This material is Open Game Content, and
is licensed for public use under the terms of the Open Game License v1.0a.
CLASSES
II
PALADIN
Alignment:
Lawful
good.
Hit
Die: d10.
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
(nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis),
Ride (Dex), and Sense Motive (Wis).
Skill
Points at 1st Level: (2 + Int modifier) x4.
Skill
Points at Each Additional Level: 2 + Int modifier.
Table:
The Paladin |
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|
|
|
|
|
|
— Spells per Day — |
|||
Level |
Base
Attack Bonus |
Fort
Save |
Ref
Save |
Will
Save |
Special
|
1st |
2nd |
3rd |
4th |
1st |
+1 |
+2 |
+0 |
+0 |
Aura
of good, detect evil, smite
evil 1/day |
— |
— |
— |
— |
2nd |
+2 |
+3 |
+0 |
+0 |
Divine
grace, lay on hands |
— |
— |
— |
— |
3rd |
+3 |
+3 |
+1 |
+1 |
Aura
of courage, divine health |
— |
— |
— |
— |
4th |
+4 |
+4 |
+1 |
+1 |
Turn
undead |
0 |
— |
— |
— |
5th |
+5 |
+4 |
+1 |
+1 |
Smite
evil 2/day, special mount |
0 |
— |
— |
— |
6th |
+6/+1 |
+5 |
+2 |
+2 |
Remove
disease 1/week |
1 |
— |
— |
— |
7th |
+7/+2 |
+5 |
+2 |
+2 |
|
1 |
— |
— |
— |
8th |
+8/+3 |
+6 |
+2 |
+2 |
|
1 |
0 |
— |
— |
9th |
+9/+4 |
+6 |
+3 |
+3 |
Remove
disease 2/week |
1 |
0 |
— |
— |
10th |
+10/+5 |
+7 |
+3 |
+3 |
Smite
evil 3/day |
1 |
1 |
— |
— |
11th |
+11/+6/+1 |
+7 |
+3 |
+3 |
|
1 |
1 |
0 |
— |
12th |
+12/+7/+2 |
+8 |
+4 |
+4 |
Remove
disease 3/week |
1 |
1 |
1 |
— |
13th |
+13/+8/+3 |
+8 |
+4 |
+4 |
|
1 |
1 |
1 |
— |
14th |
+14/+9/+4 |
+9 |
+4 |
+4 |
|
2 |
1 |
1 |
0 |
15th |
+15/+10/+5 |
+9 |
+5 |
+5 |
Remove
disease 4/week,
smite
evil 4/day |
2 |
1 |
1 |
1 |
16th |
+16/+11/+6/+1 |
+10 |
+5 |
+5 |
|
2 |
2 |
1 |
1 |
17th |
+17/+12/+7/+2 |
+10 |
+5 |
+5 |
|
2 |
2 |
2 |
1 |
18th |
+18/+13/+8/+3 |
+11 |
+6 |
+6 |
Remove
disease 5/week |
3 |
2 |
2 |
1 |
19th |
+19/+14/+9/+4 |
+11 |
+6 |
+6 |
|
3 |
3 |
3 |
2 |
20th |
+20/+15/+10/+5 |
+12 |
+6 |
+6 |
Smite
evil 5/day |
3 |
3 |
3 |
3 |
All
of the following are class features of the paladin.
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 (except
tower shields).
Aura
of Good (Ex):
The power of a paladin’s aura of good (see the detect good spell) is
equal to her paladin level.
Detect
Evil (Sp): At will, a paladin can
use detect evil, as the spell.
Smite
Evil (Su):
Once per day, a paladin may attempt to smite evil with one normal melee attack.
She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point
of damage per paladin level. If the paladin accidentally smites a creature that
is not evil, the smite has no effect, but the ability is still used up for that
day.
At
5th level, and at every five levels thereafter, the paladin may smite evil one
additional time per day, as indicated on Table: The Paladin, to a maximum of
five times per day at 20th level.
Divine Grace
(Su): At 2nd level, a
paladin gains a bonus equal to her Charisma bonus (if any) on all saving
throws.
Lay
on Hands (Su):
Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can
heal wounds (her own or those of others) by touch. Each day she can heal a
total number of hit points of damage equal to her paladin level x her Charisma
bonus. A paladin may choose to divide her healing among multiple recipients,
and she doesn’t have to use it all at once. Using lay on hands is a standard
action.
Alternatively,
a paladin can use any or all of this healing power to deal damage to undead
creatures. Using lay on hands in this way requires a successful melee touch
attack and doesn’t provoke an attack of opportunity. The paladin decides how
many of her daily allotment of points to use as damage after successfully
touching an undead creature.
Aura
of Courage (Su):
Beginning at 3rd level, a paladin is immune to fear (magical or otherwise).
Each ally within 10 feet of her gains a +4 morale bonus on saving throws
against fear effects.
This
ability functions while the paladin is conscious, but not if she is unconscious
or dead.
Divine
Health (Ex):
At 3rd level, a paladin gains immunity to all diseases, including supernatural
and magical diseases.
Turn
Undead (Su):When
a paladin reaches 4th level, she gains the supernatural ability to turn undead.
She may use this ability a number of times per day equal to 3 + her Charisma
modifier. She turns undead as a cleric of three levels lower would.
Spells: Beginning at 4th level, a
paladin gains the ability to cast a small number of divine spells, which are
drawn from the paladin spell list. A paladin must choose and prepare her spells
in advance.
To
prepare or cast a spell, a paladin must have a Wisdom score equal to at least
10 + the spell level. The Difficulty Class for a saving throw against a
paladin’s spell is 10 + the spell level + the paladin’s Wisdom modifier.
Like
other spellcasters, a paladin can cast only a certain number of spells of each
spell level per day. Her base daily spell allotment is given on Table: The
Paladin. In addition, she receives bonus spells per day if she has a high
Wisdom score. When Table: The Paladin indicates that the paladin gets 0 spells
per day of a given spell level, she gains only the bonus spells she would be
entitled to based on her Wisdom score for that spell level The paladin does not
have access to any domain spells or granted powers, as a cleric does.
A
paladin prepares and casts spells the way a cleric does, though she cannot lose
a prepared spell to spontaneously cast a cure spell in its place. A
paladin may prepare and cast any spell on the paladin spell list, provided that
she can cast spells of that level, but she must choose which spells to prepare
during her daily meditation.
Through
3rd level, a paladin has no caster level. At 4th level and higher, her caster
level is one-half her paladin level.
Special
Mount (Sp): Upon reaching 5th level,
a paladin gains the service of an unusually intelligent, strong, and loyal
steed to serve her in her crusade against evil (see below). This mount is
usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small
paladin).
Once
per day, as a full-round action, a paladin may magically call her mount from
the celestial realms in which it resides. This ability is the equivalent of a
spell of a level equal to one-third the paladin’s level. The mount immediately
appears adjacent to the paladin and remains for 2 hours per paladin level; it
may be dismissed at any time as a free action. The mount is the same creature
each time it is summoned, though the paladin may release a particular mount
from service.
Each
time the mount is called, it appears in full health, regardless of any damage
it may have taken previously. The mount also appears wearing or carrying any
gear it had when it was last dismissed. Calling a mount is a conjuration
(calling) effect.
Should
the paladin’s mount die, it immediately disappears, leaving behind any
equipment it was carrying. The paladin may not summon another mount for thirty
days or until she gains a paladin level, whichever comes first, even if the
mount is somehow returned from the dead. During this thirty-day period, the
paladin takes a –1 penalty on attack and weapon damage rolls.
Remove
Disease (Sp): At 6th level, a paladin
can produce a remove disease effect, as the spell, once per week. She
can use this ability one additional time per week for every three levels after
6th (twice per week at 9th, three times at 12th, and so forth).
Code
of Conduct:
A paladin must be of lawful good alignment and loses all class abilities if she ever willingly
commits an evil act.
Additionally,
a paladin’s code requires that she respect legitimate authority, act with honor
(not lying, not cheating, not using poison, and so forth), help those in need
(provided they do not use the help for evil or chaotic ends), and punish those
who 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, nor will she continue an association
with someone who consistently offends her moral code. A paladin may accept only
henchmen, followers, or cohorts who are lawful good.
A
paladin who ceases to be lawful good, who willfully commits an evil act, or who
grossly violates the code of conduct loses all paladin spells and abilities
(including the service of the paladin’s mount, but not weapon, armor, and
shield proficiencies). She may not progress any farther in levels as a paladin.
She regains her abilities and advancement potential if she atones for her
violations (see the atonement spell description), as appropriate.
Like
a member of any other class, a paladin may be a multiclass character, but
multiclass paladins face a special restriction. A paladin who gains a level in
any class other than paladin may never again raise her paladin level, though
she retains all her paladin abilities.
THE
PALADIN’S MOUNT
The
paladin’s mount is superior to a normal mount of its kind and has special
powers, as described below. The standard mount for a Medium paladin is a heavy
warhorse, and the standard mount for a Small paladin is a warpony. Another kind
of mount, such as a riding dog (for a halfling paladin) or a Large shark (for a
paladin in an aquatic campaign) may be allowed as well.
A paladin’s
mount is treated as a magical beast, not an animal, for the purpose of all
effects that depend on its type (though it retains an animal’s HD, base attack
bonus, saves, skill points, and feats).
Paladin
Level |
Bonus
HD |
Natural
Armor Adj. |
Str
Adj. |
Int
|
Special |
5th–7th
|
+2
|
+4
|
+1
|
6
|
Empathic
link, improved evasion, share spells, share saving throws |
8th–10th
|
+4
|
+6
|
+2
|
7
|
Improved
speed |
11th–14th
|
+6
|
+8
|
+3
|
8
|
Command
creatures
of its kind |
15th–20th
|
+8
|
+10
|
+4
|
9
|
Spell
resistance |
Paladin’s
Mount Basics: Use
the base statistics for a creature of the mount’s kind, but make changes
to take into account the attributes and characteristics summarized on the table
and described below.
Bonus
HD: Extra
eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as
normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A
special mount’s base attack bonus is equal to that of a cleric of a level equal
to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a
character whose level equals the animal’s HD). The mount gains additional skill
points or feats for bonus HD as normal for advancing a monster’s Hit Dice.
Natural
Armor Adj.: The
number on the table is an improvement to the mount’s existing natural armor
bonus.
Str
Adj.: Add
this figure to the mount’s Strength score.
Int:
The
mount’s Intelligence score.
Empathic
Link (Su): The
paladin has an empathic link with her mount out to a distance of up to 1 mile.
The paladin cannot see through the mount’s eyes, but they can communicate
empathically.
Note
that even intelligent mounts see the world differently from humans, so
misunderstandings are always possible.
Because
of this empathic link, the paladin has the same connection to an item or place
that her mount does, just as with a master and his familiar (see Familiars).
Improved
Evasion (Ex): When
subjected to an attack that normally allows a Reflex saving throw for half
damage, a mount takes no damage if it makes a successful saving throw and half
damage if the saving throw fails.
Share
Spells: At
the paladin’s option, she may have any spell (but not any spell-like ability)
she casts on herself also affect her mount.
The
mount must be within 5 feet at the time of casting to receive the benefit. If
the spell or effect has a duration other than instantaneous, it stops affecting
the mount if it moves farther than 5 feet away and will not affect the mount
again even if it returns to the paladin before the duration expires.
Additionally, the paladin may cast a spell with a target of “You” on her mount
(as a touch range spell) instead of on herself. A paladin and her mount can
share spells even if the spells normally do not affect creatures of the mount’s
type (magical beast).
Share
Saving Throws: For
each of its saving throws, the mount uses its own base save bonus or the
paladin’s, whichever is higher. The mount applies its own ability modifiers to
saves, and it doesn’t share any other bonuses on saves that the master might
have.
Improved
Speed (Ex): The
mount’s speed increases by 10 feet.
Command
(Sp): Once
per day per two paladin levels of its master, a mount can use this ability to
command other any normal animal of approximately the same kind as itself (for
warhorses and warponies, this category includes donkeys, mules, and ponies), as
long as the target creature has fewer Hit Dice than the mount. This ability
functions like the command spell, but the mount must make a DC 21
Concentration check to succeed if it’s being ridden at the time. If the check
fails, the ability does not work that time, but it still counts against the
mount’s daily uses. Each target may attempt a Will save (DC 10 + 1/2 paladin’s
level + paladin’s Cha modifier) to negate the effect.
Spell
Resistance (Ex): A mount’s spell resistance equals its master’s paladin level
+ 5. To affect the mount with a spell, a spellcaster must get a result on a
caster level check (1d20 + caster level) that equals or exceeds the mount’s
spell resistance.
RANGER
Alignment: Any.
Hit
Die: d8.
The
ranger’s class skills (and the key ability for each skill) are Climb (Str),
Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex),
Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int),
Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis),
Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope
(Dex).
Skill
Points at 1st Level: (6 + Int modifier) x 4.
Skill
Points at Each Additional Level: 6 + Int modifier.
Table:
The Ranger |
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|
—Spells per Day— |
|||
Level |
Base
Attack Bonus |
Fort
Save |
Ref
Save |
Will
Save |
Special |
1st |
2nd |
3rd |
4th |
1st |
+1 |
+2 |
+2 |
+0 |
1st
favored enemy, Track, wild empathy |
— |
— |
— |
— |
2nd |
+2 |
+3 |
+3 |
+0 |
Combat
style |
— |
— |
— |
— |
3rd |
+3 |
+3 |
+3 |
+1 |
Endurance |
— |
— |
— |
— |
4th |
+4 |
+4 |
+4 |
+1 |
Animal
companion |
0 |
— |
— |
— |
5th |
+5 |
+4 |
+4 |
+1 |
2nd
favored enemy |
0 |
— |
— |
— |
6th |
+6/+1 |
+5 |
+5 |
+2 |
Improved
combat style |
1 |
— |
— |
— |
7th |
+7/+2 |
+5 |
+5 |
+2 |
Woodland
stride |
1 |
— |
— |
— |
8th |
+8/+3 |
+6 |
+6 |
+2 |
Swift
tracker |
1 |
0 |
— |
— |
9th |
+9/+4 |
+6 |
+6 |
+3 |
Evasion |
1 |
0 |
— |
— |
10th |
+10/+5 |
+7 |
+7 |
+3 |
3rd
favored enemy |
1 |
1 |
— |
— |
11th |
+11/+6/+1 |
+7 |
+7 |
+3 |
Combat
style mastery |
1 |
1 |
0 |
— |
12th |
+12/+7/+2 |
+8 |
+8 |
+4 |
|
1 |
1 |
1 |
— |
13th |
+13/+8/+3 |
+8 |
+8 |
+4 |
Camouflage |
1 |
1 |
1 |
— |
14th |
+14/+9/+4 |
+9 |
+9 |
+4 |
|
2 |
1 |
1 |
0 |
15th |
+15/+10/+5 |
+9 |
+9 |
+5 |
4th
favored enemy |
2 |
1 |
1 |
1 |
16th |
+16/+11/+6/+1 |
+10 |
+10 |
+5 |
|
2 |
2 |
1 |
1 |
17th |
+17/+12/+7/+2 |
+10 |
+10 |
+5 |
Hide
in plain sight |
2 |
2 |
2 |
1 |
18th |
+18/+13/+8/+3 |
+11 |
+11 |
+6 |
|
3 |
2 |
2 |
1 |
19th |
+19/+14/+9/+4 |
+11 |
+11 |
+6 |
|
3 |
3 |
3 |
2 |
20th |
+20/+15/+10/+5 |
+12 |
+12 |
+6 |
5th
favored enemy |
3 |
3 |
3 |
3 |
All
of the following are class features of the ranger.
Weapon
and Armor Proficiency: A ranger is proficient with all simple and martial weapons,
and with light armor and shields (except tower shields).
Favored
Enemy (Ex):
At 1st level, a ranger may select a type of creature from among those given on
Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen,
Sense Motive, Spot, and Survival checks when using these skills against
creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls
against such creatures.
At
5th level and every five levels thereafter (10th, 15th, and 20th level), the
ranger may select an additional favored enemy from those given on the table. In
addition, at each such interval, the bonus against any one favored enemy
(including the one just selected, if so desired) increases by 2.
If
the ranger chooses humanoids or outsiders as a favored enemy, he must also
choose an associated subtype, as indicated on the table. If a specific creature
falls into more than one category of favored enemy, the ranger’s bonuses do not
stack; he simply uses whichever bonus is higher.
Table:
Ranger Favored Enemies |
|
Type
(Subtype) |
Type
(Subtype) |
Aberration |
Humanoid
(reptilian) |
Animal |
Magical
beast |
Construct |
Monstrous
humanoid |
Dragon
|
Ooze
|
Elemental |
Outsider
(air) |
Fey |
Outsider
(chaotic) |
Giant |
Outsider
(earth) |
Humanoid
(aquatic) |
Outsider
(evil) |
Humanoid
(dwarf) |
Outsider
(fire) |
Humanoid
(elf) |
Outsider
(good) |
Humanoid
(goblinoid) |
Outsider
(lawful) |
Humanoid
(gnoll) |
Outsider
(native) |
Humanoid
(gnome) |
Outsider
(water) |
Humanoid
(halfling) |
Plant
|
Humanoid
(human) |
Undead
|
Humanoid
(orc) |
Vermin
|
Track: A ranger gains Track as a
bonus feat.
Wild
Empathy (Ex): A
ranger can improve the attitude of an animal. This ability functions just like
a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20
and adds his ranger level and his Charisma bonus 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 ranger and the animal must be able to study each other,
which means that they must be within 30 feet of one another under normal
visibility conditions. Generally, influencing an animal in this way takes 1
minute, but, as with influencing people, it might take more or less time.
The
ranger can also use this ability to influence a magical beast with an
Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Combat
Style (Ex):
At 2nd level, a ranger must select one of two combat styles to pursue: archery
or two-weapon combat. This choice affects the character’s class features but
does not restrict his selection of feats or special abilities in any way.
If
the ranger selects archery, he is treated as having the Rapid Shot feat, even
if he does not have the normal prerequisites for that feat.
If
the ranger selects two-weapon combat, he is treated as having the Two-Weapon
Fighting feat, even if he does not have the normal prerequisites for that feat.
The
benefits of the ranger’s chosen style apply only when he wears light or no
armor. He loses all benefits of his combat style when wearing medium or heavy
armor.
Endurance: A ranger gains Endurance
as a bonus feat at 3rd level.
Animal
Companion (Ex):
At 4th level, a ranger gains 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
may be added to the ranger’s list of options: crocodile, porpoise, Medium
shark, and squid. This animal is a loyal companion that accompanies the ranger
on his adventures as appropriate for its kind.
This
ability functions like the druid ability of the same name, except that the
ranger’s effective druid level is one-half his ranger level. A ranger may
select from the alternative lists of animal companions just as a druid can,
though again his effective druid level is half his ranger level. Like a druid,
a ranger cannot select an alternative animal if the choice would reduce his
effective druid level below 1st.
Spells: Beginning at 4th level, a
ranger gains the ability to cast a small number of divine spells, which are
drawn from the ranger spell list. A ranger must choose and prepare his spells
in advance (see below).
To
prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10
+ the spell level. The Difficulty Class for a saving throw against a ranger’s
spell is 10 + the spell level + the ranger’s Wisdom modifier.
Like
other spellcasters, a ranger can cast only a certain number of spells of each
spell level per day. His base daily spell allotment is given on Table: The
Ranger. In addition, he receives bonus spells per day if he has a high Wisdom
score. When Table: The Ranger indicates that the ranger gets 0 spells per day
of a given spell level, he gains only the bonus spells he would be entitled to
based on his Wisdom score for that spell level. The ranger does not have access
to any domain spells or granted powers, as a cleric does.
A
ranger prepares and casts spells the way a cleric does, though he cannot lose a
prepared spell to cast a cure spell in its place. A ranger may prepare
and cast any spell on the ranger spell list, provided that he can cast spells
of that level, but he must choose which spells to prepare during his daily
meditation.
Through
3rd level, a ranger has no caster level. At 4th level and higher, his caster
level is one-half his ranger level.
Improved
Combat Style (Ex): At 6th level, a ranger’s aptitude in his chosen combat style
(archery or two-weapon combat) improves. If he selected archery at 2nd level,
he is treated as having the Manyshot feat, even if he does not have the normal
prerequisites for that feat.
If
the ranger selected two-weapon combat at 2nd level, he is treated as having the
Improved Two-Weapon Fighting feat, even if he does not have the normal
prerequisites for that feat.
As
before, the benefits of the ranger’s chosen style apply only when he wears
light or no armor. He loses all benefits of his combat style when wearing
medium or heavy armor.
Woodland
Stride (Ex):
Starting at 7th level, a ranger may move through any sort of undergrowth (such
as natural thorns, briars, overgrown areas, and similar terrain) at his normal
speed and without taking damage or suffering any other impairment.
However,
thorns, briars, and overgrown areas that are enchanted or magically manipulated
to impede motion still affect him.
Swift
Tracker (Ex):
Beginning at 8th level, a ranger can move at his normal speed while following
tracks without taking the normal –5 penalty. He takes only a –10 penalty
(instead of the normal –20) when moving at up to twice normal speed while
tracking.
Evasion
(Ex): At
9th level, a ranger can avoid even magical and unusual attacks with great
agility. If he makes a successful Reflex saving throw against an attack that
normally deals half damage on a successful save, he instead takes no damage.
Evasion can be used only if the ranger is wearing light armor or no armor. A
helpless ranger does not gain the benefit of evasion.
Combat
Style Mastery (Ex): At 11th level, a ranger’s aptitude in his chosen combat
style (archery or two-weapon combat) improves again. If he selected archery at
2nd level, he is treated as having the Improved Precise Shot feat, even if he
does not have the normal prerequisites for that feat.
If
the ranger selected two-weapon combat at 2nd level, he is treated as having the
Greater Two-Weapon Fighting feat, even if he does not have the normal
prerequisites for that feat.
As
before, the benefits of the ranger’s chosen style apply only when he wears
light or no armor. He loses all benefits of his combat style when wearing
medium or heavy armor.
Camouflage
(Ex): A
ranger of 13th level or higher can use the Hide skill in any sort of natural
terrain, even if the terrain doesn’t grant cover or concealment.
Hide
in Plain Sight (Ex): While in any sort of natural terrain, a ranger of 17th level
or higher can use the Hide skill even while being observed.
ROGUE
Alignment: Any.
Hit
Die: d6.
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),
Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex),
Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump
(Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock
(Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis),
Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device
(Cha), and Use Rope (Dex).
Skill
Points at 1st Level: (8 + Int modifier) x 4.
Skill
Points at Each Additional Level: 8 + Int modifier.
Table:
The Rogue |
|||||
Level |
Base
Attack Bonus |
Fort
Save |
Ref
Save |
Will
Save |
Special |
1st |
+0 |
+0 |
+2 |
+0 |
Sneak
attack +1d6, trapfinding |
2nd |
+1 |
+0 |
+3 |
+0 |
Evasion |
3rd |
+2 |
+1 |
+3 |
+1 |
Sneak
attack +2d6, trap sense +1 |
4th |
+3 |
+1 |
+4 |
+1 |
Uncanny
dodge |
5th |
+3 |
+1 |
+4 |
+1 |
Sneak
attack +3d6 |
6th |
+4 |
+2 |
+5 |
+2 |
Trap
sense +2 |
7th |
+5 |
+2 |
+5 |
+2 |
Sneak
attack +4d6 |
8th |
+6/+1 |
+2 |
+6 |
+2 |
Improved
uncanny dodge |
9th |
+6/+1 |
+3 |
+6 |
+3 |
Sneak
attack +5d6, trap sense +3 |
10th |
+7/+2 |
+3 |
+7 |
+3 |
Special
ability |
11th |
+8/+3 |
+3 |
+7 |
+3 |
Sneak
attack +6d6 |
12th |
+9/+4 |
+4 |
+8 |
+4 |
Trap
sense +4 |
13th |
+9/+4 |
+4 |
+8 |
+4 |
Sneak
attack +7d6, special ability |
14th |
+10/+5 |
+4 |
+9 |
+4 |
— |
15th |
+11/+6/+1 |
+5 |
+9 |
+5 |
Sneak
attack +8d6, trap sense +5 |
16th |
+12/+7/+2 |
+5 |
+10 |
+5 |
Special
ability |
17th |
+12/+7/+2 |
+5 |
+10 |
+5 |
Sneak
attack +9d6 |
18th |
+13/+8/+3 |
+6 |
+11 |
+6 |
Trap
sense +6 |
19th |
+14/+9/+4 |
+6 |
+11 |
+6 |
Sneak
attack +10d6, special ability |
20th |
+15/+10/+5 |
+6 |
+12 |
+6 |
— |
All
of the following are class features of the rogue.
Weapon
and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand
crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with
light armor, but not with shields.
Sneak
Attack:
If a rogue can catch an opponent when he is unable to defend himself effectively
from her attack, she can strike a vital spot for extra damage.
The
rogue’s attack deals extra damage any time her target would be denied a
Dexterity bonus to AC (whether the target actually has a Dexterity bonus or
not), or when the rogue flanks her target. This extra damage is 1d6 at 1st
level, and it increases by 1d6 every two rogue levels thereafter. Should the
rogue score a critical hit with a sneak attack, this extra damage is not
multiplied.
Ranged
attacks can count as sneak attacks only if the target is within 30 feet.
With
a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that
deals nonlethal damage instead of lethal damage. She cannot use a weapon that
deals lethal damage to deal nonlethal damage in a sneak attack, not even with
the usual –4 penalty.
A
rogue can sneak attack only living creatures with discernible anatomies—undead,
constructs, oozes, plants, and incorporeal creatures lack vital areas to
attack. Any creature that is immune to critical hits is 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 such a spot. A rogue cannot sneak attack
while striking a creature with concealment or striking the limbs of a creature
whose vitals are beyond reach.
Trapfinding: 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, or 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 study
a trap, figure out how it works, and bypass it (with her party) without
disarming it.
Evasion
(Ex): At
2nd level and higher, a rogue can avoid even magical and unusual attacks with
great agility. If she 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 the rogue is wearing light armor or no
armor. A helpless rogue does not gain the benefit of evasion.
Trap
Sense (Ex):
At 3rd level, a rogue gains an intuitive sense that alerts her to danger from
traps, giving her 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 to +2 when the
rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she
reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap
sense bonuses gained from multiple classes stack.
Uncanny
Dodge (Ex):
Starting at 4th level, a rogue can react to danger before her senses would
normally allow her to do so. She retains her Dexterity bonus to AC (if any)
even if she is caught flat-footed or struck by an invisible attacker. However,
she still loses her Dexterity bonus to AC if immobilized.
If
a rogue already has uncanny dodge from a different class she automatically
gains improved uncanny dodge (see below) instead.
Improved
Uncanny Dodge (Ex): A rogue of 8th level or higher can no longer be flanked.
This
defense denies another rogue the ability to sneak attack the character by
flanking her, unless the attacker has at least four more rogue levels than the
target does.
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 rogue
level required to flank the character.
Special
Abilities:
On attaining 10th level, and at every three levels thereafter (13th, 16th, and
19th), a rogue gains a special ability of her choice from among the following
options.
Crippling
Strike (Ex): A
rogue with this ability can sneak attack opponents with such precision that her
blows weaken and hamper them. An opponent damaged by one of her sneak attacks
also takes 2 points of Strength damage. Ability points lost to damage return on
their own at the rate of 1 point per day for each damaged ability.
Defensive
Roll (Ex): The
rogue can roll with a potentially lethal blow to take less damage from it than
she otherwise would. Once per day, when she would be reduced to 0 or fewer hit
points 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. To use this ability,
the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save
succeeds, she takes only half damage from the blow; if it fails, she takes full
damage. She must be aware of the attack and able to react to it in order to
execute her defensive roll—if she is denied her Dexterity bonus to AC, she
can’t use this ability. 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 (Ex): This
ability works like evasion, except that while the rogue still takes no damage
on a successful Reflex saving throw against attacks henceforth she henceforth
takes only half damage on a failed save. A helpless rogue does not gain the
benefit of improved evasion.
Opportunist
(Ex): 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 attack 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 becomes so certain in the use of certain skills that she can use them
reliably even under adverse conditions.
Upon
gaining this ability, she selects a number of skills equal to 3 + her
Intelligence modifier. When making a skill check with one of these skills, she
may take 10 even if stress and distractions would normally prevent her from
doing so. A rogue may gain this special ability multiple times, selecting additional
skills for it to apply to each time.
Slippery
Mind (Ex): This
ability represents the rogue’s ability to wriggle free from magical effects
that would otherwise control or compel her. If a rogue with slippery mind is
affected by an enchantment spell or effect and fails her saving throw, she can
attempt it again 1 round later at the same DC. She gets only this one extra
chance to succeed on
her
saving throw.
Feat:
A rogue
may gain a bonus feat in place of a special ability.
SORCERER
Alignment: Any.
Hit
Die: d4.
The
sorcerer’s class skills (and the key ability for each skill) are Bluff (Cha),
Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis),
and Spellcraft (Int).
Skill
Points at 1st Level: (2 + Int modifier) x 4.
Skill
Points at Each Additional Level: 2 + Int modifier.
Table:
The Sorcerer |
|||||||||||||||
|
|
|
|
|
|
——––———————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 |
+0 |
+0 |
+2 |
Summon
familiar |
5 |
3 |
— |
— |
— |
— |
— |
— |
— |
— |
2nd |
+1 |
+0 |
+0 |
+3 |
|
6 |
4 |
— |
— |
— |
— |
— |
— |
— |
— |
3rd |
+1 |
+1 |
+1 |
+3 |
|
6 |
5 |
— |
— |
— |
— |
— |
— |
— |
— |
4th |
+2 |
+1 |
+1 |
+4 |
|
6 |
6 |
3 |
— |
— |
— |
— |
— |
— |
— |
5th |
+2 |
+1 |
+1 |
+4 |
|
6 |
6 |
4 |
— |
— |
— |
— |
— |
— |
— |
6th |
+3 |
+2 |
+2 |
+5 |
|
6 |
6 |
5 |
3 |
— |
— |
— |
— |
— |
— |
7th |
+3 |
+2 |
+2 |
+5 |
|
6 |
6 |
6 |
4 |
— |
— |
— |
— |
— |
— |
8th |
+4 |
+2 |
+2 |
+6 |
|
6 |
6 |
6 |
5 |
3 |
— |
— |
— |
— |
— |
9th |
+4 |
+3 |
+3 |
+6 |
|
6 |
6 |
6 |
6 |
4 |
— |
— |
— |
— |
— |
10th |
+5 |
+3 |
+3 |
+7 |
|
6 |
6 |
6 |
6 |
5 |
3 |
— |
— |
— |
— |
11th |
+5 |
+3 |
+3 |
+7 |
|
6 |
6 |
6 |
6 |
6 |
4 |
— |
— |
— |
— |
12th |
+6/+1 |
+4 |
+4 |
+8 |
|
6 |
6 |
6 |
6 |
6 |
5 |
3 |
— |
— |
— |
13th |
+6/+1 |
+4 |
+4 |
+8 |
|
6 |
6 |
6 |
6 |
6 |
6 |
4 |
— |
— |
— |
14th |
+7/+2 |
+4 |
+4 |
+9 |
|
6 |
6 |
6 |
6 |
6 |
6 |
5 |
3 |
— |
— |
15th |
+7/+2 |
+5 |
+5 |
+9 |
|
6 |
6 |
6 |
6 |
6 |
6 |
6 |
4 |
— |
— |
16th |
+8/+3 |
+5 |
+5 |
+10 |
|
6 |
6 |
6 |
6 |
6 |
6 |
6 |
5 |
3 |
— |
17th |
+8/+3 |
+5 |
+5 |
+10 |
|
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
4 |
— |
18th |
+9/+4 |
+6 |
+6 |
+11 |
|
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
5 |
3 |
19th |
+9/+4 |
+6 |
+6 |
+11 |
|
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
4 |
20th |
+10/+5 |
+6 |
+6 |
+12 |
|
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
Table:
Sorcerer Spells Known |
||||||||||
|
———————— Spells Known
—–——————— |
|||||||||
Level |
0 |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
1st |
4 |
2 |
— |
— |
— |
— |
— |
— |
— |
— |
2nd |
5 |
2 |
— |
— |
— |
— |
— |
— |
— |
— |
3rd |
5 |
3 |
— |
— |
— |
— |
— |
— |
— |
— |
4th |
6 |
3 |
1 |
— |
— |
— |
— |
— |
— |
— |
5th |
6 |
4 |
2 |
— |
— |
— |
— |
— |
— |
— |
6th |
7 |
4 |
2 |
1 |
— |
— |
— |
— |
— |
— |
7th |
7 |
5 |
3 |
2 |
— |
— |
— |
— |
— |
— |
8th |
8 |
5 |
3 |
2 |
1 |
— |
— |
— |
— |
— |
9th |
8 |
5 |
4 |
3 |
2 |
— |
— |
— |
— |
— |
10th |
9 |
5 |
4 |
3 |
2 |
1 |
— |
— |
— |
— |
11th |
9 |
5 |
5 |
4 |
3 |
2 |
— |
— |
— |
— |
12th |
9 |
5 |
5 |
4 |
3 |
2 |
1 |
— |
— |
— |
13th |
9 |
5 |
5 |
4 |
4 |
3 |
2 |
— |
— |
— |
14th |
9 |
5 |
5 |
4 |
4 |
3 |
2 |
1 |
— |
— |
15th |
9 |
5 |
5 |
4 |
4 |
4 |
3 |
2 |
— |
— |
16th |
9 |
5 |
5 |
4 |
4 |
4 |
3 |
2 |
1 |
— |
17th |
9 |
5 |
5 |
4 |
4 |
4 |
3 |
3 |
2 |
— |
18th |
9 |
5 |
5 |
4 |
4 |
4 |
3 |
3 |
2 |
1 |
19th |
9 |
5 |
5 |
4 |
4 |
4 |
3 |
3 |
3 |
2 |
20th |
9 |
5 |
5 |
4 |
4 |
4 |
3 |
3 |
3 |
3 |
All
of the following are class features of the sorcerer.
Weapon
and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are
not proficient with any type of armor or shield. Armor of any type interferes
with a sorcerer’s gestures, which can cause his spells with somatic components
to fail.
Spells: A sorcerer casts arcane
spells which are drawn primarily from the sorcerer/wizard spell list. He can
cast any spell he knows without preparing it ahead of time, the way a wizard or
a cleric must (see below).
To
learn or cast a spell, a sorcerer must have a Charisma score equal to at least
10 + the spell level. The Difficulty Class for a saving throw against a
sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier.
Like
other spellcasters, a sorcerer can cast only a certain number of spells of each
spell level per day. His base daily spell allotment is given on Table: The
Sorcerer. In addition, he receives bonus spells per day if he has a high
Charisma score.
A
sorcerer’s selection of spells is extremely limited. A sorcerer begins play
knowing four 0-level spells and two 1st-level spells of your choice. At each
new sorcerer level, he gains one or more new spells, as indicated on Table:
Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer
knows is not affected by his Charisma score; the numbers on Table: Sorcerer
Spells Known are fixed.) These new spells can be common spells chosen from the
sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has
gained some understanding of by study. The sorcerer can’t use this method of
spell acquisition to learn spells at a faster rate, however.
Upon
reaching 4th level, and at every even-numbered sorcerer level after that (6th,
8th, and so on), a sorcerer can choose to learn a new spell in place of one he
already knows. In effect, the sorcerer “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
sorcerer spell the sorcerer can cast. A sorcerer 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.
Unlike
a wizard or a cleric, a sorcerer 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 spells
per day for that spell level. He does not have to decide ahead of time which
spells he’ll cast.
Familiar: A sorcerer can obtain a
familiar (see below). Doing so takes 24 hours and uses up magical materials
that cost 100 gp. A familiar is a magical beast that resembles a small animal
and is unusually tough and intelligent. The creature serves as a companion and
servant.
The sorcerer
chooses the kind of familiar he gets. As the sorcerer advances in level, his
familiar also increases in power.
If
the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a
DC 15 Fortitude saving throw. Failure means he loses 200 experience points per
sorcerer level; success reduces the loss to one-half that amount. However, a
sorcerer’s experience point total can never go below 0 as the result of a
familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced
for a year and day. A slain familiar can be raised from the dead just as a
character can be, and it does not lose a level or a Constitution point when
this happy event occurs.
A
character with more than one class that grants a familiar may have only one familiar
at a time.
WIZARD
Alignment: Any.
Hit
Die: d4.
The
wizard’s class skills (and the key ability for each skill) are Concentration
(Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken
individually) (Int), Profession (Wis), and Spellcraft (Int). See Chapter 4:
Skills for
skill
descriptions.
Skill Points
at 1st Level: (2 + Int
modifier) x4.
Skill
Points at Each Additional Level: 2 + Int modifier.
Table:
The Wizard |
|||||||||||||||
|
|
|
|
|
|
——–———————
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 |
+0 |
+0 |
+2 |
Summon
familiar, Scribe
Scroll |
3 |
1 |
— |
— |
— |
— |
— |
— |
— |
— |
2nd |
+1 |
+0 |
+0 |
+3 |
|
4 |
2 |
— |
— |
— |
— |
— |
— |
— |
— |
3rd |
+1 |
+1 |
+1 |
+3 |
|
4 |
2 |
1 |
— |
— |
— |
— |
— |
— |
— |
4th |
+2 |
+1 |
+1 |
+4 |
|
4 |
3 |
2 |
— |
— |
— |
— |
— |
— |
— |
5th |
+2 |
+1 |
+1 |
+4 |
Bonus
feat |
4 |
3 |
2 |
1 |
— |
— |
— |
— |
— |
— |
6th |
+3 |
+2 |
+2 |
+5 |
|
4 |
3 |
3 |
2 |
— |
— |
— |
— |
— |
— |
7th |
+3 |
+2 |
+2 |
+5 |
|
4 |
4 |
3 |
2 |
1 |
— |
— |
— |
— |
— |
8th |
+4 |
+2 |
+2 |
+6 |
|
4 |
4 |
3 |
3 |
2 |
— |
— |
— |
— |
— |
9th |
+4 |
+3 |
+3 |
+6 |
|
4 |
4 |
4 |
3 |
2 |
1 |
— |
— |
— |
— |
10th |
+5 |
+3 |
+3 |
+7 |
Bonus
feat |
4 |
4 |
4 |
3 |
3 |
2 |
— |
— |
— |
— |
11th |
+5 |
+3 |
+3 |
+7 |
|
4 |
4 |
4 |
4 |
3 |
2 |
1 |
— |
— |
— |
12th |
+6/+1 |
+4 |
+4 |
+8 |
|
4 |
4 |
4 |
4 |
3 |
3 |
2 |
— |
— |
— |
13th |
+6/+1 |
+4 |
+4 |
+8 |
|
4 |
4 |
4 |
4 |
4 |
3 |
2 |
1 |
— |
— |
14th |
+7/+2 |
+4 |
+4 |
+9 |
|
4 |
4 |
4 |
4 |
4 |
3 |
3 |
2 |
— |
— |
15th |
+7/+2 |
+5 |
+5 |
+9 |
Bonus
feat |
4 |
4 |
4 |
4 |
4 |
4 |
3 |
2 |
1 |
— |
16th |
+8/+3 |
+5 |
+5 |
+10 |
|
4 |
4 |
4 |
4 |
4 |
4 |
3 |
3 |
2 |
— |
17th |
+8/+3 |
+5 |
+5 |
+10 |
|
4 |
4 |
4 |
4 |
4 |
4 |
4 |
3 |
2 |
1 |
18th |
+9/+4 |
+6 |
+6 |
+11 |
|
4 |
4 |
4 |
4 |
4 |
4 |
4 |
3 |
3 |
2 |
19th |
+9/+4 |
+6 |
+6 |
+11 |
|
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
3 |
3 |
20th |
+10/+5 |
+6 |
+6 |
+12 |
Bonus
feat |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
All
of the following are class features of the wizard.
Weapon
and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow,
light crossbow, and quarterstaff, but not with any type of armor or shield.
Armor of any type interferes with a wizard’s movements, which can cause her
spells with somatic components to fail.
Spells: A wizard casts arcane
spells which are drawn from the sorcerer/ wizard spell list. A wizard must
choose and prepare her spells ahead of time (see below).
To
learn, prepare, or cast a spell, the wizard must have an Intelligence score
equal to at least 10 + the spell level. The Difficulty Class for a saving throw
against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence
modifier.
Like
other spellcasters, a wizard can cast only a certain number of spells of each
spell level per day. Her base daily spell allotment is given on Table: The
Wizard. In addition, she receives bonus spells per day if she has a high
Intelligence score.
Unlike
a bard or sorcerer, a wizard may know any number of spells. She must choose and
prepare her 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.
Bonus
Languages:
A wizard may substitute Draconic for one of the bonus languages available to
the character because of her race.
Familiar: A wizard can obtain a
familiar in exactly the same manner as a sorcerer can. See the sorcerer
description and the information on Familiars below for details.
Scribe
Scroll:
At 1st level, a wizard gains Scribe Scroll as a bonus feat.
Bonus
Feats: At
5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such
opportunity, she can choose a metamagic feat, an item creation feat, or Spell
Mastery. The wizard must still meet all prerequisites for a bonus feat,
including caster level minimums.
These
bonus feats are in addition to the feat that a character of any class gets from
advancing levels. The wizard is not limited to the categories of item creation
feats, metamagic feats, or Spell Mastery when choosing these feats.
Spellbooks: A wizard must study her
spellbook each day to prepare her spells. She cannot prepare any spell not
recorded in her spellbook, except for read magic, which all wizards can
prepare from memory.
A
wizard begins play with a spellbook containing all 0-level wizard spells (except
those from her prohibited school or schools, if any; see School Specialization,
below) plus three 1st-level spells of your choice. For each point of
Intelligence bonus the wizard has, the spellbook holds one additional 1st-level
spell of your choice. At each new wizard level, she gains two new spells of any
spell level or levels that she can cast (based on her new wizard level) for her
spellbook. At any time, a wizard can also add spells found in other wizards’
spellbooks to her own.
SCHOOL
SPECIALIZATION
A
school is one of eight groupings of spells, each defined by a common theme. If
desired, a wizard may specialize in one school of magic (see below).
Specialization allows a wizard to cast extra spells from her chosen school, but
she then never learns to cast spells from some other schools.
A
specialist wizard can prepare one additional spell of her specialty school per
spell level each day. She also gains a +2 bonus on Spellcraft checks to learn
the spells of her chosen school.
The
wizard must choose whether to specialize and, if she does so, choose her
specialty at 1st level. At this time, she must also give up two other schools
of magic (unless she chooses to specialize in divination; see below), which
become her prohibited schools.
A
wizard can never give up divination to fulfill this requirement.
Spells
of the prohibited school or schools are not available to the wizard, and she
can’t even cast such spells from scrolls or fire them from wands. She may not
change either her specialization or her prohibited schools later.
The
eight schools of arcane magic are abjuration, conjuration, divination,
enchantment, evocation, illusion, necromancy, and transmutation.
Spells
that do not fall into any of these schools are called universal spells.
Abjuration:
Spells
that protect, block, or banish. An abjuration specialist is called an abjurer.
Conjuration:
Spells
that bring creatures or materials to the caster. A conjuration specialist is
called a conjurer.
Divination:
Spells
that reveal information. A divination specialist is called a diviner. Unlike
the other specialists, a diviner must give up only one other school.
Enchantment:
Spells
that imbue the recipient with some property or grant the caster power over
another being. An enchantment specialist is called an enchanter.
Evocation:
Spells
that manipulate energy or create something from nothing. An evocation
specialist is called an evoker.
Illusion:
Spells
that alter perception or create false images. An illusion specialist is called
an illusionist.
Necromancy:
Spells
that manipulate, create, or destroy life or life force. A necromancy specialist
is called a necromancer.
Transmutation:
Spells
that transform the recipient physically or change its properties in a more
subtle way. A transmutation specialist is called a transmuter.
Universal:
Not a
school, but a category for spells that all wizards can learn. A wizard cannot
select universal as a specialty school or as a prohibited school. Only a
limited number of spells fall into this category.
FAMILIARS
A
familiar is a normal animal that gains new powers and becomes a magical beast
when summoned to service by a sorcerer or wizard. It retains the appearance,
Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal
animal it once was, but it is treated as a magical beast instead of an animal
for the purpose of any effect that depends on its type. Only a normal,
unmodified animal may become a familiar. An animal companion cannot also
function as a familiar.
A
familiar also grants special abilities to its master (a sorcerer or wizard), as
given on the table below. These special abilities apply only when the master
and familiar are within 1 mile of each other.
Levels
of different classes that are entitled to familiars stack for the purpose of
determining any familiar abilities that depend on the master’s level.
Familiar |
Special |
Bat
|
Master
gains a +3 bonus on Listen checks |
Cat
|
Master
gains a +3 bonus on Move Silently checks |
Hawk
|
Master
gains a +3 bonus on Spot checks in bright light |
Lizard
|
Master
gains a +3 bonus on Climb checks |
Owl
|
Master
gains a +3 bonus on Spot checks in shadows |
Rat
|
Master
gains a +2 bonus on Fortitude saves |
Raven1
|
Master
gains a +3 bonus on Appraise checks |
Snake2
|
Master
gains a +3 bonus on Bluff checks |
Toad
|
Master
gains +3 hit points |
Weasel
|
Master
gains a +2 bonus on Reflex saves |
1 A raven familiar can
speak one language of its master’s choice as a supernatural ability. |
|
2 Tiny viper. |
Familiar
Basics: Use
the basic statistics for a creature of the familiar’s kind, but make the
following
changes:
Hit
Dice: For
the purpose of effects related to number of Hit Dice, use the master’s
character level or the familiar’s normal HD total, whichever is higher.
Hit
Points: The
familiar has one-half the master’s total hit points (not including temporary
hit points), rounded down, regardless of its actual Hit Dice.
Attacks:
Use the
master’s base attack bonus, as calculated from all his classes. Use the
familiar’s Dexterity or Strength modifier, whichever is greater, to get the
familiar’s melee attack bonus with natural weapons.
Damage
equals that of a normal creature of the familiar’s kind.
Saving
Throws: For
each saving throw, use either the familiar’s base save bonus (Fortitude +2,
Reflex +2, Will +0) or the master’s (as calculated from all his classes),
whichever is better. The familiar uses its own ability modifiers to saves, and
it doesn’t share any of the other bonuses that the master might have on saves.
Skills:
For each
skill in which either the master or the familiar has ranks, use either the
normal skill ranks for an animal of that type or the master’s skill ranks,
whichever are better. In either case, the familiar uses its own ability
modifiers. Regardless of a familiar’s total skill modifiers, some skills may
remain beyond the familiar’s ability to use.
Familiar
Ability Descriptions: All familiars have special abilities (or impart abilities to
their masters) depending on the master’s combined level in classes that grant
familiars, as shown on the table below. The abilities given on the table are
cumulative.
Natural
Armor Adj.: The
number noted here is an improvement to the familiar’s existing natural armor
bonus.
Int:
The
familiar’s Intelligence score.
Alertness
(Ex): While
a familiar is within arm’s reach, the master gains the Alertness feat.
Improved
Evasion (Ex): When
subjected to an attack that normally allows a Reflex saving throw for half
damage, a familiar takes no damage if it makes a successful saving throw and
half damage even if the saving throw fails.
Share
Spells: At
the master’s option, he may have any spell (but not any spell-like ability) he
casts on himself also affect his familiar. The familiar must be within 5 feet
at the time of casting to receive the benefit.
If
the spell or effect has a duration other than instantaneous, it stops affecting
the familiar if it moves farther than 5 feet away and will not affect the
familiar again even if it returns to the master before the duration expires.
Additionally, the master may cast a spell with a target of “You” on his
familiar (as a touch range spell) instead of on himself.
A
master and his familiar can share spells even if the spells normally do not
affect creatures of the familiar’s type (magical beast).
Empathic
Link (Su): The
master has an empathic link with his familiar out to a distance of up to 1
mile. The master cannot see through the familiar’s eyes, but they can
communicate empathically. Because of the limited nature of the link, only
general emotional content can be communicated.
Because
of this empathic link, the master has the same connection to an item or place
that his familiar does.
Deliver
Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver
touch spells for him. If the master and the familiar are in contact at the time
the master casts a touch spell, he can designate his familiar as the “toucher.”
The familiar can then deliver the touch spell just as the master could. As
usual, if the master casts another spell before the touch is delivered, the
touch spell dissipates.
Speak
with Master (Ex): If the master is 5th level or higher, a familiar and the
master can communicate verbally as if they were using a common language. Other
creatures do not understand the communication without magical help.
Speak
with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can
communicate with animals of approximately the same kind as itself (including
dire varieties): bats with bats, rats with rodents, cats with felines, hawks
and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians,
weasels with similar creatures (weasels, minks, polecats, ermines, skunks,
wolverines, and badgers). Such communication is limited by the intelligence of
the conversing creatures.
Spell
Resistance (Ex): If the master is 11th level or higher, a familiar gains spell
resistance equal to the master’s level + 5. To affect the familiar with a
spell, another spellcaster must get a result on a caster level check (1d20 +
caster level) that equals or exceeds the familiar’s spell resistance.
Scry
on Familiar (Sp): If the master is 13th level or higher, he may scry on his
familiar (as if casting the scrying spell) once per day.
Master
Class Level |
Natural
Armor Adj. |
Int
|
Special |
1st–2nd
|
+1
|
6
|
Alertness,
improved evasion, share spells, empathic link |
3rd–4th
|
+2
|
7
|
Deliver
touch spells |
5th–6th
|
+3
|
8
|
Speak
with master |
7th–8th
|
+4
|
9
|
Speak
with animals of its kind |
9th–10th
|
+5
|
10
|
— |
11th–12th
|
+6
|
11
|
Spell
resistance |
13th–14th
|
+7
|
12
|
Scry
on
familiar |
15th–16th
|
+8
|
13
|
— |
17th–18th
|
+9
|
14
|
— |
19th–20th
|
+10
|
15
|
— |
ARCANE
SPELLS AND ARMOR
Wizards
and sorcerers do not know how to wear armor effectively.
If
desired, they can wear armor anyway (though they’ll be clumsy in it), or they
can gain training in the proper use of armor (with the various Armor
Proficiency feats—light, medium, and heavy—and the Shield Proficiency feat), or
they can multiclass to add a class that grants them armor proficiency. Even if
a wizard or sorcerer is wearing armor with which he or she is proficient,
however, it might still interfere with spellcasting.
Armor
restricts the complicated gestures that a wizards or sorcerer must make while
casting any spell that has a somatic component (most do). The armor and shield
descriptions list the arcane spell failure chance for different armors and
shields.
By
contrast, bards not only know how to wear light armor effectively, but they can
also ignore the arcane spell failure chance for such armor. A bard wearing
armor heavier than light or using any type of shield incurs the normal arcane
spell failure chance, even if he becomes proficient with that armor.
If
a spell doesn’t have a somatic component, an arcane spellcaster can cast it
with no problem while wearing armor. Such spells can also be cast even if the
caster’s hands are bound or if he or she is grappling (although Concentration
checks still apply normally). Also, the metamagic feat Still Spell allows a
spellcaster to prepare or cast a spell at one spell level higher than normal
without the somatic component. This also provides a way to cast a spell while
wearing armor without risking arcane spell failure.
MULTICLASS
CHARACTERS
A character may add new classes as he or she progresses in level, thus becoming a multiclass character. The class abilities from a character’s different classes combine to determine a multiclass character’s overall abilities. Multiclassing improves a character’s versatility at the expense of focus.
CLASS AND LEVEL
FEATURES
As
a general rule, the abilities of a multiclass character are the sum of the
abilities of each of the character’s classes.
Level: “Character level” is a
character’s total number of levels. It is used to determine when feats and
ability score boosts are gained.
“Class
level” is a character’s level in a particular class. For a character whose
levels are all in the same class, character level and class level are the same.
Hit
Points: A
character gains hit points from each class as his or her class level increases,
adding the new hit points to the previous total.
Base
Attack Bonus:
Add the base attack bonuses acquired for each class to get the character’s base
attack bonus. A resulting value of +6 or higher provides the character with
multiple attacks.
Saving
Throws:
Add the base save bonuses for each class together.
Skills: If a skill is a class
skill for any of a multiclass character’s classes, then character level
determines a skill’s maximum rank. (The maximum rank for a class skill is 3 +
character level.)
If
a skill is not a class skill for any of a multiclass character’s classes, the
maximum rank for that skill is one-half the maximum for a class skill.
Class
Features:
A multiclass character gets all the class features of all his or her classes
but must also suffer the consequences of the special restrictions of all his or
her classes. (Exception: A character who acquires the barbarian class
does not become illiterate.)
In
the special case of turning undead, both clerics and experienced paladins have
the same ability. If the character’s paladin level is 4th or higher, her
effective turning level is her cleric level plus her paladin level minus 3.
In
the special case of uncanny dodge, both experienced barbarians and experienced
rogues have the same ability. When a barbarian/rogue would gain uncanny dodge a
second time (for her second class), she instead gains improved uncanny dodge,
if she does not already have it. Her barbarian and rogue levels stack to
determine the rogue level an attacker needs to flank her.
In
the special case of obtaining a familiar, both wizards and sorcerers have the
same ability. A sorcerer/wizard stacks his sorcerer and wizard levels to
determine the familiar’s natural armor, Intelligence score, and special
abilities.
Feats:
A
multiclass character gains feats based on character levels, regardless of
individual class level
Ability
Increases:
A multiclass character gains ability score increases based on character level,
regardless of individual class level.
Spells: The character gains
spells from all of his or her spellcasting classes and keeps a separate spell
list for each class. If a spell’s effect is based on the class level of the
caster, the player must keep track of which class’s spell list the character is
casting the spell from.