This material is Open Game Content, and
is licensed for public use under the terms of the Open Game License v1.0a.
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), Jump (Str), Listen (Wis),
Ride (Dex), Survival (Wis), and Swim (Str).
Skill
Points at 1st Level: (4 + Int modifier) x 4.
Skill
Points at Each Additional Level: 4 + Int modifier.
Table:
The Barbarian |
|||||
Level
|
Base
Attack Bonus |
Fort
Save |
Ref
Save |
Will
Save |
Special |
1st
|
+1
|
+2
|
+0
|
+0
|
Fast
movement, illiteracy, rage 1/day |
2nd |
+2 |
+3 |
+0 |
+0 |
Uncanny
dodge |
3rd |
+3 |
+3 |
+1 |
+1 |
Trap
sense +1 |
4th |
+4 |
+4 |
+1 |
+1 |
Rage
2/day |
5th |
+5 |
+4 |
+1 |
+1 |
Improved
uncanny dodge |
6th |
+6/+1 |
+5 |
+2 |
+2 |
Trap
sense +2 |
7th |
+7/+2 |
+5 |
+2 |
+2 |
Damage
reduction 1/— |
8th |
+8/+3 |
+6 |
+2 |
+2 |
Rage
3/day |
9th |
+9/+4 |
+6 |
+3 |
+3 |
Trap
sense +3 |
10th |
+10/+5 |
+7 |
+3 |
+3 |
Damage
reduction 2/— |
11th |
+11/+6/+1 |
+7 |
+3 |
+3 |
Greater
rage |
12th |
+12/+7/+2 |
+8 |
+4 |
+4 |
Rage
4/day, trap sense +4 |
13th |
+13/+8/+3 |
+8 |
+4 |
+4 |
Damage
reduction 3/— |
14th |
+14/+9/+4 |
+9 |
+4 |
+4 |
Indomitable
will |
15th |
+15/+10/+5 |
+9 |
+5 |
+5 |
Trap
sense +5 |
16th |
+16/+11/+6/+1 |
+10 |
+5 |
+5 |
Damage
reduction 4/—, rage 5/day |
17th |
+17/+12/+7/+2 |
+10 |
+5 |
+5 |
Tireless
rage |
18th |
+18/+13/+8/+3 |
+11 |
+6 |
+6 |
Trap
sense +6 |
19th |
+19/+14/+9/+4 |
+11 |
+6 |
+6 |
Damage
reduction 5/— |
20th |
+20/+15/+10/+5 |
+12 |
+6 |
+6 |
Mighty
rage, rage 6/day |
All
of the following are class features of the barbarian.
Weapon
and Armor Proficiency: A barbarian is proficient with all simple and martial
weapons, light armor, medium armor, and shields (except tower shields).
Fast
Movement (Ex):
A barbarian’s land speed is faster than the norm for his race by +10 feet. This
benefit applies only when he is wearing no armor, light armor, or medium armor
and not carrying a heavy load. Apply this bonus before modifying the
barbarian’s speed because of any load carried or armor worn.
Illiteracy: Barbarians are the only
characters who do not automatically know how to read and write. A barbarian may
spend 2 skill points to gain the ability to read and write all languages he is
able to speak.
A
barbarian who gains a level in any other class automatically gains literacy.
Any other character who gains a barbarian level does not lose the literacy he
or she already had.
Rage
(Ex): A
barbarian can fly into a rage a certain number of times per day. In a rage, a
barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution,
and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class.
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 his
Constitution score drops back to normal. (These extra hit points are not lost
first the way temporary hit points are.) While raging, a barbarian cannot use
any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance,
Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities
that require patience or concentration, nor can he cast spells or activate
magic items that require a command word, a spell trigger (such as a wand), or
spell completion (such as a scroll) to function. He can use any feat he has
except Combat Expertise, item creation feats, and metamagic feats. A fit of
rage lasts for a number of rounds equal to 3 + the character’s (newly improved)
Constitution modifier. A barbarian may prematurely end his rage. At the end of
the rage, the barbarian loses the rage modifiers and restrictions and becomes
fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run)
for the duration of the current encounter (unless he is a 17th-level barbarian,
at which point this limitation no longer applies; see below).
A
barbarian can fly into a rage only once per encounter. At 1st level he can use
his rage ability once per day. At 4th level and every four levels thereafter,
he can use it one additional time per day (to a maximum of six times per day at
20th level). Entering a rage takes no time itself, but a barbarian can do it
only during his action, not in response to someone else’s action.
Uncanny
Dodge (Ex): At
2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is
caught flat-footed or struck by an invisible attacker. However, he still loses
his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny
dodge from a different class, he automatically gains improved uncanny dodge
(see below) instead.
Trap
Sense (Ex):
Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to
avoid traps and a +1 dodge bonus to AC against attacks made by traps. These
bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th,
15th, and 18th level). Trap sense bonuses gained from multiple classes stack.
Improved
Uncanny Dodge (Ex): At 5th level and higher, a barbarian can no longer be
flanked. This defense denies a rogue the ability to sneak attack the barbarian
by flanking him, unless the attacker has at least four more rogue levels than
the target has barbarian levels. If a character already has uncanny dodge (see
above) from a second class, the character automatically gains improved uncanny
dodge instead, and the levels from the classes that grant uncanny dodge stack
to determine the minimum level a rogue must be to flank the character.
Damage
Reduction (Ex):
At 7th level, a barbarian gains Damage Reduction. Subtract 1 from the damage
the barbarian takes each time he is dealt damage from a weapon or a natural
attack. At 10th level, and every three barbarian levels thereafter (13th, 16th,
and 19th level), this damage reduction rises by 1 point. Damage reduction can
reduce damage to 0 but not below 0.
Greater
Rage (Ex):
At 11th level, a barbarian’s bonuses to Strength and Constitution during his
rage each increase to +6, and his morale bonus on Will saves increases to +3.
The penalty to AC remains at –2.
Indomitable
Will (Ex):
While in a rage, a barbarian of 14th level or higher gains a +4 bonus on Will
saves to resist enchantment spells. This bonus stacks with all other modifiers,
including the morale bonus on Will saves he also receives during his rage.
Tireless
Rage (Ex):
At 17th level and higher, a barbarian no longer becomes fatigued at the end of
his rage.
Mighty
Rage (Ex):
At 20th level, a barbarian’s bonuses to Strength and Constitution during his
rage each increase to +8, and his morale bonus on Will saves increases to +4.
The penalty to AC remains at –2.
A
barbarian who becomes lawful loses the ability to rage and cannot gain more
levels as a barbarian. He retains all the other benefits of the class (damage
reduction, fast movement, trap sense, and uncanny dodge).
BARD
Alignment: Any nonlawful.
Hit
Die: d6.
The
bard’s class skills (and the key ability for each skill) are Appraise (Int),
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int),
Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex),
Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken
individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha),
Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language
(n/a), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skill
Points at 1st Level: (6 + Int modifier) x4.
Skill
Points at Each Additional Level: 6 + Int modifier.
Table:
The Bard |
||||||||||||
|
|
|
|
|
|
––—— Spells per Day ——–— |
||||||
Level
|
Base
Attack Bonus |
Fort
Save |
Ref
Save |
Will
Save |
Special |
0 |
1st |
2nd |
3rd |
4th |
5th |
6th |
1st |
+0 |
+0 |
+2 |
+2 |
Bardic
music, bardic knowledge, countersong, fascinate, inspire courage +1 |
2 |
— |
— |
— |
— |
— |
— |
2nd |
+1 |
+0 |
+3 |
+3 |
|
3 |
0 |
— |
— |
— |
— |
— |
3rd |
+2 |
+1 |
+3 |
+3 |
Inspire
competence |
3 |
1 |
— |
— |
— |
— |
— |
4th |
+3 |
+1 |
+4 |
+4 |
|
3 |
2 |
0 |
— |
— |
— |
— |
5th |
+3 |
+1 |
+4 |
+4 |
|
3 |
3 |
1 |
— |
— |
— |
— |
6th |
+4 |
+2 |
+5 |
+5 |
Suggestion |
3 |
3 |
2 |
— |
— |
— |
— |
7th |
+5 |
+2 |
+5 |
+5 |
|
3 |
3 |
2 |
0 |
— |
— |
— |
8th |
+6/+1 |
+2 |
+6 |
+6 |
Inspire
courage +2 |
3 |
3 |
3 |
1 |
— |
— |
— |
9th |
+6/+1 |
+3 |
+6 |
+6 |
Inspire
greatness |
3 |
3 |
3 |
2 |
— |
— |
— |
10th |
+7/+2 |
+3 |
+7 |
+7 |
|
3 |
3 |
3 |
2 |
0 |
— |
— |
11th |
+8/+3 |
+3 |
+7 |
+7 |
|
3 |
3 |
3 |
3 |
1 |
— |
— |
12th |
+9/+4 |
+4 |
+8 |
+8 |
Song
of freedom |
3 |
3 |
3 |
3 |
2 |
— |
— |
13th |
+9/+4 |
+4 |
+8 |
+8 |
|
3 |
3 |
3 |
3 |
2 |
0 |
— |
14th |
+10/+5 |
+4 |
+9 |
+9 |
Inspire
courage +3 |
4 |
3 |
3 |
3 |
3 |
1 |
— |
15th |
+11/+6/+1 |
+5 |
+9 |
+9 |
Inspire
heroics |
4 |
4 |
3 |
3 |
3 |
2 |
— |
16th |
+12/+7/+2 |
+5 |
+10 |
+10 |
|
4 |
4 |
4 |
3 |
3 |
2 |
0 |
17th |
+12/+7/+2 |
+5 |
+10 |
+10 |
|
4 |
4 |
4 |
4 |
3 |
3 |
1 |
18th |
+13/+8/+3 |
+6 |
+11 |
+11 |
Mass
suggestion |
4 |
4 |
4 |
4 |
4 |
3 |
2 |
19th |
+14/+9/+4 |
+6 |
+11 |
+11 |
|
4 |
4 |
4 |
4 |
4 |
4 |
3 |
20th |
+15/+10/+5 |
+6 |
+12 |
+12 |
Inspire
courage +4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
Table:
Bard Spells Known |
|||||||
|
————— Spells Known ————— |
||||||
Level |
0 |
1st |
2nd |
3rd |
4th |
5th |
6th |
1st |
4 |
— |
— |
— |
— |
— |
— |
2nd |
5 |
21 |
— |
— |
— |
— |
— |
3rd |
6 |
3 |
— |
— |
— |
— |
— |
4th |
6 |
3 |
21 |
— |
— |
— |
— |
5th |
6 |
4 |
3 |
— |
— |
— |
— |
6th |
6 |
4 |
3 |
— |
— |
— |
— |
7th |
6 |
4 |
4 |
21 |
— |
— |
— |
8th |
6 |
4 |
4 |
3 |
— |
— |
— |
9th |
6 |
4 |
4 |
3 |
— |
— |
— |
10th |
6 |
4 |
4 |
4 |
21 |
— |
— |
11th |
6 |
4 |
4 |
4 |
3 |
— |
— |
12th |
6 |
4 |
4 |
4 |
3 |
— |
— |
13th |
6 |
4 |
4 |
4 |
4 |
21 |
— |
14th |
6 |
4 |
4 |
4 |
4 |
3 |
— |
15th |
6 |
4 |
4 |
4 |
4 |
3 |
— |
16th |
6 |
5 |
4 |
4 |
4 |
4 |
21 |
17th |
6 |
5 |
5 |
4 |
4 |
4 |
3 |
18th |
6 |
5 |
5 |
5 |
4 |
4 |
3 |
19th |
6 |
5 |
5 |
5 |
5 |
4 |
4 |
20th |
6 |
5 |
5 |
5 |
5 |
5 |
4 |
1 Provided the bard has a
high enough Charisma score to have a bonus spell of this level. |
All
of the following are class features of the bard.
Weapon
and Armor Proficiency: A bard is proficient with all simple weapons, plus the
longsword, rapier, sap, short sword, shortbow, and whip. Bards are proficient
with light armor and shields (except tower shields). A bard can cast bard
spells while wearing light armor without incurring the normal arcane spell
failure chance. However, like any other arcane spellcaster, a bard wearing
medium or heavy armor or using a shield incurs a chance of arcane spell failure
if the spell in question has a somatic component (most do). A multiclass bard
still incurs the normal arcane spell failure chance for arcane spells received
from other classes.
Spells: A bard casts arcane
spells, which are drawn from the bard spell list. He can cast any spell he
knows without preparing it ahead of time. Every bard spell has a verbal
component (singing, reciting, or music). To learn or cast a spell, a bard must
have a Charisma score equal to at least 10 + the spell. The Difficulty Class
for a saving throw against a bard’s spell is 10 + the spell level + the bard’s
Charisma modifier.
Like
other spellcasters, a bard can cast only a certain number of spells of each
spell level per day. His base daily spell allotment is given on Table: The
Bard. In addition, he receives bonus spells per day if he has a high Charisma
score. When Table: Bard Spells Known indicates that the bard gets 0 spells per
day of a given spell level, he gains only the bonus spells he would be entitled
to based on his Charisma score for that spell level.
The
bard’s selection of spells is extremely limited. A bard begins play knowing
four 0-level spells of your choice. At most new bard levels, he gains one or
more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per
day, the number of spells a bard knows is not affected by his Charisma score;
the numbers on Table: Bard Spells Known are fixed.)
Upon
reaching 5th level, and at every third bard level after that (8th, 11th, and so
on), a bard can choose to learn a new spell in place of one he already knows.
In effect, the bard “loses” the old spell in exchange for the new one. The new
spell’s level must be the same as that of the spell being exchanged, and it
must be at least two levels lower than the highest-level bard spell the bard
can cast. A bard may swap only a single spell at any given level, and must
choose whether or not to swap the spell at the same time that he gains new
spells known for the level.
As
noted above, a bard need not prepare his spells in advance. He can cast any
spell he knows at any time, assuming he has not yet used up his allotment of
spells per day for the spell’s level.
Bardic
Knowledge:
A bard may make a special bardic knowledge check with a bonus equal to his bard
level + his Intelligence modifier to see whether he knows some relevant
information about local notable people, legendary items, or noteworthy places.
(If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on
this check.)
A
successful bardic knowledge check will not reveal the powers of a magic item
but may give a hint as to its general function. A bard may not take 10 or take
20 on this check; this sort of knowledge is essentially random.
DC |
Type of Knowledge |
10
|
Common,
known by at least a substantial minority drinking; common legends of the
local population. |
20
|
Uncommon
but available, known by only a few people legends. |
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. |
Bardic
Music:
Once per day per bard level, a bard can use his song or poetics to produce
magical effects on those around him (usually including himself, if desired).
While these abilities fall under the category of bardic music and the
descriptions discuss singing or playing instruments, they can all be activated by
reciting poetry, chanting, singing lyrical songs, singing melodies, whistling,
playing an instrument, or playing an instrument in combination with some spoken
performance. Each ability requires both a minimum bard level and a minimum
number of ranks in the Perform skill to qualify; if a bard does not have the
required number of ranks in at least one Perform skill, he does not gain the
bardic music ability until he acquires the needed ranks.
Starting
a bardic music effect is a standard action. Some bardic music abilities require
concentration, which means the bard must take a standard action each round to
maintain the ability. Even while using bardic music that doesn’t require
concentration, a bard cannot cast spells, activate magic items by spell
completion (such as scrolls), or activate magic items by magic word (such as
wands). Just as for casting a spell with a verbal component, a deaf bard has a
20% chance to fail when attempting to use bardic music. If he fails, the
attempt still counts against his daily limit.
Countersong
(Su): A
bard with 3 or more ranks in a Perform skill can use his music or poetics to
counter magical effects that depend on sound (but not spells that simply have
verbal components). Each round of the countersong, he makes a Perform check.
Any creature within 30 feet of the bard (including the bard himself ) that is
affected by a sonic or language-dependent magical attack may use the bard’s
Perform check result in place of its saving throw if, after the saving throw is
rolled, the Perform check result proves to be higher. If a creature within
range of the countersong is already under the effect of a noninstantaneous
sonic or language-dependent magical attack, it gains another saving throw
against the effect each round it hears the countersong, but it must use the
bard’s Perform check result for the save. Countersong has no effect against
effects that don’t allow saves. The bard may keep up the countersong for 10
rounds.
Fascinate
(Sp): A
bard with 3 or more ranks in a Perform skill can use his music or poetics to
cause one or more creatures to become fascinated with him. Each creature to be
fascinated must be within 90 feet, able to see and hear the bard, and able to
pay attention to him. The bard must also be able to see the creature. The
distraction of a nearby combat or other dangers prevents the ability from
working. For every three levels a bard attains beyond 1st, he can target one
additional creature with a single use of this ability.
To use the
ability, a bard makes a Perform check. His check result is the DC for each
affected creature’s Will save against the effect. If a creature’s saving throw
succeeds, the bard cannot attempt to fascinate that creature again for 24
hours. If its saving throw fails, the creature sits quietly and listens to the
song, taking no other actions, for as long as the bard continues to play and
concentrate (up to a maximum of 1 round per bard level). While fascinated, a
target takes a –4 penalty on skill checks made as reactions, such as Listen and
Spot checks. Any potential threat requires the bard to make another Perform
check and allows the creature a new saving throw against a DC equal to the new
Perform check result.
Any
obvious threat, such as someone drawing a weapon, casting a spell, or aiming a
ranged weapon at the target, automatically breaks the effect. Fascinate is
an enchantment (compulsion), mind-affecting ability.
Inspire
Courage (Su): A
bard with 3 or more ranks in a Perform skill can use song or poetics to inspire
courage in his allies (including himself ), bolstering them against fear and
improving their combat abilities. To be affected, an ally must be able to hear
the bard sing. The effect lasts for as long as the ally hears the bard sing and
for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving
throws against charm and fear effects and a +1 morale bonus on attack and
weapon damage rolls. At 8th level, and every six bard levels thereafter, this
bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage
is a mind-affecting ability.
Inspire
Competence (Su): A bard of 3rd level or higher with 6 or more ranks in a
Perform skill can use his music or poetics to help an ally succeed at a task.
The ally must be within 30 feet and able to see and hear the bard. The bard
must also be able to see the ally.
The
ally gets a +2 competence bonus on skill checks with a particular skill as long
as he or she continues to hear the bard’s music. Certain uses of this ability
are infeasible. The effect lasts as long as the bard concentrates, up to a
maximum of 2 minutes. A bard can’t inspire competence in himself. Inspire
competence is a mind-affecting ability.
Suggestion
(Sp): A
bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion
(as the spell) to a creature that he has already fascinated (see above).
Using this ability does not break the bard’s concentration on the fascinate effect,
nor does it allow a second saving throw against the fascinate effect.
Making
a suggestion doesn’t count against a bard’s daily limit on bardic music
performances. A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha
modifier) negates the effect. This ability affects only a single creature (but
see mass suggestion, below). Suggestion is an enchantment (compulsion),
mind-affecting, language dependent ability.
Inspire
Greatness (Su): A
bard of 9th level or higher with 12 or more ranks in a Perform skill can use
music or poetics to inspire greatness in himself or a single willing ally
within 30 feet, granting him or her extra fighting capability. For every three
levels a bard attains beyond 9th, he can target one additional ally with a
single use of this ability (two at 12th level, three at 15th, four at 18th). To
inspire greatness, a bard must sing and an ally must hear him sing. The effect
lasts for as long as the ally hears the bard sing and for 5 rounds thereafter.
A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the
commensurate number of temporary hit points (apply the target’s Constitution
modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack
rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count
as regular Hit Dice for determining the effect of spells that are Hit Dice
dependant. Inspire greatness is a mind-affecting ability.
Song
of Freedom (Sp): A bard of 12th level or higher with 15 or more ranks in a
Perform skill can use music or poetics to create an effect equivalent to the break
enchantment spell (caster level equals the character’s bard level). Using
this ability requires 1 minute of uninterrupted concentration and music, and it
functions on a single target within 30 feet. A bard can’t use song of
freedom on himself.
Inspire
Heroics (Su): A
bard of 15th level or higher with 18 or more ranks in a Perform skill can use
music or poetics to inspire tremendous heroism in himself or a single willing
ally within 30 feet. For every three bard levels the character attains beyond
15th, he can inspire heroics in one additional creature. To inspire heroics, a
bard must sing and an ally must hear the bard sing for a full round. A creature
so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to
AC. The effect lasts for as long as the ally hears the bard sing and for up to
5 rounds thereafter. Inspire heroics is a mind-affecting ability.
Mass
Suggestion (Sp): This ability functions like suggestion, above, except
that a bard of 18th level or higher with 21 or more ranks in a Perform skill
can make the suggestion simultaneously to any number of creatures that
he has already fascinated (see above). Mass suggestion is an enchantment
(compulsion), mind-affecting, language-dependent ability.
A
bard who becomes lawful in alignment cannot progress in levels as a bard,
though he retains all his bard abilities.
CLERIC
Alignment: A cleric’s alignment must
be within one step of his deity’s (that is, it may be one step away on either
the lawful–chaotic axis or the good–evil axis, but not both). A cleric may not
be neutral unless his deity’s alignment is also neutral.
Hit
Die: d8.
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 (history) (Int), Knowledge (religion) (Int), Knowledge (the planes)
(Int), Profession (Wis), and Spellcraft (Int).
Domains
and Class Skills: A cleric who chooses the Animal or Plant domain adds
Knowledge (nature) (Int) to the cleric class skills listed above. A cleric who
chooses the Knowledge domain adds all Knowledge (Int) skills to the list. A
cleric who chooses the Travel domain adds Survival (Wis) to the list. A cleric
who chooses the Trickery domain adds Bluff (Cha), Disguise (Cha), and Hide (Dex)
to the list. See Deity, Domains, and Domain Spells, below, for more
information.
Skill
Points at 1st Level: (2 + Int modifier) x 4.
Skill
Points at Each Additional Level: 2 + Int modifier.
Table:
The Cleric |
|||||||||||||||
|
|
|
|
|
|
————————
Spells per Day1 ——–————— |
|||||||||
Level |
Base
Attack Bonus |
Fort
Save |
Ref
Save |
Will
Save |
Special |
0 |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
1st |
+0 |
+2 |
+0 |
+2 |
Turn
or rebuke undead |
3 |
1+1 |
— |
— |
— |
— |
— |
— |
— |
— |
2nd |
+1 |
+3 |
+0 |
+3 |
|
4 |
2+1 |
— |
— |
— |
— |
— |
— |
— |
— |
3rd |
+2 |
+3 |
+1 |
+3 |
|
4 |
2+1 |
1+1 |
— |
— |
— |
— |
— |
— |
— |
4th |
+3 |
+4 |
+1 |
+4 |
|
5 |
3+1 |
2+1 |
— |
— |
— |
— |
— |
— |
— |
5th |
+3 |
+4 |
+1 |
+4 |
|
5 |
3+1 |
2+1 |
1+1 |
— |
— |
— |
— |
— |
— |
6th |
+4 |
+5 |
+2 |
+5 |
|
5 |
3+1 |
3+1 |
2+1 |
— |
— |
— |
— |
— |
— |
7th |
+5 |
+5 |
+2 |
+5 |
|
6 |
4+1 |
3+1 |
2+1 |
1+1 |
— |
— |
— |
— |
— |
8th |
+6/+1 |
+6 |
+2 |
+6 |
|
6 |
4+1 |
3+1 |
3+1 |
2+1 |
— |
— |
— |
— |
— |
9th |
+6/+1 |
+6 |
+3 |
+6 |
|
6 |
4+1 |
4+1 |
3+1 |
2+1 |
1+1 |
— |
— |
— |
— |
10th |
+7/+2 |
+7 |
+3 |
+7 |
|
6 |
4+1 |
4+1 |
3+1 |
3+1 |
2+1 |
— |
— |
— |
— |
11th |
+8/+3 |
+7 |
+3 |
+7 |
|
6 |
5+1 |
4+1 |
4+1 |
3+1 |
2+1 |
1+1 |
— |
— |
— |
12th |
+9/+4 |
+8 |
+4 |
+8 |
|
6 |
5+1 |
4+1 |
4+1 |
3+1 |
3+1 |
2+1 |
— |
— |
— |
13th |
+9/+4 |
+8 |
+4 |
+8 |
|
6 |
5+1 |
5+1 |
4+1 |
4+1 |
3+1 |
2+1 |
1+1 |
— |
— |
14th |
+10/+5 |
+9 |
+4 |
+9 |
|
6 |
5+1 |
5+1 |
4+1 |
4+1 |
3+1 |
3+1 |
2+1 |
— |
— |
15th |
+11/+6/+1 |
+9 |
+5 |
+9 |
|
6 |
5+1 |
5+1 |
5+1 |
4+1 |
4+1 |
3+1 |
2+1 |
1+1 |
— |
16th |
+12/+7/+2 |
+10 |
+5 |
+10 |
|
6 |
5+1 |
5+1 |
5+1 |
4+1 |
4+1 |
3+1 |
3+1 |
2+1 |
— |
17th |
+12/+7/+2 |
+10 |
+5 |
+10 |
|
6 |
5+1 |
5+1 |
5+1 |
5+1 |
4+1 |
4+1 |
3+1 |
2+1 |
1+1 |
18th |
+13/+8/+3 |
+11 |
+6 |
+11 |
|
6 |
5+1 |
5+1 |
5+1 |
5+1 |
4+1 |
4+1 |
3+1 |
3+1 |
2+1 |
19th |
+14/+9/+4 |
+11 |
+6 |
+11 |
|
6 |
5+1 |
5+1 |
5+1 |
5+1 |
5+1 |
4+1 |
4+1 |
3+1 |
3+1 |
20th |
+15/+10/+5 |
+12 |
+6 |
+12 |
|
6 |
5+1 |
5+1 |
5+1 |
5+1 |
5+1 |
4+1 |
4+1 |
4+1 |
4+1 |
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” in the entries on this table represents that spell. Domain spells are in
addition to any bonus spells the cleric may receive for having a high Wisdom
score. |
All
of the following are class features of the cleric.
Weapon
and Armor Proficiency: Clerics are proficient with all simple weapons, with all
types of armor (light, medium, and heavy), and with shields (except tower
shields).
A
cleric who chooses the War domain receives the Weapon Focus feat related to his
deity’s weapon as a bonus feat. He also receives the appropriate Martial Weapon
Proficiency feat as a bonus feat, if the weapon falls into that category.
Aura
(Ex): A
cleric of a chaotic, evil, good, or lawful deity has a particularly powerful
aura corresponding to the deity’s alignment (see the detect evil spell
for details). Clerics who don’t worship a specific deity but choose the
Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the
corresponding alignment.
Spells: A cleric casts divine
spells, which are drawn from the cleric spell list. However, his alignment may
restrict him from casting certain spells opposed to his moral or ethical beliefs;
see Chaotic, Evil, Good, and Lawful Spells, below. A cleric must choose and
prepare his spells in advance (see below).
To
prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10
+ the spell level. The Difficulty Class for a saving throw against a cleric’s
spell is 10 + the spell level + the cleric’s Wisdom modifier.
Like
other spellcasters, a cleric can cast only a certain number of spells of each
spell level per day. His base daily spell allotment is given on Table: The
Cleric. In addition, he receives bonus spells per day if he has a high Wisdom
score. A cleric also gets one domain spell of each spell level he can cast,
starting at 1st level. When a cleric prepares a spell in a domain spell slot,
it must come from one of his two domains (see Deities, Domains, and Domain
Spells, below).
Clerics
meditate or pray for their spells. Each cleric must choose a time at which he
must spend 1 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. A cleric may prepare and cast any spell on the cleric spell
list, provided that he can cast spells of that level, but he must choose which
spells to prepare during his daily meditation.
Deity,
Domains, and Domain Spells: A cleric’s deity influences his alignment, what magic he can
perform, his values, and how others see him. A cleric chooses two domains from
among those belonging to his deity. A cleric can select an alignment domain
(Chaos, Evil, Good, or Law) only if his alignment matches that domain.
If
a cleric is not devoted to a particular deity, he still selects two domains to
represent his spiritual inclinations and abilities. The restriction on
alignment domains still applies.
Each
domain gives the cleric access to a domain spell at each spell level he can
cast, from 1st on up, as well as a granted power. The cleric gets the granted
powers of both the domains selected.
With
access to two domain spells at a given spell level, a cleric prepares one or
the other each day in his domain spell slot. If a domain spell is not on the
cleric spell list, a cleric can prepare it only in his domain spell slot.
Spontaneous
Casting:
A good cleric (or a neutral cleric of a good deity) can channel stored spell
energy into healing spells that the cleric did not prepare ahead of time. The
cleric can “lose” any prepared spell that is not a domain spell in order to
cast any cure spell of the same spell 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), can’t convert prepared
spells to cure spells but can convert them to inflict spells (an inflict
spell is one with “inflict” in its name).
A
cleric who is neither good nor evil and whose deity is neither good nor evil
can convert spells to either cure spells or inflict spells
(player’s choice). Once the player makes this choice, it cannot be reversed.
This choice also determines whether the cleric turns or commands undead (see
below).
Chaotic,
Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to
his own or his deity’s (if he has one). Spells associated with particular
alignments are indicated by the chaos, evil, good, and law descriptors in their
spell descriptions.
Turn
or Rebuke Undead (Su): Any cleric, regardless of alignment, has the power to affect
undead creatures by channeling the power of his faith through his holy (or
unholy) symbol (see Turn or Rebuke Undead).
A
good cleric (or a neutral cleric who worships a good deity) can turn or destroy
undead creatures. An evil cleric (or a neutral cleric who worships an evil
deity) instead rebukes or commands such creatures. A neutral cleric of a
neutral deity must choose whether his turning ability functions as that of a
good cleric or an evil cleric. Once this choice is made, it cannot be reversed.
This decision also determines whether the cleric can cast spontaneous cure or
inflict spells (see above).
A
cleric may attempt to turn undead a number of times per day equal to 3 + his
Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a
+2 bonus on turning checks against undead.
Bonus
Languages:
A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the
languages of good, chaotic evil, and lawful evil outsiders, respectively).
These choices are in addition to the bonus languages available to the character
because of his race.
A
cleric who grossly violates the code of conduct required by his god loses all
spells and class features, except for armor and shield proficiencies and
proficiency with simple weapons. He cannot thereafter gain levels as a cleric
of that god until he atones (see the atonement spell description).
Alignment: Neutral good, lawful neutral,
neutral, chaotic neutral, or neutral evil.
Hit
Die: d8.
The
druid’s class skills (and the key ability for each skill) are Concentration
(Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge
(nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int),
Spot (Wis), Survival (Wis), and Swim (Str).
Skill
Points at 1st Level: (4 + Int modifier) x 4.
Skill
Points at Each Additional Level: 4 + Int modifier.
Table:
The Druid |
|||||||||||||||
|
|
|
|
|
|
————————
Spells per Day ——–————— |
|||||||||
Level |
Base
Attack Bonus |
Fort
Save |
Ref
Save |
Will
Save |
Special |
0 |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
1st |
+0 |
+2 |
+0 |
+2 |
Animal
companion, nature sense, wild empathy |
3 |
1 |
— |
— |
— |
— |
— |
— |
— |
— |
2nd |
+1 |
+3 |
+0 |
+3 |
Woodland
stride |
4 |
2 |
— |
— |
— |
— |
— |
— |
— |
— |
3rd |
+2 |
+3 |
+1 |
+3 |
Trackless
step |
4 |
2 |
1 |
— |
— |
— |
— |
— |
— |
— |
4th |
+3 |
+4 |
+1 |
+4 |
Resist
nature’s lure |
5 |
3 |
2 |
— |
— |
— |
— |
— |
— |
— |
5th |
+3 |
+4 |
+1 |
+4 |
Wild
shape (1/day) |
5 |
3 |
2 |
1 |
— |
— |
— |
— |
— |
— |
6th |
+4 |
+5 |
+2 |
+5 |
Wild
shape (2/day) |
5 |
3 |
3 |
2 |
— |
— |
— |
— |
— |
— |
7th |
+5 |
+5 |
+2 |
+5 |
Wild
shape (3/day) |
6 |
4 |
3 |
2 |
1 |
— |
— |
— |
— |
— |
8th |
+6/+1 |
+6 |
+2 |
+6 |
Wild
shape (Large) |
6 |
4 |
3 |
3 |
2 |
— |
— |
— |
— |
— |
9th |
+6/+1 |
+6 |
+3 |
+6 |
Venom
immunity |
6 |
4 |
4 |
3 |
2 |
1 |
— |
— |
— |
— |
10th |
+7/+2 |
+7 |
+3 |
+7 |
Wild
shape (4/day) |
6 |
4 |
4 |
3 |
3 |
2 |
— |
— |
— |
— |
11th |
+8/+3 |
+7 |
+3 |
+7 |
Wild
shape (Tiny) |
6 |
5 |
4 |
4 |
3 |
2 |
1 |
— |
— |
— |
12th |
+9/+4 |
+8 |
+4 |
+8 |
Wild
shape (plant) |
6 |
5 |
4 |
4 |
3 |
3 |
2 |
— |
— |
— |
13th |
+9/+4 |
+8 |
+4 |
+8 |
A
thousand faces |
6 |
5 |
5 |
4 |
4 |
3 |
2 |
1 |
— |
— |
14th |
+10/+5 |
+9 |
+4 |
+9 |
Wild
shape (5/day) |
6 |
5 |
5 |
4 |
4 |
3 |
3 |
2 |
— |
— |
15th |
+11/+6/+1 |
+9 |
+5 |
+9
|
Timeless
body, wild shape (Huge) |
6 |
5 |
5 |
5 |
4 |
4 |
3 |
2 |
1 |
— |
16th |
+12/+7/+2 |
+10 |
+5 |
+10 |
Wild
shape (elemental 1/day) |
6 |
5 |
5 |
5 |
4 |
4 |
3 |
3 |
2 |
— |
17th |
+12/+7/+2 |
+10 |
+5 |
+10 |
|
6 |
5 |
5 |
5 |
5 |
4 |
4 |
3 |
2 |
1 |
18th |
+13/+8/+3 |
+11 |
+6 |
+11 |
Wild
shape (6/day, elemental 2/day) |
6 |
5 |
5 |
5 |
5 |
4 |
4 |
3 |
3 |
2 |
19th |
+14/+9/+4 |
+11 |
+6 |
+11 |
|
6 |
5 |
5 |
5 |
5 |
5 |
4 |
4 |
3 |
3 |
20th |
+15/+10/+5 |
+12 |
+6 |
+12 |
Wild
shape (elemental 3/day, Huge elemental) |
6 |
5 |
5 |
5 |
5 |
5 |
4 |
4 |
4 |
4 |
All
of the following are class features of the druid.
Weapon
and Armor Proficiency: Druids are proficient with the following weapons: club,
dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear.
They are also proficient with all natural attacks (claw, bite, and so forth) of
any form they assume with wild shape (see below).
Druids
are proficient with light and medium armor but are prohibited from wearing
metal armor; thus, they may wear only padded, leather, or hide armor. (A druid
may also wear wooden armor that has been altered by the ironwood spell
so that it functions as though it were steel. See the ironwood spell
description) Druids are proficient with shields (except tower shields) but must
use only wooden ones.
A
druid who wears prohibited armor or carries a prohibited shield is unable to
cast druid spells or use any of her supernatural or spell-like class abilities
while doing so and for 24 hours thereafter.
Spells: A druid casts divine
spells, which are drawn from the druid spell list. Her alignment may restrict
her from casting certain spells opposed to her moral or ethical beliefs; see
Chaotic, Evil, Good, and Lawful Spells, below. A druid must choose and prepare
her spells in advance (see below).
To
prepare or cast a spell, the druid must have a Wisdom score equal to at least
10 + the spell level. The Difficulty Class for a saving throw against a druid’s
spell is 10 + the spell level + the druid’s Wisdom modifier.
Like
other spellcasters, a druid can cast only a certain number of spells of each
spell level per day. Her base daily spell allotment is given on Table: The
Druid. In addition, she receives bonus spells per day if she has a high Wisdom
score. She does not have access to any domain spells or granted powers, as a
cleric does.
A
druid prepares and casts spells the way a cleric does, though she cannot lose a
prepared spell to cast a cure spell in its place (but see Spontaneous
Casting, below). A druid may prepare and cast any spell on the druid spell
list, provided that she can cast spells of that level, but she must choose
which spells to prepare during her daily meditation.
Spontaneous
Casting:
A druid can channel stored spell energy into summoning spells that she hasn’t
prepared ahead of time. She can “lose” a prepared spell in order to cast any summon
nature’s ally spell of the same level or lower. Chaotic, Evil, Good, and
Lawful Spells: A druid can’t cast spells of an alignment opposed to her own
or her deity’s (if she has one). Spells associated with particular alignments
are indicated by the chaos, evil, good, and law descriptors in their spell
descriptions.
Bonus
Languages:
A druid’s bonus language options include Sylvan, the language of woodland
creatures. This choice is in addition to the bonus languages available to the
character because of her race.
A
druid also knows Druidic, a secret language known only to druids, which she
learns upon becoming a 1st-level druid. Druidic is a free language for a druid;
that is, she knows it in addition to her regular allotment of languages and it
doesn’t take up a language slot. Druids are forbidden to teach this language to
nondruids.
Druidic
has its own alphabet.
Animal
Companion (Ex):
A druid may begin play with an animal companion selected from the following
list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or
heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign
takes place wholly or partly in an aquatic environment, the following creatures
are also available: crocodile, porpoise, Medium shark, and squid. This animal
is a loyal companion that accompanies the druid on her adventures as
appropriate for its kind.
A
1st-level druid’s companion is completely typical for its kind except as noted
below. As a druid advances in level, the animal’s power increases as shown on
the table. If a druid releases her companion from service, she may gain a new
one by performing a ceremony requiring 24 uninterrupted hours of prayer. This
ceremony can also replace an animal companion that has perished.
A
druid of 4th level or higher may select from alternative lists of animals (see
below). Should she select an animal companion from one of these alternative
lists, the creature gains abilities as if the character’s druid level were
lower than it actually is. Subtract the value indicated in the appropriate list
header from the character’s druid level and compare the result with the druid
level entry on the table to determine the animal companion’s powers. (If this
adjustment would reduce the druid’s effective level to 0 or lower, she can’t
have that animal as a companion.)
Nature
Sense (Ex):
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild
Empathy (Ex):
A druid can improve the attitude of an animal. This ability functions just like
a Diplomacy check made to improve the attitude of a person. The druid rolls
1d20 and adds her druid level and her Charisma modifier to determine the wild
empathy check result.
The
typical domestic animal has a starting attitude of indifferent, while wild
animals are usually unfriendly.
To
use wild empathy, the druid and the animal must be able to study each other,
which means that they must be within 30 feet of one another under normal
conditions. Generally, influencing an animal in this way takes 1 minute but, as
with influencing people, it might take more or less time.
A
druid can also use this ability to influence a magical beast with an
Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Woodland
Stride (Ex):
Starting at 2nd level, a druid may move through any sort of undergrowth (such
as natural thorns, briars, overgrown areas, and similar terrain) at her normal
speed and without taking damage or suffering any other impairment. However,
thorns, briars, and overgrown areas that have been magically manipulated to
impede motion still affect her.
Trackless
Step (Ex):
Starting at 3rd level, a druid leaves no trail in natural surroundings and
cannot be tracked. She may choose to leave a trail if so desired.
Resist
Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving
throws against the spell-like abilities of fey.
Wild
Shape (Su):
At 5th level, a druid gains the ability to turn herself into any Small or
Medium animal and back again once per day. Her options for new forms include
all creatures with the animal type. This ability functions like the polymorph
spell, except as noted here. The effect lasts for 1 hour per druid level,
or until she changes back. Changing form (to animal or back) is a standard
action and doesn’t provoke an attack of opportunity.
The
form chosen must be that of an animal the druid is familiar with.
A
druid loses her ability to speak while in animal form because she is limited to
the sounds that a normal, untrained animal can make, but she can communicate
normally with other animals of the same general grouping as her new form. (The
normal sound a wild parrot makes is a squawk, so changing to this form does not
permit speech.)
A
druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th
level, as noted on Table: The Druid. In addition, she gains the ability
to take the shape of a Large animal at 8th level, a Tiny animal at 11th level,
and a Huge animal at 15th level.
The
new form’s Hit Dice can’t exceed the character’s druid level.
At
12th level, a druid becomes able to use wild shape to change into a plant
creature with the same size restrictions as for animal forms. (A druid can’t
use this ability to take the form of a plant that isn’t a creature.)
At
16th level, a druid becomes able to use wild shape to change into a Small,
Medium, or Large elemental (air, earth, fire, or water) once per day. These
elemental forms are in addition to her normal wild shape usage. In addition to
the normal effects of wild shape, the druid gains all the elemental’s
extraordinary, supernatural, and spell-like abilities. She also gains the
elemental’s feats for as long as she maintains the wild shape, but she retains
her own creature type.
At
18th level, a druid becomes able to assume elemental form twice per day, and at
20th level she can do so three times per day. At 20th level, a druid may use
this wild shape ability to change into a Huge elemental.
Venom
Immunity (Ex):
At 9th level, a druid gains immunity to all poisons.
A
Thousand Faces (Su): At 13th level, a druid gains the ability to change her
appearance at will, as if using the alter self spell, but only while in
her normal form.
Timeless
Body (Ex):
After attaining 15th level, a druid no longer takes ability score penalties for
aging and cannot be magically aged. Any penalties she may have already
incurred, however, remain in place.
Bonuses
still accrue, and the druid still dies of old age when her time is up.
A
druid who ceases to revere nature, changes to a prohibited alignment, or
teaches the Druidic language to a nondruid loses all spells and druid abilities
(including her animal companion, but not including weapon, armor, and shield
proficiencies). She cannot thereafter gain levels as a druid until she atones
(see the atonement spell description).
THE
DRUID’S ANIMAL COMPANION
A
druid’s animal companion is different from a normal animal of its kind in many
ways. A druid’s animal companion is superior to a normal animal of its kind and
has special powers, as described below.
Class
Level |
Bonus
HD |
Natural
Armor Adj. |
Str/Dex
Adj. |
Bonus
Tricks |
Special |
1st–2nd
|
+0 |
+0 |
+0 |
1 |
Link,
share spells |
3rd–5th
|
+2 |
+2 |
+1 |
2 |
Evasion |
6th–8th
|
+4 |
+4 |
+2 |
3 |
Devotion |
9th–11th
|
+6 |
+6 |
+3 |
4 |
Multiattack |
12th–14th
|
+8 |
+8 |
+4 |
5 |
|
15th–17th
|
+10 |
+10 |
+5 |
6 |
Improved
evasion |
18th–20th
|
+12 |
+12 |
+6 |
7 |
|
Animal
Companion Basics: Use the base statistics for a creature of the companion’s
kind, but make the following changes.
Class
Level: The
character’s druid level. The druid’s class levels stack with levels of any
other classes that are entitled to an animal companion for the purpose of
determining the companion’s abilities and the alternative lists available to
the character.
Bonus
HD: Extra
eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as
normal. Remember that extra Hit Dice improve the animal companion’s base attack
and base save bonuses. An animal companion’s base attack bonus is the same as
that of a druid of a level equal to the animal’s HD. An animal companion has
good Fortitude and Reflex saves (treat it as a character whose level equals the
animal’s HD). An animal companion gains additional skill points and feats for
bonus HD as normal for advancing a monster’s Hit Dice.
Natural
Armor Adj.: The
number noted here is an improvement to the animal companion’s existing natural
armor bonus.
Str/Dex
Adj.: Add
this value to the animal companion’s Strength and Dexterity scores.
Bonus
Tricks: The
value given in this column is the total number of “bonus” tricks that the
animal knows in addition to any that the druid might choose to teach it (see
the Handle Animal skill). These bonus tricks don’t require any training time or
Handle Animal checks, and they don’t count against the normal limit of tricks
known by the animal. The druid selects these bonus tricks, and once selected,
they can’t be changed.
Link
(Ex): A
druid can handle her animal companion as a free action, or push it as a move
action, even if she doesn’t have any ranks in the Handle Animal skill. The
druid gains a +4 circumstance bonus on all wild empathy checks and Handle
Animal checks made regarding an animal companion.
Share
Spells (Ex): At
the druid’s option, she may have any spell (but not any spell-like ability) she
casts upon herself also affect her animal companion. The animal companion must
be within 5 feet of her at the time of casting to receive the benefit. If the
spell or effect has a duration other than instantaneous, it stops affecting the
animal companion if the companion moves farther than 5 feet away and will not
affect the animal again, even if it returns to the druid before the duration
expires.
Additionally,
the druid may cast a spell with a target of “You” on her animal companion (as a
touch range spell) instead of on herself. A druid and her animal companion can
share spells even if the spells normally do not affect creatures of the
companion’s type (animal).
Evasion
(Ex): If
an animal companion is subjected to an attack that normally allows a Reflex
saving throw for half damage, it takes no damage if it makes a successful
saving throw.
Devotion
(Ex): An
animal companion gains a +4 morale bonus on Will saves against enchantment
spells and effects.
Multiattack:
An animal
companion gains Multiattack as a bonus feat if it has three or more natural
attacks and does not already have that feat. If it does not have the requisite
three or more natural attacks, the animal companion instead gains a second
attack with its primary natural weapon, albeit at a –5 penalty.
Improved
Evasion (Ex): When
subjected to an attack that normally allows a Reflex saving throw for half
damage, an animal companion takes no damage if it makes a successful saving
throw and only half damage if the saving throw fails.
ALTERNATIVE
ANIMAL COMPANIONS
A
druid of sufficiently high level can select her animal companion from one of
the following lists, applying the indicated adjustment to the druid’s level (in
parentheses) for purposes of determining the companion’s characteristics and
special abilities.
4th
Level or Higher (Level –3)
Ape
(animal)
Bear,
black (animal)
Bison
(animal)
Boar
(animal)
Cheetah
(animal)
Crocodile
(animal)1
Dire
badger
Dire
bat
Dire
weasel
Leopard
(animal)
Lizard,
monitor (animal)
Shark,
Large1 (animal)
Snake,
constrictor (animal)
Snake,
Large viper (animal)
Wolverine
(animal)
7th
Level or Higher (Level –6)
Bear,
brown (animal)
Dire
wolverine
Crocodile,
giant (animal)
Deinonychus
(dinosaur)
Dire
ape
Dire
boar
Dire
wolf
Elasmosaurus1
(dinosaur)
Lion
(animal)
Rhinoceros
(animal)
Snake,
Huge viper (animal)
Tiger
(animal)
10th
Level or Higher (Level –9)
Bear,
polar (animal)
Dire
lion
Megaraptor
(dinosaur)
Shark,
Huge1 (animal)
Snake,
giant constrictor (animal)
Whale,
orca1 (animal)
13th
Level or Higher (Level –12)
Dire
bear
Elephant
(animal)
Octopus,
giant1 (animal)
16th
Level or Higher (Level –15)
Dire
shark1
Dire
tiger
Squid,
giant1 (animal)
Triceratops
(dinosaur)
Tyrannosaurus
(dinosaur)
1 Available only in an
aquatic environment.
FIGHTER
Alignment: Any.
Hit
Die: d10.
The
fighter’s class skills (and the key ability for each skill) are Climb (Str),
Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and
Swim (Str).
Skill
Points at 1st Level: (2 + Int modifier) x 4.
Skill
Points at Each Additional Level: 2 + Int modifier.
Table: The Fighter
|
|||||
Level |
Base
Attack Bonus |
Fort
Save |
Ref
Save |
Will
Save |
Special |
1st |
+1 |
+2 |
+0 |
+0 |
Bonus
feat |
2nd |
+2 |
+3 |
+0 |
+0 |
Bonus
feat |
3rd |
+3 |
+3 |
+1 |
+1 |
|
4th |
+4 |
+4 |
+1 |
+1 |
Bonus
feat |
5th |
+5 |
+4 |
+1 |
+1 |
|
6th |
+6/+1 |
+5 |
+2 |
+2 |
Bonus
feat |
7th |
+7/+2 |
+5 |
+2 |
+2 |
|
8th |
+8/+3 |
+6 |
+2 |
+2 |
Bonus
feat |
9th |
+9/+4 |
+6 |
+3 |
+3 |
|
10th |
+10/+5 |
+7 |
+3 |
+3 |
Bonus
feat |
11th |
+11/+6/+1 |
+7 |
+3 |
+3 |
|
12th |
+12/+7/+2 |
+8 |
+4 |
+4 |
Bonus
feat |
13th |
+13/+8/+3 |
+8 |
+4 |
+4 |
|
14th |
+14/+9/+4 |
+9 |
+4 |
+4 |
Bonus
feat |
15th |
+15/+10/+5 |
+9 |
+5 |
+5 |
|
16th |
+16/+11/+6/+1 |
+10 |
+5 |
+5 |
Bonus
feat |
17th |
+17/+12/+7/+2 |
+10 |
+5 |
+5 |
|
18th |
+18/+13/+8/+3 |
+11 |
+6 |
+6 |
Bonus
feat |
19th |
+19/+14/+9/+4 |
+11 |
+6 |
+6 |
|
20th |
+20/+15/+10/+5 |
+12 |
+6 |
+6 |
Bonus
feat |
All
of the following are class features of the fighter.
Weapon
and Armor Proficiency: A fighter is proficient with all simple and martial weapons
and with all armor (heavy, medium, and light) and shields (including tower
shields).
Bonus
Feats: At
1st level, a fighter gets a bonus combat-oriented feat in addition to the feat
that any 1st-level character gets and the bonus feat granted to a human
character. The fighter gains an additional bonus feat at 2nd level and every
two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and
20th). These bonus feats must be drawn from the feats noted as fighter bonus
feats. A fighter must still meet all prerequisites for a bonus feat, including
ability score and base attack bonus minimums.
These
bonus feats are in addition to the feat that a character of any class gets from
advancing levels. A fighter is not limited to the list of fighter bonus feats
when choosing these feats.
MONK
Alignment: Any lawful.
Hit
Die: d8.
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), Knowledge (religion)
(Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis),
Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill
Points at 1st Level: (4 + Int modifier) x 4.
Skill
Points at Each Additional Level: 4 + Int modifier.
Table:
The Monk |
|||||||||
Level |
Base
Attack Bonus |
Fort
Save |
Ref
Save |
Will
Save |
Special |
Flurry
of Blows Attack Bonus |
Unarmed
Damage1 |
AC
Bonus |
Unarmored Speed Bonus |
1st |
+0 |
+2 |
+2 |
+2 |
Bonus
feat, flurry of blows, unarmed strike |
–2/–2 |
1d6 |
+0 |
+0
ft. |
2nd |
+1 |
+3 |
+3 |
+3 |
Bonus
feat, evasion |
–1/–1 |
1d6 |
+0 |
+0
ft. |
3rd |
+2 |
+3 |
+3 |
+3 |
Still
mind |
+0/+0 |
1d6 |
+0 |
+10
ft. |
4th |
+3 |
+4 |
+4 |
+4 |
Ki
strike
(magic), slow
fall 20 ft. |
+1/+1 |
1d8 |
+0 |
+10
ft. |
5th |
+3 |
+4 |
+4 |
+4 |
Purity
of body |
+2/+2 |
1d8 |
+1 |
+10
ft. |
6th |
+4 |
+5 |
+5 |
+5 |
Bonus
feat, slow
fall 30 ft. |
+3/+3 |
1d8 |
+1 |
+20
ft. |
7th |
+5 |
+5 |
+5 |
+5 |
Wholeness
of body |
+4/+4 |
1d8 |
+1 |
+20
ft. |
8th |
+6/+1 |
+6 |
+6 |
+6 |
Slow
fall 40 ft. |
+5/+5/+0 |
1d10 |
+1 |
+20
ft. |
9th |
+6/+1 |
+6 |
+6 |
+6 |
Improved
evasion |
+6/+6/+1 |
1d10 |
+1 |
+30
ft. |
10th |
+7/+2 |
+7 |
+7 |
+7 |
Ki
strike
(lawful), slow
fall 50 ft. |
+7/+7/+2 |
1d10 |
+2 |
+30
ft. |
11th |
+8/+3 |
+7 |
+7 |
+7 |
Diamond
body, greater
flurry |
+8/+8/+8/+3 |
1d10 |
+2 |
+30
ft. |
12th |
+9/+4 |
+8 |
+8 |
+8 |
Abundant
step, slow
fall 60 ft. |
+9/+9/+9/+4 |
2d6 |
+2 |
+40
ft. |
13th |
+9/+4 |
+8 |
+8 |
+8 |
Diamond
soul |
+9/+9/+9/+4 |
2d6 |
+2 |
+40
ft. |
14th |
+10/+5 |
+9 |
+9 |
+9 |
Slow
fall 70 ft. |
+10/+10/+10/+5 |
2d6 |
+2 |
+40
ft. |
15th |
+11/+6/+1 |
+9 |
+9 |
+9 |
Quivering
palm |
+11/+11/+11/+6/+1 |
2d6 |
+3 |
+50
ft. |
16th |
+12/+7/+2 |
+10 |
+10 |
+10 |
Ki
strike
(adamantine), slow fall 80 ft. |
+12/+12/+12/+7/+2 |
2d8 |
+3 |
+50
ft. |
17th |
+12/+7/+2 |
+10 |
+10 |
+10 |
Timeless
body, tongue of the sun and moon |
+12/+12/+12/+7/+2 |
2d8 |
+3 |
+50
ft. |
18th |
+13/+8/+3 |
+11 |
+11 |
+11 |
Slow
fall 90 ft. |
+13/+13/+13/+8/+3 |
2d8 |
+3 |
+60
ft. |
19th |
+14/+9/+4 |
+11 |
+11 |
+11 |
Empty
body |
+14/+14/+14/+9/+4 |
2d8 |
+3 |
+60
ft. |
20th |
+15/+10/+5 |
+12 |
+12 |
+12 |
Perfect
self, slow
fall any distance |
+15/+15/+15/+10/+5 |
2d10 |
+4 |
+60
ft. |
1 The value shown is for
Medium monks. See Table: Small or Large Monk Unarmed Damage for Small or
Large monks. |
All
of the following are class features of the monk.
Weapon
and Armor Proficiency: Monks are proficient with club, crossbow (light or heavy),
dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken,
siangham, and sling.
Monks
are not proficient with any armor or shields
When
wearing armor, using a shield, or carrying a medium or heavy load, a monk loses
her AC bonus, as well as her fast movement and flurry of blows abilities.
AC
Bonus (Ex):
When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her
AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus
increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th,
and +4 at 20th level).
These
bonuses to AC apply even against touch attacks or when the monk is flat-footed.
She loses these bonuses when she is immobilized or helpless, when she wears any
armor, when she carries a shield, or when she carries a medium or heavy load.
Flurry
of Blows (Ex):
When unarmored, a monk may strike with a flurry of blows at the expense of
accuracy. When doing so, she may make one extra attack in a round at her
highest base attack bonus, but this attack takes a –2 penalty, as does each
other attack made that round. The resulting modified base attack bonuses are shown
in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty
applies for 1 round, so it also affects attacks of opportunity the monk might
make before her next action. When a monk reaches 5th level, the penalty lessens
to –1, and at 9th level it disappears. A monk must use a full attack action to
strike with a flurry of blows.
When
using flurry of blows, a monk may attack only with unarmed strikes or with
special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and
siangham). She may attack with unarmed strikes and special monk weapons
interchangeably as desired. When using weapons as part of a flurry of blows, a
monk applies her Strength bonus (not Str bonus x 1-1/2 or x 1/2) to her damage rolls for all successful attacks,
whether she wields a weapon in one or both hands. The monk can’t use any weapon
other than a special monk weapon as part of a flurry of blows.
In
the case of the quarterstaff, each end counts as a separate weapon for the
purpose of using the flurry of blows ability. Even though the quarterstaff
requires two hands to use, a monk may still intersperse unarmed strikes with
quarterstaff strikes, assuming that she has enough attacks in her flurry of
blows routine to do so.
When
a monk reaches 11th level, her flurry of blows ability improves. In addition to
the standard single extra attack she gets from flurry of blows, she gets a
second extra attack at her full base attack bonus.
Unarmed
Strike:
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s
attacks may be with either fist interchangeably or even from elbows, knees, and
feet. This means that a monk may even make unarmed strikes with her hands full.
There is no such thing as an off-hand attack for a monk striking unarmed. A
monk may thus apply her full Strength bonus on damage rolls for all her unarmed
strikes.
Usually
a monk’s unarmed strikes deal lethal damage, but she can choose to deal
nonlethal damage instead with no penalty on her attack roll. She has the same
choice to deal lethal or nonlethal damage while grappling.
A
monk’s unarmed strike is treated both as a manufactured weapon and a natural
weapon for the purpose of spells and effects that enhance or improve either
manufactured weapons or natural weapons.
A
monk also deals more damage with her unarmed strikes than a normal person
would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is
for Medium monks. A Small monk deals less damage than the amount given there
with her unarmed attacks, while a Large monk deals more damage; see Table:
Small or Large Monk Unarmed Damage.
Table: Small or Large Monk
Unarmed Damage
|
||
Level |
Damage (Small Monk) |
Damage (Large Monk) |
1st–3rd
|
1d4 |
1d8 |
4th–7th
|
1d6 |
2d6 |
8th–11th
|
1d8 |
2d8 |
12th–15th
|
1d10 |
3d6 |
16th–19th
|
2d6 |
3d8 |
20th
|
2d8 |
4d8 |
Bonus
Feat: At 1st level, a monk
may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd
level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat.
At 6th level, she may select either Improved Disarm or Improved Trip as a bonus
feat. A monk need not have any of the prerequisites normally required for these
feats to select them.
Evasion
(Ex): At
2nd level or higher if a monk makes a successful Reflex saving throw against an
attack that normally deals half damage on a successful save, she instead takes
no damage. Evasion can be used only if a monk is wearing light armor or no
armor. A helpless monk does not gain the benefit of evasion.
Fast
Movement (Ex):
At 3rd level, a monk gains an enhancement bonus to her speed, as shown on
Table: The Monk. A monk in armor or carrying a medium or heavy load loses this
extra speed.
Still
Mind (Ex):
A monk of 3rd level or higher gains a +2 bonus on saving throws against spells
and effects from the school of enchantment.
Ki
Strike
(Su): At
4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed
attacks are treated as magic weapons for the purpose of dealing damage to
creatures with damage reduction. Ki strike improves with the character’s
monk level. At 10th level, her unarmed attacks are also treated as lawful
weapons for the purpose of dealing damage to creatures with damage reduction.
At 16th level, her unarmed attacks are treated as adamantine weapons for the
purpose of dealing damage to creatures with damage reduction and bypassing
hardness.
Slow
Fall (Ex): At
4th level or higher, a monk within arm’s reach of a wall can use it to slow her
descent. When first using this ability, she takes damage as if the fall were 20
feet shorter than it actually is. The monk’s ability to slow her fall (that is,
to reduce the effective distance of the fall when next to a wall) improves with
her monk level until at 20th level she can use a nearby wall to slow her
descent and fall any distance without harm.
Purity
of Body (Ex):
At 5th level, a monk gains immunity to all diseases except for supernatural and
magical diseases.
Wholeness
of Body (Su):
At 7th level or higher, a monk can heal her own wounds. She can heal a number
of hit points of damage equal to twice her current monk level each day, and she
can spread this healing out among several uses.
Improved
Evasion (Ex):
At 9th level, a monk’s evasion ability improves. She still takes no damage on a
successful Reflex saving throw against attacks, but henceforth she takes only
half damage on a failed save. A helpless monk does not gain the benefit of
improved evasion.
Diamond
Body (Su):
At 11th level, a monk gains immunity to poisons of all kinds.
Abundant
Step (Su):
At 12th level or higher, a monk can slip magically between spaces, as if using
the spell dimension door, once per day. Her caster level for this effect
is one-half her monk level (rounded down).
Diamond
Soul (Ex):
At 13th level, a monk gains spell resistance equal to her current monk level +
10. In order to affect the monk with a spell, a spellcaster must get a result
on a caster level check (1d20 + caster level) that equals or exceeds the monk’s
spell resistance.
Quivering
Palm (Su):
Starting at 15th level, a monk can set up vibrations within the body of another
creature that can thereafter be fatal if the monk so desires. She can use this
quivering palm attack once a week, and she must announce her intent before
making her attack roll. Constructs, oozes, plants, undead, incorporeal
creatures, and creatures immune to critical hits cannot be affected. Otherwise,
if the monk strikes successfully and the target takes damage from the blow, the
quivering palm attack succeeds. Thereafter the monk can try to slay the victim
at any later time, as long as the attempt is made within a number of days equal
to her monk level. To make such an attempt, the monk merely wills the target to
die (a free action), and unless the target makes a Fortitude saving throw (DC
10 + 1/2 the monk’s level + the monk’s Wis modifier), it dies. If the saving
throw is successful, the target is no longer in danger from that particular
quivering palm attack, but it may still be affected by another one at a later
time.
Timeless
Body (Ex):
Upon attaining 17th level, a monk no longer takes penalties to her ability
scores for aging and cannot be magically aged. Any such penalties that she has
already taken, however, 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 (Ex): A monk of 17th level or higher can speak with any living
creature.
Empty
Body (Su):
At 19th level, a monk gains the ability to assume an ethereal state for 1 round
per monk level per day, as though using the spell etherealness. She may
go ethereal on a number of different occasions during any single day, as long
as the total number of rounds spent in an ethereal state does not exceed her
monk level.
Perfect
Self: At
20th level, a monk becomes a magical creature. She is forevermore treated as an
outsider rather than as a humanoid (or whatever the monk’s creature type was)
for the purpose of spells and magical effects. Additionally, the monk gains
damage reduction 10/magic, which allows her to ignore the first 10 points of
damage from any attack made by a nonmagical weapon or by any natural attack
made by a creature that doesn’t have similar damage reduction. Unlike other
outsiders, the monk can still be brought back from the dead as if she were a
member of her previous creature type.
A
monk who becomes nonlawful cannot gain new levels as a monk but retains all
monk abilities.
Like
a member of any other class, a monk may be a multiclass character, but
multiclass monks face a special restriction. A monk who gains a new class or
(if already multiclass) raises another class by a level may never again raise
her monk level, though she retains all her monk abilities.