Difference between revisions of "Caves and Critters 3.7"

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===== Magic Vestment =====
 
===== Magic Vestment =====
 
This spell now requires 25gp of silver suspended in fine quality wax as a material component.
 
This spell now requires 25gp of silver suspended in fine quality wax as a material component.
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[[Category:Creatures and Critters]]

Revision as of 08:43, 24 May 2009

Players Handbook v3.7238561819824523680087

A Simplified Source Book for General Home-Brew Settings

Not For sale or licensed distribution.

Contents

The Gods

These Gods are setting Specific however they come with a list of altered and rebalanced domains which work with the changes in the new system. DM's are encouraged to remove/alter or play about with the gods for their settings and create new or more appropriate domains. However with the rules for paladins and clerics being so bound up in their gods, I could not create a sourcebook without including a section on gods.

Major Deities

Solun, Guardian of the Bridge

Lawful Good

Soluns Domains are Magic, Destiny, The White Moon

Soluns Favoured Weapon is the Morningstar

Soluns Paladins are expected to Oath to:

Slay those who would abuse magic's power for evil ends.

Reika, The Peaceful Waters

Neutral Good.

Reika's domains are Peace, Stars and Water

Reika's Favoured Weapon is the Rapier

Reika's Paladins are expected to Oath to:

Protect Families from the ravages of war and destruction.

Antibus, The One Between

Lawful Neutral

Antibus' domains are Life, Death, Disease

Antibus' Favoured weapon is the Staff

Antibus' Paladins are expected to Oath to:

Destroy evil undead and reclaim the mindless servants of death to aid the living

Protect, Shelter and teach young without parents or homes

Indus, The Forger

Lawful Neutral

Indus' domains are Construction, Earth, Wealth

Indus' Favoured weapon is the Hammer

Indus' Paladins are expected to Oath to:

Uphold and spread the laws of society to build a stronger community.

Mond, The Red Flame

Neutral.

Monds domains are Agriculture, Fire and Health.

Mond's Favoured Weapon is the Scythe

Monds Paladins are expected to Oath to:

Defend hearth and home.

Spread confidence and joy in the harvest.

Grund, The Warcalled Warrior

Chaotic Neutral

Grunds Domains are War, The Red Moon, Thunder

Grund's Favoured weapon is the Longsword

Grunds Paladins are expected to Oath to:

Root out and organise the destruction of those who would destroy your way of life.

Minor Deities

These are gods of lesser power, and their servants are actually less powerful than those of the major deities. They are not recommended for PC's.

The Watcher in the Night

Neutral

Her Domain is Rain

Her Favoured weapon is the Dagger

The Master of Many Names

Chaotic neutral

His Domain is Air

His Favoured Weapon is the Gnomish Hooked Hammer

The Joybringer

Chaotic Good

His Domain is Mischief

His Favoured Weapon is the Sling

Paladins in the World

Not having written down or explained the paladins code in any detail was always an issue. Here are some clarifications on the code which ALL paladins must follow.

The Paladins Code

All paladins, regardless of alignment or deity have to follow this code as part of their knightly duties. The rules which follow are arbitrary but agreed upon and exist to help allow paladins from different religions to work together and to prevent orders of paladins besmirching each others names or, Gods forbid, Coming to blows.

-Thy shall respect legitimate authority.

This is perhaps the hardest tenet in the paladins code. A Legitimate authority is an authority which any paladin should recognise, anyone placed with divine authority and non corrupt rulers. An evil authority, or one which uses methods vile or reprehensible is no longer a legitimate authority. It is however important to note that at this age of social development it is perfectly acceptable for a king to behead, imprison or torture subjects with very little evidence and the paladins code looks on this behaviour as dubious but normal.

-Thy shall Act with Honour in all thy dealings and not use poisons.

This one is a lot easier. Don't lie, don't cheat (even to save another), always show your full force and don't poison, directly or indirectly. It is also assumed that a paladin will try to avoid being involved in plans which involve poison as a major component, rather than as a minor “the ranger happens to have poisoned his short sword” component.

-Thy shall offer help to those worthy in need.

Help people. Do not help those that are evil. Do not help people with evil ends.

-Thy shall punish those who harm or threaten innocents.

A king executing his subjects is well in the clear if he believes those people not to be innocent. Even if they did turn out to be innocent, the king is still in the clear since he cannot afford to hinge his position of legitimate authority on the odd peasant. If a king is allowed to declare war on an evil nation, he can execute his subjects to prevent evil. Since beheading as a method of dissuasion is still held as normal and acceptable then the king is OK. The Big Bad Evil necromancer however is not, since he is not a “legitimate authority”. If a king was executing his subjects and giving their souls to demons on the other hand it's time to get your righteous smite on. Bandits, Brigands, Orcs and other monsters are all fair game.


The Paladins Oath to their god is covered in more detail under each god.

Player Races

Humans

Ages 16-75

Speed: 30ftSize: Medium

Quick to master: 1 bonus feat, +4 skill points at first level, +1 skill point per level after 1st.

Cosmopolitan: +2 racial bonus to diplomacy

Racial Polyglot: may learn any language present in an area except secret languages.

Elves

Age 25-275

+2 Dexterity. -2 Constitution.

Speed: 30ftSize: Medium

Sleeplessness: Immune to all sleep effects. +2 racial saves vs enchantment.

Elven Weapon Familiarity: proficiency with the elven racial weapons group.

Keen Senses: +2 racial bonus on Listen, Search and Spot.

Dwarves

Age 20-300

+2 Constitution. -2 Dexterity.

Speed: 20ftSize: Medium

Darkvision 60ft

Sturdy: A Dwarf is capable of moving his normal maximum speed when wearing armour or encumbered due to weight. other restrictions to his movement still apply and a dwarf must still be able to lift the load she is carrying. Dwarves are also counted as “unusually stable”.

Stonecuning: A Dwarf gains a +4 racial bonus to appraise, craft and knowledge checks when dealing with stonework. A Dwarf always knows how deep she is underground and is always able to retrace his steps in underground settings. Dwarves still get lost in forests or other rural settings.

Dwarven Weapon Familiarity: Proficiency with the dwarven racial weapons group.

+2 Racial Saves vs poison and spells.

Halflings

Age 16-140

+2 Dexterity. -2 Strength.

Speed: 20ftSize: Small

Small: +1 attack, +1 Armour Class, +4 to hide, Lift and carry capacities are 3/4 normal.

Lucky: +1 luck to all saves

Good Aim: +1 luck to hit with slings and thrown weapons

Fearless: +2 racial bonus on saves vs fear

+2 Racial bonus to Listen, Climb, Jump, Move Silently

Gnomes

Age 18-120

-2 Strength, -2 Wisdom, +2 Intelligence, +2 Charisma

Speed: 20ftSize: Small

Small: +1 attack, +1 Armour Class, +4 to hide, Lift and carry capacities are 3/4 normal.

spell like abilities: Gnomes gain the following spell like abilities (DC10 + charisma mod + spell level) Dancing lights, Ghost sound, Prestidigitation and a special speak with burrowing animals which lasts one minute.

Illusion Focus: +1 to the DC's of any illusion spell and +2 to saves vs illusion.

Weapon Familiarity: Gnomes treat the hooked hammer as a simple weapon rather than an exotic.

+2 racial bonus to listen, spot and knowledge arcana.

Low light vision


Minotaurs

Age 17-80

+2 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence

Speed: 30ftSize: Medium

Oversized build: A Minotaur may wield weapons one size category too large without penalty.

Blessing of the Labrys: Minotaurs are immune to maze spells and effects. A Minotaur will never be "lost" except in extreme circumstances.

+1 Natural Armour

+2 Racial bonus on Search and Survival

Darkvision 60ft

Gore: a Minotaur has a powerful gore attack which deals 2d6 damage with full strength bonus. This is a natural attack.

Mossos

Age 14-65

+2 Wisdom, -2 Intelligence

Speed: 30ftSize: Medium

Weapon Familiarity: a Mossos receives improved unarmed strike as a bonus feat at first level.

Improved lung capacity: a Mossos may hold it's breath for 5x longer than normal.

+2 Natural Armour

+4 racial bonus to swim and balance. A Mossos may always take 10 on swim.

Class

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 1th 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.

Stats

Stats are generated as standard by a “group roll”. All of the players roll one stat, the dm rolls the rest and everyone has the same stat line.

Feats

Major Change: Bonus Feats

Rather than penalise characters for taking an appropriate and flavourful feat early, should a character gain a bonus feat from a class or prestige class that she already has she may instead take a similar feat which she qualifies for. Similar in this case means that if the bonus feat was, for example endurance, she may instead take a different combat feat (or possibly even Diehard).


Feat Summary

Name Effect Name Effect
Heritage Feats ------------------------------------------ Combat Feats (Cont) ------------------------------------------
Noble Birth +1 Bluff, Knowledge Nobility, History & Geography. Increased starting wealth. Improved Coordinated Attack Improves your Coordinated attack
Voice of Pure Gold Improved Critical: x Raise the critical range of a weapon
Broad Skill ------------------------------------------ Improved Disarm Improves your Disarm ability
Acrobatic Increases your skill at Jump & Tumble Improved Feint Improves your Feint ability
Agile Increases your skill at Balance & Escape Artist Improved Grapple Improves your Grapple ability
Alertness Increases your skill at Listen & Spot Improved Initiative Makes you react faster in combat
Animal Affinity Increases your skill at Handle Animal & Ride Improved Overrun Improves your overrun ability
Athletic Increases your skill at Climb & Swim Improved Shield Bash Strike with a shield and keep AC
Deceitful Increases your skill at Disguise & Forgery Improved Sunder Improves your Sunder Ability
Deft Hands Increases your skill at Sleight of Hand & Use Rope Improved Trip Improves your Trip Ability
Diligent Increases your skill at Appraise & Decipher Script Iron Will Increases your base Will Save
Diplomatic Increases your skill at Bluff & Diplomacy Lightning Reflexes Increases your base Reflex Save
Good Listener Increases your skill at Knowledge Local & Gather Information Martial Weapon Training Grants Proficiencies with simple & martial weapons. Allows exotics
Gyroscopic Balance Increases your skill at Tumble & Balance Mobility Raises your AC vs some attacks
Investigator Increases your skill at Gather Information & Search Mounted Combat Improves your mounted combat
Magical Aptitude Increases your skill at Spellcraft & Use Magic Device Mounted Archery Improves your mounted archery
Negotiator Increases your skill at Diplomacy & Sense Motive Power Attack Trade base attack for damage
Nimble Fingers Increases your skill at Disable Device & Open Lock Power Throw Trade base attack and ac for damage with thrown
Persuasive Increases your skill at Bluff & Intimidate Precise Shot Improved firing into combat
Self Sufficient Increases your skill at Self Sufficient Quick Draw Archery Combat Style Quick draw and Manyshot
Stealthy Increases your skill at Hide & Move Silently Rapid Reload: x Reload crossbows faster
Street Magician Increases your skill at Bluff & Slight of Hand Rapid Shot Fire arrows much faster
Specific Feats ------------------------------------------ Run Improved speed when running
Skill Focus: x Increases your skill at x by a large amount Spring Attack Pounce light. move and attack
Combat Feats ------------------------------------------ Stunning Fist May stun opponents with a fist
Armour Training Grants Proficiency with armour Toughness +3 hp or +1 per level
Blind Fight Reduces combat penalties for invisible opponents Improved Toughness +3 hp or +1 per level
Cleave Grants you extra attacks for killing foes Track May follow tracks with survival
Combat Reflexes Grants you extra attacks of opportunity Trample May knock foes down with mount
Deflect Arrows Deflects ranged attacks Two Weapon Defence Improved defence with TWF
Snatch Arrows Hurl ranged projectiles back at attackers Two Weapon Fighting Improved attacks with TWF
Dodge Increased chance to dodge attacks Weapon Finesse May use Dex instead of Str
Endurance Makes you harder to tire and kill Weapon Focus: x Gain +2 to hit, +1 to craft x
Diehard Allows you to continue acting whilst dying Improved Weapon Focus: x Gain +2 to hit, +1 to craft x
Expertise Trade BAB for AC Whirlwind Attack Attack all opponents at once
Far Shot Reduce ranged penalties and shoot further ------------------------------------------ ------------------------------------------
Great Fortitude Raise your base fortitude save ------------------------------------------ ------------------------------------------
Improved Bull Rush Improves your Bull Rush ------------------------------------------ ------------------------------------------
Improved Charge Improves your Charge ------------------------------------------ ------------------------------------------
Magic Feats ------------------------------------------ Metamagic ------------------------------------------
Spell Focus: x Increases the DC of spells of that school by 1 Empower Increase variable effects by 50%
Improved Spell Focus: x Increases the DC of spells of that school by 1 Enlarge Increase range of spells by 100%
Augment Summoning Makes summoned monsters more powerful Extend Increase duration of spells by 100%
Combat Casting Increases you Defensive casting skill Heighten Raise the DC of spells
Eschew Materials Removes the need for cheap components Maximise Maximises the damage or variable effects of a spell
Improved Counterspell Enhances you counterspell skill Quicken Cast spells as a free action
Spell Mastery May prepare some spells without spellbooks Silent Cast spells without verbal components
Spell Penetration Increases your chance to beat spell resistance Still Cast spells without somatic components
Greater Spell Penetration Increases your chance to beat spell resistance Widen Increase area of spell by 100%
Crafting Feats ------------------------------------------ ------------- ------------------------------------------
Craft Temporary Item Craft Scrolls, Potions and some one use items ------------- ------------------------------------------
Craft Permanent Item Craft arms, armour and some wondrous items ------------- ------------------------------------------
Craft Arcane Item Craft wands, staves and rods ------------- ------------------------------------------

Heritage Feats (May only be taken at first level)

-Noble Birth

You were born to a minor noble station, and received training from all the best instructors. Whilst your manner may grate those of lower station somewhat you have received impeccable schooling and dress sense in return. You begin play with the “Aristocrat” level of wealth regardless of your class and a +1 to Bluff, Knowledge_Nobility, History & Geography. (For starting characters after 1st level add 1500 gold to your starting funds)


-Voice of Pure Gold

Your voice is capable of astounding feats of musical skill and trickery. Although you may not have studied to be a singer, people are still pleased to hear you when you try. Your singing or speaking voice counts as a Masterwork Musical instrument granting you a +2 equipment bonus to your Perform_Sing or Perform_Oratory rolls. It also increases the power of your bardic songs in the same fashion as a masterwork instrument.

Skill Feats.

Broad Skills

May take a skill feat from the following list

-Acrobatic (Jump & Tumble)

-Agile (Balance and Escape Artist)

-Alertness (Listen & Spot)

-Animal Affinity (Handle Animal & Ride)

-Athletic (Climb & Swim)

-Deceitful (Disguise & Forgery)

-Deft Hands (Sleight of Hand & Use Rope)

-Dilligent (Appraise & Decipher Script)

-Diplomatic (Bluff & Diplomacy)

-Good Listener (Knowledge_Local & Gather Information)

-Gyroscopic Balance (Tumble & Balance)

-Investigator (Gather Information & Search Checks)

-Magical Aptitude (Spellcraft & Use magic device)

-Negotiator (Diplomacy & Sense Motive)

-Nimble Fingers (Disable Device & Open Lock)

-Persuasive (Bluff & Intimidate)

-Self sufficient (Heal & Survival)

-Stealthy (Hide & Move Silently)

-Street Magician (Bluff & Sleight of Hand)


Adds the following bonus to your skill based on the number of ranks you have in the highest of the two skills

Ranks

4+1 to both skills

7+2 to both skills

11+3 to both skills

16+4 to both skills


Specific Skills

Skill Focus (Insert Skill here)

Adds a bonus to you skill based on you total character level.

Level

1+2 to the skill

4+3 to the skill

8+4 to the skill

12+5 to the skill

16+6 to the skill

20+7 to the skill

Combat Feats

-Armour Training

You are trained in the use of armours. You gain the proficiencies for all basic light and medium armours. You may spend a week training with a specific type of armour you are not proficient with and at the end of the week make a DC10 intelligence check, if you are successful you may add the armour to the list of armour you are proficient with. Any character starting play with this feat is assumed to be proficient with all types of basic heavy armour as well as any armour they are wearing.


-Blind fight

Reduces the penalties for attacking or being attacked by an invisible enemy, based on your skill at listen. This feat can even be used if you are reduced to sensing vibrations.

ListenLevel

Ranks

41Reduce Concealment of foes by 10%, attackers do not get the usual +2 to hit you, for being invisible.

73You no longer lose your dexterity against invisible attackers.

107Reduce concealment of foes by 20%. Your speed in darkness is increased by 5 feet (to your maximum base speed)

You may re-roll a missed attack to hit an invisible opponent.

1310Reduce concealment of foes by 30%. Your speed in darkness is increased by 10 feet (to your maximum base speed)

1614You are unaffected by moving in total darkness. You are not surprised by sudden pits and gain no penalties to notice or react to traps and ranged fire due to darkness or invisibility.


-Cleave

You have learned to fell enemies en masse using sweeping, brutal techniques. Weak enemies fear you ability to destroy them in large numbers. Whenever you drop an opponent in melee you may immediately gain an extra attack against a target in your reach. You may only make one extra attack when you drop an opponent, however you may make a number of bonus cleave attacks equal to your normal number of iterative attacks. If you could normally take three attacks in a turn and you drop an opponent then you make a free cleave attack. If that attack, or one of your subsequent normal strikes drops the opponent you may make another cleave attempt. If that were to drop the opponent you may may one last cleave attempt against an opponent in your reach.


-Combat reflexes

Your number of attacks of opportunity is now equal to your dexterity modifier and your base armour class.


-Deflect Arrows (Requires Dex 13, Wis 13)

You have learned to swat arrows, bolts and other moving projectiles out of the air either with a weapon or with your fists. A Certain number of times per round you may force an opponent to re-roll a successful ranged attack against you.

Base AttackEffects

1You may attempt to deflect one ranged attack per round. The enemy gets a -2 to their re-roll

6You may attempt to deflect two ranged attacks per round. The enemy gets a -4 to their re-roll

11You may attempt to deflect three ranged attacks per round. The enemy gets a -6 to their re-roll

16You may attempt to deflect four ranged attacks per round. The enemy gets a -8 to their re-roll


-Snatch Arrows (Requires Deflect Arrows, Dex 15, Wis 15)

If you successfully deflect a projectile using deflect arrows you may then immediately throw the projectile back at the opponent. Treat Arrows and Bolts as improvised daggers with a range increment of 10 feet.


-Dodge

+1 to the characters dodge armour class for certain ranks in tumble.

RanksLevelBonus

01+1

36+2

611+3

1016+4

1220+5


-Endurance

Your character is much more resistant to fatigue, wear and tear and general deprivation. You may sleep in medium or light armour without being fatigued.

Fort Save LevelBonus

2 1+2 to saves vs fatigue or deprivation. “Death Point” increased by 5hp

4 2+3 to saves vs fatigue or deprivation. “Death Point” increased by 10hp

6 6+4 to saves vs fatigue or deprivation. “Death Point” increased by 15hp

10 12+5 to saves vs fatigue or deprivation. “Death Point” increased by 20hp

12 16+6 to saves vs fatigue or deprivation. “Death Point” increased by 25hp

18 20+8 to saves vs fatigue or deprivation. “Death Point” increased by 30hp


-Diehard (Requires Endurance)

When Reduced to negative hit points you automatically stabilise, without losing additional hit points or requiring stabilisation rolls. When you are reduced to negative hit points you may choose to remain concious and instead act as if you are disabled (on 0) rather than dying. You may take move actions without further injuring yourself, however if you choose to perform a strenuous action (casting a spell, fighting etc) you lose 1hp for each strenuous action you take. You still die as normal when you reach your death point.


-Expertise

You may trade up to your base attack for BAC when making a full attack or attack action in melee. the bonus and penalty persist until your next round, and you must take the same penalty on all attacks or attack rolls (including opposed rolls to avoid tripping, disarming, etc) until that point.


-Far Shot

You are far more skilled at launching projectiles over long, even impossible distances with accuracy.

BABEffects

0You reduce range penalties for firing at range by 2 (to a minimum of 0)

1You increase the range increment of any weapon by 10%

4You reduce range penalties for firing at range by 4 (to a minimum of 0)

8You increase the range increment of any weapon by 25%

12You reduce range penalties for firing at range by 6 (to a minimum of 0)

16You increase the range increment of any weapon by 50%.


-Great Fortitude

You are far tougher than normal, and toxins and deprivation takes far longer to bring you down. You generally do not get sick and you can make do with less sleep than most. This feat grants you a bonus to your base fortitude save based on your level.

LevelBonus

11

32

73

124

185

206


-Improved Bull Rush

You no longer count as unskilled and you gain a +4 to your opposed strength check to knock the opponent prone. In addition you no longer provoke an attack of opportunity for failing the attempt (although you are still knocked prone)


-Improved Charge

You gain an additional +1 to hit and damage on a charge. In addition you no longer provoke attacks of opportunity from the target of your charge.


-Improved Coordinated Attack

You gain a +5 to your bluff check to initiate a co-ordinated attack, in addition you no longer need to join in the attack, and you still count towards the number of attackers.


-Improved Critical

This feat increases the critical range of a specific weapon, selected when you take this feat.

BABCritical Range.

6Increase by one

12Increase by two

18Increase by three


-Improved Disarm

You no longer count as unskilled when disarming and do not provoke an attack of opportunity if the attempt fails, regardless of what kind of weapon you are using.


-Improved Feint

You no longer count as unskilled when performing a feint, and this action is now a move action for you.


-Improved Grapple

You no longer count as unskilled and do not provoke an attack of opportunity for a failed grapple check.


-Improved Initiative

This feat increases your initiative modifier based on your level. Characters with this feat are very likely to act first in combat.

LevelBonus to initiative mod.

13

44

85

126

167

208


-Improved Overrun

Your target may no longer chose to avoid you. In addition you no longer count as unskilled and you gain a +4 to your strength check to knock an opponent down.


-Improved Shield Bash

you have learned how to use your shield competently as a weapon without leaving yourself completely open. You may make a shield bash (striking with the shield as an off hand weapon) and still retain it's bonus to your armour class.


-Improved Sunder

You are no longer counted as unskilled and do not provoke an attack of opportunity on a failed attempt.


-Improved Trip

You no longer count as unskilled, you gain a +4 to the opposed strength check to trip someone and you no longer provoke an attack of opportunity if the attempt fails.


-Iron Will

You have far better mental defences than most normal people. You are harder to affect with magic and harder to fool with illusions. This feat grants you a bonus to your base will save based on your level.

LevelBonus

11

32

73

124

185

206


-Lightning Reflexes

Your reflexes are naturally superior to those around you. Perhaps you have magical ancestry or perhaps you have honed your reflexes with years of training whatever the cause you are capable of reacting far faster than normal. This feat grants you a bonus to your base Reflex save based on your level.

LevelBonus

11

32

73

124

185

206


-Martial Weapon Training

Martial Weapon Training allows a character to use all of the Simple and Martial weapons proficiently. In addition a character may learn a new weapon by spending one week training with the weapon in question. At the end of the week period the character makes a dc10 intelligence check. If she passes she may add the weapon to her list of weapon proficiencies. Any character starting play with this feat is assumed to be proficient with any weapon they are carrying in addition to the usual list.


-Mobility

+2 to the characters dodge armour class to avoid being struck by attacks of opportunity caused by him moving past an enemy in melee for certain ranks in tumble.

RanksLevelBonus

01+2

46+4

711+6

1116+8

1320+10


-Mounted Combat

You are trained at fighting from horseback to a point which surpasses the normal.

Ride RanksEffect

1Once per round you may substitute a ride check for your mounts armour class (if the check is higher) if it is struck.

4You may make a Ride By Attack (page 99 of the PHB)

6You deal double damage on a charge, or triple with a lance

10You may attempt to negate up to two attacks per round against your mount using your ride skill.

16You may attempt to negate up to three attacks per round against your mount using your ride skill.


-Mounted Archery (Requires Mounted Combat)

You are skilled at archery from horseback and can negate some of the crippling penalties due to riding a horse and shooting at the same time.

Ride RanksEffect

1The Penalties for archery on a moving mount are reduced by 1 (to a minimum of 0)

4The Penalties for archery on a moving mount are reduced by 2 (to a minimum of 0)

10The Penalties for archery on a moving mount are reduced by 3 (to a minimum of 0)

16The Penalties for archery on a moving mount are reduced by 4 (to a minimum of 0)

20The Penalties for archery on a moving mount are reduced by 5 (to a minimum of 0)

23The Penalties for archery on a moving mount are reduced by 6 (to a minimum of 0)


-Power Attack (Str 13)

You may sacrifice accuracy for brutal power when attacking with a melee weapon. You may sacrifice up to your base attack bonus on all attacks made that round and until the beginning of your next round for one point of extra damage per point of base attack sacrificed. If you are armed with a two handed weapon then this damage is doubled. On attacks with the off hand weapon the damage increase is halved.


-Power Throw

Through reckless disregard for your own safety you have learned to hurl weapons with tremendous force. You may sacrifice your base attack and armour class to add to the damage you cause with a thrown weapon. You add one point of damage for each point of attack and armour class sacrificed in this way, to a maximum of your base attack bonus. This damage bonus and attack and armour class penalty persists until your next turn. If you throw a two handed weapon (such as a spear) you may add double this damage.


-Precise Shot

You are skilled at using a bow (or other ranged weapon) against opponents who are in combat or taking cover against ranged attacks.

BABEffect

0You gain a +1 to hit and damage against opponents who are within 30 feet when using a ranged weapon.

1You reduce the penalties for shooting into combat by 2 (to a minimum of 0)

3You ignore the penalties for shooting into combat.

5 You reduce the penalties for firing at a target who is in cover by 1 (to a minimum of 0)

7You reduce the penalties for firing at a target who is in cover by 2 (to a minimum of 0)

9You reduce the penalties for firing at a target who is in cover by 3 (to a minimum of 0)

11You ignore all but total cover when firing at a target (even then you still reduce the penalties by 3) and you ignore the miss chance granted by all but total concealment (and then you reduce the miss chance by 20%)


-Quick Draw Archery Combat Style.

You may draw a weapon as a free action or a hidden weapon as a move action. This feat has additional effects based on your base attack.

BABEffects

1You may draw anything you have on easy reach on your person, or holstered without provoking attacks of opportunity.

4You Gain the effects of the Shot on the Run feat (page 100 PHB).

6You gain the effects of the Manyshot feat (page 97 PHB).

8You may sheath a weapon without provoking an attack of opportunity.

12You may draw a hidden weapon as a free action.


-Rapid Reload

You reload a specific weapon far faster than normal. You select a weapon with this feat, and it's load times are reduced by a move action. At level 8 the load times are reduced by a standard action. This feat can never reduce the loading time of a weapon below a free action.


-Rapid Shot

You gain the ability to attack much faster with ranged weapons, moving with blinding speed.

BABEffects

0You may make an additional attack in a round at your highest attack bonus however all attacks you make that round are at a -6 to hit.

6The penalties for making another shot are lessened to -4

11The penalties for making another shot are lessened to -2

16The penalties for making another shot are removed completely.


-Run

You are much faster when running than normal for your kind. You have spent significant time learning how to sprint correctly for your body type, you are now superhumanly fast.

LevelEffects

1Your base land speed is counted as 10 higher when running

7You can make a quadruple run in heavy armour

14you may run five times your base land speed (but still only four in heavy armour, this includes the bonus speed gained at level 1)


-Spring Attack (Dex 13, Mobility)

You may make your attack at any point during or after a move.

BABEffects

11You may strike twice during a spring attack (with the normal -5 penalty for iterative attacks)

16You may strike three times during a spring attack (with the normal -5 penalty for iterative attacks)


-Stunning Fist (Requires Wisdom 15, Proficiency: Unarmed Strike)

Stunning fist is unchanged as page 101 of the players handbook.


-Toughness

You gain +1 hit point per level or +3 hit points whichever is greater at the time.


-Improved Toughness (Requires Con 13, Fort +3, Toughness)

You gain a further +1 hit point per level or +3 hit points whichever is greater at the time.


-Track

You know how to track opponents over ground. See page 101 of the PHB for more details


-Trample (Requires Mounted Combat, Ride 6 Ranks)

You have mastered the unusual skill of crushing opponents beneath your mounts hooves/feet/wheels. You may attempt an overrun against a target, who may not choose to avoid you (and he may only strike your mount). If successful your mount may then make a single attack against an opponent it has knocked down.


-Two weapon Defence (Requires BAB+1, Dex 15)

You are skilled at defensively fighting using two weapons, or double weapons

LevelEffects

1+1 Shield AC for holding a weapon in the off hand

7+2 Shield AC for holding a weapon in the off hand

14+3 Shield AC for holding a weapon in the off hand


-Two Weapon Fighting (Requires Dex 15)

You have spent time learning a combat style which involves using two weapons in harmony or a double weapon to strike your opponents.

Base AttackEffects

0You reduce the penalties for striking with a weapon in the off hand by 2 for the on hand and by 6 for the off hand

6You may make a second attack with your off hand at a -5 to hit

11You may make a second and third attack with your off hand at -5 and -10 to hit respectively

16The penalties for two weapon fighting are further reduced by one for each hand.


-Weapon Finesse

You may use your dexterity to determine you chance to hit with light or dexterous weapons instead of your strength.


-Weapon Focus

+2 to hit with and a +1 to Craft & Knowledge checks related to your weapon of choice


-Improved Weapon Focus (Character Level 5+, BAB +3, Weapon Focus)

+2 to hit with and a +1 to Craft & Knowledge checks related to your weapon of choice


-Whirlwind Attack (Combat Reflexes, Weapon Focus, Combat Expertise, Spring Attack, Base Attack +6, Dex 13, Int 13)

When armed with you chosen weapon you may make a devastating whirling attack rather than your normal full attack. You may strike once at every opponent within your reach. If you chose to make a complex maneuver rather than a basic attack then any failed attack immediately ends the whirlwind attack (missed attacks do not end the whirlwind).

Magic Feats

Altered Feats

-Craft Temporary Items

These Items are Potions, Scrolls and One Use Wondrous items

-Craft Permanent

These Items are magical Arms, Armour, Wondrous Items and Rings)

-Craft Arcane Item

These Items are Wands, Staffs and Rods


-Metamagic Feats

These feats remain unchanged.


Class Specific Feats

Bard

-New Broad Skill

-Storyteller (Knowledge_History & Bardic Knowledge)


-Extra Music

You gain three additional uses of your bardic music per day.


-Lingering song

The effects from your bardic music linger for an additional three rounds after you have ceased playing.


-Heroic Inspiration (Bard 9th or Barbarian 12th)

If you are taken below half hit points you gain you charisma modifier to your attack and damage rolls for a number of rounds equal to your charisma score. Allies within 30 feet of you gain a +1 morale bonus to hit and damage for a number of rounds equal to your charisma score.


Barbarian

-Phenomenal fitness (Barbarian 1st)

+2 bonus to saves to resist fatigue, +2 competency to swim and jump checks.


-Wilderness hardiness (Barbarian 3rd)

+4 bonus to heal checks made to stabilise or prevent infection when in a

wilderness setting. +2 competency to survival and knowledge nature.


-Luck of heroes (Barbarian 6th)

This feat grants a +1 luck bonus to saving throws, and grants 1 re-roll per day which is only usable whilst raging. This re-roll may be used for anything that the barbarian can do whilst raging.


-Heroic inspiration (Bard, 9th or Barbarian 12th)

See Bard Specific Feats Entry


Cleric

-Improved Turning

You turn or rebuke undead as if your level were one higher than it actually is. This feat can be taken multiple times.


-Improved Draws

Your Draws heal an additional 1d6+1 hit points of damage when used for healing or do an additional 1d6+1 points of negative energy in the case of negative aligned clerics.


-Extra Draws

You gain an additional three divine draws per day. This feat can be taken multiple times.

Fighter

-Weapon Specialisation (Fighter 4)

+2 to Damage Rolls with your weapon of choice.


-Battle Athelete (Fighter 5)

+2 bonus to climb, jump, swim and tumble.


-Jungle Fighter(Fighter 5)

+2 to Heal, Survival, Knowledge Nature and Spot


-Practical Learning (Fighter 5)

+2 Spellcraft, Knowledge Dungeoneering, search, appraise.


-Strength Training (Fighter 5)

the fighter learns how best to use the power in his body to lift, break or apply sudden force. Maximum heavy load, lift over head and drag weights increased by 25%. +2 to break / apply

sudden force checks (Including checks to kick in a door or use a crowbar etc)


-Armour Specialisation(Fighter 6)

Increases the maximum dexterity bonus of the armour by 1 whilst worn and reduces the armour

check penalty of the armour by 1 whilst worn.


-Shield Specialisation(Fighter 6)

+1 to the shield bonus to AC provided when using your specialised shield.


-Improved Weapon Specialisation (Fighter 8, Weapon Specialisation in chosen weapon)

+4 to Damage Rolls with your weapon of choice. This bonus replaces the bonus Granted by previous weapon specialisations.


-Two Handed Specialisation(Fighter 8, Weapon Focus in a Two Handed Melee Weapon)

A Fighter Armed with a Two Handed weapon treats his strength as three points higher for the purposes of inflicting damage.


-Stalwart Defender(Fighter 8, Shield Specialisation, Improved Shield Bash)

May use your shield as an off hand weapon to attack, with no penalties to the on hand attacks, forefitting the shields AC bonus, the attacked opponent then takes the AC of the shield as a Marking Penalty. Two Weapon Fighting feats reduce the penalties to the off hand as normal.


-Shield Slide(Fighter 8, Sword and Shield Combat Style)

If an opponent charges past, or moves past the fighter (and within or one square outside of the fighters reach), the Fighter may make a five foot adjust to attempt to intercept the opponent. the fighter makes a five foot adjust in any direction. If the opponent continues moving and passes through the fighters square, or any squares the fighter threatens she immediately provokes an attack of opportunity from the fighter.


-Agile Warrior(Fighter 9)

the fighter may add his dexterity bonus, to the maximum dexterity allowed by his

armour as a precision bonus to damage when armed with light one handed weapons.


-Canny Warrior(Fighter 9)

the fighter may add his Intelligence bonus, to the maximum dexterity allowed by his

armour as a precision bonus to damage when armed with light one handed weapons.


-Greater Weapon Focus (Fighter Level 10, Improved Weapon Focus in chosen weapon)

+6 to hit with and a +3 to Craft & Knowledge cshecks related to your weapon of choice


-Greater Weapon Specialisation (Fighter 12, Improved Weapon Specialisation in chosen weapon)

+6 to Damage Rolls with your weapon of choice. This bonus replaces the bonus Granted by previous weapon specialisations.


-Enhanced Critical (Fighter 14)

This feats increases the Critical Multiplier of a single weapon type for the fighter.


-Improved Armour Specialisation(Fighter 14)

You gain Damage resistance 3/- when in your specialised armour. This bonus replaces the resistance granted by Armour Specialisation.


-Superior Weapon Focus (Fighter 15, Greater Weapon Focus in chosen weapon)

+8 to hit with and a +4 to Craft & Knowledge checks related to your weapon of choice


-Superior Weapon Specialisation (Fighter 16, Greater Weapon Specialisation in chosen weapon)

+8 to Damage Rolls with your weapon of choice. This bonus replaces the bonus Granted by previous weapon specialisations.


-Master Weapon Focus (Fighter 20, Superior Weapon Focus in chosen weapon)

+10 to hit with and a +5 to Craft & Knowledge checks related to your weapon of choice


-Master Weapon Specialisation (Fighter 20, Superior Weapon Specialisation in chosen weapon)

+10 to Damage Rolls with your weapon of choice. This bonus replaces the bonus Granted by previous weapon specialisations.


Paladin Only

The paladin may begin selecting cleric only feats after he becomes a level 4 paladin.


-Divine Shield (Paladin 6)

The Paladin may use a Divine Draw to add her wisdom modifier to her AC for a number of minutes equal to her Charisma Modifier.

-Divine Wrath (Paladin 8)

The Paladin May use a Divine Draw to add her Charisma modifier as divine damage to her damage rolls for a number of minutes equal to her Wisdom Modifier.

Skills

Major Change: Skill Synergies

Removed, Replaced with feats.

Major Change: Cross Class Skills

All cross class skills have a maximum level of half of your class skill level rounding down and cost 1 skill point per level.

Cross Class Skill Maximums

A character has a cross class maximum of half of their normal skill maximum. If you put a level into a class which has one of your cross class skills as a class skill then the first level in that class raises the maximum by 3 (to a maximum of 3+your total level). Subsequent levels in that class increase it by one, whilst subsequent levels in a class without it as a class skill raise the maximum by half a point,as normal. If you put a level into a third class which has that skill as a class skill it only raises the maximum by one.

Example

A fifth level fighter has a cc max of 4. Putting a level into bard raises his max ranks in tumble to 7. Putting a level into monk after that would only raise his max ranks in tumble to 8. If he then put a level into fighter his max ranks in tumbe would be 8 ½ at a character level of 8 (with a normal maximum of 11 for pure class skills)

Speak Language

Speak language still works in the same manner it did before, costing two skill points to learn a new language for anyone who does not have it on their class skills list, and one point for those who do. If you put a level into a class that has speak language as a class skill then for that level speak language costs 1 point. If after that level you put a level into a class which did not have it as a class skill then for that level it costs two skill points.

It costs 1 skill point for a barbarian to become literate.

Major Change: Disguise (Int)

The Disguise skill now runs off of intelligence primarily as that covers the general creation of the guise. Anyone attempting to act as though they are the person they look like has to make bluff checks or perform_(acting) rolls to persuade an onlooker that they are who they claim. Disguise can also cover hiding large objects as scenery in an urban setting, or making backdrops for a play. For hiding things in a wilderness setting and the creation of hides and the like see the survival skill.

Gear

10,000 Copper is 1000 Bronze is 100 Silver is 10 gold is 1 Platinum

Characters Starting Wealth

Noble (Aristocrats)

700 + (10d8x10) (800-1500gp)


Wealthy (Fighter, Paladin, Ranger)

40 + (8d4x5) (80-200gp)


Moderate (Barbarian, Bard, Cleric, Rogue)

20 + (6d4x5) (50-140gp)


Poor (Druid, Monk, Sorcerer, Wizard)

10 + (4d4x5) (30-90gp)

Weaponry

Short Swords Gain “Balanced” Property

Spiked Chain replaced with Kusari To and Kusari Gama


Elven Racial Group Weapons

The Elven Racial Weapons Group Consists of

Rapier

Longsword

Longbow

Shortbow

Dwarven Racial Group Weapons

The Dwarven Racial Weapons Group Consists of

Pistol Crossbow

Light Crossbow

Heavy Crossbow

Dwarven Urgosh

Dwarven Waraxe

Monk Class Weapons

Specific Monk Weapons are

Club, Crossbow (Light, Heavy), Dagger, Handaxe, Javelin, Kama, Nunchaku, Quaterstaff, Sai, Shuriken, Siangham and Sling.

Armour

Light

Padded, +1/+4, Armour check 1, Arc failure 10%, 10 gp

Spellweave, +1/+8, Armour check 0, Arc failure 0%, 80 gp

Wicker, +2/+3, Armour check 2, Arc failure 10%, 5 gp

Leather +2/+7, Armour check 0, Arc failure 10%, 25 gp

Studded Leather, +3/+6, Armour check 1, Arc failure 15%, 30 gp

Ring Mail, +4/+5, Armour check 2, Arc failure 20%, 40 gp


Medium

Hide, +3/+4, Armour check 3, Arc failure 20%15 gp

Scale, +4/+2, Armour check 4, Arc failure 25%15 gp

Chain +5/+3, Armour check 5, Arc failure 30%25 gp

Light Chain, +5/+4, Armour check 3, Arc failure 20%100 gp

Heavy Hide, +6/+0, Armour check 5, Arc failure 30%20 gp

Breast Plate, +6/+3, Armour check 4, Arc failure 25%200 gp


Heavy

Brigandine, +6/+2, Armour check 4, Arc failure 15%40 gp

Lamellar, +7/+1, Armour check 5, Arc failure 25%250 gp

Heavy Chain, +7/+0, Armour check 6, Arc failure 35%150 gp

Field Plate, +7/+2, Armour check 5, Arc failure 30%1400 gp

Half Plate, +8/+0, Armour check 7, Arc failure 40% 600 gp

Full Plate, +8/+1, Armour check 6, Arc failure 35% 1500 gp

Heavy Plate, +9/+0, Armour check 7, Arc failure 40%950 gp


Extras

Armour Spikes+50gp

Locked Gauntlet+8gp

Shield Spikes+10gp


ShieldsShield AC

buckler +115 gp

Wooden light shield +23 gp

Steel light shield +29 gp

Wooden Heavy +37 gp

Steel Heavy shield +320 gp

Tower Shield +4 or cover. Max Dex +230 gp


Magical Bows and Ammunition

Magical Ammunition stacks with magical bows. A magical bow firing arrows extra hard stacks with arrows which are more accurate, but the flaming property does not. In every case, use you DM's judgement, but assume that only the enchantment bonus will stack.

Alterations To Magic Item Creation

Where a magical item, such as a basic enchanted sword does not have a spell associated with it and only has a caster level listed, assume that a character with the same hit die, the relevant item creation feat and the suitable equipment can in fact create the item. After all, if it does not involve casting a specific spell, then it involves following a recipe.

Magical Rings

Magical Rings are often vastly more powerful than other magical items. There are several reasons for this, ranging from the fact that a simple ring is essentially practical enough for anyone to wear (although hardened melee fighters may disagree) to the interesting magical connections between rings, the circle, eternity etc. Whatever the case magical rings are often more powerful for the simple fact that they are actually easier to enchant than most other items. A Magical Ring with a secondary effect placed upon it has a 20% cost reduction to the overall price to create (to a minimum of it's original cost). It is this fact that has led to many of the powerful artifact rings being created over the years.

New Items:

Gloves of the Forge Lord - 1500gp

These magical gloves are a common sight in enchanted forges and wizards towers across the world as they enable the wearer to create magical items without being a skilled mage. Essentially someone with the correct feats, wearing these gloves can imbue the item they are creating by chanting a mantra which binds the item to their soul. The wearer of these gloves must create the majority of an item in order for it to become enchanted, and when it is the glove wearer is the one who loses the xp in item creation. It is possible to hire a mage or similar spell caster to cast a required spell at the right moment, and unless that spell has an xp component then the caster will be otherwise untroubled by the item creation.

A Character wearing these gloves can use detect magic three times per day, and receives a +2 competency bonus to Spellcraft and Knowledge_Arcana checks.

Removed Items:

Phylactery of Faithfulness

Levelling up and Modifications for starting above level 1

Starting gold allowance for characters above level 1

Character Level Wealth (Gp) Character Level Wealth (Gp)
2 900 12 88 000
3 2 700 13 110 000
4 5 400 14 150 000
5 9 000 15 200 000
6 13 000 16 260 000
7 19 000 17 340 000
8 27 000 18 440 000
9 36 000 19 580 000
10 49 000 20 760 000
11 66 000 ----------------------------------------- -----------------------------------------
Major Change: Multiclass Characters

All multiclass xp penalties removed.

Character Death: Just when the heck do I die anyway?

A character is dead not when they reach 0 hit points but when they hit -10. If a character has more than 100 hit points their death limit becomes 10% of their maximum hit points (rounding down). A character who is on less than 0 hit points loses a hit point each round and then makes a stabilisation roll. This is a raw d10 and on a roll of a 1 your character ceases losing hit points and becomes stable. Once your character is stable you must make a stabilisation check each hour to see if your character begins bleeding to death again. If you pass this hourly roll your character resumes conciousness. Being on negative hit points is very, very bad and the chance of recovery without medical help is very slim indeed.

New Concept: BAC

BAC, or Base Armour Class, represents a slight increase in the chance of your character defending himself without really expending much in the way of effort (or hit points). A powerful character wearing his trousers and a shirt is hardly going to be bothered over much by a commoner with a pitchfork, and as such I felt there was a need for armour class to increase at least slightly with a characters level. Only player characters and some powerful or skilled monsters and Npc's qualify for BAC, and it should not really be given to expendable enemies, as it represents very unusual levels of skill. Mechanically, you gain one point of BAC for each full four points of Base Attack Bonus you have, and certain classes, and feats grant you bonus BAC. BAC works exactly the same way as dexterity and is not applicable to your characters flat footed armour class, nor can it be used if your character is helpless or otherwise unable to dodge.

BABBAC

1-40

5-71

8-112

12-153

16-194

205

New Concept: Marking

I will freely admit to stealing this idea from 4th edition, however it is an emergent mechanic that is quite obvious to anyone who has ever played basketball, watched a game of football, or ever been in a melee. Essentially opponents who are “marking” you, are opponents who are threatening you. Their marking value is the same as their BAC, so a level one fighter has a marking value of one. If you attack someone who is not the person marking you, you take their marking value as an attack penalty, even if you move away from them successfully. If there are two people marking you, and you attack person number two you still take person number one's marking value as a penalty to your attack, but you ignore the marking penalty of person number two. If you were to ignore them both and attack a third person then you would take an attack penalty equal to person one AND person two's marking values. This mechanic provides another reason not to get surrounded, and helps keep the defenders “sticky” in a way which makes sense (they are in your face, getting in your way, and harassing you). A Character cannot “Mark” someone whilst mounted, concentrating on a spell or whilst distracted.

Spells

Cleric Domains

Solun

Destiny

The Cleric of Destiny Receives one Luck re-roll per day (as the rogue ability)

At level 12 the cleric receives a +2 divine bonus on the re-roll, making it more likely to succeed.

At level 18 the cleric receives a second luck re-roll.


Level Spell
1 Entropic Shield
2 Augury
3 Clairaudience/Clairvoyance
4 Divination
5 Break Enchantment
6 Find The Path
7 Refuge
8 Moment of Prescience
9 Foresight

Magic

May use half of your cleric level (rounding up) as an effective caster level of another class for the purposes of activating spell completion magic items (such as wands and scrolls). If you also have the class you are emulating then your effective levels and real levels stack.

Level 12 Add Magical Aptitude as a Bonus Skill.

Level 18 Use your full cleric level as an effective caster level for the above ability.


Level Spell
1 Nystuls Magic Aura
2 Identify
3 Dispel Magic
4 Imbue with Spell Like Ability
5 Spell Resistance
6 Analyse Dweomer
7 Spell Turning
8 Protection from Spells
9 Mordekainens Disjunction

-The White Moon

The spiritual home of the gods and source of their power, the white moon is one of the most powerful forces upon the world. It moves the seas, controls the cycle of life and houses the souls of the honoured deceased. When the White Moon and the Red Moon move into conjuction it is a sure sign that the war between the gods and the demons is escalating.


Knowledge_The Planes, Diplomacy and Speak Language added as class skills at level 1

Celestial added as a language at level 1

+3 sacred bonus to Knowledge_The Planes and Diplomacy at level 12.

Tongues as a supernatural ability at level 18.


Level Spell
1 Protection From Alignment
2 Summon Monster 2
3 Magic Circle Against Alignment
4 Planar Ally, Lesser
5 Plane Shift
6 Banishment
7 Planar Ally
8 Planar Ally, Greater
9 Gate

Antibus

Antibus' clerics powers are at least partly dependant on which domains they select. A cleric of Antibus turns or destroys evil undead (morghs, wraiths, shadows etc), but controls or bolsters neutral undead (skeletons, Zombies etc) regardless of their domains. A cleric without the Life domain cannot convert his divine draws to healing power, and similarly one without the death domain cannot convert his divine draws to negative energy. Antibus' clerics cannot spontaneously convert their spells into healing or inflict spells (although at higher levels they do gain some spontaneous casting: see cleric).

Life

A Cleric of the Life domain gains an extra d6 when converting one of their Draws to a healing effect. Total 2d6

Level 12 The cleric gains an additional d6 when converting their draw to healing (total 3d6).

Level 18 The cleric gains an additional d6 when converting their draw to healing (total 4d6).


Level Spell
1 Cure Light Wounds
2 Cure Moderate Wounds
3 Cure Serious Wounds
4 Cure Critical Wounds
5 Cure Light Wounds, Mass
6 Heal
7 Regenerate
8 Cure Critical Wounds, Mass
9 Heal, Mass

-Death

The cleric of death gains a lesser death touch power. Once per day the cleric of death may attempt the death touch. Make a touch attack against the chosen creature, if you succeed roll a d6 per cleric level, if the total equals or exceeds the touched creatures current hit points it dies instantly with no saving throw.

At level 12, the cleric may attempt this death touch an addition time per day

At level 18, the cleric may now attempt the death touch power three times per day.


Level Spell
1 Detect Undead
2 Gentle Repose
3 Animate Dead
4 Phantasmal Killer
5 Slay Living
6 Antilife Shell
7 Finger of Death
8 Symbol of Death
9 Wail of the Banshee

-Disease

A Cleric of Disease may inflict a crippling curse on an enemy once per day. The cleric of disease makes a touch attack against the target, who then makes a fortitude save (DC 10+1/2 clerics level rounding down+Charisma Mod). If the target fails the save they immediately begin suffering from a powerful divine form of mummy rot (Described below).

At level 12 the cleric may use this touch an additional time per day

At level 18 the cleric may now use this ability three times per day.


Divine Curse of Antibus

(Supernatural Disease)

A victim cursed by a Priest of Disease takes 1 point of Strength and Charisma damage per 5 full levels in cleric the caster possessed, each round until cured or until the victim passes a fortitude save (of the original DC). The disease continues after death until one of the victims stats reaches 0, at which point the victims body crumbles to a fine tomb dust and his soul is claimed by the God of Death. This disease is more of a powerful curse and may only be removed by the casting of a remove curse spell, followed by a remove disease, or the victim passing the fortitude save. Heal checks cannot be used to improve the victims chances of surviving other than to grant him a +1 bonus to his next fortitude save (assuming the healer passes a DC25 heal check and has a healing kit).


Level Spell
1 Doom
2 Diminish Plants
3 Contagion
4 Blight
5 Insect Plague
6 Circle of Death
7 Creeping Doom
8 Symbol of Insanity
9 Energy Drain

Reika

-Stars

Add Spot and Search as class skills. Abjuration spells are cast at +1 caster level.

Add Alertness as a bonus feat at level 12

Add Spell Focus Abjuration as a bonus feat at level 18


Spells in Italics only function at night, in a place which would normally be under the stars or starlight. Weather conditions do not affect whether or not these spells function,however they do not function indoors or in caves regardless of the time of day, unless those area's can be graced with the light of the stars. These effects or spells always fade with the dawn.


Level Spell
1 Nystuls Magic Aura
2 Knock
3 Phantom Steed (Only at Night)
4 Divination
5 Overland Flight (Only at Night)
6 Starlight Key (Only at Night, Unique Spell)
7 Ethereal Jaunt
8 Antimagic Field
9 Astral Projection

-Water

Turn / Destroy fire creatures as though they were undead and Control / Bolster water creatures as though undead, using your Divine Channel ability. This ability functions as though you were a cleric of half your level (minimum 1) at first level.

Use your cleric level -3 for determining how powerful an elemental creature you can turn at level 12.

Use your full cleric level for determining how powerful an elemental creature you can turn at level 18.


Level Spell
1 Obscuring Mist
2 Fog Cloud
3 Water Breathing
4 Control Water
5 Control Wind
6 Cone of Cold
7 Acid Fog
8 Horrid Wilting
9 Elemental Swarm (Water)

-Peace

You can generate a powerful sanctuary effect around yourself once per day. The DC for the sanctuary is (10+Half Cleric Level+Cha)

You cast Healing spells at +1 caster level at level 12. In addition the DC for your sanctuary effect is raised by 1.

You cast Healing spells at +2 caster Level at level 18. In addition the DC for your sanctuary effect is raised by 2


Level Spell
1 Sanctuary
2 Tasha's Hideous Laughter
3 Calm Emotions
4 Shield Other
5 Spell Resistance
6 Hold Monster
7 Hold Person, Mass
8 Antipathy
9 Otto's Irresistible Dance

Mond-Fire

Turn / Destroy water creatures as though they were undead and Control / Bolster fire creatures as though undead, using your Divine Channel ability. This ability functions as though you were a cleric of half your level (minimum 1) at first level.

Use your cleric level -3 for determining how powerful an elemental creature you can turn at level 12.

Use your full cleric level for determining how powerful an elemental creature you can turn at level 18.


Level Spell
1 Produce Flame
2 Burning Hands
3 Scorching Ray
4 Fireball
5 Wall of Fire
6 Fire Seeds
7 Fire Storm
8 Incendiary Cloud
9 Elemental Swarm (Fire)

-Agriculture

Weapon Focus Scythe added at first level

Knowledge Nature added to class skills

Skill focus: Knowledge Nature added at 12th level

+2 Divine Bonus to Knowledge Nature, Survival and Profession:Farmer at 18th level


Level Spell
1 Goodberry
2 Soften earth or Stone
3 Plant Growth
4 Repel Vermin
5 Wall of Thorns
6 Move Earth
7 Animate Plants
8 Control Plants
9 Antipathy

-Health

Skill Focus: Heal, as a bonus feat at first level.

Survivalist as bonus feat at 12th level

+3 Divine bonus to Heal and Survival at 18th level. In addition you gain a +1 Divine bonus to your fortitude saves.


Level Spell
1 Detect Poison
2 Slow Poison
3 Neutralise Poison
4 Cure Disease
5 Death Ward
6 Heal
7 Restoration, Greater
8 Regenerate
9 Heal, Mass

Grund

-The Red Moon

The Red moon has strange and unusual powers. When it is aligned with the white moon it brings great destruction, in the forms of tsunami's, earthquakes and terrible twisting winds. The red moon seldom moves close to the mortal world, but when it does it is a portentous time. Mythically the Red Moon is the prison of the demons, and Grund is their Jailor. When the Red Moon looms, the demons grow restless and their powers are more keenly felt.


Knowledge_The Planes, Intimidate and Speak Language added as class skills at level 1

Infernal added as a language at level 1

+2 sacred bonus to Knowledge_The Planes and Intimidate at level 12.

Tongues for 10 minutes per day at level 18.


Level Spell
1 Protection from Alignment
2 Resist Energy
3 Magic Circle against Alignment
4 Dimensional Anchor
5 Plane Shift
6 Banishment
7 Reverse Gravity
8 Earthquake
9 Gate

-War

Martial Weapon Training, Weapon Focus_(Longsword) at first level.

Weapon Specialisation_(Longsword) at 12th level.

Improved Weapon Specialisation_(Longsword) at 18th level.


Level Spell
1 Bless
2 Align Weapon
3 Shield Other
4 Sending
5 Disrupting Weapon
6 Bulls Strength, Mass
7 Power Word:Blind
8 Power Word:Stun
9 Power Word:Kill

-Thunder

You may hurl lightning as a normal ranged attack out to 30 feet by using one of your divine draws. This is a lightning attack which deals 1d6+your charisma mod+your cleric level of lightning damage.

The Range on your Lightning attack is increased to short range at level 12.

Your Lightning Attack becomes a touch attack at level 18.


Level Spell
1 Shocking Grasp
2 Resist Energy (Electricity)
3 Call Lightning
4 Lightning
5 Call Lightning Storm
6 Geas/Quest
7 Chain Lightning
8 Shout, Greater
9 Storm of Vengeance

Indus

-Earth

Turn / Destroy air creatures as though they were undead and Control / Bolster earth creatures as though undead, using your Divine Channel ability. This ability functions as though you were a cleric of half your level (minimum 1) at first level.

Use your cleric level -3 for determining how powerful an elemental creature you can turn at level 12.

Use your full cleric level for determining how powerful an elemental creature you can turn at level 18.


Level Spell
1 Magic Stone
2 Hold Person
3 Stone Shape
4 Spike Stones
5 Wall of Stone
6 Stoneskin
7 Earthquake
8 Iron Body
9 Elemental Swarm (Earth)

-Wealth

Add Appraise, Bluff and Gather Information to your list of class skills

Gain a +4 divine bonus to appraise checks and diplomacy checks to haggle. May use detect magic once per day as a spell like ability at 11th level.

Gain a +8 divine bonus to appraise checks and diplomacy checks to haggle. May use detect magic three times per day as a spell like ability at 18th level.


Level Spell
1 Identify
2 Detect Thoughts
3 Arcane Sight
4 Discern Lies
5 Glibness
6 Analyse Dweomer
7 Legend Lore
8 Moment of Prescience
9 Sympathy

-Construction

Gain a +4 divine bonus to all craft checks.

Gain the Craft Temporary Magic Items feat as a bonus feat at level 12.

Gain the Craft Permanent Magic Items feat as a bonus feat at level 18.


Level Spell
1 Magic weapon
2 Owls wisdom
3 Magic vestment
4 Greater magic weapon
5 Disrupting Weapon
6 Pemenancy
7 Fabricate
8 Iron Body
9 Miracle

The Watcher in The Dark

-Rain

Spot, Listen, Hide and Move Silently as class skills.

Alertness bonus feat at level 12

Stealthy at level 18


Level Spell
1 Endure Elements
2 Fog Cloud
3 Sleet Storm
4 Plant Growth
5 Ice Storm
6 Acid Fog
7 Control Weather
8 Shield of Law
9 Storm of Vengeance

The Master of Many Faces

-Air

Turn / Destroy earth creatures as though they were undead and Control / Bolster air creatures as though undead, using your Divine Channel ability. This ability functions as though you were a cleric of half your level (minimum 1) at first level.

Use your cleric level -3 for determining how powerful an elemental creature you can turn at level 12.

Use your full cleric level for determining how powerful an elemental creature you can turn at level 18.


Level Spell
1 Expedious Retreat
2 Wind Wall
3 Gaseous Form
4 Air Walk
5 Control Winds
6 Chain Lightning
7 Control Weather
8 Whirlwind
9 Elemental Swarm (Air)

The Laughing God

-Mischief

add Bluff, Disguise, Hide and Move silently as class skills.

add Stealthy at level 12.

add Deceitful at level 18.


Level Spell
1 Disguise Self
2 Invisibility
3 Invisibility Sphere
4 Confusion
5 False Vision
6 Mislead
7 Screen
8 Polymorph any Object
9 Time Stop

New Spells

Starlight Key (Cleric of Reika 6)

V, M, DF

This spell creates a faint shimmering silver key, tiny enough to fit into the palm of your hand. This spell can only be cast at night, and they tiny key persists only until sunrise or until used once. The key can be placed in any lock, regardless of size, where it will unlock any mundane mechanism, unbar bolts from the other side, turn wheels and generally unlock the door, even if not normally possible from the side you are on. It will also dispel any wardings, symbols or arcane or divine locks placed upon the door including wizard lock, fire trap and glyphs of warding or similar of 5th level or lower. This spell requires 50gp of platinum dust which has been immersed in a holy font of Reika for a full month.

Modified Spells

Overland Flight

This spell now requires 500 gold pieces of expesive and specially treated oils and ungulents to be burned or applied to the subjects of the spell. Preparing these ingredients takes three days in an alchemical lab and the base ingredients (cost 300 gold).

Divine Power

This spell now requires a potion of bulls strength, to be consumed when the spell is cast.

Polymorph

As wizards latest fix.

Greater Magic Weapon

This spell now requires 25gp of silver suspended in fine quality wax as a material component.

Magic Vestment

This spell now requires 25gp of silver suspended in fine quality wax as a material component.