Table Of Contents

Table Of Contents 1

The Basics 2

The Core Mechanic 2

Dice 2

Rounding Fractions 2

Multiplying 3

Character Creation 3

Step-by-Step 3

Record Keeping 4

Character Advancement 5

Earning Experience 5

Experience Required by Character Level 6

Applying the Effects of Experience 6

Ability Scores 8

Ability Modifiers 8

Abilities and Spellcasters 9

The Abilities 9

Changing Ability Scores 11

Races 11

Favored Class 11

Race and Languages 11

Small Characters 11

Humans 11

Dwarves 12

Elves 12

Gnomes 13

Half-Elves 13

Half-Orcs 14

Halflings 14

Classes 14

Barbarian 14

Bard 17

Cleric 21

Druid 24

Fighter 29

Monk 30

Paladin 34

Ranger 38

Rogue 41

Sorcerer 43

Wizard 45

Description 50

Alignment 50

Vital Statistics 53

Skills 54

Skills Summary 54

Skill Descriptions 56

Appraise (Int) 57

Balance (Dex; Armor Check Penalty) 58

Bluff (Cha) 59

Climb (Str; Armor Check Penalty) 60

Concentration (Con) 61

Craft (Int) 62

Decipher Script (Int; Trained Only) 64

Diplomacy (Cha) 64

Disable Device (Int; Trained Only) 65

Disguise (Cha) 66

Escape Artist (Dex; Armor Check Penalty) 67

Forgery (Int) 68

Gather Information (Cha) 69

Handle Animal (Cha; Trained Only) 69

Heal (Wis) 71

Hide (Dex; Armor Check Penalty) 72

Intimidate (Cha) 73

Jump (Str; Armor Check Penalty) 73

Knowledge (Int; Trained Only) 75

Listen (Wis) 76

Move Silently (Dex; Armor Check Penalty) 77

Open Lock (Dex; Trained Only) 77

Perform (Cha) 77

Profession (Wis; Trained Only) 78

Ride (Dex) 79

Search (Int) 80

Sense Motive (Wis) 81

Sleight Of Hand (Dex; Trained Only; Armor Check Penalty) 81

Speak Language (None; Trained Only) 82

Spellcraft (Int; Trained Only) 83

Spot (Wis) 84

Survival (Wis) 85

Swim (Str; Armor Check Penalty) 85

Tumble (Dex; Trained Only; Armor Check Penalty) 86

Use Magic Device (Cha; Trained Only) 87

Use Rope (Dex) 89

Feats 89

Prerequisites 89

Types Of Feats 89

Feat Descriptions 91

Acrobatic [General] 92

Agile [General] 92

Alertness [General] 92

Animal Affinity [General] 92

Armor Proficiency (Heavy) [General] 92

Armor Proficiency (Light) [General] 92

Armor Proficiency (Medium) [General] 92

Athletic [General] 93

Augment Summoning [General] 93

Blind-Fight [General] 93

Brew Potion [Item Creation] 93

Cleave [General] 94

Combat Casting [General] 94

Combat Expertise [General] 94

Combat Reflexes [General] 94

Craft Magic Arms And Armor [Item Creation] 94

Craft Rod [Item Creation] 95

Craft Staff [Item Creation] 95

Craft Wand [Item Creation] 95

Craft Wondrous Item [Item Creation] 95

Deceitful [General] 96

Deflect Arrows [General] 96

Deft Hands [General] 96

Diehard [General] 96

Diligent [General] 96

Dodge [General] 96

Empower Spell [Metamagic] 97

Endurance [General] 97

Enlarge Spell [Metamagic] 97

Eschew Materials [General] 97

Exotic Weapon Proficiency [General] 97

Extend Spell [Metamagic] 98

Extra Turning [General] 98

Far Shot [General] 98

Forge Ring [Item Creation] 98

Great Cleave [General] 99

Great Fortitude [General] 99

Greater Spell Focus [General] 99

Greater Spell Penetration [General] 99

Greater Two-Weapon Fighting [General] 99

Greater Weapon Focus [General] 99

Greater Weapon Specialization [General] 100

Heighten Spell [Metamagic] 100

Improved Bull Rush [General] 100

Improved Counterspell [General] 100

Improved Critical [General] 100

Improved Disarm [General] 101

Improved Familiar [General] 101

Improved Feint [General] 102

Improved Grapple [General] 102

Improved Initiative [General] 102

Improved Overrun [General] 102

Improved Precise Shot [General] 103

Improved Shield Bash [General] 103

Improved Sunder [General] 103

Improved Trip [General] 103

Improved Turning [General] 104

Improved Two-Weapon Fighting [General] 104

Improved Unarmed Strike [General] 104

Investigator [General] 105

Iron Will [General] 105

Leadership [General] 105

Lightning Reflexes [General] 106

Magical Aptitude [General] 106

Manyshot [General] 106

Martial Weapon Proficiency [General] 107

Maximize Spell [Metamagic] 107

Mobility [General] 107

Mounted Archery [General] 108

Mounted Combat [General] 108

Natural Spell [General] 108

Negotiator [General] 108

Nimble Fingers [General] 108

Persuasive [General] 108

Point Blank Shot [General] 108

Power Attack [General] 109

Precise Shot [General] 109

Quick Draw [General] 109

Quicken Spell [Metamagic] 109

Rapid Reload [General] 110

Rapid Shot [General] 110

Ride-By Attack [General] 110

Run [General] 110

Scribe Scroll [Item Creation] 111

Self-Sufficient [General] 111

Shield Proficiency [General] 111

Shot On The Run [General] 111

Silent Spell [Metamagic] 111

Simple Weapon Proficiency [General] 112

Skill Focus [General] 112

Snatch Arrows [General] 112

Spell Focus [General] 112

Spell Mastery [Special] 112

Spell Penetration [General] 113

Spirited Charge [General] 113

Spring Attack [General] 113

Stealthy [General] 113

Still Spell [Metamagic] 113

Stunning Fist [General] 113

Toughness [General] 114

Tower Shield Proficiency [General] 114

Track [General] 114

Trample [General] 115

Two-Weapon Defense [General] 115

Two-Weapon Fighting [General] 116

Weapon Finesse [General] 116

Weapon Focus [General] 116

Weapon Specialization [General] 116

Whirlwind Attack [General] 117

Widen Spell [Metamagic] 117

Equipment 117

Wealth and Money 117

Weapons 118

Armor 123

Goods and Services 125

Combat 133

How Combat Works 133

Combat Statistics 133

Actions in Combat 137

Injury And Death 145

Movement, Position, And Distance 147

Combat Modifiers 150

Cover 150

Concealment 151

Flanking 152

Helpless Defenders 152

Special Attacks 152

Special Initiative Actions 162

Special Abilities and Conditions 163

Special Ability Types 163

Special Abilities 163

Conditions 176

Spell Casting 180

Spell List 180

Spells 218

The Basics

The Core Mechanic

Whenever you attempt an action that has some chance of failure, you roll a twenty-sided die (d20). To determine if your character succeeds at a task you do this:

If the result equals or exceeds the target number, your character succeeds. If the result is lower than the target number, you fail.

Dice

Dice rolls are described with expressions such as “3d4+3,” which means “roll three four-sided dice and add 3” (resulting in a number between 6 and 15). The first number tells you how many dice to roll (adding the results together). The number immediately after the “d” tells you the type of die to use. Any number after that indicates a quantity that is added or subtracted from the result.

d%: Percentile dice work a little differently. You generate a number between 1 and 100 by rolling two different ten-sided dice. One (designated before you roll) is the tens digit. The other is the ones digit. Two 0s represent 100.

Rounding Fractions

In general, if you wind up with a fraction, round down, even if the fraction is one-half or larger.

Exception: Certain rolls, such as damage and hit points, have a minimum of 1.

Multiplying

Sometimes a rule makes you multiply a number or a die roll. As long as you’re applying a single multiplier, multiply the number normally. When two or more multipliers apply to any abstract value (such as a modifier or a die roll), however, combine them into a single multiple, with each extra multiple adding 1 less than its value to the first multiple. Thus, a double (×2) and a double (×2) applied to the same number results in a triple (×3, because 2 + 1 = 3).

When applying multipliers to real-world values (such as weight or distance), normal rules of math apply instead. A creature whose size doubles (thus multiplying its weight by 8) and then is turned to stone (which would multiply its weight by a factor of roughly 3) now weighs about 24 times normal, not 10 times normal. Similarly, a blinded creature attempting to negotiate difficult terrain would count each square as 4 squares (doubling the cost twice, for a total multiplier of ×4), rather than as 3 squares (adding 100% twice).

Character Creation

Step-by-Step

There are several steps to creating a new character. The most important is to discuss your character with the Game Master before you begin. They may have special rules or restrictions you will need to follow in addition to the steps outlined here. The GM always has the final word on how characters are created within a particular game. Character creation means the process of assigning initial scores to abilities, selecting a race, selecting a starting class, assigning initial skill points, selecting initial feats, and picking an initial alignment. If the character is a spell-caster, they should choose their Spells at this point. Then buy some Equipment and flesh out your character a bit with a name and a few details about their personal appearance - height, weight, hair and eye color, and perhaps a brief description of their personality and background. More detailed guidelines for each of these tasks are outlined below.

Assigning Ability Scores

There are several methods for assigning ability scores. The simplist method is to roll 3d6 for each of the six stats, in order. While this creates ability scores in the proper human range, it often results in a character that is poorly suited for a particular Class, or poorly suited to adventuring in general. Several other methods exist which will result in characters that are much more likely to succeed in the game. Two of the most popular methods are listed below:

Both of these methods will creates a character well suited to whichever Class you choose, who's ability scores are slightly above average - perfect for a hero or heroine. Other methods are certainly possible, and players are encouraged to experiment with their own methods. Players should agree on the method they will use ahead of time, and all players in a particular game should create their characters using the same method.

Once each Ability Score has been assigned you should note the modifier associated with each score and keep these handy throughout the character creation process. See the Ability Scores section for more information about Ability Score modifiers.

Selecting a Race

Look over the various races acceptable for player characters in the Races section and choose one, keeping in mind the sort of things you'd like your character to play. Certain races have a natural affinity for certain classes, know as that race's Favored Class. Though it is not required that a character of a given race choose their race's Favored Class at the beginning of their career, most characters will choose to pick up a level or two of their race's Favored Class at some point in their career. Pay attention to the race's special abilities, making sure that they are consistent with the sort of character you would like to play.

Once you have examined all your options, choose a race for your character. Note the Race's Preferred Class and any special abilities they might have. Also apply any Racial adjustments that need to be made to the character's ability scores.

Selecting a Class

Now it's time to choose a starting Class for your character. A class is a kind of package of skills and special talents available to the character. Over time a character may choose to advance in more one or more additional classes, but in the beginning they may only start with one. Look over the list of Basic Character Classes and choose one that seems to fit the kinds of skills and abilities you'd like your character to have. Certain classes may have special requirements, be sure you meet those requirements before choosing one of those classes.

Once you have chosen your initial Class, note the Class's restrictions, hit dice, skills, and any special abilities it might have. Characters begin the game with the maximum number of hit points possible for their Class as adjusted by their Consitution modifier.

Selecting Skills

Once a Class is chosen it is time to pick the character's skills. Consult the Starting Skill Points table in the Skills section to see how many skill points the character receives at first level. Be sure to include any bonuses or penalties for the character's Intelligence score. Skill points are spent buying skill ranks. Depending on a characters' race and class, some skills are considered "class" skills, some skills are considered "cross-class" skills, and some are considered "restricted" skills. Class skills cost 1 skill point per rank, cross-class skills require 2 skill points per rank, and restricted skills are unavailable to the character. Regardless of whether a skill is a class skill or a cross-class skill, a character may only spend a number of skill points on a given skill is equal to their character level + 3. Be sure to spend all of your skill points - any skill points not spent are lost. It is possible to spend an odd number of skill points on a cross-class skills, resulting in an extra "half-rank" in that skill. These "half-ranks" should be noted for record keeping and skill advancement purposes, but have no other effect on game play. Treat them as if they did not exist for purposes of all skill checks.

Selecting Feats

Every character begins the game with at least one Feat. Depending on the character's Race and Class, they may be entitled to more. Some Feats have prerequisites, which must be met before that Feat can be chosen. Certain Classes have special abilities that duplicate the effects of Feats - these special abilities can be used to satisfy these prerequisites if necessary. Look over the list of feats in the Feats section, and choose the ones that seem to fit your idea of the character. If you do not meet the prerequisites for a particular feat right now, work backwards to determine which feat or feats you will need to take now so that you might be able to take that feat at some point in the future. Be aware that most characters never earn more than 6 feats before they retire (though some classes may earn considerably more).

Once you have chosen your feats, note any effects they might have on game play such as skill modifiers, combat modifiers, or special abilities they grant.

Picking an Alignment

A character's ethos and morals are represented in game terms by their Alignment. See the section on Alignment for a discussion of Good vs. Evil, and Law vs. Chaos. Certain Classes have alignment restrictions placed on them, which must be observed. Every character must choose one of the nine alignments.

Buying Equipment

Characters begin the game with an amount of gold indicated by their Class. Players may either roll randomly to determine the amount of gold they start with or they may pick the default amount for their Class. Players can then buy clothing, weapons, armor, and other equipment from the tables in the Equipment section. Check with the Game Master to see if any of the equipment listed on those tables are prohibited to first-level characters. Note that characters do not actually begin the game with a pile of gold, but rather they begin with goods they have acquired of equivalent value. Characters may not keep more than 10% of their starting gold - any left unspent over this amount is lost.

Background Information

Now that the game statistics are out of the way, it's time to flesh out the character. Choose a name for your character, as well as gender, height and weight, skin, eye, and hair color, and any other information that might help to define the personality of the character. Some players like to develop detailed backgrounds for their characters, while others pay little attention to the past and focus instead on the character's future.

Record Keeping

Now it is time to record all of this information on a character record sheet. Make a note of all of the character's combat modifiers, feats, special abilities, gear, weight carried, armor class, hit points, skill modifiers, and any other information you might need during play. A standard Character Record Sheet is quite useful in helping you determine which values will be useful to know to keep the game running smoothly.

Character Advancement

Earning Experience

As characters embark on adventures and overcome the challenges placed in their path by the Game Master, they will learn from their successes (and sometimes from their mistakes). This is reflected in game terms through the award of Experience Points. The number of experience points the characters earn depends on the difficulty of the situations they face. In game terms, this difficulty factor is called the Challenge Rating of the encounter. The GM assigns the Challenge Rating of a situation based on several factors including risk to the characters and the odds of overcoming the challenge. As a general guide, a party of 4 characters should be able to overcome a challenge of a rating equal to their average level by expending approximately 20% of their resources.

Certain situations may have one or more special circumstances that will transform a relatively difficult encounter into a relatively easy one. If these circumstances are character driven, meaning that if the characters play the encounter a certain way, then the characters should earn experience based on the full Challenge Rating of the encounter regardless of whether it was overcome the easy way or the hard way. If the circumstances are essentially beyond the character's control then they should only earn experience based on the difficulty of the challenge they actually faced.

To determine the number of experience points that should be awarded to a character after overcoming a challenge, the GM must first determine the average level of the party that faced the challenge. This is done by simply adding up the total party levels and dividing by the number of characters, rounding towards the nearest level. The average party level is then cross-indexed to the Challenge Rating using the Challenge Rating vs Character Level Table. The resulting number is the amount of experience points awarded to the entire party for that particular encounter. Generally the players will split these experience points evenly between their characters, but in extraordinary circumstances the GM may choose to distribute the points in an uneven fashion.

The table is designed so that a party of four characters should earn a new experience level roughly once every 13 1/3 encounters. If the GM feels that the characters are advancing too slowly or too quickly, he may choose to increase or decrease the amount of experience points awarded for each challenge. Be warned that this can have a tremendous effect on the overall quality of the game, and the GM should be wary of being too generous or too stingy. Both will result in unsatisfying game play.

The table was calculated using one of three different formulas:

Where CR=CL, xp=CR*300

Where CR>CL, xp=CR*300*(1.25^abs(CR-CL))

Where CR<CL, xp=CR*300*(.75^abs(CR-CL))

The results of those formulae were rounded to the nearest 25. No experience points are awarded if the difference between the CR and the CL is greater than 7.

Table: Challenge Rating vs. Character Level (CR1-CR10)

CL

CR1

CR2

CR3

CR4

CR5

CR6

CR7

CR8

CR9

CR10

1

300

750

1400

2350

3650

5500

8000

11450

0

0

2

225

600

1125

1875

2925

4400

6400

9150

12875

0

3

175

450

900

1500

2350

3525

5125

7325

10300

14300

4

125

350

675

1200

1875

2825

4100

5850

8250

11450

5

100

250

500

900

1500

2250

3275

4700

6600

9150

6

75

200

375

675

1125

1800

2625

3750

5275

7325

7

50

150

275

500

850

1350

2100

3000

4225

5850

8

50

100

225

375

625

1025

1575

2400

3375

4700

9

0

75

150

275

475

750

1175

1800

2700

3750

10

0

0

125

225

350

575

875

1350

2025

3000

11

0

0

0

150

275

425

675

1025

1525

2250

12

0

0

0

0

200

325

500

750

1150

1700

13

0

0

0

0

0

250

375

575

850

1275

14

0

0

0

0

0

0

275

425

650

950

15

0

0

0

0

0

0

0

325

475

700

16

0

0

0

0

0

0

0

0

350

525

17

0

0

0

0

0

0

0

0

0

400

18

0

0

0

0

0

0

0

0

0

0

19

0

0

0

0

0

0

0

0

0

0

20

0

0

0

0

0

0

0

0

0

0

Table: Challenge Rating vs. Character Level (CR11-CR20)

CL

CR11

CR12

CR13

CR14

CR15

CR16

CR17

CR18

CR19

CR20

1

0

0

0

0

0

0

0

0

0

0

2

0

0

0

0

0

0

0

0

0

0

3

0

0

0

0

0

0

0

0

0

0

4

15725

0

0

0

0

0

0

0

0

0

5

12600

17175

0

0

0

0

0

0

0

0

6

10075

13725

18600

0

0

0

0

0

0

0

7

8050

10975

14875

20025

0

0

0

0

0

0

8

6450

8800

11900

16025

21450

0

0

0

0

0

9

5150

7025

9525

12825

17175

22900

0

0

0

0

10

4125

5625

7625

10250

13725

18300

24325

0

0

0

11

3300

4500

6100

8200

10975

14650

19450

25750

0

0

12

2475

3600

4875

6575

8800

11725

15575

20600

27175

0

13

1850

2700

3900

5250

7025

9375

12450

16475

21750

28600

14

1400

2025

2925

4200

5625

7500

9950

13175

17400

22900

15

1050

1525

2200

3150

4500

6000

7975

10550

13925

18300

16

775

1150

1650

2375

3375

4800

6375

8450

11125

14650

17

575

850

1225

1775

2525

3600

5100

6750

8900

11725

18

450

650

925

1325

1900

2700

3825

5400

7125

9375

19

0

475

700

1000

1425

2025

2875

4050

5700

7500

20

0

0

525

750

1075

1525

2150

3050

4275

6000

Experience Required by Character Level

To earn a new experience level, a character must earn a number of experience points equal to 1000 times their current level. This can also be expressed through the following formula: xp=(500*CL^2)-(500*CL).

The Experience Required by Character Level Table determines the experience points required to earn a new character level.

Table: Experience Required by Character Level

Character Level

Required Experience

1

0

2

1000

3

3000

4

6000

5

10000

6

15000

7

21000

8

28000

9

36000

10

45000

11

55000

12

66000

13

78000

14

91000

15

105000

16

120000

17

136000

18

153000

19

171000

20

190000

Applying the Effects of Experience

Each time a character earns additional experience points they should compare their new experience point total to the Level Advancement chart below. If their point total exceeds the minimum required for the next level then the character has earned a new level. This is done by either incrementing the character level of a character by incrementing a class level by one rank or by adding a new class at first level. The process of either incrementing an existing class or adding a new 1st-level class is collectively called 'taking a level' in that class.

Taking a Level in an Existing Class

When a player takes a level in an existing class, that character is entitled to allocate new skill points, and may also be able to select new feats or gain new class-level linked abilities. The number of skill points a character earns is based on the class taken; see the section on character classes to determine how many new skill points you may allocate. Skill points may be allocated to new or existing skills, but the player may never spend a number of skill points more than 3 plus their Character Level in any given skill. Consult the chart of level-dependent abilities for their new class level to determine if the character earns any new feats or gains any new special abilities.

Taking a Level in a New Class

When a player takes a level in a new class is very similar to taking a level in an existing class. The character gains a number of skill points based on their new class, and may gain an additional feat or certain class-level dependent special abilities. The character does NOT gain the bonus feat or bonus skill points normally awarded to characters when they take their first level in their initial class, nor does the character automatically gain the maximum number of hit points possible for that class. A character with more than one class is called a MultiClass character, and use special rules for combining the abilities of the character's various classes. See the section on Multiclass Characters for details on these rules.

General Rules for Taking a Level

Regardless of whether the player chooses to take a level in an existing class or in a new class, the character may also earn additional feats or the opportunity to increment one of the character's ability scores. A character earns a new feat every three levels at 3rd, 6th, 9th, 12th, 15th, and 18th level. This can be any feat for which the character meets the prerequisites. A character may increment one ability score by one point every four levels, at 4th, 8th, 12th, 16th, and 20th level. Ability scores raised in this manner may exceed the normal maximum values for their race. Note that a character earns these new abilities based on their Character Level and not their Class Level. See the section on Multiclass characters for more information about Character Level.

Multiclass Characters

A character may add new classes as he or she progresses in level, thus becoming a multiclass character. The class abilities from a character’s different classes combine to determine a multiclass character’s overall abilities. Multiclassing improves a character’s versatility at the expense of focus.

Multiclass Features Exception

A character that acquires the barbarian class does not become illiterate.

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

Level

“Character level” is a character’s total number of levels. It is used to determine when feats and ability score boosts are gained.

“Class level” is a character’s level in a particular class. For a character whose levels are all in the same class, character level and class level are the same.

Hit Dice

A character gains hit dice from each class as his or her class level increases, adding the new hit points gained to the previous total.

Base Attack Bonus

Add the base attack bonuses for each class to get the character's base attack bonus. If the character's Base Attack Bonus is +6 or higher, the character gets multiple attacks. Find the base attack value to see how many additional attacks the character gets and at what bonuses.

Saving Throws

Add the base save bonuses for each class together.

Skills

The character retains and can access skills from all his or her classes. If a character has spent skill points on a particular skill in more than one class, those ranks are added together. This is irrespective of whether those ranks were earned as class or cross-class skills. For example, a character with 3 levels in Rogue and 2 levels in Fighter has spent 6 skill points in Hide as a Rogue, giving him 6 ranks, and 2 skill points in Hide as a Fighter, giving him one more rank (because Hide is a cross-class skill for Fighters). This means that although the character has spent a total of 8 skill points on their Hide skill, they have only earned 7 ranks in that skill.

If a skill is a class skill for any of a multiclass character’s classes, then character level determines a skill’s maximum rank. (The maximum rank for a class skill is 3 + character level.)

If a skill is not a class skill for any of a multiclass character’s classes, the maximum rank for that skill is one-half the maximum for a class skill.

Class Features

A multiclass character gets all the class features of all his or her classes but must also suffer the consequences of the special restrictions of all his or her classes. (Exception: A character who acquires the barbarian class does not become illiterate.)

In the special case of turning undead, both clerics and experienced paladins have the same ability. If the character’s paladin level is 4th or higher, her effective turning level is her cleric level plus her paladin level minus 3.

In the special case of uncanny dodge, both experienced barbarians and experienced rogues have the same ability. When a barbarian/rogue would gain uncanny dodge a second time (for her second class), she instead gains improved uncanny dodge, if she does not already have it. Her barbarian and rogue levels stack to determine the rogue level an attacker needs to flank her.

In the special case of obtaining a familiar, both wizards and sorcerers have the same ability. A sorcerer/wizard stacks his sorcerer and wizard levels to determine the familiar’s natural armor, Intelligence score, and special abilities.

Feats

A multiclass character gains feats based on character levels, regardless of individual class level

Ability Increases

A multiclass character gains ability score increases based on character level, regardless of individual class level.

Spells

The character gains spells from all of his or her spellcasting classes and keeps a separate spell list for each class. If a spell’s effect is based on the class level of the caster, the player must keep track of which class’s spell list the character is casting the spell from.

Favored Class

A race with a Favored Multiclass of Any treats their highest-level class as their Favored Class.

Ability Scores

Ability Modifiers

Each ability, after changes made because of race, has a modifier ranging from –5 to +5. Table: Ability Modifiers shows the modifier for each score. Table: Bonus Spells shows bonus spells, which you’ll need to know about if your character is a spellcaster.

The modifier is the number you apply to the die roll when your character tries to do something related to that ability. You also use the modifier with some numbers that aren’t die rolls. A positive modifier is called a bonus, and a negative modifier is called a penalty.

Table: Ability Modifiers

Score

Modifier

1

–5

2–3

–4

4–5

–3

6–7

–2

8–9

–1

10–11

0

12–13

+1

14–15

+2

16–17

+3

18–19

+4

20–21

+5

22–23

+6

24–25

+7

26–27

+8

28–29

+9

30–31

+10

32–33

+11

34–35

+12

36–37

+13

38–39

+14

40–41

+15

42–43

+16

44–45

+17

etc. . .


Table: Bonus Spells

Score

0

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1

—–————————— Can’t cast spells tied to this ability —————————

2–3

—–————————— Can’t cast spells tied to this ability —————————

4–5

—–————————— Can’t cast spells tied to this ability —————————

6–7

—–————————— Can’t cast spells tied to this ability —————————

8–9

—–————————— Can’t cast spells tied to this ability —————————

10–11

12–13

1

14–15

1

1

16–17

1

1

1

18–19

1

1

1

1

20–21

2

1

1

1

1

22–23

2

2

1

1

1

1

24–25

2

2

2

1

1

1

1

26–27

2

2

2

2

1

1

1

1

28–29

3

2

2

2

2

1

1

1

1

30–31

3

3

2

2

2

2

1

1

1

32–33

3

3

3

2

2

2

2

1

1

34–35

3

3

3

3

2

2

2

2

1

36–37

4

3

3

3

3

2

2

2

2

38–39

4

4

3

3

3

3

2

2

2

40–41

4

4

4

3

3

3

3

2

2

42–43

4

4

4

4

3

3

3

3

2

44–45

5

4

4

4

4

3

3

3

3

etc. . .











Abilities and Spellcasters

The ability that governs bonus spells depends on what type of spellcaster your character is: Intelligence for wizards; Wisdom for clerics, druids, paladins, and rangers; or Charisma for sorcerers and bards. In addition to having a high ability score, a spellcaster must be of high enough class level to be able to cast spells of a given spell level. (See the class descriptions for details.)

The Abilities

Each ability partially describes your character and affects some of his or her actions.

Strength (STR)

Strength measures your character’s muscle and physical power. This ability is especially important for fighters, barbarians, paladins, rangers, and monks because it helps them prevail in combat. Strength also limits the amount of equipment your character can carry.

You apply your character’s Strength modifier to:

Dexterity (DEX)

Dexterity measures hand-eye coordination, agility, reflexes, and balance. This ability is the most important one for rogues, but it’s also high on the list for characters who typically wear light or medium armor (rangers and barbarians) or no armor at all (monks, wizards, and sorcerers), and for anyone who wants to be a skilled archer.

You apply your character’s Dexterity modifier to:

Constitution (CON)

Constitution represents your character’s health and stamina. A Constitution bonus increases a character’s hit points, so the ability is important for all classes.

You apply your character’s Constitution modifier to:

If a character’s Constitution score changes enough to alter his or her Constitution modifier, the character’s hit points also increase or decrease accordingly.

Intelligence (INT)

Intelligence determines how well your character learns and reasons. This ability is important for wizards because it affects how many spells they can cast, how hard their spells are to resist, and how powerful their spells can be. It’s also important for any character who wants to have a wide assortment of skills.

You apply your character’s Intelligence modifier to:

A wizard gains bonus spells based on her Intelligence score. The minimum Intelligence score needed to cast a wizard spell is 10 + the spell’s level.

An animal has an Intelligence score of 1 or 2. A creature of humanlike intelligence has a score of at least 3.

Wisdom (WIS)

Wisdom describes a character’s willpower, common sense, perception, and intuition. While Intelligence represents one’s ability to analyze information, Wisdom represents being in tune with and aware of one’s surroundings. Wisdom is the most important ability for clerics and druids, and it is also important for paladins and rangers. If you want your character to have acute senses, put a high score in Wisdom. Every creature has a Wisdom score.

You apply your character’s Wisdom modifier to:

Clerics, druids, paladins, and rangers get bonus spells based on their Wisdom scores. The minimum Wisdom score needed to cast a cleric, druid, paladin, or ranger spell is 10 + the spell’s level.

Charisma (CHA)

Charisma measures a character’s force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness. This ability represents actual strength of personality, not merely how one is perceived by others in a social setting. Charisma is most important for paladins, sorcerers, and bards. It is also important for clerics, since it affects their ability to turn undead. Every creature has a Charisma score.

You apply your character’s Charisma modifier to:

Sorcerers and bards get bonus spells based on their Charisma scores. The minimum Charisma score needed to cast a sorcerer or bard spell is 10 + the spell’s level.

Changing Ability Scores

When an ability score changes, all attributes associated with that score change accordingly. A character does not retroactively get additional skill points for previous levels if she increases her intelligence.

Races

Favored Class

A character’s favored class doesn’t count against him or her when determining experience point penalties for multiclassing.

Race and Languages

All characters know how to speak Common. A dwarf, elf, gnome, half-elf, half-orc, or halfling also speaks a racial language, as appropriate. A character who has an Intelligence bonus at 1st level speaks other languages as well, one extra language per point of Intelligence bonus as a starting character.

Literacy

Any character except a barbarian can read and write all the languages he or she speaks.

Class-Related Languages

Clerics, druids, and wizards can choose certain languages as bonus languages even if they’re not on the lists found in the race descriptions. These class-related languages are as follows:

Cleric

Abyssal, Celestial, Infernal.

Druid

Sylvan.

Wizard

Draconic.

Small Characters

A Small character gets a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. A Small character’s carrying capacity is three-quarters of that of a Medium character.

A Small character generally moves about two-thirds as fast as a Medium character.

A Small character must use smaller weapons than a Medium character.

Humans

Dwarves

Elves

Gnomes

Half-Elves

Half-Orcs

Halflings

Classes

Barbarian

Alignment

Any nonlawful.

Hit Die

d12.

Class Skills

The barbarian’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Skill Points at 1st Level

(4 + Int modifier) x4.

Skill Points at Each Additional Level

4 + Int modifier.

Table: The Barbarian

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+1

+2

+0

+0

Fast movement (10'), 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 Features

All of the following are class features of the barbarian.

Weapon and Armor Proficiency

A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Fast Movement (Ex)

A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.

Illiteracy

Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak.

A barbarian who gains a level in any other class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he or she already had.

Rage (Ex)

A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below).

A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.

Uncanny Dodge (Ex)

At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Trap Sense (Ex)

Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.

Improved Uncanny Dodge (Ex)

At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Damage Reduction (Ex)

At 7th level, a barbarian gains Damage Reduction. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Greater Rage (Ex)

At 11th level, a barbarian’s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at –2.

Indomitable Will (Ex)

While in a rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.

Tireless Rage (Ex)

At 17th level and higher, a barbarian no longer becomes fatigued at the end of his rage.

Mighty Rage (Ex)

At 20th level, a barbarian’s bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at –2.

Ex-Barbarians

A barbarian who becomes lawful loses the ability to rage and cannot gain more levels as a barbarian. He retains all the other benefits of the class (damage reduction, fast movement, trap sense, and uncanny dodge).

Bard

Alignment

Any nonlawful.

Hit Die

d6.

Class Skills

The bard’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

Skill Points at 1st Level

(6 + Int modifier) x4.

Skill Points at Each Additional Level

6 + Int modifier.

Table: The Bard

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+0

+0

+2

+2

Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1

2nd

+1

+0

+3

+3


3rd

+2

+1

+3

+3

Inspire competence

4th

+3

+1

+4

+4


5th

+3

+1

+4

+4


6th

+4

+2

+5

+5

Suggestion

7th

+5

+2

+5

+5


8th

+6/+1

+2

+6

+6

Inspire courage +2

9th

+6/+1

+3

+6

+6

Inspire greatness

10th

+7/+2

+3

+7

+7


11th

+8/+3

+3

+7

+7


12th

+9/+4

+4

+8

+8

Song of freedom

13th

+9/+4

+4

+8

+8


14th

+10/+5

+4

+9

+9

Inspire courage +3

15th

+11/+6/+1

+5

+9

+9

Inspire heroics

16th

+12/+7/+2

+5

+10

+10


17th

+12/+7/+2

+5

+10

+10


18th

+13/+8/+3

+6

+11

+11

Mass suggestion

19th

+14/+9/+4

+6

+11

+11


20th

+15/+10/+5

+6

+12

+12

Inspire courage +4

Table: Bardic Spells Per Day

Level

0

1st

2nd

3rd

4th

5th

6th

1st

2

2nd

3

0

3rd

3

1

4th

3

2

0

5th

3

3

1

6th

3

3

2

7th

3

3

2

0

8th

3

3

3

1

9th

3

3

3

2

10th

3

3

3

2

0

11th

3

3

3

3

1

12th

3

3

3

3

2

13th

3

3

3

3

2

0

14th

4

3

3

3

3

1

15th

4

4

3

3

3

2

16th

4

4

4

3

3

2

0

17th

4

4

4

4

3

3

1

18th

4

4

4

4

4

3

2

19th

4

4

4

4

4

4

3

20th

4

4

4

4

4

4

4

Table: Bardic Spells Known

Level

0

1st

2nd

3rd

4th

5th

6th

1st

4

2nd

5

21

3rd

6

3

4th

6

3

21

5th

6

4

3

6th

6

4

3

7th

6

4

4

21

8th

6

4

4

3

9th

6

4

4

3

10th

6

4

4

4

21

11th

6

4

4

4

3

12th

6

4

4

4

3

13th

6

4

4

4

4

21

14th

6

4

4

4

4

3

15th

6

4

4

4

4

3

16th

6

5

4

4

4

4

21

17th

6

5

5

4

4

4

3

18th

6

5

5

5

4

4

3

19th

6

5

5

5

5

4

4

20th

6

5

5

5

5

5

4

1 Provided the bard has a high enough Charisma score to have a bonus spell of this level.

Class Features

All of the following are class features of the bard.

Weapon and Armor Proficiency

A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a bard wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells

A bard casts arcane spells, which are drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.

Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Bard. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: Bard Spells Known indicates that the bard gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score; the numbers on Table: Bard Spells Known are fixed.)

Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

As noted above, a bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Bardic Knowledge

A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)

A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

Table: Bardic Knowledge DCs

DC

Type of Knowledge

10

Common, known by at least a substantial minority drinking; common legends of the local population.

20

Uncommon but available, known by only a few people legends.

25

Obscure, known by few, hard to come by.

30

Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.

Bardic Music

Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.

Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.

Countersong (Su)

A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself ) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds.

Fascinate (Sp)

A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.

To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.

Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

Inspire Courage (Su)

A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself ), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

Inspire Competence (Su)

A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.

The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard’s music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can’t inspire competence in himself. Inspire competence is a mind-affecting ability.

Suggestion (Sp)

A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the bard’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.

Making a suggestion doesn’t count against a bard’s daily limit on bardic music performances. A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.

Inspire Greatness (Su)

A bard of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a bard must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.

Song of Freedom (Sp)

A bard of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character’s bard level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A bard can’t use song of freedom on himself.

Inspire Heroics (Su)

A bard of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a bard must sing and an ally must hear the bard sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the bard sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.

Mass Suggestion (Sp)

This ability functions like suggestion, above, except that a bard of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.

Ex-Bards

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

Cleric

Alignment

A cleric’s alignment must be within one step of his deity’s (that is, it may be one step away on either the lawful–chaotic axis or the good–evil axis, but not both). A cleric may not be neutral unless his deity’s alignment is also neutral.

Hit Die

d8.

Class Skills

The cleric’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).

Domains and Class Skills

A cleric who chooses the Animal or Plant domain adds Knowledge (nature) (Int) to the cleric class skills listed above. A cleric who chooses the Knowledge domain adds all Knowledge (Int) skills to the list. A cleric who chooses the Travel domain adds Survival (Wis) to the list. A cleric who chooses the Trickery domain adds Bluff (Cha), Disguise (Cha), and Hide (Dex) to the list. See Deity, Domains, and Domain Spells, below, for more information.

Skill Points at 1st Level

(2 + Int modifier) x4.

Skill Points at Each Additional Level

2 + Int modifier.

Table: The Cleric

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+0

+2

+0

+2

Turn or rebuke undead

2nd

+1

+3

+0

+3


3rd

+2

+3

+1

+3


4th

+3

+4

+1

+4


5th

+3

+4

+1

+4


6th

+4

+5

+2

+5


7th

+5

+5

+2

+5


8th

+6/+1

+6

+2

+6


9th

+6/+1

+6

+3

+6


10th

+7/+2

+7

+3

+7


11th

+8/+3

+7

+3

+7


12th

+9/+4

+8

+4

+8


13th

+9/+4

+8

+4

+8


14th

+10/+5

+9

+4

+9


15th

+11/+6/+1

+9

+5

+9


16th

+12/+7/+2

+10

+5

+10


17th

+12/+7/+2

+10

+5

+10


18th

+13/+8/+3

+11

+6

+11


19th

+14/+9/+4

+11

+6

+11


20th

+15/+10/+5

+12

+6

+12


Table: Clerical Spells Per Day

Level

0

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1st

3

1+1

2nd

4

2+1

3rd

4

2+1

1+1

4th

5

3+1

2+1

5th

5

3+1

2+1

1+1

6th

5

3+1

3+1

2+1

7th

6

4+1

3+1

2+1

1+1

8th

6

4+1

3+1

3+1

2+1

9th

6

4+1

4+1

3+1

2+1

1+1

10th

6

4+1

4+1

3+1

3+1

2+1

11th

6

5+1

4+1

4+1

3+1

2+1

1+1

12th

6

5+1

4+1

4+1

3+1

3+1

2+1

13th

6

5+1

5+1

4+1

4+1

3+1

2+1

1+1

14th

6

5+1

5+1

4+1

4+1

3+1

3+1

2+1

15th

6

5+1

5+1

5+1

4+1

4+1

3+1

2+1

1+1

16th

6

5+1

5+1

5+1

4+1

4+1

3+1

3+1

2+1

17th

6

5+1

5+1

5+1

5+1

4+1

4+1

3+1

2+1

1+1

18th

6

5+1

5+1

5+1

5+1

4+1

4+1

3+1

3+1

2+1

19th

6

5+1

5+1

5+1

5+1

5+1

4+1

4+1

3+1

3+1

20th

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 Features

All of the following are class features of the cleric.

Weapon and Armor Proficiency

Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).

A cleric who chooses the War domain receives the Weapon Focus feat related to his deity’s weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.

Aura (Ex)

A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Clerics who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.

Spells

A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A cleric must choose and prepare his spells in advance (see below).

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains (see Deities, Domains, and Domain Spells, below).

Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Deity, Domains, and Domain Spells: A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.

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

Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected.

With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.

Spontaneous Casting

A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can “lose” any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

An evil cleric (or a neutral cleric of an evil deity), can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead (see below).

Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Turn or Rebuke Undead (Su)

Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).

A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see above).

A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

Bonus Languages

A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.

Ex-Clerics

A cleric who grossly violates the code of conduct required by his god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as a cleric of that god until he atones (see the atonement spell description).

Druid

Alignment

Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil.

Hit Die

d8.

Class Skills

The druid’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).

Skill Points at 1st Level

(4 + Int modifier) x4.

Skill Points at Each Additional Level

4 + Int modifier.

Table: The Druid

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+0

+2

+0

+2

Animal companion, nature sense, wild empathy

2nd

+1

+3

+0

+3

Woodland stride

3rd

+2

+3

+1

+3

Trackless step

4th

+3

+4

+1

+4

Resist nature’s lure

5th

+3

+4

+1

+4

Wild shape (1/day)

6th

+4

+5

+2

+5

Wild shape (2/day)

7th

+5

+5

+2

+5

Wild shape (3/day)

8th

+6/+1

+6

+2

+6

Wild shape (Large)

9th

+6/+1

+6

+3

+6

Venom immunity

10th

+7/+2

+7

+3

+7

Wild shape (4/day)

11th

+8/+3

+7

+3

+7

Wild shape (Tiny)

12th

+9/+4

+8

+4

+8

Wild shape (plant)

13th

+9/+4

+8

+4

+8

A thousand faces

14th

+10/+5

+9

+4

+9

Wild shape (5/day)

15th

+11/+6/+1

+9

+5

+9

Timeless body, wild shape (Huge)

16th

+12/+7/+2

+10

+5

+10

Wild shape (elemental 1/day)

17th

+12/+7/+2

+10

+5

+10


18th

+13/+8/+3

+11

+6

+11

Wild shape (6/day, elemental 2/day)

19th

+14/+9/+4

+11

+6

+11


20th

+15/+10/+5

+12

+6

+12

Wild shape (elemental 3/day, Huge elemental)

Table: Druidic Spells Per Day

Level

0

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1st

3

1

2nd

4

2

3rd

4

2

1

4th

5

3

2

5th

5

3

2

1

6th

5

3

3

2

7th

6

4

3

2

1

8th

6

4

3

3

2

9th

6

4

4

3

2

1

10th

6

4

4

3

3

2

11th

6

5

4

4

3

2

1

12th

6

5

4

4

3

3

2

13th

6

5

5

4

4

3

2

1

14th

6

5

5

4

4

3

3

2

15th

6

5

5

5

4

4

3

2

1

16th

6

5

5

5

4

4

3

3

2

17th

6

5

5

5

5

4

4

3

2

1

18th

6

5

5

5

5

4

4

3

3

2

19th

6

5

5

5

5

5

4

4

3

3

20th

6

5

5

5

5

5

4

4

4

4

Class Features

All of the following are class features of the druid.

Weapon and Armor Proficiency

Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).

Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Druids are proficient with shields (except tower shields) but must use only wooden ones.

A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Spells

A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A druid must choose and prepare her spells in advance (see below).

To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier.

Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Druid. In addition, she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does.

A druid prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Spontaneous Casting

A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower. Chaotic, Evil, Good, and Lawful Spells: A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Bonus Languages

A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids.

Druidic has its own alphabet.

Animal Companion (Ex)

A druid may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind.

A 1st-level druid’s companion is completely typical for its kind except as noted below. As a druid advances in level, the animal’s power increases as shown on the table. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.

A druid of 4th level or higher may select from alternative lists of animals (see below). Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s druid level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s druid level and compare the result with the druid level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the druid’s effective level to 0 or lower, she can’t have that animal as a companion.)

Nature Sense (Ex)

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

Wild Empathy (Ex)

A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

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

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Woodland Stride (Ex)

Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Trackless Step (Ex)

Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Resist Nature’s Lure (Ex)

Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.

Wild Shape (Su)

At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity.

The form chosen must be that of an animal the druid is familiar with.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The Druid. In addition, she gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level.

The new form’s Hit Dice can’t exceed the character’s druid level.

At 12th level, a druid becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A druid can’t use this ability to take the form of a plant that isn’t a creature.)

At 16th level, a druid becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the druid gains all the elemental’s extraordinary, supernatural, and spell-like abilities. She also gains the elemental’s feats for as long as she maintains the wild shape, but she retains her own creature type.

At 18th level, a druid becomes able to assume elemental form twice per day, and at 20th level she can do so three times per day. At 20th level, a druid may use this wild shape ability to change into a Huge elemental.

Venom Immunity (Ex)

At 9th level, a druid gains immunity to all poisons.

A Thousand Faces (Su)

At 13th level, a druid gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form.

Timeless Body (Ex)

After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.

Bonuses still accrue, and the druid still dies of old age when her time is up.

Ex-Druids

A druid who ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a nondruid loses all spells and druid abilities (including her animal companion, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a druid until she atones (see the atonement spell description).

The Druid’s Animal Companion

A druid’s animal companion is different from a normal animal of its kind in many ways. The companion 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). It is superior to a normal animal of its kind and has special powers, as described below.

Table: Druidic Animal Companion

Class Level

Bonus HD

Natural Armor Adj.

Str/Dex Adj.

Bonus Tricks

Special

1st–2nd

+0

+0

+0

1

Link, share spells

3rd–5th

+2

+2

+1

2

Evasion

6th–8th

+4

+4

+2

3

Devotion

9th–11th

+6

+6

+3

4

Multiattack

12th–14th

+8

+8

+4

5


15th–17th

+10

+10

+5

6

Improved evasion

18th–20th

+12

+12

+6

7


Class Level

The character’s druid level. The druid’s class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion’s abilities and the alternative lists available to the character.

Bonus HD

Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion’s base attack and base save bonuses. An animal companion’s base attack bonus is the same as that of a druid of a level equal to the animal’s HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.

Natural Armor Adj.

The number noted here is an improvement to the animal companion’s existing natural armor bonus.

Str/Dex Adj.

Add this value to the animal companion’s Strength and Dexterity scores.

Bonus Tricks

The value given in this column is the total number of “bonus” tricks that the animal knows in addition to any that the druid might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The druid selects these bonus tricks, and once selected, they can’t be changed.

Link (Ex)

A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex)

At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires.

Additionally, the druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).

Evasion (Ex)

If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Devotion (Ex)

An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Multiattack

An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a –5 penalty.

Improved Evasion (Ex)

When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Alternative Animal Companions

A druid of sufficiently high level can select her animal companion from one of the following lists, applying the indicated adjustment to the druid’s level (in parentheses) for purposes of determining the companion’s characteristics and special abilities.

4th Level or Higher (Level –3)

7th Level or Higher (Level –6)

10th Level or Higher (Level –9)

13th Level or Higher (Level –12)

16th Level or Higher (Level –15)

1 Available only in an aquatic environment.

Fighter

Alignment

Any.

Hit Die

d10.

Class Skills

The fighter’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).

Skill Points at 1st Level

(2 + Int modifier) x4.

Skill Points at Each Additional Level

2 + Int modifier.

Table: The Fighter

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+1

+2

+0

+0

Bonus feat

2nd

+2

+3

+0

+0

Bonus feat

3rd

+3

+3

+1

+1


4th

+4

+4

+1

+1

Bonus feat

5th

+5

+4

+1

+1


6th

+6/+1

+5

+2

+2

Bonus feat

7th

+7/+2

+5

+2

+2


8th

+8/+3

+6

+2

+2

Bonus feat

9th

+9/+4

+6

+3

+3


10th

+10/+5

+7

+3

+3

Bonus feat

11th

+11/+6/+1

+7

+3

+3


12th

+12/+7/+2

+8

+4

+4

Bonus feat

13th

+13/+8/+3

+8

+4

+4


14th

+14/+9/+4

+9

+4

+4

Bonus feat

15th

+15/+10/+5

+9

+5

+5


16th

+16/+11/+6/+1

+10

+5

+5

Bonus feat

17th

+17/+12/+7/+2

+10

+5

+5


18th

+18/+13/+8/+3

+11

+6

+6

Bonus feat

19th

+19/+14/+9/+4

+11

+6

+6


20th

+20/+15/+10/+5

+12

+6

+6

Bonus feat

Class Features

All of the following are class features of the fighter.

Weapon and Armor Proficiency

A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Bonus Feats

At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing these feats.

Monk

Alignment

Any lawful.

Hit Die

d8.

Class Skills

The monk’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

Skill Points at 1st Level

(4 + Int modifier) x4.

Skill Points at Each Additional Level

4 + Int modifier.

Table: The Monk

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+0

+2

+2

+2

Bonus feat, Flurry of blows, Unarmed strike

2nd

+1

+3

+3

+3

Bonus feat, evasion

3rd

+2

+3

+3

+3

Still mind

4th

+3

+4

+4

+4

Ki strike (magic), Slow fall 20 ft.

5th

+3

+4

+4

+4

Purity of body

6th

+4

+5

+5

+5

Bonus feat, Slow fall 30 ft.

7th

+5

+5

+5

+5

Wholeness of body

8th

+6/+1

+6

+6

+6

Slow fall 40 ft.

9th

+6/+1

+6

+6

+6

Improved evasion

10th

+7/+2

+7

+7

+7

Ki strike (lawful), Slow fall 50 ft.

11th

+8/+3

+7

+7

+7

Diamond body, Greater flurry

12th

+9/+4

+8

+8

+8

Abundant step, Slow fall 60 ft.

13th

+9/+4

+8

+8

+8

Diamond soul

14th

+10/+5

+9

+9

+9

Slow fall 70 ft.

15th

+11/+6/+1

+9

+9

+9

Quivering palm

16th

+12/+7/+2

+10

+10

+10

Ki strike (adamantine), Slow fall 80 ft.

17th

+12/+7/+2

+10

+10

+10

Timeless body, Tongue of the sun and moon

18th

+13/+8/+3

+11

+11

+11

Slow fall 90 ft.

19th

+14/+9/+4

+11

+11

+11

Empty body

20th

+15/+10/+5

+12

+12

+12

Perfect self, Slow fall any distance

Table: Monk Unarmed Combat

Level

Flurry Of Blows Attack Bonus

Unarmed Damage1

AC Bonus

Unarmored Speed Bonus

1st

–2/–2

1d6

+0

+0 ft.

2nd

–1/–1

1d6

+0

+0 ft.

3rd

+0/+0

1d6

+0

+10 ft.

4th

+1/+1

1d8

+0

+10 ft.

5th

+2/+2

1d8

+1

+10 ft.

6th

+3/+3

1d8

+1

+20 ft.

7th

+4/+4

1d8

+1

+20 ft.

8th

+5/+5/+0

1d10

+1

+20 ft.

9th

+6/+6/+1

1d10

+1

+30 ft.

10th

+7/+7/+2

1d10

+2

+30 ft.

11th

+8/+8/+8/+3

1d10

+2

+30 ft.

12th

+9/+9/+9/+4

2d6

+2

+40 ft.

13th

+9/+9/+9/+4

2d6

+2

+40 ft.

14th

+10/+10/+10/+5

2d6

+2

+40 ft.

15th

+11/+11/+11/+6/+1

2d6

+3

+50 ft.

16th

+12/+12/+12/+7/+2

2d8

+3

+50 ft.

17th

+12/+12/+12/+7/+2

2d8

+3

+50 ft.

18th

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

2d8

+3

+60 ft.

19th

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

2d8

+3

+60 ft.

20th

+15/+15/+15/+10/+5

2d10

+4

+60 ft.

1 The value shown is for Medium monks. See Table: Small or Large Monk Unarmed Damage for Small or Large monks.

Class Features

All of the following are class features of the monk.

Weapon and Armor Proficiency

Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.

Monks are not proficient with any armor or shields

When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.

AC Bonus (Ex)

When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Flurry of Blows (Ex)

When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.

When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus x 1-1/2 or x1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.

In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.

When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.

Unarmed Strike

At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see the Small or Large Monk Unarmed Damage table.

Table: Small or Large Monk Unarmed Damage

Level

Damage (Small Monk)

Damage (Large Monk)

1st–3rd

1d4

1d8

4th–7th

1d6

2d6

8th–11th

1d8

2d8

12th–15th

1d10

3d6

16th–19th

2d6

3d8

20th

2d8

4d8

Bonus Feat

At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.

Evasion (Ex)

At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Fast Movement (Ex)

At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Still Mind (Ex)

A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

Ki Strike (Su)

At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

Slow Fall (Ex)

At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.

Purity of Body (Ex)

At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.

Wholeness of Body (Su)

At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.

Improved Evasion (Ex)

At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

Diamond Body (Su)

At 11th level, a monk gains immunity to poisons of all kinds.

Abundant Step (Su)

At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her monk level (rounded down).

Diamond Soul (Ex)

At 13th level, a monk gains spell resistance equal to her current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk’s spell resistance.

Quivering Palm (Su)

Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.

Timeless Body (Ex)

Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.

Tongue of the Sun and Moon (Ex)

A monk of 17th level or higher can speak with any living creature.

Empty Body (Su)

At 19th level, a monk gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level.

Perfect Self

At 20th level, a monk becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the monk’s creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if she were a member of her previous creature type.

Ex-Monks

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.

Paladin

Alignment

Lawful good.

Hit Die

d10.

Class Skills

The paladin’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).

Skill Points at 1st Level

(2 + Int modifier) x4.

Skill Points at Each Additional Level

2 + Int modifier.

Table: The Paladin

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

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

5th

+5

+4

+1

+1

Smite evil 2/day, Special mount

6th

+6/+1

+5

+2

+2

Remove disease 1/week

7th

+7/+2

+5

+2

+2


8th

+8/+3

+6

+2

+2


9th

+9/+4

+6

+3

+3

Remove disease 2/week

10th

+10/+5

+7

+3

+3

Smite evil 3/day

11th

+11/+6/+1

+7

+3

+3


12th

+12/+7/+2

+8

+4

+4

Remove disease 3/week

13th

+13/+8/+3

+8

+4

+4


14th

+14/+9/+4

+9

+4

+4


15th

+15/+10/+5

+9

+5

+5

Remove disease 4/week, Smite evil 4/day

16th

+16/+11/+6/+1

+10

+5

+5


17th

+17/+12/+7/+2

+10

+5

+5


18th

+18/+13/+8/+3

+11

+6

+6

Remove disease 5/week

19th

+19/+14/+9/+4

+11

+6

+6


20th

+20/+15/+10/+5

+12

+6

+6

Smite evil 5/day

Table: Paladin Spells Per Day

Level

1st

2nd

3rd

4th

1st

2nd

3rd

4th

0

5th

0

6th

1

7th

1

8th

1

0

9th

1

0

10th

1

1

11th

1

1

0

12th

1

1

1

13th

1

1

1

14th

2

1

1

0

15th

2

1

1

1

16th

2

2

1

1

17th

2

2

2

1

18th

3

2

2

1

19th

3

3

3

2

20th

3

3

3

3

Class Features

All of the following are class features of the paladin.

Weapon and Armor Proficiency

Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura of Good (Ex)

The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp)

At will, a paladin can use detect evil, as the spell.

Smite Evil (Su)

Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level.

Divine Grace (Su)

At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Lay on Hands (Su)

Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level x her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.

Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Aura of Courage (Su)

Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.

This ability functions while the paladin is conscious, but not if she is unconscious or dead.

Divine Health (Ex)

At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.

Turn Undead (Su)

When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.

Spells

Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.

To prepare or cast a spell, a paladin must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Wisdom modifier.

Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Paladin. In addition, she receives bonus spells per day if she has a high Wisdom score. When Table: The Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level The paladin does not have access to any domain spells or granted powers, as a cleric does.

A paladin prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is one-half her paladin level.

Special Mount (Sp)

Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil (see below). This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).

Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.

Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.

Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

Remove Disease (Sp)

At 6th level, a paladin can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).

Code of Conduct

A paladin must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act.

Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.

Associates

While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin may accept only henchmen, followers, or cohorts who are lawful good.

Ex-Paladins

A paladin who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all paladin spells and abilities (including the service of the paladin’s mount, but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.

Like a member of any other class, a paladin may be a multiclass character, but multiclass paladins face a special restriction. A paladin who gains a level in any class other than paladin may never again raise her paladin level, though she retains all her paladin abilities.

The Paladin’s Mount

The paladin’s mount is superior to a normal mount of its kind and has special powers, as described below. The standard mount for a Medium paladin is a heavy warhorse, and the standard mount for a Small paladin is a warpony. Another kind of mount, such as a riding dog (for a halfling paladin) or a Large shark (for a paladin in an aquatic campaign) may be allowed as well.

A paladin’s mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal’s HD, base attack bonus, saves, skill points, and feats).

Table: The Paladin's Mount

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

Bonus HD

Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.

Natural Armor Adj.

The number on the table is an improvement to the mount’s existing natural armor bonus.

Str Adj.

Add this figure to the mount’s Strength score.

Int

The mount’s Intelligence score.

Empathic Link (Su)

The paladin has an empathic link with her mount out to a distance of up to 1 mile. The paladin cannot see through the mount’s eyes, but they can communicate empathically.

Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.

Because of this empathic link, the paladin has the same connection to an item or place that her mount does, just as with a master and his familiar (see Familiars).

Improved Evasion (Ex)

When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.

Share Spells

At the paladin’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount.

The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of “You” on her mount (as a touch range spell) instead of on herself. A paladin and her mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).

Share Saving Throws

For each of its saving throws, the mount uses its own base save bonus or the paladin’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.

Improved Speed (Ex)

The mount’s speed increases by 10 feet.

Command (Sp): Once per day per two paladin levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + 1/2 paladin’s level + paladin’s Cha modifier) to negate the effect.

Spell Resistance (Ex)

A mount’s spell resistance equals its master’s paladin level + 5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance.

Ranger

Alignment

Any.

Hit Die

d8.

Class Skills

The ranger’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

Skill Points at 1st Level

(6 + Int modifier) x4.

Skill Points at Each Additional Level

6 + Int modifier.

Table: The Ranger

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

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

5th

+5

+4

+4

+1

2nd favored enemy

6th

+6/+1

+5

+5

+2

Improved combat style

7th

+7/+2

+5

+5

+2

Woodland stride

8th

+8/+3

+6

+6

+2

Swift tracker

9th

+9/+4

+6

+6

+3

Evasion

10th

+10/+5

+7

+7

+3

3rd favored enemy

11th

+11/+6/+1

+7

+7

+3

Combat style mastery

12th

+12/+7/+2

+8

+8

+4


13th

+13/+8/+3

+8

+8

+4

Camouflage

14th

+14/+9/+4

+9

+9

+4


15th

+15/+10/+5

+9

+9

+5

4th favored enemy

16th

+16/+11/+6/+1

+10

+10

+5


17th

+17/+12/+7/+2

+10

+10

+5

Hide in plain sight

18th

+18/+13/+8/+3

+11

+11

+6


19th

+19/+14/+9/+4

+11

+11

+6


20th

+20/+15/+10/+5

+12

+12

+6

5th favored enemy

Table: Ranger Spells per Day

Level

1st

2nd

3rd

4th

1st

2nd

3rd

4th

0

5th

0

6th

1

7th

1

8th

1

0

9th

1

0

10th

1

1

11th

1

1

0

12th

1

1

1

13th

1

1

1

14th

2

1

1

0

15th

2

1

1

1

16th

2

2

1

1

17th

2

2

2

1

18th

3

2

2

1

19th

3

3

3

2

20th

3

3

3

3

Class Features

All of the following are class features of the ranger.

Weapon and Armor Proficiency

A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).

Favored Enemy (Ex)

At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

Table: Ranger Favored Enemies

Type (Subtype)

Type (Subtype)

Aberration

Humanoid (reptilian)

Animal

Magical beast

Construct

Monstrous humanoid

Dragon

Ooze

Elemental

Outsider (air)

Fey

Outsider (chaotic)

Giant

Outsider (earth)

Humanoid (aquatic)

Outsider (evil)

Humanoid (dwarf)

Outsider (fire)

Humanoid (elf)

Outsider (good)

Humanoid (goblinoid)

Outsider (lawful)

Humanoid (gnoll)

Outsider (native)

Humanoid (gnome)

Outsider (water)

Humanoid (halfling)

Plant

Humanoid (human)

Undead

Humanoid (orc)

Vermin

Track

A ranger gains Track as a bonus feat.

Wild Empathy (Ex)

A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

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

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Combat Style (Ex)

At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.

If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.

If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Endurance

A ranger gains Endurance as a bonus feat at 3rd level.

Animal Companion (Ex)

At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger’s list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.

This ability functions like the druid ability of the same name, except that the ranger’s effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

Spells

Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance (see below).

To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger’s spell is 10 + the spell level + the ranger’s Wisdom modifier.

Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The ranger does not have access to any domain spells or granted powers, as a cleric does.

A ranger prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is one-half his ranger level.

Improved Combat Style (Ex)

At 6th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.

If the ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Woodland Stride (Ex)

Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Swift Tracker (Ex)

Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Evasion (Ex)

At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion.

Combat Style Mastery (Ex)

At 11th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.

If the ranger selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Camouflage (Ex)

A ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Hide in Plain Sight (Ex)

While in any sort of natural terrain, a ranger of 17th level or higher can use the Hide skill even while being observed.

Rogue

Alignment

Any.

Hit Die

d6.

Class Skills

The rogue’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points at 1st Level

(8 + Int modifier) x4.

Skill Points at Each Additional Level

8 + Int modifier.

Table: The Rogue

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+0

+0

+2

+0

Sneak attack +1d6, trapfinding

2nd

+1

+0

+3

+0

Evasion

3rd

+2

+1

+3

+1

Sneak attack +2d6, trap sense +1

4th

+3

+1

+4

+1

Uncanny dodge

5th

+3

+1

+4

+1

Sneak attack +3d6

6th

+4

+2

+5

+2

Trap sense +2

7th

+5

+2

+5

+2

Sneak attack +4d6

8th

+6/+1

+2

+6

+2

Improved uncanny dodge

9th

+6/+1

+3

+6

+3

Sneak attack +5d6, trap sense +3

10th

+7/+2

+3

+7

+3

Special ability

11th

+8/+3

+3

+7

+3

Sneak attack +6d6

12th

+9/+4

+4

+8

+4

Trap sense +4

13th

+9/+4

+4

+8

+4

Sneak attack +7d6, special ability

14th

+10/+5

+4

+9

+4

15th

+11/+6/+1

+5

+9

+5

Sneak attack +8d6, trap sense +5

16th

+12/+7/+2

+5

+10

+5

Special ability

17th

+12/+7/+2

+5

+10

+5

Sneak attack +9d6

18th

+13/+8/+3

+6

+11

+6

Trap sense +6

19th

+14/+9/+4

+6

+11

+6

Sneak attack +10d6, special ability

20th

+15/+10/+5

+6

+12

+6

Class Features

All of the following are class features of the rogue.

Weapon and Armor Proficiency

Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.

Sneak Attack

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding

Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Evasion (Ex)

At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Trap Sense (Ex)

At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Trap sense bonuses gained from multiple classes stack.

Uncanny Dodge (Ex)

Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.

Improved Uncanny Dodge (Ex)

A rogue of 8th level or higher can no longer be flanked.

This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Special Abilities

On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a rogue gains a special ability of her choice from among the following options.

Crippling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

Defensive Roll (Ex): The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll.

Improved Evasion (Ex): This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.

Skill Mastery: The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.

Slippery Mind (Ex): This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

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

Sorcerer

Alignment

Any.

Hit Die

d4.

Class Skills

The sorcerer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points at 1st Level

(2 + Int modifier) x 4.

Skill Points at Each Additional Level

2 + Int modifier.

Table: The Sorcerer

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+0

+0

+0

+2

Summon familiar

2nd

+1

+0

+0

+3


3rd

+1

+1

+1

+3


4th

+2

+1

+1

+4


5th

+2

+1

+1

+4


6th

+3

+2

+2

+5


7th

+3

+2

+2

+5


8th

+4

+2

+2

+6


9th

+4

+3

+3

+6


10th

+5

+3

+3

+7


11th

+5

+3

+3

+7


12th

+6/+1

+4

+4

+8


13th

+6/+1

+4

+4

+8


14th

+7/+2

+4

+4

+9


15th

+7/+2

+5

+5

+9


16th

+8/+3

+5

+5

+10


17th

+8/+3

+5

+5

+10


18th

+9/+4

+6

+6

+11


19th

+9/+4

+6

+6

+11


20th

+10/+5

+6

+6

+12


Table: Sorcerer Spells Per Day

Level

0

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1st

5

3

2nd

6

4

3rd

6

5

4th

6

6

3

5th

6

6

4

6th

6

6

5

3

7th

6

6

6

4

8th

6

6

6

5

3

9th

6

6

6

6

4

10th

6

6

6

6

5

3

11th

6

6

6

6

6

4

12th

6

6

6

6

6

5

3

13th

6

6

6

6

6

6

4

14th

6

6

6

6

6

6

5

3

15th

6

6

6

6

6

6

6

4

16th

6

6

6

6

6

6

6

5

3

17th

6

6

6

6

6

6

6

6

4

18th

6

6

6

6

6

6

6

6

5

3

19th

6

6

6

6

6

6

6

6

6

4

20th

6

6

6

6

6

6

6

6

6

6

Table: Sorcerer Spells Known

Level

0

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1st

4

2

2nd

5

2

3rd

5

3

4th

6

3

1

5th

6

4

2

6th

7

4

2

1

7th

7

5

3

2

8th

8

5

3

2

1

9th

8

5

4

3

2

10th

9

5

4

3

2

1

11th

9

5

5

4

3

2

12th

9

5

5

4

3

2

1

13th

9

5

5

4

4

3

2

14th

9

5

5

4

4

3

2

1

15th

9

5

5

4

4

4

3

2

16th

9

5

5

4

4

4

3

2

1

17th

9

5

5

4

4

4

3

3

2

18th

9

5

5

4

4

4

3

3

2

1

19th

9

5

5

4

4

4

3

3

3

2

20th

9

5

5

4

4

4

3

3

3

3

Class Features

All of the following are class features of the sorcerer.

Weapon and Armor Proficiency

Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer’s gestures, which can cause his spells with somatic components to fail.

Spells

A sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).

To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier.

Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Sorcerer. In addition, he receives bonus spells per day if he has a high Charisma score.

A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new sorcerer level, he gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The sorcerer can’t use this method of spell acquisition to learn spells at a faster rate, however.

Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one he already knows. In effect, the sorcerer “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level sorcerer spell the sorcerer can cast. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Unlike a wizard or a cleric, a sorcerer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.

Familiar

A sorcerer can obtain a familiar (see below). Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.

The sorcerer chooses the kind of familiar he gets. As the sorcerer advances in level, his familiar also increases in power.

If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount. However, a sorcerer’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.

A character with more than one class that grants a familiar may have only one familiar at a time.

Wizard

Alignment

Any.

Hit Die

d4.

Class Skills

The wizard’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int). See Chapter 4: Skills for skill descriptions.

Skill Points at 1st Level

(2 + Int modifier) x4.

Skill Points at Each Additional Level

2 + Int modifier.

Table: The Wizard

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+0

+0

+0

+2

Summon familiar, Scribe Scroll

2nd

+1

+0

+0

+3


3rd

+1

+1

+1

+3


4th

+2

+1

+1

+4


5th

+2

+1

+1

+4

Bonus feat

6th

+3

+2

+2

+5


7th

+3

+2

+2

+5


8th

+4

+2

+2

+6


9th

+4

+3

+3

+6


10th

+5

+3

+3

+7

Bonus feat

11th

+5

+3

+3

+7


12th

+6/+1

+4

+4

+8


13th

+6/+1

+4

+4

+8


14th

+7/+2

+4

+4

+9


15th

+7/+2

+5

+5

+9

Bonus feat

16th

+8/+3

+5

+5

+10


17th

+8/+3

+5

+5

+10


18th

+9/+4

+6

+6

+11


19th

+9/+4

+6

+6

+11


20th

+10/+5

+6

+6

+12

Bonus feat

Table: Wizard Spells Per Day

Level

0

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1st

3

1

2nd

4

2

3rd

4

2

1

4th

4

3

2

5th

4

3

2

1

6th

4

3

3

2

7th

4

4

3

2

1

8th

4

4

3

3

2

9th

4

4

4

3

2

1

10th

4

4

4

3

3

2

11th

4

4

4

4

3

2

1

12th

4

4

4

4

3

3

2

13th

4

4

4

4

4

3

2

1

14th

4

4

4

4

4

3

3

2

15th

4

4

4

4

4

4

3

2

1

16th

4

4

4

4

4

4

3

3

2

17th

4

4

4

4

4

4

4

3

2

1

18th

4

4

4

4

4

4

4

3

3

2

19th

4

4

4

4

4

4

4

4

3

3

20th

4

4

4

4

4

4

4

4

4

4

Class Features

All of the following are class features of the wizard.

Weapon and Armor Proficiency

Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard’s movements, which can cause her spells with somatic components to fail.

Spells

A wizard casts arcane spells which are drawn from the sorcerer/ wizard spell list. A wizard must choose and prepare her spells ahead of time (see below).

To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.

Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Wizard. In addition, she receives bonus spells per day if she has a high Intelligence score.

Unlike a bard or sorcerer, a wizard may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare.

Bonus Languages

A wizard may substitute Draconic for one of the bonus languages available to the character because of her race.

Familiar

A wizard can obtain a familiar in exactly the same manner as a sorcerer can. See the sorcerer description and the information on Familiars below for details.

Scribe Scroll

At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Bonus Feats

At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.

Spellbooks

A wizard must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all wizards can prepare from memory.

A wizard begins play with a spellbook containing all 0-level wizard spells (except those from her prohibited school or schools, if any; see School Specialization, below) plus three 1st-level spells of your choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice. At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to her own.

School Specialization

A school is one of eight groupings of spells, each defined by a common theme. If desired, a wizard may specialize in one school of magic (see below). Specialization allows a wizard to cast extra spells from her chosen school, but she then never learns to cast spells from some other schools.

A specialist wizard can prepare one additional spell of her specialty school per spell level each day. She also gains a +2 bonus on Spellcraft checks to learn the spells of her chosen school.

The wizard must choose whether to specialize and, if she does so, choose her specialty at 1st level. At this time, she must also give up two other schools of magic (unless she chooses to specialize in divination; see below), which become her prohibited schools.

A wizard can never give up divination to fulfill this requirement.

Spells of the prohibited school or schools are not available to the wizard, and she can’t even cast such spells from scrolls or fire them from wands. She may not change either her specialization or her prohibited schools later.

The eight schools of arcane magic are abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation.

Spells that do not fall into any of these schools are called universal spells.

Abjuration

Spells that protect, block, or banish. An abjuration specialist is called an abjurer.

Conjuration

Spells that bring creatures or materials to the caster. A conjuration specialist is called a conjurer.

Divination

Spells that reveal information. A divination specialist is called a diviner. Unlike the other specialists, a diviner must give up only one other school.

Enchantment

Spells that imbue the recipient with some property or grant the caster power over another being. An enchantment specialist is called an enchanter.

Evocation

Spells that manipulate energy or create something from nothing. An evocation specialist is called an evoker.

Illusion

Spells that alter perception or create false images. An illusion specialist is called an illusionist.

Necromancy

Spells that manipulate, create, or destroy life or life force. A necromancy specialist is called a necromancer.

Transmutation

Spells that transform the recipient physically or change its properties in a more subtle way. A transmutation specialist is called a transmuter.

Universal

Not a school, but a category for spells that all wizards can learn. A wizard cannot select universal as a specialty school or as a prohibited school. Only a limited number of spells fall into this category.

Familiars

A familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service by a sorcerer or wizard. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but it is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.

A familiar also grants special abilities to its master (a sorcerer or wizard), as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.

Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master’s level.

Table: The Wizard's Familiar List

Familiar

Special

Bat

Master gains a +3 bonus on Listen checks

Cat

Master gains a +3 bonus on Move Silently checks

Hawk

Master gains a +3 bonus on Spot checks in bright light

Lizard

Master gains a +3 bonus on Climb checks

Owl

Master gains a +3 bonus on Spot checks in shadows

Rat

Master gains a +2 bonus on Fortitude saves

Raven1

Master gains a +3 bonus on Appraise checks

Snake2

Master gains a +3 bonus on Bluff checks

Toad

Master gains +3 hit points

Weasel

Master gains a +2 bonus on Reflex saves

1 A raven familiar can speak one language of its master’s choice as a supernatural ability.

2 Tiny viper.

Table: The Wizard's Familiar

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

Hit Dice

For the purpose of effects related to number of Hit Dice, use the master’s character level or the familiar’s normal HD total, whichever is higher.

Hit Points

The familiar has one-half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

Attacks

Use the master’s base attack bonus, as calculated from all his classes. Use the familiar’s Dexterity or Strength modifier, whichever is greater, to get the familiar’s melee attack bonus with natural weapons.

Damage equals that of a normal creature of the familiar’s kind.

Saving Throws

For each saving throw, use either the familiar’s base save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.

Skills

For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master’s skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use.

Familiar Ability Descriptions

All familiars have special abilities (or impart abilities to their masters) depending on the master’s combined level in classes that grant familiars, as shown on the table below. The abilities given on the table are cumulative.

Natural Armor Adj.

The number noted here is an improvement to the familiar’s existing natural armor bonus.

Int

The familiar’s Intelligence score.

Alertness (Ex)

While a familiar is within arm’s reach, the master gains the Alertness feat.

Improved Evasion (Ex)

When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells

At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.

If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself.

A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).

Empathic Link (Su)

The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

Because of this empathic link, the master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su)

If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex)

If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Speak with Animals of Its Kind (Ex)

If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.

Spell Resistance (Ex)

If the master is 11th level or higher, a familiar gains spell resistance equal to the master’s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance.

Scry on Familiar (Sp)

If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.

Arcane Spells And Armor

Wizards and sorcerers do not know how to wear armor effectively.

If desired, they can wear armor anyway (though they’ll be clumsy in it), or they can gain training in the proper use of armor (with the various Armor Proficiency feats—light, medium, and heavy—and the Shield Proficiency feat), or they can multiclass to add a class that grants them armor proficiency. Even if a wizard or sorcerer is wearing armor with which he or she is proficient, however, it might still interfere with spellcasting.

Armor restricts the complicated gestures that a wizards or sorcerer must make while casting any spell that has a somatic component (most do). The armor and shield descriptions list the arcane spell failure chance for different armors and shields.

By contrast, bards not only know how to wear light armor effectively, but they can also ignore the arcane spell failure chance for such armor. A bard wearing armor heavier than light or using any type of shield incurs the normal arcane spell failure chance, even if he becomes proficient with that armor.

If a spell doesn’t have a somatic component, an arcane spellcaster can cast it with no problem while wearing armor. Such spells can also be cast even if the caster’s hands are bound or if he or she is grappling (although Concentration checks still apply normally). Also, the metamagic feat Still Spell allows a spellcaster to prepare or cast a spell at one spell level higher than normal without the somatic component. This also provides a way to cast a spell while wearing armor without risking arcane spell failure.

Description

Alignment

A creature’s general moral and personal attitudes are represented by its alignment: lawful good, neutral good, chaotic good, lawful neutral, neutral, chaotic neutral, lawful evil, neutral evil, or chaotic evil.

Alignment is a tool for developing your character’s identity. It is not a straitjacket for restricting your character. Each alignment represents a broad range of personality types or personal philosophies, so two characters of the same alignment can still be quite different from each other. In addition, few people are completely consistent.

Good Vs. Evil

Good characters and creatures protect innocent life. Evil characters and creatures debase or destroy innocent life, whether for fun or profit.

“Good” implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others.

“Evil” implies hurting, oppressing, and killing others. Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient. Others actively pursue evil, killing for sport or out of duty to some evil deity or master.

People who are neutral with respect to good and evil have compunctions against killing the innocent but lack the commitment to make sacrifices to protect or help others. Neutral people are committed to others by personal relationships.

Being good or evil can be a conscious choice. For most people, though, being good or evil is an attitude that one recognizes but does not choose. Being neutral on the good–evil axis usually represents a lack of commitment one way or the other, but for some it represents a positive commitment to a balanced view. While acknowledging that good and evil are objective states, not just opinions, these folk maintain that a balance between the two is the proper place for people, or at least for them.

Animals and other creatures incapable of moral action are neutral rather than good or evil. Even deadly vipers and tigers that eat people are neutral because they lack the capacity for morally right or wrong behavior.

Law Vs. Chaos

Lawful characters tell the truth, keep their word, respect authority, honor tradition, and judge those who fall short of their duties.

Chaotic characters follow their consciences, resent being told what to do, favor new ideas over tradition, and do what they promise if they feel like it.

“Law” implies honor, trustworthiness, obedience to authority, and reliability. On the downside, lawfulness can include close-mindedness, reactionary adherence to tradition, judgmentalness, and a lack of adaptability. Those who consciously promote lawfulness say that only lawful behavior creates a society in which people can depend on each other and make the right decisions in full confidence that others will act as they should.

“Chaos” implies freedom, adaptability, and flexibility. On the downside, chaos can include recklessness, resentment toward legitimate authority, arbitrary actions, and irresponsibility. Those who promote chaotic behavior say that only unfettered personal freedom allows people to express themselves fully and lets society benefit from the potential that its individuals have within them.

Someone who is neutral with respect to law and chaos has a normal respect for authority and feels neither a compulsion to obey nor a compulsion to rebel. She is honest but can be tempted into lying or deceiving others.

Devotion to law or chaos may be a conscious choice, but more often it is a personality trait that is recognized rather than being chosen. Neutrality on the lawful–chaotic axis is usually simply a middle state, a state of not feeling compelled toward one side or the other. Some few such neutrals, however, espouse neutrality as superior to law or chaos, regarding each as an extreme with its own blind spots and drawbacks.

Animals and other creatures incapable of moral action are neutral. Dogs may be obedient and cats free-spirited, but they do not have the moral capacity to be truly lawful or chaotic.

The Nine Alignments

Nine distinct alignments define all the possible combinations of the lawful–chaotic axis with the good–evil axis. Each alignment description below depicts a typical character of that alignment. Remember that individuals vary from this norm, and that a given character may act more or less in accord with his or her alignment from day to day. Use these descriptions as guidelines, not as scripts.

The first six alignments, lawful good through chaotic neutral, are the standard alignments for player characters. The three evil alignments are for monsters and villains.

Lawful Good, “Crusader”

A lawful good character acts as a good person is expected or required to act. She combines a commitment to oppose evil with the discipline to fight relentlessly. She tells the truth, keeps her word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished.

Lawful good is the best alignment you can be because it combines honor and compassion.

Neutral Good, “Benefactor”

A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them..

Neutral good is the best alignment you can be because it means doing what is good without bias for or against order.

Chaotic Good, “Rebel”

A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he’s kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society.

Chaotic good is the best alignment you can be because it combines a good heart with a free spirit.

Lawful Neutral, “Judge”

A lawful neutral character acts as law, tradition, or a personal code directs her. Order and organization are paramount to her. She may believe in personal order and live by a code or standard, or she may believe in order for all and favor a strong, organized government.

Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot.

Neutral, “Undecided”

A neutral character does what seems to be a good idea. She doesn’t feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil—after all, she would rather have good neighbors and rulers than evil ones. Still, she’s not personally committed to upholding good in any abstract or universal way.

Some neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run.

Neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion.

Chaotic Neutral, “Free Spirit”

A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn’t strive to protect others’ freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it.

Chaotic neutral is the best alignment you can be because it represents true freedom from both society’s restrictions and a do-gooder’s zeal.

Lawful Evil, “Dominator”

A lawful evil villain methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts. He cares about tradition, loyalty, and order but not about freedom, dignity, or life. He plays by the rules but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but is willing to serve. He condemns others not according to their actions but according to race, religion, homeland, or social rank. He is loath to break laws or promises.

This reluctance comes partly from his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds. Some lawful evil villains have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped). They imagine that these compunctions put them above unprincipled villains.

Some lawful evil people and creatures commit themselves to evil with a zeal like that of a crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or master.

Lawful evil is sometimes called “diabolical,” because devils are the epitome of lawful evil.

Lawful evil is the most dangerous alignment because it represents methodical, intentional, and frequently successful evil.

Neutral Evil, “Malefactor”

A neutral evil villain does whatever she can get away with. She is out for herself, pure and simple. She sheds no tears for those she kills, whether for profit, sport, or convenience. She has no love of order and holds no illusion that following laws, traditions, or codes would make her any better or more noble. On the other hand, she doesn’t have the restless nature or love of conflict that a chaotic evil villain has.

Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil deities or secret societies.

Neutral evil is the most dangerous alignment because it represents pure evil without honor and without variation.

Chaotic Evil, “Destroyer”

A chaotic evil character does whatever his greed, hatred, and lust for destruction drive him to do. He is hot-tempered, vicious, arbitrarily violent, and unpredictable. If he is simply out for whatever he can get, he is ruthless and brutal. If he is committed to the spread of evil and chaos, he is even worse. Thankfully, his plans are haphazard, and any groups he joins or forms are poorly organized. Typically, chaotic evil people can be made to work together only by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him.

Chaotic evil is sometimes called “demonic” because demons are the epitome of chaotic evil.

Chaotic evil is the most dangerous alignment because it represents the destruction not only of beauty and life but also of the order on which beauty and life depend.

Vital Statistics

Age

You can choose or randomly generate your character’s age. If you choose it, it must be at least the minimum age for the character’s race and class (see Table: Random Starting Ages). Your character’s minimum starting age is the adulthood age of his or her race plus the number of dice indicated in the entry corresponding to the character’s race and class on Table: Random Starting Ages.

Alternatively, refer to Table: Random Starting Ages and roll dice to determine how old your character is.

Table: Random Starting Ages

Race

Adulthood

Barbarian, Rogue, Sorcerer

Bard, Fighter, Paladin, Ranger

Cleric, Druid, Monk, Wizard

Human

15 years

+1d4

+1d6

+2d6

Dwarf

40 years

+3d6

+5d6

+7d6

Elf

110 years

+4d6

+6d6

+10d6

Gnome

40 years

+4d6

+6d6

+9d6

Half-elf

20 years

+1d6

+2d6

+3d6

Half-orc

14 years

+1d4

+1d6

+2d6

Halfling

20 years

+2d4

+3d6

+4d6

With age, a character’s physical ability scores decrease and his or her mental ability scores increase (see Table: Aging Effects). The effects of each aging step are cumulative. However, none of a character’s ability scores can be reduced below 1 in this way.

When a character reaches venerable age, secretly roll his or her maximum age, which is the number from the Venerable column on Table: Aging Effects plus the result of the dice roll indicated on the Maximum Age column on that table, and records the result, which the player does not know. A character who reaches his or her maximum age dies of old age at some time during the following year.

The maximum ages are for player characters. Most people in the world at large die from pestilence, accidents, infections, or violence before getting to venerable age.

Table: Aging Effects

Race

Middle Age1

Old2

Venerable3

Maximum Age

Human

35 years

53 years

70 years

+2d20 years

Dwarf

125 years

188 years

250 years

+2d% years

Elf

175 years

263 years

350 years

+4d% years

Gnome

100 years

150 years

200 years

+3d% years

Half-elf

62 years

93 years

125 years

+3d20 years

Half-orc

30 years

45 years

60 years

+2d10 years

Halfling

50 years

75 years

100 years

+5d20 years

1 At middle age, –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

2 At old age, –2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

3 At venerable age, –3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

Height And Weight

The dice roll given in the Height Modifier column determines the character’s extra height beyond the base height. That same number multiplied by the dice roll or quantity given in the Weight Modifier column determines the character’s extra weight beyond the base weight.

Table: Random Height and Weight

Race

Base Height

Height Modifier

Base Weight

Weight Modifier

Human, male

4´ 10½

+2d10

120 lb.

× (2d4) lb.

Human, female

4´ 5½

+2d10

85 lb.

× (2d4) lb.

Dwarf, male

3´ 9½

+2d4

130 lb.

× (2d6) lb.

Dwarf, female

3´ 7½

+2d4

100 lb.

× (2d6) lb.

Elf, male

4´ 5½

+2d6

85 lb.

× (1d6) lb.

Elf, female

4´ 5½

+2d6

80 lb.

× (1d6) lb.

Gnome, male

3´ 0½

+2d4

40 lb.

× 1 lb.

Gnome, female

2´ 10½

+2d4

35 lb.

× 1 lb.

Half-elf, male

4´ 7½

+2d8

100 lb.

× (2d4) lb.

Half-elf, female

4´ 5½

+2d8

80 lb.

× (2d4) lb.

Half-orc, male

4´ 10½

+2d12

150 lb.

× (2d6) lb.

Half-orc, female

4´ 5½

+2d12

110 lb.

× (2d6) lb.

Halfling, male

2´ 8½

+2d4

30 lb.

× 1 lb.

Halfling, female

2´ 6½

+2d4

25 lb.

× 1 lb.

Skills

Skills Summary

Getting Skills

Each skill point you spend on a class skill gets you 1 rank in that skill. Class skills are the skills found on your character’s class skill list. Each skill point you spend on a cross-class skill gets your character 1/2 rank in that skill. Cross-class skills are skills not found on your character’s class skill list. (Half ranks do not improve your skill check, but two 1/2 ranks make 1 rank.) You can’t save skill points to spend later.

The maximum rank in a class skill is the character’s level + 3. If it’s a cross-class skill, the maximum rank is half of that number (do not round up or down).

Regardless of whether a skill is purchased as a class skill or a cross-class skill, if it is a class skill for any of your classes, your maximum rank equals your total character level + 3.

Using Skills

To make a skill check, roll: 1d20 + skill modifier (Skill modifier = skill rank + ability modifier + miscellaneous modifiers)

When your character uses a skill, you make a skill check to see how well he or she does. The higher the result of the skill check, the better. Based on the circumstances, your result must match or beat a particular number (a DC or the result of an opposed skill check) for the check to be successful. The harder the task, the higher the number you need to roll.

Circumstances can affect your check. A character who is free to work without distractions can make a careful attempt and avoid simple mistakes. A character who has lots of time can try over and over again, thereby assuring the best outcome. If others help, the character may succeed where otherwise he or she would fail.

Difficulty Class

Some checks are made against a Difficulty Class (DC). The DC is a number (set using the skill rules as a guideline) that you must score as a result on your skill check in order to succeed.

Table: Difficulty Class Examples

Difficulty (DC)

Skill Used in Example

Example

Very easy (0)

Spot

Notice something large in plain sight

Easy (5)

Climb

Climb a knotted rope

Average (10)

Listen

Hear an approaching guard

Tough (15)

Disable Device

Rig a wagon wheel to fall off

Challenging (20)

Swim

Swim in stormy water

Formidable (25)

Open Lock

Open an average lock

Heroic (30)

Jump

Leap across a 30-foot chasm

Nearly impossible (40)

Survival

Track a squad of orcs across hard ground after 24 hours of rainfall

Opposed Checks

An opposed check is a check whose success or failure is determined by comparing the check result to another character’s check result. In an opposed check, the higher result succeeds, while the lower result fails. In case of a tie, the higher skill modifier wins. If these scores are the same, roll again to break the tie.

Table: Example Opposed Checks

Task

Skill (Key Ability)

Opposing Skill (Key Ability)

Con someone

Bluff (Cha)

Sense Motive (Wis)

Pretend to be someone else

Disguise (Cha)

Spot (Wis)

Create a false map

Forgery (Int)

Forgery (Int)

Hide from someone

Hide (Dex)

Spot (Wis)

Make a bully back down

Intimidate (Cha)

Special1

Sneak up on someone

Move Silently (Dex)

Listen (Wis)

Steal a coin pouch

Sleight of Hand (Dex)

Spot (Wis)

Tie a prisoner securely

Use Rope (Dex)

Escape Artist (Dex)

1 An Intimidate check is opposed by the target’s level check, not a skill check. See the Intimidate skill description for more information.

Tryi