PC Classes

Character Abilities                                                                                 Experience and Level Dependant Benefits

                            Bonus Spells                                                                                    Skill Ranks                  Ability

Score     Mod    0      1      2      3      4      5      6      7      8      9          Lvl      XP      Class  Cross     Feats  Adj.

1              -5         na    na    na    na    na    na    na    na    na    na        1                0        4      2              1st       -

2-3           -4         na    na    na    na    na    na    na    na    na    na        2          1000        5      2.5           -           -

4-5           -3         na    na    na    na    na    na    na    na    na    na        3          3000        6      3              2nd     -

6-7           -2         na    na    na    na    na    na    na    na    na    na        4          6000        7      3.5           -           1st

8-9           -1         na    na    na    na    na    na    na    na    na    na        5        10000        8      4              -           -

10-11       0          -       -       -       -       -       -       -       -       -       -           6        15000        9      4.5           3rd      -

12-13       +1        -       1      -       -       -       -       -       -       -       -           7        21000        10    5              -           -

14-15       +2        -       1      1      -       -       -       -       -       -       -           8        28000        11    5.5           -           2nd

16-17       +3        -       1      1      1      -       -       -       -       -       -           9        36000        12    6              4th      -

18-19       +4        -       1      1      1      1      -       -       -       -       -           10      45000        13    6.5           -           -

20-21       +5        -       2      1      1      1      1      -       -       -       -           11      55000        14    7              -           -

22-23       +6        -       2      2      1      1      1      1      -       -       -           12      66000        15    7.5           5th      3rd

24-25       +7        -       2      2      2      1      1      1      1      -       -           13      78000        16    8              -           -

26-27       +8        -       2      2      2      2      1      1      1      1      -           14      91000        17    8.5           -           -

28-29       +9        -       3      2      2      2      2      1      1      1      1          15    105000        18    9              6th      -

30-31       +10      -       3      3      2      2      2      2      1      1      1          16    120000        19    9.5           -           4th

32-33       +11      -       3      3      3      2      2      2      2      1      1          17    136000        20    10            -           -

34-35       +12      -       3      3      3      3      2      2      2      2      1          18    153000        21    10.5         7th      -

36-37       +13      -       4      3      3      3      3      2      2      2      2          19    171000        22    11            -           -

38-39       +14      -       4      4      3      3      3      3      2      2      2          20    190000        23    11.5         -           5th

40-41       +15      -       4      4      4      3      3      3      3      2      2         

42-43       +16      -       4      4      4      4      3      3      3      3      2         

44-45       +17      -       5      4      4      4      4      3      3      3      3         

etc…      

 

Barbarian

Characteristics:

                The barbarian is an excellent warrior. Where the fighter has training and discipline, however, the barbarian has a powerful rage. While in this berserk fury, he becomes stronger and tougher, better able to defeat his foes and withstand their attacks. These rages leave him winded, and he only has the energy for a few such spectacular displays per day, but those few rages are usually sufficient. He is at home in the wilds, and he runs at great speed.

Alignment:

                Barbarians are never lawful. They may be honorable, but at heart they are wild. This wildness is their strength and it could not live in a lawful soul. At best, chaotic barbarians are free and expressive. At worst, they are thoughtlessly destructive.

Other Classes:

                 As people of the wild, barbarians are most comfortable in the company of rangers, druids, and clerics of nature deities. Many barbarians admire the talents and spontaneity of bards, and some are enthusi­astic lovers of music. Barbarians don't trust that which they don't understand, and that includes wizardry, which they call "book magic." Barbarians find sorcerers more understandable than wizards, but maybe that's just because sorcerers tend to be more charismatic. Monks, with their studied, practiced, and deliberate approach to combat sometimes have a hard time seeing eye to eye with barbarians, but members of these classes aren't necessarily hostile to each other. Barbarians have no special attitudes toward fighters, paladins, clerics, or rogues.

 

The Barbarian

                Abilities: Strength is important for barbarians because of its role in combat, and several barbarian skills are based on Strength. Dexterity is also useful to barbarians, especially those who wear light armor. Wisdom is important for several barbarian skills. A high Constitution score lets a barbarian rage longer (and live longer, because it gives him more hit points).

                Alignment: Any non-lawful.

                Hit Die: d12.

 

The Barbarian

                Attack                    Fort        Ref          Will       

Level      Bonus                    Save        Save        Save        Special

1              +1                            +2            +0            +0            Rage 1 /day; fast movement

2              +2                            +3            +0            +0            Uncanny dodge (Dex bonus to AC)

3              +3                            +3            +1            +1           

4              +4                            +4            +1            +1            Rage 2/day

5              +5                            +4            +1            +1            Uncanny dodge (can't be flanked)

6              +6/+1                      +5            +2            +2           

7              +7/+2                      +5            +2            +2           

8              +8/+3                      +6            +2            +2            Rage 3/day

9              +9/+4                      +6            +3            +3           

10            +10/+5                    +7            +3            +3            Uncanny dodge (+1 against traps)

11            +11/+6/+1              +7            +3            +3            Damage reduction 1/-­

12            +12/+7/+2              +8            +4            +4            Rage 4/day

13            +13/+8/+3              +8            +4            +4            Uncanny dodge (+2 against traps)

14            +14/+9/+4              +9            +4            +4            Damage reduction 2/-­

15            +15/+10/+5            +9            +5            +5            Greater rage

16            +16/+11/+6/+1       +10          +5            +5            Rage 5/day, uncanny dodge (+3 against traps)

17            +17/+12/+7/+2       +10          +5            +5            Damage reduction 3/‑

18            +18/+13/+8/+3       +11          +6            +6           

19            +19/+14/+9/+4       +11          +6            +6            Uncanny dodge (+4 against traps)

20            +20/+15/+10/+5     +12          +6            +6            Rage 6/day; no longer winded after rage; damage

                                                                                                reduction 4/-

 

Class Skills

                The barbarian's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Intuit Direction (Wis), Jump (Sir), Listen (Wis), Ride (Dex), Swim (Str), and Wilderness Lore (Wis).

                Skill points at 1st bevel: (4 + Int modifier) x 4.

                Skill Points at Each Additional Level: 4 + Int modifier.

 

Class Features

                Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a ‑1 penalty for every 5 pounds of armor and equipment carried.

                Barbarian Rage: When he needs to, a barbarian can fly into a screaming blood frenzy. In a rage, a barbarian gains phenomenal strength and durability but becomes reckless and less able to defend himself. He temporarily gains +4 to strength, +4 to Constitution, and a +2 moral bonus on Will saves, but suffers a -2 penalty to AC.

                The increase in Constitution increases the barbarian's hit points by 2 points per level but these hit points go away at the end of the rage when the Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are). While raging, a barbarian cannot use skills or abilities that require patience and concentration, such as moving silently or cast­ing spells. (The only class skills he can't use while raging are Craft, Handle Animal, and Intuit Direction.) He can use any feat he might have except for Expertise, item creation feats, meta­magic feats, and Skill Focus (if it's tied to, a skill that requires patience or concentration). A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. The barbarian may prematurely end the rage voluntarily. At the end of the race, the barbarian is fatigued (‑2 to Strength, ‑2 to Dexterity, can't charge or run) for the duration of that encounter (unless the barbarian is 20th level, when this limitation no longer applies). The barbarian can only fly into a rage once per encounter, and only a certain number of times per day (determined by level). Entering a rage takes no time itself, but the barbarian can only do it during his action, not in response to somebody else's action. A barbarian can't, for example, fly into a rage when struck down by an arrow in order to get the extra hit points from the increased Constitution, although the extra hit points would be of benefit if he had gone into a rage earlier in the round, before the arrow struck.

                Starting at 15th level, the barbarian's rage bonuses become +6 to Strength, +6 to Consti­tution, and a +3 morale bonus to Will saves. (The AC penalty remains at ‑2).

                Fast Movement: The barbarian has a speed faster than the norm for his race by +10 feet when wearing no armor, light armor, or medium armor (and not carrying a heavy load).

                For example, a human barbarian in studded leather armor has a standard speed of 40 feet. Normally, humans have a speed of 30 feet. His speed when taking the double move action is 80 feet (rather than 60), and his running speed is 160 feet (rather than 120).

                Uncanny Dodge: Starting at 2nd level, the barbarian gains the extraordinary ability to react to danger before his senses would normally allow him to do so. At 2nd level and above, he retains his Dexterity bonus to AC (if any) regardless of being caught flat‑footed or struck by an invisible attacker. (He still loses his Dexterity bonus to AC if immobilized.)

                At 5th level, the barbarian can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to use a flank attack to sneak attack the barbarian. The exception to this defense is that a rogue at least four levels higher than the barbarian can flank him (and thus sneak attack him).

                At 10th level, the barbarian gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus to Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 13th level, these bonuses rise to +2. At 16th, they rise to +3, and at 19th they rise to +4.

                Damage Reduction: Starting at 11th level, the barbarian gains the extraordi­nary ability to shrug off some amount of injury from each blow or attack.  Subtract 1 from the damage the barbarian takes each time he is dealt damage. At 14th level, this damage reduction rises to 2. At 17th, it rises to 3. At 20th, it rises to 4. Damage reduction can reduce damage to 0 but not below 0.

                Illiteracy: Barbarians are the only characters that do not automatically know how to read and write. A barbarian must spend 2 skill points to gain the ability to read and write any language he is able to speak.

 

Ex‑Barbarians

                A barbarian who becomes lawful loses the ability to rage and cannot gain more levels as a barbarian. He retains all the other benefits of the class (fast movement, uncanny dodge, and damage reduction).

 

Bard

Characteristics:

                A bard's magic comes from the heart. If his heart is good, a bard brings hope and courage to the downtrodden and uses his tricks, music, and magic to thwart the schemes of evildoers. If the nobles of the land are corrupt, the good bard is an enemy of the state, cunningly evading capture and raising the spirits of the oppressed. But music can spring from an evil heart as well. Evil bards eschew blatant violence in favor of manipulation, holding sway over the hearts and minds of others and taking what enraptured audiences "willingly" give.

                A bard brings forth magic from his soul, not from a book. He can cast only a small number of spells, but he can cast them without selecting or preparing them in advance. His magic emphasizes charms and illusions over the more dramatic evocation spells that wizards and sorcerers often use.

                In addition to spells, a bard works magic with his music and poetry. He can encourage allies, hold his audiences rapt, and counter magical effects that rely on speech or sound.

                Bards have some of the skills that rogues have, although they are not as focused on skill mastery as rogues are. Bards listen to stories as well as tell them, of course, so they have a vast knowledge of local events and noteworthy items.

Other Classes:

                A bard works well with companions of other classes. He often serves as the spokesman of the party, using his social skills for the party's benefit. In a party without a wizard or sorcerer, the bard relies on his magic. In a party without a rogue, he uses his skills. A bard is curious about the ways of more focused or dedicated adventurers, often trying to pick up pointers from fighters, sorcerers, and rogues.

 

The Bard

                Abilities: Charisma determines how powerful a spell a bard can cast, how many spells the bard can cast per day, and how hard those spells are to resist. To cast a spell, a bard must have a Charisma score of 10 + the spell's level. A bard gets bonus spells based on Charisma. The Difficulty Class of a saving throw against a bard's spell is 10 + the spell's level plus the bard's Charisma modifier. Charisma, Dexterity, and Intelligence are important for many of the bard's class skills.

                Alignment: Any non-lawful.

                Hit Die: d6.

 

The Bard

            Attack            Fort  Ref    Will                                Spells per Day                        Spells Known

Level  Bonus            Save  Save  Save    Special               0    1    2    3    4    5    6            0    1    2    3    4    5    6

1          +0                    +0      +2      +2        Bardic Music    2    -     -     -     -     -     -             4    -     -     -     -     -     -

                                                                    Knowledge       

2          +1                    +0      +3      +3                                    3    0    -     -     -     -     -             5    2    -     -     -     -     -

3          +2                    +1      +3      +3                                    3    1    -     -     -     -     -             6    3    -     -     -     -     -

4          +3                    +1      +4      +4                                    3    2    0    -     -     -     -             6    3    2    -     -     -     -

5          +3                    +1      +4      +4                                    3    3    1    -     -     -     -             6    4    3    -     -     -     -

6          +4                    +2      +5      +5                                    3    3    2    -     -     -     -             6    4    3    -     -     -     -

7          +5                    +2      +5      +5                                    3    3    2    0    -     -     -             6    4    4    2    -     -     -

8          +6/+1              +2      +6      +6                                    3    3    3    1    -     -     -             6    4    4    3    -     -     -

9          +6/+1              +3      +6      +6                                    3    3    3    2    -     -     -             6    4    4    3    -     -     -

10        +7/+2              +3      +7      +7                                    3    3    3    2    0    -     -             6    4    4    4    2    -     -

11        +8/+3              +3      +7      +7                                    3    3    3    3    1    -     -             6    4    4    4    3    -     -

12        +9/+4              +4      +8      +8                                    3    3    3    3    2    -     -             6    4    4    4    3    -     -

13        +9/+4              +4      +8      +8                                    3    3    3    3    2    0    -             6    4    4    4    4    2    -

14        +10/+5            +4      +9      +9                                    4    3    3    3    3    1    -             6    4    4    4    4    3    -

15        +11/+6/+1      +5      +9      +9                                    4    4    3    3    3    2    -             6    4    4    4    4    3    -

16        +12/+7/+2      +5      +10    +1                                    4    4    4    3    3    2    0            6    5    4    4    4    4    2

17        +12/+7/+2      +5      +10    +1                                    4    4    4    4    3    3    1            6    5    5    4    4    4    3

18        +13/+8/+3      +6      +11    +1                                    4    4    4    4    4    3    2            6    5    5    5    4    4    3

19        +14/+9/+4      +6      +11    +1                                    4    4    4    4    4    4    3            6    5    5    5    5    4    4

20        +15/+10/+5    +6      +12    +1                                    4    4    4    4    4    4    4            6    5    5    5    5    5    4


Class Skills

                The bard's class skills are Alchemy (Int), Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Scry (Int, exclusive skill), Sense Motive (Wis), Speak Language (Int), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha, exclusive skill).

                Skill Points at 1st Level: (4 + Int modifier) x 4.

                Skill Points at Each Additional Level: 4 + Int modifier.

 

Class Features

                Weapon and Armor Proficiency: A bard is proficient with all simple weapons. Additionally, the bard is proficient with one of the following weapons: longbow, composite longbow, longsword, rapier, sap, short composite bow, short sword, shortbow, or whip. Bards are proficient with light armor, medium armor, and shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a ‑1 penalty for every 5 pounds of armor or equipment carried. Like any other arcane spellcaster, a bard can cast spells while wearing armor or using a shield but suffers a chance of arcane spell failure if the spell in question has a somatic component (most do).

                Spells: A bard casts arcane spells from the bard spell list. He casts these spells without needing to memorize them beforehand or keep a spellbook. All bard spells have a verbal component (singing, reciting, or music). Bards receive bonus spells for high Charisma, and to cast a spell a bard must have a Charisma score at least equal to 10 + the level of the spell (Cha 10 for 0‑level spells, Cha 11 for 1st‑level spells, and so forth). The Difficulty Class for a saving throw against a bard's spell is 10 + the spell's level + the bard's Charisma modifier.

                Bardic Music: Once per day per level, a bard can use his song or poetics to produce magical effects on those around him. Depending on the ranks he has in the Perform skill, he can inspire courage in allies, sing a countersong to protect those around him from sound based magic, fascinate a creature, make a magical suggestion to a fascinated creature, help others perform skills better, or inspire greatness. While these abilities fall under the category of bardic music, they can include reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. As with casting a spell with a verbal component, a deaf bard suffers a 20% chance to fail with bardic music. If he fails, the attempt still counts against his daily limit.

                Inspire Courage: A bard with 3 or more ranks in Perform can use song or poetics to inspire courage in his allies, bolstering them against fear and improving their combat abilities. To be affected, an ally must hear the bard sing for a full round. The effect lasts as long as the bard sings and for 5 rounds after the bard stops singing (or 5 rounds after the ally can no longer hear the bard). While singing, the bard can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Affected allies receive a +2 morale bonus to saving throws against charm and fear effects and a +1 morale bonus to attack and weapon damage rolls. Inspire courage is a supernatural, mind‑affecting ability.

                Countersong: A bard with 3 or more ranks in Perform can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). As with inspire courage, a bard may sing, play, or recite a countersong while taking other mundane actions, but not magical actions. Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) who is affected by a sonic or language dependent magical attack (such as sound burst or command) may use the bard's Perform check result in place of his saving throw if, after rolling the saving throw, the Perform check result proves to be better. The bard may keep up the countersong for 10 rounds. Countersong is a supernatural ability.

                Fascinate: A bard with 3 or more ranks in Perform can use his music or poetics to cause a single creature to become fascinated with him. The creature to be fascinated must be able to see and hear the bard and must be within 90 feet. The bard must also see the creature. The creature must be able to pay attention to the bard. The distraction of a nearby combat, or other dangers, prevents the ability from working. The bard makes a Perform check and the target can negate the effect with a Will saving throw equal to or greater than the bard's check result. If the saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If the saving throw fails, the creature sits quietly and listens to the song for up to 1 round per level of the bard. While fascinated, the target's Spot and Listen checks suffer a ‑4 penalty. Any potential threat (such as an ally of the bard moving behind the fascinated creature) allows the fascinated creature a second saving throw against a new Perform check result. Any obvious threat, such as casting a spell, drawing a sword, or aiming, automatically breaks the effect.

                While fascinating (or attempting to fascinate) a creature, the bard must concentrate, as if casting or maintaining a spell. Fascinate is a spell‑like, mind affecting charm ability.

                Inspire Competence: A bard with 6 or more ranks in Perform can use his music or poetics to help an ally succeed at a task. The ally must be able to see and hear the bard and must be within 30 feet. The bard must also see the creature. Depending on the task that the ally has at hand, the bard may use his bardic music to lift the ally's spirits, to help the ally focus mentally or in some other way. The ally gets a +2 competence bonus on his skill checks with a particular skill as long as he or she continues to hear the bard's music. The DM may rule that certain uses of this ability are infeasible - chanting to make a rogue move more quietly, for example, is self-defeating. The bard can maintain the effect for 2 minutes (long enough for the ally to take 20). Inspire competence is a supernatural, mind-affecting ability.

                Suggestion: A bard with 9 or more ranks in Perform can make a suggestion (as the spell) to a creature that he has already fascinated (see above). The suggestion doesn't count against the bard's daily limit on bardic music performances (one per day per level), but the fascination does. A Will saving throw (DC 13 + the bard's Charisma modifier) negates the effect. Suggestion is a spell‑like, mind‑affecting charm ability.

                Inspire Greatness: A bard with 12 or more ranks in Perform can use, song or poetics to inspire greatness in another creature, granting extra fighting capability. For every three levels the bard attains beyond 9th, the bard can inspire greatness in one additional creature. To inspire greatness, the bard must sing and the creature must hear the bard sing for a full round, as with inspire courage. The creature must also be within 30 feet. A creature inspired with greatness gains temporary Hit Dice, attack bonuses, and saving throw bonuses as long as he or she hears the bard continue to sing and for 5 rounds thereafter. (All these bonuses are competence bonuses.)

                The target gains the following boosts:

 

                +2 Hit Dice (d10s that grant temporary hit points).

                +2 competence bonus on attacks.

                +1 competence bonus on Fortitude saves.

 

                Apply the target's Constitution modifier, if any, to each bonus Hit Die. These extra Hit Dice count as regular Hit Dice for determining effects such as the sleep spell. Inspire greatness is a supernatural, mind‑affecting enchantment ability.

                Bardic Knowledge: A bard picks up a lot of stray knowledge while wandering the land and learning stories from other bards. A bard may make a special bardic knowledge check with a bonus equal to his level + his intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. This check will not reveal the powers of a magic item but may give a hint as to its general function. The bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random. The DM will determine the Difficulty Class of the check by referring to the table below.

 

DC      Type of Knowledge                                                  Examples

10        Common, known by at least a substantial           A local mayor's reputation for drinking; common

            minority of the local population.                           legends about a powerful place of mystery.

20        Uncommon but available,                                       known by only     A local priest's shady past; legends about a

            a few people in the area.                                         powerful magic item.

25        Obscure, known by few, hard to come by.          A knight's family history; legends about a minor

                                                                                                place of mystery or magic item.

30        Extremely obscure, known by very few,               A mighty wizard's childhood nickname: the history

            possibly forgotten by most who once knew it,   of a petty magic item.

            possibly known only by those who don't

            understand the significance of the knowledge.

 

Ex‑Bards

                A bard who becomes lawful in alignment cannot progress in level as a bard, though he retains all his bard abilities.

 

Cleric

Characteristics:

                Clerics are masters of divine magic. Divine magic is especially good at healing. Even an inexperienced cleric can bring people back from the brink of death, and an experienced cleric can even bring back people who have crossed over that brink.

                As channelers of divine energy, clerics can turn away or even destroy undead creatures. An evil cleric, on the other hand, can bring undead under his control.

                Clerics have some combat training. They can use simple weapons, and they are trained in the use of armor, since armor does not interfere with divine spells as it does with arcane spells.

Alignment:

                Like the gods they serve, clerics can be of any alignment. Because people more readily worship good deities than neutral or evil deities, good clerics are more numerous, than evil ones. Clerics also tend toward law instead of chaos, since lawful religions tend to be more structured and better able to recruit and train clerics.  Typically, a cleric is the same alignment as his deity, though some clerics are "one step" away from their respective deities. Additionally, a cleric may not be neutral unless his deity is neutral.

Other Classes:

                In an adventuring party, the cleric is everybody's friend and often the glue that holds the party together. As the one who can chan­nel divine energy, a cleric is a capable healer, and adventurers of every class appreciate being put back together after they've taken some hard knocks. Clerics sometimes clash with druids, since druids represent an older, more primal relationship between the mortal and the divine. Mostly, though, the religion of a cleric determines how he gets along with others.

 

The Cleric

                Abilities: Wisdom determines how powerful a spell a cleric can cast, how many spells the cleric can cast per day, and how hard those spells are to resist. To cast a spell, a cleric must have a Wisdom score of 10 + the spell's level. A cleric gets bonus spells based on Wisdom. The Difficulty Class of a saving throw against a cleric's spell is 10 + the spell's level + the cleric's Wisdom modifier. A high Constitution improves a cleric's hit points, and a high Charisma improves his ability to turn undead.

                Alignment: Varies by deity. A cleric's alignment must be within one step of his deity's, and it may not be neutral unless the deity's alignment is neutral.

                Hit Die: d8.

 

The Cleric

            Attack            Fort    Ref      Will                                              Spells per Day*

Level  Bonus            Save    Save    Save    Special                             0    1      2      3      4      5      6      7      8      9

1          +0                    +2        +0        +2        Turn/Rebuke Undead    3    1+1  -       -       -       -       -       -       -       -

2          +1                    +3        +0        +3                                                  4    2+1  -       -       -       -       -       -       -       -

3          +2                    +3        +1        +3                                                  4    2+1  1+1  -       -       -       -       -       -       -

4          +3                    +4        +1        +4                                                  5    3+1  2+1  -       -       -       -       -       -       -

5          +3                    +4        +1        +4                                                  5    3+1  2+1  1+1  -       -       -       -       -       -

6          +4                    +5        +2        +5                                                  5    3+1  3+1  2+1  -       -       -       -       -       -

7          +5                    +5        +2        +5                                                  6    4+1  3+1  2+1  1+1  -       -       -       -       -

8          +6/+1              +6        +2        +6                                                  6    4+1  3+1  3+1  2+1  -       -       -       -       -

9          +6/+1              +6        +3        +6                                                  6    4+1  4+1  3+1  2+1  1+1  -       -       -       -

10        +7/+2              +7        +3        +7                                                  6    4+1  4+1  3+1  3+1  2+1  -       -       -       -

11        +8/+3              +7        +3        +7                                                  6    5+1  4+1  4+1  3+1  2+1  1+1  -       -       -

12        +9/+4              +8        +4        +8                                                  6    5+1  4+1  4+1  3+1  3+1  2+1  -       -       -

13        +9/+4              +8        +4        +8                                                  6    5+1  5+1  4+1  4+1  3+1  2+1  1+1  -       -

14        +10/+5            +9        +4        +9                                                  6    5+1  5+1  4+1  4+1  3+1  3+1  2+1  -       -

15        +11/+6/+1      +9        +5        +9                                                  6    5+1  5+1  5+1  4+1  4+1  3+1  2+1  1+1  -

16        +12/+7/+2      +10      +5        +10                                                6    5+1  5+1  5+1  4+1  4+1  3+1  3+1  2+1  -

17        +12/+7/+2      +10      +5        +10                                                6    5+1  5+1  5+1  5+1  4+1  4+1  3+1  2+1  1+1

18        +13/+8/+3      +11      +6        +11                                                6    5+1  5+1  5+1  5+1  4+1  4+1  3+1  3+1  2+1

19        +14/+9/+4      +11      +6        +11                                                6    5+1  5+1  5+1  5+1  5+1  4+1  4+1  3+1  3+1

20        +15/+10/+5    +12      +6        +12                                                6    5+1  5+1  5+1  5+1  5+1  4+1  4+1  4+1  4+1

                *In addition to the stated number of spells per day for 1st through 9th level spells, a cleric gets a domain spell for each spell level starting at 1st. The "+l" on this list represents that. These spells are in addition to any bonus spells for having a high Wisdom.

 

Class Skills

                The cleric's class skills are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int).

                Domains and Class Skills: A cleric who chooses Animal or Plant as one of his domains also has Knowledge (nature) (Int) as a class skill. A cleric who chooses Knowledge as one of his domains also has all Knowledge (Int) skills as class skills. A cleric who chooses Travel as one of his domains also has Wilderness Lore as a class skill. A cleric who chooses Trickery as one of his domains also has Bluff (Cha), Disguise (Cha), and Hide (Dex) as class skills. See Domains for more information.

                Skill Points at 1st Level: (2 + Int modifier) x 4.

                Skill Points at Each Additional Level: 2 + Int modifier.

 

Class Features

                Armor and Weapon Proficiency: Clerics are proficient with all simple weapons. Clerics are proficient with all types of armor (light, medium, and heavy) and with shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a ‑1 penalty for every 5 pounds of armor and equipment carried.

                Some deities have favored weapons and clerics consider it a point of pride to wield them. A cleric whose deity's favored weapon is a martial weapon and who chooses War as one of his domains receives the Martial Weapon Proficiency feat related to that weapon for free, as well as the Weapon Focus feat related to that weapon.

                Spells: A cleric casts divine spells according to the table. A cleric may prepare and cast any spell on the cleric spell list, provided he can cast spells of that level. (Alignment restrictions mean that casting some spells may have unpleasant consequences.) The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell's level + the cleric's Wisdom modifier.

                Clerics do not acquire their spells from books or scrolls, nor prepare them through study. Instead, they meditate or pray for their spells, receiving them through their own strength of faith or as divine inspiration. Each cleric must choose a time at which he must spend an hour each day in quiet contemplation­ or supplication to regain his daily allotment of spells (typically, this hour is at dawn or noon for good clerics and at dusk or midnight for evil ones). Time spent resting has no effect on whether a cleric can prepare spells.

                In addition to his standard spells, a cleric gets one domain spell of each spell level, starting at 1st. When a cleric prepares a domain spell, it must come from one of his two domains.

                Deity, Domains, and Domain Spells: Choose a deity for your cleric. The cleric's deity influences his alignment, what magic he can perform, his values, and how others see him.

                If a race is listed under "Typical Worshipers" the cleric must be of one of those races to choose that deity as his own (the god may have occasional worshipers of other races, buts not clerics).

                When you have chosen a deity and an alignment for your cleric choose two from among the deity's domains for your cleric's domains. While the clerics of a particular religion are united in their reverence for their deity, each religion encompasses different aspects. You can only select an alignment domain (such as Good), for your cleric if his alignment matches that domain.

                If your cleric is not devoted to a particular deity, you still select two domains to represent his spiritual inclinations and abilities (but the restriction on alignment domains still applies).

                Each domain gives your cleric access to a domain spell at each spell level, from 1st on up, as well as a granted power. Your cleric gets the granted powers of all the domains selected. With access to two domain spells at a given spell level, a cleric prepares one or the other each day. If a domain spell is not on the Cleric Spells list, a cleric can only prepare it in his domain slot. Domain spells and granted powers are listed in Cleric Domains.

                Spontaneous Casting: Good clerics (and neutral clerics of good deities) can channel stored spell energy into healing spells that they haven't prepared ahead of time. The cleric can "lose" a prepared spell in order to cast any cure spell of the same level or lower (a cure spell is any spell with "cure" in its name). For example, a good cleric who has prepared command (a 1st‑level spell) may lose command in order to cast cure light wounds (also a 1st‑level spell). Clerics of good deities can cast cure spells in this way because they are especially proficient at wielding positive energy.

                An evil cleric (or a neutral cleric of an evil deity), on the other hand, can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with "inflict" in the title). such clerics are especially proficient at wielding negative energy.

                A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells either to cure spells or to inflict spells (player's choice), depending on whether the cleric is more proficient at wielding positive or negative energy. Once the player makes this choice, it cannot be reversed. This choice also ­determines whether the neutral cleric turns or commands undead (see below).

                A cleric can't use spontaneous casting to convert domain spells into cure or inflict spells. These spells arise from the particular powers of the cleric's deity, not divine energy in general.

                Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to his own or to his deity's. For example, a good cleric or a neutral cleric of a good deity cannot cast evil spells. Spells associated with the domains of Chaos, Evil, Good and Law are identified as such on the "Level" line of the spell description.

                Turn or Rebuke Undead: A good cleric (or a neutral cleric who worships a good deity) has the supernatural ability to turn undead, such as skeletons, zombies, ghosts, and vampires, forcing these unholy abominations to recoil from the channeled power of the god the cleric worships. Evil clerics (and neutral clerics who worship evil deities) can rebuke such creatures. Neutral clerics of neutral deities can do one or the other (player's choice), depending on whether the cleric is more proficient at wielding positive or negative energy. Once the player makes this choice, it cannot be reversed. This choice also determines whether the neutral cleric can cast spontaneous cure or inflict spells (see above).

                A cleric may attempt to turn or rebuke undead a number of times per day equal to three plus his Charisma modifier.

                Extra Turning: As a feat, a cleric may take Extra Turning. This feat allows the cleric to turn undead four more times per day than normal. A cleric can take this feat multiple times, gaining four extra daily turning attempts each time.

                Bonus Languages: A cleric's list of bonus languages includes Celestial, Abyssal, and Infernal, in addition to the bonus languages available to the character because of his race. These are the languages of good, chaotic evil, and lawful evil outsiders, respectively.

 

Ex‑Clerics

                A cleric who grossly violates the code of conduct expected by his god (generally acting in ways opposed to the god's alignment or purposes) loses all spells and class features and cannot gain levels as a cleric of that god until he atones (see the atonement spell description).

 

The Druid

                Druids cast divine spells much the same way clerics do, though they get their spells from the power of nature, not from gods. Their spells are oriented toward nature and animals.

                In addition to spells, druids gain an increasing array of magical powers as they gain experience, including the ability to take the shapes of animals.

                The weapons and armor of a druid are restricted by traditional oaths, not simply training. A druid could learn to use a two‑handed sword, but using it would violate the druid's oath and suppress her druidic powers.

                Druids avoid carrying much worked metal with them because it interferes with the pure and primal nature that they attempt to embody.

Alignment:

                Druids, in keeping with nature's ultimate indifference, must maintain at least some measure of dispassion. As such, they must be neutral in some way, if not true neutral. Just as nature encompasses dichotomies of life and death, beatify and horror, peace and violence, so two druids can manifest different or even opposite alignments (neutral good and neutral evil, for instance) and still be part of the druidic tradition.

Other Classes:

                Druids share with rangers and many barbarians a reverence for nature and a familiarity with natural lands. Druids dislike the paladin's devotion to abstract ideals instead of "the real world," they don't much understand the urban ways typical of a rogue, and they find arcane magic to be disruptive and slightly distasteful. Druids, however, are nothing if not accepting of diversity, and they take little offense at others, even those very different from them.

 

The Druid

                Abilities: Wisdom determines how powerful a spell a druid can cast, how many spells the druid can cast per day, and how hard those spells are to resist. To cast a spell, a druid must have a wisdom score of 10 + the spell's level. A druid gets bonus spells based on Wisdom. The Difficulty Class of a saving throw against a druid’s spell is 10 + the spell's level + the druid's Wisdom modifier.

                Since a druid wears light or medium armor, a high Dexterity improves her defensive ability.

                Alignment: Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil.

                Hit Die: d8.

 

            Attack            Fort    Ref      Will                                            Spells per Day

Level  Bonus            Save    Save    Save    Special                           0      1      2      3      4      5      6      7      8      9

1          0                      +2        +0        +2        Nature sense,                3      1      -       -       -       -       -       -       -       -

                                                                        animal companion       

2          +l                     +3        +0        +3        Woodland stride          4      2      -       -       -       -       -       -       -       -

3          +2                    +3        +1        +3        Trackless step              4      2      1      -       -       -       -       -       -       -

4          +3                    +4        +1        +4        Resist nature's lure      5      3      2      -       -       -       -       -       -       -

5          +3                    +4        +1        +4        Wild shape (1/day)      5      3      2      1      -       -       -       -       -       -

6          +4                    +5        +2        +5        Wild shape (2/day)      5      3      3      2      -       -       -       -       -       -

7          +5                    +5        +2        +5        Wild shape (3/day)      6      4      3      2      1      -       -       -       -       -

8          +6/+l               +6        +2        +6        Wild shape (Large)      6      4      3      3      2      -       -       -       -       -

9          +6/+1              +6        +3        +6        Venom immunity          6      4      4      3      2      1      -       -       -       -

10        +7/+2              +7        +3        +7        Wild shape (4/day)      6      4      4      3      3      2      -       -       -       -

11        +8/+3              +7        +3        +7        Wild shape (Tiny)        6      5      4      4      3      2      1      -       -       -

12        +9/+4              +8        +4        +8        Wild shape (dire)         6      5      4      4      3      3      2      -       -       -

13        +9/+4              +8        +4        +8        A thousand faces        6      5      5      4      4      3      2      1      -       -

14        +10/+5            +9        +4        +9        Wild shape (5/day)      6      5      5      4      4      3      3      2      -       -

15        +11/+6/+1      +9        +5        +9        Wild shape (Huge),     6      5      5      4      4      4      3      2      1      -

                                                                        Timeless body             

16        +12/+7/+2      +10      +5        +10      Wild shape                    6      5      5      5      4      4      3      3      2      -

                                                                        (elemental 1 /day)        

17        +12/+7/+2      +10      +5        +10                                              6      5      5      5      5      4      4      3      2      1

18        +13/+8/+3      +11      +6        +11      Wild shape (6/day,      6      5      5      5      5      4      4      3      3      2

                                                                        elemental 3/day)          

19        +14/+9/+4      +11      +6        +11                                              6      5      5      5      5      5      4      4      3      3

20        +15/+10/+5    +12      +6        +12                                              6      5      5      5      5      5      4      4      4      4

 

Class Skills

                The druid's class skills are Animal Empathy (Cha, exclusive skill), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intuit Direction (Wis), Knowledge (nature) (Int), Profession (Wis), Scry (Int, exclusive skill), Spellcraft (Int), Swim (Str), and Wilderness Lore (Wis).

                Skill Points at 1st Level: (4 + Int modifier) x 4.

                Skill Points at Each Additional Level: 4 + Int modifier

 

Class Features

                Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, longspear, quarterstaff, scimitar, sickle, shortspear, and sling. Their spiritual oaths prohibit them from using weapons other than these. They are proficient with light and medium armors but are prohibited from wearing metal armor (thus they may wear only padded, leather, or hide armor). They are skilled with shields but most use just wooden ones.  Mote that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.  Also, Swim checks suffer a –1 penalty for every 5 pounds of armor and equipment carried.

                A druid who wears prohibited armor or wields a prohibited weapon is unable to use any of her magical powers while doing so and for 24 hours thereafter.

                Spells:  A druid casts divine spells according to the druid table.  A druid may prepare and cast any spell on the Druid spell list provided she can cast spells of that level.  She prepares and casts spells the way a cleric does (though she cannot lose a prepared spell to cast a cure spell in its place).  To prepare or cast a spell, a druid must have a wisdom score of at least 10 + the spell’s level.  The difficulty class for a saving throw against a druid’s spell is 10 + the spell’s level + the druid’s wisdom modifier.  Bonus spells for druids are based on Wisdom.

                Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own. For example, a neutral good druid cannot cast evil spells. Spells associated with Chaos, Evil, Good, and Law are identified as such on the "Level" line of the spell description.

                Bonus Languages: A druid may substitute Sylvan for one of the bonus languages available to her because of her race. In addition, a druid knows the Druidic language. This secret language is known only to druids, and druids are forbidden from teaching it to non-druids. Druidic has its own alphabet.

                Nature Sense: A druid can identify plants and animals (their species and special traits) with perfect accuracy. She can determine whether water is safe to drink or dangerous (polluted, poisoned, or otherwise unfit for consumption).

                Animal Companion: A 1st‑level druid may begin play with an animal companion. This animal is one that the druid has befriended with the spell animal friendship. As such, it can have no more than 2 Hit Dice. A 1st‑level druid may have more than one animal companion, provided the animals' total Hit Dice don't exceed 2. The druid can also cast animal friendship on other animals during play (see the spell description).

                Woodland Stride: Starting at 2nd level, a druid may move through natural thorns, briars, overgrown areas, and similar terrain

at her normal speed and without suffering damage or other impair­ment. However, thorns, briars, and overgrown areas enchanted or magically manipulated to impede motion still affect the druid.

                Trackless Step: Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked.

                Resist Nature's Lure: Starting at 4th level, a druid gains a +4 bonus to saving throws against the spell‑like abilities of fey creatures (such as dryads, nymphs, and sprites).

                Wild Shape: At 5th level, a druid gains the spell-like ability to turn herself into a Small or Medium-size animal (but not a dire animal or a legendary animal) and back again once per day. The druid may adopt only one animal form per use of this ability.

                The creatures available as wild shape forms include some giant animals but not beasts, magical beasts, or any­thing with a type other than animal. The druid may use wild shape to become a dog or a giant lizard, for example, but not an owlbear. The form chosen must be that of an animal she is familiar with. For example, a druid who has never been outside a temperate forest could not become a polar bear.

                The druid can freely designate the new form's minor physical qualities (such as fur, feather, or skin color and texture) within the normal ranges for an animal of that kind. The new form's significant physical qualities (such as height, weight, and gender) are also under her control but must fall within the norms for the animal's species. The druid is effectively disguised as an average member of the new form's species, gaining a +10 bonus on her Disguise checks as long as she maintains the form.

                This change of form never disorients the druid. Upon changing to an animal form, she regains lost hit points as if she had rested for a day, though this healing does not restore temporary ability damage or provide any other benefits of resting for a day, and changing back does not heal her further. If slain, the druid reverts to her original form, though she remains dead.

                When the change occurs, the druid's equipment, if any, melds into her new form and becomes nonfunc­tional. Material components and focuses melded in this way cannot be used to cast spells. When the druid re­verts to her true form, any objects previously melded into the animal form reappear in the same locations they previously were and are once again functional. Any new items the druid wore in animal form (such as a saddle, rider, or halter) fall off and land at her feet; any that she carried in a body part common to both forms (mouth, hands, or the like) at the time of reversion are still held in the same way.

                The druid acquires the physical and natural abilities of the creature whose form she has taken while retaining her own mind. Physical abilities include size as well as Strength, Dexterity, and Constitution scores. Natural abilities include armor, natural weapons (such as claws, bite, or gore), sensory abilities (such as low-light vision), and similar gross physical qualities (presence or absence of wings or gills, number of extremities, and so forth). Natural abilities also include mundane movement capa­bilities, such as walking, swimming, and flying with wings. The druid also gains all the racial bonuses and feats of the animal form selected. She does not gain any supernatural or spell-like abilities (such as breath weap­ons or gaze attacks) of her new form, but does gain all the form's extraordinary abilities. All these alterations last until the wild shape ends.

                The druid's new scores and faculties are average ones for the species into which she has transformed. She cannot, for example, turn herself into a wolf with a Strength of 20. Likewise, she cannot change into a bigger or more powerful version of a creature (or a smaller or weaker version).

                The druid retains her own intelligence, Wisdom, and Charisma scores, level and classes, hit points (despite any change in her Constitution score), alignment, base attack bonus, and base save bonuses. (New Strength, Dexterity, and Constitution scores may affect final attack and save bonuses.) The druid also retains her own type (for example, humanoid), extraordinary abilities, and spell-like abilities, but not her supernatural abilities. She loses her ability to speak while in animal form be­cause she is limited to the sounds that a normal, un­trained animal can make. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

                Though the druid retains any spells she previously car­ried, her new form may not permit her to use them. Unless the chosen form is one with prehensile hands (such as a monkey or an ape) or some other manipulative appendage, the druid may not be able to manipulate ma­terial components and focuses for spells-even if those are not melded into her new form. Likewise, her lack of a humanlike voice means she cannot cast spells with verbal components or activate command word items. In the same manner, the lack of appropriate appendages may prevent her from using manufactured weapons and magic items. If the usability of a particular spell or item is in doubt, the DM makes the decision.

                The druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on the table. In addition, she gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level. At 12th level and beyond, she can take the form of a dire animal.

                At 16th level, the druid may use wild shape to change into a Small, Medium-size, or Large elemental (air, earth, fire, or water) once per day. She gains all the elemental's special attacks and special qualities when she does so, re­gardless of ability type (that is, she gains the supernatural and spell-like abilities of the elemental as well as extraor­dinary ones). She also gains the elemental's feats and racial skill bonuses for as long as she maintains the wild shape while retaining her own creature type (humanoid in most cases). At 18th level, she can assume elemental form three times per day.

                Venom Immunity: At 9th level, a druid gains immunity to all organic poisons, including monster poisons but not mineral poi­sons or poison gas.

                A Thousand Faces: At 13th level, a druid gains the supernatural ability to change her appearance at will as if using the spell alter self.

                Timeless Body: After achieving 15th level, a druid no longer suffers ability penalties for aging and cannot be magically aged. Any penalties she may have already suffered, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.

 

Ex‑Druids

                A druid who ceases to revere nature or who changes to a prohibited alignment loses all spells and druidic abilities and cannot gain levels as a druid until she atones (see the atonement spell description).

 

The Fighter

Characteristics:

                Of all classes, fighters have the best all around fighting capabilities (hence the name). Fighters are familiar with all the standard weapons and armors. In addition to general fighting prowess, each fighter develops particular specialties of his or her own. A given fighter may be especially capable with certain weapons; another trained to execute specific fancy maneuvers. As fighters gain experience, they get more opportunities to develop their fighting skills. Thanks to their focus on combat maneuvers, they can master the most difficult ones relatively quickly.

Alignment:

                Fighters may be of any alignment. Good fighters are often crusading types who seek out and fight evil. Lawful fighters may be champions who protect the land and its people. Chaotic fighters may be wandering mercenaries. Evil fighters tend to be bullies and petty villains who simply take what they want by brute force.

Other Classes:

                The fighter excels in a straight fight, but he relies on others for magical support, healing, and scouting. On a team it is his job to man the front lines, protect the other party members, and bring the tough opponents down. Fighters might not much understand the arcane ways of wizards or share the faith of clerics, but they recognize the value of teamwork,

 

The Fighter

                Abilities: Strength is especially important for fighters because it improves their melee attack and damage rolls. Constitution is important for giving fighters lots of hit points, which they'll need in their many battles. Dexterity is important for fighters who want to be good archers or who want access to certain Dexterity oriented feats, but the heavy armor that fighters usually wear reduces the benefit of a very high Dexterity.

                Alignment: Any.

                Hit Die: d10.

 

            Attack                    Fort    Ref      Will   

Level  Bonus                    Save    Save    Save    Special

1          +1                            +2        +0        +0        Bonus Feat

2          +2                            +3        +0        +0        Bonus Feat

3          +3                            +3        +1        +1       

4          +4                            +4        +1        +1        Bonus Feat

5          +5                            +4        +1        +1       

6          +6/+l                       +5        +2        +2        Bonus Feat

7          +7/+2                      +5        +2        +2       

8          +8/+3                      +6        +2        +2        Bonus Feat

9          +9/+4                      +6        +3        +3       

10        +10/+5                    +7        +3        +3        Bonus Feat

11        +11/+6/+1              +7        +3        +3       

12        +12/+7/+2              +8        +4        +4        Bonus Feat

13        +13/+8/+3              +8        +4        +4       

14        +14/+9/+4              +9        +4        +4        Bonus Feat

15        +15/+10/+5            +9        +5        +5       

16        +16/+11/+6/+l        +10      +5        +5        Bonus Feat

17        +17/+12/+7/+2       +10      +5        +5       

18        +18/+13/+8/+3       +11      +6        +6        Bonus Feat

19        +19/+14/+9/+4       +11      +6        +6       

20        +20/+15/+10/+5     +12      +6        +6        Bonus Feat

 

Class Skills

                The fighter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Ride (Dex), and Swim (Str).

                Skill Points at 1st level, (2 + Int modifier) x 4.

                Skill Points at Each Additional Level: 2 + Int modifier.

 

Class Features

                Weapon and Armor Proficiency: The fighter is proficient in the use of all simple and martial weapons and all armor (heavy, medium, and light) and shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a ‑1 penalty for every 5 pounds of armor

and equipment carried.

                Bonus Feats: At 1st level, the fighter gets a bonus feat in addition to the feat that any 1st‑level character gets and the bonus feat granted to humans. The fighter gains an additional bonus feat at 2nd level and every two levels thereafter (4th, 6th, 8th, etc.). These bonus feats must be drawn from the following list: Ambidexterity, Blind‑Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon Proficiency*, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Critical*, Improved Initiative, Improved Unarmed Strike (Deflect Arrows, Stunning Fist), Mounted Combat (Mounted Archery, Trample, Ride‑By Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw, Two‑Weapon Fighting (Improved Two­ Weapon Fighting), Weapon Finesse*, Weapon Focus*, and Weapon Specialization*.

                Some of the bonus feats available to a fighter cannot be acquired until the fighter has gained one or more prerequisite feats; these feats are listed parenthetically after the prerequisite feat. A fighter can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. A fighter must still meet all prerequisites for a feat, including ability score and base attack bonus minimums.

                Important: These feats are in addition to the feat that a character of any class gets every three levels. The fighter is not limited to the

list given here when choosing those feats.

                Weapon Specialization: On achieving 4th level or higher, as feat the fighter (and only the fighter) may take Weapon Specialization. Weapon Specialization adds a +2 damage bonus with a chosen weapon. The fighter must have Weapon Focus with that weapon to take Weapon Specialization. If the weapon is a ranged weapon, the damage bonus only applies if the target is within 30 feet, because only at that range can the fighter strike precisely enough to hit more effectively. The fighter may take this feat as a bonus feat or as a regular one.

 

The Monk

Characteristics:

                The key feature of the monk is her ability to fight unarmed and unarmored. Thanks to her rigorous training, she can strike as hard as if she were armed and strike faster than a warrior with a sword.

                Though monks don't cast spells, they have a magic of their own. They channel a subtle energy, called ki, which allows them to perform amazing feats. The monk's best known feat is her ability to stun an opponent with an unarmed blow. A monk also has a preternatural awareness of attacks. She can dodge an attack even if she is not consciously aware of it.

                As the monk gains experience and power, her mundane and ki oriented abilities grow, giving her more and more power over herself and, sometimes, over others.

Alignment:

                A monk's training requires strict discipline. Only those who are lawful at heart are capable of undertaking it.

Other Classes:

                Monks are sometimes distant from others because they have little in common with the motivations and skills of members of other classes. Monks recognize, however, that they work well with the support of others, and they prove themselves reliable companions.

 

The Monk

                Abilities: Wisdom powers the monk's special offensive and defensive capabilities. Dexterity provides the unarmored monk with a better defense and with bonuses to some class skills. Strength helps a monk's unarmed combat ability.

                Alignment: Any lawful.

                Hit Die: d8.

 

Class Skills

                The monk's class skills are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Swim (Str), and Tumble (Dex).

 

            Attack           Fort   Ref    Will                                      Unarmed                                  AC        Unarmored

Level   Bonus           Save  Save  Save  Special                       Attack Bonus         Damage1  Bonus2  Speed3

1          0                    +2      +2      +2      Unarmed Strike,          +0                            1d6            +0          30 ft.

                                                                stunning attack, evasion

2          +l                   +3      +3      +3      Deflect Arrows feat    +1                            1d6            +0          30 ft.

3          +2                  +3      +3      +3      Still mind                     +2                            1d6            +0          40 ft.

4          +3                  +4      +4      +4      Slow fall (20 ft.)          +3                            1d8            +0          40 ft.

5          +3                  +4      +4      +4      Purity of body            +3                            ld8             +1          40 ft.

6          +4                  +5      +5      +5      Slow fall (30 ft.),         +4/+1                      1d8            +l           50 ft.

                                                                Improved Trip feat

7          +5                  +5      +5      +5      Wholeness of body,    +5/+2                      1d8            +1          50 ft.

                                                                Leap of the clouds

8          +6/+l             +6      +6      +6      Slow fall (50 ft.)          +6/+3                      1d10          +1          50 ft.

9          +6/+1            +6      +6      +6      Improved evasion       +6/+3                      1d10          +l           60 ft.

10        +7/+2            +7      +7      +7      Ki strike (+1)              +7/+4/+1                 1d10          +2          60 ft.

11        +8/+3            +7      +7      +7      Diamond body            +8/+5/+2                 1d10          +2          60 ft.

12        +9/+4            +8      +8      +8      Abundant step            +9/+6/+3                 1d12          +2          70 ft.

13        +9/+4            +8      +8      +8      Diamond soul,             +9/+6/+3                 1d12          +2          70 ft.

                                                                ki strike (+2)

14        +10/+5          +9      +9      +9                                          +10/+7/+4/+l           1d12          +2          70 ft.

15        +11/+6/+1     +9      +9      +9      Quivering palm           +11/+8/+5/+2          1d12          +3          80 ft.

16        +12/+7/+2     +10    +10    +10    Ki strike (+3)              +12/+9/+6/+3          1d20          +3          80 ft.

17        +12/+7/+2     +10    +10    +10    Timeless body,           +12/+9/+6/+3          1d20          +3          80 ft.

                                                tongue of the sun and moon                       

18        +13/+8/+3     +11    +11    +11    Slow fall (any height)  +13/+10/+7/+4/+l   1d20          +3          90ft

19        +14/+9/+4     +11    +11    +11    Empty body               +14/+17/+8/+5/+2  1d20          +3          90ft

20        +15/+10/+5   +12    +12    +12    Perfect self                  +15/+12/+9/+6/+3  1d20          +4          90ft

 

1 Small monks deal less damage.

2 This figure plus the monk's Wisdom modifier are added to the monk's AC (if this figure plus the monk's Wisdom modifier is not a positive number, do not add it). The AC bonus is 1/5 the monk's level.

3 Small and dwarven monks are slower.

 

                Skill Points at 1st Level: (4 + Int modifier) x 4.

                Skill Points at Each Additional Level: 4 + Int modifier.

 

Class Features

                Weapon and Armor Proficiency:  Monks are proficient with basic peasant weapon end special weapons whose use is part of monk training. The full list includes club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, shuriken, siangham, and Sling.

                A monk using a kama, nunchaku, or siangham can strike with her unarmed base attack, including her more favorable number of attacks per round. Her damage, however, is standard for the weapon (1d6, Crit x2), not her unarmed damage. The weapon must be light, so a Small monk must use Tiny versions of these weapons in order to use the more favorable base attack.

                Monks are not proficient with armor or shields, but they are highly trained at dodging blows, and they develop a "sixth sense" that lets them avoid even unanticipated attacks. A monk adds her Wisdom bonus (if any) to AC, in addition to her normal Dexterity modifier, and her AC improves as she gains levels. (Only add this extra AC bonus if the total of the monk's Wisdom modifier and the number in the "AC Bonus" column on the Monk Table is a positive number.) The Wisdom bonus and the AC bonus represent a preternatural awareness of danger, and a monk does not lose either even in situations when she loses her Dexterity modifier due to being unprepared, ambushed, stunned, and so on. (Monks do lose these AC bonuses when immobilized.)

                A monk's special skills all require freedom of movement. When wearing armor, a monk loses her AC bonus for Wisdom, AC bonus for class and level, favorable multiple unarmed attacks per round, and heightened movement. Furthermore, her special abilities all face the arcane spell failure chance that the armor type normally imposes. In addition, wearing armor heavier than leather imposes check penalties to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a ‑1 penalty for every 5 pounds of armor or equipment carried.

                Unarmed Strike: Monks are highly trained in fighting unarmed, giving them considerable advantages when doing so. They deal more damage than normal, as shown on the Monk Table. A monk fighting unarmed gains the benefits of the Improved Unarmed Strike feat and thus does not provoke attacks of opportunity from armed opponents that she attacks.

                A monk's attacks may be with either fist interchangeably or even from elbows, knees, and feet. Making an off‑hand attack makes no sense for a monk striking unarmed.

                A monk fighting with a one‑handed weapon can make an unarmed strike as an off‑hand attack, but she suffers the standard penalties for two‑weapon fighting. Likewise, a monk with a weapon (other than a special monk weapon) in her off hand gets an extra attack with that weapon but suffers the usual penalties for two weapon fighting and can't strike with a flurry. of blows (see below).

                The unarmed damage on the Monk Table is for Medium‑size monks. Small monks deal less than stated damage with unarmed attacks

                Flurry of Blows: The monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack, but this attack and each other attack made that round suffer a ‑2 penalty apiece.

                For example, at 6th level, Ember gets two unarmed attacks at +7 and +4. If she executes a flurry of blows, she gets three attacks at +5, +5, and +2. This penalty applies for 1 round, so it affects attacks of opportunity the monk might make before her next action. The monk must use the full attack action to strike with a flurry of blows. A monk may also use the flurry of blows if armed with a special monk weapon (kama, nunchaku, or siangham). If armed with one such weapon, she makes the extra attack either with that weapon or unarmed. If armed with two such weapons, she uses one for the regular attack (or attacks) and the other for the extra attack. In any case, her damage bonus on the attack with her off hand is not reduced.

                Usually, a monk's unarmed strikes deal normal damage rather than subdual damage. However, she can choose to deal her damage as subdual damage when grappling.

 

Small Monk Damage And Speed

Level      Damage Speed                     Level      Damage Speed

1‑2           1d4          20 ft.                      9‑11         1d8          40 ft.

3              1d4          25 ft.                      12‑14       1d10        45 ft.

4‑5           1d6          25 ft.                      15            1d10        55 ft.

6‑7           1d6          35 ft.                      16‑17       2d6          55 ft.

8              1d8          35 ft.                       18‑20       2d6          60 ft.

 

                Stunning Attack: A monk has the ability to stun a creature damaged by her unarmed attacks. The monk can use this ability once per round, but no more than once per level per day. The monk must declare she is using a stun attack before making the attack roll (thus, a missed attack roll ruins the attempt). A foe struck by the monk is forced to make a Fortitude saving throw (DC 10 + one‑half the monk's level + Wisdom modifier), in addition to receiving normal damage. If the saving throw fails, the opponent is stunned for 1 round A stunned character can't act and loses any Dexterity bonus to AC, while attackers get a +2 bonus on attack rolls against a stunned opponent. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned by the monk's stunning attack. The stunning attack is a supernatural ability.

                Evasion: A monk can avoid even magical and unusual attacks with great agility. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), the monk instead takes no damage. Evasion can only be used if the monk is wearing light armor or no armor. It is an extraordinary ability.

                Deflect Arrows: At 2nd level, a monk gains the Deflect Arrows feat, even if she doesn't have the prerequisite Dexterity score.

                Fast Movement: At 3rd level and higher, a monk moves faster than normal. A monk in armor (even light armor) or carrying a medium or heavy load loses this extra speed. A dwarf or a small monk moves more slowly than a Medium size monk.

                From 9th level on, the monk's running ability is actually a supernatural ability

                Still Mind: At 3rd level, a monk gains a +2 bonus to saving throws against spells and effects from the Enchantment school, since her meditation and training enable her to better resist mind affecting attacks.

                Slow Fall: At 4th level, a monk within arm's reach of a wall can use the wall to slow her descent. The monk takes damage as if the fall were 20 feet shorter than it actually is. Her ability to slow her fall (that is, to reduce the effective height of the fall when next to a wall) improves with her level until, at 18th level, the monk can use a nearby wall to slow her descent and fall any distance without harm. See the "Special" column on the Monk Table for details.

                Purity of Body: At 5th level, a monk gains control over her body's immune system. She gains immunity to all diseases except for magical diseases such as mummy rot and lycanthropy

                Improved Trip: At 6th level, a monk gains the Improved Trip feat. She need not have taken the Expertise feat normally a prerequisite, before this.

                Wholeness of Body: At 7th level, a monk can cure her own wounds. She can cure up to twice her current level in hit points each day, and she can spread this healing out among several uses. Wholeness of body is a supernatural ability.

                Leap of the Clouds: At 7th level or higher, a monk's jumping distance (vertical or horizontal) is not limited according to her height.

                Improved Evasion: At 9th level, a monk's evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks such as a dragon's breath weapon or a fireball, but henceforth she only takes half damage on a failed save.

                Ki Strike: At l0th level, a monk's unarmed attack is empowered with ki. The unarmed strike damage from such an attack can deal damage to a creature with damage reduction, such as a wight, as if the blow were made with a weapon with a +1 enhancement bonus. Ki strike improves as the monk gains experience, allowing her unarmed strike at 13th level to deal damage against creatures with damage reduction as if it were made with a weapon with a +2 enhancement bonus, and at 16th level to deal damage against creatures with damage reduction as if it were made with a weapon with a +3 enhancement bonus. Ki strike is a supernatural ability.

                Diamond Body: At 11th level, a monk is in such control of her own metabolism that she gains immunity to poison of all kinds. Diamond body is a supernatural ability.

                Abundant Step: At 12th level, a monk can slip magically between spaces, as per the spell dimension door, once per day. This is a spell like ability, and the monk's effective casting levels one‑half her actual level (rounded down).

                Diamond Soul: At 13th level, a monk gains spell‑resistance. Her spell resistance equals her level + 10. In order to affect the monk with a spell, a spellcaster must roll the monk's spell resistance or higher on 1d20 + the spellcaster's level.

                Quivering Palm: Starting at 15th level, a monk can use the quivering palm. This terrifying attack allows the monk to set up vibrations within the body of another creature that can then be fatal if the monk so desires.

                The monk can use the quivering palm attack once per handcount, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. The monk must be of higher level than the target (or have more levels than the target's number of Hit Dice), if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can choose to try to slay the victim at any later time within 1 day per level of the monk. The monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + one‑half the monk's level + Wisdom modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack (but may be affected by another one at a later time. Quivering palm is a supernatural ability.

                Timeless Body: After achieving 17th level, a monk no longer suffers ability penalties for aging and cannot be magically aged. (Any penalties she may have already suffered remain in place.) Bonuses still accrue, and the monk still dies of old age when her time is up.

                Tongue of the Sun and Moon: A monk of 17th level or above can speak with any living creature.

                Empty Body: At 19th level or higher, a monk can assume an ethereal state for 1 round per level per day, as per the spell etherealness. The monk may go ethereal on a number of different occasions during any single day as long as the total number of rounds spent ethereal does not exceed her level. Empty body is a supernatural ability.

                Perfect Self: At 20th level, a monk has tuned her body with skill and quasi‑magical abilities to the point that she becomes a magical creature. She is forevermore treated as an outsider (extra-planar creature) rather than as a humanoid. For instance, Charm person does not affect her. Additionally, the monk gains damage reduction 20/+1. This means that the monk ignores (instantly regenerates) the first 20 points of damage from any attack unless the damage is dealt by a weapon with a +1 enhancement bonus (or better), by a spell, or by a form of energy (fire, cold, etc.). As an outsider, a 20th level monk is subject to spells that repel enchanted creatures, such as protection from law.

 

Ex‑Monks

                A monk who becomes non-lawful cannot gain new levels as a monk but retains all monk abilities. Like a member of any other class, a monk may be a multi-class character, but monks face a special restriction. A monk who gains a new class or (if already multi-class) raises another class by a level may never again raise her monk level, though she retains all her monk abilities.

 

The Paladin

Characteristics:

                Divine power protects the paladin, and gives her special powers. It wards off harm, protects her from disease, lets her heal herself, and guards her heart against fear. The paladin can also direct this power to help others, healing their wounds or curing diseases. Finally, the paladin can use this power to destroy evil. Even the least experienced paladin can detect evil, and more experienced paladins can smite evil foes and turn away undead. In addition, this power draws a mighty steed to the paladin and imbues that mount with strength, intelligence, and magical protection.

Alignment:

                Paladins must be lawful good, and they lose their divine powers if they deviate from that alignment. Additionally, paladins swear to follow a code of conduct that is in line with lawfulness and goodness.

Other Classes:

                Even though paladins are in some ways set apart from others, they eagerly team up with those whose skills and capabilities complement their own. They work well with good and lawful clerics, and they appreciate working with those who are brave, honest, and committed to good. While they cannot abide evil acts by their companions, they are otherwise willing to work with a variety of people quite different from themselves.  Charismatic, trustworthy, and well respected, the paladin makes a fine, leader for a team.

 

The Paladin

                Abilities: Charisma increases the paladins healing, self-protective capabilities, and undead turning. Strength is important for a paladin because of its role in combat. A Wisdom score of 14 or higher is required to get access to the most powerful paladin spells, and a score of 11 or higher is required to cast any paladin spells at all.

                Alignment: Lawful good.

                Hit Die: d10.

 

            Attack                    Fort    Ref      Will                                                            Spells per Day

Level  Bonus                    Save    Save    Save    Special                                           1          2          3          4

1          +1                            +2        +0        +0        Detect evil, divine grace,                                            

                                                                                lay on hands, divine health

2          +2                            +3        +0        +0        Aura of courage, smite evil                                        

3          +3                            +3        +1        +1        Remove disease, turn undead                                   

4          +4                            +4        +1        +1                                                                0                               

5          +5                            +4        +1        +1        Special mount                               0                               

6          +6/+l                       +5        +2        +2        Remove disease 2/handcount    1                               

7          +7/+2                      +5        +2        +2                                                                1                               

8          +8/+3                      +6        +2        +2                                                                1          0                   

9          +9/+4                      +6        +3        +3        Remove disease 3/handcount    1          0                    

10        +10/+5                    +7        +3        +3                                                                1          1                    

11        +11/+6/+1              +7        +3        +3                                                                1          1          0         

12        +12/+7/+2              +$        +4        +4        Remove disease 4/handcount    1          1          1         

13        +13/+8/+3              +8        +4        +4                                                                1          1          1         

14        +14/+9/+4              +9        +4        +4                                                                2          1          1          0

15        +15/+10/+5            +9        +5        +5        Remove disease 5/Handcount   2          1          1          1

16        +16/+11/+6/+1       +10      +5        +5                                                                2          2          1          1

17        +17/+12/+7/+2       +10      +5        +5                                                                2          2          2          1

18        +18/+13/+8/+3       +11      +6        +6.       Remove disease 6/handcount    3          2          2          1

19        +19/+14/+9/+4       +11      +6        +6                                                                3          3          3          2

20        +20/+15/+10/+5     +12      +6        +6                                                                3          3          3          3

 

Class Skills

                The paladin's class skills are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (religion) (Int), Profession (Wis), and Ride (Dex).

                Skill Points at 1st Level: (2 + Int modifier) x 4.

                Skill Points at Each Additional Level: 2 + Int modifier.

 

Class Features

                Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a ‑1 penalty for every 5 pounds of armor and equipment carried.

                Detect Evil: At will, the paladin can detect evil as a spell‑like ability. This ability duplicates the effects of the spell detect evil.

                Divine Grace: A paladin applies her Charisma modifier (if positive) as a bonus to all saving throws.

                Lay on Hands: A paladin can heal wounds by touch. Each day he can cure a total number of hit points equal to her Charisma bonus (if any) times her level. For example, a 7th‑level paladin with a 16 Charisma (+3 bonus) may cure up to 21 points of damage. The paladin can cure herself.  She may choose to divide her curing among multiple recipients, and she doesn't have to use it all at once. Lay on hands is a spell‑like ability whose use is a stan­dard action.

                Alternatively, the paladin can use any or all of these points to deal damage to undead creatures. Treat this attack just like a touch spell. The paladin decides how many cure points to use as damage after successfully touching the undead creature

                Divine Health: A paladin is immune to all diseases, including magical diseases such as mummy rot and lycanthropy.

                Aura of Courage: Beginning at 2nd level, a paladin is immune to fear (magical or otherwise). Allies within 10 feet of the paladin gain a +4 morale bonus on saving throws against fear effects. Granting the morale bonus to allies is a supernatural ability.

                Smite Evil: Once per day, a paladin of 2nd level or higher, may attempt to smite evil with one normal melee attack. She adds her Charisma modifier (if positive) to her attack roll and deals 1 extra point of damage per level. For example, a 13th‑level paladin armed with a longsword would deal 1d8+13 points of damage, plus any additional bonuses for high Strength or magical effects that normally apply. If the paladin accidentally smites a creature that is not evil, the smite has no effect but it is still used up for that day. Smite evil is a supernatural ability.

                Remove Disease: Beginning at 3rd level, a paladin can remove disease, as per the spell remove disease, once per handcount. She can use this ability more often as she advances in levels (twice per handcount at 6th level, three times per handcount at 9th level, and so forth). Remove disease is a spell‑like ability for paladins.

                Turn Undead: When a paladin reaches 3rd level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to three plus her Charisma modifier. She turns undead as a cleric of two levels lower would.

                Extra Turning: As a feat, a paladin may take Extra Turning. This feat allows the paladin to turn undead four more times per day than normal. A paladin can take this feat multiple times, gaining four extra daily turning attempts each time.

                Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells. To cast a spell, the paladin must have a Wisdom score of at least 10 + the spell's level, so a paladin with a Wisdom of 10 or lower cannot cast these spells. Paladin bonus spells are based on Wisdom, and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier. When the paladin gets 0 spells of a given level, such as 1st‑level spells at 4th level, the paladin gets only bonus spells. A paladin without a bonus spell for that level cannot yet cast a spell of that level.         

                The paladin's spell list appears in the magic section. A paladin has access to any spell on the list and can freely choose which to prepare, just as a cleric can. A paladin prepares and casts spells just as a cleric does (though the paladin cannot use spontaneous casting to substitute a cure spell in place of a prepared spell).

                Through 3rd level, a paladin has no caster level. Starting at 4th level, a paladin's caster level is one‑half her class level.

                Special Mount: Upon or after reaching 5th level, a paladin can call an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil (see The Paladin's Mount). This mount is usually a heavy warhorse (for a Medium‑size paladin) or a war pony (for a Small paladin).

                Should the paladin's mount die, she may call for another one after a year and a day. The new mount has all the accumulated abilities due a mount of the paladin’s level.

                Code of Conduct: A paladin must be of lawful good alignment and loses all special class abilities if she ever willingly commits an act of evil. Additionally, a paladin's code requires that she respect legitimate authority act with honor (not lying, not cheating, not using poison, etc.), help those who need help (provided they do not use the help for evil or chaotic ends), and punish those that harm pr threaten innocents.

                Associates: While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters. A paladin will not continue an association with someone who consistently offends her moral code. A paladin may only hire henchmen or accept followers who are lawful good.

 

Ex‑Paladins

                A paladin who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all special abilities and spells, including the service of the paladin's warhorse. She also may not progress in levels as a paladin. She regains her abilities if she atones for her violations (see the atonement spell, description, page 176), as appropriate.

                Like a member of any other class, a paladin may be a multi-class character, but paladins face a special restriction. A paladin who gains a new class or (if already multi-class) raises another class by a level may never again raise her paladin level, though she retains all her paladin abilities. The path of the paladin requires a constant heart. Once you undertake the path, you must pursue it to the exclusion of all other careers. Once you have turned off the path, you may never return.

 

The Paladin's Mount

                The paladin's mount is different from a standard animal of its type in many ways. The standard mount for a Medium‑size paladin is a warhorse, and the standard mount for a Small paladin is a war pony (see the Monster Manual for warhorse and war pony basic statistics). Your DM may work with you to select another kind of mount, such as a riding dog. A paladin's mount is a magical beast, not an animal. It is superior to a normal mount of its kind and has special powers, as shown below:

 

Paladin  Bonus    Natural  Str

Level      HD          Armor    Adj.         Int           Special

5‑7           +2            4              +1            6              Improved evasion, share spells, empathic link,

                                                                                share saving throws

8‑10         +4            6              +2            7

11‑14       +6            8              +3            8              Command creatures of its kind

15‑20       +8            10            +4            9              Spell resistance

 

                Paladin Level: The level of the paladin. If the mount suffers a level drain, treat it as a mount of a lower‑level paladin.

                Bonus HD: These are extra eight‑sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the mount's base attack and base save bonuses.

                Natural Armor: The number listed here is an improvement to the mount's AC. It represents the preternatural toughness of a paladin's mount.

                Str Adj.: Add this figure to the mount's Strength score.

                Int: The mount's Intelligence score.

                Improved Evasion: If the mount is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Improved evasion is an extraordinary ability.

                Share Spells: At the paladin's option, she may have any spell she casts on herself also affect her mount. The mount must be within 5 feet. If the spell has a duration other than instantaneous, the spell stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if the mount returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of "You" on her mount (as a touch range spell) instead of on herself. The paladin and the mount can share spells even if the spells normally do not affect creatures of the mount's type (magical beast).

                Empathic Link: The paladin has an empathic link with the mount out to a distance of up to one mile. The paladin cannot see through the mount's eyes, but they can communicate telepathically. Even intelligent mounts see the world differently from humans, so misunderstandings are always possible. This is a supernatural ability.

                Because of the empathic link between the mount and the paladin, the paladin has the same connection to an item or place that the mount does, just as a master and his familiar (see Familiars).

                Share Saving Throws: The mount uses its own base save or the paladin's, whichever is higher.

                Command: The mount's command ability is a spell‑like ability that it can use at will against other creatures of its kind (for warhorses and warponies, this includes donkeys, mules, and ponies) with fewer Hit Dice than it has itself. The mount can use this ability once per day per two levels of its paladin, and the ability functions just like the spell command (for purposes of this spell, the mount can make itself be understood by any normal animal of its kind). Since this is a spell‑like ability, the mount must make a Concentration check (DC 21) if it's being ridden at the time (as in combat). If the check fails, the ability does not work that time, but it still counts against the mount's daily uses.

                Spell Resistance: The mount's spell resistance equals the paladin's level + 5. To affect the mount with a spell, a spellcaster must make a caster level check (1d20+ caster level) at least equal to the mount's spell resistance.

 

Psion

                Characteristics: The psion draws real power from his mind. His power is a logical expression of lore attained through ongoing individual self‑study. He has access to fewer powers than a wizard or sorcerer of equal level has spells, but he enjoys supreme flexibility in accessing those powers. A psion chooses one primary discipline, gaining knowledge of additional powers from that discipline first, although he can learn powers from any discipline if his appropriate ability scores are high enough.

A psion can seed a crystal or gem with a fragment of his personality, creating a psicrystal. A psicrystal has special abilities that are helpful to the psion.

                Psions gain their powers as self‑knowledge grows. To truly know oneself, one must not only study mentally, but also physically: Psions learn a few rudimentary fighting skills and are proficient with simple weapons.

                Alignment: For a psion, psionics is a personal art. Psions look always inward, so they tend slightly toward neutrality over both chaos and law, but being neutral is not a requirement. Psions are both good and evil, in equal measure.

                Other Classes: Psions enjoy the company of monks, sharing their dedication to self‑mastery. Psions sometimes get off on the wrong foot with members of spellcasting classes such as sorcerers and wizards, because some psions feel that magic is a crutch for the mind. Psions often rib psychic warriors, and vice versa, but their rivalry rarely leads to out‑and‑out conflict.

                A psion's powers make him a good addition to any party. Psions take on differing roles within a party, based on their discipline. For example, Clairsentience specialists serve to guide parties in difficult spots, while psions who have chosen Psychoportation as their primary discipline vastly upgrade the party's mobility.

 

The Psion

            Attack    Fort  Ref    Will Combat  Power     Powers Discovered

Level  Bonus    Save  Save  Save  Modes    Pts/Day  0        1        2        3        4        5        6        7        8        9

1          +0            +0      +0      +2      5              2              2+d   d                                                                      

2          +1            +0      +0      +3                      3              2+d   l+d                                                                  

3          +1            +1      +1      +3      +1            4              2+d   2+d                                                                 

4          +2            +1      +1      +4                      7              3+d   2+d   d                                                            

5          +2            +1      +1      +4      +1            10            3+d   2+d   l+d                                                         

6          +3            +2      +2      +5                      15            4+d   2+d   l+d    d                                                    

7          +3            +2      +2      +5      +1            20            4+d   3+d   2+d   l+d                                                

8          +4            +2      +2      +6                      27            5+d   3+d   2+d   l+d    d                                         

9          +4            +3      +3      +6      +1            34            5+d   3+d   2+d   2+d   l+d                                       

10        +5            +3      +3      +7                      43            6+d   3+d   2+d   2+d   l+d    d                                 

11        +5            +3      +3      +7      +1            52            6+d   3+d   3+d   2+d   2+d   l+d                            

12        +6/+1      +4      +4      +8                      63            7+d   3+d   3+d   2+d   2+d   l+d    d                       

13        +6/+1      +4      +4      +8                      74            7+d   4+d   3+d   3+d   2+d   2+d   1+d                  

14        +7/+2      +4      +4      +9                      87            7+d   4+d   3+d   3+d   2+d   2+d   l+d    d               

15        +7/+2      +5      +5      +9                      100          7+d   4+d   3+d   3+d   3+d   2+d   2+d   l+d           

16        +8/+3      +5      +5      +10                    115          7+d   4+d   4+d   3+d   3+d   2+d   2+d   l+d    d       

17        +8/+3      +5      +5      +10                    130          7+d   4+d   4+d   3+d   3+d   3+d   2+d   2+d   l+d   

18        +9/+4      +6      +6      +11                    147          7+d   4+d   4+d   4+d   3+d   3+d   2+d   2+d   l+d    d

19        +9/+4      +6      +6      +11                    164          7+d   4+d   4+d   4+d   3+d   3+d   3+d   2+d   l+d    l+d

20        +10/+5    +6      +6      +12                    183          7+d   4+d   4+d   4+d   4+d   3+d   3+d   2+d   2+d   l+d

Level: The psion's level.

Base Attack Bonus: The psion's base attack bonus and number of attacks.

Special: Level‑dependent psion abilities, explained in the "Class Features" section that follows.

Power Points/Day: How many psionic power points the psion has access to each day. Psions manifest powers when they pay that

power's cost with power points. The psion possesses a maximum number of power points equal to the given number of power

points per day plus any bonus power points per day, no more. Bonus power points are shown on the following table.

 

Psion Bonus Power Points

Ability    Bonus Power Points (by Psion Level)

Score     1‑2          3‑4          5‑6          7‑8          9‑10        11‑12     13‑14     15‑16     17‑18     19‑20

1‑9           Can't manifest powers with this key ability

10‑11                                                                                                                                             

12‑13       1                                                                                                                                     

14‑15       1              3                                                                                                                      

16‑17       1              3              5                                                                                                       

18‑19       1              3              5              7                                                                                        

20‑21       3              3              5              7              9                                                                         

22‑23       3              5              5              7              9              11                                                        

24‑25       3              5              7              7              9              11            13                                         

26‑27       3              5              7              9              9              11            13            15                          

28‑29       5              5              7              9              11            11            13            15            17           

30‑31       5              7              7              9              11            13            13            15            17            19

32‑33       5              7              9              9              11            13            15            15            17            19

34‑35       5              7              9              11            11            13            15            17            17            19

36‑37       7              7              9              11            13            13            15            17            19            19

38‑39       7              9              9              11            13            15            15            17            19            21

40‑41       7              9              11            11            13            15            17            17            19            21

etc

 

Game Rule Information

                Abilities: A psion's ability scores are all potentially important, because each discipline has a key ability score that affects powers used from within that discipline (see the sidebar on Disciplines). Every power falls within one of six psionic disciplines, and each discipline is keyed to a different ability score. For instance, Dexterity is key for Psychoportation. The same key ability score governs all the powers within a particular discipline.

                When a psion uses a psionic power, he "manifests" it. To manifest a 1st‑level or higher power, the psion must have a key ability score of 10 plus the power's level (thus, a psion cannot manifest powers in a particular discipline if his key ability score for that discipline is less than 10). The psion must also possess sufficient power points to pay the power's cost.

                Choosing ability scores is also important because a defender's Will save DC against an attacking psion's power is set by the attacker each time a power is manifested: 1d20 roll + the power's level + the key ability modifier. (See Chapter 4: Psionics for more detailed information.)

                A psion also gets bonus power points based on the key ability score for his primary discipline (this never varies). Table 1‑2: Psion Bonus Power Points shows bonus power points a psion with a high ability score in his primary discipline gains as level increases. The points are additive; thus, a 5th‑level psion with a score of 18 in his key ability has 1 + 3 + 5 = 9 bonus power points. Likewise, an 8th‑level psion with a score of 15 in his key ability still gets the 1 + 3 = 4 bonus power points granted from earlier levels. Bonus power points only accrue from a high ability score that has not fluctuated for 24 hours.

                In addition to having a high ability score, a psion must be of sufficient level to gain bonus power points of a given level. For instance, at 3rd level, the psion Alexandra (primary discipline Psychoportation) has Dexterity 16, good enough to get 1 bonus power point at 1st level and 3 at 3rd level. Once she reaches 5th level, she will receive an additional 5 power points.

                If your character's key ability score is 9 or lower, you can't manifest powers tied to that ability (powers keyed to that discipline). For example, if Alexandra's Dexterity drops to 9 because of a poison or psionic combat, she is unable to manifest even her simplest Psychoportation powers until cured.

                Alignment: Any.

                Hit Die: d4.

 

Disciplines

                A discipline is one of six groupings of powers, each defined by a common theme, such as Metacreativity or Telepathy. Every known psionic power is aligned with one of the six disciplines. A psion must choose one psionic discipline as his or her primary discipline at character creation. A psion can choose powers from any discipline according to the schedule shown in the Table, but a psion knows one additional power per accessible power level within his primary discipline. A psion may not change his primary discipline once chosen. The psion's primary discipline also determines which ability score provides the psion's bonus power points.

 

Associated

Discipline                             Ability                    Subclass in Brief                Nickname

Psychometabolism               Strength                 Psi‑biofeedback                    Egoist

Psychoportation                  Dexterity                Move in space/time             Nomad

Psychokinesis                      Constitution          Manipulate energy              Savant

Metacreativity                      Intelligence           Out of thin air                       Shaper

Clairsentience                       Wisdom                 See what's hidden                Seer

Telepathy                              Charisma                Mental contact                     Telepath

 

                Psychometabolism: Powers that alter the psion's own physiobiology. A psion whose primary discipline is Psychometabolism is called an egoist. Strength is the key ability score for all powers within the Psychometabolism discipline and is the ability score egoists use to determine bonus power points.

                Psychoportation: Powers that propel or displace objects in space or time. A psion whose primary discipline is Psychoportation is called a nomad. Dexterity is the key ability score for all powers within the Psychoportation discipline and is the ability score nomads use to determine bonus power points.

                Psychokinesis: Powers that manipulate and transform physical properties. A psion whose primary discipline is Psychokinesis is called a savant. Constitution is the key ability score for all powers within the Psychokinesis discipline and is the ability score savants use to determine bonus power points.

                Metacreativity: Powers that draw matter from the Astral Plane, creating semisolid and solid items. A psion whose primary discipline is Metacreativity is called a shaper. Intelligence is the key ability score for all powers within the Metacreativity discipline and is the ability score shapers use to determine bonus power points.

                Clairsentience: Powers that reveal information. A psion whose primary discipline is Clairsentience is called a seer. Wisdom is the key ability score for all powers within the Clairsentience discipline and is the ability score seers use to determine bonus power points.

                Telepathy: Powers that allow mental contact and control of other sentient creatures. A psion whose primary discipline is Telepathy is called a telepath. Charisma is the key ability score for all powers within the Telepathy discipline and is the ability score telepaths use to determine bonus power points.

 

Class Skills

                The psion's class skills vary by the psion's primary discipline.

                The egoist's class skills are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Jump (Str), Knowledge (psionics) (Int), Psicraft (Int), Stabilize Self (Con), and Swim (Str).

                The nomad's class skills are Climb (Str), Concentration (Con), Escape Artist (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (psionics) (Int), Psicraft (Int), Remote View (Int), Ride (Dex), Swim (Str), and Use Rope (Dex).

                The savant's class skills are Autohypnosis (Wis), Concentration" (Con), Disable Device (Int), Knowledge (psionics) (Int), Open Lock (Dex), Pick Pocket (Dex), Psicraft (Int), Remote View (Int), and Search (Int).

                The shaper's class skills are Alchemy (Int), Appraise (Int), Concentration (Con), Craft (any) (Int), Disguise (Cha), Knowledge (psionics) (Int), Perform (Cha), Psicraft (Int), and Remote View (Int).

                The seer's class skills are Concentration (Con), Gather Information (Cha), Intuit Direction (Wis), Knowledge (psionics) (Int), Listen (Wis), Psicraft (Int), Remote View (Int), Sense Motive (Wis), and Spot (Wis).

                The telepath's class skills are Animal Empathy (Cha), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Knowledge (psionics) (Int), Psicraft (Int), Remote View (Int), and Sense Motive (Wis).

                Skill Points at 1st Level: (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier.

 

Class Features

                Weapon and Armor Proficiency: Psions are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor does not interfere with the use of psionic powers, but psions who wear armor with which they are not proficient or who hold a shield with which they are not proficient suffer the armor check penalty on attack rolls and on the use of the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.

                Powers: A psion manifests psionic powers. A psion's selection of powers is extremely limited, although he enjoys ultimate flexibility. Your psion begins play knowing two 0level powers (also called talents) of your choice and zero 1stlevel powers, plus one extra power within his primary discipline for each power level known, for a total of three 0‑level powers and one 1st‑level power. At each level, your psion discovers one or more previously latent powers, as indicated on Table 1‑1: The Psion. Psions can pick powers from any discipline, but the "d" in each column represents a single extra power learned from the psion's primary discipline. A "-" indicates no extra powers are known; a "d" or a number indicates that the psion can choose one or more powers at the given level.

                Powers discovered can be common powers chosen from the psion power list, or they can be unusual powers that the psion has gained some understanding of by study. For example, a psion with a power stone encoded with an unusual psionic power (one not on the psion power list) could select that power as one of his new powers for achieving a new level, provided the power is the right level. In any case, the psion can't learn powers at a faster rate in this manner. It simply allows the psion to occasionally select powers that aren't found on the psion power list.

                To manifest a power within a particular discipline, a psion must have a key ability score of at least 10 + the power's level. (Psionic attack and defense modes are exempt from this restriction, and do not possess levels.) The DC for saving throws to resist a psion's powers is 1d20 + the power's level + the psion's key ability modifier. The 1d20 roll is made by the attacking psion when the power is manifested. (Psionic attack and defense modes add a special modifier instead.)

                Certain powers can be enhanced as they are manifested, at the cost of additional power points.

                Note: A psion may choose to discover a lower‑level power in place of a higher‑level power normally granted by level advancement. Thus, a psion advancing to 9th level may normally learn another 4th‑level power but could instead learn a 3rd‑ or lower‑level power in its place. If a psion chooses to learn a lower­ level power instead of his first discipline power for a particular level (indicated by a "d" on Table 1‑1), the substitute lower‑level power must be in the psion's primary discipline.

                Power Points: A psion can manifest a certain number of 1st­level and higher powers per day based on his available power points, but he need not prepare his powers in advance‑he just pays the power point cost of a power to manifest it. The number of available power points per day is improved by his bonus power points, if any, as shown on the table. For instance, at 1st level the telepath Ialdabode gets 2 power points per day (see Table 1‑1: The Psion), plus 1 additional power point for his high score in Charisma (which is the key ability for his primary discipline). Ialdabode also selected the Inner Strength feat, which grants 1 power point, for a daily total of 4. He only knows one 1st level power, disable, chosen from his primary discipline. He also knows any five psionic combat modes (see below), which also cost power points to manifest. On any given day, he can manifest disable four times (using up all his power points that day). Special rules govern the manifestation of 0level powers and psionic combat modes.

                0‑Level Powers: Also called talents, 0‑level powers have a special power point cost. A psion can manifest any talent he knows for free a number of times per day equal to his level + 3. After exhausting his daily allotment, the psion must pay 1 power point per manifestation of a 0‑level power for the rest of the day. Thus, a 1st‑level psion can manifest four talents for free, and then must pay 1 power point for each additional 0‑level manifestation that day.

                Psionic Combat Modes: At 1st level, the psion can choose to learn five of the ten psionic combat modes. At every odd‑numbered level from 3rd through 11th, he can learn one additional psionic combat mode. The five attack modes are ego whip, id insinuation, mind blast, mind thrust, and psychic crush. The five defense modes are empty mind, intellect fortress, mental barrier, thought shield, and tower of iron will.

                Psionic attack and defense modes are most effective against psionic characters and creatures, but they can affect non-psionic beings as well. Attack and defense modes are treated like psionic powers in some ways, but they have their own special qualities that powers do not share.

                Psionic combat modes have varying manifestation costs: Low­ level psions are cautioned to choose powers with lower costs. For instance, a psion could choose mind blast at 1st level, but its high power point cost (9) makes it inaccessible to the psion for several levels.

                Psicrystal: A psion can encode a psicrystal. Doing so takes a day and requires materials that cost 100 gp (usually, the gem used as the basis for the psicrystal represents at least 50% of the total cost). A psicrystal is a psionically charged crystalline stone no more than 1 inch in diameter. It carries a fragment personality seeded from the psion's own mind, with which the psion can empathically interact and from which he can derive benefits. A psion may possess no more than one psicrystal at any one time.

                The psion chooses the type of psicrystal he gets, that is, what fragment of his personality is encoded in the stone. As the psion increases in level, his psicrystal also increases in utility, as shown on the table Psicrystal Special Abilities.

                If the psicrystal is destroyed, whether by accident or on purpose, the psion must attempt a Fortitude save (DC 15). If the saving throw fails, the psion loses 200 experience points per class level. A successful saving throw reduces the loss by half. However, a psion's experience can never go below 0 as the result of a psicrystal's destruction. For example, Ialdabode is a 3rd‑level psion with 3,230 XP when his psicrystal is eaten by a xorn. Ialdabode makes a successful saving throw, so he loses 300 XP, dropping him below 3,000 XP and back to 2nd level. A destroyed psicrystal cannot be replaced for six months.

                Starting Gold: 3d4x10 gp

 

Psicrystals

                Except to its owner, a psicrystal appears to be a normal gem worth 100 gp. However, a psicrystal grants a special ability to its psion owner depending on the fragment personality seeded in the stone, as given on the table Psicrystals. Physically, psicrystals have AC 13, hardness 8, and 20 hit points Psicrystals "regenerate" their crystal matrix at rate of 2d4 hit points per day if damaged. If a psicrystal is brought to 0 hit points, it is destroyed.

                Psicrystal Personality Descriptions: All psicrystals have distinct personalities. At 1st‑level, the psion only gets a feel for the crystal's personality through strong feelings, but at higher levels the psicrystal is free to telepathically provide the psion with advice, severely slanted toward the psicrystal's particular world view. The owner always sees bit of herself in her psicrystal, even if magnified and therefore distorted.

                Artiste: This splinter personality notes without humility that it is wonderfully talented in almost any occupation, be it dancing, opera, or cooking. Equal parts truth and pretension make up this claim.

                Bully: Sometimes bad seeds are still good for something. The bully splinter personality's overbearing harangues and nearly constant insistence that only its way is right is trying, but its influence is sometimes handy for the psion.

                Coward: Buried deep in everyone is a healthy dose of self-preservation. When captured and magnified, the essence of cowardliness aids the psion in finding safe harbor in dangerous situations. However, this psicrystal is far too eager to urge the psion to run and hide, even in only moderately dangerous situations.

                Friendly: This splinter personality is disposed to promote the well‑being of another, even of a revealed enemy. The psion owner puts up with lectures on his hard‑hearted ways, but in return the psion is better able to deal with creatures in a nonviolent manner.

                Hero: We all want to be heroes, and the psicrystal with this implanted splinter is that feeling personified. Given to urging the psion into dangerous situations, it pays back its owner with physical resolve in difficult situations.

                Liar: The lying psicrystal just can't help telling falsehoods, even to its owner who knows all too well when it is prevaricating and when it is communicating truthfully. This doesn't stop the psicrystal. Its lying ways serve the psion in good stead when she is forced to attempt the same.

                Meticulous: The meticulous psicrystal has a hard time discerning between important details and those that are irrelevant. In describing itself, it would say it is "punctilious in its attention to the rules of etiquette, and furthermore marked by extreme care in the treatment of details." Sometimes maddening, this trait is sometimes useful to the psion who attempts a precise study of his environment.

                Observant: "Did you see that?" is the most common communication between a psicrystal and its owner. Often enough, the psion has seen the proffered sight and ignored it as unimportant. Sometimes, though this observant quality allows the psion to note things she might have otherwise passed by

                Poised: The ability to be constantly aware of your body and how it interacts with your surroundings is something often lost in the welter of more important thoughts. Not so for this psicrystal, which is perfectly poised and sure of itself, if not its owner. It often preaches the importance of equilibrium and the readiness for action, and its influence actually grants the psion a bonus in situations where balance is important.

                Resolve: A quality everyone wishes they had, this psicrystal has it in spades. It is firm in purpose and belief, and its advice and observations are characterized by firmness and determination. Or, as the psion might say, it is a stubborn so and so. Still, this unshakable faith aids the psion in all contests of will.

                Sage: This splinter personality attempts to be a mentor to its owner, even though it is drawn from the owner's mind. Still, unfettered with any other personality type, the sage sees itself as the be‑all, end‑all master of spiritual and philosophical topics, not to mention the area of Knowledge in which it is specialized. Beyond its specialization, the sage psicrystal's advice is sometimes suspect.

                Single-minded: The ability to focus in on the task at hand, ignoring all other environmental and emotional factors, is the personality seeded in this psicrystal. Sometimes the psion has a very difficult time getting the psicrystals attention if it is focused on a specific task, but its influence also magnifies the psion's own concentration abilities.

                Sneak: Why announce your presence with loud footfalls when you could just as easily glide in with less noise than a breath of air? Or so asks the sneaky psicrystal, who believes wholeheartedly in the rule that silence is golden. It is given to hushing its owner, and its owner's companions, at higher levels. Still, its expertise in the area of quiet locomotion can't be denied.

                Sympathetic: This quality allows the psicrystal to‑see into the hearts of other living things by putting itself in their shoes. Unfortunately, the psicrystal also spends a lot of time analyzing the psion and his companions, commenting on their mental states, and making pronouncements about the fitness of their actions. Of course, this is useful when the psion wants to determine the motives of a potential enemy.

                Psion Level: The level of the psion.

                Psicrystal Ability Descriptions: All psicrystals have special abilities that depend on the level of the owner. These abilities are cumulative.

 

Psicrystals

Psicrystal

Personality           Special

Artiste                    Owner gains +2 bonus on Craft checks.

Bully                       Owner gains +2 bonus on Intimidate checks.

Coward                  Owner gains +2 bonus on Hide checks.

Friendly                 Owner gains +2 bonus on Diplomacy checks.

Hero                       Owner gains +2 bonus on Fortitude saves.

Liar                         Owner gains +2 bonus on Bluff checks.

Meticulous            Owner gains +2 bonus on Search checks.

Observant             Owner gains +2 bonus on Spot checks.

Poised                    Owner gains +2 bonus on Balance checks.

Resolve                  Owner gains +2 bonus on Will checks.

Sage                       Owner gains +2 bonus on any one Knowledge skill he already knows; once chosen,

                                this does not vary.

Single-minded       Owner gains +1 bonus on Concentration checks.

Sneak                     Owner gains +2 bonus on Move Silently checks.

Sympathetic          Owner gains +2 bonus on Sense Motive checks.

 

Psicrystal Special Abilities

Psion      Psicrystal

Level      Intelligence  Special

1‑2           6                      Sighted, empathic link

3‑4           7                      Telepathic link

5‑6           8                      Self‑propulsion

7‑8           9                      Speak with other creatures

9‑10         10

11‑12       11                    Power resistance

13‑14       12                    Sight link

15‑16       13                    Channel power

17‑18       14

19‑20       15

 

                Intelligence: The psicrystal's intelligence score. Psicrystals are smart, but their personality trait colors all empathic, telepathic, or verbal interaction.

                Sighted: Though it possesses no physical sensory organs, a psicrystal can telepathically sense its environment as well as a sighted, hearing creature can. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a psicrystal still can't discern invisible or ethereal beings. The psicrystal's sighted range is 40 feet.

                Empathic Link: The psion has an empathic link with his or her psicrystal to a distance of up to one mile. Psions cannot see using the psicrystal's sighted ability, but they can communicate empathetically. The empathic link between a psicrystal and its owner limits communication to strong feelings, such as confidence, fear, uncertainty, resolve, and so on, so misunderstandings are always possible.

                Telepathic Link: The psion has a telepathic link with his or her psicrystal to a distance of up to one mile. Psions cannot see using the psicrystal's sighted ability, but they can communicate telepathically. The telepathic link allows actual communication. For instance, a psicrystal placed in a distant room could relay the activities occurring in that room. Psicrystals know all the languages their psion owners know.

                Self‑Propulsion: If the psion pays the cost of 1 power point, his or her psicrystal forms spidery, ectoplasmic legs for a day. The legs grant the psicrystal a speed of 30 feet. The psicrystal can climb walls and ceilings with its legs like a real spider at a speed of 20 feet. The legs fade to nothingness when their duration expires, or if the psicrystal takes 1 or more points of damage that penetrate its hardness.

                Speak with other Creatures: The psicrystal can communicate mentally with its owner, other creatures, or psicrystals within 60 feet, using any language known to its psion owner (other creatures must speak aloud to return communication, except for the owner and other psicrystals). To those familiar with the psion, the psicrystal's mental voice sounds very similar; however, all exchanges are colored by the psicrystal's particular personality trait.

                Power Resistance: The psicrystal's power resistance (PR) equals the psion owner's level plus 5. To affect the psicrystal with a power, an enemy manifester must make a manifester level check (1d20 + enemy's manifester level) at least equal to the psicrystals power resistance. The psicrystal's spell resistance (SR) equals its power resistance.

                Sight Link: Once per day, the psicrystal's owner can see what the crystal sees for a period of 1 hour, as long as the psion and the crystal are not separated by more than one mile.

                Channel Power: The psion can manifest powers through the psicrystal to a distance of up to one mile. The psicrystal is treated as the power's originator, and all ranges are calcu­lated from that location. When channeling a power through his psicrystal, the psion manifests the power by paying its cost. He is still subject to attacks of opportunity and other hazards of manifesting a power, if applicable.

                Multi-class Note: A psion character may never multi-class as a psionic with a different discipline.

                The psion/psychic warrior multi-class is allowed. Power points from each class are pooled; however, powers discovered for each class must be tracked separately, since class level affects the manifestation of certain powers.

                If the DM allows it, other classes can take a level of psion or psychic warrior as they advance to a new level. When a non-psionic character takes a level or two of a psionic class, that character is considered to have awakened a "wild talent." For example, Tordek the dwarven fighter could take a level of psychic warrior when he would normally advance to 5th level as a fighter. Since fighter is a dwarf's favored class, advancing in one other class (psychic warrior in this case) doesn't count against Tordek when determining XP penalties for multi-classing. Humans and half‑elves may choose the psion and psychic warrior class as a favored class if the DM allows it. Certain monstrous creatures (including illithids, githyanki, and githzerai) may also select a psionic character class as their favored class.

 

Psychic Warrior

                Characteristics: The defining trait of the psychic warrior is her ability to supplement her physical attacks with psionic feats and psionic powers. A combination of strength, martial skill, and psionic ability allows the psychic warrior to equal and sometimes surpass a normal fighter of equal experience.

                As the psychic warrior gains experience and power, her fighting skills and psionic abilities grow in concert.

                Alignment: A psychic warrior's training requires the ability to give equal shrift to what others consider polar opposites of physical and mental ability. Psychic warriors tend toward chaotic alignments, but chaotic alignment is not a requirement.

                Other Classes: Psychic warriors get on well with anyone, regardless of class, who appreciates their unique contributions. Because the psychic warrior is good to have in a fight, most adventurers are happy to ask her to join their merry band.

 

The Psychic Warrior

            Attack            Fort    Ref      Will    Power                                 Powers   Discovered ‑

Level  Bonus            Save    Save    Save    Special                               Pts/Day  0      1      2      3      4      5      6

1          +0                    +2        +0        +0        Bonus feat, two psionic  2              2                                    

                                                                        combat modes

2          +1                    +3        +0        +0        Bonus feat                         3              3                                    

3          +2                    +3        +1        +1        Psionic combat mode      4              3      1                              

4          +3                    +4        +1        +1                                                    5              3      2                              

5          +3                    +4        +1        +1        Bonus feat                         8              3      3      1                         

6          +4                    +5        +2        +2        Weapon Specialization   11            3      3      2                         

7          +5                    +5        +2        +2        Psionic combat mode      16            3      3      2      1                  

8          +6/+1              +6        +2        +2        Bonus feat                         21            3      3      3      1                  

9          +6/+1              +6        +3        +3        Psionic combat mode      26            3      3      3      2                  

10        +7/+2              +7        +3        +3        Psionic combat mode      33            3      3      3      2      1           

11        +8/+3              +7        +3        +3        Bonus feat                         40            3      3      3      3      1            

12        +9/+4              +8        +4        +4        Psionic combat mode      47            3      3      3      3      2            

13        +9/+4              +8        +4        +4        Psionic combat mode      56            3      3      3      3      2      1     

14        +10/+5            +9        +4        +4        Bonus feat                         65            3      3      3      3      3      1     

15        +11 /+6/+l      +9        +5        +5        Psionic combat mode      74            3      3      3      3      3      2     

16        +12/+7/+2      +10      +5        +5        Psionic combat mode      85            3      3      3      3      3      2      1

17        +12/+7/+2      +10      +5        +5        Bonus feat                         96            3      3      3      3      3      3      1

18        +13/+8/+3      +11      +6        +6                                                    107          3      3      3      3      3      3      2

19        +14/+9/+4      +11      +6        +6                                                    118          3      4      3      3      3      3      2

20        +15/+10/+5    +12      +6        +6        Bonus feat                         129          3      4      3      3      3      3      3

 

Game Rule Information

                Psychic warriors have the following game statistics.

                Abilities: Strength is an ideal ability for the psychic warrior, augmenting both melee prowess and Psychometabolism powers. Dexterity provides better defense and bonuses to melee attacks. Constitution upgrades the psychic warrior's toughness. As with a psion, all the ability scores are potentially important because of the psionic disciplines tied to them.

                Choosing ability scores is also important because a defender's Will save DC against an attacking psychic warrior's power is set by the attacker each time a power is manifested: 1d20 roll + the power's level + the key ability modifier.

                Alignment: Any.

                Hit Die: d8.

 

Class Skills

                The psychic warrior's class skills are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Jump (Str), Stabilize Self (Str), Swim (Str), Tumble (Dex), and Use Psionic Device (Cha).

                Skill Points at 1st Level: (2 + Int modifier) x 4.

                Skill Points at Each Additional Level: 2 + Int modifier.

 

Class Features

                Weapon and Armor Profi­ciency: The psychic warrior is proficient in the use of all simple and martial weapons and all armor (light, medium, and heavy armor) and shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a ‑1 penalty for every 5 pounds of armor and equip­ment carried.

                Bonus Feats: At 1st level, the psychic warrior gets a bonus feat in addition to the feat that any 1st‑level character gets and the bonus feat granted to humans. The psychic warrior gains an additional bonus feat at 2nd level and every three levels thereafter (5th, 8th, 11th, and so on). These bonus feats can be selected from all psionic feats as well as the following feats: Ambidexterity, Blind­ Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon Proficiency*, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Critical*, Improved Initiative, Improved Unarmed Strike (Deflect Arrows, Stunning Fist), Mounted Combat (Mounted Archery, Trample, Ride‑By Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw, Two‑Weapon Fighting (Improved Two‑Weapon Fighting), Weapon Finesse*, and Weapon Focus*.  Feats dependent on other feats are given parenthetically after the prerequisite feat. Some of the psionic feats also have feats from the above list as prerequisites. A character can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. Characters must still meet all prerequisites for a feat, including ability score and base attack bonus.

                Important: Bonus feats are in addition to the feat that any character gets every three levels. The psychic warrior is not limited to the list given here when choosing those feats.

                Powers: A psychic warrior manifests psionic powers. A psychic warrior's selection of powers is more limited than a psion's. Your psychic warrior begins play knowing two 0 level powers (talents). At each level, your psychic warrior discovers one or more previously latent powers, as indicated on the table The Psychic Warrior. These powers are chosen from the psychic warrior power list.

                To manifest a power within a particular discipline, a psychic warrior must have a key ability score of at least 10 + the power's level. (Psionic attack and defense modes are exempt from this restriction and do not possess levels.) The DC for saving throws to resist a psychic warrior's powers is 1d20 + the power's level + the psychic warrior's key ability modifier. The 1d20 roll is made by the attacking psion when the power is manifested. (Psionic attack and defense modes add a special modifier instead.)

Certain powers can be enhanced as they are manifested, at the cost of additional power points.

                Note: A psychic warrior may choose to discover a lower‑level power in place of a higher‑level power normally granted by level advancement, just as psions can.

                Power Points: A psychic warrior can manifest a certain number of 1st‑level and higher powers per day based on her available power points, but she need not prepare her powers in advance‑she just pays the power point cost of a power to manifest it. Psychic warriors do not gain bonus power points for exceptional ability scores, and so at 1st level have only 2 power points. Special rules govern the manifestation of 0‑level powers and psionic combat modes.

                0‑level Powers: Also called talents, 0‑level powers have a special power point cost. A psychic warrior can manifest any talent she knows for free a number of times per day equal to her level + 2. After exhausting her daily allotment, the psychic warrior must pay 1 power point per manifestation of a 0‑level power for the rest of the day. Thus, a 1st‑level psychic warrior can manifest three talents for free, then must pay 1 power point for each additional 0­level manifestation that day.

                Psionic Combat Modes: At 1st level, a psychic warrior can choose to learn two of the ten psionic combat modes. At succeeding levels, she can learn one additional psionic combat mode according to the schedule shown on the table The Psychic Warrior. The five attack modes are ego whip, id insinuation, mind blast, mind thrust, and psychic crush. The five defense modes are empty mind, intellect fortress, mental barrier, thought shield, and tower of iron will.

                Psionic attack and defense modes are most effective against psionic characters and creatures, but they can affect non-psionic beings as well. Attack and defense modes are treated like psionic powers in some ways, but they have their own special qualities that powers do not share.

                Psionic combat modes have varying manifestation costs: Low ­level psychic warriors are cautioned to choose powers with lower costs. For instance, a psychic warrior could choose mind blast at 1st level, but its high power point cost (9) makes it inaccessible to her for several levels.

                Weapon Specialization: On achieving 6th level, a psychic warrior gains the Weapon Specialization feat. Weapon Specialization adds a +2 damage bonus with a chosen weapon. The psychic warrior must have Weapon Focus with that weapon to gain Weapon Specialization. If the weapon is a ranged weapon, the damage bonus applies only if the target is within 30 feet, because only at that range can the psychic warrior strike precisely enough to hit more effectively. Psychic warriors gain Weapon Specialization as a free feat; it doesn’t count against the character's bonus and regular feat acquisition. The character cannot take Weapon Specialization as a bonus or regular feat at any other level.

                Starting Gold: 5d4x10 gp (unless using a starting package).

                Multi-class Note: A psion character may never multi-class as a psionic with a different discipline.

                The psion/psychic warrior multi-class is allowed. Power points from each class are pooled; however, powers discovered for each class must be tracked separately, since class level affects the manifestation of certain powers.

                If the DM allows it, other classes can take a level of psion or psychic warrior as they advance to a new level. When a non-psionic character takes a level or two of a psionic class, that character is considered to have awakened a "wild talent." For example, Tordek the dwarven fighter could take a level of psychic warrior when he would normally advance to 5th level as a fighter. Since fighter is a dwarf's favored class, advancing in one other class (psychic warrior in this case) doesn't count against Tordek when determining XP penalties for multi-classing. Humans and half‑elves may choose the psion and psychic warrior class as a favored class if the DM allows it. Certain monstrous creatures (including illithids, githyanki, and githzerai) may also select a psionic character class as their favored class.

 

The Ranger

Characteristics:

                The ranger is proficient with all simple and martial weapons and capable in combat. His skills allow him to survive in the wilderness, to find his prey, and, to avoid detection.  He also has special knowledge of certain types of creatures. This knowledge makes him more capable of finding and defeating those foes. Finally, an experi­enced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does.

                An experienced ranger often has one or more animal companions to aid him, thanks to his animal friendship spell.

Alignment:

                Rangers can be of any alignment. Most are good, and they are protectors of the wild areas. In this role, a ranger seeks out and destroys or drives off evil creatures that threaten the wilderness. Good rangers also protect those who‑travel through the wilderness, serving sometimes as guides and sometimes as unseen guardians. Rangers are also mostly chaotic, preferring to follow the ebb and flow of nature or of their own hearts, instead of rigid rules. Evil rangers, though rare, are much to be feared. They revel in nature's thoughtless cruelty and seek to emulate her most fearsome predators. They gain divine spells just as good rangers do, for nature herself is indifferent to good and evil.

Other Classes:

                Rangers get along well with druids and to some extent with barbarians. They are known to bicker with paladins, mostly because they often share goals but differ in style, tactics, approach, philosophy, and aesthetics. Since rangers don't much look to other people for support or friendship, they find it easy to tolerate people who are quite different from themselves, such as bookish wizards and preachy clerics. They just don't care enough to get upset about others' differences.

 

The Ranger

                Abilities: Dexterity is important for a ranger because rangers tend to wear light armor and because several ranger skills are based on Dexterity. Strength is important for them because rangers frequently get involved in combat. Several ranger skills are based on Wisdom, and a Wisdom score of 14 or higher is required to get access to the most powerful ranger spells. A Wisdom score of 11 or higher is required to cast any ranger spells at all.

                Alignment: Any.

                Hit Die: d10.

 

            Attack                    Fort    Ref      Will                                                    Spells per Day

Level  Bonus                    Save    Save    Save    Special                                   1          2          3          4

1          +1                            +2        +0        +0        Track, 1st favored enemy                                   

2          +2                            +3        +0        +0

3          +3                            +3        +1        +1

4          +4                            +4        +1        +1                                                        0                    

5          +5                            +4        +1        +1        2nd favored enemy              0                               

6          +6/+1                      +5        +2        +2                                                        1                               

7          +7/+2                      +5        +2        +2                                                        1                               

8          +8/+3                      +6        +2        +2                                                        1          0                    

9          +9/+4                      +6        +3        +3                                                        1          0                   

10        +10/+5                    +7        +3        +3        3rd favored enemy               1          1                    

11        +11/+6/+1              +7        +3        +3                                                        1          1          0         

12        +12/+7/+2              +8        +4        +4                                                        1          1          1         

13        +13/+8/+3              +8        +4        +4                                                        1          1          1         

14        +14/+9/+4              +9        +4        +4                                                        2          1          1          0

15        +15/+10/+5            +9        +5        +5        4th favored enemy               2          1          1          1

16        +16/+11/+6/+1       +10      +5        +5                                                        2          2          1          1

17        +17/+12/+7/+2       +10      +5        +5                                                        2          2          2          1

18        +18/+13/+8/+3       +11      +6        +6                                                        3          2          2          1

19        +19/+14/+9/+4       +11      +6        +6                                                        3          3          3          2

20        +20/+15/+10/+5     +12      +6        +6        5th favored enemy               3          3          3          3

 

Class Skills

                The ranger's class skills are Animal Empathy (Cha, exclusive skill), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis).

                Skill Points at 1st Level: (4 + Int modifier) x 4.

                Skill Points at Each Additional Level 4 + Int modifier.

 

Class Features

                Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, light armor, medium armor, and shields. Mote that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a ‑1 penalty for every 5 pounds of armor and equipment carried. When wearing light armor or no armor, a ranger can fight with two weapons as if he had the feats Ambidexterity and Two‑Weapon Fighting. He loses this special bonus when fighting in medium or heavy armor, or when, using a double‑headed weapon (such as a double sword).

                Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells. To cast a spell, the ranger must have a Wisdom score of at least 10 + the spell's level, so a ranger with a Wisdom of 10 or lower cannot cast these spells. Ranger bonus spells are based on Wisdom, and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier. When the ranger gets 0 spells of a given level, such as 0 1st‑level spells at 4th level, the ranger gets only bonus spells. A ranger without a bonus spell for that level cannot yet cast a spell of that level. The ranger's spell list appears in the magic section. A ranger has access to any spell on the list and can freely choose which to prepare. A ranger prepares and casts spells, just as a cleric does (though the ranger cannot use spontaneous casting to lose a spell and cast a cure or inflict spell in its place).

                Through 3rd level, a ranger has no caster level. Starting at 4th level, a ranger's caster level is one‑half his class level.

                Track: A ranger gains Track as a bonus feat.

                Favored Enemy: At 1st level, a ranger may select a type of creature (dragons, giants, goblinoids, undead, etc,) as a favored enemy. (A ranger can only select his own race as a favored enemy if he is evil.) Due to his extensive study of his foes and training in the proper techniques for combating them, the ranger gains a +1 bonus to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks when using these skills against this type of creature. Likewise, he gets the same bonus to weapon damage rolls against creatures of this type. A ranger also gets the damage bonus with ranged weapons, but only against targets within 30 feet (the ranger cannot strike with deadly accuracy beyond that range). The bonus doesn't apply to damage against creatures that are immune to critical hits.

                At 5th level and at every five levels thereafter (10th, 15th, and, 20th level), the ranger may select a new favored enemy, and the bonus associated with every previously selected favored enemy goes up by +1. For example, a 15th‑level ranger will have four favored enemies, with bonuses of +4, +3, +2, and +1. The Ranger Favored Enemies lists possible categories for a ranger's favored enemy.

                Improved Two‑Weapon Fighting: A ranger with a base attack bonus of at least +9 can choose to gain the Improved Two‑Weapon Fighting feat even if he does not have the other prerequisites for the feat. The ranger must be wearing light armor or no armor in order to use this benefit.

 

Ranger Favored Enemies

Type                       Examples

Aberrations           Beholders

Animals                 Bears

Beasts                    Owlbears

Constructs            Golems

Dragons                 Black dragons

Elementals             Xorns

Fey                         Dryads

Giants                     Ogres

Humanoid Type   *

Magical Beasts     Displacer beasts

Oozes                     Gelatinous cubes

Outsider type        *

Plants                     Shambling mounds

Shapechangers     Werewolves

Undead                  Zombies

Vermin                    Giant spiders

 

                *Rangers may not select "humanoid" or "outsider" as a favored enemy, but they may select a more narrowly defined type of humanoid (such as goblinoids, humans, or reptilian humanoids) or outsider (such as devils, efreet, or slaadi). See the Monster Manual for more information on types of creatures. A ranger can only select his own race as a favored enemy if he is evil.

 

Ranger Variant: Urban Ranger

                The ranger can also be a very effective in an urban environment with certain alterations to the basic ranger class.  The Urban ranger loses the class skills of Animal Empathy, Knowledge (Nature), and Wilderness Lore.  In their place he gains the skills Gather Information, Knowledge (Local), and Urban Lore.  The Tracking feat is replaced with the Shadow feat.  Certain wilderness based spells of the ranger list can be replaced with bard spells.

 

The Rogue

Characteristics:

                Rogues are highly skilled, and they can concentrate in any of several types of skills. While not equal to members of many other classes in combat, a rogue knows how to hit where it hurts, and a rogue who can hit an opponent with a, sneak attack can dish out a lot of damage.

                Rogues have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, rogues can "fake it" well enough to cast spells from scrolls, activate wands, and use just about any other magic item.

Alignment:

                Rogues follow opportunity, not ideals. They are more likely to be chaotic than lawful. Rogues, however, are a diverse bunch, and they may be of any alignment.

Other Classes:

                Rogues love and hate working with members of other classes. They excel when protected by warriors and supported by spellcasters. There are plenty of times, however, that they wish that everyone else was as quiet, guileful, and patient as a rogue. Rogues are particularly wary of paladins, either endeavoring to prove themselves useful or just avoiding them.

 

The Rogue

                Abilities: Dexterity affects many rogue skills and provides the lightly armored rogue extra protection. Intelligence and Wisdom are important for many of the rogue's skills. A high Intelligence score also gives the rogue extra skill points, which can be used to expand her repertoire.

                Alignment: Any.

                Hit Die: d6.

 

            Attack            Fort    Ref      Will

Level  Bonus            Save    Save    Save    Special

1          +0                    +0        +2        +0        Sneak attack +l d6

2          +1                    +0        +3        +0        Evasion

3          +2                    +1        +3        +1        Uncanny dodge (Dex bonus to AC), sneak attack +2d6

4          +3                    +1        +4        +1       

5          +3                    +1        +4        +1        Sneak attack +3d6

6          +4                    +2        +5        +2        Uncanny dodge (can't be flanked)

7          +5                    +2        +5        +2        Sneak attack +4d6

8          +6/+1              +2        +6        +2       

9          +6/+1              +3        +6        +3        Sneak attack +5d6

10        +7/+2              +3        +7        +3        Special ability.

11        +8/+3              +3        +7        +3        Uncanny dodge (+1 against traps), sneak attack +6d6

12        +9/+4              +4        +8        +4       

13        +9/+4              +4        +8        +4        Sneak attack +7d6, special ability

14        +10/+5            +4        +9        +4        Uncanny dodge (+2 against traps)

15        +11/+6/+1      +5        +9        +5        Sneak attack +8d6

16        +12/+7/+2      +5        +10      +5        Special ability

17        +12/+7/+2      +5        +10      +5        Uncanny dodge (+3 against traps), sneak attack +9d6

18        +13/+8/+3      +6        +11      +6       

19        +14/+9/+4      +6        +11      +6        Sneak attack +10d6 special ability

20        +15/+10/+5    +6        +12      +6        Uncanny dodge (+4 against traps)

 

Class Skills

                The rogue's class skills are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Graft (Int), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather information (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Read Lips (Int, exclusive skill), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device, (Cha, exclusive skill), Use Psionic Device (Cha), and Use Rope (Dex).

                Skill Points at 1st Level: (8 + Int modifier) x 4.

                Skill Points at Each Additional Level: 8 + Int modifier.

 

Class Features

                Weapon and Armor Proficiency: A rogue's weapon training focuses on weapons suitable for stealth and sneak attacks. Thus, all, rogues are proficient with the crossbow (hand or light), dagger (any type), dart, light mace, sap, shortbow (normal and composite), and short sword. Medium‑size, rogues are also, proficient with certain weapons that are too big for Small rogues to use and conceal easily: club, heavy crossbow, heavy mace, morningstar, quarterstaff, and rapier. Rogues are proficient with, light armor but not with shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a ‑1 penalty for every 5 pounds of armor, equipment, or loot carried.

                Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Basically, any time the rogue's target would be denied his Dexterity bonus to AC (whether he actually has a Dexterity bonus or not), or when the rogue flanks the target, the rogue's attack deals extra damage. The extra damage is +1d6 at 1st level and an additional 1d6 every two levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

                Ranged attacks can only count as sneak attacks if the target is within 30 feet. The rogue can't strike with deadly accuracy from beyond that range.

                With a sap (blackjack) or an unarmed strike, the rogue can make a sneak attack that deals subdual damage instead of normal damage. She cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual ‑4 penalty, because she must make optimal use of her weapon in order to execute a sneak attack.

                A rogue can only sneak attack a living creature with a discernible anatomy undead, constructs, oozes, plants, and incorporeal crea­tures lack vital areas to attack. Any creature that is immune to critical hits is also not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

                Traps: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a non-magical trap has a DC of at least 20, higher if it is well hidden, Finding a magic trap has a DC of 25 + the level of the spell used to create it.

                Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

                A rogue who beats a trap's DC by 10 or more with a Disable Device check can generally study a trap, figure out how it works, and bypass it (with his parry) without disarming it.

                Evasion: At 2nd level, a rogue gains evasion. If exposed to any effect that normally, allows a character to attempt a Reflex saving throw for half damage (such as a fireball), she takes no damage with a successful saving throw. Evasion can only be used if the rogue is wearing light armor or no armor. It is an extraordinary ability.

                Uncanny Dodge: Starting at 3rd level, the rogue gains the extraordinary ability to react to danger before her senses would normally allow her to do so. At 3rd level and above, she retains her Dexterity bonus to AC (if any) regardless of being caught flatfooted or struck by an invisible attacker. (She still loses her Dexterity bonus to AC if immobilized.)

                At 6th level, the rogue can no longer be flanked; she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies other rogues the ability to use flank attacks to sneak attack her. The exception to this defense is that another rogue at least four levels higher than the character can flank her (and thus sneak attack her).

                At 11th level, the rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus to Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 14th level, these bonuses rise to +2. At 17th, they rise to +3, and at 20th they rise to +4.

                Special Abilities: On achieving l0th level, and every three levels thereafter (13th, 16th, and 19th), a rogue gets a special ability of her choice from among the following:

                Crippling Strike: A rogue with this extraordinary ability can sneak attack opponents with such precision that her blows weaken and hamper them. When the rogue damages an opponent with a sneak attack, that character also takes 1 point of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day.

                Defensive Roll: The rogue can roll with a potentially lethal blow to take less damage from it. Once per day, when a rogue would be reduced to 0 hit points or less by damage in combat (from a weapon pr other blow, not a spell or special ability) the rogue can attempt to roll with the damage. She makes a Reflex saving throw (DC = damage dealt) and, if she's successful, she takes only half damage From the blow. She must be aware of the attack and able to react to it in order to execute her defensive roll. If she is denied hex Dexterity bonus to AC, she can't roll. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue's evasion ability does not apply to the defensive roll.

                Improved Evasion: This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex save against spells such as fireball or a breath weapon, she now takes only half damage on a failed save (the rogue's reflexes allow her to get out of harm's way with incredible speed).

                Opportunist: Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue's attacks of opportunity for that round. Even a rogue with the Combat Reflexes feat can't use the opportunist ability more that once per round.

                Skill Mastery: The rogue selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, the rogue may take 10 even if stress and distractions would normally prevent her from doing so. She becomes so certain in her skill that she can use her skill reliably even under adverse conditions. The rogue may gain this special ability multiple times selecting additional skills for it to apply to each time.

                Slippery Mind: This extraordinary ability represents the rogue's ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with a slippery mind is affected by an enchantment and fails her saving throw, 1 round later she can attempt her saving throw again. She only gets this one extra chancy to succeed at her saving throw.

                Feat: A rogue may gain a feat in place of a special ability.

 

The Sorcerer

Characteristics:

                Sorcerers cast spells through innate power rather than through carefully trained skills. Their magic is intuitive rather than logical. They know fewer spells than wizards do and acquire powerful spells more slowly than wizards, but they can cast spells more often and have no need to select and prepare them ahead of time. Nor do sorcerers specialize in certain schools of magic the way wizards may.

                Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills. They are proficient with simple weapons,   

Alignment:

                For a sorcerer, magic is an intuitive art, not a science. Sorcery favors the free chaotic, creative spirit over the disciplined mind, so sorcerers tend slightly toward chaos over law.

Other Classes:

                Sorcerers find they have the most in common with members of other self‑taught classes, such as druids and rogues. They sometimes find themselves at odds with members of the more disciplined classes, such as paladins and monks. Since they cast the same spells as wizards, but do so in a different way, they are sometimes competitive toward them.

                Since sorcerers often have a powerful presence that gives them a way with people, they frequently serve as the "face" for an adventuring party, negotiating, bargaining, and speaking for others. The sorcerer's spells often help him sway others or gain information, so he makes an excellent spy or diplomat for an adventuring party.

 

The Sorcerer

                Abilities: Charisma determines how powerful a spell a sorcerer can cast, how many spells the sorcerer can cast per day, and how hard those spells are to resist. To cast a spell, a sorcerer must have a Charisma score of 10 + the spell's level. A sorcerer gets bonus spells based on Charisma. The Difficulty Class of a saving throw against a sorcerer's spell is 10 + the spell's level + the sorcerer's Charisma modifier. Like a wizard, a sorcerer benefits from high Dexterity and Constitution scores.

                Alignment: Any

                Hit Die: d4.

 

            Attack    Fort    Ref      Will    Spells per Day                                        Spells Known

Level  Bonus    Save    Save    Save    0    1    2    3    4    5    6    7    8    9          0    1    2    3    4    5    6    7    8    9

1          +0            +0        +0        +2        5    3    -     -     -     -     -     -     -     -           4    2    -     -     -     -     -     -     -     -

2          +1            +0        +0        +3        6    4    -     -     -     -     -     -     -     -           5    2    -     -     -     -     -     -     -     -

3          +1            +1        +1        +3        6    5    -     -     -     -     -     -     -     -           5    3    -     -     -     -     -     -     -     -

4          +2            +1        +1        +4        6    6    3    -     -     -     -     -     -     -           6    3    1    -     -     -     -     -     -     -

5          +2            +1        +1        +4        6    6    4    -     -     -     -     -     -     -           6    4    2    -     -     -     -     -     -     -

6          +3            +2        +2        +5        6    6    5    3    -     -     -     -     -     -           7    4    2    1    -     -     -     -     -     -      

7          +3            +2        +2        +5        6    6    6    4    -     -     -     -     -     -           7    5    3    2    -     -     -     -     -     -

8          +4            +2        +2        +6        6    6    6    5    3    -     -     -     -     -           8    5    3    2    1    -     -     -     -     -

9          +4            +3        +3        +6        6    6    6    6    4    -     -     -     -     -           8    5    4    3    2    -     -     -     -     -

10        +5            +3        +3        +7        6    6    6    6    5    3    -     -     -     -           9    5    4    3    2    1    -     -     -     -

11        +5            +3        +3        +7        6    6    6    6    6    4    -     -     -     -           9    5    5    4    3    2    -     -     -     -

12        +6/+1      +4        +4        +8        6    6    6    6    6    5    3    -     -     -           9    5    5    4    3    2    1    -     -     -

13        +6/+1      +4        +4        +8        6    6    6    6    6    6    4    -     -     -           9    5    5    4    4    3    2    -     -     -

14        +7/+2      +4        +4        +9        6    6    6    6    6    6    5    3    -     -           9    5    5    4    4    3    2    1    -     -

15        +7/+2      +5        +5        +9        6    6    6    6    6    6    6    4    -     -           9    5    5    4    4    4    3    2    -     -

16        +8/+3      +5        +5        +10      6    6    6    6    6    6    6    5    3    -           9    5    5    4    4    4    3    2    1    -

17        +8/+3      +5        +5        +10      6    6    6    6    6    6    6    6    4    -           9    5    5    4    4    4    3    3    2    -

18        +9/+4      +6        +6        +11      6    6    6    6    6    6    6    6    5    3          9    5    5    4    4    4    3    3    2    1

19        +9/+4      +6        +6        +11      6    6    6    6    6    6    6    6    6    4          9    5    5    4    4    4    3    3    3    2

20        +10/+5    +6        +6        +12      6    6    6    6    6    6    6    6    6    6          9    5    5    4    4    4    3    3    3    3

 

Class Skills

                The sorcerer's class skills are Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int).

                Skill Points at 1st Level: (2 + Int modifier) x 4.

                Skill Points at Each Additional Level: 2 + Int modifier.

 

Class Features

                Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or with shields. Armor of any type interferes with a sorcerer's arcane gestures, which can cause his spells to fail (if those spells have somatic components). Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a ‑1 penalty for every 5 pounds of armor and equipment carried.

                Spells: A sorcerer casts arcane spells, the same type of spells available to wizards. A sorcerer's selection of spells is extremely limited. Your sorcerer begins play knowing four 0‑level spells (also called cantrips) and two 1st‑level spells of your choice. At each level, the sorcerer gains one or more new spells, as indicated on the table (Note: The number of spells a sorcerer knows is not affected by his Charisma bonus, if any; the numbers on the table are fixed.) These spells can be common spells chosen from the sorcerer and wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. For example, a sorcerer with a scroll or spellbook detailing an unusual arcane spell (one not on the sorcerer spell list) could select that spell as one of his new spells fox achieving a new level, provided the spell is the right level. In any case, the sorcerer can't learn spells at a faster rate due to this means. It simply allows the sorcerer to occasionally select spells that aren't found on the sorcerer and wizard spell list.

                A sorcerer is limited to casting a certain number of spells of each level per day, but he need not prepare his spells in advance. The number of spells he can cast per day is improved by his bonus spells, if any. For instance, at 1st level, the sorcerer Hennet can cast four 1st‑level spells per day, three for being 1st level, plus one thanks to his high Charisma. However, he only knows two 1st‑level spells: magic missile and sleep. In any given‑day he can cast magic missile four times, cast sleep four times, or cast some combination of the two spells a total of four times, he does not have to decide ahead of time which spells he'll cast.

                A sorcerer may use a higher‑level slot to cast a lower‑level spell if he so chooses. For example, if an 8th‑level sorcerer has used up all of his 3rd‑level spells slots for the day but wants to cast another one, he could use a 4th‑level slot to do so. The spell is still treated as its actual level, not the level of the slot used to cast it.

                To learn or cast a spell, a sorcerer must have a Charisma score of at least 10 + the spell's level. The Difficulty Class for saving throws against sorcerer spells is 10 + the spell's level + the sorcerer's Charisma modifier.

                Familiar: A sorcerer can call a familiar. Doing so takes a day and uses up magical materials that cost 100 gp. A familiar is a magical, unusually tough, and intelligent version of a small animal (see The Familiar). It is a magical beast, not an animal. The creature serves as a companion and servant.

                The sorcerer chooses the type of familiar he gets. As the sorcerer increases in level, his familiar also increases in power. 

                If the familiar dies, or the sorcerer chooses to dismiss it, the sorcerer must attempt a Fortitude saving throw (DC 15).  If the saving throw fails, the sorcerer loses 200 experience points per class level. A successful saving throw reduces the loss to half of that amount. However, a sorcerer's experience point total can never go below zero as the result of a familiar's demise. For example, Hennet is a 3rd‑level sorcerer with 3,230 XP when his owl is killed by a bugbear. Hennet makes a successful saving throw, so he loses 300 XP, dropping him below 3,000 XP and back to 2nd level. A slain or dismissed familiar cannot be replaced for a year and day. Slain familiars can be raised from the dead just as characters can be, but do not lose a level or a Constitution point when this happy event occurs.

 

The Familiar

                Familiars are magically linked to their masters. In some sense, the familiar and the master are practically one being. That's why, for example, the master can cast a personal range spell on a familiar even though normally he can only cast such a spell on himself. Familiars are similar to the normal creatures they resemble. However, some familiars have special abilities or grant special abilities to their master (a sorcerer or wizard), as given on the table.  These special abilities only apply when the master and familiar are within one mile of each other.

 

Familiars

Familiar            Special

Bat                      -

Cat                      Master gains a +2 bonus to Move Silently checks

Hawk                  -

Owl                     Has low‑light vision; master gains a +2 bonus on Move Silently checks

Rat                      Master gains a +2 bonus to Fortitude saves

Raven                 Speaks one language

Snake (Tiny)     Poisonous bite

Toad                   Master gains +2 to Constitution score

Weasel               Master gains a +2 bonus on Reflex saves

 

Familiar Basics: Use the basic statistics for a creature of its type, as given in the Monster Manual, but make these changes:

Hit Dice: Treat as the master's character level (for effects related to Hit Dice). Use the familiar's normal total if it is higher.

Hit Points: One‑half the master's total, rounded down. For example, at 2nd level, Hennet has 9 hit points, so his familiar has 4.

Attacks: Use the master's base attack bonus. Use the familiar's Dexterity or Strength modifier, whichever is greater, to get the familiar's melee attack bonus with unarmed attacks. Damage equals that of a normal creature of that type.

Saving Throws: The familiar uses the master's base saving throw bonuses if they're better than the familiar's (Fortitude +2, Reflex +2, Will +0).

Skills: Use the normal skills for an animal of that type or the master's, whichever are better.

 

Familiar Ability Descriptions: All familiars have special abilities (or impart abilities to their masters) depending on the level of the master, as shown on the table. The abilities on the table are cumulative.

Natural Armor: This number improves the familiar's AC. It represents a familiar's preternatural toughness.

Intelligence: The familiar's Intelligence score. Familiars are as smart as people (though not necessarily as smart as smart people).

Alertness: The presence of the familiar sharpens its master's senses. While the familiar is within arm's reach, the master gains Alertness.

Improved Evasion: If the familiar is subjected to an attack that normally allows a Reflex saving throw for half damage, the familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Improved evasion is an extraordinary ability.

Share Spells: At the master's option, he may have any spell he casts on himself also affect his familiar. The familiar must be within 5 feet at the time. If the spell has a duration other than instantaneous, the spell stops affecting the familiar if it moves farther than 5 feet away. The spell's effect will not be restored even if the familiar returns to the master before the duration would otherwise have ended. Additionally, the master may cast a spell with a target of "You" on his familiar (as a Touch range spell) instead of on himself. The master and familiar can share spells even if the spells normally do not affect creatures of the familiar's type (magical beast).

Empathic Link: The master has an empathic link with the familiar out to a distance of up to one mile. The master cannot see through the familiar's eyes, but the two of them can communicate telepathically. Note that the low intelligence of a low‑level master's familiar limits what it is able to communicate or understand, and even intelligent familiars see the world differently from humans. This is a supernatural ability.

                Because of the empathic link between the familiar and the master, the master has the same connection to an item or place that the familiar does. For instance, if his familiar has seen a room, a master can teleport into that room as if he has seen it too.

Touch: If the master is 3rd level or higher, the familiar can deliver touch spells for the master. When the master casts a touch spell, he can designate his familiar as the "toucher." (The master and the familiar have to be in contact at the time of casting.) The familiar can then deliver the touch spell just as the master could. As normal, if the master casts another spell, the touch spell dissipates.

Speak with Animals of Its Type: The familiar can communicate with animals of approximately the same type as itself (including dire variants): bats and rats with rodents, cats with felines, hawks and owls and ravens with birds, snakes with reptiles, toads with amphibians, weasels with creatures of the mustelidae family (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). The communication is limited by the intelligence of the conversing creatures.

Speak with Master: The familiar and master can communicate verbally as if they were using a common language. Other creatures do not understand the communication with out magical help.

Spell Resistance: If the master is 11th level or higher, the familiar gains spell resistance equal to the master's level + 5. If another spellcaster tries to affect someone else's familiar with a spell, that spellcaster must make a caster level check (1d20 + caster level) at least equal to the familiar's spell resistance.

Scry: If the master is 13th level or higher, the master may scry on the familiar (as if casting the spell scrying) once per day. This is a spell‑like ability that requires no material components or focus.

 

Master  

Class      Natural

Level      Armor    Int           Special

1‑2           +1            6              Alertness, improved evasion, share spells, empathic link

3‑4           +2            7              Touch

S‑6          +3            8              Speak with master

7‑8           +4            9              Speak with animals of its type

9‑10         +5            10

11‑12       +6            11            Spell resistance

13‑14       +7            12            Scry on familiar

15‑16       +8            13

17‑18       +9            14

19‑20       +10          15

 

The Wizard

                A few unintelligible words and a fleeting gesture carry more power than a battleaxe, when they are the words and gestures of a wizard. These simple acts make magic seem easy, but they only hint at the time the wizard must spend poring over her spellbook, preparing each spell for casting, and the years before that spent in apprenticeship to learn the arts of magic.

                Wizards depend on intensive study to create their magic. They examine musty old tomes, debate magical theory with their peers, and practice minor magics whenever they can. For a wizard, magic is not a talent but a difficult, rewarding art.

Adventures:

                Wizards conduct their adventures with caution and forethought. When prepared, they can use their spells to devastating effect.  When caught by surprise, they are vulnerable.  They seek knowledge power and the resources to conduct their studies.  They may also have all of the noble or ignoble motivations that other adventurers have.

Characteristics:

                The wizard's strength is her spells. Everything, else is secondary She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition to learning new spells, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way.

                Some wizards prefer to specialize in a certain type of magic. Specialization makes a wizard more powerful in her chosen field, but prevents her from being able to cast some of the spells that lie outside her field.. (See School Specialization).

                A wizard can call a familiar: a small, magical animal companion that serves her. For some wizards, their familiars are their only true friends.

Alignment:

                Overall, wizards show a slight tendency toward law over chaos because the study of magic rewards those who are disciplined, Illusionists and trans­muters, however, are masters of deception and change, respectively. They favor chaos over law.

Other Classes:

                Wizards prefer to work with members of other classes. They love to cast their Spells from behind strong fighters, to "magic up" rogues and send them out to scout, and to rely on the divine healing of clerics. They may find certain types, such as sorcerers, rogues, and bards, not quite serious enough, but they're not judgmental.

 

The Wizard

                Abilities: Intelligence determines how powerful a spell a wizard can cast, how many spells she can cast, and how hard those spells are to resist. To cast a spell, a wizard must have an intelligence scope of 10 + the spell's level. In addition, a wizard gets bonus spells based on Intelligence. The Difficulty Class of a saving throw against a wizard's spell is 10 + the spell's level + the wizard's Intelligence modifier. High Dexterity is helpful for a wizard, who typically wears little or no armor, it provides her with an Armor Class bonus. A good Constitution gives. a wizard extra hit points, a resource that she is otherwise very low on.

                Alignment: Any.

                Hit Die: d4.

 

            Attack    Fort    Ref      Will        Spells per Day

Level Bonus    Save    Save    Save        0      1      2      3      4      5      6      7      8      9

1          +0            +0        +0        +2            3      1      -       -       -       -       -       -       -       -

2          +1            +0        +0        +3            4      2      -       -       -       -       -       -       -       -

3          +1            +1        +1        +3            4      2      1      -       -       -       -       -       -       -

4          +2            +1        +1        +4            4      3      2      -       -       -       -       -       -       -

5          +2            +1        +1        +4            4      3      2      1      -       -       -       -       -       -

6          +3            +2        +2        +5            4      3      3      2      -       -       -       -       -       -

7          +3            +2        +2        +5            4      4      3      2      1      -       -       -       -       -

8          +4            +2        +2        +6            4      4      3      3      2      -       -       -       -       -

9          +4            +3        +3        +6            4      4      4      3      2      1      -       -       -       -

10        +5            +3        +3        +7            4      4      4      3      3      2      -       -       -       -

11        +5            +3        +3        +7            4      4      4      4      3      2      1      -       -       -

12        +6/+1      +4        +4        +8            4      4      4      4      3      3      2      -       -       -

13        +6/+1      +4        +4        +8            4      4      4      4      4      3      2      1      -       -

14        +7/+2      +4        +4        +9            4      4      4      4      4      3      3      2      -       -

15        +7/+2      +5        +5        +9            4      4      4      4      4      4      3      2      1      -

16        +8/+3      +5        +5        +10          4      4      4      4      4      4      3      3      2      -

17        +8/+3      +5        +5        +10          4      4      4      4      4      4      4      3      2      1

18        +9/+4      +6        +6        +11          4      4      4      4      4      4      4      3      3      2

19        +9/+4      +6        +6        +11          4      4      4      4      4      4      4      4      3      3

20        +10/+5    +6        +6        +12          4      4      4      4      4      4      4      4      4      4

 

Class Skills

                The wizard's class skills are Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int).

                Skill Points at 1st Level: (2 + Int modifier) x 4.

                Skill Points at Each Additional Level: 2 + Int modifier.

 

Class Features

                Weapon and Armor Proficiency: Wizards      are skilled with the club, dagger, heavy crossbow, light crossbow and quarterstaff. Wizards are not proficient with any type of armor or with shields.  Armor of any type interferes with a wizard's movements, which can cause her spells to fail (if those spells have somatic components). Note that armor check penalties for armor heavier than leather apply to the skills Balance, climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.  Also, Swim checks suffer a ‑1 penalty for every 5.pounds of armor and equipment carried.

                Spells: A wizard casts arcane spells. She is limited to a certain number of spells of each spell level per day, according to her class level. A wizard must prepare spells ahead of time by getting a good night's sleep and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare.  To learn, prepare, or cast a spell, a wizard must have an Intelligence score of at least 10 + the spell's level. A wizard's bonus spells are based on Intelligence. The Difficulty Class for saving throws against wizard spells is 10 + the spell's level + the wizard's Intelligence modifier.

                Unlike bards and sorcerers, wizards may know any number of spells.

                Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of her race, since many ancient tomes of magic are written in Draconic and apprentice wizards often learn it as part of their studies.

                Familiar: A wizard can summon a familiar in exactly the same manner as a sorcerer. See the sorcerer description and the accompanying Familiars sidebar for details.

                Scribe Scroll: A wizard has the bonus item creation feat Scribe scroll, enabling her to create magic scrolls

                Bonus Feats: Every five levels, a wizard gains a bonus feat. This Feat must be a metamagic feat, an item creation feat, or Spell Mastery (see below).

                Note: these feats are in addition to those granted to every character by level regardless of class. Feats granted by overall character level (as opposed to class level), and the starting bonus feat for human characters, need not be metamagic or item creation feats.

                Spell books: Wizards must study their spell books each day to prepare their spells. A wizard cannot prepare any spell not recorded in her spellbook (except for read magic, which all wizards can prepare from memory). A wizard begins play with a spellbook containing all 0 level wizard spells plus three 1st‑level spells of the player's choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st‑level spell. Each time the wizard achieves a new level, she gains two new spells of any level or levels that she can cast (according to her new level). For example, when Mialee achieves 5th level, she can add two 3rd‑level spells to her spellbook. The wizard can also add spells found in other wizards' spell books.

                Spell Mastery: A wizard (and only a wizard) can take the special feat Spell Mastery. Each time the wizard takes this feat, choose a number of spells equal to the wizard's intelligence modifier (they must be spells that the wizard already knows). From that point on, the wizard can prepare these spells without referring to a spell book. The wizard is so intimately familiar with these spells that she doesn't need a spellbook to prepare them anymore.

 

School Specialization

                A school is one of eight groupings of spells, each defined by a common theme, such as illusion or necromancy. A wizard may specialize in one school of magic (see below). Specialization allows a wizard to cast extra spells from the chosen school, but the wizard then never learns to cast spells from one or more other schools. Essentially, the wizard gains exceptional mastery over a single school by neglecting the study of other schools. The more difficult a school is to master, the more one must give up in order to specialize in it. Some schools only require that a specialist give up one other school, while others might require the giving up of two or three. Spells of the school or schools that the specialist gives up are not available to her, and she can't even cast such spells from scrolls or wands. The wizard must choose whether to specialize and how at 1st level. She may not change her specialization later. The specialist can prepare one additional spell (of the school selected as a specialty) per spell level each day. The specialist gains a +2 bonus to Spellcraft checks to learn the spells of her chosen school.

                The eight schools of arcane magic are Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation. Spells that do not fall into any of these schools are called universal spells.

                Abjuration: Spells that protect, block, or banish. An Abjuration specialist is called an abjurer. To become an abjurer, a wizard must select her prohibited school or schools from the following choices: (1) either Conjuration, Enchantment, Evocation, Illusion, or Transmutation; or (2) both Divination and Necromancy.

                Conjuration: Spells that bring creatures or materials to the caster. A Conjuration specialist is called a conjurer. To become a conjurer, a wizard must select her prohibited school or schools from one of the following choices: (1) Evocation; (2) any two of the following three schools: Abjuration, Enchantment, and Illusion; (3) Transmutation, or (4) any three schools.

                Divination: Spells that reveal information. A Divination specialist is called a diviner. To become a diviner, a wizard must select any other single school as her prohibited school.

                Enchantment: Spells that imbue the recipient with some property or grant the caster power over another being. An Enchantment specialist is called an enchanter. To become an enchanter, a wizard must select her prohibited school or schools from the following choices: (1) either Abjuration, Conjuration, Evocation, Illusion, or Transmutation; or (2) both Divination and Necromancy.

                Evocation: Spells that manipulate energy or create something from nothing. An Evocation specialist is called an evoker. To become an evoker, a wizard must select her prohibited school or schools from one of the following choices: (1) Conjuration; (2) any two of the following three schools: Abjuration, Enchantment, and Illusion; (3) Transmutation; or (4) any three schools.

                Illusion: Spells that alter perception or create false images. An Illusion specialist is called an illusionist. To become an illusionist, a wizard must select her prohibited school or schools from the following choices: (1) either Abjuration, Conjuration, Enchantment, Evocation, or Transmutation; or (2) both Divination and Necromancy.

                Necromancy: Spells that manipulate, create, or destroy life or life force. A Necromancy specialist is called a necromancer. To become a necromancer, a wizard must select any other single school as her prohibited school.

                Transmutation: Spells that transform the recipient physically or change its properties in a more subtle way. A Transmutation specialist is called a transmuter. To become a transmuter, a wizard must select her prohibited school or schools from one of the following choices: (1) Conjuration; (2) Evocation; (2) any two of the following three schools: Abjuration, Enchantment, and Illusion; or (4) any three schools.

                Universal: Not a school, but a category for spells all wizards can learn. A wizard cannot select universal as a specialty school or as a school to which she does not have access.

 

Multi-class Characters

                A character may add new classes as he progresses in levels. The class abilities from a character's different classes add together to determine the multi-class character's total abilities. Multi-classing improves a character's versatility at the expense of focus.

 

How Multi-classing Works

                Lidda, a 4th‑level rogue, decides. she wants to expand her repertoire by learning some wizardry. She locates a mentor who teaches her the ways of a wizard, and she spends a lot of time looking over the shoulder of Mialee, her party's wizard, while Mialee prepares her spells each morning. When Lidda amasses 10,000 XP, she becomes a 5th‑level character. Instead of becoming a 5th‑level rogue, however, she becomes a 4th‑level rogue/1st‑level wizard. Now, instead of gaining the benefits of attaining a new level as a rogue, she gains the benefits of becoming a 1st‑level wizard. She gains a wizard's Hit (d4), a 1st level wizard's +2 bonus on Will saves, and 4 skill points (2 for one wizard level and +2 for her intelligence bonus for an ability score of 14) to be spent as a wizard. These benefits are added to the scores she already had as a rogue. Her base attack bonus, Reflex save, and Fortitude save do not increase because these numbers are +0 for a 1st‑level wizard. She gains a 1st‑level, wizard's beginning spellbook and spells per day. Her rogue skill and sneak attack capability, however, do not improve. She could spend some of her 4 skill points to improve her rogue skills, but, since they would be treated as cross class skills for this purpose, these skill points would each only buy half a rank.

                On reaching 15,000 XP, she becomes a 6th‑level character. She decides she'd like to continue along the wizard path, so she increases her wizard level instead of her rogue level. Again she gains, the wizard's benefits for attaining a new level, rather than the rogue's. As a 2nd‑level wizard, she gains another d4 Hit Die, her base attack and Will saves both go up by +1, she gains 4 skill points, and she can now prepare another 0‑level spell and another 1st‑level spell each day. Additionally, as a 6th­level character overall she gets her third feat.

                At this point, Lidda is a 6th‑level character: a 4th‑level rogue/ 2nd­-level wizard. She casts spells as a 2nd‑level wizard does, and she sneak attacks as a 4th‑level rogue. Her combat skill is a little better than a 4th‑level rogue's would be, because she has learned some­thing about fighting during her time as a wizard. (Her base attack        bonus went up +1.) Her base Reflex save bonus is +4 (+4 from her rogue class and +0 from hex wizard class), better than a 6th‑level wizard's but not as good as a 6th‑level rogue's. Her base Will save bonus is +4 (+1 from her rogue class and +3 from her wizard class), better than a 6th‑level rogue's but not as good as a 6th‑level wizard's.

                At each new level, Lidda decides whether to increase her rogue level or her wizard level. Of course, if she really wants to have diverse abilities, she could even acquire a third class, maybe fighter.

 

Class And Level Features

                The abilities of a multi-class character are the sum of the abilities of each of the character's classes.

                Level: "Character level" is the total level of the character. It derives from overall XP earned and is used to determine when

feats and ability score boosts are gained. "Class level" is the level of the character in a particular class, as per the individual class tables. For a single‑class character, character level equals class level.

                Hit Dice: The character gains Hit Dice from each class, with the resulting hit points added together,

                Base Attack Bonus: Add the base attack bonuses for each class to get the character's base attack bonus. If the resulting value is +6 or higher, the character gets multiple attacks.  For instance, a 6th‑level rogue/4th‑level wizard would have a base attack bonus of +6 (+4 for the rogue class and +2 for the wizard class). A base attack bonus of +6 allows a second attack with a bonus of +1 (listed as +6/+1), even though neither the +4 from the rogue nor the +2 from the wizard normally allows an extra attack.

                The monk is a special case because her additional unarmed attacks are better than her base attack bonus would suggest. For a multi-class monk fighting unarmed, the character must either use the additional attacks given for her monk levels (only) or the additional attacks that are standard for her combined base attack bonus, but not both. For instance, a 10th‑level monk/7th‑level wizard has, a combined attack bonus of +10 (+7 for the monk class, +3 for the wizard class). Normally, this would give her an additional attack at +5 (+10/+5), but, she can instead take the two additional unarmed attacks listed for a 10th‑level monk, +4 and +1(+7/+4/+1)

                Saving Throws: Add the base save bonuses for each class together. A 7th‑level‑rogue/4th‑level wizard gets +3 on Fortitude saving throws (+2 as a 7th‑level rogue and +1 as a 4th‑level wizard), +6 on Reflex saving throws (+5 and +1), and +6 on Will saving throws (+2 and +4).

                Skills: The character retains and can access skills from all his or her classes. For purposes of calculating maximum ranks, a skill is a class skill if at least one of the character's classes has it as a class skill. The maximum rank for a class skill is 3 + the character level. For a 7th­level rogue/4th‑level wizard (an 11th‑level character), a rogue skill or wizard skill has a maximum rank of 14. For a cross class skill, maximum rank is half the maximum for a class skill.

                If a skill is unavailable to a class (that is, if it's an exclusive skill that a multi-class character's other class doesn't have access to), then levels in that class don't increase the multi-class character's maximum ranks. For instance, the 7th‑level rogue/4th‑level wizard would have a maximum rank of 10 in Use Magic Device, an exclusive class skill for rogues. The extra four levels in the wizard class do not increase the character's maximum rank with Use Magic Device. Likewise, the same character could have a maximum of 7 ranks in Scry, an exclusive skill for wizards.

                Class Features: The character gets all class features of all classes, but must also suffer the consequences of all special restrictions of all classes. (Exception.: A character who acquires the barbarian class does not become illiterate.) Some class features don't work well with skills or class features of other classes. For example, although rogues are proficient with light armor, a rogue/wizard still suffers arcane spell failure chances if wearing armor.

                In the special case of turning undead, both clerics and experienced paladins have the same ability. If the character's paladin is level 3 or higher, her effective turning level is her cleric level plus her paladin level minus 2. Thus, a 5th‑level paladin/4th‑level cleric sums undead like a 7th‑level cleric.

                In the special case of uncanny dodge, both experienced barbarians and experienced rogues have the same ability. A barbarian/rogue can treat her barbarian levels as rogue levels to determine how effective her uncanny dodge is.

                Feats: For multi-class characters, feats are received every three character levels, regardless of individual class level.

                Ability Increases: For multi-class characters, abilities are increased every four character levels, regardless of individual class level.

                Spells: The character gains spells from all his or her classes. Thus, an experienced ranger/druid may have the spell protections from elements both as a ranger and as a druid. Since the spell's effect is based on the class level of the caster, the player must keep track of whether the character is preparing and casting protection from elements as a ranger or as a druid.

 

Adding A Second Class

                When a single‑class character gains a level, he or she may choose to increase the level of his or her current class or pick up a new class at 1st level. The DM may restrict the choices available according to how he or she handles classes, skills, experience, and training. For instance, the character may need to find a tutor to teach him the ways of the new class. Additionally, the DM may require the player to declare what class his or her character is "working on" before he or she makes the jump to the next level, so the character has time to practice new skills. In this way, gaining the new class is the result of previous effort rather than a sudden development.

                The character gains all the 1st‑level base attack bonuses, base save bonuses class skills, weapon proficiency, armor proficiency, spells, and other class features of the new class, as well as a Hit Die of the appropriate type. In addition, the character gets the new class's per­ level skill points.

                Picking up a new class is not exactly the same as starting a Character in that class. Some of the benefits for a 1st‑level character represent the advantage of training while young and fresh, with lots of time to practice. When picking up a new class, a character does not receive the following starting bonuses given to characters that begin their careers in that class:

 

                Maximum hit points from the first Hit Die.

                Quadruple the per‑level skill points.

                Starting equipment

                Starting gold.

                An animal companion (druid only).

 

Advancing A Level

                Each time a multi-class character achieves a new level, he or she either increases one of his or her current class levels by one or picks up a new class at 1st level.

                When a multi-class character increases one of his or her classes by one level, he or she gets all the standard benefits that characters gets for achieving that level in that class: an extra Hit Die, possible bonuses in attacks and saving throws (depending on the class and the new level), possible new class features (as defined by the class), new spells, and new skill points.

                Skill points are spent according to the class that the multi-class character just advanced in. Skills purchased are purchased at the cost appropriate for that class.

 

Experience For Multi-class Characters

                Developing and maintaining skills and abilities in more than one class is demanding. Depending on the character's, class, levels and race, he or she might or might not suffer an XP penalty.

                Even Levels: If your multi-class character's classes are nearly the same level (all within one level of each other), then he or she can, balance the needs of his or her classes and suffers no penalty. For instance, a 4th‑level wizard/3rd‑level rogue suffers no penalty, nor does a 2nd‑level fighter/2nd‑level wizard/3rd‑level rogue.

                Uneven Levels: If any two of your multi-class character's classes are two or more levels apart, the strain of developing and maintaining different skills at different levels takes its toll. Your multi-class character suffers a ‑20% XP penalty for each class that is not within one level of his most experienced class. These penalties apply from the moment the character adds a class or raises a class's level too high. For instance, a 4th‑level wizard/3rd‑level rogue gets no penalty, but if that character raises his wizard level to 5th, then he would receive the ‑20% penalty from that point on until his levels were nearly even again.

                Races and Multi-class XP: A racially favored class does not count against the character for purposes of the ‑20% XP penalty. In such cases, calculate the XP penalty as if the character did not have that class. For instance, Bergwin is an 11th‑level gnome character (a 9th‑level rogue/2nd‑level illusionist). He suffers no XP penalty because he has only one non-favored class. (Illusionist is favored for gnomes.) Suppose he then achieves 12th level and adds 1st‑level fighter to his classes, becoming a 9th‑level rogue/2nd‑level illusionist/1st‑level fighter. He suffers a ‑20% XP penalty on future XP he earns because his fighter level is so much lower than his rogue level. Were he awarded 1,200 XP for an adventure, he would receive 80% of that amount, or 960 XP. If he rose to 13th level and picked up 1st level as a cleric, he would suffer a ‑40% XP penalty from then on.

                When determining whether a multi-class character's classes are even, do not count the character's favored class. A dwarven 7th‑level, fighter/2nd‑level cleric suffers no penalty, nor does he when he adds 1st‑level rogue to his classes since his cleric and rogue classes are only one level apart. Note that in this case cleric counts as his highest class, not fighter, because fighter is favored for dwarves.

                A human's or half‑elf's highest‑level class is always considered his or her favored class.

 

First Level Multi-class Characters

                A character may be multi-class at 1st level. Such a character may only have two classes, and one of them must be favored by his race. Half‑elves and humans favor no particular class and so can combine any two classes at 1st level. 

                Since a PC's character level is equal to the sum of all his class levels, a 1st‑level multi-class character cannot have yet achieved 1st level in either of his classes. Instead, he is considered to be apprentice level in each class. An apprentice gets some but not all of the class benefits usually gained at 1st level. Once the character reaches 2nd level, each class becomes 1st level, and all benefits denied at apprentice level are gained.

 

At First Character Level

                Find the two classes that the character starts with on the Apprentice Level Character table.  The character gets all benefits from both classes combined except when noted below.

                In addition to the standard and special abilities shown here, the character gets all weapon and armor skills from both classes.  (Overlapping weapon and armor skills are not cumulative.)

                For hit points, choose one of the two classes to be primary and take standard 1st‑level hit points for that class. The other class is the secondary class, and the character uses that class's Hit Die for hit points upon gaining 2nd level (see below).

                The character has skill points as if he were a 1st‑level member of his primary class. Skills purchased from the skill list are purchased as a member of the primary class. Maximum rank is calculated as if the character were 1st level: 4 for a class skill (for the primary class) and 2 for a cross‑class skill (for the primary class).

                The 1st‑level multi-class character has starting gear as his primary class.

 

Achieving Second Level

                At 1,000 XP, the character becomes 2nd level. At this time, each class becomes 1st level. Make the following changes: Add a Hit Die (plus constitution modifier) for the secondary class. (This secondary class did not contribute to hit points at 1st character level.)

                Increase base attack bonus, saving throw bonuses, special abilities, and spell abilities for each class so that they match 1st‑level figures in each class. Add up these figures for, the multi-class character's totals.

                Acquire and spend skill points as if the character were a mem­ber only of the secondary class. Skills purchased from the skill list are pur­chased as a member of the secondary class. Maximum rank is 5 for class skills and 2½ for cross‑class skills.

 

Apprentice Level Characters

                    Attack    Fort        Ref          Will        Spells1

Class          Bonus    Save        Save        Save        0      1st      Special

Fighter       +0            +1            +0            +0            -       -           One bonus Feat

Barbarian   +0            +1            +0            +0            -       -           Rage, Fast Movement

Paladin       +0            +1            +0            +0            -       -           Detect Evil, Lay on Hands3

Ranger       +0            +1            +0            +0            -       -           One favored enemy

Wizard       +0            +0            +0            +1            2      02         -

Sorcerer     +0            +0            +0            +1            4      2          -

Cleric          +0            +1            +0            +1            2      14         Turn Undead3

Druid          +0            +1            +0            +1            2      1          -

Rogue        +0            +0            +1            +0            -       -           -

Bard            +0            +0            +1            +0            1      -           -

Monk         +0            +1            +0            +1            -       -           Unarmed Combat, Wis Bonus to AC

 

1Apprentice‑level spellcasters know as many spells as their 1st‑level counterparts. They just can't cast as many per day. Apprentice­ level spellcasters can cast more spells per day when they achieve 1st level, but they do not gain knowledge of more spells. Bonus spells do apply at apprentice level.

2A specialist gains an additional spell from her specialty school, as normal.

3This ability is level‑based. Treat the apprentice‑level character as level zero.

4The only 1st‑level spell an apprentice cleric gets is his domain spell, which he selects each day from one of his two domains.

 

NPC Classes

Adept

                Some tribal societies or less sophisticated regions don't have the resources to train wizards and clerics. Reflecting a lesser knowledge of magic yet an intriguing combination of arcane and divine skills, the adept serves these cultures as both wise woman (or holy man) and mystical defender.

                Adepts can be found in isolated human, elf, dwarf, gnome, and halfling communities but are most prevalent among more bestial humanoid and giant species such as orcs, goblins, gnolls, bugbears, and ogres.

                Hit Die: d6.

 

The Adept

NPC       Attack    Fort        Ref          Will        Spells per Day                     

Level      Bonus    Save        Save        Save        0      1st    2nd   3rd   4th   5th   Special

1st            +0            +0            +0            +2            3      1      -       -       -       -      

2nd           +1            +0            +0            +3            3      1      -       -       -       -       Summon familiar

3rd            +1            +1            +1            +3            3      2      -       -       -       -      

4th            +2            +1            +1            +4            3      2      0      -       -       -      

5th            +2            +1            +1            +4            3      2      1      -       -       -      

6th            +3            +2            +2            +5            3      2      1      -       -       -      

7th            +3            +2            +2            +5            3      3      2      -       -       -      

8th            +4            +2            +2            +6            3      3      2      0      -       -      

9th            +4            +3            +3            +6            3      3      2      1      -       -      

10th          +5            +3            +3            +7            3      3      2      1      -       -      

11th          +5            +3            +3            +7            3      3      3      2      -       -      

12th          +6/+1      +4            +4            +8            3      3      3      2      0      -      

13th          +6/+1      +4            +4            +8            3      3      3      2      1      -      

14th          +7/+2      +4            +4            +9            3      3      3      2      1      -      

15th          +7/+2      +5            +5            +9            3      3      3      3      2      -      

16th          +8/+3      +5            +5            +10          3      3      3      3      2      0     

17th          +8/+3      +5            +5            +10          3      3      3      3      2      1     

18th          +9/+4      +6            +6            +11          3      3      3      3      2      1     

19th          +9/+4      +6            +6            +11          3      3      3      3      3      2     

20th          +10/+5    +6            +6            +12          3      3      3      3      3      2     

 

Class Skills

                The adept's class skills are Alchemy (Int), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Profession (Wis), Scry (Int, exclusive skill), Spellcraft (Int), and Wilderness Lore (Wis).

 

                Skill Points at 1st Level: (2 + Int modifier) x 4.

                Skill Points at Each Additional Level: 2 + Int modifier.

 

Class Features

                Weapon and Armor Proficiency: Adepts are skilled with all simple weapons. Adepts are not proficient with any type of armor

nor with shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.

                Spells: An adept casts divine spells. She is limited to a certain number of spells of each spell level per day, according to her class level. Like a cleric, an adept may prepare and cast any spell on the adept list, provided she can cast spells of that level. Like a cleric, she prepares her spells ahead of time each day (see page 156 in Chapter 10: Magic in the Player's Handbook).

                The DC for a saving throw against an adept's spell is 10 + spell level + the adept's Wisdom modifier.

                Adepts, unlike wizards, do not acquire their spells from books or scrolls, nor prepare them through study instead, they meditate or pray for their spells, receiving them as divine inspiration or through their own strength of faith. Each adept must choose a time each day at which she must spend an hour in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether an adept can prepare spells.

                When the adept gets 0 spells of a given level, she gets only bonus spells for that spell slot. An adept without a bonus spell for that level cannot yet cast a spell of that level. Bonus spells are based on Wisdom.  Each adept has a particular holy symbol (as a divine focus) depending on the adept's magical tradition.

                Familiar: At 2nd level, an adept can call a familiar, just like a sorcerer or wizard can. See the section on familiars in the Player's Handbook (page 51) for more information.

                Starting Gear:  2d4 x 10 gp worth of equipment.

 

Adept Spell List

                0 Level- create water, cure minor wounds, dawn, detect magic, ghost sound, guidance, light, mending, purify food and drink, and read magic            

                1st Level - bless, burning hands, cause fear, command, comprehend languages, cure light wounds, detect chaos, detect evil, detect good, detect law, endure elements, hawkeye, lesser cold orb, obscuring mist, protection from chaos, protection from evil, protection from good, protection from law, scarecrow, and sleep          

                2nd Level- aid, animal trance, bull's strength, cat's grace, choke, cure moderate wounds, darkness, decomposition, delay poison, endurance, invisibility, mirror image, owl’s wisdom, resist elements, see invisibility, web    

                3rd Level- animate dead, beast mark, bestow curse, contagion, continual flame, cure serious wounds, daylight, deeper darkness, embrace the wild, enhance familiar, lightning bolt, neutralize poison, remove curse, remove disease, and tongues         

                4th Level- cure critical wounds, false bravado, languor, minor creation, polymorph other, polymorph self, restoration, stoneskin, wall of fire, and weather eye      

                5th Level- big sky, break enchantment, commune, Ghostform, heal, major creation, raise dead, true seeing, and wall of stone.

 

Aristocrat

                Aristocrats are usually educated, wealthy individuals born into high position. Aristocrats are not only the well‑born, but also the wealthy or politically influential people in the world. They are given the freedom to train in the fields of their choice, for the most part, and to travel widely. With access to all the best goods and opportunities, many aristocrats became formidable individuals. Some even go on adventures with fighters, wizards, and other classes, although, usually such activities are nothing more than a lark.

                The aristocrat might offer potential as a PC class. They have an, impressive selection of skills and respectable combat training. Being an aristocrat, however, isn't so much a choice as a position you're born into. Characters cannot take aristocrat as a multi-class unless aristocrat is the class chosen first. Mostly, the DM should reserve the aristocrat class for rulers, their families, and their courtiers.

                Hit Die: d8

 

The Aristocrat

NPC       Attack            Fort        Ref          Will

Level      Bonus            Save        Save        Save

1st            +0                    +0            +0            +2

2nd           +1                    +0            +0            +3

3rd            +2                    +1            +l             +3

4th            +3                    +1            +1            +4

5th            +3                    +l             +1            +4

6th            +4                    +2            +2            +5

7th            +5                    +2            +2            +5

8th            +6/+1              +2            +2            +6

9th            +6/+l               +3            +3            +6

10th          +7/+2              +3            +3            +7

11th          +8/+3              +3            +3            +7

12th          +9/+4              +4            +4            +8

13th          +9/+4              +4            +4            +8

14th          +10/+5            +4            +4            +9

15th          +11/+6/+1      +5            +5            +9

16th          +12/+7/+2      +5            +5            +10

17th          +12/+7/+2      +5            +5            +10

18th          +13/+8/+3      +6            +6            +11

19th          +14/+9/+4      +6            +6            +11

20th          +15/+10/+5    +6            +6            +12

 

Class Skills

                The aristocrat's class skills are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Innuendo (Wis), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Listen (Wis), Perform (Cha), Read Lips (Int, exclusive skill), Ride (Dex), Sense Motive (Wis), Speak Language, Spot (Wis), Swim (Str), and Wilderness Lore (Wis).

 

                Skill Points at 1st Level: (4 + Int modifier) x 4.

                Skill Points at Each Additional Level: 4 + Int modifier.

 

Class Features

                Weapon and Armor Proficiency: The aristocrat is proficient in the use of all simple and martial weapons and with all types of armor and shields. Note that armor check penalties for armor, heavier than leather apply to the skills Balance, Climb, Escape, Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.

                Starting Gear: 6d8 x 10 gp worth of equipment.

 

Commoner

                The common folk farm the fields, staff the shops, build the homes, and produce (and transport) the goods in the world around the adventurers. Commoners usually have no desire to live the wandering, dangerous life of an adventurer and possess, none of the skills needed to undertake the challenges adventurers must face. Commoners are skilled in their own vocations and make up the majority of the population.

                Player characters should not be commoners, since commoners, make poor adventurers. Instead, the commoner class should be reserved for everyone who does not qualify for any other class.

                Hit Die: d4.

 

The Commoner

NPC        Attack    Fort         Ref          Will

Level      Bonus    Save       Save       Save

1st            +0            +0            +0            +0

2nd           +1            +0            +0            +0

3rd            +1            +1            +1            +1

4th            +2            +1            +1            +1

5th            +2            +1            +1            +1

6th            +3            +2            +2            +2

7th            +3            +2            +2            +2

8th            +4            +2            +2            +2

9th            +4            +3            +3            +3

10th          +5            +3            +3            +3

11th          +5            +3            +3            +3

12th          +6/+1      +4            +4            +4

13th          +6/+1      +4            +4            +4

14th          +7/+2      +4            +4            +4

15th          +7/+2      +5            +5            +5

16th          +8/+2      +5            +5            +5

17th          +8/+2      +5            +5            +5

18th          +9/+4      +6            +6            +6

19th          +9/+4      +6            +6            +6

20th          +10/+5    +6            +6            +6

 

Class Skills

                The commoner's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Listen (Wis), Profession (Int), Ride (Dex), Spot (Wis), Swim (Str), and Use Rope (Dex).

 

                Skill Points at 1st Level: (2+ Int modifier) x 4.

                Skill Points at Each Additional Level: 2 + Int modifier.

 

Class Features

                Weapon and Armor Proficiency: The commoner is proficient with one simple weapon. He is not proficient with weapons, armor, or shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.

                Starting Gear: 5d4 gp worth of equipment.

 

Expert

                Experts operate as crafts folk and professionals in the world. They normally do not have the inclination or training to be adventurers, but they are capable in their own field. The skilled blacksmith, the astute barrister, the canny merchant, the educated sage, and the master shipwright are all experts.

                Potentially, the expert could make a PC‑worthy class choice, but only for those players willing to create a character focused in something other than traditional adventuring careers. Experts have a  vast number of skills. Most towns and communities have at least a few experts in various fields. DM's should use the expert class for NPCs such as elite crafts folk, experienced merchants, seasoned guides, wily sailors, learned sages, and other highly skilled professions.

                Hit Die: d6.

 

The Expert

NPC       Attack            Fort        Ref          Will

Level      Bonus            Save        Save        Save

1st            +0                    +0            +0            +2

2nd           +1                    +0            +0            +3

3rd            +2                    +1            +1            +3

4th            +3                    +1            +1            +4

5th            +3                    +1            +1            +4

6th            +4                    +2            +2            +5

7th            +5                    +2            +2            +5

8th            +6/+1              +2            +2            +6

9th            +6/+1              +3            +3            +6

10th          +7/+2              +3            +3            +7

11th          +8/+3              +3            +3            +7

12th          +9/+4              +4            +4            +8

13th          +9/+4              +4            +4            +8

14th          +10/+5            +4            +4            +9

15th          +11/+6/+1      +5            +5            +9

16th          +12/+7/+2      +5            +5            +10

17th          +12/+7/+2      +5            +5            +10

18th          +13/+8/+3      +6            +6            +11

19th          +14/+9/+4      +6            +6            +11

20th          +15/+10/+5    +6            +6            +12

 

Class Skills

                The expert can choose any ten skills to be class skills. One or two of these skills can be skills exclusive to some other class.

 

                Skill Points at 1st Level: (6 + Int modifier) x 4.

                Skill Points at Each Additional Level: 6 + Int modifier.

 

Class Features

                Weapon and Armor Proficiency: The expert is proficient in the use of all simple weapons and with light armor but not shields.

Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.

                Starting Gear: 3d4 x 10 gp worth of equipment.

 

Thug

                Thugs are to rogues what warriors are to fight­ers-less skilled individuals who nonetheless can be effective in their own circles. They fill out the ranks of the local thieves' guilds, they work as mercenaries when need be, and they help keep the crews of pirate ships in line. Not as good a combatant as a warrior but nastier in a fight than an expert, the thug fills a necessary, albeit unsavory, role in society.

                Most thugs are specialists-a pickpocket, a trap expert, or a con man, rather than the gen­eral-purpose knaves that rogues are.

                While it is possible to play a PC thug, it's not recommended-a rogue is superior in nearly all respects. The only edge thugs have is their limited access to fighter feats, to reflect their rough and tumble lifestyle. However, a player desiring access to this advantage would be better served by taking a level or two of fighter.

                Hit Die: 1d6

 

The Thug

            Attack            Fort    Ref      Will

Level  Bonus            Save    Save    Save    Special

1          +0                    +0        +2        +0        Backstab +1d4

2          +1                    +0        +3        +0

3          +2                    +1        +3        +1

4          +3                    +l         +4        +l

5          +3                    +1        +4        +1        Backstab +2d4

6          +4                    +2        +5        +2

7          +5                    +2        +5        +2

8          +6/+1              +2        +6        +2

9          +6/+1              +3        +6        +3

10        +7/+2              +3        +7        +3        Backstab +3d4, combat feat

11        +8/+3              +3        +8        +3

12        +9/+4              +4        +8        +4

13        +9/+4              +4        +9        +4

14        +10/+5            +4        +9        +4

15        +11/+6/+1      +5        +10      +5        Backstab +4d4, special ability

16        +12/+7/+2      +5        +10      +5

17        +12/+7/+2      +5        +11      +5

18        +13/+8/+3      +6        +11      +6

19        +14/+9/+4      +6        +12      +6

20        +15/+10/+5    +6        +12      +6        Backstab +5d4, combat feat

 

Class Skills

                The thug's class skills are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Wis), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Intimidate (Cha), Intuit Direction (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str) Tumble (Dex), Use Rope (Dex), Urban Lore (Wis).

                Skill Points at 1st Level: (4 + Int modifier) x 4.

                Skill Points at Each Additional Level: 4 + Int modifier.

 

Class Features

                Weapon and Armor Proficiency: Thugs are proficient with crossbow (hand or light), dagger, dart, light mace, sap, short ­bow, and short sword. Medium-size thugs are also proficient in club, heavy crossbow, heavy mace, morningstar, quarterstaff, and rapi­er. Thugs are proficient with light armor, but not with shields. Note that armor check penalties for armor heav­ier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.

                Backstab: Thugs are not as subtle or skilled as rogues, but they still know that the fastest way to a man's heart is through his ribcage. A thug may perform a backstab against an oppo­nent who does not get his Dex bonus to AC. This does not include flanked opponents and may not be performed at range. A backstab does an additional 1d4 points of damage, increas­ing with experience. All the limits of sneak attacks apply to the backstab ability.

                Combat Feat: Thugs lead rough lives. At 10th level, a thug may pick one feat from the fight­er's list of bonus feats, except for Weapon Specialization. A second feat may be chosen at 20th level.

                Special Ability: A thug may choose crippling strike, defensive roll, or opportunist from the rogue's list of special abilities.

 

Warrior

                The warrior is a strong, stout combatant without the specialized training and finesse of a fighter, the survival and outdoor skills of the barbarian or ranger, or the sophistication and religious focus of a paladin. The warrior is a straightforward and unsubtle opponent in a fight, but not an inconsiderable one.

                Warriors are not as good as fighters, and thus PCs should be encouraged to avoid this class in favor of the standard combat oriented ones given in the Player's Handbook. Representing experience in fighting and related areas but not sophisticated training, warriors are common among the humanoids and giants (ores, ogres, and so forth). You should also use the warrior class for soldiers (although perhaps not for commanders or career soldiers), guards, local thugs, toughs, bullies, and even regular people who have learned to defend their homes with

some ability.

                Hit Die: d8.

 

The Warrior

NPC       Attack                    Fort        Ref          Will

Level      Bonus                    Save        Save        Save
1st            +1                            +2            +0            +0

2nd           +2                            +3            +0            +0

3rd            +3                            +3            +l             +1

4th            +4                            +4            +l             +1

5th            +5                            +4            +l             +1

6th            +6/+1                      +5            +2            +2

7th            +7/+2                      +5            +2            +2

8th            +8/+3                      +6            +2            +2

9th            +9/+4                      +6            +3            +3

10th          +10/+5                    +7            +3            +3

11th          +11/+6/+1              +7            +3            +3

12th          +12/+7/+2              +8            +4            +4

13th          +13/+8/+3              +8            +4            +4

14th          +14/+9/+4              +9            +4            +4

15th          +15/+10/+5            +9            +5            +5

16th          +16/+11/+6/+1       +10          +5            +5

17th          +17/+12/+7/+2       +10          +5            +5

18th          +18/+13/+8/+3       +11          +6            +6

19th          +19/+14/+9/+4       +11          +6            +6

20th          +20/+15/+10/+5     +12          +6            +6

 

Class Skills

                The warrior's class skills are Climb (Str), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).

 

                Skill Points at 1st Level: (2 + Int modifier) x 4.

                Skill Points at Each Additional Level: 2 + Int modifier.

 

Class Features

                Weapon and Armor Proficiency: The warrior is proficient in the use of all simple and martial weapons and all armor and shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble, and that carrying heavy gear imposes a check penalty on Swim checks.

                Starting Gear: 3d4 x 10 gp worth of equipment.

 


Appendix

 Character Abilities                                                                                Experience and Level Dependant Benefits

                            Bonus Spells                                                                                    Skill Ranks                  Ability

Score     Mod    0      1      2      3      4      5      6      7      8      9          Lvl      XP      Class  Cross     Feats  Adj.

1              -5         na    na    na    na    na    na    na    na    na    na        1                0        4      2              1st       -

2-3           -4         na    na    na    na    na    na    na    na    na    na        2          1000        5      2.5           -           -

4-5           -3         na    na    na    na    na    na    na    na    na    na        3          3000        6      3              2nd     -

6-7           -2         na    na    na    na    na    na    na    na    na    na        4          6000        7      3.5           -           1st

8-9           -1         na    na    na    na    na    na    na    na    na    na        5        10000        8      4              -           -

10-11       0          -       -       -       -       -       -       -       -       -       -           6        15000        9      4.5           3rd      -

12-13       +1        -       1      -       -       -       -       -       -       -       -           7        21000        10    5              -           -

14-15       +2        -       1      1      -       -       -       -       -       -       -           8        28000        11    5.5           -           2nd

16-17       +3        -       1      1      1      -       -       -       -       -       -           9        36000        12    6              4th      -

18-19       +4        -       1      1      1      1      -       -       -       -       -           10      45000        13    6.5           -           -

20-21       +5        -       2      1      1      1      1      -       -       -       -           11      55000        14    7              -           -

22-23       +6        -       2      2      1      1      1      1      -       -       -           12      66000        15    7.5           5th      3rd

24-25       +7        -       2      2      2      1      1      1      1      -       -           13      78000        16    8              -           -

26-27       +8        -       2      2      2      2      1      1      1      1      -           14      91000        17    8.5           -           -

28-29       +9        -       3      2      2      2      2      1      1      1      1          15    105000        18    9              6th      -

30-31       +10      -       3      3      2      2      2      2      1      1      1          16    120000        19    9.5           -           4th

32-33       +11      -       3      3      3      2      2      2      2      1      1          17    136000        20    10            -           -

34-35       +12      -       3      3      3      3      2      2      2      2      1          18    153000        21    10.5         7th      -

36-37       +13      -       4      3      3      3      3      2      2      2      2          19    171000        22    11            -           -

38-39       +14      -       4      4      3      3      3      3      2      2      2          20    190000        23    11.5         -           5th

40-41       +15      -       4      4      4      3      3      3      3      2      2         

42-43       +16      -       4      4      4      4      3      3      3      3      2         

44-45       +17      -       5      4      4      4      4      3      3      3      3         

etc…