This material is Open
Game Content, and is licensed for public use under the terms of the Open Game
License v1.0a.
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
shadowdancers 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 (cant 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 shadows 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 shadowdancers experience can never go below 0 as the result of a
shadows 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 cant attempt the defensive
roll.
Slippery Mind:
This extraordinary ability, gained at 7th level, represents the shadowdancers
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 spells 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). Whats more, she takes only half damage even if
she fails her saving throw, since the shadowdancers reflexes allow her to get
out of harms 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 characters 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 characters 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.
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.