This material is Open Game Content, and is licensed for public use
under the terms of the Open Game License v1.0a.
<!DOCTYPE HTML PUBLIC "-//W3C//DTD
HTML 4.0 Transitional//EN"><!-- saved from
url=(0054)http://www.osgf.org/srd/srdbasiccharacterclassesi.html --> BASIC CHARACTER CLASSES I
CLASSES & LEVELS
Class Descriptions
·
Alignment: A
few classes restrict a character's possible alignments. An entry of
"Any" means that characters of this class are not restricted in
alignment.
·
Hit
Die: The type of Hit Die used by characters of the class determines the number
of hit points gained per level.
·
Requirements: The character must meet these requirements
prior to adding this class.
·
Class
Table: This table details how a character improves as he or she gains
experience levels. Class tables typically include the following:
·
Level: The
character's level in that class.
·
Base Attack
Bonus: The character's base attack bonus and number of attacks.
·
Fort Save:
The base save bonus on Fortitude saving throws. The character's Constitution
modifier also applies.
·
Ref Save: The
base save bonus on Reflex saving throws. The character's Dexterity modifier
also applies.
·
Will Save:
The base save bonus on Will saving throws. The character's Wisdom modifier also
applies.
·
Special:
Level-dependent class abilities, each explained in the "Class
Features" sections that follow.
·
Class Skills:
The number of skill points the character starts with at 1st level, the number
of skill points gained each level thereafter, and the list of class skills.
·
Class
Features: Special characteristics of the class. When applicable, this section
also mentions restrictions and disadvantages of the class. Class features
include some or all of the following.
·
Weapon and
Armor Proficiency: Which weapons and armor types the character is proficient
with.
·
Other
Features: Each class has certain unique capabilities.
·
Ex-Members:
If, for some reason, a character is forced to give up this class, these are the
rules for what happens.
·
Spells per
Day: How many spells of each spell level the character can cast each day. If
the entry is "" for a given level of spells, the character may not
cast any spells of that level. If the entry is "0," the character may
only cast spells of that level if he or she has bonus spells. If the entry is a
number, the character may cast that many spells plus any bonus spells. Bonus
spells for wizards are based on Intelligence. Bonus spells for clerics, druids,
paladins, and rangers are based on Wisdom. Bonus spells for sorcerers and bards
are based on Charisma.
·
A character
can always choose to memorize a lower-level spell to fill a higher-level slot.
ARCANE ARCHER
Alignment: Any
Hit Die: d8
Requirements:
·
Race: Elf or
half-elf.
·
Base Attack
Bonus: +6.
·
Feats: Weapon
Focus (any bow other than a crossbow), Point Blank Shot, Precise Shot.
·
Spellcasting:
Ability to cast 1st-level arcane spells.
Class Skills: The arcane archers class skills (and
the key ability for each skill) are Craft (Int), Hide (Dex). Intuit Direction
(Wis), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Use Rope
(Dex), and Wilderness Lore (Wis).
Weapon and Armor Proficiency: An arcane archer is
proficient with all simple and martial weapons, light armor, medium armor, and
shields.
Table: The Arcane Archer
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special
----- ------ ---- ---- ---- -------
1st +1 +2 +2 +0 Enchant arrow +1
2nd +2 +3 +3 +0 Imbue arrow
3rd +3 +3 +3 +1 Enchant arrow +2
4th +4 +4 +4 +1 Seeker arrow
5th +5 +4 +4 +1 Enchant arrow +3
6th +6 +5 +5 +2 Phase arrow
7th +7 +5 +5 +2 Enchant arrow +4
8th +8 +6 +6 +2 Hail of arrows
9th +9 +6 +6 +3 Enchant arrow +5
10th +10 +7 +7 +3 Arrow of death
Enchant Arrow: At 1st level, every nonmagical arrow an
arcane archer nocks and lets fly becomes enchanted, gaining a +1 enhancement
bonus. An archers magic arrows only function for her. For every two levels of
arcane archer the character advances past 1st level in the prestige class, the
magic arrows she creates gain +1 greater potency.
Imbue Arrow: At 2nd level, an arcane archer gains this
spell-like ability, allowing her to place an area spell upon an arrow. When the
arrow is fired, the spells area is centered upon where the arrow lands, even
if the spell could normally be centered only on the caster. This ability allows
the archer to use the bows range rather than the spells range. It takes a
standard action to cast the spell and fire the arrow. The arrow must be fired
in the round the spell is cast, or the spell is wasted.
Seeker Arrow: At 4th level, the arcane archer can
launch an arrow once per day at a target known to her within range, and the
arrow travels to the target, even around corners. Only an unavoidable obstacle
or the end of the arrows range prevents the arrows flight. This ability
negates cover and concealment modifiers, but otherwise the attack is rolled
normally. This is a spell-like ability. (Shooting the arrow is part of the
action.)
Phase Arrow: At 6th level, the arcane archer can
launch an arrow once per day at a target known to her within range, and the
arrow travels to the target in a straight path, passing through any nonmagical
barrier or wall in its way. (A wall of force, a wall of fire, or the like stops
the arrow.) This ability negates cover, concealment, and even armor modifiers,
but otherwise the attack is rolled normally. This is a spell-like ability.
(Shooting the arrow is part of the action.)
Hail of Arrows: In lieu of her regular attacks, once
per day the 8th-level arcane archer can fire an arrow at each and every target
within range, to a maximum of one target for every arcane archer level she has
earned. Each attack uses the archers primary attack bonus, and each enemy may
only be targeted by a single arrow. This is a spell-like ability.
Arrow of Death: At 10th level, the arcane archer can
enchant an arrow of death that forces the target, if damaged by the arrows
attack, to make a Fortitude save (DC 20) or be slain immediately. It takes one
day to create an arrow of death, and the arrow only functions for the arcane
archer who created it. The enchantment lasts no longer than one year, and the
archer can only have one such arrow in existence at a time.
ASSASSIN
Hit Die: d6.
Requirements:
·
Alignment:
Any evil.
·
Move
Silently: 8 ranks.
·
Hide: 8
ranks.
·
Disguise: 4
ranks.
·
Special: In
addition, he must kill someone for no other reason than to join the assassins.
Class Skills: The assassins class skills (and the key
ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft
(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), Pick Pocket
(Dex), Read Lips (Int, exclusive skill), Search (Int), Sense Motive (Wis), Spot
(Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha, exclusive skill), and
Use Rope (Dex).
Weapon and Armor Proficiency: Assassins are proficient
with the crossbow (hand, light, or heavy), dagger (any type), dart, rapier,
sap, shortbow (normal and composite), and short sword. Assassins are proficient
with light armor but not with shields.
Table: The Assassin
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special
----- ------ ---- ---- ---- -------
1st +0 +0 +2 +0 Sneak attack +1d6, death attack, poison use
2nd +1 +0 +3 +0 +1 save vs. poison, uncanny dodge (Dex bonus to AC)
3rd +2 +1 +3 +1 Sneak attack +2d6
4th +3 +1 +4 +1 +2 save vs. poison
5th +3 +1 +4 +1 Sneak attack +3d6, uncanny dodge (cant be flanked)
6th +4 +2 +5 +2 +3 save vs. poison
7th +5 +2 +5 +2 +3 Sneak attack +4d6
8th +6 +2 +6 +2 +4 save vs. poison
9th +6 +3 +6 +3 Sneak attack +5d6
10th +7 +3 +7 +3 +5 save vs. poison, uncanny dodge (+1 vs. traps)
Spells per Day
Level 1st 2nd 3rd 4th
----- --- --- --- ---
1st 0
2nd 1
3rd 1 0
4th 1 1
5th 1 1 0
6th 1 1 1
7th 2 1 1 0
8th 2 1 1 1
9th 2 2 1 1
10th 2 2 2 1
Class Features
Sneak Attack: Any time the assassins target would be
denied her Dexterity bonus to AC (whether she actually has a Dexterity bonus or
not), the assassins attack deals +1d6 points of damage. This extra damage
increases by +1d6 points every other level (+2d6 at 3rd level, +3d6 at 5th
level, and so on). Should the assassin score a critical hit with a sneak
attack, this extra damage is not multiplied.
It takes precision and penetration to hit a vital
spot, so ranged attacks can only count as sneak attacks if the target is 30
feet away or less.
With a sap or an unarmed strike, the assassin can make
a sneak attack that deals subdual damage instead of normal damage. He cannot
use a weapon that deals normal damage to deal subdual damage in a sneak attack,
not even with the usual 4 penalty, because he must make optimal use of his
weapon in order to execute the sneak attack.
An assassin can only sneak attack living creatures
with discernible anatomiesundead, constructs, oozes, plants, and incorporeal
creatures lack vital areas to attack. Additionally, any creature immune to
critical hits is similarly immune to sneak attacks. Also, the assassin must
also be able to see the target well enough to pick out a vital spot and must be
able to reach a vital spot. The assassin cannot sneak attack while striking at
a creature with concealment or by striking the limbs of a creature whose vitals
are beyond reach.
If an assassin gets a sneak attack bonus from another
source (such as rogue levels), the bonuses to damage stack.
Death Attack: If the assassin studies his victim for 3
rounds and then makes a sneak attack with a melee weapon that successfully
deals damage, the sneak attack has the additional effect of possibly either
paralyzing or killing the target (assassins choice). While studying the
victim, the assassin can undertake other actions so long as his attention stays
focused on the target and the target does not detect the assassin or recognize
the assassin as an enemy. If the victim of such an attack fails her Fortitude saving
throw (DC 10 + the assassins class level + the assassins Intelligence
modifier) against the kill effect, she dies. If the saving throw fails against
the paralysis effect, the victims mind and body become enervated, rendering
her completely helpless and unable to act for 1d6 rounds plus 1 round per level
of the assassin. If the victims saving throw succeeds, the attack is just a
normal sneak attack. Once the assassin has completed the 3 rounds of study, he
must make the death attack within the next 3 rounds. If a death attack is
attempted and fails (the victim makes her save) or if the assassin does not
launch the attack within 3 rounds of completing the study, 3 new rounds of
study are required before he can attempt another death attack.
Poison Use: Assassins are trained in the use of poison
and never risk accidentally poisoning themselves when applying poison to a
blade.
Spells: Beginning at 1st level, an assassin gains the
ability to cast a small number of arcane spells. To cast a spell, the assassin
must have an Intelligence score of at least 10 + the spells level, so an
assassin with an Intelligence of 10 or lower cannot cast these spells. Assassin
bonus spells are based on Intelligence, and saving throws against these spells
have a DC of 10 + spell level + the assassins Intelligence modifier (if any).
When the assassin gets 0 spells of a given level, such as 0 1st-level spells at
1st level, the assassin gets only bonus spells. An assassin without a bonus
spell for that level cannot yet cast a spell of that level. The assassins
spell list appears below. An assassin prepares and casts spells just as a
wizard does.
Saving Throw Bonus vs. Poison: Assassins train with
poisons of all types and slowly grow more and more resistant to their effects.
This is reflected by a natural saving throw bonus to all poisons gained at 2nd
level that increases by +1 for every two levels the assassin gains (+1 at 2nd
level, +2 at 4th level, +3 at 6th level, and so on).
Uncanny Dodge: At 2nd level and above, the Assassin
retains a Dexterity bonus to AC (if any) if caught flat-footed or struck by an
invisible attacker.
At 5th level, the Assassin can no longer be flanked. A
Rogue at least four levels higher can still flank.
At 10th level, the Assassin receives a +1
bonus to Reflex saves made to avoid traps and a +1 dodge bonus to AC against
attacks by traps.
Assassins choose their spells from the following list:
1st levelchange self, detect poison, ghost sound,
obscuring mist, spider climb.
2nd levelalter self, darkness, pass without trace, undetectable alignment.
3rd leveldeeper darkness, invisibility, misdirection, nondetection.
4th leveldimension door, freedom of movement, improved invisibility, poison.
BARBARIAN
Alignment: Any nonlawful.
Hit Die: d12.
Class Skills: The barbarian's class skills (and the key ability for each skill)
are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Intuit
Direction (Wis), Jump (Str), Listen (Wis), Ride (Dex), Swim (Str), and
Wilderness Lore (Wis).
Weapon and Armor Proficiency: A barbarian is
proficient with all simple and martial weapons, light armor, medium armor, and
shields.
Table: The Barbarian
Base Fort Ref Will
Level Attack 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/
Barbarian Rage: Barbarian temporarily gains +4 to
Strength, +4 to Constitution, and a +2 morale 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. While raging, a
barbarian cannot use skills or abilities that require patience and
concentration. (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 rage, 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.
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).
Uncanny Dodge: At 2nd level and above, the barbarian
retains his Dexterity bonus to AC (if any) if caught flat-footed or struck by
an invisible attacker.
At 5th level, the barbarian can no longer be flanked.
The exception to this defense is that a rogue at least four levels higher than
the barbarian can still flank.
At 10th level, the barbarian gains 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 the barbarian 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 the barbarian is able
to speak.
Ex-Barbarians: A barbarian who becomes lawful loses
the ability to rage and cannot gain more levels as a barbarian. The barbarian
retains all the other benefits of the class.
BARD
Alignment: Any nonlawful.
Hit Die: d6.
Class Skills: The bard's class skills (and the key ability for each skill) 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).
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.
TABLE: The Bard
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
----- ------------ ---- ---- ---- -------
1 +0 +0 +2 +2 Bardic music,
Bardic knowledge
2 +1 +0 +3 +3
3 +2 +1 +3 +3
4 +3 +1 +4 +4
5 +3 +1 +4 +4
6 +4 +2 +5 +5
7 +5 +2 +5 +5
8 +6/+1 +2 +6 +6
9 +6/+1 +3 +6 +6
10 +7/+2 +3 +7 +7
11 +8/+3 +3 +7 +7
12 +9/+4 +4 +8 +8
13 +9/+4 +4 +8 +8
14 +10/+5 +4 +9 +9
15 +11/+6/+1 +5 +9 +9
16 +12/+7/+2 +5 +10 +10
17 +12/+7/+2 +5 +10 +10
18 +13/+8/+3 +6 +11 +11
19 +14/+9/+4 +6 +11 +11
20 +15/+10/+5 +6 +12 +12
TABLE: Bard Spells Per Day
------------Spells per Day-----------
Level 0 1 2 3 4 5 6
----- - - - - - - -
1 2
2 3 0
3 3 1
4 3 2 0
5 3 3 1
6 3 3 2
7 3 3 2 0
8 3 3 3 1
9 3 3 3 2
10 3 3 3 2 0
11 3 3 3 3 1
12 3 3 3 3 2
13 3 3 3 3 2 0
14 4 3 3 3 3 1
15 4 4 3 3 3 2
16 4 4 4 3 3 2 0
17 4 4 4 4 3 3 1
18 4 4 4 4 4 3 2
19 4 4 4 4 4 4 3
20 4 4 4 4 4 4 4
TABLE: Bard Spells Known
------------Spells Known-------------
Level 0 1 2 3 4 5 6
----- - - - - - - -
1 4
2 5 2*
3 6 3
4 6 3 2*
5 6 4 3
6 6 4 3
7 6 4 4 2*
8 6 4 4 3
9 6 4 4 3
10 6 4 4 4 2*
11 6 4 4 4 3
12 6 4 4 4 3
13 6 4 4 4 4 2*
14 6 4 4 4 4 3
15 6 4 4 4 4 3
16 6 5 4 4 4 4 2*
17 6 5 5 4 4 4 3
18 6 5 5 5 4 4 3
19 6 5 5 5 5 4 4
20 6 5 5 5 5 5 4
*Provided the bard has sufficient Charisma to have a
bonus spell of this level.
Spells: A bard casts arcane spells. The bard casts
these spells without needing to memorize them beforehand or keep a spellbook.
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. 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
song or poetics to produce magical effects on those around him or her. 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 the bard fails, the attempt
still counts against the daily limit.
The Bardic Music effects are:
* Inspire Courage: A bard with 3 or more ranks in
Perform can to inspire courage in his or her allies. 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 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, the bard makes a Perform check. Any
creature within 30 feet of the bard (including the bard) who is affected by a
sonic or language-dependent magical attack 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 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 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.
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. 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 inspire greatness in another creature. 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 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
-- -----------------
10 Common, known by at least a substantial minority of the local population.
20 Uncommon but available, known by only a few people in the area.
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, 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 levels as a bard, though he retains all his bard abilities.
BLACKGUARD
Hit Die: d10.
Requirements:
·
Alignment:
Any evil.
·
Base Attack
Bonus: +6.
·
Knowledge
(religion): 2 ranks.
·
Hide: 5
ranks.
·
Feats:
Cleave, Sunder.
·
Special: The
blackguard must have made peaceful contact with an evil outsider who was
summoned by him or someone else to have contracted the taint of true evil.
Class Skills: The blackguards class skills (and the
key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy
(Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion)
(Int), Profession (Wis), and Ride (Dex).
Weapon and Armor Proficiency: Blackguards are
proficient with all simple and martial weapons, with all types of armor, and
with shields.
Table: The Blackguard
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special
----- ------ ---- ---- ---- -------
1st +1 +2 0 0 Detect good, poison use
2nd +2 +3 0 0 Dark blessing, smite good
3rd +3 +3 +1 +1 Command undead, aura of despair
4th +4 +4 +1 +1 Sneak attack +1d6
5th +5 +4 +1 +1 Fiendish servant
6th +6 +5 +2 +2
7th +7 +5 +2 +2 Sneak attack +2d6
8th +8 +6 +2 +2
9th +9 +6 +3 +3
10th +10 +7 +3 +3 Sneak attack +3d6
Class Spells per Day
Level 1st 2nd 3rd 4th
----- --- --- --- ---
1st 0
2nd 1
3rd 1 0
4th 1 1
5th 1 1 0
6th 1 1 1
7th 2 1 1 0
8th 2 1 1 1
9th 2 2 1 1
10th 2 2 2 1
Detect Good: At will, the blackguard can detect good
as a spell-like ability. This ability duplicates the effects of the spell
detect good.
Poison Use: Blackguards are skilled in the use of
poison and never risk accidentally poisoning themselves when applying poison to
a blade.
Dark Blessing: A blackguard applies his Charisma
modifier (if positive) as a bonus to all saving throws.
Spells: Beginning at 1st level, a blackguard gains the
ability to cast a small number of divine spells. To cast a spell, the
blackguard must have a Wisdom score of at least 10 + the spells level, so a
blackguard with a Wisdom of 10 or lower cannot cast these spells. Blackguard
bonus spells are based on Wisdom, and saving throws against these spells have a
DC of 10 + spell level + the blackguards Wisdom modifier. When the blackguard
gets 0 spells of a given level, such as 0 1st-level spells at 1st level, he
gets only bonus spells. (A blackguard without a bonus spell for that level
cannot yet cast a spell of that level.) The blackguards spell list appears
below. A blackguard has access to any spell on the list and can freely choose
which to prepare, just like a cleric. A blackguard prepares and casts spells
just as a cleric does (though the blackguard cannot spontaneously cast cure or
inflict spells).
Smite Good: Once a day, a blackguard of 2nd level or
higher may attempt to smite good with one normal melee attack. He adds his
Charisma modifier (if positive) to his attack roll and deals 1 extra point of
damage per class level. For example, a 9th-level blackguard armed with a
longsword would deal 1d8+9 points of damage, plus any additional bonuses from
high Strength or magical effects that normally apply. If the blackguard
accidentally smites a creature that is not good, the smite has no effect but it
is still used up for that day. Smite good is a supernatural ability.
Aura of Despair: Beginning at 3rd level, the
blackguard radiates a malign aura that causes enemies within 10 feet of him to
suffer a 2 morale penalty on all saving throws. Aura of despair is a
supernatural ability.
Command Undead: When a blackguard reaches 3rd level,
he gains the supernatural ability to command and rebuke undead. He commands
undead as would a cleric of two levels lower.
Sneak Attack: If a blackguard can catch an opponent
when she is unable to defend herself effectively from his attack, he can strike
a vital spot for extra damage. Basically, any time the blackguards target
would be denied her Dexterity bonus to AC (whether she actually has a Dexterity
bonus or not) or when the blackguard flanks the target, the blackguards attack
deals +1d6 points of damage at 4th level and an additional +1d6 points for
every three levels thereafter (+2d6 at 7th level, +3d6 at 10th level, and so
on). Should the blackguard score a critical hit with a sneak attack, this extra
damage is not multiplied.
Ranged attacks only count as sneak attacks if the
target is 30 feet away or less. A blackguard cannot make a sneak attack to deal
subdual damage. The blackguard must be able to see the target well enough to
pick out a vital spot and must be able to reach a vital spot. He cannot sneak
attack while striking at a creature with concealment or by striking the limbs
of a creature whose vitals are beyond reach.
A blackguard can only sneak attack living creatures
with discernible anatomies. Undead, constructs, oozes, plants, and incorporeal
creatures lack vital areas to attack. Additionally, any creature immune to
critical hits is not subject to sneak attacks.
If a blackguard gets a sneak attack bonus from another
source (such as rogue levels), the bonuses to damage stack.
Blackguards choose their spells from the following
list:
1st levelcause fear, cure light wounds, doom, inflict
light wounds, magic weapon, summon monster I*.
2nd levelbulls strength, cure moderate wounds, darkness, death knell, inflict
moderate wounds, shatter, summon monster II*.
3rd levelcontagion, cure serious wounds, deeper darkness, inflict serious
wounds, protection from elements, summon monster III*.
4th levelcure critical wounds, freedom of movement, inflict critical wounds,
poison, summon monster IV*.
*Evil creatures only.
Fallen Paladins
Blackguards who possess levels of paladin (that is to
say, are now ex-paladins) gain extra abilities the more levels of paladin they
possess. Those who have tasted the light of goodness and justice and turned
away make the foulest villains.
Table: Fallen Paladin Blackguard Abilities
Paladin Extra
Levels Ability
------- -------
12: Smite good once per day. (This is in addition to the ability granted
to all blackguards at 2nd level, so that a fallen paladin blackguard
can smite good a total of twice per day.)
34: Lay on hands. Once per day, the blackguard can cure himself of
damage equal to his Charisma bonus times his level. The blackguard
can only cure himself or his fiendish servant with this spell-like
ability.
56: Sneak attack damage increased by +1d6.
78: Fiendish summoning. Once per day, the blackguard can use a summon
monster I spell to call forth an evil creature. For this spell, the
caster level is double the blackguards class level.
910: Undead companion. In addition to the fiendish servant, the
blackguard gains (at 5th level) a Medium-size skeleton or zombie as
a companion. This companion cannot be turned or rebuked by another
and gains all special bonuses as a fiendish servant when the
blackguard gains levels.
11+: Favored of the dark deities. Evil deities like nothing more than to
see a pure heart corrupted, and thus a fallen paladin of this
stature immediately gains a blackguard level for each level of
paladin he trades in. For example, a character who has twelve levels
of paladin can immediately become a 10th-level blackguard with all
abilities if he chooses to lose ten levels of paladin. The character
level of the character does not change.
This, of course, is in every way a profitable trade for the evil
character, since he has already lost most of the benefits he gained
from having those paladin levels. However, with the loss of paladin
levels, the character no longer gains extra abilities found on this
table. Thus, a fallen paladin of 15th level could become a 10th-
level blackguard/5th-level paladin with the first three extra
abilities on this chart because of those five levels of paladin.
CLERIC
Alignment: Any. If the Cleric serves a specific deity the 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. Choosing to serve
a specific deity is optional.
Hit Die: d8.
Class Skills: The cleric's class skills (and the key ability for each skill)
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 Deity, Domains, and Domain Spells, below, for more
information.
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.
TABLE: The Cleric
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
----- ------------ ---- ---- ---- -------
1 +0 +2 +0 +2 Turn or rebuke undead
2 +1 +3 +0 +3
3 +2 +3 +1 +3
4 +3 +4 +1 +4
5 +3 +4 +1 +4
6 +4 +5 +2 +5
7 +5 +5 +2 +5
8 +6/+1 +6 +2 +6
9 +6/+1 +6 +3 +6
10 +7/+2 +7 +3 +7
11 +8/+3 +7 +3 +7
12 +9/+4 +8 +4 +8
13 +9/+4 +8 +4 +8
14 +10/+5 +9 +4 +9
15 +11/+6/+1 +9 +5 +9
16 +12/+7/+2 +10 +5 +10
17 +12/+7/+2 +10 +5 +10
18 +13/+8/+3 +11 +6 +11
19 +14/+9/+4 +11 +6 +11
20 +15/+10/+5 +12 +6 +12
TABLE: Cleric Spells Per Day
------------------ Spells per Day*---------------------
Level 0 1 2 3 4 5 6 7 8 9
----- - - - - - - - - - -
1 3 1+1
2 4 2+1
3 4 2+1 1+1
4 5 3+1 2+1
5 5 3+1 2+1 1+1
6 5 3+1 3+1 2+1
7 6 4+1 3+1 2+1 1+1
8 6 4+1 3+1 3+1 2+1
9 6 4+1 4+1 3+1 2+1 1+1
10 6 4+1 4+1 3+1 3+1 2+1
11 6 5+1 4+1 4+1 3+1 2+1 1+1
12 6 5+1 4+1 4+1 3+1 3+1 2+1
13 6 5+1 5+1 4+1 4+1 3+1 2+1 1+1
14 6 5+1 5+1 4+1 4+1 3+1 3+1 2+1
15 6 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1
16 6 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1
17 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1
18 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1
19 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1
20 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 "+1" on this list represents that. These
spells are in addition to any bonus spells for having a high Wisdom.
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. A cleric may
prepare and cast any spell on the cleric spell list, provided he can cast
spells of that level. The Difficulty Class for a saving throw against a
cleric's spell is 10 + the spell's level + the cleric's Wisdom modifier.
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. 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: When
your character becomes a Cleric, you may choose to have your character serve a
specific deity. The cleric's deity influences his alignment, what magic he can perform, his values, and
how others see him.
Choose two from among the deity's domains for your
cleric's domains. 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.
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).
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).
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.
Turn or Rebuke Undead: A good cleric (or a neutral
cleric who worships a good deity) has the supernatural ability to turn undead.
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.
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.
DRUID
Alignment: Neutral good, lawful neutral, neutral,
chaotic neutral, or neutral evil.
Hit Die: d8.
Class Skills: The druid's class skills (and the key ability for each skill) 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).
Weapon and Armor Proficiency: Druids are proficient
with the following weapons: club, dagger, dart, halfspear, 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 must use only wooden ones.
TABLE: The Druid
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
----- ------------ ---- ---- ---- -------
1 0 +2 +0 +2 Nature sense,
Animal companion
2 +1 +3 +0 +3 Woodland stride
3 +2 +3 +1 +3 Trackless step
4 +3 +4 +1 +4 Resist nature's lure
5 +3 +4 +1 +4 Wild shape (1/day)
6 +4 +5 +2 +5 Wild shape (2/day)
7 +5 +5 +2 +5 Wild shape (3/day)
8 +6/+1 +6 +2 +6 Wild shape (Large)
9 +6/+1 +6 +3 +6 Venom immunity
10 +7/+2 +7 +3 +7 Wild shape (4/day)
11 +8/+3 +7 +3 +7 Wild shape (Tiny)
12 +9/+4 +8 +4 +8 Wild shape (dire)
13 +9/+4 +8 +4 +8 A thousand faces
14 +10/+5 +9 +4 +9 Wild shape (5/day)
15 +11/+6/+1 +9 +5 +9 Wild shape (Huge),
Timeless body
16 +12/+7/+2 +10 +5 +10 Wild shape
(elemental 1/day)
17 +12/+7/+2 +10 +5 +10
18 +13/+8/+3 +11 +6 +11 Wild shape
(6/day, elemental 3/day)
19 +14/+9/+4 +11 +6 +11
20 +15/+10/+5 +12 +6 +12
TABLE: Druid Spells Per Day
------------------Spells per Day-----------------------
Level 0 1 2 3 4 5 6 7 8 9
----- - - - - - - - - - -
1 3 1
2 4 2
3 4 2 1
4 5 3 2
5 5 3 2 1
6 5 3 3 2
7 6 4 3 2 1
8 6 4 3 3 2
9 6 4 4 3 2 1
10 6 4 4 3 3 2
11 6 5 4 4 3 2 1
12 6 5 4 4 3 3 2
13 6 5 5 4 4 3 2 1
14 6 5 5 4 4 3 3 2
15 6 5 5 4 4 4 3 2 1
16 6 5 5 5 4 4 3 3 2
17 6 5 5 5 5 4 4 3 2 1
18 6 5 5 5 5 4 4 3 3 2
19 6 5 5 5 5 5 4 4 3 3
20 6 5 5 5 5 5 4 4 4 4
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. (Note: A druid can use wooden items that have been
altered by the ironwood spell so that they function as though they were steel.)
Spells: A druid casts divine spells. 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.
Bonus Languages: A druid may substitute Sylvan for one
of the bonus languages available to her. In addition, a druid knows the Druidic
language. This secret language is known only to druids, and druids are
forbidden from teaching it to nondruids. Druidic has its own alphabet.
Nature Sense: A druid can identify plants and animals
(their species and special traits) with perfect accuracy. The druid can
determine whether water is safe to drink or dangerous.
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.
Woodland Stride: Starting at 2nd level, a druid may
move through natural thorns, briars, overgrown areas, and similar terrain at
his or her normal speed and without suffering damage or other impairment.
However, thorns, briars, and overgrown areas that are 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 feys.
Wild Shape: At 5th level, a druid gains the spell-like
ability to polymorph self into a Small or Medium-size animal (but not a dire
animal) and back again once per day. Unlike the standard use of the spell,
however, the druid may only adopt one form. As stated in the spell description,
the druid regains hit points as if he or she has rested for a day. The druid
does not risk the standard penalty for being disoriented while in the wild
shape.
The druid can use this ability more times per day at
6th, 7th, 10th, 14th, and 18th level, as noted. In addition, the druid 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 or higher, she can
take the form of a dire animal.
At 16th level or higher, the druid may use wild shape
to change into a Small, Medium-size, or Large air, earth, fire, or water
elemental once per day. The druid gains all the elemental's special abilities.
At 18th level, the druid can do this 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 his or 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.
DWARVEN DEFENDER
Hit Die: d12.
Requirements:
·
Alignment:
Any lawful.
·
Race: Dwarf.
·
Base Attack
Bonus: +7.
·
Feats: Dodge,
Endurance, Toughness.
Class Skills: The defenders class skills (and the key
ability for each skill) are Craft (Int), Listen (Wis), Sense Motive (Wis), and
Spot (Wis).
Weapon and Armor Proficiency: The dwarven defender is
proficient with all simple and martial weapons, all types of armor, and
shields.
Table: The Dwarven Defender
Base
Class Attack Fort Ref Will AC
Level Bonus Save Save Save Bonus Special
----- ------ ---- ---- ---- ----- -------
1st +1 +2 +0 +2 +1 Defensive stance 1/day
2nd +2 +3 +0 +3 +1 Defensive awareness (Dex bonus to AC)
3rd +3 +3 +1 +3 +1 Defensive stance 2/day
4th +4 +4 +1 +4 +2
5th +5 +4 +1 +4 +2 Defensive stance 3/day
6th +6 +5 +2 +5 +2 Damage reduction (3), defensive
awareness (cant be flanked)
7th +7 +5 +2 +5 +3 Defensive stance 4/day
8th +8 +6 +2 +6 +3
9th +9 +6 +3 +6 +3 Defensive stance 5/day
10th +10 +7 +3 +7 +4 Damage reduction (6), defensive
awareness (+1 vs. traps)
Defensive Stance: When he needs to, the defender can
become a stalwart bastion of defense. In this defensive stance, a defender
gains phenomenal strength and durability, but he cannot move from the spot he
is defending. He gains the following benefits:
·
+2 Strength
·
+4
Constitution
·
+2 resistance
bonus on all saves
·
+4 dodge
bonus to AC
While defending, a defender cannot use skills or
abilities that would require him to shift his position, such as Move Silently
or Jump. A defensive stance lasts for 3 rounds, plus the characters (newly
improved) Constitution modifier. The defender may end the defense voluntarily
prior to this limit. At the end of the defense, the defender is winded and
suffers a 2 penalty to Strength for the duration of that encounter. The
defender can only take his defensive stance a certain number of times per day
as determined by his level. Taking the stance takes no time itself, but the
defender can only do so during his action.
Defensive Awareness: Starting at 2nd level, the
dwarven defender gains the extraordinary ability to react to danger before his
senses would normally allow him to even be aware of it. 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 any Dexterity
bonus to AC if immobilized.)
At 6th level, the dwarven defender can no longer be
flanked, since he can react to opponents on opposite sides of him as easily as
he can react to a single attacker. This defense denies rogues the ability to
use flank attacks to sneak attack the dwarven defender. The exception to this
defense is that a rogue at least 4 levels higher than the dwarven defender can
flank him (and thus sneak attack him).
At 10th level, the dwarven defender gains an intuitive
sense that alerts him to danger from traps, giving him a +1 bonus to Reflex
saves made to avoid traps.
Defensive awareness is cumulative with uncanny dodge.
If the dwarven defender has another class that grants the uncanny dodge
ability, add together all the class levels of the classes that grant these two
abilities and determine the characters defensive awareness ability on that
basis.
Damage Reduction: At 6th level, the dwarven defender
gains the extraordinary ability to shrug off some amount of injury from each
blow or attack. Subtract 3 from the damage the dwarven defender takes each time
he is dealt damage. At 10th level, this damage reduction rises to 6. Damage
reduction can reduce damage to 0 but not below 0. (That is, the defender cannot
actually gain hit points in this manner.)
FIGHTER
Alignment: Any.
Hit Die: d10.
Class Skills: The fighter's class skills (and the key ability for each skill)
are Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Ride (Dex), and
Swim (Str).
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.
TABLE: The Fighter
Base Fort Ref Will
Level Attack 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/+1 +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/+1 +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
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*,
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.
Weapon Specialization: On achieving 4th level or
higher, as a 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.
LOREMASTER
Alignment: Any
Hit Die: d4.
Requirements:
·
Spellcasting:
Ability to cast seven different divinations, one of which must be 3rd level or
higher.
·
Two Knowledge
Skills (Any Type): 10 ranks in each.
·
Feats: Any
three metamagic or item creation feats, plus Skill Focus (Knowledge [any
individual Knowledge skill]).
Class Skills: The loremasters class skills (and the
key ability for each skill) are Alchemy (Int), Appraise (Int), Concentration
(Con), Decipher Script (Int, exclusive skill), Gather Information (Cha), Handle
Animals (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int),
Perform (Cha), Profession (Wis), Scry (Int), Speak Language, Spellcraft (Int),
and Use Magic Device (Cha, exclusive skill).
Weapon and Armor Proficiency: Loremasters gain no
proficiency in any weapon or armor.
Table: The Loremaster
Base Attack Fort Ref Will
Class Level Bonus Save Save Save Special Spellcasting
----------- ------ ---- ---- ---- ------- --------------
1st +0 +0 +0 +2 Secret +1 level of existing class
2nd +1 +0 +0 +3 Lore +1 level of existing class
3rd +1 +1 +1 +3 Secret +1 level of existing class
4th +2 +1 +1 +4 Bonus language +1 level of existing class
5th +2 +1 +1 +4 Secret +1 level of existing class
6th +3 +2 +2 +5 Greater lore +1 level of existing class
7th +3 +2 +2 +5 Secret +1 level of existing class
8th +4 +2 +2 +6 Bonus language +1 level of existing class
9th +4 +3 +3 +6 Secret +1 level of existing class
10th +5 +3 +3 +7 True lore +1 level of existing class
Spellcasting: A loremaster continues training in magic
as well as her field of research. Thus, when a new loremaster level is gained,
the character gains new spells per day as if she had also gained a level in a
spellcasting class she belonged to before she added the prestige class. She
does not, however, gain any other benefit a character of that class would have
gained (improved chance of controlling or rebuking undead, metamagic or item
creation feats, and so on). This essentially means that she adds the level of
loremaster to the level of some other spellcasting class the character has,
then determines spells per day, spells known, and caster level accordingly.
If a character had more than one spellcasting class
before she became a loremaster, she must decide to which class she adds each
level of loremaster for purposes of determining spells per day when she adds
the new level.
Secret: In their studies, loremasters stumble upon all
sorts of applicable knowledge and secrets. At 1st level and every two levels
afterward (3rd, 5th, 7th, and 9th levels), the loremaster chooses one secret
from Table: Loremaster Secrets. Her level plus Intelligence modifier determines
which secrets she can choose. She cant choose the same secret twice.
Table: Loremaster Secrets
Level +
Int Modifier Secret Effect
------------ ------ ------
1 Instant mastery 4 ranks of a skill in which the
character has no ranks
2 Secret health +3 hit points
3 Secrets of inner strength +1 bonus to Will saves
4 The lore of true stamina +1 bonus to Fortitude saves
5 Secret knowledge +1 bonus to Reflex saves of
avoidance
6 Weapon trick +1 bonus to attack rolls
7 Dodge trick +1 dodge bonus to AC
8 Applicable knowledge Any one feat
9 Newfound arcana 1 bonus 1st-level spell*
10 More newfound arcana 1 bonus 2nd-level spell*
*As if gained through having a high ability score.
Lore: Loremasters gather knowledge. At 2nd level, they
gain the ability to know legends or information regarding various topics, just
like a bard can with bardic knowledge. The loremaster adds her level and her
Intelligence modifier to the Knowledge check. See page 29 in the Players
Handbook for more information on bardic knowledge.
Bonus Languages: Loremasters, in their laborious
studies, learn new languages in order to access more knowledge. The loremaster
can choose any new language at 4th and 8th level.
Greater Lore: At 6th level, a loremaster gains the
ability to identify magic items, as the spell, as an extraordinary ability. She
may do this once per item examined.
True Lore: At 10th level, once per day a loremaster
can use her knowledge to gain the effects of a legend lore spell or an analyze
dweomer spell. True lore is an extraordinary ability.
MONK
Alignment: Any lawful.
Hit Die: d8.
Class Skills: The monk's class skills (and the key ability for each skill) 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).
Weapon and Armor Proficiency: Monks are proficient
with basic peasant weapons and 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 his or her unarmed base attack, including her more favorable number of
attacks per round (see below). His or her damage, however, is standard for the
weapon (1d6, crit X2), not his or 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.
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 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 he or she
loses her Dexterity modifier due to being unprepared, ambushed, stunned, and so
on. (Monks do lose these AC bonuses when immobilized.)
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.
TABLE: The Monk
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
----- ------------ ---- ---- ---- -------
1 0 +2 +2 +2 Unarmed Strike,
stunning attack, evasion
2 +1 +3 +3 +3 Deflect Arrows feat
3 +2 +3 +3 +3 Still mind
4 +3 +4 +4 +4 Slow fall (20 ft.)
5 +3 +4 +4 +4 Purity of body
6 +4 +5 +5 +5 Slow fall (30 ft.),
Improved Trip feat
7 +5 +5 +5 +5 Wholeness of body,
Leap of the clouds
8 +6/+1 +6 +6 +6 Slow fall (50 ft.)
9 +6/+1 +6 +6 +6 Improved evasion
10 +7/+2 +7 +7 +7 Ki strike (+1)
11 +8/+3 +7 +7 +7 Diamond body
12 +9/+4 +8 +8 +8 Abundant step
13 +9/+4 +8 +8 +8 Diamond soul, ki strike (+2)
14 +10/+5 +9 +9 +9
15 +11/+6/+1 +9 +9 +9 Quivering palm
16 +12/+7/+2 +10 +10 +10 Ki strike (+3)
17 +12/+7/+2 +10 +10 +10 Timeless body,
Tongue of the sun and moon
18 +13/+8/+3 +11 +11 +11 Slow fall (any distance)
19 +14/+9/+4 +11 +11 +11 Empty body
20 +15/+10/+5 +12 +12 +12 Perfect self
TABLE: More Monk Abilities
Unarmed Unarmed AC Unarmored
Level Attack Bonus Damage* Bonus Speed**
----- ------------ ------- ----- ---------
1 +0 1d6 +0 30 ft.
2 +1 1d6 +0 30 ft.
3 +2 1d6 +0 40 ft.
4 +3 1d8 +0 40 ft.
5 +3 1d8 +1 40 ft.
6 +4/+1 1d8 +1 50 ft.
7 +5/+2 1d8 +1 50 ft.
8 +6/+3 1d10 +1 50 ft.
9 +6/+3 1d10 +1 60 ft.
10 +7/+4/+1 1d10 +2 60 ft.
11 +8/+5/+2 1d10 +2 60 ft.
12 +9/+6/+3 1d12 +2 70 ft.
13 +9/+6/+3 1d12 +2 70 ft.
14 +10/+7/+4/+1 1d12 +2 70 ft.
15 +11/+8/+5/+2 1d12 +3 80 ft.
16 +12/+9/+6/+3 1d20 +3 80 ft.
17 +12/+9/+6/+3 1d20 +3 80 ft.
18 +13/+10/+7/+4/+1 1d20 +3 90 ft.
19 +14/+11/+8/+5/+2 1d20 +3 90 ft.
20 +15/+12/+9/+6/+3 1d20 +4 90 ft.
*Small monks deal less damage.
**Small and dwarven monks are slower.
TABLE: Small Monk Unarmed Damage and Small Monk &
Dwarf Monk Speed
Level Damage Speed
----- ------ -----
12 1d4 20 ft.
3 1d4 25 ft.
45 1d6 25 ft.
67 1d6 35 ft.
8 1d8 35 ft.
9-11 1d8 40 ft.
12-14 1d10 45 ft.
15 1d10 55 ft.
16-17 2d6 55 ft.
18-20 2d6 60 ft.
Unarmed Strike: 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.
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.
Flurry of Blows: The monk 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. 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, the monk 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.
Stunning Attack: 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. The stunning attack is a supernatural ability.
Evasion: If a monk makes a successful Reflex saving
throw against an attack that normally deals half damage on a successful save,
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.
Slow Fall: At 4th level, the monk takes damage as if a
fall were 20 feet shorter than it actually is. At 18th level, the monk can use
a nearby wall to slow her descent and fall any distance without harm.
Purity of Body: At 5th level, a monk gains immunity to
all diseases except for magical diseases.
Improved Trip: At 6th level, a monk gains the Improved
Trip feat. She need not have taken the Expertise feat, normally a prerequisite.
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 only takes half
damage on a failed save.
Ki Strike: At 10th 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 as if the blow were made with a
weapon with a +1 enhancement bonus. Ki strike is a supernatural ability.
Diamond Body: At 11th level, a monk 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 level is one-half her
actual level (rounded down).
Diamond Soul: At 13th level, a monk gains spell
resistance. Her spell resistance equals her level + 10.
Quivering Palm: Starting at 15th level, a monk can use
the quivering palm.
The monk can use the quivering palm attack once a
week, and she must announce her intent before making her attack roll. 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 is forevermore
treated as an outsider rather than as a humanoid. Additionally, the monk gains
damage reduction 20/+1.
Ex-Monks: A monk who becomes nonlawful cannot gain new
levels as a monk but retain all monk abilities.