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CLASSES & LEVELS

PALADIN

Alignment: Lawful good.
Hit Die: d10.
Class Skills: The paladin's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (religion) (Int), Profession (Wis), and Ride (Dex).

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.

TABLE: The Paladin

        Base           Fort    Ref     Will

Level   Attack Bonus   Save    Save    Save    Special

-----   ------------   ----    ----    ----    -------

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

5       +5             +4      +1      +1       Special mount

6       +6/+1          +5      +2      +2       Remove disease 2/week

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

8       +8/+3          +6      +2      +2

9       +9/+4          +6      +3      +3       Remove disease 3/week

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

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

12      +12/+7/+2      +8      +4      +4       Remove disease 4/week

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

14      +14/+9/+4      +9      +4      +4

15      +15/+10/+5     +9      +5      +5       Remove disease 5/week

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

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

18      +18/+13/+8/+3  +11     +6      +6       Remove disease 6/week

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

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

TABLE: Paladin Spells Per Day

               ---Spells per Day---

Level          1       2       3       4

-----          -       -       -       -

1              —       —       —       —

2              —       —       —       —

3              —       —       —       —

4              0       —       —       —

5              0       —       —       —

6              1       —       —       —

7              1       —       —       —

8              1       0       —       —

9              1       0       —       —

10             1       1       —       —

11             1       1       0       —

12             1       1       1       —

13             1       1       1       —

14             2       1       1       0

15             2       1       1       1

16             2       2       1       1

17             2       2       2       1

18             3       2       2       1

19             3       3       3       2

20             3       3       3       3

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: Each day a paladin can cure a total number of hit points equal to the paladin's Charisma bonus (if any) times the paladin's level. The paladin can cure themselves. The paladin may choose to divide her curing among multiple recipients, and he or 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.

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 the paladin's attack roll and deals 1 extra point of damage per level. 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 week. Remove disease is a spell-like ability for paladins.

Turn Undead: The paladin may use this ability a number of times per day equal to three plus the paladin's Charisma modifier. The paladin 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. 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 0 1st-level spells at 4th level, the paladin gets only bonus spells. A paladin has access to any spell on the paladin spell 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 his or her class level.

Special Mount: Upon or after reaching 5th level, a paladin can call an unusually intelligent, strong, and loyal steed to serve him or her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium-size paladin) or a warpony (for a Small paladin).

Should the paladin's mount die, another cannot be called for a year and a day. The new mount has all the accumulated abilities due a mount of the paladin's level.

The DM will provide information about the mount that responds to the paladin's call.

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 or 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, as appropriate.

RANGER

Alignment: Any.
Hit Die: d10.
Class Skills: The ranger's class skills (and the key ability for each skill) 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).

Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, light armor, medium armor, and shields.

TABLE: The Ranger

        Base           Fort    Ref     Will

Level   Attack Bonus   Save    Save    Save    Special

-----   ------------   ----    ----    ----    -------

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

2       +2             +3      +0      +0            

3       +3             +3      +1      +1            

4       +4             +4      +1      +1            

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

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

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

8       +8/+3          +6      +2      +2            

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

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

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

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

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

14      +14/+9/+4      +9      +4      +4            

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

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

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

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

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

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

TABLE: Ranger Spells Per Day

               ---Spells per Day--

Level          1       2       3       4

-----          -       -       -       -

1              —       —       —       —

2              —       —       —       —

3              —       —       —       —

4              0       —       —       —

5              0       —       —       —

6              1       —       —       —

7              1       —       —       —

8              1       0       —       —

9              1       0       —       —

10             1       1       —       —

11             1       1       0       —

12             1       1       1       —

13             1       1       1       —

14             2       1       1       0

15             2       1       1       1

16             2       2       1       1

17             2       2       2       1

18             3       2       2       1

19             3       3       3       2

20             3       3       3       3

When wearing light armor or no armor, a ranger can fight with two weapons as if he or she had the feats Ambidexterity and Two-Weapon Fighting. The ranger 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. 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. A ranger has access to any spell on the ranger spell 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 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.

Table: Ranger Favored Enemies

Type

·         Aberrations

·         Animals

·         Beasts

·         Constructs

·         Dragons

·         Elementals

·         Fey

·         Giants

·         Humanoid type

·         Magical beasts

·         Oozes

·         Outsider type

·         Plants

·         Shapechangers

·         Undead

·         Vermin

* Rangers may not select "humanoid" or "outsider" as a favored enemy, but they may select a more narrowly defined type of humanoid or outsider. A ranger can only select his own race as a favored enemy if he is evil.

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.

ROGUE

Alignment: Any.
Hit Die: d6.
Class Skills: The rogue's class skills (and the key ability for each skill) are Appraise (Int), 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), 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), and Use Rope (Dex).

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.

TABLE: The Rogue

        Base           Fort    Ref     Will

Level   Attack Bonus   Save    Save    Save    Special

-----   ------------   ----    ----    ----    -------

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

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)

Sneak Attack: Any time the rogue's target would be denied a Dexterity bonus to AC (whether the target 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. The rogue cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual –4 penalty.

A rogue can only sneak attack a living creature with a discernible anatomy. 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 nonmagical 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 party) 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, the rogue 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: At 3rd level and above, she retains her Dexterity bonus to AC (if any) if caught flat-footed or struck by an invisible attacker.

At 6th level , the rogue can no longer be flanked. Another rogue at least four levels higher can still flank.

At 11th level, the rogue gains 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 10th level and every three levels thereafter (13th, 16th, and 19th), a rogue chooses a special ability from among the following:

Crippling Strike: When the rogue damages an opponent with a sneak attack, the target also takes 1 point of Strength damage.

Defensive Roll: Once per day, when a rogue would be reduced to 0 hit points or less by damage in combat (from a weapon or 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 successful, takes only half damage from the blow. The rogue must be aware of the attack and able to react to it in order to execute the defensive roll — if the Dexterity bonus to AC is denied, the rogue 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: The rogue takes only half damage on a failed save.

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 than once per round.

Skill Mastery: The rogue selects a number of skills equal to 3 + 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 the rogue from doing so. The rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Slippery Mind: If a rogue with a slippery mind is affected by an enchantment and fails the saving throw, 1 round later the rogue can attempt the saving throw again. The rogue only gets this one extra chance to succeed. This is an extraordinary ability.

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

SHADOWDANCER

Alignment: Any
Hit Die: d8.
Requirements:

·         Move Silently: 8 ranks.

·         Hide: 10 ranks.

·         Perform: 5 ranks.

·         Feats: Dodge, Mobility, Combat Reflexes.

Class Skills: The shadowdancer’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Search (Int), Spot (Wis), Tumble (Dex), and Use Rope (Dex).

Weapon and Armor Proficiency: Shadowdancers are proficient with the club, crossbow (hand, light, or heavy), dagger (any type), dart, mace, morningstar, quarterstaff, rapier, sap, shortbow (normal and composite), and short sword. Shadowdancers are proficient with light armor but not with shields.

Table: The Shadowdancer

Class   Base    Fort    Ref     Will

Level   Attack  Bonus   Save    Save    Save    Special

-----   ------  ----    ----    ----    ----    -------

1st     +0      +0      +2      +0      Hide in plain sight

2nd     +1      +0      +3      +0      Evasion, darkvision, uncanny dodge (Dex bonus to AC)

3rd     +2      +1      +3      +1      Shadow illusion, summon shadow

4th     +3      +1      +4      +1      Shadow jump (20 ft.)

5th     +3      +1      +4      +1      Defensive roll, uncanny dodge (can’t be flanked)

6th     +4      +2      +5      +2      Shadow jump (40 ft.), summon shadow

7th     +5      +2      +5      +2      Slippery mind

8th     +6      +2      +6      +2      Shadow jump (80 ft).

9th     +6      +3      +6      +3      Summon shadow

10th    +7      +3      +7      +3      Shadow jump (160 ft.), improved evasion, uncanny dodge (+1 vs. traps)

Hide in Plain Sight: Shadowdancers can use the Hide skill even while being observed. As long as they are within 10 feet of some sort of shadow, shadowdancers can hide themselves from view in the open without anything to actually hide behind. They cannot, however, hide in their own shadows. Hide in plain sight is a supernatural ability.

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

Darkvision: At 2nd level, a shadowdancer can see in the dark as though she were permanently under the affect of a darkvision spell. This is a supernatural ability.

Uncanny Dodge: At 2nd level and above, the shadowdancer retains her Dexterity bonus to AC (if any) if caught flat-footed or struck by an invisible attacker.

At 5th level , the shadowdancer can no longer be flanked. Another rogue at least four levels higher can still flank.

At 10th level, the shadowdancer receives a +1 bonus to Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.

Shadow Illusion: When a shadowdancer reaches 3rd level, she can create visual illusions from surrounding shadows. This spell-like ability is identical to the arcane spell silent image and may be employed once per day.

Summon Shadow: At 3rd level, a shadowdancer can summon a shadow, an undead shade. Unlike a normal shadow, this shadow’s alignment matches that of the shadowdancer. The summoned shadow cannot be turned, rebuked, or commanded by any third party. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. Every third level gained by the shadowdancer allows her to summon an additional shadow and adds +2 HD (and the requisite base attack and base save bonus increases) to all her shadow companions.

If a shadow companion is destroyed, or the shadowdancer chooses to dismiss it, the shadowdancer must attempt a Fortitude saving throw (DC 15). If the saving throw fails, the shadowdancer loses 200 experience points per shadowdancer level. A successful saving throw reduces the loss by half, to 100 XP per prestige class level. The shadowdancer’s experience can never go below 0 as the result of a shadow’s dismissal or destruction. A destroyed or dismissed shadow companion cannot be replaced for a year and a day.

Shadow Jump: At 4th level, the shadowdancer gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. The shadowdancer can jump up to a total of 20 feet each day in this way, although this may be a single jump of 20 feet or two jumps of 10 feet each. Every two levels thereafter, the distance a shadowdancer can jump each day doubles (40 feet at 6th level, 80 feet at 8th level, and 160 feet at 10th level). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment. (A 6th-level shadowdancer who jumps 32 feet cannot jump again until the next day.)

Defensive Roll: Starting at 5th level, the shadowdancer can roll with a potentially lethal blow to take less damage from it. Once per day, when a shadowdancer would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), the shadowdancer can attempt to roll with the damage. She makes a Reflex saving throw (DC = damage dealt) and, if successful, 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 in a situation that would deny her any Dexterity bonus to AC, she can’t attempt the defensive roll.

Slippery Mind: This extraordinary ability, gained at 7th level, represents the shadowdancer’s ability to wriggle free from magical effects that would otherwise control or compel her. If the shadowdancer 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 chance to succeed at her saving throw. If it fails as well, the spell’s effects proceed normally.

Improved Evasion: This extraordinary ability, gained at 10th level, works like evasion (see above). The shadowdancer takes no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage (breath weapon, fireball, and so on). What’s more, she takes only half damage even if she fails her saving throw, since the shadowdancer’s reflexes allow her to get out of harm’s way with incredible speed.

SORCERER

Alignment: Any.
Hit Die: d4.
Class Skills: The sorcerer's class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int).

Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor, nor with shields.

TABLE: The Sorcerer

        Base           Fort    Ref     Will

Level   Attack Bonus   Save    Save    Save    Special

-----   ------------   ----    ----    ----    -------

1       +0             +0      +0      +2      Summon familiar

2       +1             +0      +0      +3            

3       +1             +1      +1      +3            

4       +2             +1      +1      +4            

5       +2             +1      +1      +4            

6       +3             +2      +2      +5            

7       +3             +2      +2      +5            

8       +4             +2      +2      +6            

9       +4             +3      +3      +6            

10      +5             +3      +3      +7            

11      +5             +3      +3      +7            

12      +6/+1          +4      +4      +8            

13      +6/+1          +4      +4      +8            

14      +7/+2          +4      +4      +9            

15      +7/+2          +5      +5      +9            

16      +8/+3          +5      +5      +10           

17      +8/+3          +5      +5      +10           

18      +9/+4          +6      +6      +11           

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

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

TABLE: Sorcerer Spells Per Day

----------------------Spells per Day-------------------

Level          0       1       2       3       4       5       6       7       8       9

-----          -       -       -       -       -       -       -       -       -       -

1              5       3       —       —       —       —       —       —       —       —

2              6       4       —       —       —       —       —       —       —       —

3              6       5       —       —       —       —       —       —       —       —

4              6       6       3       —       —       —       —       —       —       —

5              6       6       4       —       —       —       —       —       —       —

6              6       6       5       3       —       —       —       —       —       —

7              6       6       6       4       —       —       —       —       —       —

8              6       6       6       5       3       —       —       —       —       —

9              6       6       6       6       4       —       —       —       —       —

10             6       6       6       6       5       3       —       —       —       —

11             6       6       6       6       6       4       —       —       —       —

12             6       6       6       6       6       5       3       —       —       —

13             6       6       6       6       6       6       4       —       —       —

14             6       6       6       6       6       6       5       3       —       —

15             6       6       6       6       6       6       6       4       —       —

16             6       6       6       6       6       6       6       5       3       —

17             6       6       6       6       6       6       6       6       4       —

18             6       6       6       6       6       6       6       6       5       3

19             6       6       6       6       6       6       6       6       6       4

20             6       6       6       6       6       6       6       6       6       6

TABLE: Sorcerer Spells Known

        --------------------- Spells Known --------------------------

Level          0       1       2       3       4       5       6       7       8       9

-----          -       -       -       -       -       -       -       -       -       -

1              4       2       —       —       —       —       —       —       —       —

2              5       2       —       —       —       —       —       —       —       —

3              5       3       —       —       —       —       —       —       —       —

4              6       3       1       —       —       —       —       —       —       —

5              6       4       2       —       —       —       —       —       —       —

6              7       4       2       1       —       —       —       —       —       —

7              7       5       3       2       —       —       —       —       —       —

8              8       5       3       2       1       —       —       —       —       —

9              8       5       4       3       2       —       —       —       —       —

10             9       5       4       3       2       1       —       —       —       —

11             9       5       5       4       3       2       —       —       —       —

12             9       5       5       4       3       2       1       —       —       —

13             9       5       5       4       4       3       2       —       —       —

14             9       5       5       4       4       3       2       1       —       —

15             9       5       5       4       4       4       3       2       —       —

16             9       5       5       4       4       4       3       2       1       —

17             9       5       5       4       4       4       3       3       2       —

18             9       5       5       4       4       4       3       3       2       1

19             9       5       5       4       4       4       3       3       3       2

20             9       5       5       4       4       4       3       3       3       3

Spells: A sorcerer casts arcane spells. The number of spells a sorcerer knows is not affected by his Charisma bonus. The spells a sorcerer knows 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.

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.

A sorcerer may use a higher-level slot to cast a lower-level spell if he so chooses. 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.

WIZARD

Alignment: Any.
Hit Die: d4.
Class Skills: The wizard's class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int).

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 nor with shields.

TABLE: The Wizard

        Base           Fort    Ref     Will

Level   Attack Bonus   Save    Save    Save    Special

-----   ------------   ----    ----    ----    -------

1       +0             +0      +0      +2       Summon familiar,      

                                                Scribe Scroll 

2       +1             +0      +0      +3            

3       +1             +1      +1      +3            

4       +2             +1      +1      +4            

5       +2             +1      +1      +4       Bonus feat    

6       +3             +2      +2      +5            

7       +3             +2      +2      +5            

8       +4             +2      +2      +6            

9       +4             +3      +3      +6            

10      +5             +3      +3      +7       Bonus feat    

11      +5             +3      +3      +7            

12      +6/+1          +4      +4      +8            

13      +6/+1          +4      +4      +8            

14      +7/+2          +4      +4      +9            

15      +7/+2          +5      +5      +9       Bonus feat    

16      +8/+3          +5      +5      +10           

17      +8/+3          +5      +5      +10           

18      +9/+4          +6      +6      +11           

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

20      +10/+5         +6      +6      +12      Bonus feat

TABLE: Wizard 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              4       3       2       —       —       —       —       —       —       —

5              4       3       2       1       —       —       —       —       —       —

6              4       3       3       2       —       —       —       —       —       —

7              4       4       3       2       1       —       —       —       —       —

8              4       4       3       3       2       —       —       —       —       —

9              4       4       4       3       2       1       —       —       —       —

10             4       4       4       3       3       2       —       —       —       —

11             4       4       4       4       3       2       1       —       —       —

12             4       4       4       4       3       3       2       —       —       —

13             4       4       4       4       4       3       2       1       —       —

14             4       4       4       4       4       3       3       2       —       —

15             4       4       4       4       4       4       3       2       1       —

16             4       4       4       4       4       4       3       3       2       —

17             4       4       4       4       4       4       4       3       2       1

18             4       4       4       4       4       4       4       3       3       2

19             4       4       4       4       4       4       4       4       3       3

20             4       4       4       4       4       4       4       4       4       4

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.

Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character.

Familiar: A wizard can summon a familiar in exactly the same manner as a sorcerer. See the sorcerer description.

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.

Spellbooks: Wizards must study their spellbooks 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).

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 spellbook.

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.

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. 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: To become an abjurer, a wizard must select a prohibited school or schools from the following choices: (1) either Conjuration, Enchantment, Evocation, Illusion, or Transmutation; or (2) both Divination and Necromancy.

Conjuration: To become a conjurer, a wizard must select a 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: To become a diviner, a wizard must select any other single school as a prohibited school.

Enchantment: To become an enchanter, a wizard must select a prohibited school or schools from the following choices: (1) either Abjuration, Conjuration, Evocation, Illusion, or Transmutation; or (2) both Divination and Necromancy.

Evocation: To become an evoker, a wizard must select a 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: To become an illusionist, a wizard must select a prohibited school or schools from the following choices: (1) either Abjuration, Conjuration, Enchantment, Evocation, or Transmutation; or (2) both Divination and Necromancy.

Necromancy: To become a necromancer, a wizard must select any other single school as a prohibited school.

Transmutation: To become a transmuter, a wizard must select a 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.

MULTICLASS CHARACTERS

The class abilities from a character's different classes add together to determine the multiclass character's total abilities. Multiclassing improves a character's versatility at the expense of focus.

Multiclass Features Exception: A character who acquires the barbarian class does not become illiterate.

The abilities of a multiclass character are the sum of the abilities of each of the character's classes.

Level: "Character level" is the total level of the character, determined by adding all class levels together. "Class level" is the level of the character in a particular class.

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. Find the base attack value to see how many additional attacks the character gets and at what bonuses.

Saving Throws: Add the base save bonuses for each class together.

Skills: The character retains and can access skills from all his or her classes.  For the purposes of determining the “Max Ranks” of a skill, use the character’s character level rather than individual class levels.  When adding a new class level, the costs for new ranks in skills are calculated using the costs for that class.  Skills available to another of the character’s classes which are normally not allowed by the class being added or increased are treated as cross-class skills for the purpose of determining the cost of skill ranks.

Class Features: The character gets all class features of all classes but must also suffer the consequences of all special restrictions of all classes.

A character with Favored Multiclass: Any treats their highest level class as their favored multiclass.

Monk

Base Attack Bonus: The monk is a special case because her additional unarmed attacks are better than her base attack bonus would suggest. For a multiclass 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.

Paladin/Clerics

In the special case of turning undead, both clerics and experienced paladins have the same ability. In the case of a multiclassed paladin/cleric, if the character's paladin class level is level 3 or higher, the effective turning level is the character's cleric level plus the paladin level minus 2.

Rage, Uncanny Dodge, Sneak Attack & Similar Class Features

Some Class Features improve at higher levels.  When a character gains a Class Feature from two or more classes that behaves in this manner, treat the Class Feature as though the class levels of the classes including that Class Feature of the character were combined to determine how effective the class feature is.  For Sneak Attack, simply add the additional damage dice.

Spellcasting classes

Spells: The character gains spells from all his or her classes. Keep all spell lists separate. Spell levels and spells per day are not aggregated.