Small, Flammable, Non-Rigid Sheet (1)
    [↓] Small Kindling (unlit) (2)
    Quality Torch (lit) (R*)
  • Only medium shaft can be recovered) 0.15
    [↓] Flame Source (1, T)
    [↓] Quality Medium Shaft w/Kindling (unlit) (1)

Materials
Medium Thread® 0.01
[↓] Small Thread (3)
Broken Bottle
(1 Broken Bottle, 2 Shards) 0.01
[↓] Medium Brittle Rigid Container (1)
Shards
(2 Shards) 0.01
[↓] Medium Brittle Rigid Object (1)
Paper Scraps
(10 Scraps of Paper) 0.01
[↓] Medium Paper (1)

Tools
Axe
Knife
Spear
Gig
Fishing Pole
Skinning Knife
Hammer

Snare (R*)

  • Trapping skill not needed for disassembly) 0.10
    [ ] Trapping Skill
    [↓] Medium or Large Shaft (1)
    [↓] Small Thread (2)
    [Collapse]

Food
Sterilized Water (boiled) 0.20
[↓] Fireproof, Waterproof Container (1, T)
[↓] Heat Source (1, T)
[↓] Water (non-chemical) (1)
Sterilized Water (boiled) x2/x3 0.40 – 0.60
[↓] Heat Source (1, T)
[↓] Large Fireproof, Waterproof Container (1, T)
[↓] Water (non-chemical) (2-3)
Sterilized Water (pill) 0.10
[↓] Water (non-chemical) (1)
[↓] Water Purification Pill (1)
Analyzed Water 0.01
[↓] Water Tester (1, T)
[↓] Water (unidentified) (1)
Tannin Tea
(Bark Tea) 0.20
[ ] Botany Skill
[↓] Fireproof, Waterproof Container (1, T)
[↓] Heat Source (1, T)
[↓] Tannin Source (1)
[↓] Water (non-chemical) (1)
Meat from Small Corpse
(1 Small Chunk of Meat) 0.25
[↓] Sharp Edge (1, T)
[↓] Small Corpse (1)
Meat and Hide from Small, Furry Corpse
(1 Small Chunk of Meat, 1 Small Animal Hide) 0.25
[ ] Trapping Skill
[↓] Sharp Edge (1, T)
[↓] Small, Furry Corpse (1)
Meat from Medium, Furry Corpse
(3 Small and 3 Medium Chunks of Meat, 5 Small Chunks of Hide) 1.00
[↓] Medium, Furry Corpse (1)
[↓] Sharp Edge (1, T)
Meat and Hide from Medium, Furry Corpse
(5 Small and 4 Medium Chunks of Meat, 10 Small Chunks of Hide) 1.00
[ ] Trapping Skill
[↓] Medium, Furry Corpse (1)
[↓] Sharp Edge (1, T)
Meat from Large Corpse
(8 Small and 7 Medium Chunks of Meat) 1.00
[↓] Large Corpse (1)
[↓] Sharp Edge (1, T)
Meat from Humanoid Corpse
(8 Small and 7 Medium Chunks of Meat (human)) 1.00
[↓] Large Corpse (human) (1)
[↓] Sharp Edge (1, T)
Meat from Large, Furry Corpse
(8 Small and 7 Medium Chunks of Meat, 15 Small Chunks of Fur) 1.00
[↓] Large, Furry Corpse (1)
[↓] Sharp Edge (1, T)
Meat and Hide from Dogman Corpse
(8 Small and 7 Medium Chunks of Meat, 1 Dogman Fur Coat) 1.00
[ ] Trapping Skill
[↓] Dogman Corpse (1)
[↓] Sharp Edge (1, T)
Roasted Meat on a Stick 0.20
[↓] Heat Source (1, T)
[↓] Medium or Large Shaft (1, T)
[↓] Small, Fresh Meat (1)
Cured Small Chunks of Meat over Campfire 0.25
[ ] Trapping Skill
[↓] Ash (1)
[↓] Heat Source (1, T)
[↓] Medium or Large Shaft (1, T)
[↓] Small, Fresh Meat (1)
Roasted Meat on a Stick (medium) 0.40
[↓] Heat Source (1, T)
[↓] Medium, Fresh Meat (1)
[↓] Medium or Large Shaft (1, T)
Cured Medium Meat over Campfire 0.50
[ ] Trapping Skill
[↓] Ash (2)
[↓] Heat Source (1, T)
[↓] Medium, Fresh Meat (1)
[↓] Medium or Large Shaft (1, T)

Medicine
Boiled Clean Rags 0.20
[↓] Fireproof, Waterproof Container (1, T)
[↓] Heat Source (1, T)
[↓] Small, Absorbant, Non-Rigid Sheet (1)
[↓] Water (any) (1)
Boiled Clean Rags x2/x3 0.40 – 0.60
[↓] Large Fireproof, Waterproof Container (1, T)
[↓] Heat Source (1, T)
[↓] Small, Absorbant, Non-Rigid Sheet (2-3)
[↓] Water (any) (1)
Disinfected Rags 0.05
[↓] Liquid Disinfectant (1)
[↓] Small, Absorbant, Non-Rigid Sheet (1)
Rough Splint® 0.15
[↓] Medium Shaft (1)
[↓] Small or Medium Flexible, Non-Food Object (2)
[Collapse]

Weapons
Glass Shiv® 0.05
[↓] Small Brittle Rigid Sharp Handheld Sheet Object (1)
[↓] Small or Medium Flexible, Non-Food Object (1)
Sharpened Spear 0.50
[↓] Large Rigid Flexible Shaft (1)
[↓] Sharp Edge (1, T)
Hardened Spear 1.00
[ ] Any Combat Skill (Melee/Ranged)
[↓] Flame Source (1, T)
[↓] Large Rigid Flexible Shaft (1)
[↓] Sharp Edge (1, T)
Broad Spears (R*)

  • Combat skill and sharp edge not needed for disassembly) 1.00
    [ ] Any Combat Skill (Melee/Ranged)
    [↓] Large Rigid Flexible Shaft (1)
    [↓] Sharp Edge (1, T)
    [↓] Small or Medium Flexible, Non-Food Object (1)
    [↓] Small Rigid Sharp Edge with Point (1)
    Sling® 0.20
    [↓] Medium Thread (2)
    [↓] Small or Medium Non-Rigidsheet (1)
    Bow: Greenwood (R*)
  • Ranged skill and sharp edge not needed for disassembly) 1.00
    [ ] Ranged Skill
    [↓] Large Rigid Flexible Shaft (1)
    [↓] Medium Thread (1)
    [↓] Sharp Edge (1, T)
    Bow: Compound w/Strap® 0.01
    [↓] Compound Bow (1)
    [↓] Medium Thread (1)
    Arrow: Crude Piercing (R*)
  • Ranged skill and sharp edge not needed for disassembly) 1.00
    [ ] Ranged Skill
    [↓] Medium Rigid Springy Shaft (1)
    [↓] Sharp Edge (1, T)
    [↓] Small Sharp Point (1)
    [↓] Small Springy Sheet (3)
    [↓] Small Thread (1)
    Arrow: Crude Broadhead (R*)
  • Ranged skill and sharp edge not needed for disassembly) 1.00
    [ ] Ranged Skill
    [↓] Medium Rigid Springy Shaft (1)
    [↓] Sharp Edge (1, T)
    [↓] Small Rigid Sharp Edge with Point (1)
    [↓] Small Springy Sheet (3)
    [↓] Small Thread (1)

Campsite
Tarp Shelter® 0.25
[↓] Large, Waterproof Sheet (1)
[↓] Medium Shaft (2)
[↓] Medium Thread (2)
Noise Trap® 0.20
[↓] Small or Medium, Rigid Container (1)
[↓] Small Rigid Parts (1)
[↓] Small Thread (1)

Vehicles
Sled w/Strap® 0.01
[↓] Very Large Rigid Sheet Container (1)
[↓] Medium Thread (2)
Travois (R*)

  • Mechanic skill not needed for disassembly) 1.00
    [ ] Mechanic Skill
    [↓] Large Shaft (2)
    [↓] Medium Shaft (4)
    [↓] Medium Thread (12)

Clothes
Rags from Clothes
(5 Dirty Rags, 5 Small String and Twine) 0.10
[↓] Medium, Absorbant, Non-Rigid, Non-Springy Sheet (1)
Patchwork Hide Glove® 0.25
[↓] Sharp Point (1, T)
[↓] Small Pelt (3)
[↓] Small Thread (3)
Patchwork Hide Tunic® 1.00
[↓] Sharp Point (1, T)
[↓] Small Pelt (10)
[↓] Small Thread (20)
Patchwork Hide Armor® 1.00
[↓] Sharp Point (1, T)
[↓] Small Pelt (10)
[↓] Small Thread (20)
[↓] Medium Rigid Sheet (1)

Broken

Items that have taken damage in excess of half their total hit points gain the broken condition, meaning they are less effective at their designated task. The broken condition has the following effects, depending upon the item.

If the item is a weapon, any attacks made with the item suffer a –2 penalty on attack and damage rolls. Such weapons only score a critical hit on a natural 20 and only deal ×2 damage on a confirmed critical hit. If the item is a suit of armor or a shield, the bonus it grants to AC is halved, rounding down. Broken armor doubles its armor check penalty on skills. If the item is a tool needed for a skill, any skill check made with the item takes a –2 penalty. If the item is a wand or staff, it uses up twice as many charges when used. If the item does not fit into any of these categories, the broken condition has no effect on its use. Items with the broken condition, regardless of type, are worth 75% of their normal value. If the item is magical, it can only be repaired with a mending or make whole spell cast by a character with a caster level equal to or higher than the item’s. Items lose the broken condition if the spell restores the object to half its original hit points or higher. Non-magical items can be repaired in a similar fashion, or through the Craft skill used to create it. Generally speaking, this requires a DC 20 Craft check and 1 hour of work per point of damage to be repaired. Most craftsmen charge one-tenth the item’s total cost to repair such damage (more if the item is badly damaged or ruined).

Primal Druids