Difference between revisions of "CC 3.7 Character Classes"

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===== Combat Style =====
 
===== Combat Style =====
At 2<sup>nd</sup> level a Ranger selects either dual wielding or archery as a ranger combat style. If she selects Dual Wielding she receives the benefits of the two weapon fighting feat whilst wearing light or no armour. If she selects Archery she receives the benefits of the Quick Draw Combat Style also whilst wearing light or no armour. At 6<sup>th</sup> and 1th levels these abilities improve exactly as the feat.
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At 2<sup>nd</sup> level a Ranger selects either dual wielding or archery as a ranger combat style. If she selects Dual Wielding she receives the benefits of the two weapon fighting feat whilst wearing light or no armour. If she selects Archery she receives the benefits of the Quick Draw Combat Style also whilst wearing light or no armour. At 6<sup>th</sup> and 11<sup>th</sup> levels these abilities improve exactly as the feat.
  
 
===== Venom Resistance =====
 
===== Venom Resistance =====

Revision as of 09:12, 25 May 2009

Barbarian

Level BAB BAC Fort Save Ref Save Will Save Special
1 1 0 2 0 0 Fast Movement, Illiteracy, Rage 1/day
2 2 0 3 0 0 Uncanny Dodge
3 3 0 3 1 1 Trap Sense +1
4 4 1 4 1 1 Damage Resistance 1, Rage 2/day
5 5 1 4 1 1 Improved Uncanny Dodge
6 6 1 1 5 2 2 Improved Rage, Trap Sense +2,
7 7 2 1 5 2 2 Damage Resistance 2
8 8 3 2 6 2 2 Rage 3/day
9 9 4 2 6 3 3 Trap Sense +3
10 10 5 2 7 3 3 Damage Resistance 3
11 11 6 1 2 7 3 3 Greater Rage
12 12 7 2 3 8 4 4 Rage 4/day, Trap Sense +4
13 13 8 3 3 8 4 4 Damage Resistance 4
14 14 9 4 3 9 4 4 Indomitable Will
15 15 10 5 3 9 5 5 Trap Sense +5
16 16 11 6 1 4 10 5 5 Damage Resistance 5, Rage 5/day
17 17 12 7 2 4 10 5 5 Mighty Rage
18 18 13 8 3 4 11 6 6 Trap Sense +6
19 19 14 9 4 4 11 6 6 Damage Resistance 6
20 20 15 10 5 5 12 6 6 Rage 6/day, Feat of Strength 1x Day.

Hit Die: d12

Skill points: (4+Int mod)x4 at first level and 4+Int mod thereafter.

A Barbarians Class skills are: Climb (Str), Craft (Int) , Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str).

Class Features:
Weapon and Armour Proficiency

A barbarian is proficient with all simple and martial weapons, Light armour, Medium Armour and Shields. A Barbarian Begins play with the Martial Weapon Training as a bonus feat at first level.

Rage (Ex)

A barbarian may fly into a screaming rage a certain number of times per day. the rage adds +4 to the barbarians strength and constitution, a +2 to the barbarians will saves and a -2 to the barbarians armour class. the rage lasts for a number of rounds equal to 3+ the barbarians newly improved constitution modifier, at which point the barbarian becomes fatigued (-2 strength, dexterity, cannot charge or run) for the duration which the rage lasted. A barbarian cannot rage whilst fatigued. A barbarian cannot use any skills or feats which require concentration or finesse whilst raging (such as casting spells, crafting, lockpicking, combat expertise or feinting etc). Any hit points gained by increasing con due to rage are temporary, drop off at the end of the rage and are always lost last due to damage or environmental effects.

Damage Resistance (Ex)

A Barbarian gains a small amount of resistance to damage. This number is subtracted from damage from any source and stacks with damage reduction or energy resistance granted by magical items or other classes. Damage reduction can only reduce damage to 0 and not below.

Improved Rage (Ex)

A barbarian with Improved Rage gains a +6 to strength and constitution as well as a +3 to will saves. A barbarian in this state deals +50% extra damage due to strength score with a one handed weapon just as if she were armed with a two handed weapon, and her bonus to damage based on strength for a two handed weapon increases to +100%. her Ac penalty remains at -2.

Greater Rage (Ex)

A Barbarian with Greater Rage gains +8 to strength and constitution as well as a +4 bonus to will saves and a +10ft base land speed. her Ac penalty remains at -2 and she retains the special strength rules for Improved Rage.

Indomitable Will (Ex)

A barbarian of 14th level gains a +2 bonus to her will saves.

Mighty Rage (Ex)

A Barbarian with Mighty Rage gains +10 to strength and constitution as well as a +5 bonus to will saves, a +1 to fortitude and reflex saves and a +20ft base land speed. His Ac Penalty remains at -2 and she retains the special strength rules for Improved Rage. A Barbarian with this level of Rage is no longer fatigued after raging.

Feat Of Strength (Su)

Once per day a 20th level Barbarian can perform a truly unbelievable feat of strength where she draws upon inner feral reserves, her ultimate primal nature and for one brief shining moment her body and soul become one entity. By extending the duration of any one strength relation action to a full round she may make that action as though his strength score were triple it's actual current value (including magical and morale bonuses) for but one round. This Feat of strength may be done for any kind of strength related roll. Doing this is not without it's downsides however as the barbarian has pushed his body catastrophically past it's limits without heed to the consequence. she takes 8+(his normal strength mod) In Strength damage, and half that value in Con damage at the end of the round. the resulting hit point loss can kill the barbarian, and such a feat is risky at best. It is possible to perform an attack roll as a feat of strength, although it takes a full round action to make but one strike.

Bard

Level BAB BAC Fort Save Ref Save Will Save Special
1 0 0 0 2 2 Bardic Music, Bardic Knowledge, Countersong, Fascinate, Inspire Courage +1
2 1 0 0 3 3 Art of the Duel +1, Perform Anything
3 2 0 1 3 3 Inspire Competence
4 3 0 1 4 4 Hardiness of the Wanderer
5 3 0 1 4 4 Art of the Duel +2
6 4 1 2 5 5 Suggestion, Inspire Courage +2
7 5 1 2 5 5 Bonus Feat
8 6 1 1 2 6 6 Sneak Attack 1d6
9 6 1 1 3 6 6 Inspire Greatness
10 7 2 1 3 7 7 Art of the Duel +3
11 8 3 2 3 7 7 Hardiness of the Wanderer +2
12 9 4 2 4 8 8 Inspire Courage +3
13 9 4 2 4 8 8 Bonus Feat
14 10 5 2 4 9 9 Song of Freedom
15 11 6 1 2 5 9 9 Inspire Heroics
16 12 7 2 3 5 10 10 Art of the Duel +4
17 12 7 2 3 5 10 10 Bonus Feat
18 13 8 3 3 6 11 11 Mass Suggestion, Inspire Courage +4
19 14 9 4 3 6 11 11 Art of the Duel +5
20 15 10 5 3 6 12 12 Inspire Courage +5

Hit Die: d6

Skill points: (6+Int mod)x4 at first level and 6+Int mod thereafter.

A Bards Class Skills are: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher script (Int), Diplomacy (Cha), Disguise (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge_Any (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), Use Magic Device (Cha)

Inspire Courage (Mu)

A Bard with three ranks in perform may inspire courage in the allies around her. At level 1 this bonus is +1 to hit, damage and will saves, this bonus increases to +2 at sixth level and every six levels after that including 20th level (12th, 18th and 20th). If the Bard is equipped with a masterwork musical instrument with which she meets the perform requirements the bonus to inspire courage increases by +1. This is a mind affecting ability and persists for as long as the bard continues to play and for five rounds after she ceases, or moves out of earshot.

Perform Anything

Because of a bards wide musical training from second level she is treated as having a rank in "Perform_Anything" for each full five ranks she has in a specific perform skill. "Perform_Anything" is a specific class feature and cannot have additional ranks placed into it during levelling up or character creation.

Art of The Duel

A Bards study of arts, skills and curiosities which interest them even extend to the arts of swordplay, archery and other more esoteric weaponry disciplines. A Bard selects a favoured weapon at level 2 with which they gain a +1 to hit. This bonus increases occasionally at later levels (5th,10th,16th,19th)

Hardiness of the Wanderer

A Bards Fortitude save increases by +1 due to his hard life on the road and martial training toning and testing his body. This bonus increases to +2 at 11th level.

Bonus Feat

A Bard may occasionally select a bonus feat (at 7th,13th and17th levels) in exactly the same manner as a Wizard, representing his broad arcane, divine and martial training paying off. He may select this feat from either the Skills, Magic or Magic Item Creation lists.

Sneak Attack

A Bard of 8th level has learned sufficient about the weaknesses of mundane creatures and those of myth and legend, combined with his knowledge of the martial arts to make a damaging sneak attack if he finds himself in a position to strike a vulnerable spot. This ability functions as the Rogue ability of the same name. This ability increases to 2d6 at level 16.

Cleric

Level BAB BAC Fort Save Ref Save Will Save Special
1 0 0 2 0 2 Divine Channel, Aura, Spontaneous Casting, 1st level Domain Spell
2 1 0 3 0 3
3 2 0 3 1 3 2nd level Domain Spell
4 3 0 4 1 4
5 3 0 4 1 4 3rd level Domain Spell
6 4 1 5 2 5 Improved Domain Skill
7 5 1 5 2 5 4th level Domain Spell
8 6 1 1 6 2 6 Improved Domain Access
9 6 1 1 6 3 6 5th level Domain Spell
10 7 2 1 7 3 7
11 8 3 2 7 3 7 6th level Domain Spell
12 9 4 2 8 4 8 Improved Domain Skill
13 9 4 2 8 4 8 7th level Domain Spell
14 10 5 2 9 4 9 Improved Domain Access
15 11 6 1 2 9 5 9 8th level Domain Spell
16 12 7 2 3 10 5 10
17 12 7 2 3 10 5 10 9th level Domain Spell
18 13 8 3 3 11 6 11 Improved Domain Skill
19 14 9 4 3 11 6 11
20 15 10 5 3 12 6 12 Improved Domain Access

Hit Die: d8

Skill points: (2+Int mod)x4 at first level and 2+Int mod thereafter.

A Clerics Class Skills 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)

Non Denomination Clerics

It is possible for a cleric, rather than worshipping a deity to instead hold their focus as a set of divine ideals. It is largely not understood how power is drawn to these clerics and they are strongly discouraged by the major temples and churches unless they are part of a large organisation. Examples of these organisations include the order of the two moons, an ancient pseudo monastic sect who, whilst not receiving their powers from a god, do at least pay homage and worship to all of the gods and are widely accepted as not heretical as a result.

If you wish to play a non denomination cleric then you must select whether or not you channel positive or negative energy (and thus decide whether you spontaneously heal or inflict and whether or not you turn or rebuke undead). You then need to select a primary domain, which gives you access to it's domain power, and it's spell lists. You also receive a lesser domain which grants you no power, although you can use it's spell list. The exception to this is clerics of the twin moons who may use both domain powers of the moons.

Divine Channel

A cleric has a number of Divine Channels equal to (3+ his charisma modifier) times per day. These abilities may be used to heal allies, harm enemies (in the case of evil clerics) or turn or rebuke undead (again for good or evil). Domain powers (such as the fire, earth, water or air domains) may alter this ability. This ability may be used to heal an ally for 1d6+(cleric level + Cha Mod) (minimum of 1) points of damage by spending a Divine Channel attempt and making a touch attack against the intended target. An Evil Cleric deals negative energy damage in this fashion rather than positive, and a neutral cleric selects whether they channel positive or negative at character creation. If they channel positive energy they turn and heal, and if they channel negative energy they rebuke and inflict.

Spontaneous Casting

A Cleric who channels positive energy as his primary divine source may spontaneously convert any spell on his standard list (not his domain list) to the cure spell of the same level, whilst a cleric who channels negative energy spontaneously casts inflict spells of the same level.

Domain Spell

The Cleric gains an additional spell per day at the listed level which may be drawn only from her specific Domain Spell List.

Improved Domain Skill

The Skills granted by the clerics domains receive an increase in power as described under each domain power.

Improved Domain Access

The cleric may spontaneously cast spells from his normal memorized list into domain spells of the same level, up to a maximum spell level. A cleric with improved domain access may spontaneously convert spells of three caster levels lower than the highest she can cast (a cleric who can cast 4th level spells may spontaneously convert one of her first level spells into a first level domain spell). The highest level she can convert at increases to two levels below at 14th level and to one level below at 20th level,

Druid

Level BAB BAC Fort Save Ref Save Will Save Special
1 0 0 2 0 2 Animal Companion, Nature Sense, Wild Empathy
2 1 0 3 0 3 Woodland Stride
3 2 0 3 1 3 Trackless Step
4 3 0 4 1 4 Resist Natures Lure
5 3 0 4 1 4 Wild Shape 1/day
6 4 1 5 2 5 Wild Shape 2/day
7 5 1 5 2 5 Wild Shape 3/day
8 6 1 1 6 2 6 Wild Shape Large
9 6 1 1 6 3 6 Venom Immunity
10 7 2 1 7 3 7 Wild Shape 4/day
11 8 3 2 7 3 7 Wild Shape Tiny
12 9 4 2 8 4 8 Wild Shape Plant
13 9 4 2 8 4 8 A Thousand Faces
14 10 5 2 9 4 9 Wild Shape 5/day
15 11 6 1 2 9 5 9 Timeless Body, Wild Shape Huge
16 12 7 2 3 10 5 10 Wild Shape Elemental 1/day
17 12 7 2 3 10 5 10
18 13 8 3 3 11 6 11 Wild Shape 6/day, Elemental 2/day
19 14 9 4 3 11 6 11
20 15 10 5 3 12 6 12 Wild Shape elemental 3/day, Huge Elemental.

Hit Die: D8

Skill points: (2+Int mod)x4 at first level and 2+Int mod thereafter.

A Druids Class Skills 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), Swim (Swim)

Druids and Worked Metal:

A Druid of any level cannot carry much in the way of worked metal or the product of industry without losing her Druidic powers and spellcasting. Any druid carrying more than one or two weapons worth of worked metal (within sensible limits) loses her druid powers for a full 24 hours, after which point she must perform a short ritual to re-establish her link with nature.

Venom Immunity (Ex)

At 9th level a Druid gains immunity to venoms, toxins and poisons of all kinds, excluding Supernatural and Vile toxins.

Wild Shape (Su)

A number of times per day, as indicated by the Wild Shape ability a druid may shape shift into a wild animal. This Animal is one from the Monster Manual, and is a completely normal unexceptional animal of it's type. the Druid may remain in this form for a number of hours equal to her level before reverting to human form. If there is not enough space to contain the druid when she reverts she may be crushed depending on the hardness of the surroundings. While in this animal form a druid cannot cast spells, but otherwise retains her normal faculties, mental stats and saving throws (including her fortitude and reflex). when reverting to her human form the druid also heals herself a number of hit points equal to that of a night of rest. Shape Shifting is a standard action. As a Full round action a druid may use her wild shape to simply heal herself rather than fully transforming into an animal. This use still uses one of her wild shapes per day. when wild shaped all of a druids equipment that she was carrying is subsumed into her new form, and no longer has any effect. If a druids animal form is “killed” the druid immediately reverts to human form and suffers the animals maximum hit points in damage, plus any overflow from the blow which killed her, she does NOT heal her normal hit points in this instance and the damage may well be enough to kill her. A Druid is limited to wild Shaping into forms of the following sizes.


Level Size
5th to 7th Small and Medium Animal
8th to 10th Small, Medium and Large Animal
11th Tiny, Small, Medium and Large Animal
12th to 14th Tiny, Small, Medium and Large Animals and Plant Creatures
15th Tiny, Small, Medium and Large Animals and Plant Creatures
16th to 19th Small, Medium and Large Elementals and above types.
20th Small, Medium, Large and Huge Elementals and above types.

Fighter

Level BAB BAC Fort Save Ref Save Will Save Special
1 1 1 2 0 0 Bonus Feat, Martial Training
2 2 1 3 0 0 Bonus Feat
3 3 1 3 1 1 Enhanced Flanking
4 4 2 4 1 1 Bonus Feat
5 5 2 4 1 1 Physical Attribute Increase
6 6 1 2 5 2 2 Bonus Feat
7 7 2 2 5 2 2 Fighter Combat Style
8 8 3 3 6 2 2 Bonus Feat
9 9 4 3 6 3 3 Martial Poise 1
10 10 5 3 7 3 3 Bonus Feat, Physical Attribute increase
11 11 6 1 3 7 3 3 Bleeding Edge Reflexes 1
12 12 7 2 4 8 4 4 Bonus Feat
13 13 8 3 4 8 4 4 Martial Poise 2
14 14 9 4 4 9 4 4 Bonus Feat
15 15 10 5 4 9 5 5 Physical Attribute increase
16 16 11 6 1 5 10 5 5 Bonus Feat
17 17 12 7 2 5 10 5 5 Bleeding Edge Reflexes 2
18 18 13 8 3 5 11 6 6 Bonus Feat
19 19 14 9 4 5 11 6 6 Martial Poise 3
20 20 15 10 5 6 12 6 6 Bonus Feat, Physical Attribute increase

Hit Die: D10

Skill points: (4+Int mod)x4 at first level and 4+Int mod thereafter.

A Fighters Class Skills Are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis), Swim (Str).

Bonus Feat

You may select a bonus feat from the Skill, Combat or Fighter Specific feat lists. You may not select a feat from the Magic lists for this feat.

Martial Training

A Fighter may spend an hour re-training with a weapon or suit of armour, and at the end of the hour may re-apply any applicable specialisation feats (such as weapon specialisation or improved critical) until she next rests, or spends an hour re-training. Should a Fighter wish she may spend a week retraining her feats in this manner and permanently change the focus of her specialisation feats.

Enhanced Flanking

The fighter grants all adjacent allies a +2 flanking bonus to hit the target if the fighter is flanking the target.

Fighter Combat Style

A Fighter Selects one of several styles in which to specialise at level 7. Each specialisation provides a small but significant bonus when armed in the relevant style.

-Two Handed Weapon Style

The Fighter may Sacrifice his BAC and Dexterity to AC to gain double strength on Two handed melee weapon attacks for that round. The Fighter still marks as normal.

-Two Weapon Fighting Style

The Fighter uses his full strength for off hand attacks

-Sword and Shield Style

The fighters marking skill is treated as two points higher than it actually is.

-Archery Style

The Fighter no longer provokes an attack of opportunity for using a ranged weapon in close combat.

-Mounted Combat Style

The Fighter may apply his marking skill to anyone striking his mount.

-Duelling Style

The fighter may gain an additional dodge bonus equal to half his BAC hen armed only with a single light one handed weapon. The fighter may also add up to half his dexterity mod in precision damage.

Martial Poise

You gain a +1 bonus to your reflex saves at 9th level as your fitness and reflex training begin to show in your reaction times. This bonus increases to +2 at 13th level, and +3 at 19th level.

Bleeding Edge Reflexes

Your reflexes have been honed by your many fights and close brushes with death. You gain a +1 to your initiative rolls at 11th level. This bonus increases to +2 at 17th level

Monk

Level BAB BAC Fort Save Ref Save Will Save Special Unarmed

Damage

AC Bonus Unarmed Speed Bonus
1 0 0 2 2 2 Monk Training, Flurry of Blows, Unarmed Strike 1d6 2 0
2 1 0 3 3 3 Monk Training, Evasion, Fast Movement 1d6 2 0
3 2 0 3 3 3 Still Mind, Uncanny Dodge 1d6 2 +10ft
4 3 0 4 4 4 Ki Strike (magic), Leap through the Clouds 20ft 1d8 2 +10ft
5 3 0 4 4 4 Purity of Body, Improved Flurry of Blows 1d8 3 +10ft
6 4 1 5 5 5 Monk Training, Leap through the Clouds 30ft 1d8 3 +20ft
7 5 1 5 5 5 Wholeness of Body 1d8 3 +20ft
8 6 1 1 6 6 6 Leap through the Clouds 40ft 1d10 3 +20ft
9 6 1 1 6 6 6 Improved Evasion, Greater Flurry of Blows 1d10 3 +30ft
10 7 2 1 7 7 7 Ki Strike (Silver), Leap through the Clouds 50ft 1d10 4 +30ft
11 8 3 2 7 7 7 Diamond Body, Superior Flurry of Blows 1d10 4 +30ft
12 9 4 2 8 8 8 Leap through the Clouds 60ft 2d6 4 +40ft
13 9 4 2 8 8 8 Diamond Soul 2d6 4 +40ft
14 10 5 2 9 9 9 Leap through the Clouds 70ft, Improved Uncanny Dodge 2d6 4 +40ft
15 11 6 1 2 9 9 9 Quivering Palm 2d6 5 +50ft
16 12 7 2 3 10 10 10 Ki Strike (adamantine), Leap through the Clouds 80ft 2d8 5 +50ft
17 12 7 2 3 10 10 10 Timeless Body, Tongue of the Sun and Moon 2d8 5 +50ft
18 13 8 3 3 11 11 11 Leap through the Clouds 90ft 2d8 5 +60ft
19 14 9 4 3 11 11 11 Empty Body 2d8 5 +60ft
20 15 10 5 3 12 12 12 Perfect Self, Leap through the Clouds any distance. 2d10 6 +60ft

Hit Die: d8

Skill points: (6+Int mod)x4 at first level and 6+Int mod thereafter.

A Monks Class Skills are Balance (Dex), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge_Arcana (Int), Knowledge_Religion (Int), Knowledge_The Planes (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str) and Tumble (Dex)

Multiclass Monks:

A Monk may train in other disciplines, however they may not have more than half of their monk levels (rounding down) in other classes without diluting their training to the point that it become impossible for them to become enlightened. Any monk who violates his training in this way can never again learn levels in monk, and may be shunned by his monastery, order or tradition. If a non-monk seeks to gain training as a monk they must gain nothing but levels in monk from the point of entry until they reach the safe point. Once a monk becomes an enlightened being they lose this restriction.

Monks and Armour Use:

Whilst it is not impossible for a monk to wear armour it is against their traditions and fighting styles. An unarmoured, unencumbered monk gains the above bonuses to her armour class, as well as adding her wisdom score as a bonus to AC. The bonus granted from a high wisdom is an inherent bonus and is added to all of the monks armour classes (including flat footed and touch). Any monk wearing armour or using a shield cannot use any of their monk abilities, and loses their bonus AC (including that granted by a high wisdom score), except where otherwise noted.

Flurry of Blows

As a standard action, or as part of a full attack a monk may unleash a flurry of blows at an opponent. A monk gains a number of extra attacks based on his monk level.


1-4:1 additional blow at highest attack, -2 penalty to all attacks made until their next initiative round.

5-81 additional blow at highest attack, -1 penalty to all attacks made until their next initiative round.

9-101 additional blow at highest attack, No penalty to attacks.

11+2 additional blows at highest attack, No penalty to attacks.

A Monk may only make this attack with her unarmed strike or with any of the weapons from the Monk weapons group and may not use a non monk weapon at any point during the maneuver. She may however use monk weapons and unarmed blows interchangeably. When using a weapon as part of a flurry of blows a monk always applies her full strength bonus to damage (and only 1x her strength damage) regardless of which hand the weapon is in. A monk using a quarterstaff during a flurry of blows may only use it as a single weapon.

Monk Training

At 1st level a monk gains either Stunning Fist or Improved Grapple as a bonus feat. At second level a monk may select either combat reflexes or deflect arrows. At 6th level a monk gains either improved disarm or improved trip.

Still Mind

A monk gains a +2 to her will saves.

Ki Strike

At 4th level a monks unarmed attacks count as magical for overcoming damage reduction. At 10th level her unarmed attacks count as Silver and Magical. At 16th level her unarmed attacks count as Magical, Silver and Adamantine, including bypassing hardness.

Leap through the Clouds

In a round, the monk may spend up to her distance allowance flying during a move. The Monks maneuverability is clumsy unless she is adjacent to a surface of some kind, in which case she has perfect maneuverability whilst next to the surface. She must end her move in a location that does not require flying, or risk falling. Not all of the allowance needs to be spent at once during the move. The location does not necessarily have to support the monks weight or be stable, however if this is the case relevant skill checks will need to be made. The Monk gains a 20ft allowance at 4th level and this amount increases every two levels after by ten feet.

Purity of Body

A 5th level Monk gains immunity to all diseases except supernatural and vile diseases.

Perfect Self

A Monk of 20th level becomes an outside rather than a humanoid (she becomes immune to charm person and the like). She gains damage reduction 10/magic and resistance to cold and electricity 5. The Monk also gains Clinical Immortality, and no longer dies of old age. She can still be slain by violence. Unlike other outsiders she can be raised as though she were a mortal.

Paladin

Level BAB BAC Fort Save Ref Save Will Save Special
1 1 0 2 0 0 Aura, Lay on Hands, Smite evil 1xday
2 2 0 3 0 0 Detect Evil at will (Su), Divine Grace, Divine Health
3 3 0 3 1 1 Aura Of Courage
4 4 1 4 1 1 Divine Channel
5 5 1 4 1 1 Smite Evil 2xday, Special Mount
6 6 1 1 5 2 2 Divine health
7 7 2 1 5 2 2 Remove Disease 1xweek
8 8 3 2 6 2 2 Divine Commune 1xweek
9 9 4 2 6 3 3 Smite Evil 3xday
10 10 5 2 7 3 3 Divine health
11 11 6 1 2 7 3 3 Remove Disease 2xweek
12 12 7 2 3 8 4 4 Divine Commune 1xweek
13 13 8 3 3 8 4 4 Smite Evil 4xday
14 14 9 4 3 9 4 4 Divine health
15 15 10 5 3 9 5 5 Remove Disease 3xweek
16 16 11 6 1 4 10 5 5 Divine Commune 1xweek
17 17 12 7 2 4 10 5 5 Smite Evil 5xday
18 18 13 8 3 4 11 6 6 Divine health
19 19 14 9 4 4 11 6 6 Remove Disease 4xweek
20 20 15 10 5 5 12 6 6 True Crusader

Hit Die: d10

Skill points: (2+Int mod)x4 at first level and 2+Int mod thereafter.

A Paladins Class Skills are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge_Nobility and Royalty (Int), Knoweldge_Religion (Int), Profession (Wis), Ride (Dex) and Sense Motive (Wis).

Playing a Paladin: A paladin is a holy warrior of a specific deity, who has sworn to uphold the paladin code AND a code of service to their deity. Even more restricted in their actions than a cleric of their deity paladins tread a fine line. The Paladins Code is covered in the section on gods and their servants, and every paladin swears to this code. The Paladins Divine oath is a separate oath which they swear to their deity, and these are different for each specific religion. Non denomination paladins are not possible, as it is by the direct intervention of a divine being that a paladin becomes what she is.

Multiclass paladins: Whilst it is possible for a paladin to come late to their calling in life, once they deviate from the purity of their service they may never again continue on the path of the paladin. Mechanically speaking, a player may multiclass into a paladin at any point, but a paladin may not multiclass out without losing her full paladin status. If a paladin chooses to multiclass out they may never again gain levels as a paladin although they do not lose their current powers. This restriction is removed if the paladin attains 20th level.

Ex Paladins: Any paladin who violates either her alignment or her specific code of behaviour loses ALL of her supernatural powers, her steed and the use of any paladin specific weapons or items. This restriction affects all paladins, including multiclass paladins.

Lay On Hands (Su)

A Paladin with a charisma of 12+ can heal the wounds herself or of others simply by a touch. Each day she can heal a number of hit points equal to (her paladin level x her charisma bonus). The Paladin does not have to use this allowance all at once, or on one creature. The paladin may also use this attack to damage undead, by making a successful touch attack. Any paladin struck and reduced to 0 or below and who manages to retain conciousness (if even briefly Fort save DC 5+damage dealt) may attempt to reflexively channel their lay on hands into themselves in a last ditch effort to save themselves. The Paladin immediately expends ALL of their lay on hands, if this is sufficient to bring them up to their death point (even if they were below their death point) they are saved by divine grace and fall to the ground, stable but almost dead. If the amount of healing is sufficient to bring them to 0hp or above they still fall to the ground but rouse upon their action, ready to act from prone.

Detect Evil (SLA)

The Paladin can use Detect Evil as the spell at will.

Divine health (Ex)

A Paladin with Divine health is immune to disease and gains +3 maximum hit points. A paladin gains another +3 maximum HP each time she gains this ability from any source.

Divine Commune (SLA)

A Paladin with this ability may pray to ask a simple question for guidance about a specific person, place or task. The divine response is riddled and dream like, although it always attempts to be useful. Abuse of this ability to ask frivolous or unimportant questions leads to a removal of the power.

True Crusader

The Paladin becomes a paragon of virtue and her body and soul become one single entity. She gains Damage reduction 10/Magic and acid, cold and electricity resistance 5. The Paladin is also so in touch with her divine heritage that she is always aware if any of her actions will bring about evil or misfortune. She cannot be fooled by evil into breaking her oaths and is effectively immune to "falling" although should she willingly violate her code or oath she still loses all of her paladin powers. She cannot ever atone for misdeeds past this point, and should she lose her paladin powers at this point they are gone forever.

Ranger

Level BAB BAC Fort Save Ref Save Will Save Special
1 1 0 2 0 0 1st Favoured Enemy, Track, Wild Empathy
2 2 0 3 0 0 Ranger Combat Style
3 3 0 3 1 1 Endurance
4 4 1 4 1 1 Animal Companion
5 5 1 4 1 1 2nd Favoured Enemy
6 6 1 1 5 2 2 Improved Ranger Combat Style
7 7 2 1 5 2 2 Woodland Stride
8 8 3 2 6 2 2 Swift Tracker
9 9 4 2 6 3 3 Evasion
10 10 5 2 7 3 3 3rd Favoured Enemy
11 11 6 1 2 7 3 3 Combat Style Mastery
12 12 7 2 3 8 4 4 Resist Natures Lure
13 13 8 3 3 8 4 4 Camouflage
14 14 9 4 3 9 4 4 Venom Resistance
15 15 10 5 3 9 5 5 4th Favoured Enemy
16 16 11 6 1 4 10 5 5 Disease Resistance
17 17 12 7 2 4 10 5 5 Hide in Plain Sight
18 18 13 8 3 4 11 6 6 Venom Immunity
19 19 14 9 4 4 11 6 6 Disease Immunity
20 20 15 10 5 5 12 6 6 5th Favoured Enemy

Hit Die: d8

Skill points: (6+Int mod)x4 at first level and 6+Int mod thereafter.

A Rangers Class Skills 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).

Combat Style

At 2nd level a Ranger selects either dual wielding or archery as a ranger combat style. If she selects Dual Wielding she receives the benefits of the two weapon fighting feat whilst wearing light or no armour. If she selects Archery she receives the benefits of the Quick Draw Combat Style also whilst wearing light or no armour. At 6th and 11th levels these abilities improve exactly as the feat.

Venom Resistance

+4 to saving throws vs any poisons, including supernatural and vile.

Disease Resistance

+4 to saving throws vs any disease

Venom Immunity

Immunity to all poisons except supernatural and vile.

Disease Immunity

Immunity to all non magical diseases.

Rogue

Level BAB BAC Fort Save Ref Save Will Save Special
1 0 0 0 2 0 Sneak Attack 1d6, Trapfinding
2 1 0 0 3 0 Evasion
3 2 0 1 3 1 Sneak Attack 2d6, Trap Sense +1
4 3 0 1 4 1 Uncanny Dodge
5 3 0 1 4 1 Sneak Attack 3d6
6 4 1 2 5 2 Trap Sense +2
7 5 1 2 5 2 Sneak Attack 4d6
8 6 1 1 2 6 2 Improved Uncanny Dodge
9 6 1 1 3 6 3 Sneak Attack 5d6, Trap Sense +3
10 7 2 1 3 7 3 Special Ability
11 8 3 2 3 7 3 Sneak Attack 6d6
12 9 4 2 4 8 4 Trap Sense +4
13 9 4 2 4 8 4 Sneak Attack 7d6, Special Ability
14 10 5 2 4 9 4 Fortunes Favour
15 11 6 1 2 5 9 5 Sneak Attack 8d6, Trap Sense +5
16 12 7 2 3 5 10 5 Special Ability
17 12 7 2 3 5 10 5 Sneak Attack 9d6
18 13 8 3 3 6 11 6 Trap Sense +6
19 14 9 4 3 6 11 6 Sneak Attack 10d6, Special Ability
20 15 10 5 3 6 12 6 Blessing of Fortune

Hit Die: d6

Skill points: (8+Int mod)x4 at first level and 8+Int mod thereafter.

A Rogues Class Skills are: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Int), 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)

Fortunes Favour

Fortune favours the bold, and you are most certainly that. Years of pushing your luck have left you with a certain grace. This ability increases your luck bonus to saving throws by 1. If you already have a luck bonus from any other source this ability increases the bonus granted by one.

Blessing of Fortune

A Rogue with this ability is truly blessed, turning spectacular failures into heroic successes through nothing more than luck and plucky determination. This ability grants you a +4 luck bonus to initiative rolls and you gain a luck re-roll once per day (you may chose which roll to keep on the luck re-roll).

Sorcerer

Level BAB BAC Fort Save Ref Save Will Save Special
1 0 0 0 0 2 Summon Familiar, Sorcerous Anima
2 1 0 0 0 3 Bloodline Secrets
3 1 0 1 1 3
4 2 0 1 1 4
5 2 0 1 1 4 Bloodline Secrets
6 3 0 2 2 5
7 3 0 2 2 5
8 4 1 2 2 6
9 4 1 3 3 6 Bloodline Secrets
10 5 1 3 3 7
11 5 1 3 3 7
12 6 1 4 4 8
13 6 1 4 4 8 Bloodline Secrets
14 7 1 4 4 9
15 7 1 5 5 9
16 8 2 5 5 10
17 8 2 5 5 10 Bloodline Secrets
18 9 2 6 6 11
19 9 2 6 6 11
20 10 2 6 6 12 Bloodline Secrets

Hit Die: d4

Skill points: (2+Int mod)x4 at first level and 2+Int mod thereafter.

A Sorcerers Class Skills are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge_Arcana (Int), Profession (Wis), Spellcraft (Int).

Sorcerous Anima

A Sorcerer is surrounded by an odd nimbus whenever they cast a magical spell due to the raw power conjured from their arcane heritage. In many cases this effect is so minor as to merely be visual, and in the case of enchantment spells sorcerers do not in fact create a noticeable Anima at all (except to creatures who can see magic). Elemental magic is closely tie with the bloodline powers of sorcerers and provides the most noticeable effects when used. A sorcerer using a spell of any level with any of the following subtypes gains the Anima effect listed below for a number of minutes equal to their charisma modifier. The bonuss for repeatedly casting spells does not stack.

-Acid+1 Will saves

-Cold+1 Fortitude Saves

-Electricity+1 Reflex saves

-Fire+1 Attack Rolls

-Death+1 Temporary Maximum Hit Point

-HealingHeal 1 hp of damage to self

-LightEmit faint light 20ft shadowy radius

-DarknessGain a +2 bonus to hide checks.

Summon Familiar

A 1st level Sorcerer may summon a familiar following the rules on page 52-53 of the Players Hand Book. A Familiar can be any harmless animal of small size or less and will give an appropriate bonus (use the closest animal available from the list).

-Bat+3 to masters listen checks

-Cat+3 to masters Move Silently

-Hawk+3 to masters Spot

-Lizard+3 to masters Climb

-Owl+3 to masters Spot

-Rat+2 to masters Fortitude Saves

-Raven+3 to masters Appraise

-Snake+3 to masters Bluff

-Toad+3 to masters Hit Points

-Weasel+2 to masters Reflex Saves

Bloodline Secrets

A Sorcerer may occasionally spontaneously develop an incredibly unusual power or spell after having witnessed the magical energies, or after having been exposed to high levels of magic. Every few levels (2nd, 5th, 9th, 13th, 17th, 20th) a sorcerer may learn a spell from a different spell list which she has witnessed being cast. She does not have to learn the spell immediately upon levelling and may hold it in reserve for a while. If the sorcerer has not manifested the spell by the time she next learns a secret however the potential is lost. The new spell may be of a maximum spell level equal to one less than the highest level she can cast.

Wizard

Level BAB BAC Fort Save Ref Save Will Save Special
1 0 0 0 0 2 Summon Familiar, Scribe Scroll, Bonus Feat
2 1 0 0 0 3 Improved Magical Knowledge
3 1 0 1 1 3
4 2 0 1 1 4
5 2 0 1 1 4 Bonus Feat
6 3 0 2 2 5 Improved School Specialisation
7 3 0 2 2 5
8 4 1 2 2 6
9 4 1 3 3 6
10 5 1 3 3 7 Bonus Feat
11 5 1 3 3 7
12 6 1 4 4 8 Greater School Specialisation
13 6 1 4 4 8
14 7 1 4 4 9
15 7 1 5 5 9 Bonus Feat
16 8 2 5 5 10
17 8 2 5 5 10
18 9 2 6 6 11 Superior School Specialisation
19 9 2 6 6 11
20 10 2 6 6 12 Bonus Feat

Hit Die: d4

Skill points: (2+Int mod)x4 at first level and 2+Int mod thereafter.

The Wizards Class skills are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge_Any taken Individually (Int), Profession (Wis) and Spellcraft (Int).

Improved Magical Knowledge

At 2nd level and every level after a wizard learns two new spells, these may be of any level he can cast. A Wizard does not gain this benefit if he levels up as any class other than wizard.

Improved School Specialisation

At level 6 a wizard selects a specialist school (if she already has one she uses that). The wizard gains a +2 to her saving throws vs that school of magic.

At level 12 the wizard gains a +1 to all DC's in her specialist school.

At level 18 the wizard gains a +1 Caster level to all spells from her specialist school.

Bonus Feat

A Wizard may select a Bonus Feat from the Skill, Magic or Item Creation List.