FANDOM


ArtificerEdit

(Eberron Campaign Setting variant, p. 29)

Artificers are perhaps the ultimate magical dabblers.

 ====Hit die====

d6

AlignmentEdit

Any

Starting goldEdit

5d4 x 10gp

Skill pointsEdit

4 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Artificers are proficient with all simple weapons, with light and medium armor, and with shields (except tower shields).

Infusions: An artificer is not a spellcaster, but he does have the ability to imbue items with magical infusions. Infusions are neither arcane nor divine; they are drawn from the artificer infusion list (see Chapter 5: Magic). They function just like spells and follow all the rules for spells. For example, an infusion can be dispelled, it will not function in an antimagic area, and an artificer must make a Concentration check if injured while imbuing an item with an infusion.

An artificer can imbue an item with any infusion from the list without preparing the infusion ahead of time. Unlike a sorcerer or bard, he does not select a subset of the available infusions as his known infusions; he has access to every infusion on the list that is of a level he can use.

It is possible for an artificer to learn infusions that are not on the normal artificer infusion list. These might include ancient infusions he finds in the ruins of Xen'drik or secret infusions known only to the members of certain guilds or organizations. When he encounters such an infusion, an artificer can attempt to learn it by making a Spellcraft check (DC 20 + spell level). If this check succeeds, he adds the infusion to his list. If not, he can try again when he gains another rank in Spellcraft, assuming he still has access to the new infusion. To imbue an item with an infusion, an artificer must have an Intelligence score equal to at least 10 + the infusion level (Int 11 for lst-level infusions, Int 12 for 2nd-level infusions, and so forth). Infusions never allow saving throws.

Like spellcasters, an artificer can use only a certain number of infusions of a particular level per day. His base daily infusion allotment is given on the accompanying table. In addition, he receives extra infusions per day if he has a sufficiently high Intelligence score (see Table 1—1: Ability Modifiers and Bonus Spells, page 8 of the Player's Handbook).

An artificer's infusions can only be imbued into an item or a construct (including warforged). He cannot, for example, simply imbue an ally with bull's strength. He must instead imbue that ability into an item his ally is wearing. The item then functions as a belt of giant strength for the duration of the infusion. He can, however, imbue bull's strength directly on a construct or a character with the living construct subtype, and infusions such as repair light damage and iron construct function only when imbued on such characters.

Many infusions have long casting times, often 1 minute or more. An artificer can spend 1 action point to imbue any infusion in 1 round (like a spell that takes 1 round to cast).

Like a spellcaster, an artificer can apply item creation feats and metamagic feats to his infusions. Like a sorcerer, an artificer can apply a metamagic feat to an infusion spontaneously, but doing this requires extra time. An artificer can craft alchemical items as though he were a spellcaster.

An artificer cannot automatically use a spell trigger or spell completion item if the equivalent spell appears on his infusion list. For example, an artificer must still employ the Use Magic Device skill to use a wand of light, even though light appears on his infusion list.

Each day, an artificer must focus his mind on his infusions. He needs 8 hours of rest, after which he spends 15 minutes concentrating. During this period, the artificer readies his mind to hold his daily allotment of infusions. Without such a period of time to refresh himself, the character does not regain the infusion slots he used up the day before. Any infusions used within the last 8 hours count against the artificer's daily limit.

Craft Reserve: An artificer receives a pool of points he can spend instead of experience points when crafting a magic item. Each time the artificer gains a new level, he receives a new craft reserve; leftover points from the previous level do not carry over. If the points are not spent, they are lost. An artificer can also use his craft reserve to supplement the XP cost of the item he is making, taking a portion of the cost from his craft reserve and a portion from his own XP.

Artificer Knowledge: An artificer can make a special artificer knowledge check with a bonus equal to his artificer level + his Int modifier to detect whether a specific item has a magical aura.

The artificer must hold and examine the object for 1 minute. A successful check against DC 15 determines that the object has magical qualities, but does not reveal the specific powers of the item.

An artificer cannot take 10 or take 20 on this check. A particular item can only be examined in this fashion one time; if the check fails, the artificer can learn no more about that object.

Artisan Bonus: An artificer gains a +2 bonus on Use Magic Device checks to activate an item of a kind for which he has the prerequisite item creation feat. For example, an artificer who has the Craft Wand feat gains a +2 bonus on checks to use a spell from a wand.

Disable Trap: An artificer 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 the trap.

An artificer can use the Disable Device skill to disarm magic traps. Usually the DC is 25 + the level of the spell used to create the trap.

An artificer 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 his party) without disarming it.

Item Creation (Ex): An artificer can create a magic item even if he does not have access to the spells that are prerequisites for the item. The artificer must make a successful Use Magic Device check (DC 20 + caster level) to emulate each spell normally required to create the item. Thus, to make a lst-level wand of magic missile, an artificer would need a Use Magic Device check result of 21 or higher.' To create a bottle of air (caster level 7th), he would need a check result of 27 or higher to emulate the water breathing prerequisite.

The artificer must make a successful check for each prerequisite for each item he makes. If he fails a check, he can try again each day until the item is complete (see Creating Magic Items, page 282 of the Dungeon Master's Guide). If he comes to the end of the crafting time and he has still not successfully emulated one of the powers, he can make one final check—his last-ditch effort, even if he has already made a check that day. If that check also fails, then the creation process fails and the time, money, andXP expended to craft the item are lost.

For purposes of meeting item prerequisites, an artificer's effective caster level equals his artificer level +2. If the item duplicates a spell effect, however, it uses the artificer's actual level as its caster level. Costs are always determined using the item's minimum caster level or the artificer's actual level (if it is higher). Thus, a 3rd-level artificer can make a scroll of fireball, since the minimum caster level for fireball is 5th. He pays the normal cost for making such a scroll with a caster level of 5th: 5 X 3 X 12.5 = 187 gp and 5 sp, plus 15 XP. But the scroll's actual caster level is only 3rd, and it produces a weak fireball that deals only 3d6 points of damage.

An artificer can also make Use Magic Device checks to emulate nonspell requirements, including alignment and race, using the normal DCs for the skill. He cannot emulate skill or feat requirements, however, including item creation feat prerequisites. He must meet the caster level prerequisite, including the minimum level to cast a spell he stores in a potion, wand, or scroll.

An artificer's infusions do not meet spell prerequisites for creating magic items. For example, an artificer must still employ the Use Magic Device skill to emulate the light spell to create a wand of light, even though light appears on his infusion list.

Bonus Feat: An artificer gains every item creation feat as a bonus feat at or near the level at which it becomes available to spellcasters. He gets Scribe Scroll as a bonus feat at 1st level, Brew Potion at 2nd level, Craft Wondrous Item at 3rd level, Craft Magic Arms and Armor at 5th level, Craft Wand at 7th level, Craft Rod at 9th level, Craft Staff at 12th level, and Forge Ring at 14th level.

In addition, an artificer gains a bonus feat at 4th level and every four levels thereafter (8th, 12th, 16th, and 20th). For each of these bonus feats, the artificer must choose a metamagic feat or a feat from the following list: Attune Magic Weapon, Craft Construct (see the Monster Manual, page 303), Exceptional Artisan, Extra Rings, Extraordinary Artisan, Legendary Artisan, Wand Mastery.

Craft Homunculus (Ex): At 4th level, an artificer can create a homunculus as if he had the Craft Construct feat. He must emulate the spell requirements (arcane eye, mending, and mirror image) as normal for making a magic item, and he must pay all the usual gold and XP costs (though he can spend points from his craft reserve). An artificer can also upgrade an existing homunculus that he owns, adding 1 Hit Die at a cost of 2,000 gp and 160 XP.

If an artificer gives his homunculus more than 6 Hit Dice, it becomes a Small creature and advances as described in the Monster Manual (+4 Str, —2 Dex, damage increases to Id6). The homunculus also gains 10 extra hit points for being a Small construct.

An artificer's homunculus can have as many Hit Dice as its master's Hit Dice minus 2. No matter how many Hit Dice it has, a homunculus never grows larger than Small.

Retain Essence (Su): At 5th level, an artificer gains the ability to salvage the XP from a magic item and use those points to create another magic item. The artificer must spend a day with the item, and he must also have the appropriate item creation feat for the item he is salvaging. After one day, the item is destroyed and the artificer adds the XP it took to create the item to his craft reserve. These points are lost if the artificer does not use them before gaining his next level.

For example, an artificer wants to retain the essence of a wand of summon monster IV that has 20 charges. Originally created (like all wands) with 50 charges, it required 840 XP when initially made, or 16.8 XP (840 – 50) per charge. The artificer is able to recover the XP from the remaining charges. He puts 336 XP (16.8 X 20) into his craft reserve.

Metamagic Spell Trigger (Su): At 6th level, an artificer gains the ability to apply a metamagic feat he knows to a spell trigger item (generally a wand). He must have the appropriate item creation feat for the spell trigger item he is using. Using this ability expends additional charges from the item equal to the number of effective spell levels the metamagic feat would add to a spell.

For example, an artificer can quicken a spell cast from a wand by spending 5 charges (4 additional charges), empower the spell by spending 3 charges, or trigger it silently by spending 2 charges. The Still Spell feat confers no benefit when applied to a spell trigger item.

An artificer cannot use this ability when using a spell trigger item that does not have charges, such as prayer beads.

Metamagic Spell Completion (Su): At 11th level, an artificer gains the ability to apply a metamagic feat he knows to a spell completion item (generally a scroll). He must have the appropriate item creation feat for the spell completion item he is using. The DC for the Use Magic Device check is equal to 20 + (3 X the modified level of the spell). For example, applying the Empower Spell feat to a scroll of cone of cold, creating a 7th-level effect, has a DC of 20 + (3 X 7), or 41. An artificer can use this ability a number of times per day equal to 3 + his Int modifier.

Skill Mastery: At 13th level, an artificer can take 10 when making a Spellcraft or Use Magic Device check, even if stress and distractions would normally prevent him from doing so. This ability circumvents the normal rule that a character may not take 10 on a Use Magic Device check.

Artificer Options: A number of the additional options in this book make good choices for an artificer. Feats: Attune Magic Weapon, Bind Elemental, Exceptional Artisan, Extra Rings, Extraordinary Artisan, Legendary Artisan, Wand Mastery.

AdvancementEdit

Infusions per Day
Level BAB Fort Ref Will Special Craft Reserve 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +0 +2 Artificer knowledge, artisan bonus, disable trap, item creation, Scribe Scroll 20 2
2nd +1 +0 +0 +3 Brew Potion 40 3
3rd +2 +1 +1 +3 Craft Wondrous Item 60 3 1
4th +3 +1 +1 +4 Craft homunculus, bonus feat 80 3 2
5th +3 +1 +1 +4 Craft Magic Arms and Armor, retain essence 100 3 3 1
6th +4 +2 +2 +5 Metamagic spell trigger 150 3 3 2
7th +5 +2 +2 +5 Craft Wand 200 3 3 2
8th +6/+1 +2 +2 +6 Bonus feat 250 3 3 3 1
9th +6/+1 +3 +3 +6 Craft Rod 300 3 3 3 2
10th +7/+2 +3 +3 +7 400 3 3 3 2
11th +8/+3 +3 +3 +7 Metamagic spell completion 500 3 3 3 2 1
12th +9/+4 +4 +4 +8 Craft Staff, bonus feat 700 3 3 3 2 2
13th +9/+4 +4 +4 +8 Skill mastery 900 3 3 3 3 2
14th +10/+5 +4 +4 +9 Forge Ring 1,200 4 3 3 3 3 1
15th +11/+6/+1 +5 +5 +9 1,500 4 4 3 3 3 2
16th +12/+7/+2 +5 +5 +10 Bonus feat 2,000 4 4 4 3 3 2
17th +12/+7/+2 +5 +5 +10 2,500 4 4 4 4 3 3
18th +13/+8/+3 +6 +6 +11 3,000 4 4 4 4 4 3
19th +14/+9/+4 +6 +6 +11 4,000 4 4 4 4 4 4
20th +15/+10/+5 +6 +6 +12 Bonus feat 5,000 4 4 4 4 4 4

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Appraise INT
Concentration CON
Craft INT
Disable Device INT
Knowledge (arcana) INT
Knowledge (architecture and engineering) INT
Knowledge (the planes) INT
Open Lock DEX
Profession WIS
Search INT
Spellcraft INT
Use Magic Device CHA

BarbarianEdit

(Player's Handbook v.3.5 variant, p. 24)

Hit dieEdit

d12

Starting goldEdit

4d4 x 10

Skill pointsEdit

4 + Int

Class FeaturesEdit

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. For example, a human barbarian has a speed of 40 feet, rather than 30 feet, when wearing light or no armor. When wearing medium armor or carrying a medium load, his speed drops to 30 feet. A halfling barbarian has a speed of 30 feet, rather than 20 feet, in light or no armor. When wearing medium armor or carrying a medium load, his speed drops to 20 feet.

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 screaming blood frenzy a certain number of times per day. In a rage, a barbarian gains phenomenal strength and durability but becomes reckless and less able to defend himself. He 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; see Temporary Hit Points, page 146.) 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 (see Initiative, page 136), not in response to someone else's action. A barbarian can't, for example, fly into a rage when struck down by an arrow in order to get the extra hit points from the increased Constitution, although the extra hit points would be of benefit if he had gone into a rage earlier in the round, before the arrow struck.

Uncanny Dodge (Ex): At 2nd level, a barbarian gains the ability to react to danger before his senses would normally allow him to do so. He 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 (a barbarian with at least four levels of rogue, for example), he automatically gains improved uncanny dodge (see below) instead.

Trap Sense (Ex): Starting at 3rd level, a barbarian has an intuitive sense that alerts him to danger from traps, giving him 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; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. 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 the ability to shrug off some amount of injury from each blow or attack. 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.

Ex-BarbariansEdit

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).

AdvancementEdit

Level BAB Fort Ref Will 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

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Climb STR
Craft INT
Handle Animal CHA
Intimidate CHA
Jump STR
Listen WIS
Ride DEX
Survival WIS
Swim STR

BardEdit

(Player's Handbook v.3.5 variant, p. 26)

Wanderers who rely upon their knowledge and use performing skills for magic.

Hit dieEdit

d6

AlignmentEdit

Any Nonlawful

Skill pointsEdit

6 + Int

Class FeaturesEdit

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).

Because the somantic components required for bard spells are relatively simple, 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 Known
Level 0th 1st 2nd 3rd 4th 5th 6th
1st 4
2nd 5 1
3rd 6 3
4th 6 3 1
5th 6 4 3
6th 6 4 3
7th 6 4 4 1
8th 6 4 4 3
9th 6 4 4 3
10th 6 4 4 4 1
11th 6 4 4 4 3
12th 6 4 4 4 3
13th 6 4 4 4 4 1
14th 6 4 4 4 4 3
15th 6 4 4 4 4 3
16th 6 5 4 4 4 4 1
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

Spells: A bard casts arcane spells (the same type of spells available to sorcerers and wizards), which are drawn from the bard spell list (page 181). He can cast any spell he knows without preparing it ahead of time the way a wizard or cleric must (see below). 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 level (Cha 10 for 0-level spells, Cha 11 fro 1st-level spells and so forth). 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: 3-4 The Bard. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1-1: Ability Modifiers and Bonus Spells, page 8). When Table 3-4 indicates that the bard gets 0 spells per day of a given spell level (for instance 1st-level spells for a 2nd-level bard), 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 (all called cantrips) of your choice. At most new bard levels, he gains one or more new spells, as indicated on Table 3-5: Bard Spell Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score; the numbers on Table 3-5 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. For instance, upon reaching 5th-level, a bard could trade in a single 0-level spell (two levels lower than the highest level he can cast, which is 2nd) for a different 0-level spell. At 8t level, he could trade in a single 0-level or 1st-level spell (since he can now cast 3rd-level bard spells) for a different spell of the same level. 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. For example, at 1st level, Gimble the bard can cast two 0-level spells per day for being 1st level (see Table 3-4: The Bard). However, knows four 0-level spells: detect magic, ghost sound, light, and read magic (see Table 3-5: Bard Spell Known). Thus on any given day, he can cast some combination of those four spells a total of two times. He does not have to decide ahead of time which spells he can cast.

Bardic Knowledge: A bard picks up a lot of stray knowledge while wondering the land and learning stories from other bards. He 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.)

DC Type of Knowledge Examples
10 Common, known by at least a substantial minority of the local population. A local mayor's reputation for drinking; common legends about powerful places of mystery.
20 Uncommon but available, known by only a few people in the area. Local priest's shady past; legends about a powerful magical item.
25 Obscure, known by a few, hard to come by. A knights family history; legends about a minor place of mystery or magic item.
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. A mighty wizard's childhood nickname; the history of a petty magical item.

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. x

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), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component (see Components, page 174), 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 (such as sound burst or command spell) 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. Depending on the task the ally has at hand, the bard may use his bardic music to lift the ally's spirits, to help him or her focus mentally or in some other way. 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. The DM may rule that certain uses of this ability are infeasible — chanting to make the rogue move more quietly, for example, is self-defeating. 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 + ½ 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 such as sleep. 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. Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.

Ex-BardEdit

A bard who becomes lawful in alignment cannot progress in levels as a bard, though he retains all his bard abilities.

AdvancementEdit

Spells per Day
Level BAB Fort Ref Will Special 0th 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

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
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 (arcana) INT
Knowledge (architecture and engineering) INT
Knowledge (dungeoneering) INT
Knowledge (geography) INT
Knowledge (history) INT
Knowledge (local) INT
Knowledge (nature) INT
Knowledge (nobility and royalty) INT
Knowledge (psionics) INT
Knowledge (religion) INT
Knowledge (the planes) INT
Listen WIS
Move Silently DEX
Perform CHA
Profession WIS
Sense Motive WIS
Sleight of Hand DEX
Speak Language None
Spellcraft INT
Swim STR
Tumble DEX
Use Magic Device CHA

ClericEdit

(Player's Handbook v.3.5 variant, p. 30)

Hit dieEdit

d8

AlignmentEdit

Within one step of deity. Exception: A cleric can only be neutral if his deity is also nuetral.

Skill pointsEdit

2 + Int

Class FeaturesEdit

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).

Every deity has a favored weapon (see Deities, page 106), and his or her clerics consider it a point of pride to wield that weapon. A cleric who chooses the War domain receives the Weapon Focus feat related to that 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. See Chapter 5: Feats for details.

Deity Alignment Domains Typical Worshipers
Heironeous, god of valor Lawful good Good, Law, War Paladins, fighters, monks
Moradin, god of the dwarves Lawful good Earth, Good, Law, Protection Dwarves
Yondalla, goddess of the halflings Lawful good Good, Law, Protection Halflings
Ehlonna, goddess of the woodlands Neutral good Animal, Good, Plant, Sun Elves gnomes, half-elves, halflings, rangers, druids
Garl Glittergold, god of the gnomes Neutral good Good, Protection, Trickery Gnomes
Pelor, god of the sun Neutral good Good, Healing, Strength, Sun Rangers, bards
Corellon Larethian, god of the elves Chaotic good Chaos, Good, Protection, War Elves, half-elves, bards
Kord, god of Strength Chaotic good Chaos, Good, Luck, Fighters, barbarians, rogues, athletes
Wee Jas, goddess of death and magic Lawful neutral Death, Law, Magic Wizards, necromancers, sorcerers
St. Cuthbert, god of retribution Lawful neutral Destruction, Law, Protection, Strength Fighters, monks, soldiers
Boccob, god of magic Neutral Knowledge, Magic, Trickery Wizards, sorcerers, sages
Fharlanghn, god of roads Neutral Luck, Protection, Travel Bards, adventurers, merchants
Obad-Hai, god of nature Neutral Air, Animal, Earth, Fire, Plant, Water Druids, barbarians, rangers
Olidammara, god of thieves Chaotic neutral Chaos, Luck, Trickery Rogues, bards, thieves
Hextor, god of tyranny Lawful evil Destruction, Evil, Law, War Evil fighters, monks
Nerull, god of death Neutral evil Death, Evil, Trickery Evil necromancers, rogues
Vecna, god of secrets Neutral evil Evil, Knowledge, Magic Evil wizards, sorcerers, rogues, spies
Erythnul, god of slaughter Chaotic evil Chaos, Evil, Trickery, War Evil fighters, barbarians, rogues
Gruumsh, god of the orcs Chaotic evil Chaos, Evil, Strength, War Half-orcs, orcs

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 (the same type of spells available to the druid, paladin, and ranger), which are drawn from the cleric spell list (page 183). 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 (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). 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 3–7: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table 1–1: Ability Modifiers and Bonus Spells, page 8). 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 do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them through their own strength of faith or as divine inspiration. 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. Typically, this hour is at dawn or noon for good clerics and at dusk or midnight for evil ones. 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 (page 183), 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: Choose a deity for your cleric. Sample deities are listed on Table 3–7: Deities and described on page 106–108. The cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. You may also choose for your cleric to have no deity.

If the typical worshipers of a deity include the members of a race, a cleric must be of the indicated race to choose that deity as his own. (The god may have occasional worshipers of other races, but not clerics.)

When you have chosen an alignment and a deity for your cleric, choose two domains from among those given on Table 3–7 for the deity. While the clerics of a particular religion are united in their reverence for their deity, each cleric emphasizes different aspects of the deity’s interests. You can select an alignment domain (Chaos, Evil, Good, or Law) for your cleric only if his alignment matches that domain.

If your cleric is not devoted to a particular deity, you still select two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.

Each domain gives your cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. Your 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 (page 183), a cleric can prepare it only in his domain spell slot. Domain spells and granted powers are given in Cleric Domains, pages 185–189.

For example, Jozan is a 1st-level cleric of Pelor. He chooses Good and Healing (from Pelor’s domain options) as his two domains. He gets the granted powers of both his selected domains. The Good domain allows him to cast all spells with the good descriptor at +1 caster level (as if he were one level higher as a cleric) as a granted power, and it gives him access to protection from evil as a 1st-level domain spell. The Healing domain allows him to cast all healing subschool spells of the conjuration school at +1 caster level as a granted power, and it gives him access to cure light wounds as a 1st-level domain spell. When Jozan prepares his spells, he gets one 1st-level spell for being a 1st-level cleric, one bonus 1st-level spell for having a high Wisdom score (15), and one domain spell. The domain spell must be one of the two to which he has access, either protection from evil or cure light wounds.

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). For example, a good cleric who has prepared command (a 1st-level spell) may lose command in order to cast cure light wounds (also a 1st-level spell). Clerics of good deities can cast cure spells in this way because they are especially proficient at wielding positive energy.

An evil cleric (or a neutral cleric of an evil deity), on the other hand, can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in 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), depending on whether the cleric is more proficient at wielding positive or negative energy. Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead (see below). Exceptions: All lawful neutral clerics of Wee Jas (goddess of death and magic) convert prepared spells to inflict spells, not cure spells. All clerics of St. Cuthbert (god of retribution) and all nonevil clerics of Obad-Hai (god of nature) convert prepared spells to cure spells, not inflict spells.

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). For example, a good cleric (or a neutral cleric of a good deity) cannot cast evil spells. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions (see Chapter 11: Spells).

Turn or Rebuke Undead (Su): Any cleric, regardless of alignment, has the power to affect undead creatures (such as skeletons, zombies, ghosts, and vampires) by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead, page 159).

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., forcing them to cower in awe of his power. If your character is a neutral cleric of a neutral deity, you must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once you make this choice, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see above). Exceptions: All lawful neutral clerics of Wee Jas (goddess of death and magic) rebuke or command undead. All clerics of St. Cuthbert (god of retribution) and all nonevil clerics of Obad-Hai (god of nature) turn of destroy undead. 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 (see Race and Languages, page 12, and the Speak Language skill, page 82).

Ex-ClericsEdit

A cleric who grossly violates the code of conduct required by his god (generally by acting in ways opposed to the god’s alignment or purposes) 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, page 201).

AdvancementEdit

Spells per Day 1
Level BAB Fort Ref Will Special 0th 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.

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Concentration CON
Craft INT
Diplomacy CHA
Heal WIS
Knowledge (arcana) INT
Knowledge (history) INT
Knowledge (religion) INT
Knowledge (the planes) INT
Profession WIS
Spellcraft INT

Dragonmark HeirEdit

(Eberron Campaign Setting variant, p. 73)

Dragonmark heirs have the ability to improve the dragonmarks they have manifested, as well as to develop additional abilities related to their dragonmarks.

RequirementsEdit

Feats: Favored in House , Least Dragonmark

Race: Member of appropriate dragonmarked race and house.

Skills: 7 ranks in any two skills.

Hit dieEdit

d8

Skill pointsEdit

4 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Dragonmark heirs gain no proficiency with any weapons, armor, or shields.

Lesser Dragonmark: A dragonmark heir manifests the lesser dragonmark of her house. She receives the Lesser Dragonmark feat as a bonus feat without having to meet the skill rank prerequisite.

House Status: A dragonmark heir uses her level in this class as a bonus on all Charisma-related checks when dealing with members of her own house.

Additional Action Points: At 2nd level and beyond, a dragonmark heir's maximum action points per level is increased by 2.

Improved Least Dragonmark: Beginning at 2nd level, a dragonmark heir gains improved mastery of her least dragonmark. She can select a second spell-like ability associated with the least dragonmark for her house, or she can use the least dragonmark spell-like ability she already possesses one additional time per day.

Improved Lesser Dragonmark: Starting at 3rd level, a dragonmark heir gains improved mastery of her lesser dragonmark. She can select a second spell-like ability associated with the lesser dragonmark for her house, or she can use the lesser dragonmark spell-like ability she already possesses one additional time per day.

Greater Dragonmark: At 4th level, a dragonmark heir manifests the greater dragonmark of her house. She receives the Greater Dragonmark feat as a bonus feat without having to meet the skill rank prerequisite.

Improved Greater Dragonmark: At 5th level, a dragonmark heir gains improved mastery of her greater dragonmark. She can use the greater dragonmark spell-like ability she already possesses one additional time per day.

AdvancementEdit

Level BAB Fort Ref Will Special
1st +0 +2 +2 +2 Lesser Dragonmark, house status
2nd +1 +3 +3 +3 Additional action points, improved least dragonmark
3rd +2 +3 +3 +3 Improved lesser dragonmark
4th +3 +4 +4 +4 Greater Dragonmark
5th +3 +4 +4 +4 Improved greater dragonmark

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Appraise INT
Bluff CHA
Diplomacy CHA
Gather Information CHA
Intimidate CHA
Knowledge (arcana) INT
Knowledge (nobility and royalty) INT
Perform CHA
Ride DEX
Sense Motive WIS
Speak Language None
Spellcraft INT

DruidEdit

(Player's Handbook v.3.5 variant, p. 33)

Hit dieEdit

d8

AlignmentEdit

One aspect must be Neutral

Skill pointsEdit

4 + Int

Class FeaturesEdit

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, page 246) 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 (the same type of spells available to the cleric, paladin, and ranger), which are drawn from the druid spell list (page 189). 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 (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). 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 3–8: The Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–1: Ability Modifiers and Bonus Spells, page8). 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 (page 189), 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. For example, a druid who has preparedrepel vermin (a 4th-level spell) may lose repel vermin in order to cast summon nature’s ally IV (also a 4th-level spell).

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). For example, a neutral good druid cannot cast evil spells. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions (see Chapter 11: Spells).

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 (see Race and Languages, page 12, and the Speak Language skill, page 82).

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 DM’s campaign takes place wholly or partly in an aquatic environment, the DM may add the following creatures to the druid’s list of options: 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 in the sidebar on page 36. As a druid advances in level, the animal’s power increases as shown on the table in the sidebar.

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 the sidebar). 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 in the sidebar 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.) For example, a 6th-level druid could select a leopard as an animal companion. The leopard would have characteristics and special abilities as if the druid were 3rd level (taking into account the –3 adjustment) instead of 6th level.

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex): A druid can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions just like a Diplomacy check made to improve the attitude of a person (see Chapter 4: Skills). 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 (such as a basilisk or a girallon), 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 (such as dryads, pixies, and sprites).

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 (see the Monster Manual). This ability functions like the alternate form special ability (see the Monster Manual), except as noted here. 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. Each time you use wild shape, you regain lost hit points as if you had rested for a night.

Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid's feet.

The form chosen must be that of an animal the druid is familiar with. For example, a druid who has never been outside a temperate forest could not become a polar bear.

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 3–8: 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. For instance, a druid can’t take the form of a dire bear (a Large creature that always has at least 12 HD) until 12th level, even though she can begin taking Large forms at 8th level.

At 12th level, a druid becomes able to use wild shape to change into a plant creature, such as a shambling mound, 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, such as a tree or a rose bush.)

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 (humanoid, in most cases).

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 disguise self (page 222) spell. This affects the druid’s body but not her possessions. It is not an illusory effect, but a minor physical alteration of the druid’s appearance, within the limits described for the spell.

Timeless Body (Ex): After attaining 15th level, a druid no longer takes ability score penalties for aging (see Table 6–5: Aging Effects, page 109) 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.

Ex-DruidsEdit

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, page 201).

THE DRUID’S ANIMAL COMPANIONEdit

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 Nat 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
18-20th +12 +12 +6 7

Animal Companion Basics: Use the base statistics for a creature of the companion’s kind, as given in the Monster Manual, 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 (such as the ranger) such 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 (see the Monster Manual).

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, page 74). 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’s devotion to its master is so complete that it 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 (see the Monster Manual for details on this feat) 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 COMPANIONSEdit

As explained in the text on page 35, 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) Dire weasel
Bear, black (animal) Leopard (animal)
Bison (animal) Lizard, monitor (animal)
Boar (animal) Shark, Large 1 (animal)
Cheetah (animal) Snake, constrictor (animal)
Crocodile (animal) 1 Snake, Large viper (animal)
Dire badger Wolverine (animal)
Dire bat
7th Level or Higher (Level –6)
Bear, brown (animal) Dire wolverine
Crocodile, giant (animal) Elasmosaurus 1 (dinosaur)
Deinonychus (dinosaur) Lion (animal)
Dire ape Rhinoceros (animal)
Dire boar Snake, Huge viper (animal)
Dire wolf Tiger (animal)
10th Level or Higher (Level –9)
Bear, polar (animal) Shark, Huge 1 (animal)
Dire lion Snake, giant constrictor (animal)
Megaraptor (dinosaur) Whale, orca 1 (animal)
13th Level or Higher (Level –12)
Dire bear Elephant (animal)
Octopus, giant 1 (animal)
16th Level or Higher (Level –15)
Dire shark 1 Triceratops (dinosaur)
Dire tiger Tyrannosaurus (dinosaur)
Squid, giant 1 (animal))

1 Available only in an aquatic environment.

AdvancementEdit

Spells per Level
Level BAB Fort Ref Will Special 0th 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

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
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
Swim STR

Eldeen RangerEdit

(Eberron Campaign Setting variant, p. 74)

An Eldeen ranger learns special techniques and abilities that help him to fulfill the goal of his sect.

RequirementsEdit

Base Attack Bonus: +5

Skills: Knowledge (nature) 6 ranks , Survival 8 ranks

Feats: Track

Alignment: Requirement varies by sect: Ashbound: No restriction. Children of Winter: Any nongood. Gatekeepers: Any nonevil. Greensingers: Any chaotic. Wardens of the Wood: Any nonevil.

Special: Favored enemy class feature.

Also, before taking his first level in this class, a character must train in the Eldeen Reaches with other members of the sect that he wishes to join.

Hit dieEdit

d8

Skill pointsEdit

6 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Eldeen rangers are proficient with all simple and martial weapons, and with light armor and shields (except tower shields).

Sect Ability I: Each of the five major sects within the Eldeen Reaches embraces a different aspect of nature. At 1st level, an Eldeen ranger must select a sect. This choice provides him with a defensive ability unique to his sect.

Ashbound — Resist the Arcane (Ex): An Ashbound Eldeen ranger gains a +2 bonus on saving throws to resist arcane spells. (This bonus does not apply to saves against spelllike or supernatural abilities.)

Children of Winter — Resist Poison (Ex): A Child of Winter Eldeen ranger gains a + 2 bonus on saving throws against poison.

Gatekeepers — Resist Corruption (Ex): A Gatekeeper Eldeen ranger gains a +2 bonus on saving throws to resist the spelllike, supernatural, and psionic abilities of aberrations.

Greensingers — Resist Nature's Lure (Ex): A Greensinger Eldeen ranger gains a + 4 bonus on saving throws against the spell-like abilities of fey.

Wardens of the Wood — Nature Sense (Ex): A Warden of the Wood Eldeen ranger gains a +2 bonus on Knowledge (nature) and Survival checks.

Hated Foe (Ex): At 2nd level and higher, when he attacks a creature that is his favored enemy, an Eldeen ranger can spend 1 action point to make a mighty attack against that creature. (This expenditure allows the Eldeen ranger to make this special attack; do not add the action point die roll to the attack roll.) If the mighty attack hits, it deals double damage.

Sect Ability II: At 3rd level, an Eldeen ranger gains a new ability related to his sect.

Ashbound — Ferocity (Ex): An Ashbound Eldeen ranger continues to fight without penalty even while disabled or dying.

Children of Winter — Resist Corruption (Ex): A Child of Winter Eldeen ranger gains immunity to disease, and he also gains a +2 bonus on saving throws against mind-affecting spells and abilities (charms, compulsions, phantasms, patterns, and morale effects).

Gatekeepers — Darkvision (Ex): A Gatekeeper Eldeen ranger gains darkvision out to 60 feet. If he already has darkvision, the radius of its effect increases by 30 feet.

Greensingers — Unearthly Grace (Su): A Greensinger Eldeen ranger adds his Charisma bonus (if any) as a modifier to his saving throws.

Wardens of the Wood — Improved Critical (Ex): A Warden of t he Wood Eldeen ranger gains the Improved Critical feat for a thrown or ranged weapon of his choice.

Favored Enemy (Ex): At 4th level, an Eldeen ranger gains a favored enemy. This ability works just like the ranger's favored enemy ability, and it allows the Eldeen ranger to increase the bonus against one of his favored enemies as if he had just gained another favored enemy from his ranger class.

Sect Ability III: At 5th level, an Eldeen ranger gains a final ability related to his sect.

Ashbound — Spell Resistance (Ex): An Ashbound Eldeen ranger gains spell resistance 20.

Children of Winter — Touch of Contagion (Su): A Child of Winter Eldeen ranger gains the ability to spread disease, as the contagion spell, three times per day.

Gatekeepers — Slippery Mind (Ex): A Gatekeeper Eldeen ranger gains the ability to wriggle free from magical effects that would otherwise compel him. If the character is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw.

Greensingers — Damage Reduction (Su): A Greensinger Eldeen ranger gains damage reduction 3/cold iron.

Wardens of the Wood — Smite Evil (Su): Once per day, a Warden of the Wood Eldeen ranger can attempt to smite evil with one normal melee attack. He adds his Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per Eldeen ranger level. If the character accidentally smites a creature that is not evil, the smite has no effect but the ability is still used up for the day.

THE DRUID SECTSEdit

Each druid in Eberron belongs to one of the druid sects described below.

Ashbound: This fanatical sect takes the traditional beliefs of the druids to dangerous extremes. Its members seek to protect the wilds and preserve the natural order, using a very broad definition of "unnatural" to determine their actions. They consider arcane and divine magic to be unnatural, for example, and go out of their way to strike at farms and ranches that attempt to confine or cultivate nature. The Ashbound prefer to avoid killing; their goal is to encourage their targets to abandon their unnatural ways and embrace the harmony of nature.

Children of Winter: Death, being a part of the natural order, draws some to its dark source of power. The Children of Winter seek to cleanse the land through blight, disease, and cold, believing that the strong will survive to populate the great spring that lies beyond their darkwinter. The end of the current age is coming, as evidenced by the creation of the Mournland, and the Children of Winter see themselves as agents of nature—cleansing Khorvaire so that it can bloom anew.

Gatekeepers: The Gatekeepers protect nature from unnatural threats, specifically aberrations, fiends, and other ancient evils. See Chapter 8: Organizations for additional information about this druid sect.

Greensingers: This small druid sect maintains a strong bond with the fey of the Eldeen Reaches. As wild and chaotic as the forest spirits they revere, the Greensingers embrace revelry as they dance through the magical world of the forest and the fey.

Wardens of the Wood: The largest and most influential of the Eldeen sects, the Wardens of the Wood guard the plains and forests. They are most closely connected to the Great Druid Oalian. See Chapter 8: Organizations for additional information about this druid sect.

AdvancementEdit

Level BAB Fort Ref Will Special
1st +1 +2 +2 +0 Sect ability I
2nd +2 +3 +3 +0 Hated foe
3rd +3 +3 +3 +1 Sect ability II
4th +4 +4 +4 +1 Favored enemy
5th +5 +4 +4 +1 Sect ability III

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Climb STR
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
Use Rope DEX

Exorcist of the Silver FlameEdit

(Eberron Campaign Setting variant, p. 77)

Exorcists of the Silver Flame lead the Church of the Silver Flame's efforts in combating extraplanar threats.

RequirementsEdit

Base Attack Bonus: +3

Alignment: Any good

Skills: Knowledge (the planes) 3 ranks , Knowledge (religion) 8 ranks

Spells: Able to cast 1st-level divine spells.

Special: Worshiper of the Silver Flame.

Hit dieEdit

d8

Skill pointsEdit

2 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Exorcists of the Silver Flame gain no proficiency with any weapons, armor, or shields.

Spells per Day: At 2nd level and at the higher levels indicated on the table, when a new exorcist of the Silver Flame level is gained, the character gains new spells per day as if she had also gained a cleric or paladin level. She does not, however, gain any other benefit a character of that class would have gained (improved ability to turn undead and so on). This essentially means that she adds these exorcist of the Silver Flame levels to her levels in cleric or paladin, then determines spells per day and caster level accordingly.

If a character had levels in both cleric and paladin before she became an exorcist of the Silver Flame, she must decide to which class she adds each level of exorcist for the purpose of determining spells per day.

Flame of Censure (Su): An exorcist of the Silver Flame can manifest the mystical power of the Silver Flame to ward off outsiders with the evil subtype. The exorcist makes a Charisma check and consults Table 8—9: Turning Undead, page 159 of the Player's Handbook, using her character level to determine the most powerful outsider she can affect. She then rolls 2d6 + her level in this class + her Cha modifier for turning damage. Using both her character level and class level in this manner means that she is more likely to affect a single powerful outsider, but unlikely to censure more than one of them.

A censured outsider is stunned for 1 round by the power of the Silver Flame channeled through the exorcist. If the exorcist's character level is at least twice the outsider's Hit Dice, she banishes the outsider back to its home plane. An exorcist can use this ability a number of times per day equal to 3 + her Cha modifier.

Weapon of the Exorcist (Su): An exorcist of the Silver Flame chooses a weapon with which she dispenses the will of the church. The chosen weapon must be a weapon that the exorcist of the Silver Flame is proficient with, and must have been in her possession for the last 24 hours. While wielding this weapon, the exorcist has a +1 sacred bonus on damage rolls, and she treats it as a magic weapon for the purpose of overcoming damage reduction.

An exorcist of the Silver Flame may only have one weapon of the exorcist at a time.

Weapon of Silver (Su): Starting at 2nd level, an exorcist of the Silver Flame wielding her chosen weapon treats the weapon as silver as well as magic for the purpose of overcoming damage reduction.

Darkvision (Ex): If she does not already have it, an exorcist of the Silver Flame gains darkvision out to 30 feet at 3rd level. The radius of the effect increases to 60 feet at 6th level.

Resist Possession (Su): Beginning at 3rd level, an exorcist of the Silver Flame receives a + 4 sacred bonus on saving throws against possession, including magic jar spells, ghostly malevolence, and fiendish possession. She also receives a +2 sacred bonus on saving throws against all charm and compulsion spells and effects cast by evil outsiders or undead.

Smite Evil (Su): Starting at 3rd level, once per day an exorcist of the Silver Flame can 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 exorcist level. If an exorcist accidentally smites a creature that is not evil, the smite has no effect but the ability is still used up for that day. An exorcist who is also a paladin and/or cleric adds her daily uses of this ability from each class together, and adds her exorcist level to her paladin level and/or cleric level to determine extra damage. For example, a 5th-level cleric/10th-level paladin/3rd-level exorcist of the Silver Flame can smite evil four times per day (3/day from her paladin levels and I/day from her exorcist levels) and deals an extra 18 points of damage on a successful smite.

At 7th level and higher, an exorcist can smite evil one additional time per day.

Detect Thoughts (Sp): Beginning at 4th level, an exorcist of the Silver Flame can use detect thoughts at will, as the spell. The save DC is 10 + exorcist's class level + exorcist's Cha modifier.

Weapon of Good (Su): Starting at 4th level, an exorcist of the Silver Flame wielding her chosen weapon treats the weapon as good-aligned, silver, and magic for the purpose of overcoming damage reduction.

Silver Exorcism (Su): At 5th level and higher, an exorcist of the Silver Flame gains a +2 bonus on Charisma checks to force possessing spirits out of the bodies they inhabit, as well as on all dispel checks and caster level checks to harm, banish, or overcome the spell resistance of evil outsiders. This includes dispel checks to dispel a summon monster spell when the summoned monster is an evil outsider. However, the bodies they inhabit take 1d6 points of sacred damage.

Weapon of Flame (Su): Starting at 6th level, an exorcist of the Silver Flame wielding her chosen weapon deals an extra 1d6 points of fire damage on a successful hit.

Weapon of Law (Su): Starting at 8th level, an exorcist of the Silver Flame wielding her chosen weapon treats the weapon as lawful-aligned, good-aligned, silver, and magic for the purpose of overcoming damage reduction.

Weapon of Sacred Flame (Su): Starting at 9th level, an exorcist of the Silver Flame wielding her chosen weapon deals an extra 1d6 points of sacred damage on a successful hit.

Warding Flame (Su): At 10th level, an exorcist of the Silver Flame can bathe herself in silver flame as a free action. As long as the warding flame covers her, she gains a +2 sacred bonus to Armor Class and saving throws. In addition, she gains spell resistance 25 against evil spells and spells cast by evil creatures.

Any evil creature that makes a successful melee attack against an exorcist of the Silver Flame while she is bathed in her warding flame must make a Fortitude save (DC 20 + exorcist's Cha modifier) or be blinded.

The warding flame also provides bright illumination up to 30 feet from the exorcist and shadowy illumination up to 60 feet. It can be dismissed at any time.

AdvancementEdit

Level BAB Fort Ref Will Special Spells per Day
1st +1 +2 +0 +2 Flame of censure, weapon of the exorcist
2nd +2 +3 +0 +3 Weapon of silver +1 level of existing class
3rd +3 +3 +1 +3 Darkvision 30 ft., resist possession, smite evil 1/day +1 level of existing class
4th +4 +4 +1 +4 Detect thoughts at will, weapon of good
5th +5 +4 +1 +4 Silver exorcism +1 level of existing class
6th +6 +5 +2 +5 Darkvision 60 ft., weapon of flame +1 level of existing class
7th +7 +5 +2 +5 Smite evil 2/day
8th +8 +6 +2 +6 Weapon of law +1 level of existing class
9th +9 +6 +3 +6 Weapon of sacred flame +1 level of existing class
10th +10 +7 +3 +7 Warding flame

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Concentration CON
Craft INT
Intimidate CHA
Knowledge (arcana) INT
Knowledge (religion) INT
Knowledge (the planes) INT
Profession WIS
Sense Motive WIS
Spellcraft INT

Extreme ExplorerEdit

(Eberron Campaign Setting variant, p. 79)

The extreme explorer is the iconic action hero of Eberron.

RequirementsEdit

Base Attack Bonus: +4

Skills: Knowledge (dungeoneering) 4 ranks , Survival 4 ranks

Feats: Action Boost

Hit dieEdit

d8

Skill pointsEdit

6 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Extreme explorers gain no proficiency with any weapons, armor, or shields.

Additional Action Points: An extreme explorer's maximum action points per level increases by 2.

Trap Sense (Ex): An extreme explorer has an intuitive sense that alerts him to danger from traps, providing a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to Armor Class against attacks made by traps. These bonuses increase by 1 every two extreme explorer levels thereafter (to +2 at 3rd and +3 at 5th level). Trap sense bonuses gained from multiple classes stack.

Dodge Bonus (Ex): At 2nd level, an extreme explorer's intuitive sense expands to combat. When not encumbered and wearing light armor or unarmored, he gains a +1 dodge bonus to his Armor Class. At 4th level this bonus increases to +2. An extreme explorer loses this bonus when he is immobilized or helpless, when he wears any armor other than light armor, when he carries a shield, or when he carries a medium or heavy load.

Evasion (Ex): An extreme explorer of 2nd level or higher 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 an extreme explorer is wearing light or no armor. A helpless extreme explorer does not gain the benefit of evasion.

Extreme Hustle (Ex): As a free action once per round, an extreme explorer can spend 1 action point to gain a move action.

Bonus Feat: At 3rd level and at 5th level, an extreme explorer gains a bonus feat. These bonus feats must be selected from the following list, and the extreme explorer must meet the prerequisites of a feat to select it. Action Surge, Heroic Spirit, Pursue, Spontaneous Casting.

Extreme Action (Ex): Any time an extreme explorer spends 1 action point to improve the result of a d20 roll, he has a chance to retain the action point. If the result of the modified d20 roll was a success, and if the result of the action point die roll was 8, the extreme explorer retains the action point.

AdvancementEdit

Level BAB Fort Ref Will Special
1st +0 +0 +2 +0 Additional action points, trap sense +1
2nd +1 +0 +3 +0 Dodge bonus +1, evasion, extreme hustle
3rd +2 +1 +3 +1 Trap sense +2, bonus feat
4th +3 +1 +4 +1 Dodge bonus +2, extreme action
5th +3 +1 +4 +1 Trap sense +3, bonus feat

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Balance DEX
Climb STR
Decipher Script INT
Disable Device INT
Escape Artist DEX
Jump STR
Knowledge (arcana) INT
Knowledge (dungeoneering) INT
Knowledge (history) INT
Listen WIS
Open Lock DEX
Ride DEX
Search INT
Speak Language None
Survival WIS
Swim STR
Tumble DEX
Use Magic Device CHA
Use Rope DEX

FighterEdit

(Player's Handbook v.3.5 variant, p. 37)

Hit dieEdit

d10

Skill pointsEdit

2 + Int

Class FeaturesEdit

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 on Table 5–1: Feats (page 90). A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. (See Chapter 5: Feats for descriptions of feats and their prerequisites.)

These bonus feats are in addition to the feat that a character of any class gets from advancing levels (see Table 3–2: Experience and Level-Dependent Benefits, page 22). A fighter is not limited to the list of fighter bonus feats when choosing these feats.

AdvancementEdit

Level BAB Fort Ref Will 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

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Climb STR
Craft INT
Handle Animal CHA
Intimidate CHA
Jump STR
Ride DEX
Swim STR

Heir of SiberysEdit

(Eberron Campaign Setting variant, p. 80)

The magic of a Siberys mark is undeniably powerful, and an heir of Siberys manifests one.

RequirementsEdit

Feats: Heroic Spirit

Race: Dragonmarked race.

Skills: 15 ranks in any two skills.

Special: A character who has the Aberrant Dragonmark, Least Dragonmark, Lesser Dragonmark, or Greater Dragonmark feat cannot enter this prestige class. Also, once a character gains any levels in this class, he can't adopt the dragonmark heir prestige class.

Hit dieEdit

d6

Skill pointsEdit

2 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Heirs of Siberys gain no profi ciency with any weapons, armor, or shields.

Additional Action Points: At 1st level, an heir of Siberys's dragonmark begins to form and his maximum action points per level increases by 2.

Bonus Feat: An heir of Siberys gains a bonus feat. The bonus feat must be selected from the following list, and the heir of Siberys must meet the prerequisites of the feat to select it.

Action Boost, Action Surge, Favored in House, Pursue, Spontaneous Casting.

Siberys Mark (Sp): At 2nd level, an heir of Siberys manifests the full Siberys mark of his house, gaining a spell-like ability from the following list. If the mark associated with the character's house offers two spell-like abilities, he selects one.

Mark of Detection: Moment of prescience 1/day.

Mark of Finding: Discern location 1/day.

Mark of Handling: Awaken 1/day or summon nature's ally VI 1/day.

Mark of Healing: Mass heal 1/day.

Mark of Hospitality: Refuge 1/day.

Mark of Making: True creation 1/day.

Mark of Passage: Greater teleport 1/day.

Mark of Scribing: Symbol of death 1/day.

Mark of Sentinel: Mind blank 1/day.

Mark of Shadow: Greater prying eyes 1/day or greater scrying 1/day.

Mark of Storm: Storm of vengeance 1/day.

Mark of Warding: Prismatic wall 1/day.

A saving throw against a Siberys dragonmark power has a DC of 10 + the level of the spell + heir's Cha modifi er.

The caster level for any Siberys dragonmark power is 15th.

Spells per Day: At 2nd and 3rd level, an heir of Siberys who previously had levels in a spellcasting class gains new spells per day as if he had also gained a level in that class. He does not, however, gain any other benefi t a character of that class would normally gain. This essentially means that he adds one level to his levels in one other spellcasting class, then determines spells per day and caster level accordingly.

If the character has no spellcasting classes, he gains a bonus feat of his choice instead. He must meet the prerequisites of a feat to select it.

Improved Siberys Mark (Sp): At 3rd level, an heir of Siberys gains improved mastery of his Siberys mark ability. He can use the Siberys dragonmark spell-like ability he already possesses one additional time per day.

CLASS SKILLSEdit

Any skill that is a class skill for one of an heir of Siberys's other classes is a class skill for his heir of Siberys class as well.

AdvancementEdit

Level BAB Fort Ref Will Special Spells per Day
1st +0 +2 +2 +2 Additional action points, bonus feat
2nd +1 +3 +3 +3 Siberys mark +1 level of existing class (or bonus feat)
3rd +2 +3 +3 +3 Improved Siberys mark +1 level of existing class (or bonus feat)

Master InquisitiveEdit

(Eberron Campaign Setting variant, p. 82)

The master inquisitive takes the art of investigation and deduction to the ultimate level, rising to the top of the field.

RequirementsEdit

Skills: Gather Information 6 ranks , Search 3 ranks , Sense Motive 6 ranks

Hit dieEdit

d8

Skill pointsEdit

6 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: The master inquisitive gains no proficiency with any weapons, armor, or shields.

Zone of Truth (Sp): A master inquisitive can use zone of truth once per day as a spell-like ability, duplicating the effect of the zone of truth spell. The character can spend 2 action points to gain one additional use of this ability.

Bonus Feat: At 2nd and 4th level, a master inquisitive gains a bonus feat. The bonus feat must be selected from the following list, and the master inquisitive must meet the prerequisites of the feat to select it.

Alertness, Deceitful, Heroic Spirit, Improved Initiative, Iron Will, Negotiator, Persuasive, Recognize Impostor, Research, Toughness, Track, Urban Tracking.

Contact: A master inquisitive of 2nd level or higher cultivates associates and informants. Each time the character gains a contact, the DM should develop an NPC to represent the contact. The contact must be a member of an NPC class (adept, aristocrat, commoner, expert, magewright, or warrior).

Contacts might be informants, criminals, chroniclers, shopkeepers, coach drivers, household servants, clerks, or others who can provide limited aid and information pertaining to a master inquisitive's endeavors.

A contact does not accompany a master inquisitive on missions or risk his or her life in any overt manner. A contact can, however, provide information, develop leads, or render a service (make a specific skill check on behalf of the inquisitive).

At 2nd level, a master inquisitive gains a 3rd-level contact. At 4th level, a master inquisitive gains a 6thlevel contact.

The character can't call upon the same contact more than once per week. When he calls on a contact, compensation is required for the services rendered. Professional contacts, such as adepts, aristocrats, and magewrights, require favors in return. Criminal or working-class contacts, including commoners, experts, and warriors, usually demand money for the services they provide. Prices for a contact's services are based on the contact's class and level, as shown on the following table. Unlike with hirelings, a master inquisitive personally knows and has a longstanding relationship with his contacts.

Contact's Class Cost for Services Rendered
Adept 1 gp/level or favor in return
Aristocrat Favor in return
Commoner 2 sp/level
Expert 5 sp/level
Magewright 1 gp/level or favor in return
Warrior 5 sp/level

Discern Lies (Sp): Starting at 3rd level, a master inquisitive can use discern lies once per day as a spell-like ability, duplicating the effect of the discern lies spell. The character can spend 2 action points to gain one additional use of this ability.

True Seeing (Sp): At 5th level, a master inquisitive can use true seeing once per day as a spell-like ability, duplicating the effect of the true seeing spell. The character can spend 2 action points to gain one additional use of this ability.

AdvancementEdit

Level BAB Fort Ref Will Special
1st +0 +0 +2 +0 Zone of truth
2nd +1 +0 +3 +0 Bonus feat, contact (3rd level)
3rd +2 +1 +3 +1 Discern lies
4th +3 +1 +4 +1 Bonus feat, contact (6th level)
5th +3 +1 +4 +1 True seeing

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Bluff CHA
Decipher Script INT
Gather Information CHA
Knowledge (local) INT
Listen WIS
Search INT
Sense Motive WIS
Spot WIS

MonkEdit

(Player's Handbook v.3.5 variant, p. 39)

Hit dieEdit

d8

AlignmentEdit

Any Lawful

Skill pointsEdit

4 + Int

Class FeaturesEdit

All of the following are class features of the monk.

Weapon and Armor Proficiency: Monks are proficient with certain basic peasant weapons and some special weapons that are part of monk training. The weapons with which a monk is proficient are club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. (See Chapter 7: Equipment for descriptions of these weapons.) Monks are not proficient with any armor or shields—in fact, many of the monk’s special powers require unfettered movement. 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): A monk is highly trained at dodging blows, and she has a sixth sense that lets her avoid even unanticipated attacks. 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 3–10: 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 (see page 143) 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. For example, at 6th level, the monk Ember could make one attack with her unarmed strike at an attack bonus of +3 and one attack with a special monk weapon at an attack bonus of +3. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus × 1-1/2 or × 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. For example, an 8th-level monk could make two attacks with the quarterstaff (one with each end) at a +5 attack bonus and one with an unarmed strike at a +0 attack bonus, or she could attack with one end of the quarterstaff and one unarmed strike each at a +5 attack bonus, and with the other end of the quarterstaff at a +0 attack bonus, or she could attack with one end of the quarterstaff and one unarmed strike at a +5 attack bonus each, and with the other end of the quarterstaff at a +0 attack bonus. She cannot, however, wield any other weapon at the same time that she uses a quarterstaff.

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: Monks are highly trained in fighting unarmed, giving them considerable advantages when doing so. 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 (such as the magic fang and magic weapon spells). A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table 3–10: The Monk. The unarmed damage on Table 3–10 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.

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. (See Chapter 5: Feats for descriptions.) A monk need not have any of the prerequisites normally required for these feats to select them.

Evasion (Ex): A monk of 2nd level or higher 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 (such as a red dragon’s fiery breath or a fireball), she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk (such as one who is unconscious or paralysed) 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 3–10. A monk in armor (even light 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, since her meditation and training improve her resistance to mind-affecting attacks.

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 (see Damage Reduction, page 291 of the Dungeon Master’s Guide). 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 (see Smashing an Object, page 165).

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. See the Special column on Table 3–10 for details.

Purity of Body (Ex): At 5th level, a monk gains control over her body’s immune system. She gains immunity to all diseases except for supernatural and magical diseases (such as mummy rot and lycanthropy).

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 such as a dragon’s breath weapon or a fireball, but henceforth she takes only half damage on a failed save. A helpless monk (such as one who is unconscious or paralysed) does not gain the benefit of improved evasion.

Diamond Body (Su): At 11th level, a monk is in such firm control of her own metabolism that she 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; see Spell Resistance, page 177) 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 has tuned her body with skill and quasi-magical abilities to the point that she becomes a magical creature. She is forevermore treated as an outsider (an extraplanar creature) rather than as a humanoid for the purpose of spells and magical effects. For instance, charm person does not affect her. Additionally, the monk gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attackmade by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction (see Damage Reduction, page 291 of the Dungeon Master’s Guide). Unlike other outsiders, the monk can still be brought back from the dead as if she were a member of her previous creature type.

Ex-MonksEdit

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.

AdvancementEdit

Flurry Unarmed AC Unarmed
Level BAB Fort Ref Will Special BAB Damage Bonus 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

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
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
Tumble DEX

PaladinEdit

(Player's Handbook v.3.5 variant, p. 42)

Hit dieEdit

d10

AlignmentEdit

Lawful Good

Skill pointsEdit

2 + Int

Class FeaturesEdit

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, just like the aura of a cleric of a good deity.

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. For example, a 13th-level paladin armed with a longsword would deal 1d8+13 points of damage, plus any additional bonuses for high Strength or magical affects that would normally apply. 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 3–12: 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 × her Charisma bonus. For example, a 7th-level paladin with a 16 Charisma (+3 bonus) can heal 21 points of damage per day. 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: At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy).

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. (See Turn or Rebuke Undead, page 159.)

Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells (the same type of spells available to the cleric, druid, and ranger), which are drawn from the paladin spell list (page 191). 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 (Wis 11 for 1st-level spells, Wis 12 for 2nd-level spells, and so forth). 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 3–12: The Paladin. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–1: Ability Modifiers and Bonus Spells, page 8). When Table 3–12 indicates that the paladin gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 4th-level paladin), 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 (page 191), 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 the sidebar). This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for 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. 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 (if it has grown too old to join her crusade, for instance). 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 )including barding, saddle, saddlebags, and the like). Calling a mount is a conjuration (calling) effect. Equal to a spell level 1/3 the paladin level. 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.

Ex-PaladinsEdit

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, page 201), 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 path of the paladin requires a constant heart. If a character adopts this class, she must pursue it to the exclusion of all other careers. Once she has turned off the path, she may never return.

The paladin's mountEdit

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 (see below for statistics). Your DM may work with you to select another kind of mount, such as a riding dog (for a halfling paladin) or a Large shark (for a paladin in an aquatic campaign). 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, as given in the Monster Manual, 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 (see the Monster Manual).

Natural Armor Adj.: The number on the table is an improvement to the mount’s existing natural armor bonus. It represents the preternatural toughness of a paladin’s mount.

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, page 52).

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 (such as from magic items or feats).

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 (in combat, for instance). 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; see Spell Resistance, page 177) that equals or exceeds the mount’s spell resistance.

AdvancementEdit

Spells per Day
Level BAB Fort Ref Will 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 1 1 1
17th +17/+12/+7/+2 +10 +5 +5 2 1 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

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Concentration CON
Craft INT
Diplomacy CHA
Handle Animal CHA
Heal WIS
Knowledge (nobility and royalty) INT
Knowledge (religion) INT
Profession WIS
Ride DEX
Sense Motive WIS

RangerEdit

(Player's Handbook v.3.5 variant, p. 46)

Hit dieEdit

d8

AlignmentEdit

Any

Skill pointsEdit

6 + Int

Class FeaturesEdit

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 3—14: Ranger Favored Enemies. Due to his extensive study on his chosen type of foe and training in the proper techniques for combating such creatures, 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. For example, a 5th-level ranger has two favored enemies; against one he gains a +4 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks and weapon damage rolls, and against the other he has a +2 bonus. At 10th level, he has three favored enemies, and he gains an additional +2 bonus, which he can allocate to the bonus against any one of his three favored enemies. Thus, his bonuses could be either +4, +4, +2 or +6, +2, +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 (for instance, devils are both evil outsiders and lawful outsiders), the ranger's bonuses do not stack; he simply uses whichever bonus is higher. See the Monster Manual for more information on types of creatures.

Type (Subtype) Examples
Aberration beholder
Animal bear
Construct golem
Dragon black dragon
Elemental invisible stalker
Fey dryad
Giant ogre
Humanoid (aquatic) merfolk
Humanoid (dwarf) dwarf
Humanoid (elf) elf
Humanoid (goblinoid) hobgoblin
Humanoid (gnoll) gnoll
Humanoid (gnome) gnome
Humanoid (halfling) halfling
Humanoid (human) human
Humanoid (orc) orc
Humanoid (reptilian) kobold
Magical beast displacer beast
Monstrous humanoid minotaur
Ooze gelatinous cube
Outsider (air) arrowhawk
Outsider (chaotic) demon
Outsider (earth) xorn
Outsider (evil) devil
Outsider (fire) salamander
Outsider (good) angel
Outsider (lawful) formian
Outsider (native) tiefling
Outsider (water) tojanida
Plant shambling mound
Undead zombie
Vermin monstrous monstrous spider

Track: A ranger gains Track (see page 101) as a bonus feat.

Wild Empathy (Ex): A ranger can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions just like a Diplomacy check to improve the attitude of a person (see page 72). 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 (such as a basilisk or a girallon), 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 (see page 93) 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 DM's campaign takes place wholly or partly in an aquatic environment, the DM may add the following creatures 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. (For instance, an aquatic creature can't adventure with a ranger on land and shouldn't be selected by a nonaquatic character without extenuating circumstances). In most cases, the animal companion functions as a mount, sentry, scout, or hunting animal, rather than as a protector.

This ability functions like the druid ability of the same name (see page 35), except that the ranger's effective druid level is one-half his ranger level. For example, the animal companion of a 4th-level ranger would be the equivalent of a 2nd-level druid's animal companion. 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. Thus, he must be at least an 8th-level ranger to select from the druid's list of 4th-level animal companions, and if he chooses one of those animals, his effective druid level would be reduced by 3, to 1st 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 (the same type of spells available to the cleric, druid, and paladin), which are drawn from the ranger spell list (page 191). 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 (Wis 11 for 1st-level spells, Wis 12 for 2nd-level spells, and so forth). 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 3—13: The Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table 1—1: Ability Modifiers and Bonus Spells, page 8). When Table 3—13 indicates that the ranger gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 4th-level ranger), 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 (page 97), 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 (page 96), 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 (such as a red dragon's fiery breath or a fireball), he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger (such as one who is unconscious or paralysed) 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 (page 96), 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 (page 95), 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.

AdvancementEdit

Spells per Day
Level BAB Fort Ref Will 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

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
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
Use Rope DEX

RogueEdit

(Player's Handbook v.3.5 variant, p. 49)

Hit dieEdit

d6

AlignmentEdit

Any

Skill pointsEdit

8 + Int

Class FeaturesEdit

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. Basically, 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. (See Table 8—5: Attack Roll Modifiers and Table 8—6: Armor Class Modifiers, page 151, for combat situations in which the rogue flanks an opponent or the opponent loses his Dexterity bonus to AC.) Ranged attacks can count as sneak attacks only if the target is within 30 feet. A rogue can't strike with deadly accuracy from beyond that range.

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, because she must make optimal use of her weapon in order to execute a sneak attack. (See Nonlethal Damage, page 146.)

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 (see page 152) 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 (such as a red dragon's fiery breath or a fireball), she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue (such as one who is unconscious or paralyzed) 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 (a rogue with at least two levels of barbarian, for example), 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; she can react to opponents on opposite sides of her as easily as she can react to a single attacker. 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 such as a dragon's breath weapon or a fireball, henceforth she henceforth takes only half damage on a failed save. A helpless rogue (such as one who is unconscious or paralyzed) 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.

AdvancementEdit

Level BAB Fort Ref Will 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

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
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
Use Rope DEX

SorcererEdit

(Player's Handbook v.3.5 variant, p. 51)

Hit dieEdit

d4

AlignmentEdit

Any

Skill pointsEdit

2 + Int

Class FeaturesEdit

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 arcane gestures, which can cause his spells with somatic components to fail.

Spells: A sorcerer casts arcane spells (the same type of spells available to bards and wizards), which are drawn primarily from the sorcerer/wizard spell list (page 192). 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 (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). 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 3—16: The Sorcerer. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1—1: Ability Modifiers and Bonus Spells, page 8).

A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells (also called cantrips) and two 1st-level spells of your choice. At each new sorcerer level, he gains one or more new spells, as indicated on Table 3—17: 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 3—17 are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list (page 192), or they can be unusual spells that the sorcerer has gained some understanding of by study. For example, a sorcerer with a scroll or spellbook detailing an unusual sorcerer/wizard spell (one not on the sorcerer/wizard spell list in this book) could select that spell as one of his new spells for attaining a new level, provided that it is of the right spell level. 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. For instance, upon reaching 4th-level, a sorcerer could trade in a single 0-level spell (two spell levels below the highest-level sorcerer spell he can cast, which is 2nd) for a different 0-level spell. At 6th level, he could trade in a single 0-level or 1st-level spell (since he now can cast 3rd-level sorcerer spells) for a different spell of the same level. 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. For example, at 1st level, the sorcerer Hennet can cast four 1st-level spells per day—three for being 1st level (see Table 3—16: The Sorcerer), plus one thanks to his Charisma score of 15 (see Table 1— 1: Ability Modifiers and Bonus Spells, page 8). However, he knows only two 1st-level spells: magic missile and sleep (see Table 3—17: Sorcerer Spells Known). Thus, on any given day, he can cast some combination of the two spells a total of four times. He does not have to decide ahead of time which spells he'll cast.

Spells Known
Level 0th 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

Familiar: A sorcerer can obtain a familiar. 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.

For example, suppose that Hennet is a 3rd-level sorcerer with 3,230 XP when his owl familiar is killed by a bugbear. Hennet makes a successful saving throw, so he loses 300 XP, dropping him below 3,000 XP and back to 2nd level (see the Dungeon Master's Guide for rules for losing levels). 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.

FamiliarsEdit

Familiars are magically linked to their masters. In some sense, the familiar and the master are practically one being. That's why, for example, the master can cast a personal range spell on a familiar even though he can normally cast such a spell only on himself. 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. Thus, a druid/sorcerer can't use her animal companion 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 (such as sorcerer and wizard) 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
Raven 1 Master gains a +3 bonus on Appraise checks
Snake 2 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, as given in the Monster Manual, 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. For example, at 2nd level, Hennet has 9 hit points, so his familiar has 4.

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 (from magic items or feats, for example).

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 (such as Craft) 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. It represents the preternatural toughness of a spellcaster's familiar.

Int: The familiar's Intelligence score. Familiars are as smart as people, though not necessarily as smart as smart people.

Alertness (Ex): The presence of the familiar sharpens its master's senses. While a familiar is within arm's reach, the master gains the Alertness feat (page 89).

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 (such as fear, hunger, happiness, curiosity) can be communicated. Note that the low Intelligence of a low-level master's familiar limits what the creature is able to communicate or understand, and even intelligent familiars see the world differently from humans, so misunderstandings are always possible.

Because of this empathic link, the master has the same connection to an item or place that his familiar does. For instance, if his familiar has seen a room, the master can teleport into that room as if he has seen it too.

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; see Spell Resistance, page 177) 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

AdvancementEdit

Spells per Day
Level BAB Fort Ref Will Special 0th 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

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Bluff CHA
Concentration CON
Craft INT
Knowledge (arcana) INT
Profession WIS
Spellcraft INT

Warforged JuggernautEdit

(Eberron Campaign Setting variant, p. 83)

As a machine of war, the juggernaut is among the best at dealing damage and sustaining punishment.

RequirementsEdit

Base Attack Bonus: +5

Feats: Adamantine Body , Improved Bull Rush , Power Attack

Race: Warforged.

Hit dieEdit

d12

Skill pointsEdit

2 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Warforged juggernauts gain no proficiency with any weapons, armor, or shields (except as noted below).

Armor Spikes (Ex): At 1st level, a warforged juggernaut grows armor spikes and gains proficiency in their use as a weapon. These adamantine armor spikes deal 1d6 points of piercing damage on a successful grapple attack. While the spikes can't be removed, they can be affected by spells like any other weapon. At 4th level, the damage these armor spikes deal increases to 1d8.

Expert Bull Rush (Ex): A warforged juggernaut can add its class level to Strength checks when making a bull rush attempt or defending against a bull rush. A warforged juggernaut can also add its class level to Strength checks when trying to break down doors.

Powerful Charge: A warforged juggernaut gains Powerful Charge (see page 57) as a bonus feat.

Reserved: Starting at 1st level, a warforged juggernaut begins to distance itself from living creatures. Because of this change in its nature, a warforged juggernaut takes a penalty equal to its juggernaut class level (—1 at 1st level, —2 at 2nd level, and so on) when using the following skills: Bluff, Diplomacy, Gather Information, and Sense Motive.

Charge Bonus (Ex): Starting at 2nd level, a warforged juggernaut gains an extra +1 bonus on its attack roll when making a charge (total bonus of +3). At 4th level, this extra bonus increases to +2 (total bonus of +4).

Construct Perfection (Ex): A warforged that follows the path of the juggernaut seeks to improve itself by embracing its construct heritage. As a warforged juggernaut advances, it abandons what it considers the weaknesses of the living construct form to gain qualities more indicative of true constructs. While retaining its intelligence and sentience, a warforged juggernaut gains the following construct features as it advances in level.

Construct Perfection I—At 2nd level, a warforged juggernaut is no longer subject to nonlethal damage or extra damage from critical hits.

Construct Perfection II—At 3rd level, a warforged juggernaut gains immunity to all mind-affecting spells and abilities (charms, compulsions, phantasms, patterns, and morale effects).

Construct Perfection III—At 4th level, a warforged juggernaut gains immunity to death effects and necromancy effects.

Construct Perfection IV—At 5th level, a warforged juggernaut is no longer subject to ability damage or ability drain.

Extended Charge (Ex): Starting at 2nd level, a warforged juggernaut gains +5 feet to its speed when making a charge.

Healing Immunity: Starting at 3rd level, as a warforged juggernaut becomes more like a construct and less like a living creature, it becomes immune to the effects of spells from the healing subschool. In addition, it can no longer benefit from the effects of consumable spells and magic items, such as heroes' feast and potions.

Superior Bull Rush (Ex): Starting at 3rd level, when a warforged juggernaut makes a successful bull rush against an opponent, it can choose to deal damage equal to that of its armor spikes plus its Strength modifier against the opponent in addition to the normal results of a bull rush. If the bull rush was made as part of a charge, the juggernaut can add its extra damage from the Powerful Charge feat or the Greater Powerful Charge feat as well.

Greater Powerful Charge: At 5th level, a warforged juggernaut gains Greater Powerful Charge (see page 54) as a bonus feat.

AdvancementEdit

Level BAB Fort Ref Will Special
1st +0 +2 +0 +0 Armor spikes 1d6, Expert Bull Rush, Powerful Charge, reserved
2nd +1 +3 +0 +0 Charge bonus +1, construct perfection I, extended charge
3rd +2 +3 +1 +1 Construct perfection II, healing immunity, Superior Bull Rush
4th +3 +4 +1 +1 Armor spikes 1d8, bonus on charge +2, construct perfection III
5th +3 +4 +1 +1 Construct perfection IV, Greater Powerful Charge

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Climb STR
Craft INT
Intimidate CHA
Jump STR
Survival WIS
Swim STR

Weretouched MasterEdit

(Eberron Campaign Setting variant, p. 85)

Weretouched masters are shifters who learn to enhance their shifting ability to accentuate the power of their lycanthrope heritage.

RequirementsEdit

Base Attack Bonus: +4

Skills: Knowledge (nature) 5 ranks , Survival 8 ranks

Race: Shifter

Feat: Any shifter feat.

Hit dieEdit

d8

Skill pointsEdit

2 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Weretouched masters gain no proficiency with any weapons, armor, or shields.

Weretouched I (Su): At 1st level, a weretouched master chooses one animal type that represents his lycanthrope heritage: bear, boar, rat, tiger, wolf, or wolverine. When shifting, his appearance changes to strongly resemble a hybrid lycanthrope of the chosen type: His facial features become more bestial, fur sprouts on his body, and he grows a short tail. In addition, he gains one of the following extra benefits each time he shifts, depending on his lycanthrope ancestor.

Bear or Tiger: While shifting, the weretouched master gains a +2 bonus to Strength and manifests claws that can be used as natural weapons. These claws deal 1d4 points of damage, plus an additional +1 for every four character levels he has, on a successful attack. If he already has the razorclaw shifter trait or the Improved Natural Attack feat, his claw damage increases by one die size.

Boar or Wolverine: While shifting, the weretouched master gains a +2 bonus to Constitution and manifests tusks (for boars) or fangs (for wolverines) that can be used as a natural weapon, dealing 1d6 points of damage, plus an additional + 1 for every four character levels he has, on a successful gore or bite attack. If he already has the longtooth shifter trait or the Improved Natural Attack feat, his bite or gore damage increases by one die size.

Rat or Wolf: While shifting, the weretouched master gains a +2 bonus to Dexterity and manifests fangs that can be used as a natural weapon, dealing 1d6 points of damage (plus an additional +1 for every four character levels he has) with a successful bite attack. If he already has the longtooth shifter trait or the Improved Natural Attack feat, his bite damage increases by one die size.

Wild Empathy (Ex): Like a druid or a ranger, a weretouched master gains the ability to use body language, vocalizations, and demeanor to improve the attitude of an animal. This ability functions like a Diplomacy check made to improve the attitude of a person. The weretouched master rolls a d20 and adds his weretouched master level and his Charisma modifier to determine the wild empathy check result. If he has druid or ranger levels, he adds his weretouched master level to those levels to determine his total modifier. If the animal is of the same kind as the weretouched master's lycanthrope ancestor, he gains a +4 bonus on this check.

To use wild empathy, the weretouched master and the animal must be able to study each other, which means that they must be within 30 feet of each other under normal conditions. Generally, influencing an animal in this way takes 1 minute. As with influencing people, it might take more or less time.

A weretouched master 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.

Bonus Shifter Feat: At 2nd level and again at 4th level, a weretouched master gains a bonus shifter feat. (All of these are new feats described in Chapter 3.) These bonus feats must be selected from the following list, and the weretouched master must meet the prerequisites of a feat to select it.

Beasthide Elite, Cliffwalk Elite, Extra Shifter Trait, Great Bite, Great Rend, Greater Shifter Defense, Healing Factor, Longstride Elite, Shifter Defense, Shifter Ferocity, Shifter Multiattack.

Weretouched II (Su): At 3rd level, a weretouched master gains the scent ability. In addition, he manifests a special benefit derived from his lycanthrope ancestor when he is shifting.

Bear — Improved Grab: To use this ability, the weretouched master must hit with a claw attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Boar — Fierce Will: The weretouched master gains a +4 bonus on Will saves.

Rat — Climb Speed: The weretouched master manifests a climb speed of 20 feet. In addition, he can use his Dexterity modifier instead of his Strength modifier for Climb checks. If he already has the cliffwalk shifter trait, his climb speed increases by 10 feet.

Tiger — Pounce: If the weretouched master charges a foe, he can make a full attack.

Wolf — Trip: If the weretouched master hits with a bite attack, he can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the weretouched master.

Wolverine — Rage. If the weretouched master takes damage, he flies into a berserk rage on his next turn, biting madly until either he or his opponent is dead, or until his shifting ends. He gains +2 to Strength, +2 to Constitution, and —2 to Armor Class while raging. He cannot end his rage voluntarily, but unlike a barbarian, he is not winded after his rage ends.

Frightful Shifting (Ex): At 4th level, a weretouched master gains an unsettling presence when he uses his shifting ability or his alternate form ability. When he attacks or charges, opponents within 30 feet who witness his attack may become shaken for 5d6 rounds.

This ability affects only opponents with fewer Hit Dice or levels than the weretouched master's character level. An opponent can resist the effect with a successful Will save (DC 10 + weretouched master's class level + his Cha modifier). An opponent who succeeds on the saving throw is immune to that weretouched master's frightful shifting for 24 hours. Frightful shifting is a mind-affecting fear effect.

Alternate Form (Su): At 5th level, a weretouched master can assume the animal form or hybrid form related to his lycanthrope heritage (the same animal selected at 1st level). Instead of using his normal shifting ability, he can shift into animal form as though using the polymorph spell on himself, though his gear is not affected, he does not regain hit points for changing form, and only the specific animal form indicated for the lycanthrope heritage can be assumed.

The weretouched master does not assume the ability scores of the animal, but instead adds the animal's ability adjustments (see the following table) to his own ability scores. A weretouched master can also assume a bipedal hybrid form with prehensile hands and animalistic features. In hybrid form, he can use weapons and armor.

A slain weretouched master reverts to his humanoid form, although he remains dead. Separated body parts retain their animal form, however.

Animal Ability Adjustments (Animal or Hybrid Form)
Bear Str +16, Dex +2, Con +8
Boar Str +4, Con +6
Rat Dex+6, Con+2
Tiger Str+12, Dex+4, Con+6
Wolf Str+2, Dex+4, Con+4
Wolverine Str +4, Dex +4, Con +8

AdvancementEdit

Level BAB Fort Ref Will Special
1st +0 +2 +2 +0 Weretouched I
2nd +1 +3 +3 +0 Wild empathy, bonus shifter feat
3rd +2 +3 +3 +1 Weretouched II
4th +3 +4 +4 +1 Frightful shifting, bonus shifter feat
5th +3 +4 +4 +1 Alternate form

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Balance DEX
Climb STR
Handle Animal CHA
Hide DEX
Intimidate CHA
Jump STR
Knowledge (nature) INT
Listen WIS
Move Silently DEX
Spot WIS
Survival WIS
Swim STR

WizardEdit

(Player's Handbook v.3.5 variant, p. 55)

Hit dieEdit

d4

AlignmentEdit

Any

Skill pointsEdit

2 + Int

Class FeaturesEdit

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 (the same type of spells available to sorcerers and bards), which are drawn from the sorcerer/wizard spell list (page 192). 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 (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). 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 3—18: The Wizard. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1—1: Ability Modifiers and Bonus Spells, page 8).

Unlike a bard or sorcerer, a wizard may know any number of spells (see Writing a New Spell into a Spellbook, page 179). 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 (see Preparing Wizard Spells, page 177).

Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of her race (see Chapter 2: Races). Many ancient tomes of magic are written in Draconic, and apprentice wizards often learn it as part of their studies.

Familiar: A wizard can obtain a familiar in exactly the same manner as a sorcerer can. See the sorcerer description and the accompanying Familiars sidebar for details.

Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat. This feats enables her to create magic schools (see Scribe Scroll, page 99, and Creating Magic Items, page 282 of the Dungeon Master's Guide).

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. (See Chapter 5 for descriptions of feats and their prerequisites.)

These bonus feats are in addition to the feat that a character of any class gets every three levels (as given on Table 3—2: Experience and Level-Dependent Benefits, page 22). 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 (see Preparing Wizard Spells, page 177). 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, page 57) plus three 1st-level spells of your choice. For each point of Intelligence bonus the wizard has (see Table 1—1: Ability Modifiers and Bonus Spells, page 8), 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. For example, when a wizard attains 5th level, she can cast 3rd-level spells. At this point, she can add two new 3rd-level spells to her spellbook, or one 2nd-level spell and one 3rd-level spell, or any combination of two spells between 1st and 3rd level. At any time, a wizard can also add spells found in other wizards' spellbooks to her own (see Adding Spells to a Wizard's Spellbook, page 178).

AdvancementEdit

Spells per Day
Level BAB Fort Ref Will Special 0th 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

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Concentration CON
Craft INT
Decipher Script INT
Knowledge (arcana) INT
Knowledge (architecture and engineering) INT
Knowledge (dungeoneering) INT
Knowledge (geography) INT
Knowledge (history) INT
Knowledge (local) INT
Knowledge (nature) INT
Knowledge (nobility and royalty) INT
Knowledge (psionics) INT
Knowledge (religion) INT
Knowledge (the planes) INT
Profession WIS
Spellcraft INT

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.