diff --git a/CEP1/_tlk/prc8_cep1_merge.xml b/CEP1/_tlk/prc8_cep1_merge.xml index 883a332..00974ab 100644 --- a/CEP1/_tlk/prc8_cep1_merge.xml +++ b/CEP1/_tlk/prc8_cep1_merge.xml @@ -13,7 +13,7 @@ These so-called Ocular Adepts, outcasts to their own societies, have pledged the - Hit Die: d6. - Proficiencies: An Ocular Adept does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -22,7 +22,7 @@ Skills: Concentration 8 ranks Feats: Endurance Base Save Bonus: Fort +4 -ABILITIES: +CLASS FEATURES: Level 1: Charm Person Ray - 2/day (spell-like ability). @@ -165,7 +165,7 @@ Most Battleragers live short, glorious lives. - Hit Die: d12. - Proficiencies: A Battlerager does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -176,7 +176,7 @@ Feats: Cleave, Toughness, Power Attack Base Attack Bonus: +5 Skills: Intimidate (8 ranks), Lore (2 ranks) -ABILITIES: +CLASS FEATURES: Level 1: Battle Rage - 1/day (as per Barbarian Rage). @@ -207,7 +207,7 @@ A disgraced or masterless Samurai cut loose from this all-pervading value system - Proficiencies: All simple and martial weapons, plus katana. Medium and light armor. - Skill Points: 4 + Int Modifier. -ABILITIES: +CLASS FEATURES: Ancestral Daisho All Samurai carry two masterwork weapons - a katana and a wakizashi. These weapons have been handed down over generations from the Samurai's ancestors, and protecting them is an important point of honor for the Samurai. Starting at level 4, he can awaken the supernatural abilities latent in the weapons by sacrificing items to enhance them. @@ -223,7 +223,7 @@ Clerics make natural warpriests. Other classes must have at least one Cleric le - Hit Die: d8. - Proficiencies: All simple and martial weapons. All types of armor and shields. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -233,7 +233,7 @@ Feats: Combat Casting. Class: Cleric. Domains: At least one of the following: Destruction, Protection, Strength, War. -ABILITIES: +CLASS FEATURES: Level 1: Rally - Allies within 60 feet who are suffering from any fear effect are allowed an immediate Will saving throw at the DC of the fear effect, with a +1 morale bonus per Warpriest level. @@ -354,7 +354,7 @@ Alignment Restrictions: Any non-chaotic, non-good. Skills: Bluff (10 ranks), Hide (10 ranks), Tumble (10 ranks). Feats: Dodge, Evasion. -ABILITIES: +CLASS FEATURES: Level 1: Use Poison - The Ninja Spy can apply poison to weapons. @@ -423,7 +423,7 @@ Mystic theurges are often obsessed with magical lore, and will travel to the end - Hit Die: d4. - Proficiencies: A Mystic Theurge does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -581,7 +581,7 @@ Morninglords are, in many ways, the epitome of the class cleric archetype--they - Hit Die: d8. - Proficiencies: A Morninglord of Lathander does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -591,7 +591,7 @@ Feats: Extra Turning. Spellcasting: Able to cast 3rd level divine spells. Special: Must worship Lathander. (Clerics must have two of Good, Nobility, Protection, Renewal, Sun or Strength domains) -ABILITIES: +CLASS FEATURES: Level 1: Bane of the Restless - the character's Morninglord of Lathander levels stack with her cleric and paladin levels for the purposes of turning undead. @@ -701,7 +701,7 @@ Race: Human Special: Sneak attack +1d6 Special: You may not have any levels in an arcane spellcasting class -ABILITIES: +CLASS FEATURES: Level 1: Spellcasting - Cast a small number of spells from the abjuration and enchantment schools @@ -829,7 +829,7 @@ Alienists deal with powers and entities from terrifyingly remote reaches of spac - Hit Die: d4. - Proficiencies: An Alienist does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -838,7 +838,7 @@ Feats: Alertness. Spellcasting: Able to cast 3rd level arcane spells. Special: Prior contact with an alienist or a pseudonatural creature. -ABILITIES: +CLASS FEATURES: Level 1: Summon Alien - when casting any summon monster spell, Alienist summons "pseudonatural" version of a creature. @@ -1121,7 +1121,7 @@ Rage mages are usually found working with barbarians. They tend to shy away from - Hit Die: d8. - Proficiencies: Rage mages gain no proficiency with any weapon or armor. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: To qualify to become a rage mage, a character must fulfill all the following criteria. @@ -1132,7 +1132,7 @@ Feat: Combat Casting. Spells: Able to cast 2nd-level arcane spells. Special: Rage or frenzy ability. -ABILITIES: +CLASS FEATURES: Level 1: Spell Rage 1/day - When casting a spell from abjuration, conjuration, evocation, necromancy or transmutation school while in a rage, the rage mage uses her character level as her caster level. Temporarily takes -2 penalty to Armor Class. At the end of the rage, the character is fatigued. @@ -1360,7 +1360,7 @@ The archivist is a more academic profession than the cleric or paladin but hardi - Proficiencies: Archivists are proficient with all simple weapons and with light and medium armor, but not with shields. - Skill Points: 4 + Int Modifier -ABILITIES: +CLASS FEATURES: Level 1: Dark knowledge (tactics) 3/day, Scribe Scroll @@ -1428,7 +1428,7 @@ If you delight in manipulating others, either to their disadvantage or for their - Proficiencies: Beguilers are proficient with all simple weapons plus the rapier, shortbow, and short sword. Beguilers are proficient with light armor, but not with shields. - Skill Points: 6 + Int Modifier -ABILITIES: +CLASS FEATURES: Level 1: Armored mage, trapfinding @@ -1993,7 +1993,7 @@ An unwilling creature can't be teleported by word of recall. Likewise, a creatur Knowledge is power and the quest for knowledge never ends. There is an ever lasting supply of divine lore for you, the epic archivist, to discover. Hit Die: d6 -Skill Points at Each Level: 4 + Int modifier. +Skill Points: 4 + Int modifier. Dark Knowledge (Ex): At 21st level and every 3 levels thereafter, the epic archivist gains an additional use of Dark Knowledge. Lore Mastery (Ex): The archivist adds an additional +1 bonus on all Lore skill checks at level 23 and every 5 levels thereafter. Bonus Feats: The epic archivist gains a bonus feat (selected from the list of epic class bonus feats) every three levels higher than 20th. @@ -2028,7 +2028,7 @@ Entry Requirements Skills: Intimidate 6 ranks, Lore 12 ranks, Spellcraft 6 ranks. Warlock Invocation: Must know brimstone blast or hellrime blast. -Class Features: +CLASS FEATURES: Class Skills (2 + Int modifier per level): Bluff, Concentration, Craft, Intimidate, Lore, Spellcraft, Use Magic Device. The hellfire warlock class offers great power at the expense of versatility. This prestige class presents a focused approach to tap the power of the Nine Hells, though often at a grave price. As they advance, these warlocks can access greater uses of hellfire, including the ability to infuse magic items with the power of hellfire and lash out with the fires of Hell against any foe that strikes them. @@ -2090,7 +2090,7 @@ Spells: Ability to cast 2nd-level divine spells. Invocations: Ability to use least invocations. Special: Ability to turn or rebuke undead, must worship a chaotic or evil deity. -ABILITIES: +CLASS FEATURES: Level 1: Gift of the Divine Patron (Su) @@ -2127,7 +2127,7 @@ Spells: Ability to cast 2nd-level arcane spells. Invocations: Ability to use least invocations. Special: Eldritch blast +2d6. -ABILITIES: +CLASS FEATURES: Level 1: Damage Reduction (Su) (1/cold iron) @@ -2587,7 +2587,7 @@ The Age of Mortals brought with it a new kind of magic, the ambient magic thread - Proficiencies: A Nightstalker gains proficiencies with Simple Weapons, rapier, shortbow and short sword. He is also proficient with light armor and shields. - Skill Points: 4 + Int Modifier -ABILITIES: +CLASS FEATURES: Level 1: Death Sight, Trapfinding, Spiritual Resilience +1 @@ -3166,15 +3166,11 @@ Duration: 1 round/level (D) Saving Throw: No Spell Resistance: None -By casting aura of the sun, you fill the area around you with warm, glowing light that eliminates natural -shadows and hampers magical darkness.Any creature attempting to cast a spell from the shadow subschool or -a spell with the darkness descriptor within an aura of the sun must succeed on a caster level check (DC 11 + -your caster level), or the spell fails. Areas of magical darkness originating from 3rd-level or lower spells -and effects are temporarily suppressed when overlapping with an aura of the sun. Creatures that take penalties -in bright light also take them while within an aura of the sun, and an undead creature takes 1d6 points of positive -energy damage at the end of its turn every round that it spends within the spell's area.Furthermore, any creature -attempting to hide within the aura takes a -4 penalty on Hide checks. +By casting aura of the sun, you fill the area around you with warm, glowing light that eliminates natural shadows and hampers magical darkness.Any creature attempting to cast a spell from the shadow subschool or a spell with the darkness descriptor within an aura of the sun must succeed on a caster level check (DC 11 + your caster level), or the spell fails. Areas of magical darkness originating from 3rd-level or lower spells and effects are temporarily suppressed when overlapping with an aura of the sun. Creatures that take penalties +in bright light also take them while within an aura of the sun, and an undead creature takes 1d6 points of positive energy damage at the end of its turn every round that it spends within the spell's area.Furthermore, any creature attempting to hide within the aura takes a -4 penalty on Hide checks. + This effect is centered on you and moves with you. + Anyone who enters the aura immediately becomes subject to its effect, but creatures that leave are no longer affected. Righteous Aura @@ -3588,7 +3584,7 @@ Text - Hit Die: d4. - Proficiencies: An Ultimate Magus does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -3731,7 +3727,7 @@ REQUIREMENTS: Alignment: Any evil. Skills: Hide 8 ranks, Move Silently 8 ranks. -ABILITIES: +CLASS FEATURES: Level 1: Death Attack +1d6 - Special sneak attack that has a chance of paralyzing opponent. @@ -3783,7 +3779,7 @@ A Blackguard epitomizes evil. They are nothing short of a mortal fiend, a black - Hit Die: d10. - Proficiencies: All simple and martial weapons, all types of armor, and shields. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -3792,7 +3788,7 @@ Base Attack Bonus: +6 Skills: Hide 5 ranks. Feats: Cleave. -ABILITIES: +CLASS FEATURES: Level 1: Use Poison - Automatic success when coating a weapon with poison. @@ -3891,7 +3887,7 @@ Holy Power (Su): The save DCs of any and all of the saint's special attacks, inc Holy Touch (Su): A saint's entire being is suffused with holy power, which likewise flows into any weapon the saint wields. A saint's melee attacks with any weapon (or unarmed) deal an additional 1d6 points of holy damage against evil creatures, and 1d8 points against evil undead and evil outsiders. Any evil creature that strikes a saint with a natural weapon takes holy damage as if hit by the saint's attack. -Spell-Like Abilities: At will - guidance, resistance, virtue, and bless. A saint's caster level is equal to its Hit Die total. The save DCs are Charisma-based. +Spell-like Abilities: At will - guidance, resistance, virtue, and bless. A saint's caster level is equal to its Hit Die total. The save DCs are Charisma-based. Special Qualities: A saint retains all the character's special qualities and gains those listed below, as well as the outsider type. @@ -4948,12 +4944,32 @@ Tortoise shell slows a creature's movement as if it were wearing heavy armor. An 91 92 93 - 94 - 95 - 96 - 97 - 98 - 99 + Grey Elf + Grey Elf + grey elf + grey elves + Gray elves are the most noble and regal of all elves. Taller and grander in physical appearance than others of their race, gray elves have a reputation for being aloof and arrogant (even by elven standards). They certainly are more reclusive than high elves, living in isolated mountain citadels and allowing entry only to a select few outsiders. They have either silver hair and amber eyes or pale golden hair and violet eyes. They prefer clothing of white, silver, yellow, or gold, with cloaks of deep blue or purple. + + +2 Dexterity, +2 Intelligence, –2 Strength, –2 Constitution. + + Medium: As Medium creatures, gray elves have no special bonuses or penalties due to their size. + + Gray elf base land speed is 30 feet. + + Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects. + + Low-Light Vision: A gray elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. + + Weapon Proficiency: Gray elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. + + +2 racial bonus on Listen, Search, and Spot checks. A gray elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. + + Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. + + Favored Class: Wizard. A multiclass gray elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing. + + Level Adjustment: +0 + Grey Elf Biography. Tomb-Tainted Soul Type of Feat: General Prerequisite: Nongood alignment. @@ -5074,7 +5090,7 @@ Special Abilities: Azurin Ability Adjustments: None Favored Class: Soulborn. A multiclass Azurin's Soulborn class does not count when determining whether he suffers an XP penalty for multiclassing. -Special abilities: +Special Abilities: - Base movement of 30' - Essentia Pool: An azurin's essentia pool is permanently increased by 1. If he doesn't have an essentia pool, this trait grants him one with a single point of essentia. @@ -5113,7 +5129,7 @@ A few multiclassed barbarians become forest masters, although they rarely have t - Hit Die: d8. - Proficiencies: A forest master does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. - Spells per Day: At each forest master level the character gains new spells per day as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as an improved chance of turning or rebuking undead). REQUIREMENTS: @@ -5122,7 +5138,7 @@ Skills: Animal Empathy 8 ranks, Concentration 4 ranks, Lore 13 ranks. Feats: Alertness, Endurance, Power Attack, Skill Focus (Lore), Weapon Proficiency (martial) or Weapon Proficiency (maul). Spells: Ability to cast entangle, plant growth*, and command plants*. -ABILITIES: +CLASS FEATURES: Level 1: Tree Brother (Sp): The forest master may assume tree shape once per day. Nature Sense* (Ex): The forest master can identify plants and animals with perfect accuracy. He can determine whether water is safe to drink or dangerous. @@ -14218,7 +14234,7 @@ A Mage Killer will fraternize with all sorts of people to help them locate and g - Hit Die: d4. - Proficiencies: A Mage Killer does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -14226,7 +14242,7 @@ Spells: Able to cast 4th-level arcane spells. Feats: Great Fortitude, Lightning Reflexes, Combat Casting, Any Martial Weapon Proficiency. Skills: Spellcraft (10 ranks). -ABILITIES: +CLASS FEATURES: Level 1: Improved Saves - The Mage Killer can choose to gain a +1 bonus to either Reflex or Fortitude saves. @@ -14264,7 +14280,7 @@ Alignment: Any non-evil. Skills: Concentration (4 ranks), Spellcraft (8 ranks), Lore (8 ranks), Persuade (2 ranks). Spells: Able to cast 3rd level arcane spells. -ABILITIES: +CLASS FEATURES: Level 1: Feat - Skill Focus: Lore - Provides a +3 bonus to all Lore skill checks. @@ -14288,7 +14304,7 @@ Feared by other mages for their ability to cast spells while in armor and treate - Hit Die: d8. - Proficiencies: A Spellsword does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -14297,7 +14313,7 @@ Feats: Weapon Proficiency: All Simple and Martial Weapon Proficiencies, Armor Pr Skills: Lore (6 ranks). Base attack bonus: +4. -ABILITIES: +CLASS FEATURES: Level 1: Ignore Arcane Spell Failure (10%). @@ -14352,7 +14368,7 @@ Through this diabolic act of symbiosis, the Acolyte hopes to gain infernal power - Hit Die: d4. - Proficiencies: An Acolyte of the Skin does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -14360,7 +14376,7 @@ Arcane Spellcasting: Able to cast 3rd-level arcane spells. Skills: Lore (8 ranks). Alignment: Any non-good. -ABILITIES: +CLASS FEATURES: Level 1: Wear Fiend - Grants +1 Natural Armor, +2 Dexterity and Dark Vision. @@ -14541,7 +14557,7 @@ REQUIREMENTS: Skills: Hide 8 ranks, Search 8 ranks, Sense Motive 4 ranks, Spellcraft 4 ranks, Spot 8 ranks Spellcasting: Ability to cast 1st-level arcane spells -ABILITIES: +CLASS FEATURES: Level 1: Sneak Attack +1d6 2: Silent Spell as a bonus feat @@ -14573,14 +14589,14 @@ Studying the martial and arcane arts to equal degree, the Eldritch Knight is a v - Hit Die: d6 - Proficiencies: None -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Feats: All Martial Weapon Proficiencies Arcane Spellcasting: Able to cast 3rd-level spells. -ABILITIES: +CLASS FEATURES: Eldritch Knights receive a bonus feat at first level. The feats to pick from are all fighter bonus feats (except Weapon Specialization). @@ -14595,14 +14611,14 @@ Elemental Savants study the basic building blocks of existence - air, earth, fir - Hit Die: d4. - Proficiencies: An Elemental Savant does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Spellcasting: Able to cast 3rd-level arcane spells Skills: Lore 8 ranks. -ABILITIES: +CLASS FEATURES: Level 1: Elemental Transition 1 - Grants Immunity to Sleep. @@ -14676,7 +14692,7 @@ The Master of Shrouds is an evil spellcaster who magically seizes incorporeal un - Hit Dice: d8. - Proficiencies: Masters of Shrouds are proficient with all simple weapons, with all types of armor, and with shields. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -14685,7 +14701,7 @@ Alignment: Evil Skills: Concentration 10 ranks, Spellcraft 10 ranks. Spells: Ability to cast divine spells, and access to at least one of these domains: Death, Evil, Protection -ABILITIES: +CLASS FEATURES: Level 1: Turn Undead - As a cleric of the same class level as the Master of Shrouds. This stacks with any levels of Cleric and/or Paladin. @@ -14897,7 +14913,7 @@ The Red Wizards are the masters of Thay, the conquerors of that land's native Ra - Hit Dice: d4. - Proficiencies: Red Wizards gain no weapon, armor or shield proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -14907,7 +14923,7 @@ Skills: Spellcraft 8 ranks Feats: Tattoo Focus and a total of 3 metamagic or item creation feats. Spells: Must be able to cast at least 3rd level Arcane spells. -ABILITIES: +CLASS FEATURES: Level 1: Enhanced Specialization - Taking this feat determines which spell school has the Spell Power and Specialists defense bonus applied to it. @@ -14935,7 +14951,7 @@ Power corrupts. Power over life and death corrupts absolutely. The power to rais - Hit Dice: d4. - Proficiencies: True Necromancers gain no weapon, armor or shield proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -14944,7 +14960,7 @@ Skills: Lore 8 ranks Feats: Death Domain Spells: Must be able to cast at least 3rd level Arcane spells, and 3rd level Divine spells. -ABILITIES: +CLASS FEATURES: Level 1: Rebuke - True Necromancer levels stack with cleric levels for turning and rebuking undead. @@ -14975,7 +14991,7 @@ Skills: Lore 4 ranks, Disable Trap 7, Pick Lock 7. Sneak Attack: 2d6 Spells: Must be able to cast at least 3rd level Arcane spells. -ABILITIES: +CLASS FEATURES: Level 1: Ranged Legerdemain - Trap & Pick Lock at 30' range, once per day. @@ -15000,7 +15016,7 @@ Fade to red, then nothing. What happened? Where are you? No sound, no light, no - Hit Dice: d6. - Proficiencies: A Blood Magus gain no weapon, armor or shield proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -15009,7 +15025,7 @@ Skills: Concentration 4 Ranks. Feats: Toughness, Great Fortitude. Spells: Must be able to cast at least 3rd level Arcane spells. -ABILITIES: +CLASS FEATURES: Level 1: Blood Component - The Blood Magus can take 1 point of damage to give a 1 DC boost to a spell. @@ -15034,7 +15050,7 @@ The Diabolist is one who has thrown his lot in with the forces of Hell. Unlike t - Hit Dice: d4. - Proficiencies: Diabolists gain no weapon, armor or shield proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -15043,7 +15059,7 @@ Skills: Bluff 3 ranks, Intimidate 3 ranks, Lore 8 ranks Feats: Evil Brand Spells: Must be able to cast at least 3rd level Arcane spells. -ABILITIES: +CLASS FEATURES: Level 1: Diabolism 1d6 - Adds 1d6 Corrupt (Divine) damage to a spell @@ -15063,7 +15079,7 @@ While many view the Fists of Hextor simply as effective if brutal mercenaries, t - Hit Dice: d10. - Proficiencies: Fists of Hextor are proficient with simple and martial weapons, all types of armor, and shields. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -15072,7 +15088,7 @@ Skills: Spot 4 ranks, Intimidate 4 ranks, Lore 4 ranks Feats: Power Attack, Cleave, Any Martial Weapon Proficiency Base Attack Bonus: +5 -ABILITIES: +CLASS FEATURES: Level 1: Brutal Strike +1 - +1 to either attack or damage rolls. Permanent bonus. @@ -15254,7 +15270,7 @@ Alignment: Any Good. Base Attack Bonus: +6. Skills: Persuade 4 ranks, Bluff 4 ranks. -ABILITIES: +CLASS FEATURES: Level 1: Blindfight @@ -15347,7 +15363,7 @@ The famous Purple Dragons of Cormyr are regarded across Faerun as exemplars of d - Hit Die: d10. - Proficiencies: A purple dragon knight gains no additional proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -15356,7 +15372,7 @@ Base Attack Bonus: +4 Skills: Spot 2 ranks, Intimidate 1 rank, Listen 2 ranks, Persuade 1 rank, Ride 2. Feat: Mounted Combat, Leadership (6th level minimum). -ABILITIES: +CLASS FEATURES: Level 1: Rallying Cry - +1 Attack Bonus to all allies within 60 feet, can be used three times a day. @@ -15405,7 +15421,7 @@ Any force on the move, whether it's an army or an adventuring group, needs infor - Proficiencies: A Scout is proficient with simple and rogue weapons, as well as light armor, but no shields. - Skill Points: 8 + Int Modifier -ABILITIES: +CLASS FEATURES: Level 1: Skirmish (+1d6) @@ -15465,7 +15481,7 @@ Many armies boast units of soldiers who use a bow as their primary weapon, but m - Hit Die: d10. - Proficiencies: A Peerless Archer does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -15473,7 +15489,7 @@ Base Attack Bonus: +7 Feats: Weapon Focus: Longbow or Weapon Focus: Shortbow, Point Blank Shot, Rapid Shot. Skills: Craft Weapon 10 ranks. -ABILITIES: +CLASS FEATURES: Level 1: Expert Bowyer - +3 to Craft Weapon checks. @@ -15577,7 +15593,7 @@ Skills: Concentration 8 ranks. Manifesting: Must be able to manifest 1st level powers. Base Attack Bonus: +3. -ABILITIES: +CLASS FEATURES: Level 1: Armoured Mind 1/day - Expend Psionic focus to add a bonus to a single saving throw. @@ -15643,7 +15659,7 @@ Skills: Lore 4 ranks. Base Attack Bonus: +4. Special: Must possess a power point reserve of at least 1 power point. -ABILITIES: +CLASS FEATURES: Level 1: Partition Mind - You gain immunity to mind spells for a short time per day. @@ -15704,7 +15720,7 @@ Feats: Requiem (Perform 8, Bardic Music class feature) Skills: Lore 4 ranks, Perform 8. Special: Must possess the Bardic Music class feature. -ABILITIES: +CLASS FEATURES: Level 1: Song of Sorrow - All creatures take a -2 penalty to Will saves, attack and damage. @@ -15758,7 +15774,7 @@ Base Attack Bonus: +6. Feats: Any 4 Martial or Exotic Weapon Proficiencies, Combat Casting, Iron Will Skills: Concentration 4 ranks, Jump 4 ranks, Spellcraft 5 ranks, Tumble 4 ranks. -ABILITIES: +CLASS FEATURES: Level 1: Ignore Spell Failure 5%, Tenacious Spells - Add 6 to the DC to dispel a Suel Archanamach spell. @@ -15829,7 +15845,7 @@ The Favoured Soul follows the path of the cleric but is able to channel divine p - Proficiencies: A Favoured Soul gains proficiencies with Simple Weapons, Light and Medium Armour, and Shields. - Skill Points: 2 + Int Modifier -ABILITIES: +CLASS FEATURES: Level 1: @@ -15945,7 +15961,7 @@ Alignment: Lawful Evil or Neutral Evil. Feats: Evil Brand, Disciple of Darkness, Leadership Skills: Bluff 4 ranks, Persuade 5 ranks. -ABILITIES: +CLASS FEATURES: Level 1: Charm - As the spell @@ -16020,7 +16036,7 @@ Feats: Any Martial Weapon Proficiency, Empower Spell, Maximize Spell. Skills: Spellcraft 10 ranks. Arcane Spellcasting: Able to cast 4th-level spells. -ABILITIES: +CLASS FEATURES: Level 1: Weapon Focus - Choose a bonus Martial Weapon Focus @@ -16062,7 +16078,7 @@ A Healer who grossly violates her ethos (such as by refusing to heal an ally or - Proficiencies: A Healer gains proficiency with Simple Weapons and Light Armor. Wearing heavier armor and shields violates her oaths and suppresses her healer powers. - Skill Points: 4 + Int Modifier -ABILITIES: +CLASS FEATURES: Level 1: Healing Hands @@ -16257,7 +16273,7 @@ Base Attack Bonus: +6 Feats: Dodge, Weapon Finesse, Mobility. Skills: Tumble 5 ranks. Perform 3 ranks. -ABILITIES: +CLASS FEATURES: Level 1: Canny Defense - Dodge bonus to AC based on intelligence bonus, limited by class level. @@ -16348,7 +16364,7 @@ A divine spellcaster who rises high in the service of his deity gains access to - Hit Die: d8 - Proficiencies: A Hierophant does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -16356,7 +16372,7 @@ Divine Spellcasting: Able to cast 7th-level spells. Feats: Any Metamagic feat Skills: Lore 15 ranks. -ABILITIES: +CLASS FEATURES: May select one of the following abilities every level. *Blast Infidel - Negative is maximized against opposed alignments @@ -16429,7 +16445,7 @@ Base Attack Bonus: +5 Feats: Improved Unarmed Strike, Stunning Fist. Skills: Listen 8 or more ranks, Tumble: 8 or more ranks. -ABILITIES: +CLASS FEATURES: Level 1: Stunning Shout - Stun enemies by releasing ki in a shout once a day. All enemies within the cone of effect are stunned for two full rounds unless they make a successful Fortitude save (DC 15 + Wisdom Modifier). @@ -16502,7 +16518,7 @@ A Knight of the Chalice is a member of an elite knightly organization devoted to - Hit Die: d10 - Proficiencies: The Knight of the Chalice is proficient will all simple and martial weapons, armor and shields. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -16512,7 +16528,7 @@ Skills: Lore 10 or more ranks Divine Spellcasting: Level 1 or higher. Spells: Ability to cast Protection from Evil -ABILITIES: +CLASS FEATURES: Level 1: Demonslaying +1/1d6 (Physical) - Gain combat bonuses against demons. @@ -16565,7 +16581,7 @@ The Hunter of the Dead is the hated enemy of all undead. She spends each restles - Hit Die: d10 - Proficiencies: The Hunter of the Dead is proficient will all simple and martial weapons, armor and shields. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -16574,7 +16590,7 @@ Base Attack Bonus: +5 Skills: Lore 5 ranks Special: Turn Undead Ability -ABILITIES: +CLASS FEATURES: Level 1: Detect Undead - May sense undead at will @@ -16652,7 +16668,7 @@ The Holy Liberator is a holy warrior, a distant cousin of the paladin, who is de - Hit Die: d10 - Proficiencies: The Holy Liberator is proficient will all simple and martial weapons, all armor and shields. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -16662,7 +16678,7 @@ Skills: Persuade 5 or more ranks Feats: Iron Will Class: Paladin (Must be in first class slot) -ABILITIES: +CLASS FEATURES: Level 1: Detect Evil - May sense evil at will. @@ -16830,7 +16846,7 @@ Feats: Mobility, Lolth's Meat Skills: Intimidate 4, Lore 4 Spellcasting: Able to cast 1st-level arcane or divine spells. -ABILITIES: +CLASS FEATURES: Level 1: War Strike 1/day - 2d6 Constitution damage to victim. @@ -16952,7 +16968,7 @@ Sune Firehair encourages beauty, passion, and love wherever they may be found. H - Hit Die: d4. - Proficiencies: The Heartwarder gains no weapon or armor proficiency. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -16962,7 +16978,7 @@ Skills: Bluff 3, Persuade 6. Divine Spellcasting: Ability to cast spells of Level 3. Special: Must worship Sune Firehair. (Clerics must have two of Charm, Good and Protection domains.) -ABILITIES: +CLASS FEATURES: Level 1: Charisma Increase - Bonus +1 to Charisma. @@ -17037,7 +17053,7 @@ Battleguards of Tempus are the soldier-priests of Tempus who specialize in milit - Hit Die: d10. - Proficiencies: The Battleguard of Tempus gains proficiency in simple and martial weapons, all armor and shields. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -17048,7 +17064,7 @@ Base Attack Bonus: 4 Divine Spellcasting: Level 2 Special: Must worship Tempus. (Clerics must have the War domain, as well as one of Strength or Protection) -ABILITIES: +CLASS FEATURES: Level 1: Army Power - Able to inspire allies within 30 feet, giving them +2 on saving throws, attacks rolls, ability checks (turning), skill checks and damages rolls. Allies must be able to hear you. @@ -17171,7 +17187,7 @@ Special: Must have at least ONE of the following: 2) The ability to cast Level 4 Arcane Spells 3) Shadowdancer Level 1 -ABILITIES: +CLASS FEATURES: Level 1: Shadow Sight - Gains Darkvision and Ultravision in darkness. @@ -17308,7 +17324,7 @@ The Bonded Summoner knows elementals. He instinctively knows elementals' strengt - Hit Die: d4. - Proficiencies: None. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -17324,7 +17340,7 @@ Earth----Acid Fire------Fire Water--Cold -ABILITIES: +CLASS FEATURES: Level 1: Elemental Companion (Medium) - Replaces your familiar with a Medium Elemental. @@ -17381,7 +17397,7 @@ Alignment: Any evil. Base Attack Bonus: +6 Feats: Disciple of Darkness -ABILITIES: +CLASS FEATURES: Level 1: Hellfire Grasp - Can make a touch attack at will, dealing 1d6 fire damage, also character gains a +1d6 damage bonus to all unarmed strikes (while wearing gloves). @@ -17486,7 +17502,7 @@ CLASS SKILLS Craft, Discipline, Heal, Intimidate, Jump, Lore, Perform, Spot, Tumble -CLASS FEATURES +CLASS FEATURES: Base Attack: +1 per level Saving Throws: Fortitude - strong, Will - weak, Reflex - weak @@ -17585,7 +17601,7 @@ REQUIREMENTS - Ability to Rage - Chaotic Evil, Chaotic Neutral, or Neutral Evil -CLASS FEATURES +CLASS FEATURES: Feral Rage (Ex): Black Blood cultist class levels stack with barbarian levels for purposes of determining your rage ability. Thus, an 8th-level barbarian/4th-level Black Blood cultist can use greater rage four times per day, just as a 12th-level barbarian could. Black Blood cultists strengthen their fingers and toughen their nails with special training. As a result, when raging, you gain two claw attacks dealing 1d6 points of damage plus your Strength modifier. @@ -17623,7 +17639,7 @@ CLASS SKILLS Balance, Hide, Intimidate, Lore, Listen, Move Silently, Ride, Search, Spot -CLASS FEATURES +CLASS FEATURES: 1st - Shadow Ride (Su) - Dimension Door once per day per class level 2nd - Sneak Attack 1d6 3rd - Shadow Walk (Su) - Teleport once per day, Martial Bonus Feat @@ -17657,7 +17673,7 @@ Feats: Persuasive CLASS SKILLS Appraise, Bluff, Climb, Craft, Persuade, Disable Device, Intimidate, Jump, Lore, Listen, Move Silently, Open Lock, Pick Pocket, Search, Sense Motive, Spot -CLASS FEATURES +CLASS FEATURES: 1st - Sneak Attack 1d6, Doublespeak - +2 to Bluff and Persuade 2nd - Bonus Feat, Uncanny Dodge 3rd - Sneak Attack 2d6, Leadership Score +1 @@ -17674,7 +17690,7 @@ CLASS FEATURES - Proficiencies: A Factotum gains proficiencies with Martial and Simple Weapons, Light Armour, and Shields. - Skill Points: 6 + Int Modifier -ABILITIES: +CLASS FEATURES: Level 1: Inspiration - At the beginning of each fight, gain a pool of inspiration @@ -17756,7 +17772,7 @@ Special: You must be able to assume an alternate form. See the following list: Invocations: Mask of Flesh, Humanoid Shape, Spider Shape, Hellspawned Grace. Races: Pixie, Rakshasa, Fey'ri, Hound Archon, Yuan-ti Pureblood, Irda, Zakya Rakshasa, Changeling, Shifter, Naztharune Rakshasa -ABILITIES: +CLASS FEATURES: Level 1: Greater Wildshape - Can change into almost any small or medium humanoid once per day. @@ -17882,7 +17898,7 @@ Must be humanoid To gain lich powers: Creation of first stage of phylactery. (First level up in the Lich class, then create your phylactery using the Craft Lich Items feat to gain your Lich powers. Each level, this phylactery must be upgraded. Costs 40,000 gold and 1,600 XP.) -ABILITIES: +CLASS FEATURES: Level 1: Lich Properties +2 - Gain bonuses to Hide, Listen, Move Silently, Search, Persuade, and Spot. @@ -17979,7 +17995,7 @@ Base Attack Bonus: +5. Skills: Lore 3, Spellcraft 1. Feats: Iron Will. -ABILITIES: +CLASS FEATURES: Level 1: Black Magic Oil - @@ -18108,7 +18124,7 @@ Most of Bahamut's emissaries and champions are dutiful and mighty metallic drago - Hit Die: d10. - Proficiencies: A Vassal of Bahamut is proficient in all simple and martial weapons, all types of armor and shields. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -18117,7 +18133,7 @@ Base Attack Bonus: +7 Feats: Sacred Vow, Vow of Obedience Skills: Craft armor 5 ranks, Persuade 5 ranks -ABILITIES: +CLASS FEATURES: Level 1: Imperious Aura - Gains a bonus equal to his class level on all Appraise, Persuade, Intimidate, Taunt and Perform checks vs. a creature of any dragon type. @@ -18312,7 +18328,7 @@ Stormlords are the agents of Talos, inflicting destructive rampages wherever the - Hit Die: d8. - Proficiencies: A Stormlord does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -18321,7 +18337,7 @@ Feats: Great Fortitude, Weapon Focus (Spear) Divine Spellcasting: Can cast 3rd level spells. Special: Must worship Talos. (Clerics taking this class must have two of the following domains: Destruction, Fire, Evil, Storm.) -ABILITIES: +CLASS FEATURES: Level 1: Electrical Resistance 10 - Stormlord gains 10 points of Electrical resistance. @@ -18344,7 +18360,7 @@ The Fist of Raziel represents a knightly order dedicated to the celestial patron - Hit Die: d10. - Proficiencies: The Fist of Raziel gains proficiency in simple and martial weapons, all armor and shields(except tower shield). -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -18355,7 +18371,7 @@ Divine Spellcasting: Can cast 1st level spells. Base Attack Bonus: 6 Spell: Able to cast Divine Favor -ABILITIES: +CLASS FEATURES: Level 1: Magic Circle Against Evil - Constant magic circle, as the spell. @@ -18387,7 +18403,7 @@ Use: Automatic. Prerequisite: Healer level 21 An epic healer seems to exude an aura of serenity and peace, since she has finally reached a level of power where suffering and death no longer seem like insurmountable foes. -Abilities: +CLASS FEATURES: 21: Epic cleansing +1 22: - 23: Bonus feat @@ -18416,7 +18432,7 @@ The Thrall of Orcus has devoted himself to the demon prince of undeath. In his s - Hit Die: d8. - Proficiencies: A Thrall of Orcus gains proficiencies in simple and martial weapons, all types of armor, and shields. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Base Attack Bonus: +4. @@ -18424,7 +18440,7 @@ Divine Spellcasting: Able to cast 1st-level spells. Feats: Lich Loved, Thrall to Demon Skills: Lore 4 ranks. -ABILITIES: +CLASS FEATURES: Level 1: Carrion Stench - Fort Save or suffer -2 penalty to all scores. @@ -18508,7 +18524,7 @@ Shou Disciples are martial artists who have studied or observed the monks of Kar - Hit Die: d10. - Proficiencies: A Shou Disciple gains martial weapons and light armor. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Base Attack Bonus: +3. @@ -18517,7 +18533,7 @@ Skills: Tumble 4 ranks, Jump 8 ranks. Note: None of the Shou Disciple's abilities work if you are wearing medium or heavy armor or have a shield equipped. -ABILITIES: +CLASS FEATURES: Level 1: Unarmed Strike (Table Below), Dodge Bonus (Table Below) @@ -18587,7 +18603,7 @@ Sneak Attack: 1d6. Divine Spellcasting: Must be able to cast level 2 spells. Special: Must worship Kossuth. (Clerics taking this class must two of Fire, Destruction and Renewal domains.) -ABILITIES: +CLASS FEATURES: Level 1: Death Attack - After studying your target for 3 rounds, you have 3 rounds to slay them vs. DC 10 + Black Flame level + Assassin level + Int Mod. @@ -18660,7 +18676,7 @@ It is the duty of knights Hospitaler to protect people traveling on religious pi - Hit Die: d8 - Proficiencies: Hospitalers are proficient in all simple and martial weapons, all armor and shields. -- Skill Points at Each Level: 2+ Int modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS @@ -18669,7 +18685,7 @@ Base Attack Bonus: +4 Skills: Ride 5 ranks, Heal 5 ranks. Feats: Mounted Combat, Mounted Archery -ABILITIES: +CLASS FEATURES: Level 1: Lay on Hands - If Hospitaler has positive Charisma modifier, then she can cure a number of hit points equal to her Charisma modifier x Hospitaler level. @@ -18751,7 +18767,7 @@ Heironeous's teachings focus on promoting good through the use of armed force. T - Hit Die: d10 - Proficiencies: Shining Blades are proficient in all simple and martial weapons, all armor and shields. -- Skill Points at Each Level: 2+ Int modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS Alignment: Lawful Good. @@ -18760,7 +18776,7 @@ Skills: Lore 7 ranks. Spells: Able to cast 1st level divine spells. Special: Clerics must have Good and War domains. -ABILITIES: +CLASS FEATURES: All abilities only work with a Longsword (Deity Weapon). @@ -18781,7 +18797,7 @@ Epic Shining Blade Epic Shining Blades are the leaders of Heironeous's armies when they march against evil. They have attained the long sought after goal of becoming but a blade in Heironeous's hand, and are able to slay any evil that dares to stand against the righteous wrath they inflict. Having long since given up earthly pleasures, an Epic Shining Blade is pure martial might and religious fury. - Hit Die: d10. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. Level 11: Brilliant Blade 7/day - Adds 1d6 Electrical damage, 2d6 divine damage against evil, and +20 to attack to your weapon. Duration is a number of rounds equal to your class level + charisma modifier. For each two levels above 11th, gain an extra use a day. @@ -18823,7 +18839,7 @@ Combining the dynamic powers of martial prowess and arcane might, the Hexblade p - Proficiencies: A Hexblade gains proficiency with Simple and Martial Weapons, Light and Medium Armour and with Shields. - Skill Points: 2 + Int Modifier -ABILITIES: +CLASS FEATURES: Level 1: Hexblade's Curse 1/day @@ -18995,7 +19011,7 @@ While the Red Wizards of Thay are not opposed to blasting their opponents with d - Hit Die: d10 - Proficiencies: Thayan Knights gain no proficiencies. -- Skill Points at Each Level: 2+ Int modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS Race: Human. @@ -19004,7 +19020,7 @@ Base Attack Bonus: +5 Skills: Lore 4 ranks, Intimidate 2 ranks. Feats: Iron Will, Weapon Focus: Longsword -ABILITIES: +CLASS FEATURES: Level 1: Horror of Thay - +2 saves against Fear, +1 against Mind Affecting. @@ -19048,7 +19064,7 @@ The arcane duelist is a tricky, evasive opponent who relies on her foe's percept - Hit Die: d8 - Proficiencies: Arcane Duelists gain no proficiencies. -- Skill Points at Each Level: 4+ Int modifier. +- Skill Points: 4+ Int modifier. REQUIREMENTS Base Attack Bonus: +6 @@ -19056,7 +19072,7 @@ Skills: Perform 5 ranks, Tumble 5 ranks. Feats: Martial Weapon Proficiency(Rapier or Shortsword), Dodge, Mobility Spellcasting: Level 1 Arcane spells. -ABILITIES: +CLASS FEATURES: Level 1: Chosen Weapon: Since much of the arcane duelist's apparent ability is tied to magic, the arcane duelist can imbue a specific melee weapon with powers to make herself appear more skilled. The arcane duelist must choose a specific melee weapon to be her chosen weapon. @@ -19168,9 +19184,9 @@ The striking fist or flashing sword pales beside a psion's focused stare. Psioni - Hit Die: d4 - Proficiencies: Psions gain wizard weapon proficiency. -- Skill Points at Each Level: 2+ Int modifier. +- Skill Points: 2+ Int modifier. -ABILITIES: +CLASS FEATURES: Base Attack Bonus: +1/2 Strong Saves: Will @@ -19207,9 +19223,9 @@ One who turns the mind's potential to the warrior's art is known as a psychic wa - Hit Die: d8 - Proficiencies: Psychic Warriors gain Martial and Simple Weapon Proficiency, and all Armour and Shield proficiencies. -- Skill Points at Each Level: 2+ Int modifier. +- Skill Points: 2+ Int modifier. -ABILITIES: +CLASS FEATURES: Base Attack Bonus: +3/4 Strong Saves: Fortitude @@ -19246,7 +19262,7 @@ A soulknife recognizes his own mind as the most beautiful - and the most deadly - Hit Die: d10 - Proficiencies: Soulknives gain Proficiency with Simple weapons and their mindblades, and Light Armour and Shield proficiencies -- Skill points at Each Level: 4 + Int modifier +- Skill Points: 4+ Int modifier. CLASS SKILLS @@ -19254,32 +19270,32 @@ CLASS SKILLS Concentration, Craft Armor, Craft Trap, Craft Weapon, Discipline, Hide, Jump, Lore, Move Silently, Parry, Spot, Tumble -CLASS FEATURES +CLASS FEATURES: Base Attack Bonus: +3/4 Strong Saves: Reflex and Will - -Level 1: Mind blade, Weapon Focus(mind blade), Wild Talent -Level 2: Throw mind blade -Level 3: Psychic strike +1d8 -Level 4: +1 mind blade -Level 5: Free draw, shape mind blade -Level 6: Mind blade enhancement +1, Speed of Thought -Level 7: Psychic strike +2d8 -Level 8: +2 mind blade -Level 9: Bladewind, Greater Weapon Focus(mind blade) -Level 10: Mind blade enhancement +2 -Level 11: Psychic strike +3d8 -Level 12: +3 mind blade -Level 13: Knife to the soul -Level 14: Mind blade enhancement +3 -Level 15: Psychic strike +4d8 -Level 16: +4 mind blade -Level 17: Multiple throw -Level 18: Mind blade enhancement +4 -Level 19: Psychic strike +5d8 -Level 20: +5 mind blade +Level: + 1: Mind blade, Weapon Focus(mind blade), Wild Talent + 2: Throw mind blade + 3: Psychic strike +1d8 + 4: +1 mind blade + 5: Free draw, shape mind blade + 6: Mind blade enhancement +1, Speed of Thought + 7: Psychic strike +2d8 + 8: +2 mind blade + 9: Bladewind, Greater Weapon Focus(mind blade) +10: Mind blade enhancement +2 +11: Psychic strike +3d8 +12: +3 mind blade +13: Knife to the soul +14: Mind blade enhancement +3 +15: Psychic strike +4d8 +16: +4 mind blade +17: Multiple throw +18: Mind blade enhancement +4 +19: Psychic strike +5d8 +20: +5 mind blade Mind blade (Su): A soulknife can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways to a short sword. A mind blade is considered a magic weapon (+1) for the purpose of overcoming damage reduction. @@ -19342,7 +19358,7 @@ Proficiencies: Wilders are proficient with all simple weapons, with light armor, CLASS SKILLS Bluff, Concentration, Craft Armor, Craft Trap, Craft Weapon, Intimidate, Jump, Listen, Lore, Spellcraft, Spot, Tumble -CLASS FEATURES +CLASS FEATURES: Level: 1: Wild Surge +1, Psychic Enervation @@ -21722,7 +21738,7 @@ Skills: Persuade 4 ranks, Lore 8 ranks. Manifesting: Must be able to manifest 3rd level powers. Special: Must be a Telepath Discipline Psion and able to manifest a Telepath Discipline Power. -ABILITIES: +CLASS FEATURES: Level 1: Thrallherd - Gain a thrall whose level is based upon Thrallherd's leadership score. @@ -21821,7 +21837,7 @@ Skills: Concentration 9 ranks. Base Attack Bonus: +4. Special: Must have the Still Mind class ability (Monk level 3). -ABILITIES: +CLASS FEATURES: Level 1: Monk Abilities - A Fist of Zuoken stacks his Fist levels with those of monk for the purposes of unarmed damage. @@ -22899,7 +22915,7 @@ A student of arcane spellcasting techniques, the Duskblade combines arcane spell - Proficiencies: A Duskblade is proficient with Simple and Martial Weapons, all Armor and Shields. - Skill Points: 2 + Int Modifier -ABILITIES: +CLASS FEATURES: Level 1: Armored Mage (light) @@ -22981,7 +22997,7 @@ Level: 0 1 2 3 4 5 Prerequisite: Duskblade level 21 The Epic Duskblade is a Juggernaut on the battlefield, wasting his foes with steel and spell. -ABILITIES: +CLASS FEATURES: Level 21: Spell Power +6 @@ -23063,7 +23079,7 @@ The random madness of the thunderstorm and the unpredictability of the slaadi co - Hit Die: d12. - Proficiencies: Frenzied Berserkers gain no weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -23071,7 +23087,7 @@ Alignment: Non-lawful Base Attack Bonus: +6. Feats: Cleave, Intimidating Rage, Power Attack. -ABILITIES: +CLASS FEATURES: Levels 1: Frenzy - Increases strength +6 (+10 at 8), reduces AC -4, takes 2 damage per round and attacks nearest target (friends included), useable once per day. @@ -23156,14 +23172,14 @@ The Tempest is the point of calm within a whirling barrier of deadly blades. Poe - Hit Die: d10. - Proficiencies: Tempests gain no weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Base Attack Bonus: +9. Feats: Ambidexterity, Dodge, Mobility, Spring Attack, Two-Weapon Fighting, and Weapon Finesse (any) or Weapon Focus (any). Rangers are considered to have Ambidexterity and Two-Weapon-Fighting at Level 1. -ABILITIES: +CLASS FEATURES: Levels 1: Improved Two-Weapon Fighting - Character is able to get a second off hand attack at a -5 penalty to attack roll. @@ -23215,14 +23231,14 @@ The Foe Hunter has but one purpose in life: to kill creatures of the type she ha - Hit Die: d10. - Proficiencies: Foe Hunters gain no weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Base Attack Bonus: +7. Feats: Favored Enemy, Trackless Step, Weapon Focus (any). -ABILITIES: +CLASS FEATURES: Levels 1: Hated Enemy - The Foe Hunter gains all bonuses against their hated enemy. @@ -23304,7 +23320,7 @@ In an epic battle at the dawn of time, the elven deity Corellon Larethian stabbe - Hit Die: d12. - Proficiencies: Eye of Gruumsh's gain no weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -23314,7 +23330,7 @@ Base Attack Bonus: +6. Feats: Weapon Proficiency (Double-Axe), Weapon Focus (Orc Double-Axe). Special: Follower of Gruumsh that has put his own right eye out during a ritual. (Clerics taking this class must have two of the following domains: War, Strength, Evil.) -ABILITIES: +CLASS FEATURES: Levels: 1: Blind-Fight, Command the Horde, Rage @@ -23370,7 +23386,7 @@ The Orcish Warlord is a savage general of an unruly army, the leader of one of t - Hit Die: d12. - Proficiencies: Orc Warlords gain no weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Race: any Orcish race @@ -23380,7 +23396,7 @@ Feats: Blood of the Warlord, Leadership Skills: 8 Intimidate, 5 Ride Special: Ability to Rage -ABILITIES: +CLASS FEATURES: Levels: 1: Gather Horde I, Release Horde 2: Inspire Courage @@ -23549,7 +23565,7 @@ Special: You must be able to assume an alternate form. See the following list: Yuan-ti Pureblood Zakya Rakshasa -ABILITIES: +CLASS FEATURES: Level: 1: Greater Wild Shape - Can change into small, medium and humanoid once per day. Creature Weapon Proficiency - Can use creature weapons. @@ -23821,7 +23837,7 @@ Skills: Lore 5, Bluff 2, Persuade 2. Feats: Thrall to Demon. Spellcasting: Must be able to cast 3rd level arcane spells. -ABILITIES: +CLASS FEATURES: Levels: 1: Charm @@ -23951,7 +23967,7 @@ Feats: Any two item creation Skills: Use Magic Device 4 ranks, any Craft 8 ranks. Race: Gnome -ABILITIES: +CLASS FEATURES: Level 1: Bonus Feat - The Maester receives a bonus item creation feat. @@ -24105,7 +24121,7 @@ The lasher prestige class uses the whip as an extension of herself. A whip in th - Hit Die: d10. - Proficiencies: A lasher does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -24113,7 +24129,7 @@ Base Attack Bonus: +5 Feats: Weapon Proficiency (Exotic), Weapon Focus (Whip). Skills: Craft Weapon 2 ranks. -ABILITIES: +CLASS FEATURES: Level 1: Whip Sneak Attack +1d6 @@ -24233,7 +24249,7 @@ Armor Skin, Damage Reduction, Devastating Critical (whip), Epic Toughness, Epic - Hit Die: d4. - Proficiencies: Spellfire channelers are proficient with all simple weapons. - - Skill Points: 2 + Int Modifier. + - Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -24242,7 +24258,7 @@ Armor Skin, Damage Reduction, Devastating Critical (whip), Epic Toughness, Epic Use: Selected. - ABILITIES: + CLASS FEATURES: Level 1: Drain charged item, increased storage 2 @@ -24441,7 +24457,7 @@ In general leveling in the wolf class will improve your stats in your wolf and w - Hit Die: d8. - Proficiencies: A Werewolf does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -24449,7 +24465,7 @@ Feats: True Lycanthrope or Iron Will Alignment: Any non-lawful and non-good Other: If not a true lycanthrope, you must be infected by someone who is. -WEREWOLF CLASS +WEREWOLF CLASS FEATURES: Level 1: Lycanthropy, Alternate Form (Wolf), Low-light Vision, Shapechanger subtype, Werewolf Feat(Spot) @@ -24458,7 +24474,7 @@ Level Note: Only true lycanthropes can advance to level 3 in the werewolf class. -WOLF CLASS +WOLF CLASS FEATURES: Level 1: Str + 2, Con + 2, Natural Armor + 2, Creature attacks @@ -24808,7 +24824,7 @@ Alignment: Any Good. Skills: Lore 8 ranks. Special: Able to turn undead, Sneak attack +2d6. -ABILITIES: +CLASS FEATURES: Level 1: @@ -24969,7 +24985,7 @@ Corrupt priests who revel in decay, the blightlords of Talona are feared and rev - Hit Die: d8. - Proficiencies: A talontar blight does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -24978,7 +24994,7 @@ Divine Spellcasting: Able to cast 4th-level spells. Feats: Great Fortitude, Martial Weapon Proficiency(Halberd). Special: Must worship Talona. A cleric who takes this class must have the Destruction and Evil domains. -ABILITIES: +CLASS FEATURES: Level 1: Blightbringer Prestige Domain, Blightblood - Immune to Disease @@ -25051,7 +25067,7 @@ The church of Kord insists that the liberation of the spirit comes through the p - Hit Die: d10. - Proficiencies: A Mighty Contender of Kord does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -25061,7 +25077,7 @@ Skills: Lore 9 ranks. Alignment: Chaotic Good Special: Must Worship Kord (Clerics need Strength and Good domains) -ABILITIES: +CLASS FEATURES: Level 1: Feat of Strength: Add your cleric and Mighty Contender levels to determine the boost from the Strength Domain power. @@ -25148,7 +25164,7 @@ Alignment: Lawful Good Skills: Perform 5 ranks, Lore 10 ranks Race: Dwarf -ABILITIES: +CLASS FEATURES: Level 1: Lore - The Ollam adds his class bonus to Lore checks. @@ -25198,7 +25214,7 @@ The highest art is magic, often referred to as *the* Art. Its most advanced prac - Hit Die: d4. - Proficiencies: An Archmage does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -25206,7 +25222,7 @@ Arcane Spellcasting: Able to cast 7th-level spells Feats: Skill Focus (Spellcraft), Spell Focus (Any School) Skills: Spellcraft 15 ranks, Lore 15 ranks -ABILITIES: +CLASS FEATURES: Level 1: High Arcana*, Mastery of Elements (Normal) @@ -25340,7 +25356,7 @@ Spellcasting: Able to cast 3rd-level arcane or divine spells. Skills: Lore 7 ranks. Feats: Great Fortitude. -ABILITIES: +CLASS FEATURES: Levels 1: Minor Oozy Touch - Can secrete a specific minor ooze for a touch attack often as desired. @@ -25490,7 +25506,7 @@ Base Attack Bonus: +7 Skills: Lore 13 Ranks Feats: Purity of Body -ABILITIES: +CLASS FEATURES: Level 1: Riddle of Awareness - The Henshin Mystic can use scrying as a spell-like ability once per day. This grants the Henshin Mystic a +4 insight bonus on all Listen, Search and Spot checks for 1 minute per level. Scrying isn't in Neverwinter Nights but the bonuses are translated. @@ -25504,9 +25520,9 @@ Level 9: Walk Through the Mountains - The character can assume an ethereal state for 2 rounds per level per day, as per the spell etherealness. 10: Riddle of Invulnerability - Mystic gains damage reduction 20/+1. -MONK ABILITIES: +CLASS FEATURES: -The Henshin mystic continues to gain levels as a monk with regard to unarmed damage.R +The Henshin mystic continues to gain levels as a monk with regard to unarmed damage. Riddle of Awareness Type of Feat: Class Specific Prerequisite: Henshin Mystic Level 1 @@ -25552,7 +25568,7 @@ Martial arts students face a bewildering array of martial arts schools, each wit - Hit Die: d8 - Proficiencies: The Drunken Master gains no proficiencies in weapons or armor. -- Skill Points at Each Level: 4 + Int modifier. +- Skill Points: 4 + Int modifier. REQUIREMENTS: @@ -25561,6 +25577,8 @@ Class: Evasion class ability Feats: Great Fortitude, Dodge. Tumble: 6 ranks. +CLASS FEATURES: + 1: Drink Like a Demon - Your body handles alcohol differently from other people. Every bottle or tankard of alcohol you consume reduces your Dexterity, Wisdom, and Intelligence by 1 point each, but increases your Strength and Constitution by 1 point. However, your Reflex save bonus, Dexterity bonus to Tumble, and AC bonus remain at their original levels regardless of your new Dexterity modifier. Bottle Proficiency - You can use bottles as weapons using your unarmed base attack bonus. 2: Stagger - By tripping, stumbling, and staggering, you can make a charge attack that surprises your opponents. @@ -25660,7 +25678,7 @@ Hathran, also known as the Witches of Rashemen, comprise an elite sisterhood of - Hit Die: d4. - Proficiencies: Exotic weapons. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -25671,7 +25689,7 @@ Spellcasting: Able to cast 2nd-level arcane spells and 2nd-level divine spells. Feats: Ethran. -ABILITIES: +CLASS FEATURES: Level 1: Cohort - Once per day the Hathran can call for a Rashemen Barbarian to serve as her cohort. @@ -25700,7 +25718,7 @@ Base Attack Bonus: +5 Feats: Endurance, Track Skills: Lore 4 ranks, Listen 5 ranks, Persuade 5 ranks. -ABILITIES: +CLASS FEATURES: Level 1: Sprint - Can move for a brief period of time as Hasted, three times per day. @@ -25735,7 +25753,7 @@ Special: Bardic knowledge and evasion abilities. - Proficiencies: Fochlucan lyrists gain no proficiency with any weapon or armor. - Skill Points: 6 + Int Modifier -ABILITIES: +CLASS FEATURES: Spells per Day/Spells Known: At each level, a Fochlucan lyrist gains new spells per day (and spells known, if applicable) as if she had also gained a level in any one arcane spellcasting class and any one divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one arcane spellcasting class or divine spellcasting class before becoming a Fochlucan lyrist, she must decide to which class to add each Fochlucan lyrist level for the purpose of determining spells per day, spells known, and overall caster level. @@ -25775,7 +25793,7 @@ Use: Selected. Prerequisite: Shugenja level 21 The Epic Shugenja has mastered the focus of his chosen element and uses it however he pleases. He will often be found in a leading position of his order. -ABILITIES: +CLASS FEATURES: Level @@ -25920,7 +25938,7 @@ Spells: Able to cast 2nd-level spells of the appropriate type. Skills: Bluff 8 ranks, Persuade 8 ranks, Lore 12 ranks, Perform 12 ranks, Spellcraft 8 ranks. Feats: Alertness, Iron Will. -ABILITIES: +CLASS FEATURES: Level 1: Harper Knowledge- Bonus for item identification @@ -26679,7 +26697,7 @@ Note: Sacred AC and Sacred Speed don't work if you wearing a medium or heavy arm Code of Conduct: Wearing any weapon the Sacred Fist lost all his class benefits until full rest. -ABILITIES: +CLASS FEATURES: Level 1: Unarmed Damage - Sacred Fist's levels stack with his monk level @@ -26784,7 +26802,7 @@ Some spellcasters who discover the existence of the Shadow Weave are cautious, a - Hit Die: d4. - Proficiencies: None. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -26793,7 +26811,7 @@ Skills: Lore 8, Spellcraft 8. Feats: Shadow Weave Magic, any one metamagic feat. Spellcasting : Able to cast level 3 Arcane Spells -ABILITIES: +CLASS FEATURES: Level 1: Shadow Feat @@ -26840,7 +26858,7 @@ Skills: Move Silently 7. Feat: Point Blank Shot. Arcane Spellcasting : Able to cast spell level 1. -ABILITIES: +CLASS FEATURES: Level 1: Light Adjusted - don't suffer from light blindness as other drow. @@ -26916,7 +26934,7 @@ Rangers are skilled stalkers and hunters who make their home in the woods. Their - Proficiencies: Simple, Martial, Shield and Light Armor. - Skill Points: 4 + Int Modifier. -ABILITIES: +CLASS FEATURES: Level 1: Bonus Feat @@ -27020,7 +27038,7 @@ Alignment: Non-Evil. Skills: Concentration 5, Lore 5, Persuade 5, Perform 10. Feats: Dragonsong. -ABILITIES: +CLASS FEATURES: Level 1: Greater Dragonsong: (song of strength) +4 Str @@ -27218,9 +27236,9 @@ Fear him. Loathe him. Beware him. This is a true champion of evil! - Alignment Restrictions: Chaotic Evil only. - Hit Die: d10. - Proficiencies: Simple, Martial, Shield and Light, Medium and Heavy Armor. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. -ABILITIES: +CLASS FEATURES: Level 1: Smite Good 1/day @@ -27256,9 +27274,9 @@ The Corrupter's primary focus is to corrupt the faith of others, his favored tar - Alignment Restrictions: Neutral Evil only. - Hit Die: d10. - Proficiencies: Simple, Martial, Shield and Light, Medium and Heavy Armor. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. -ABILITIES: +CLASS FEATURES: Level 1: Smite Heathen 1/day - smite divine caster (including paladin or ranger who have yet to progress to cast a divine spell). @@ -27327,7 +27345,7 @@ Obsessed with destroying wizards, they harness the power of a sphere of annihila - Hit Die: d8. - Proficiencies: None. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -27336,7 +27354,7 @@ Skills: Concentration 5, Lore 5. Feats: Great Fortitude, Magical Aptitude. Divine Spellcasting : Able to cast spell level 4 -ABILITIES: +CLASS FEATURES: Level 1: Shard of Entropomancy - Twice a day, Entropomancer create a shard, that deals 3d6 pts of damage (Fort 1/2 DC: 12+Wis mod) @@ -27438,7 +27456,7 @@ Skills: Disable Trap 5, Lore 1, Open Lock 4, Search 8. Base Attack Bonus: +5 Special: must worship Olidammara -ABILITIES: +CLASS FEATURES: Level 1: Trap Finding - allow to disable traps with DC 20+. @@ -27475,7 +27493,7 @@ Feats: Expertise, Improved Initiative. Base Attack Bonus: +4 Special: A legal authority must pronounce a writ of outlawry upon the character -ABILITIES: +CLASS FEATURES: Level 1: Ambush +1d6 - as Sneak Attack. @@ -27547,7 +27565,7 @@ On the front lines of battle, injury is inevitable. Where the carnage is at its - Hit Die: d6. - Proficiencies: None. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -27556,7 +27574,7 @@ Skills: Concentration 4 (ranks), Heal 8 (ranks). Feats: Combat Casting, Dodge. Spells: Ability to cast Cure Light Wounds. -ABILITIES: +CLASS FEATURES: Level 1: Healing Kicker (Sanctuary) @@ -27598,7 +27616,7 @@ The warsling sniper is an expert in the use of the weapon commonly associated wi - Hit Die: d6. - Proficiencies: None. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -27608,7 +27626,7 @@ Base Attack Bonus: +5 Race: Halfling Special: Must be able to wield a sling -ABILITIES: +CLASS FEATURES: Level 1: 1d6 Sling Sneak Attack - Only works when wielding a sling @@ -27794,12 +27812,12 @@ A Warchief leads a primitive, aggressive tribe of humanoids, especially when the - Hit Die: d10. - Proficiencies: A Warchief gains no additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Base Attack Bonus: +3. -ABILITIES: +CLASS FEATURES: Level 1: Tribal Frenzy +2 - The Warchief inspires a frenzy in his followers, granting them a bonus to Strength. 2: Ability Boost +2 - The Warchief gains +2 to his Charisma score. @@ -27843,7 +27861,7 @@ Skills: Lore 8 ranks. Base Attack Bonus: +3. Alignment: Non-Chaotic. -ABILITIES: +CLASS FEATURES: Level 1: Chain of Personal Superiority - +2 Str and Con for 1 minute. 3 times per day. @@ -27972,7 +27990,7 @@ At 2nd level a Hexblade gains a bonus equal to his Charisma bonus (minimum +1) o Prerequisite: Hexblade level 21 The Epic Hexblade is a true bane for his enemies. The daily uses of his abilities continue to increase, while his curse and Dark Companion become even more potent as he progresses. -ABILITIES: +CLASS FEATURES: Level 21: Epic Dark Companion, Hexblade's Curse 6/day @@ -28191,14 +28209,14 @@ While a fighter concentrates on mastering one or two weapons, a Man at Arms pref - Hit Die: d10. - Proficiencies: Proficient with all types of weapon, armor and all shields. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Base Attack Bonus: 8 Feats: Power Attack, Weapon Focus (any four weapons). -ABILITIES: +CLASS FEATURES: Level 1: General Specialization: Gains a +1 to attack and damage with any weapon. @@ -28328,7 +28346,7 @@ Like the paladin, the Soldier of Light is devoted to the destruction of all evil - Hit Die: d10. - Proficiencies: All simple and martial weapons, all armor and shields. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -28337,7 +28355,7 @@ Alignment: Neutral Good Skills: Lore 4 ranks. Special: Must worship Elishar. (Clerics taking this class must have two of the following domains: Good, Healing, Knowledge, Luck, Protection, Sun.) -ABILITIES: +CLASS FEATURES: Level 1: Turn Undead - As a cleric of the same class level as the Soldier of Light. This stacks with any levels of Cleric and/or Paladin. @@ -28527,7 +28545,7 @@ Class: Druid or Ranger. Skills: Animal Empathy 10. Feats: Skill Focus(Animal Empathy), Animal Companion. -ABILITIES: +CLASS FEATURES: Level 1: Animal Empathy - Tamer may have up to 5 animals. @@ -28681,7 +28699,7 @@ Special: Ability to bind soulmelds to totem chakra, rage class feature. - Proficiencies: You gain no new proficiencies with weapons, armor, or shields. - Skill Points: 4 + Int Modifier. -ABILITIES: +CLASS FEATURES: Level 1: Totem rage, wild empathy @@ -28716,7 +28734,7 @@ Bladesingers are elves who have blended art, swordplay, and arcane magic into a - Hit Die: d8. - Proficiencies: Gains Light Armor Proficiency. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -28726,7 +28744,7 @@ Skills: Concentration 4, Tumble 2, Perform 3. Feats: Combat Casting, Dodge, Weapon Focus (Longsword or Rapier), Still Spell. Arcane Spellcasting : Able to cast spell level 1 -ABILITIES: +CLASS FEATURES: Level 1: Bladesong Style - gains a AC bonus equal to his class level (max bonus Int) @@ -28926,7 +28944,7 @@ REQUIREMENTS: Skills: Concentration 6, Lore 6, Tumble 4, Jump 8. Feats: Alertness, Improved Unarmed Strike, Power Attack. -ABILITIES: +CLASS FEATURES: Level 1: Evasion - Upon successful Reflex saving throws, the character takes no damage. @@ -29016,7 +29034,7 @@ The Legendary Dreadnought is the ultimate foot soldier, an absolute force of des - Hit Die: d12. - Proficiencies: All simple and martial weapons, all armor and shields. -- Skill Points at Each Level: 2+ Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS @@ -29024,7 +29042,7 @@ Base Attack Bonus: +23 Skills: Intimidate 15 ranks. Feats: Lightning Reflexes, Great Cleave, Improved Bullrush, Improved Critical. -ABILITIES: +CLASS FEATURES: Level 1: Unstoppable - Once per day, gains a 20+ bonus to attack rolls for 1 round. @@ -29062,7 +29080,7 @@ The Disciple of Baalzebul, is a liar, a cheat, and a thief. She is more likely t - Hit Die: d6. - Proficiencies: All simple and martial weapons, and light armor. -- Skill Points at Each Level: 6+ Int Modifier. +- Skill Points: 6+ Int modifier. REQUIREMENTS @@ -29070,7 +29088,7 @@ Alignment: Any evil. Skills: Bluff 10 ranks, Diplomacy, Persuade 8 ranks. Feats: Disciple of Darkness. -ABILITIES: +CLASS FEATURES: Level 1: Tongue of the Devil - Add Intelligence modifier as well as Charisma to Bluff checks. @@ -29133,7 +29151,7 @@ Iaijutsu is the martial art of drawing a weapon, almost always a katana and atta - Hit Die: d10 - Proficiencies: Iaijutsu Masters are proficient in all simple and martial weapons, gain no proficiencies in armor or shields. -- Skill Points at Each Level: 4+ Int Modifier. +- Skill Points: 4+ Int modifier. REQUIREMENTS: @@ -29142,7 +29160,7 @@ Base Attack Bonus: +6 Skills: Iaijutsu Focus 9 Ranks Feats: Improved Initiative, Weapon Focus: Katana -ABILITIES: +CLASS FEATURES: Level 1: Katana Finesse - Character can use their Dexterity modifier instead of Strength for attack bonuses while using a katana. @@ -29208,7 +29226,7 @@ The Disciple of Dispater is a war-like general of evil. He is defensively minded - Hit Die: d10 - Proficiencies: Disciple of Dispater is proficient in all simple and martial weapons, all armor and shields. -- Skill Points at Each Level: 4 + Int Mod. +- Skill Points: 4+ Int modifier. REQUIREMENTS: @@ -29216,7 +29234,7 @@ Alignment: Any Evil Base Attack Bonus: +6 Feats: Disciple of Darkness, Expertise, Power Attack. -ABILITIES: +CLASS FEATURES: Level 1: Device Lore - A +2 Bonus to Disable Device checks. @@ -29275,7 +29293,7 @@ Feared by many, understood by few, the infamous Ravager is an individual who has - Hit Die: d10 - Proficiencies: The ravager is proficient in all simple and martial weapons, all armor and shields. -- Skill Points at Each Level: 2 + Int Mod. +- Skill Points: 2+ Int modifier. REQUIREMENTS @@ -29328,7 +29346,7 @@ Known for their matchless bravery and strict code of honor, the samurai were the - Alignment: Any Lawful. - Hit Die: d10 - Proficiencies: All simple and martial weapons, with medium and light armor. -- Skill Points at Each Level: 2 + Int Mod. +- Skill Points: 2+ Int modifier. CLASS SKILLS: Concentration, Craft, Persuade, Intimidate, Lore @@ -29405,7 +29423,7 @@ Deadly barbarians who bear magical runes carved into their flesh, Runescarred Be - Hit Die: d10 - Proficiencies: No weapon or armor proficiencies gained. -- Skill Points at Each Level: 4 + Int Modifier +- Skill Points: 4+ Int modifier. REQUIREMENTS: Base Attack Bonus: +7 @@ -29752,7 +29770,7 @@ Alignment: Chaotic good Skills: Diplomacy 7 ranks , Perform 7 ranks Feats: Sacred Vow, Vow of Purity -ABILITIES: +CLASS FEATURES: Level 1: Cat Familiar - Gain a cat as a familiar @@ -29891,7 +29909,7 @@ When asked, "What is Truth?", an initiate of the Order of the Bow picks up his b - Hit Die: d8. - Proficiencies: An Order of the Bow Initiate does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -29899,7 +29917,7 @@ Base Attack Bonus: +5 Feats: Weapon Focus: Longbow or Weapon Focus: Shortbow, Point Blank Shot, Rapid Shot. Skills: Craft Weapon 5 ranks, Lore 2 ranks. -ABILITIES: +CLASS FEATURES: Level 1: Ranged Precision 1d8 - An Order of the Bow Initiate can make a single attack a round with a damage bonus @@ -30618,7 +30636,7 @@ Combat magic is usually reserved for spellcasters in the second rank who are con - Hit Die: d8. - Proficiencies: A havoc mage does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -30626,7 +30644,7 @@ Arcane Spellcasting: Able to cast 2nd-level spells. Base Attack Bonus: +4 Skills: Lore 5 ranks. -ABILITIES: +CLASS FEATURES: Level 1: Battlecast 2nd level - A havoc mage gains the ability to cast 2nd level or lower spells while making a single weapon attack. Casting a spell in this manner does not provoke an attack of opportunity. @@ -30667,7 +30685,7 @@ Special Abilities: - Darkvision: Drow can see in the dark. - Spell Resistance: Innate spell resistance of 11 plus 1 per level. - Light Blindness: Abrupt exposure to light blinds a drow for 1 round. In addition drow suffer -1 circumstance penalty to attack rolls, saves and checks while operating in bright light. -- Spell-Like Abilities: 1/day - Darkness, Faerie Fire. Caster level 3rd. +- Spell-like Abilities: 1/day - Darkness, Faerie Fire. Caster level 3rd. - Elven: Drow are considered Elven for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) @@ -30745,7 +30763,7 @@ Favored Class (Fighter): A multiclass duergar's fighter class does not count whe - Partial Skill Affinity (Spot): +1 racial bonus to Spot checks. - Immunity to Phantasms: Duergar are immune to phantasms such as Weird and Phantasmal Killer - Light Sensitivity: Duergar suffer -2 penalty to attack rolls, saves and checks while operating in bright light. -- Spell-Like Abilities: 1/day - Invisibility. Caster level 3rd. +- Spell-like Abilities: 1/day - Invisibility. Caster level 3rd. - Naturally Psionic: Duergar gain 3 bonus power points at 1st level. - Dwarven: Duergar count as Dwarves for the purpose of spells. - Level adjustment +1 @@ -30936,7 +30954,7 @@ Special Abilities: - Spell Focus (Illusion): Svirfneblin add +2 DC to any Illusion spells they cast. This is identical to the feat. - Very Heroic: +2 racial bonus to all saving throws. - Spell Resistance: Spell Resistance of 11, plus 1 per level. -- Spell-Like Abilities: 1/day - Blindness and Deafness (DC 16), Blur, Disguise Self. Caster level is equal to the svirfneblin's character level, DC is Charisma-based with +4 racial bonus. +- Spell-like Abilities: 1/day - Blindness and Deafness (DC 16), Blur, Disguise Self. Caster level is equal to the svirfneblin's character level, DC is Charisma-based with +4 racial bonus. - Gnomish: Svirfneblin count as Gnomes for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) @@ -31161,7 +31179,7 @@ Favored Class (Paladin): A multiclass aasimars paladin class does not count when - Resist Cold: Innate cold resistance of 5. - Resist Acid: Innate acid resistance of 5. - Resist Electrical: Innate electrical resistance of 5. -- Spell-Like Abilities: 1/day - Light. Caster level 3rd. +- Spell-like Abilities: 1/day - Light. Caster level 3rd. - Outsider: Aasimar are considered Outsiders for the purpose of spells. - Human: Aasimar are considered Human for the purpose of spells. @@ -31228,7 +31246,7 @@ Special Abilities: - Damage Reduction: Innate damage reduction of 10/+1. - Epic Fire Resistance: Innate fire resistance of 10. - Low-Light Vision: Allows them to see better than normal in the dark. -- Spell-Like Abilities: 1/day - Alter Self, Charm Person, Clairaudience, Darkness, Enervation. +- Spell-like Abilities: 1/day - Alter Self, Charm Person, Clairaudience, Darkness, Enervation. Fey'ri spell-like abilities have caster level equal to the fey'ri's character level. The DC is Charisma-based. - Outsider: Fey'ri are considered Outsiders for the purpose of spells. - Elven: Fey'ri are considered Elven for the purpose of spells. @@ -31289,7 +31307,7 @@ Favored Class (Rogue): A multiclass tieflings rogue class does not count when de - Resist Cold: Innate cold resistance of 5. - Resist Fire: Innate fire resistance of 5. - Resist Electrical: Innate electrical resistance of 5. -- Spell-Like Abilities: 1/day - Darkness. Caster level 3rd. +- Spell-like Abilities: 1/day - Darkness. Caster level 3rd. - Outsider: Tieflings are considered Outsiders for the purpose of spells. - Human: Tieflings are considered Human for the purpose of spells. @@ -31478,7 +31496,7 @@ Special Abilities: - Shield: All yuan-ti are proficient with shields. - Spell Resistance: Innate spell resistance of 14, plus 1 per character level. - Natural Armor Bonus: Racial natural armor bonus of 1. -- Spell-Like Abilities: 1/day - Charm Person, Darkness, Entangle, Fear. Caster level 3rd. The DC is Charisma-based. +- Spell-like Abilities: 1/day - Charm Person, Darkness, Entangle, Fear. Caster level 3rd. The DC is Charisma-based. - Monstrous: Yuan-ti Purebloods count as Monstrous Humanoids for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) @@ -31511,7 +31529,7 @@ Special Abilities: - Darkvision: Githyanki are able to see in the dark. - Spell Resistance: Innate spell resistance of 5, plus 1 per character level. -- Spell-Like Abilities: 3/day - Blur, Daze. Caster level 3rd. The DC is Charisma-based. +- Spell-like Abilities: 3/day - Blur, Daze. Caster level 3rd. The DC is Charisma-based. - Outsider: Githyanki are considered Outsiders for the purpose of spells. - Human: Githyanki are considered Human for the purpose of spells. @@ -31529,7 +31547,7 @@ Special Abilities: - Darkvision: Githzerai are able to see in the dark. - Spell Resistance: Innate spell resistance of 5, plus 1 per character level. -- Spell-Like Abilities: 3/day - Daze. Caster level 3rd. The DC is Charisma-based. +- Spell-like Abilities: 3/day - Daze. Caster level 3rd. The DC is Charisma-based. - Outsider: Githzerai are considered Outsiders for the purpose of spells. - Human: Githzerai are considered Human for the purpose of spells. @@ -31553,7 +31571,7 @@ Special Abilities: - Spell Resistance: Innate spell resistance of 27, plus 1 per character level. - Natural Armor Bonus: Racial natural armor bonus of 9. - Damage Reduction: Innate damage reduction of 15/+1 -- Spell-Like Abilities: At will - Disguise. +- Spell-like Abilities: At will - Disguise. - Outsider: Rakshasa are considered Outsiders for the purpose of spells. - Sorcerer Casting: Rakshasa cast spells as a Sorcerer of their hit dice (7th level) @@ -31573,7 +31591,7 @@ Special Abilities: - Spell Resistance: Innate spell resistance of 25, plus 1 per character level. - Natural Armor Bonus: Racial natural armor bonus of 3. - Weapon Proficiency (Creature): Illithid can make an unarmed attack with their tentacles. -- Spell-Like Abilities: At will - Mind blast, Caster level 4th; 5/day - Charm Monster, Caster level 8th. The DC is Charisma-based. +- Spell-like Abilities: At will - Mind blast, Caster level 4th; 5/day - Charm Monster, Caster level 8th. The DC is Charisma-based. - Extract: Illithid have a chance to extract the brain of a victim on a successful hit. - Aberration: Illithid are considered Aberrations for the purpose of spells. @@ -31601,7 +31619,7 @@ Special Abilities: - Skill Affinity (Search): +2 racial bonus to Search checks. - Skill Affinity (Listen): +2 racial bonus to Listen checks. - Damage Reduction: Innate damage reduction of 10/+1. -- Spell-Like Abilities: At Will - Invisibility; 1/day - Confusion, Entangle, Lesser Dispel, Polymorph Self. Caster level 8th, except Confusion, which is caster level 4th. The DC is Charisma-based. +- Spell-like Abilities: At Will - Invisibility; 1/day - Confusion, Entangle, Lesser Dispel, Polymorph Self. Caster level 8th, except Confusion, which is caster level 4th. The DC is Charisma-based. - Fey: Pixies count as Fey for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) @@ -31949,7 +31967,7 @@ Special Abilities: - Uncanny Dodge: Brownies retains his Dex bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature. - Evasion: Whenever a Reflex save is allowed for half damage, Brownies instead takes no damage if they succeed at the save. - Hide in Plain Sight: Brownies are able to use the Hide skill even while being observed. -- Spell-Like Abilities: 1/day - Confusion. Caster level 7th plus character level. The DC is Charisma-based. +- Spell-like Abilities: 1/day - Confusion. Caster level 7th plus character level. The DC is Charisma-based. - Fey: Brownies are considered Fey for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) @@ -32300,14 +32318,14 @@ The Inspired are the lords of Riedra and the physical presence of the Dreaming D - Hit Die: d10. - Proficiencies: A Fist of Dal Quor gains no additional proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Base Attack Bonus: +4. Feats: Any Exotic or Martial Weapon Proficiency, any one psionic feat. Skills: Lore 4 ranks. -ABILITIES: +CLASS FEATURES: Level 1: Stunning Strike - A stunning blow with a weapon. One use per level. @@ -32341,14 +32359,14 @@ Pyrokineticists like fire. A lot. Any character with some psionic ability is a p - Hit Die: d8. - Proficiencies: A Pyrokineticist gains no additional proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Any Chaotic Skills: Concentration 8 ranks, Lore 2 ranks. Psionics: Must have a power point reserve of at least 1 power point. -ABILITIES: +CLASS FEATURES: Level 1: Chosen Element - Element to be used with class abilities @@ -32486,7 +32504,7 @@ Usage: Automatic. - Proficiencies: All simple Weapons, Light and Medium Armour, Shield Proficiency. - Skill Points: 4 + Int Modifier. -ABILITIES: +CLASS FEATURES: Level 1: Artisan Bonus - +2 to Use Magic Device checks when using items @@ -32683,7 +32701,7 @@ Skills: Jump 9 ranks. Feats: Two-Weapon Fighting. Maneuvers: Must know at least three Tiger Claw maneuvers. -ABILITIES: +CLASS FEATURES: Level 1: Shifting 1/day - Gains some aspects of the tiger. @@ -32759,7 +32777,7 @@ Skills: Hide 4 ranks, Intimidate 4 ranks, Lore 8 ranks. Maneuvers: Must know at least one Devoted Spirit maneuver, and one Devoted Spirit stance. Special: Must be able to turn undead, and must worship Wee Jas. Clerics must have the Death and Magic domains. -ABILITIES: +CLASS FEATURES: Level 1: @@ -32841,7 +32859,7 @@ Skills: Concentration 9 ranks, Lore 2 ranks. Maneuvers: Must know at least two martial maneuvers, including one strike. Spells: Ability to cast 2nd-level arcane spells. -ABILITIES: +CLASS FEATURES: Level 1: Arcane Wrath - Expend spell use to get damage boost and +4 attack bonus to next attack. @@ -32857,7 +32875,7 @@ Level 9: 10: Emerald Immolation - You explode dealing 20d6 damage. - Maneuvers Stances + Maneuvers Stances Level Known Readied Known 1 1 0 0 2 0 0 0 @@ -33236,7 +33254,7 @@ Prerequisite: Race-Specific. Specifics: The creature receives +4 racial bonus to Spot checks. Use: Automatic. Special Abilities - Aasimar - Spell-Like Abilities: 1/day - Light. Caster level 3rd. + Spell-like Abilities: 1/day - Light. Caster level 3rd. Cold Resistance 10 Type of Feat: Racial Prerequisite: Race-Specific. @@ -33258,7 +33276,7 @@ Prerequisite: Race-Specific. Specifics: Kenders are experts at taunting, and gain a +4 to bluff and taunt checks. Use: Automatic. Special Abilities - Fey'ri - Spell-Like Abilities: 1/day - Alter Self, Charm Person, Clairaudience, Darkness, Enervation. + Spell-like Abilities: 1/day - Alter Self, Charm Person, Clairaudience, Darkness, Enervation. Fey'ri spell-like abilities have caster level equal to the fey'ri's character level. The DC is Charisma-based. Adamantine Body Type of Feat: Warforged @@ -33268,12 +33286,12 @@ This Warforged was built using Adamantium for their armor plating. This grants Note: This uses the "armor" slot, and so you cannot wear other armor. Use: Automatic. Special Abilities - Githzerai - Spell-Like Abilities: 3/day - Daze. Caster level 3rd. + Spell-like Abilities: 3/day - Daze. Caster level 3rd. Special Abilities - Illithid - Spell-Like Abilities: At will - Mind blast, Caster level 4th; 5/day - Charm Monster, Caster level 8th. The DC is Charisma-based. + Spell-like Abilities: At will - Mind blast, Caster level 4th; 5/day - Charm Monster, Caster level 8th. The DC is Charisma-based. Extract/Suck Brain: Illithid have a chance to extract the brain of a victim on a successful hit. Special Abilities - Pixie - Spell-Like Abilities: At Will - Invisibility; 1/day - Confusion, Entangle, Lesser Dispel, Polymorph Self. Caster level 8th, except Confusion, which is caster level 4th. The DC is Charisma-based. + Spell-like Abilities: At Will - Invisibility; 1/day - Confusion, Entangle, Lesser Dispel, Polymorph Self. Caster level 8th, except Confusion, which is caster level 4th. The DC is Charisma-based. Immunity to Disease Type of Feat: Racial Prerequisite: Race-Specific. @@ -33382,7 +33400,7 @@ Sohei are warrior monks, religious soldiers who protect large monasteries. Unlik - Proficiencies: A Sohei gains proficiencies with Simple and Martial Weapons, and Light. Medium and Heavy Armour. - Skill Points: 2 + Int Modifier -ABILITIES: +CLASS FEATURES: Level 1: Ki Frenzy 1/Day - +2 Str, Dex, Extra Attack @@ -33458,7 +33476,7 @@ Use: Automatic. Epic Sohei The Epic Sohei is a warrior without equal, able to enter into a frenzy at will and to withstand even the harshest of blows. -ABILITIES: +CLASS FEATURES: Level 21: - @@ -33693,7 +33711,7 @@ REQUIREMENTS: Alignment: Any neutral Skills: Truespeak 13 ranks. -ABILITIES: +CLASS FEATURES: Level 1: Syllable of Detachment - -2 Penalty on checks @@ -33749,7 +33767,7 @@ Skills: Truespeak 10 ranks. Spellcasting: Must be able to cast 4th level divine spells. Special: Clerics must have Fire or Good domains. -ABILITIES: +CLASS FEATURES: Level 1: Tongue of Fire 3d6 - A line of fire dealing damage @@ -33797,7 +33815,7 @@ Skills: Hide 8 ranks, Move Silently 8 ranks. Feats: Sanctify Martial Strike, Servant of the Heavens Special: Sneak attack +3d6, Evasion -ABILITIES: +CLASS FEATURES: Level 1: Death Touch 1/day - Roll 1d6 per Slayer level. Slay target if the number is greater than current hitpoints. @@ -33958,7 +33976,7 @@ Some spellcasters care for only one thing: war. They dream of steel and mighty b - Proficiencies: A Warmage gains proficiencies with Simple Weapons, Light Armour, and Shields. - Skill Points: 2 + Int Modifier -ABILITIES: +CLASS FEATURES: Level 1: Armoured Mage - No Arcane Spell Failure in light armour @@ -34087,7 +34105,7 @@ A knight is a proud, skilled melee combatant who fights in the name of honour an - Proficiencies: A Knight gains proficiencies with Martial and Simple Weapons, Light, Medium and Heavy Armour, and Shields. - Skill Points: 2 + Int Modifier -ABILITIES: +CLASS FEATURES: Level 1: Fighting Challenge - Challenge a foe to gain a bonus to attack and damage. @@ -34145,7 +34163,7 @@ Special Abilities: - Damage Reduction: Innate damage reduction of 10/+1 - Immunities: Immune to Electricity and Petrification - Hardiness vs Poison: +4 racial bonus to save vs poison -- Spell-Like Abilities: At will - Aid, Detect Evil, Teleport. +- Spell-like Abilities: At will - Aid, Detect Evil, Teleport. - Change Shape: Hound Archons can assume other mundane canine shapes at will. - Auras: Hound Archons can activate a constant Magic Circle vs Evil, as the spell, and a aura to frighten(Will, DC:16+Cha) their enemies. - Outsider: Hound Archons are considered Outsiders for the purpose of spells. @@ -34196,7 +34214,7 @@ If a cleric's basic creed is that the handiwork of the deities is everywhere, a - Proficiencies: A Shaman gains proficiencies with simple weapons and light armour. - Skill Points: 4 + Int Modifier -ABILITIES: +CLASS FEATURES: Level 1: Unarmed Strike @@ -34930,9 +34948,10 @@ Warlocks are born, not made. Their ancestors traded portions of their soul for - Hit Die: d6 - Proficiencies: Warlocks are proficient with simple weapons and light armor. -- Skill Points: 2 + Int Modifier(x4 at 1st level) +- Skill Points: 2 + Int Modifier + +CLASS FEATURES: -Abilities: Alignment: Chaotic or Evil only. Base Attack Bonus: +3/4 Strong Saves: Will @@ -35298,7 +35317,7 @@ Special Abilities: - Natural Armor Bonus: Racial natural armor bonus of 5. - Damage Reduction: Innate damage reduction of 15/+1 - Improved Skill Affinity (Bluff): +4 racial bonus to bluff checks. -- Spell-Like Abilities: At will - Disguise. +- Spell-like Abilities: At will - Disguise. - Rogue-like Abilities: Evasion, Improved Evasion, Uncanny Dodge, +6d6 Sneak Attack - Shadow Manipulation: Hide in Plain Sight, Shadow Jump(acts like Dimension Door, 20' range) - Outsider: Naztharune Rakshasa are considered Outsiders for the purpose of spells. @@ -35804,7 +35823,7 @@ Special Abilities: - Spell Resistance: Innate spell resistance of 22, plus 1 per character level. - Natural Armor Bonus: Racial natural armor bonus of 9. - Damage Reduction: Innate damage reduction of 15/+1 -- Spell-Like Abilities: At will - Disguise. 3/day - Chill Touch, True Strike, Vampiric Touch. +- Spell-like Abilities: At will - Disguise. 3/day - Chill Touch, True Strike, Vampiric Touch. - Bonus Feat: 1 bonus feat of your choice. - Outsider: Zakya Rakshasa are considered Outsiders for the purpose of spells. @@ -35876,7 +35895,7 @@ The Swashbuckler embodies the concepts of daring and panache. Favoring agility - Proficiencies: Swashbucklers are proficient with simple and martial weapons, and light armor. - Skill Points: 4 + Int Modifier (x 4 at 1st level). -ABILITIES: +CLASS FEATURES: Level 1: Weapon Finesse @@ -35991,7 +36010,7 @@ Marshals inspire trust in those they lead. They earn that trust by slogging thro - Proficiencies: Marshals are proficient with simple and martial weapons, all types of armor, and shields. - Skill Points: 4 + Int Modifier (x 4 at 1st level). -ABILITIES: +CLASS FEATURES: A marshal gains Auras they may activate to boost themselves and all allies in a wide radius. You can activate your auras as many times per day as you wish, and they will last until you choose to deactivate them (there is no time limit or limit on uses per day). You may have 1 minor and 1 major aura active at any given time, but you must deactivate an aura before activating another of the same type (you may have to deactivate it twice). Auras apply much further than the visual effect appears. @@ -36354,7 +36373,7 @@ Few Champions of Corellon Larethian ever turn to evil, but it occasionally happe - Hit Die: d10. - Proficiencies: The Champion of Corellon gains no weapon or armor proficiency. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -36365,7 +36384,7 @@ Skills: Lore 2, Persuade 4. Base Attack Bonus: +7. Special: Must worship Corellon Larethian. (Clerics taking this class must have two of the following domains: Chaos, Good, Magic, Protection, War) -ABILITIES: +CLASS FEATURES: Level 1: Corellon's blessing, Bonus Feat @@ -36407,7 +36426,7 @@ At 8th level, you gain the ability to briefly channel the divine power of Corell Requirements: Champion of Corellon level 11 Masters of the blade and fearing no enemy, Epic Champions of Corellon Larethian are the absolute elite. They lead the elven warbands, maybe even command entire armies. Still they also fight in the front ranks, taking on the toughest foes. -ABILITIES: +CLASS FEATURES: Level 11: - @@ -36503,7 +36522,7 @@ REQUIREMENTS: Skills: Perform 10 ranks, Intimidate or Persuade 6 ranks. Spells: Able to cast 0-level arcane spells (cantrips). -ABILITIES: +CLASS FEATURES: Level 1: Bardic Music (see below), Virtuoso performance (sustaining song) @@ -36626,11 +36645,11 @@ You can select - Hit Die: d6 - Proficiencies: Truenamers gain Weapon Proficiency: Simple and Light Armour Proficiency. - - Skill Points at Each Level: 4 + Int modifier. + - Skill Points: 4 + Int modifier. - Base Attack Bonus: +3/4. - Strong Saves: Will -ABILITIES: +CLASS FEATURES: Level 1: @@ -41536,7 +41555,7 @@ Baelnorns are elves who have sought undeath to serve their families, communities - Hit Die: d4. - Proficiencies: The Baelnorn gains no additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -41546,7 +41565,7 @@ Class : 11 levels in Sorcerer, Wizard, or Cleric Alignment: Any Good Must not have any levels in Lich. -ABILITIES: +CLASS FEATURES: Level 1: Baelnorn Properties I: +2 bonus to Hide, Listen, Move Silently, Search, Persuade, and Spot. Baelnorn Touch: Touch attack causes 1d6 + 5 damage and paralyzation for 1d4 rounds. @@ -42037,7 +42056,7 @@ Manifesting: Must be able to manifest 2nd level powers. Base Attack Bonus: +3. Special: Must be able to manifest Concealing Amorpha -ABILITIES: +CLASS FEATURES: Level 1: Distract - Gain knowledge of the power, manifest at a reduced cost @@ -42135,7 +42154,7 @@ Not all monks pursue metaphysical perfection to the exclusion of all other study REQUIREMENTS: -Spells or Spell-Like Abilities: Arcane caster level 3rd. +Spells or Spell-like Abilities: Arcane caster level 3rd. Feats: Combat Casting, Improved Unarmed Strike, Stunning Fist. Skills: Concentration 8 ranks, Lore 5 ranks, Spellcraft 5 ranks. @@ -42143,7 +42162,7 @@ BONUS SPELLS Every level in Enlightened Fist, the character gains new spells per day as if he had also gained a level in his highest arcane caster class. -ABILITIES: +CLASS FEATURES: Level 1: Unarmed Damage - Enlightened Fist's levels stack with his monk level. @@ -42240,7 +42259,7 @@ Spellcasting: Able to cast 3rd level Arcane spells Feats: Bardic Music Skills: Lore 13, Listen 13, Perform 10, Concentration 6, Spellcraft 6 -ABILITIES: +CLASS FEATURES: Level 1: Bardic Lore, Bardic Music @@ -42472,7 +42491,7 @@ Duration: One year Saving Throw: None Spell Resistance: No -The caster calls 3d4 lemures from the Nine Hells to where he is, offering them the soul that he has prepared. In exchange, they will serve the caster for one year as guards, slaves, or whatever else he needs them for. They are non­-intelligent, +The caster calls 3d4 lemures from the Nine Hells to where he is, offering them the soul that he has prepared. In exchange, they will serve the caster for one year as guards, slaves, or whatever else he needs them for. They are non-intelligent, so the caster cannot give them more complicated tasks than can be described in about five words. No matter how many times the caster casts this spell, he can control no more than 2 HD worth of fiends per caster level. If he exceeds this number, all the newly called creatures fall under the caster's control, and any excess from previous @@ -44267,7 +44286,7 @@ Devoted knight, divine agent, instrument of vengeance, peerless fighting machine - Skill Points: 4 + Int Modifier - Alignment: A Crusader cannot be neutral. -ABILITIES: +CLASS FEATURES: Level 1: Furious Counterstrike - Bonus to attack when wounded. @@ -44323,7 +44342,7 @@ Level Maneuvers Known Maneuvers Readied Stances Known - Proficiencies: A Swordsage gains proficiencies with Martial and Simple Weapons, and Light armour. - Skill Points: 6 + Int Modifier - ABILITIES: + CLASS FEATURES: Level 1: Discipline Focus (Weapon Focus) - You gain weapon focus for weapons in the chosen discipline @@ -44378,7 +44397,7 @@ Level Maneuvers Known Maneuvers Readied Stances Known - Proficiencies: A Warblade gains proficiencies with Martial and Simple Weapons, Shields, Medium and Light armour. - Skill Points: 4 + INT Modifier - ABILITIES: + CLASS FEATURES: Level 1: Battle Clarity - INT to Reflex saves @@ -44558,7 +44577,7 @@ Skills: Balance 13 ranks. Feats: Power Attack or Stone Power. Maneuvers: Must know at least two Stone Dragon maneuvers and one Stone Dragon stance. -ABILITIES: +CLASS FEATURES: Level 1: Mountain Fortress Stance - Create a small fortress of stone @@ -49959,7 +49978,7 @@ A skill originally developed by the Dwarves and the giants, the ability to creat - Hit Die: d8. - Proficiencies: A Runecaster does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -49967,7 +49986,7 @@ Divine Spellcasting: Able to cast 3rd-level spells. Skills: Spellcraft 8 ranks, Craft Armour 8 ranks. Feats: Inscribe Rune (This requires 13 Int and 2nd-level divine spells) -ABILITIES: +CLASS FEATURES: Level 1: Rune Craft +1 - The Runecaster gets a +1 bonus on checks to craft runes. @@ -50298,14 +50317,14 @@ For any servant of a deity, no joy is greater than at those rare moments when th - Hit Die: d6. - Proficiencies: A Contemplative does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Spellcasting: Able to cast 1st-level divine spells. Skills: Lore 13 ranks. -ABILITIES: +CLASS FEATURES: Level 1: Bonus Domain - The contemplative gains access to an additional domain. @@ -50693,7 +50712,7 @@ Base Attack Bonus: +5. Skills: Lore 2 ranks. Feats: Alertness, Weapon Focus(creature or unarmed strike) -ABILITIES: +CLASS FEATURES: Level 1: Energy Drain 1 @@ -50750,7 +50769,7 @@ It is rumored that the magical powers of sorcerers and bards is somehow connecte - Hit Die: Special (see below) - Proficiencies: A dragon disciple does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -50759,7 +50778,7 @@ Spellcasting: Ability to cast arcane spells without preparation Skills: 8 Ranks in Lore Special: The player chooses a dragon variety when taking the first level in this prestige class -ABILITIES: +CLASS FEATURES: Level 1: Draconic Armor - The character's skin develops nearly invisible scales that increase his/her natural armor class by +1. @@ -51699,7 +51718,7 @@ Special Abilities: - Skill Affinity (Move Silently): +4 racial bonus to Move Silently checks. - Skill Affinity (Listen): +2 racial bonus to Listen checks. - Skill Affinity (Spot): +2 racial bonus to Spot checks. -- Spell-Like Abilities: 1/day - Silence, Mage Hand. +- Spell-like Abilities: 1/day - Silence, Mage Hand. - Gnomish: Whisper Gnomes count as Gnomes for the purpose of spells. You grew up in a hidden community with others of your kind. However, no one knows what threats may lay over the horizon, and so you left home, determined to make sure that you would be strong enough to protect it if that threat ever materialized. Catfolk @@ -51735,25 +51754,26 @@ CLASS SKILLS: Bluff, Concentration, Craft Weapon, Craft Armor, Craft Trap, Disab CLASS FEATURES: -Level 1: Ki Power, Sneak Attack +1d6 -Level 2: Ghost Step -Level 3: Sneak Attack +2d6, Use Poison -Level 4: Great Leap -Level 5: Sneak Attack +3d6 -Level 6: Acrobatics +2, ki Dodge -Level 7: Sneak Attack +4d6 -Level 8: Ghost Strike -Level 9: Sneak Attack +5d6 -Level 10: Ghost Step (ethereal) -Level 11: Sneak Attack +6d6 -Level 12: Acrobatics +4, Evasion -Level 13: Sneak Attack +7d6 -Level 15: Sneak Attack +8d6 -Level 16: Ghost Sight -Level 17: Sneak Attack +9d6 -Level 18: Acrobatics +6, Greater Ki Dodge -Level 19: Sneak Attack +10d6 -Level 20: Ghost Walk +Level: +1: Ki Power, Sneak Attack +1d6 +2: Ghost Step +3: Sneak Attack +2d6, Use Poison +4: Great Leap +5: Sneak Attack +3d6 +6: Acrobatics +2, ki Dodge +7: Sneak Attack +4d6 +8: Ghost Strike +9: Sneak Attack +5d6 +10: Ghost Step (ethereal) +11: Sneak Attack +6d6 +12: Acrobatics +4, Evasion +13: Sneak Attack +7d6 +15: Sneak Attack +8d6 +16: Ghost Sight +17: Sneak Attack +9d6 +18: Acrobatics +6, Greater Ki Dodge +19: Sneak Attack +10d6 +20: Ghost Walk Ki Power Type of Feat: Class Specific @@ -51860,7 +51880,7 @@ Hide: 6 ranks Move Silently: 6 ranks Feats: Power Attack, Improved Initiative -Abilities: +CLASS FEATURES: 1: Ghost step 1/day 2: Sudden Strike (Sneak Attack) +1d6 @@ -52226,7 +52246,7 @@ Manifesting: Must be able to manifest 3rd level powers. Base Attack Bonus: +3. Alignment: Any Neutral. -Abilities: +CLASS FEATURES: Level 1: Dragon Augmentation - The Diamond Dragon can choose to gain a +1 in either Strength, Dexterity, or Constitution as they work to become more dragonlike. @@ -52403,7 +52423,7 @@ Spellcasting: Must be able to cast 3rd level divine spells. Base Attack Bonus: +3. Special: Ability to turn undead. -Abilities: +CLASS FEATURES: Level 1: Dragon Affinity - Your concept of yourself as part of a holy dragon that serves your church draws upon a mystic link to a particular kind of dragon you consider affiliated with your deity. At first level you must select a dragon type within 1 step of your alignment. @@ -52434,7 +52454,7 @@ Spellcasting: Must be able to spontaneously cast arcane spells. Skills: Lore 8. Feats: Draconic Heritage. -Abilities: +CLASS FEATURES: Draconic Breath - You receive a variant of the Draconic Breath feat. When you reach 6th level, the damage goes to 2d8 per spell level, and at level 10 it goes to 3d6 per spell level. @@ -52575,7 +52595,6 @@ Your draconic blood lets you access ancient draconic knowledge. You gain a bonu Dragontouched Type of Feat: General Prerequisite: Cha 11 - Benefit: You have a trace of draconic power, a result of draconic ancestors or a spiritual connection between you and the forces of dragonkind. You gain the dragonblood subtype, a +1 bonus on Listen, Search, and Spot checks, and a +1 bonus on saving throws against paralysis and sleep. In addition, you can select draconic feats as a sorcerer of your charaacter level. Use: Automatic Draconic Vigor @@ -52780,7 +52799,7 @@ Base Attack Bonus: +4. Skills: Bluff 4 ranks, Intimidate 4 ranks, Lore 4 ranks. Feats: Dragonthrall -Abilities: +CLASS FEATURES: 1: Breath Weapon - You can breathe a cone of cold that does 3d6 cold damage, with a Reflex save of DC 10 + class level + Con modifier for half damage. You can only use this breath weapon once every 1d4 rounds. 2: Voice of the Dragon +2 - You gain a +2 bonus on Intimidate and Bluff checks. 3: Breath Weapon - 8d4 line of acid @@ -52808,7 +52827,7 @@ Base Attack Bonus: +5. Skills: Lore 1 rank. Race: Nondragon -Abilities: +CLASS FEATURES: 1: Ability Increase - +2 to Charisma. Natural Armor - You gain a +1 natural armor bonus. 2: Combat Technique - You can choose a bonus feat from the fighter bonus feat list, or add 1d6 of Sneak Attack. @@ -52982,7 +53001,7 @@ Skills: Bluff 4 ranks, Hide 4 ranks, Move Silently 4 ranks, Lore 4 ranks, Sense Feats: Dragontouched. Special: Sneak Attack or Skirmish +2d6 -Abilities: +CLASS FEATURES: 1: Draconic Senses - You gain Draconic Senses as a bonus feat. 2: Special Attack +1d6 - You can gain +1d6 to your Sneak Attack damage or to your Skirmish damage, chosen at every increase. 3: Dragonfire Strike - You gain Dragonfire Strike as a bonus feat. @@ -53023,7 +53042,7 @@ Dragon shamans respect true dragons as power incarnate. Some worship dragons, b CLASS SKILLS: Appraise, Bluff, Craft, Heal, Hide, Intimidate, Jump, Lore, Move Silently, Persuade, Search, Sense Motive, Spellcraft -Abilities: +CLASS FEATURES: Base Attack Bonus: +3/4 Strong Saves: Fortitude, Will @@ -53489,9 +53508,10 @@ Able to call upon a dragon's fiery breath and augment themselves with spell-like - Proficiencies: Dragonfire adepts are proficient with simple weapons only. - Skill Points: 4 + Int Modifier(x4 at 1st level) -CLASS SKILLS: +CLASS SKILLS: Appraise, Bluff, Climb, Concentration, Craft(General), Craft(Poisonmaking), Craft Armor, Craft Trap, Craft Weapon, Intimidate, Jump, Listen, Lore, Persuade, Search, Sense Motive, Spellcraft, Spot, Truespeak, Use Magic Device -Abilities: + +CLASS FEATURES: Base Attack Bonus: +1/2 Strong Saves: Fortitude, Will @@ -53803,7 +53823,7 @@ Special Abilities: - Resist Fire: Innate fire resistance of 5. - Resist Sonic: Innate sonic resistance of 5. - Resist Electrical: Innate electrical resistance of 5. -- Spell-Like Abilities: 1/day - True Strike. +- Spell-like Abilities: 1/day - True Strike. - Outsider: Zenythri count as Outsiders for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) @@ -53832,7 +53852,7 @@ Special Abilities: - Resist Acid: Innate acid resistance of 5. - Resist Sonic: Innate sonic resistance of 5. - Resist Electrical: Innate electrical resistance of 5. -- Spell-Like Abilities: 1/day - Magic Circle vs Alignment. +- Spell-like Abilities: 1/day - Magic Circle vs Alignment. - Outsider: Tuladhara count as Outsiders for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) @@ -53855,7 +53875,7 @@ Special Abilities: - 20' base speed - Darkvision: Nathri are able to see in the dark. - Spell Resistance: Innate spell resistance of 5 + 1 per character level. -- Spell-Like Abilities: 3/day - Expeditious Retreat. +- Spell-like Abilities: 3/day - Expeditious Retreat. - Outsider: Nathri count as Outsiders for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) @@ -53955,7 +53975,7 @@ Special Abilities: - Skill Affinity (Hide): +4 Racial bonus to Hide checks - Skill Affinity (Move Silently): +4 Racial bonus to Move Silently checks - Poison bite: Fortitude save (DC 18), initial and secondary damage 1d6 temporary strength -- Spell-like abilities: darkness, detect good, detect law, faerie fire - 1/day, Caster level 6th +- Spell-like Abilities: darkness, detect good, detect law, faerie fire - 1/day, Caster level 6th - Aberration: Driders count as Aberrations for the purposes of spells and effects. - Sorcerer Casting: Driders cast spells as a Sorcerer of their hit dice (6th level) @@ -54002,8 +54022,7 @@ Racial Hit Dice/Class: NA Hagspawns Sons of malicious, predatory mothers, hagspawn are not a complete race, as there are no females of their kind. Hags continue their awful lineage by taking human males for mates, usually murdering and devouring the hapless captive later. The female children of a hag quickly grow into hags like their mothers, but the male children are hagspawn, half-human outcasts. Feared and hated by normal humans, hagspawn must make their way in the world by dint of their strength, hardiness, and sheer determination. -Hagspawn Ability Adjustments: +2 Strength, +2 Constitution, -2 Charisma: Hagspawn are strong and hardy, but are sullen and ill-tempered. - +Hagspawn Ability Adjustments: +2 Strength, +2 Constitution, -2 Charisma: Hagspawn are strong and hardy, but are sullen and ill-tempered. Favored Class (Barbarian): A multiclass hagspawn's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. - Medium size @@ -55512,7 +55531,7 @@ In most city-states, templars are the ultimate authority judge, jury, and execut - Proficiencies: Templars are proficient in all simple weapons. Since templar training involves some education in warfare, templars receive two martial weapons proficiencies. Templars are proficient in light and medium armor and shields (except tower shields). - Skill Points: 4 + Int Modifier -ABILITIES: +CLASS FEATURES: Level 1: Secular Aptitude, Assume Domain @@ -56072,7 +56091,7 @@ REQUIREMENTS: Skill: Truespeak 9 -ABILITIES: +CLASS FEATURES: Level 1: @@ -56150,7 +56169,7 @@ Necromancy is usually a poor choice for arcane spellcasters. Those who really wa - Hit Die: d6. - Proficiencies: A pale master does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -56159,7 +56178,7 @@ Alignment: Any non good Skill: Lore 8 Feat: Skill Focus (Lore) -ABILITIES: +CLASS FEATURES: Level 1: Bone Skin I - Add +2 to AC. This increases by another +2 for every four levels of Pale Master. @@ -56187,7 +56206,7 @@ All frostragers are barbarians to some degree, although many are multiclass barb - Hit Die: d12 - Proficiencies: A frostrager does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -56196,7 +56215,7 @@ Skills: Intimidate 4 ranks, Lore 4 ranks Feats: Frozen Berserker, Improved Unarmed Strike, Power Attack Special: Rage as a class ability -ABILITIES: +CLASS FEATURES: Level 1: Frostrage - Add +4 to AC, 1d4 cold damage on unarmed attacks @@ -56245,7 +56264,7 @@ Most sacred purifiers are clerics (often of Pelor), but paladins have also been - Hit Die: d8 - Proficiencies: A sacred purifier does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -56256,7 +56275,7 @@ Base Will Save Bonus: +5. Spells: Able to cast 2nd-level divine spells. Special: Able to turn undead. -ABILITIES: +CLASS FEATURES: Level 1: Greater Turning, Turn Undead @@ -56291,14 +56310,14 @@ If you have a disciplined worldview and a certain level of combat prowess, and y - Hit Die: d8 - Proficiencies: A serene guardian does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Any lawful Base Attack Bonus: +6 -ABILITIES: +CLASS FEATURES: Level 1: Resonance - Build up resonance in targets you hit @@ -56736,7 +56755,7 @@ Base Attack Bonus: +10 Feats: Weapon Focus (any) Martial Maneuvers: Any two Devoted Spirit or Diamond Mind maneuvers. -ABILITIES: +CLASS FEATURES: Level 1: Blade Guide - @@ -56752,7 +56771,7 @@ Level 9: Eternal Training 5/Day 10: Island in Time - - Maneuvers Stances + Maneuvers Stances Level Known Readied Known 1 1 0 0 2 0 0 0 @@ -56839,7 +56858,7 @@ Skills: Hide 8 ranks Feats: Improved Unarmed Strike Martial Maneuvers: Must know one 2nd-level Setting Sun or Shadow Hand maneuver, one Setting Sun maneuver of any level, and one Shadow Hand maneuver of any level. -ABILITIES: +CLASS FEATURES: Level 1: Monk abilities - You add your class levels to determine your unarmed damage and number of Stunning Fist attempts. You gain the AC bonus of a monk. @@ -57094,7 +57113,7 @@ Base Attack Bonus: +5 Skills: Tumble 5 ranks Feats: Improved Unarmed Strike -ABILITIES: +CLASS FEATURES: Level 1: Improved Grapple (Ex): When wearing light armor or no armor, a reaping mauler gains the benefit of the Improved Grapple feat, even if he does not meet the prerequisites. @@ -57351,7 +57370,7 @@ Alignment: Nongood Special: Wild Shape as a class ability Special: Must have been a druid -ABILITIES: +CLASS FEATURES: Level 1: @@ -57449,7 +57468,7 @@ Alignment: Nonevil Feats: Alertness, Combat Casting, Track Skills: Spot 8, Search 4 -ABILITIES: +CLASS FEATURES: Level 1: Woodland Stride @@ -57489,7 +57508,7 @@ Fighters and paladins are well served by becoming battlesmiths. Spellcasters are - Hit Die: d10 - Proficiencies: A battlesmith gains no additional proficiencies -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -57498,7 +57517,7 @@ Feats: Armor Proficiency (Heavy), Endurance, Weapon Focus (Warhammer) Skills: Craft (Weapons) 10 Base Attack Bonus: +5 -ABILITIES: +CLASS FEATURES: Level 1: One With the Hammer - Wisdom to damage for Warhammers @@ -57540,7 +57559,7 @@ Some believe that the ultimate expression of the warforged experiment is the jug - Hit Die: d12 - Proficiencies: A Warforged Juggernaut gains no additional proficiencies -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -57548,7 +57567,7 @@ Race: Warforged Feats: Adamantine Body, Improved Bull Rush, Power Attack Base Attack Bonus: +5 -ABILITIES: +CLASS FEATURES: Level 1: Armor Spikes 1d6, Expert Bull Rush, Powerful Charge, Reserved @@ -57606,7 +57625,7 @@ As members of this prestige class must have the ability to cast arcane spells, f - Hit Die: d4 - Proficiencies: A Frost Mage gains no additional proficiencies -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -57614,7 +57633,7 @@ Spells: 1st level arcane spells Feats: Frozen Magic Skills: Lore 8 -ABILITIES: +CLASS FEATURES: Level 1: Natural Armor +1 @@ -57654,14 +57673,14 @@ Most wayfarer guides are wizards or sorcerers, though a few clerics with access - Hit Die: d6 - Proficiencies: A Wayfarer Guide gains no additional proficiencies -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Spells: Must be able to cast teleport Skills: Lore 10 -ABILITIES: +CLASS FEATURES: Level 1: Enhanced Capacity - Take one more character per class level when group teleporting @@ -57698,7 +57717,7 @@ REQUIREMENTS: Special: Turn undead class feature. Special: Sneak attack class feature. -ABILITIES: +CLASS FEATURES: Level 1: Pierce Shadows - Create an area of light @@ -57731,7 +57750,7 @@ REQUIREMENTS: Special: Detect evil class feature or ability to cast detect evil as a divine spell. Special: Sneak attack class feature. -ABILITIES: +CLASS FEATURES: Level 1: Detect Evil at will @@ -57808,7 +57827,7 @@ Over a dozen deities have worshipers who are paladins, promoting law and good ac - Hit Die: d8 - Proficiencies: Knights of the Weave gain no proficiencies -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -57817,7 +57836,7 @@ Base Attack Bonus: +5 or ability to spontaneously cast 3rd-level arcane spells. Skills: Lore 1 rank, Spellcraft 1 rank. Special: Cannot be a Shadow Weave user. -ABILITIES: +CLASS FEATURES: Level 1: Read Magic at will, Spellcasting @@ -57848,7 +57867,7 @@ Spelldancers are an energetic sort of spellcaster who draw on the quasi-primal e - Hit Die: d6 - Proficiencies: Spelldancers gain no proficiencies -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -57856,7 +57875,7 @@ Skills: Concentration 4 ranks, Perform 6 ranks, Tumble 4 ranks. Feats: Combat Casting, Dodge, Endurance, Mobility. Spellcasting: Able to cast 3rd level arcane spells. -ABILITIES: +CLASS FEATURES: Level 1: Spelldance - Apply metamagic feats for free @@ -57914,26 +57933,41 @@ While skilled in stealthy movement and other arts requiring subtlety, the psychi - Hit Die: d6 - Proficiencies: Psychic rogues are proficient with all simple weapons, plus the rapier, shortbow, and short sword. Psychic rogues are proficient with light armor, but not with shields. -- Skill Points at Each Level: 6 + Int modifier. +- Skill Points: 6 + Int modifier. -ABILITIES: +Psionics: Intelligence is the key stat of a Psychic Rogue. + +Special Abilities (gained at 11th, 14th, 17th, 20th): + + Blind Spot (Ps): Cloud Mind, once per day + Enhanced Sneak Attack (Su): When the psychic rogue has psionic focus, he increases his sneak attack damage by +1d6. This ability may be selected up to three times. + Improved Evasion (Ex): As rogue + Mind Cripple (Su): An opponent struck by one of his sneak attacks takes 2 points of Intelligence damage. + Shadow Jump (Ps): Dimension Door, Self, once per day. The psychic rogue can select this ability up to three times. + Skill Mastery: As rogue + Slippery Mind (Ex): As rogue + Feat: A psychic rogue can gain a bonus feat in place of a special ability. + +CLASS FEATURES: Base Attack Bonus: +3/4 Strong Saves: Reflex -Psionics: Intelligence is the key stat of a Psychic Rogue. -Sneak Attack: +1d6 at first level and every three levels thereafter -Evasion at second level -Danger Sense: Gain the benefits of the danger sense power when psionic focused at 5th level. Gain uncanny dodge at 7th level, and improved uncanny dodge at 9th. -Special Abilities (gained at 11th, 14th, 17th, 20th): -Blind Spot (Ps): Cloud Mind, once per day -Enhanced Sneak Attack (Su): When the psychic rogue has psionic focus, he increases his sneak attack damage by +1d6. This ability may be selected up to three times. -Improved Evasion (Ex): As rogue -Mind Cripple (Su): An opponent struck by one of his sneak attacks takes 2 points of Intelligence damage. -Shadow Jump (Ps): Dimension Door, Self, once per day. The psychic rogue can select this ability up to three times. -Skill Mastery: As rogue -Slippery Mind (Ex): As rogue -Feat: A psychic rogue can gain a bonus feat in place of a special ability. +Level: + 1: +1d6 Sneak Attack + 2: Evasion + 4: +2d6 Sneak Attack + 5: Danger Sense + 7: +3d6 Sneak attack , Danger Sense (Uncanny Dodge) + 9: Danger Sense (Improved Uncanny Dodge) +10: +4d6 Sneak Attack +11: Special Ability +13: +5d6 Sneak Attack +14: Special Ability +16: +6d6 Sneak Attack +17: Special Ability +19: +7d6 Sneak Attack +20: Special Ability Level Power Points Powers Known Power Level Known 1 0 1 1 @@ -58057,12 +58091,12 @@ Use: Selected - Hit Die: d8 - Proficiencies: You are proficient with all simple weapons and light armor - - Skill Points at Each Level: 2+ Int Modifier. + - Skill Points: 2+ Int modifier. - Alignment: Any - ABILITIES: + CLASS FEATURES: - Level + Level: 1: Soul Binding - 1 Vestige 2: Pact Augmentation - Gain minor benefit, reselect every time a vestige is bound 3: @@ -58157,7 +58191,6 @@ Use: Automatic Type of Feat: Binding Prerequisite: Bind Vestige Benefit: When you bind a vestige using the Bind Vestige feat, you gain a second power, as described in the Bind Vestige feat. - Use: Automatic Binding Feats Feats associated with the Binding alternate magic system from Tome of Magic @@ -58204,7 +58237,6 @@ Use: Selected Type of Feat: Binding Prerequisite: Able to bind a vestige, Expel Vestige, Intimidate 8 ranks Benefit: Once per day, you can bind a vestige as a full-round action. - Use: Selected Favored Vestige Amon Favored Vestige Aym @@ -58345,7 +58377,6 @@ Use: Automatic Type of Feat: Binding Prerequisite: Ability to bind vestiges Benefit: You can ignore the special requirements of vestiges with which you make pacts. - Use: Automatic Leraje, the Green Herald Leraje, the Green Herald @@ -58719,7 +58750,7 @@ Poison Blood: While you are bound to Eurynome, your blood becomes poisonous. Any Anima mages give binders a bad name. Greedy and ambitious, they exploit the powers of the vestiges to which they bind to advance their own abilities. Anima mages see such displaced entities as mere tools, no different from spell component pouches or a wand of fireball. With the power of a vestige, an anima mage can tap a resource all but unknown to his rivals to gain an edge against other spellcasters. The anima mage is a loner, an outsider, and a potential enemy to both binders and witch slayers. But the way others classify him matters little to him, for power is at hand. - Hit Die: d4 -- Skill Points at Each Level: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Any nongood @@ -58728,7 +58759,7 @@ Feat: Any metamagic feat Spellcasting: Ability to cast 2nd-level arcane spells Special: Ability to bind a 2nd-level vestige, soul binding class feature -ABILITIES: +CLASS FEATURES: Level 1: 2: Exploit Vestige - Forgo a vestige ability to cast one spell of your highest level @@ -58792,7 +58823,7 @@ Vessel of Emptiness: You can use the flicker shadow magic mystery once per day. No other vestige is quite like Tenebrous. The remnant of the divinity once possessed by Orcus, Tenebrous is perhaps the only vestige still worshiped in some places as a god, and so tightly bound to a living-if not mortal-being. This unique status grants Tenebrous the ability to manipulate the world in ways that other vestiges cannot. Some Tenebrous apostates revere Orcus, seeing Tenebrous as part of their sundered god and the seed from which he will one day sprout anew. Others see the corpulent fiend as the embodiment of Tenebrous's downfall. These followers believe that Tenebrous is a separate deity who attempted to manifest through Orcus, only to be laid low when the demon proved unworthy. - Hit Die: d8 -- Skill Points at Each Level: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Any nongood @@ -58801,7 +58832,7 @@ Special: Ability to bind Tenebrous Special: Able to turn or rebuke undead Special: Must worship Tenebrous as a god (clerics can only have Chaos, Death, Evil, and Trickery domains) -ABILITIES: +CLASS FEATURES: Level 1: Eternal Bondage - You are always bound to Tenebrous Tenebrous's Rebuke - Damage or heal undead by spending a turn undead use @@ -58847,9 +58878,9 @@ Special: Soul binding class feature - Hit Die: d10. - Proficiencies: You gain proficiency with all simple and martial weapons, and with all armor and shields. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. -ABILITIES: +CLASS FEATURES: Level 1: Aligned Strike, patron vestige, soul binding +1 @@ -59007,14 +59038,14 @@ Thought Travel: As a standard action, you can instantly transport yourself to an Scions of Dantalion trace their lineage to an ancient, long-forgotten human empire-a civilization in which justice, love, and art reigned supreme. They maintain that the rulers of this realm led their people to such a height of beauty and righteousness that they rivaled the stars of the heavens in the awe they could inspire. The gods saw their accomplishments and grew envious. In their jealous rage, they destroyed the empire and cursed its nobility, decreeing that no one from that line could ever join them in the afterlife. Scions of Dantalion believe themselves to be part of this line, cursed by the gods but blessed by association with Dantalion, the vestige that is the conglomeration of all their ancestors' souls. The scions believe that their destiny is to one day take up the crown, bear the scepter of rulership, and rebuild the empire that could rival the stars. - Hit Die: d8 -- Skill Points at Each Level: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Race: Human, Half-elf, or Half-orc Skills: Lore 2 ranks Special: Ability to bind Dantalion -ABILITIES: +CLASS FEATURES: Level 1: Favored of Dantalion - Always make a good pact with Dantalion Scholarship of Dantalion - Once per day, double the Lore bonus Dantalion grants for one round @@ -59571,7 +59602,7 @@ Ur-priests despise gods. However, a small number of them have learned to tap int - Hit Die: d8 - Proficiencies: An ur-priest does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -59581,7 +59612,7 @@ Skills: Bluff 6 ranks, Intimidate 5 ranks, Concentration 5 ranks, Lore 8 ranks, Feats: Iron Will, Spell Focus (evil). Special: The character must have no ability to cast divine spells. If such spellcasting ability was previously possessed (as with an ex-cleric), that ability is forever forsaken. -ABILITIES: +CLASS FEATURES: Level 1: @@ -59886,7 +59917,7 @@ Prerequisite: Killoren Benefit: When you are manifesting the aspect of the hunter, you can take a free action to detect all living creatures within 30 feet, even if you cannot see the creature in question. Any opponent that you cannot see still has total concealment. Use: Selected Type of Feat: Racial -Prerequisite: Kalashtar +Prerequisite: Kalashtar or Empty Vessel Specifics: You gain one extra power point per character level. Use: Automatic. Tome of Battle Feats @@ -61033,7 +61064,7 @@ and her companions. The wild mage accepts this as the price of her convictions. - Hit Die: d4 - Proficiencies: A Wild Mage gains no additional proficiencies -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -61041,7 +61072,7 @@ Alignment: any chaotic Skills: Lore 4 ranks, Spellcraft 8 ranks, Use Magic Device 4 ranks Feats: Magical Aptitude, Any metamagic feat -ABILITIES: +CLASS FEATURES: Level 1: Wild Magic - Reduce caster level by 3, add 1d6 to caster level @@ -61079,14 +61110,14 @@ Other spellcasters don't understand the force missile mages' dedication to only - Hit Die: d4 - Proficiencies: A Force Missile gains no additional proficiencies -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Skills: Concentration 9 ranks, Spellcraft 9 ranks Feats: Combat Casting -ABILITIES: +CLASS FEATURES: Level 1: Bonus Missile - Magic Missile has an extra missile @@ -62486,10 +62517,10 @@ Incarnum is a tool you can use to manipulate the physical manifestations of mora - Hit Die: d6 - Proficiencies: You are proficient with all simple weapons, light armor, medium armor, and shields -- Skill Points at Each Level: 2+ Int Modifier. +- Skill Points: 2+ Int modifier. - Alignment: Alignment must be Lawful Neutral, Chaotic Neutral, Neutral Evil, or Neutral Good. Incarnates who have a different alignment will lose all class features. -ABILITIES: +CLASS FEATURES: Level 1: Detect Opposition - Detect X at will @@ -62609,10 +62640,10 @@ As a soulborn, you use incarnum to enhance your natural combat ability. You can - Hit Die: d10 - Proficiencies: Soulborns are proficient with all simple and martial weapons, with light, medium, and heavy armor, and with shields. -- Skill Points at Each Level: 2+ Int Modifier. +- Skill Points: 2+ Int modifier. - Alignment: Soulborns are polarized in their alignments, hewing to strong convictions of morality and ethics. As such, they can only be lawful good, chaotic good, lawful evil, or chaotic evil. -ABILITIES: +CLASS FEATURES: Level 1: Smite Opposition 1/day - Smite target of opposed alignment @@ -62671,9 +62702,9 @@ A mask representing a basilisk, a mantle of the displacer beast, boots of the la - Hit Die: d8 - Proficiencies: You are proficient with all simple weapons, light armor, and shields -- Skill Points at Each Level: 4+ Int Modifier. +- Skill Points: 4+ Int modifier. -ABILITIES: +CLASS FEATURES: Level 1: @@ -64698,7 +64729,7 @@ Even without proper training, a skarn can strike wicked blows with the pointed s - Hit Die: d10 - Proficiencies: Spinemeld Warriors gain no new proficiencies -- Skill Points at Each Level: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Race: Skarn @@ -64706,7 +64737,7 @@ Alignment: Any lawful Base Attack Bonus: +5 Essentia Pool: 1 -ABILITIES: +CLASS FEATURES: Level 1: Twin Spine Fighting - Your racial ability now produces two spines instead of one @@ -64751,7 +64782,7 @@ The ancient temple that houses the Sapphire Eidolon is also home to an order of - Hit Die: d6 - Proficiencies: A Sapphire Hierarch does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -64761,7 +64792,7 @@ Spellcasting: Ability to cast 2nd-level divine spells Skills: Lore 4 ranks, Spellcraft 4 ranks Essentia Pool: 3 -ABILITIES: +CLASS FEATURES: Level 1: Smite Chaos - As per Paladin, except Chaos instead of Evil @@ -64807,7 +64838,7 @@ This class combines the Soulcaster and Soulmanifester prestige classes into a si - Hit Die: d4 - Proficiencies: A Soulcaster does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -64816,7 +64847,7 @@ Meldshaping: Ability to shape three soulmelds; ability to bind a soulmeld to a c Soulcaster: Incarnum Spellshaping and 2nd level arcane spells Soulmanifester: Azure Talent and 2nd level powers -ABILITIES: +CLASS FEATURES: Level 1: Arcane or Psionic Investment 1 @@ -65569,7 +65600,7 @@ Special: -ABILITIES: +CLASS FEATURES: Level 1: Favored Enemy (Ex): Upon entering the Slayer class, a slayer selects one favored enemy. She gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against her favored enemy. Likewise, she gets a +2 bonus on weapon damage rolls against creatures of this kind. At 4th level the bonuses increase to +4, at 7th level to +6, and at 10th level to +8. @@ -65674,7 +65705,7 @@ All ironsoul forgemasters are dwarven mastersmiths who possess skill at crafting - Hit Die: d8 - Proficiencies: An Ironsoul Forgemaster does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -65683,7 +65714,7 @@ Alignment: Any nonevil. Skills: Craft (armorsmithing) 8 ranks, Lore 2 ranks. Meldshaping: Ability to shape soulmelds -ABILITIES: +CLASS FEATURES: Level 1: Shield Bond - Invest essentia into shield for elemental resistance @@ -65737,7 +65768,7 @@ REQUIREMENTS: Skills: Concentration 4 ranks, Hide 8 ranks, Lore 2 ranks, Listen 8 ranks. Essentia Pool: 1. -ABILITIES: +CLASS FEATURES: Level 1: Step of the Bodiless - Bonus to Balance, Climb, Jump, Tumble @@ -66178,7 +66209,7 @@ Low-Light Vision: Extaminaar can see in the dark out to 60 feet. +2 racial bonus on Fortitude saves versus poison: Extaminaars do not easily succumb to venom of any kind. +4 racial bonus on Climb checks: Extaminaar's light frames make it easier for them to ascend obstacles. +2 racial bonus on Tumble checks: Extaminaars can wriggle their way out of sticky situations. -Spell-Like Abilities: 3/day-charm animal. Extaminaar often fill their lairs with poisonous snakes to dissuade interlopers. +Spell-like Abilities: 3/day-charm animal. Extaminaar often fill their lairs with poisonous snakes to dissuade interlopers. Favored Class: Rogue. A multiclass extaminaar's rogue class does not count when determining whether he takes an experience point penalty. Level Adjustment +0. Skulk @@ -66243,7 +66274,7 @@ Though incarnum is a potent tool, it is still a physical medium-an abstraction t - Hit Die: d10 - Proficiencies: Incandescent Champions gain no new proficiencies -- Skill Points at Each Level: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Any good @@ -66251,7 +66282,7 @@ Base Attack Bonus: +6 Essentia Pool: 1 Skills: Concentration 4 ranks -ABILITIES: +CLASS FEATURES: Level 1: Incandescent Strike - Invest essentia to increase damage @@ -67312,7 +67343,7 @@ Necrocarnum is a dark reflection of incarnum, whose use gives even the most evil - Hit Die: d6 - Proficiencies: A Necrocarnate does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -67321,7 +67352,7 @@ Skills: Lore 5 ranks, Concentration 5 ranks, Spellcraft 10 ranks. Feat: Necrocarnum Acolyte. Meldshaping: Ability to shape soulmelds, ability to bind soulmelds to the crown, feet, and hands chakras. -ABILITIES: +CLASS FEATURES: Level 1: Harvest Soul (1 minute) - Harvest essentia from recently dead corpses @@ -67475,14 +67506,14 @@ this blademeld grants him amazing combat prowess. When bound to his chakras, it - Hit Die: d10 - Proficiencies: Incarnum Blades gain no new proficiencies -- Skill Points at Each Level: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Any except neutral Base Attack Bonus: +5 Skills: Concentration 2 ranks -ABILITIES: +CLASS FEATURES: Level 1: Blademeld (crown, feet, hands) - Attach meld to special chakras for benefit @@ -67514,7 +67545,7 @@ them helpless. - Hit Die: d6 - Proficiencies: Witchborn Binders gain no new proficiencies -- Skill Points at Each Level: 4 + Int Modifier. +- Skill Points: 4+ Int modifier. REQUIREMENTS: Meldshaping: Meldshaper level 6th. @@ -67522,7 +67553,7 @@ Feats: Alertness, Track. Skills: Lore 4 ranks, Search 4 ranks, Sense Motive 2 ranks, Spot 2 ranks. Special: May not possess any arcane spellcasting class levels. -ABILITIES: +CLASS FEATURES: Level 1: Detect Magic at will @@ -76559,7 +76590,7 @@ Half-celestials can use a daylight effect (as the spell) at will. Smite Evil (Su) Once per day a half-celestial can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe. -Spell-Like Abilities +Spell-like Abilities A half-celestial with an Intelligence or Wisdom score of 8 or higher has two or more spell-like abilities, depending on its Hit Dice, as indicated on the table below. The abilities are cumulative. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature's HD, and the save DC is Charisma-based. 1+ HD, Protection from evil 3/day, bless @@ -76598,7 +76629,7 @@ Class : 11 levels in Sorcerer, Wizard, or Cleric Alignment: Any Good Must not have any levels in Lich. -ABILITIES: +CLASS FEATURES: Baelnorn Properties: +8 bonus to Hide, Listen, Move Silently, Search, Persuade, and Spot. Baelnorn Touch: Touch attack causes 1d8 + 5 damage and permanent paralyzation. Baelnorn Defense: Damage Reduction 15/+2, Natural Armor + 5, immunity to cold and electricity, Turning Resistance +4. @@ -76668,7 +76699,7 @@ Spellcasting: Ability to cast 4th level arcane spells. Hit die: d4 Skill points at each level: 2 + Int modifier. -Class Features +CLASS FEATURES: Spells per Day: A master alchemist's training focuses on magic. Thus, when a character gains a new level of master alchemist, she gains new spells per day as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. 1st: Brew 2/day: The master alchemist has perfected the art of brewing potions. As such, she can brew two potions in one day(an 8-hour period) instead of one. @@ -76757,7 +76788,7 @@ Base Attack Bonus: +6 Skills: Craft Weapon 8, Hide 8, Lore 4, Move Silently 8 Feats: Point Blank Shot, Weapon Focus (Longbow) -Class Features: +CLASS FEATURES: Hit die: d8 Spellcasting: You gain spells per day as per the following tables. You do not gain spells per day in any existing spellcasting class. You can only choose spells from the justice spell list. @@ -77111,9 +77142,9 @@ The shadowcaster understands the true, primal power of darkness, attunes herself - Hit Die: d6 - Proficiencies: You are proficient with all simple weapons. You are not proficient with any type of armor or shield. Armor of any type interferes with your gestures, which can cause your mysteries to fail when they function as spells. -- Skill Points at Each Level: 2+ Int Modifier. +- Skill Points: 2+ Int modifier. -ABILITIES: +CLASS FEATURES: Level 1: Fundamentals of Shadow - You start with access to 3 fundamentals, which function as supernatural abilities and can be used 3 times/day. @@ -77147,13 +77178,13 @@ Bonus Feats - You gain a bonus feat equal to the total number of Paths you compl They prefer to call themselves "black transmogrifists", but most know them as children of night. They are more than spellcasters, more than scholars, and - they claim - more than mortal. For those who have the will and the depth of knowledge to join their ranks, ascension beyond the earthly form awaits, for the children of night become the stuff of shadow itself. - Hit Die: d6 -- Skill Points at Each Level: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Skills: Lore 8 ranks Shadowcasting/Spellcasting: Ability to cast mysteries -ABILITIES: +CLASS FEATURES: Level 1: Cloak of Shadows (Su) - Your flesh takes on a hazy, almost translucent hue, granting a bonus equal to your child of night level on Hide checks. @@ -77177,13 +77208,13 @@ Mysteries: At each level beyond 1st, you gain new mysteries and an increase in c Some driven or domineering souls seek nothing less than mastery of darkness itself - the ability to turn the very shadows into their agents and allies. These are the masters of shadow, commanders of soldiers as dark and insubstantial as night itself. For those with the force of will to enter their ranks, the very shadows serve at their beck and call. - Hit Die: d8 -- Skill Points at Each Level: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Skills: Lore 8 ranks Feat: Shadow Familiar -ABILITIES: +CLASS FEATURES: Level 1: Shadow Servant - You replace your familiar with a Shadow Elemental, which grows in power with you. Master's Bidding (standard action) - You can focus your affinity with shadow to enhance your shadow servant with one special ability for 1 round. @@ -77202,14 +77233,14 @@ Mysteries: At each level beyond 1st, you gain new mysteries and an increase in c Noctumancers bridge the gap between shadow and arcane magic. Those who succeed in becoming one of these elite not only gain a boost to their mystery user and arcane caster abilities, but are able to manipulate the mysteries and spells of others as no others can. - Hit Die: d4 -- Skill Points at Each Level: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Skills: Lore rank 6, Spellcraft rank 6 Shadowcasting: Able to cast level 2 mysteries Spellcasting: Able to cast level 2 arcane spells -ABILITIES: +CLASS FEATURES: Level 1: Capture Magic's Shadow (Su) - At 1st level, when you successfully dispel a mystery or spell you can absorb its energy. You add one-half the level of the mystery or spell you dispelled to the caster level of any mystery or spell you cast in the next round. @@ -77229,14 +77260,14 @@ Mysteries/Spellcasting: At each level, you gain new mysteries and spells per day few equals. Their ability to manipulate darkness and shadow enhances their martial skills, allowing them to target weak points, land blows that should not strike true, and even attack foes who are paces away. - Hit Die: d8 -- Skill Points at Each Level: 2+ Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Base Attack Bonus: +5 Skills: Bluff 5 ranks, Hide 5 ranks, Move Silently 5 ranks Feats: Blind-Fight -ABILITIES: +CLASS FEATURES: Level 1: Unseen Weapon (Unerring Strike) - Once per day per shadowblade level, you can activate one of the powers of your unseen weapon. Your next melee attack ignores any miss chance because of concealment. 2: Shadow and Stealth - You gain a bonus equal to half your class level (round down) on Hide and Move Silently checks. @@ -77259,13 +77290,13 @@ Level Shadowcasters draw power from darkness, and masters of shadow command it, but no one truly manipulates the darkness as does the shadowsmith. Combining martial and mystical skills, and possessed of a driving will, the shadowsmith forms his tools and weapons from shadowstuff itself, drawing forth matter from empty night. - Hit Die: d8 -- Skill Points at Each Level: 6 + Int Modifier. +- Skill Points: 6+ Int modifier. PREREQUISITES: Base Attack Bonus: +5 Skills: Craft (armor) 5 ranks, Craft (weapon) 5 ranks, Lore 3 ranks -ABILITIES: +CLASS FEATURES: Level 1: Touch of Shadow - For 1 minute per level you gain a bonus on Climb checks equal to your class level. 2: Shroud of Shadow - You gain a bonus on Hide checks and Move Silently checks equal to your class level. Shroud of shadow lasts for 1 minute per class. @@ -77723,7 +77754,7 @@ Skills: 10 ranks in 4 skills from Tumble, Intimidate, Concentration, Balance, Se Feats: Adaptive Style, Dodge, Blind-Fight, Improved Initiative, Improved Unarmed Strike. Maneuvers: Must know at least one maneuver from six disciplines. -ABILITIES: +CLASS FEATURES: Level 1: @@ -77883,7 +77914,7 @@ A specialist wizard who calls himself a necromancer or a cleric with the Death d - Proficiencies: A Dread Necromancer gains proficiencies with Simple Weapons, and Light Armour. - Skill Points: 2 + Int Modifier -ABILITIES: +CLASS FEATURES: Level 1: Charnel Touch - Negative energy touch @@ -77999,13 +78030,13 @@ Magic is evil. Magic tempts. Magic perverts. Magic corrupts. Anyone who cannot e - Hit Die: d12 - Proficiencies: Forsakers gain no proficiencies -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Feats: Great Fortitude, Iron Will, Lightning Reflexes -ABILITIES: +CLASS FEATURES: Level 1: Ability Bonus - +1 to any ability at each class level @@ -78041,7 +78072,7 @@ Use: Selected - Proficiencies: A Noble gains proficiencies with Simple Weapons, Martial Weapons, Shields, and Light Armour. - Skill Points: 4 + Int Modifier - ABILITIES: + CLASS FEATURES: Level 1: Favor +1 @@ -78243,7 +78274,7 @@ A half-fiend retains all the special attacks of the base creature and gains the Smite Good (Su) Once per day the creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe. -Spell-Like Abilities +Spell-like Abilities A half-fiend with an Intelligence or Wisdom score of 8 or higher has spell-like abilities depending on its Hit Dice, as indicated on the table. The abilities are cumulative. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature's HD, and the save DC is Charisma-based. HD Abilities @@ -78442,7 +78473,7 @@ Perfect Automatic Still Spell The demilich can cast all the spells it knows without gestures. -Spell-Like Abilities +Spell-like Abilities At will:alter self, astral projection, create greater undead, create undead, death knell, enervation, greater dispel magic, harm (usually used to heal itself), summon monster I-IX, telekinesis, and weird; 2/day: greater planar ally. Demiliches use these abilities as casters of a level equal to their spellcaster level, but the save DCs are equal to 10 + the demilich's HD + the demilich's Charisma modifier. @@ -78538,7 +78569,7 @@ The abjurant champion focuses his arcane abilities both to augment his personal - Hit Die: d10. - Proficiencies: An Abjurant Champion gains no armor or weapon proficiency. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -78547,7 +78578,9 @@ Feats: Combat Casting. Spellcasting: Must be able to cast 1st-level arcane spells. Special: Must be proficient with at least one martial weapon. -ABILITIES: +CLASS FEATURES: + +Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming an abjurant champion, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known. Level 1: Feat - Abjurant Armor - Any time you cast an abjuration spell that grants you an armor bonus or shield bonus to AC, you can increase the value of the bonus by your abjurant champion class level. @@ -78555,7 +78588,7 @@ Level 2: Feat - Swift Abjuration - You cast Abjuration spells as a swift action (NOT IMPLEMENTED). 3: 4: Feat - Arcane Boost - Expend a spell to improve some abilities. -5: Feat - Martial Arcanist - Use your attack bonus as your caster level if it is the higher of the two. +5: Feat - Martial Arcanist - Use your base attack bonus as your caster level if it is the higher of the two. Abjurant Armor Type of Feat: Class Prerequisite: Abjurant Champion 1 @@ -80234,7 +80267,23 @@ Use: Activated Face-Changer Quickselect 1 Face-Changer Quickselect 2 Face-Changer Quickselect 3 - ##START NWN .35 CLASS ABBREVIATIONS ## + Empty Vessel + empty vessel + Empty Vessels + Unpossessed quori hosts, known as empty vessels, train hard for the day they receive their quori spirits. An empty vessel is taller than the average human, but lightly built, with large, almond-shaped eyes that vary in color. Common colors are black, viridian, or violet, although the eyes change color with the mood of the individual. All empty vessels have pale skin and straight hair that ranges in color from jet black to deep blue or green. By human standards, most empty vessels are strikingly handsome or beautiful, and they possess an unnatural charm and a commanding aura that helps them influence others. Most wear their hair long, and they favor ornate clothing and decorations. Humans born and raised on Sarlona to become vessels receive special training and education, and they are remarkable individuals in their own right. + +Empty Vessel Ability Adjustments: None. +Favored Class (Psion): A multiclass empty vessel's psion class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Base movement of 30. +- Naturally Psionic (Ex): Empty vessels gain 1 extra power point per character level, regardless of whether they choose a psionic class. +- Skills: An empty vessel receives 4 extra skill points at 1st level and 1 extra skill point at each additional level. +- +2 racial bonus on Bluff, Diplomacy, and Intimidate checks. Empty vessels are masters of social interaction, influencing others through their commanding presence and subtle psychic powers. +- Bonus Feat: Empty vessels gain 1 extra feat at 1st level. +- Human: Kalashtar are considered Human for the purpose of spells. +- Level Adjustment: +1 UrP Bnd AnM @@ -81442,8 +81491,8 @@ Use: Activated Dragonsong Lyrist Spellcasting (Wizard) Eldritch Knight Spellcasting (Wizard) Enlightened Fist Spellcasting (Wizard) - Eldritch Theurge Spellcasting (Wizard) - Elemental Savant Spellcasting (Wizard) + Elemental Savant Spellcasting (Wizard) + Eldritch Theurge Spellcasting (Wizard) Force Missile Mage Spellcasting (Wizard) Fochlucan Lyrist Spellcasting (Wizard) Frost Mage Spellcasting (Wizard) @@ -82078,6 +82127,14 @@ Use: Activated Spellcasting isn't required to take the Talon of Tiamat prestige class. If you currently have an arcane spellcasting, shadowcasting or invoking class, do not pick this marker feat. Spellcasting isn't required to take the Dragonsong Lyrist prestige class. If you currently have an arcane spellcasting or shadowcasting class, do not pick this marker feat. Spellcasting isn't required to take the Ollam prestige class. If you currently have an arcane spellcasting or shadowcasting class, do not pick this marker feat. + Archivist Spellcasting (Master of Shrouds) + Blackguard Spellcasting (Master of Shrouds) + Druid Spellcasting (Master of Shrouds) + Favoured Soul Spellcasting (Master of Shrouds) + Justice of Weald and Woe Spellcasting (Master of Shrouds) + Ranger Spellcasting (Master of Shrouds) + Sohei Spellcasting (Master of Shrouds) + Ur-Priest Spellcasting (Master of Shrouds) ***** Custom Weapon VFX ***** ... Darkness / Shadow ... Psionic / Mind diff --git a/CEP2/2.71/_tlk/prc8_cep271_mrg.xml b/CEP2/2.71/_tlk/prc8_cep271_mrg.xml index b560db3..3b5caae 100644 --- a/CEP2/2.71/_tlk/prc8_cep271_mrg.xml +++ b/CEP2/2.71/_tlk/prc8_cep271_mrg.xml @@ -13,7 +13,7 @@ These so-called Ocular Adepts, outcasts to their own societies, have pledged the - Hit Die: d6. - Proficiencies: An Ocular Adept does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -22,7 +22,7 @@ Skills: Concentration 8 ranks Feats: Endurance Base Save Bonus: Fort +4 -ABILITIES: +CLASS FEATURES: Level 1: Charm Person Ray - 2/day (spell-like ability). @@ -165,7 +165,7 @@ Most Battleragers live short, glorious lives. - Hit Die: d12. - Proficiencies: A Battlerager does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -176,7 +176,7 @@ Feats: Cleave, Toughness, Power Attack Base Attack Bonus: +5 Skills: Intimidate (8 ranks), Lore (2 ranks) -ABILITIES: +CLASS FEATURES: Level 1: Battle Rage - 1/day (as per Barbarian Rage). @@ -207,7 +207,7 @@ A disgraced or masterless Samurai cut loose from this all-pervading value system - Proficiencies: All simple and martial weapons, plus katana. Medium and light armor. - Skill Points: 4 + Int Modifier. -ABILITIES: +CLASS FEATURES: Ancestral Daisho All Samurai carry two masterwork weapons - a katana and a wakizashi. These weapons have been handed down over generations from the Samurai's ancestors, and protecting them is an important point of honor for the Samurai. Starting at level 4, he can awaken the supernatural abilities latent in the weapons by sacrificing items to enhance them. @@ -223,7 +223,7 @@ Clerics make natural warpriests. Other classes must have at least one Cleric le - Hit Die: d8. - Proficiencies: All simple and martial weapons. All types of armor and shields. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -233,7 +233,7 @@ Feats: Combat Casting. Class: Cleric. Domains: At least one of the following: Destruction, Protection, Strength, War. -ABILITIES: +CLASS FEATURES: Level 1: Rally - Allies within 60 feet who are suffering from any fear effect are allowed an immediate Will saving throw at the DC of the fear effect, with a +1 morale bonus per Warpriest level. @@ -354,7 +354,7 @@ Alignment Restrictions: Any non-chaotic, non-good. Skills: Bluff (10 ranks), Hide (10 ranks), Tumble (10 ranks). Feats: Dodge, Evasion. -ABILITIES: +CLASS FEATURES: Level 1: Use Poison - The Ninja Spy can apply poison to weapons. @@ -423,7 +423,7 @@ Mystic theurges are often obsessed with magical lore, and will travel to the end - Hit Die: d4. - Proficiencies: A Mystic Theurge does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -581,7 +581,7 @@ Morninglords are, in many ways, the epitome of the class cleric archetype--they - Hit Die: d8. - Proficiencies: A Morninglord of Lathander does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -591,7 +591,7 @@ Feats: Extra Turning. Spellcasting: Able to cast 3rd level divine spells. Special: Must worship Lathander. (Clerics must have two of Good, Nobility, Protection, Renewal, Sun or Strength domains) -ABILITIES: +CLASS FEATURES: Level 1: Bane of the Restless - the character's Morninglord of Lathander levels stack with her cleric and paladin levels for the purposes of turning undead. @@ -701,7 +701,7 @@ Race: Human Special: Sneak attack +1d6 Special: You may not have any levels in an arcane spellcasting class -ABILITIES: +CLASS FEATURES: Level 1: Spellcasting - Cast a small number of spells from the abjuration and enchantment schools @@ -829,7 +829,7 @@ Alienists deal with powers and entities from terrifyingly remote reaches of spac - Hit Die: d4. - Proficiencies: An Alienist does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -838,7 +838,7 @@ Feats: Alertness. Spellcasting: Able to cast 3rd level arcane spells. Special: Prior contact with an alienist or a pseudonatural creature. -ABILITIES: +CLASS FEATURES: Level 1: Summon Alien - when casting any summon monster spell, Alienist summons "pseudonatural" version of a creature. @@ -1121,7 +1121,7 @@ Rage mages are usually found working with barbarians. They tend to shy away from - Hit Die: d8. - Proficiencies: Rage mages gain no proficiency with any weapon or armor. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: To qualify to become a rage mage, a character must fulfill all the following criteria. @@ -1132,7 +1132,7 @@ Feat: Combat Casting. Spells: Able to cast 2nd-level arcane spells. Special: Rage or frenzy ability. -ABILITIES: +CLASS FEATURES: Level 1: Spell Rage 1/day - When casting a spell from abjuration, conjuration, evocation, necromancy or transmutation school while in a rage, the rage mage uses her character level as her caster level. Temporarily takes -2 penalty to Armor Class. At the end of the rage, the character is fatigued. @@ -1360,7 +1360,7 @@ The archivist is a more academic profession than the cleric or paladin but hardi - Proficiencies: Archivists are proficient with all simple weapons and with light and medium armor, but not with shields. - Skill Points: 4 + Int Modifier -ABILITIES: +CLASS FEATURES: Level 1: Dark knowledge (tactics) 3/day, Scribe Scroll @@ -1428,7 +1428,7 @@ If you delight in manipulating others, either to their disadvantage or for their - Proficiencies: Beguilers are proficient with all simple weapons plus the rapier, shortbow, and short sword. Beguilers are proficient with light armor, but not with shields. - Skill Points: 6 + Int Modifier -ABILITIES: +CLASS FEATURES: Level 1: Armored mage, trapfinding @@ -1993,7 +1993,7 @@ An unwilling creature can't be teleported by word of recall. Likewise, a creatur Knowledge is power and the quest for knowledge never ends. There is an ever lasting supply of divine lore for you, the epic archivist, to discover. Hit Die: d6 -Skill Points at Each Level: 4 + Int modifier. +Skill Points: 4 + Int modifier. Dark Knowledge (Ex): At 21st level and every 3 levels thereafter, the epic archivist gains an additional use of Dark Knowledge. Lore Mastery (Ex): The archivist adds an additional +1 bonus on all Lore skill checks at level 23 and every 5 levels thereafter. Bonus Feats: The epic archivist gains a bonus feat (selected from the list of epic class bonus feats) every three levels higher than 20th. @@ -2028,7 +2028,7 @@ Entry Requirements Skills: Intimidate 6 ranks, Lore 12 ranks, Spellcraft 6 ranks. Warlock Invocation: Must know brimstone blast or hellrime blast. -Class Features: +CLASS FEATURES: Class Skills (2 + Int modifier per level): Bluff, Concentration, Craft, Intimidate, Lore, Spellcraft, Use Magic Device. The hellfire warlock class offers great power at the expense of versatility. This prestige class presents a focused approach to tap the power of the Nine Hells, though often at a grave price. As they advance, these warlocks can access greater uses of hellfire, including the ability to infuse magic items with the power of hellfire and lash out with the fires of Hell against any foe that strikes them. @@ -2090,7 +2090,7 @@ Spells: Ability to cast 2nd-level divine spells. Invocations: Ability to use least invocations. Special: Ability to turn or rebuke undead, must worship a chaotic or evil deity. -ABILITIES: +CLASS FEATURES: Level 1: Gift of the Divine Patron (Su) @@ -2127,7 +2127,7 @@ Spells: Ability to cast 2nd-level arcane spells. Invocations: Ability to use least invocations. Special: Eldritch blast +2d6. -ABILITIES: +CLASS FEATURES: Level 1: Damage Reduction (Su) (1/cold iron) @@ -2587,7 +2587,7 @@ The Age of Mortals brought with it a new kind of magic, the ambient magic thread - Proficiencies: A Nightstalker gains proficiencies with Simple Weapons, rapier, shortbow and short sword. He is also proficient with light armor and shields. - Skill Points: 4 + Int Modifier -ABILITIES: +CLASS FEATURES: Level 1: Death Sight, Trapfinding, Spiritual Resilience +1 @@ -3588,7 +3588,7 @@ Text - Hit Die: d4. - Proficiencies: An Ultimate Magus does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -3731,7 +3731,7 @@ REQUIREMENTS: Alignment: Any evil. Skills: Hide 8 ranks, Move Silently 8 ranks. -ABILITIES: +CLASS FEATURES: Level 1: Death Attack +1d6 - Special sneak attack that has a chance of paralyzing opponent. @@ -3783,7 +3783,7 @@ A Blackguard epitomizes evil. They are nothing short of a mortal fiend, a black - Hit Die: d10. - Proficiencies: All simple and martial weapons, all types of armor, and shields. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -3792,7 +3792,7 @@ Base Attack Bonus: +6 Skills: Hide 5 ranks. Feats: Cleave. -ABILITIES: +CLASS FEATURES: Level 1: Use Poison - Automatic success when coating a weapon with poison. @@ -3891,7 +3891,7 @@ Holy Power (Su): The save DCs of any and all of the saint's special attacks, inc Holy Touch (Su): A saint's entire being is suffused with holy power, which likewise flows into any weapon the saint wields. A saint's melee attacks with any weapon (or unarmed) deal an additional 1d6 points of holy damage against evil creatures, and 1d8 points against evil undead and evil outsiders. Any evil creature that strikes a saint with a natural weapon takes holy damage as if hit by the saint's attack. -Spell-Like Abilities: At will - guidance, resistance, virtue, and bless. A saint's caster level is equal to its Hit Die total. The save DCs are Charisma-based. +Spell-like Abilities: At will - guidance, resistance, virtue, and bless. A saint's caster level is equal to its Hit Die total. The save DCs are Charisma-based. Special Qualities: A saint retains all the character's special qualities and gains those listed below, as well as the outsider type. @@ -4948,12 +4948,32 @@ Tortoise shell slows a creature's movement as if it were wearing heavy armor. An 91 92 93 - 94 - 95 - 96 - 97 - 98 - 99 + Grey Elf + Grey Elf + grey elf + grey elves + Gray elves are the most noble and regal of all elves. Taller and grander in physical appearance than others of their race, gray elves have a reputation for being aloof and arrogant (even by elven standards). They certainly are more reclusive than high elves, living in isolated mountain citadels and allowing entry only to a select few outsiders. They have either silver hair and amber eyes or pale golden hair and violet eyes. They prefer clothing of white, silver, yellow, or gold, with cloaks of deep blue or purple. + + +2 Dexterity, +2 Intelligence, –2 Strength, –2 Constitution. + + Medium: As Medium creatures, gray elves have no special bonuses or penalties due to their size. + + Gray elf base land speed is 30 feet. + + Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects. + + Low-Light Vision: A gray elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. + + Weapon Proficiency: Gray elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. + + +2 racial bonus on Listen, Search, and Spot checks. A gray elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. + + Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. + + Favored Class: Wizard. A multiclass gray elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing. + + Level Adjustment: +0 + Grey Elf Biography. Tomb-Tainted Soul Type of Feat: General Prerequisite: Nongood alignment. @@ -5074,7 +5094,7 @@ Special Abilities: Azurin Ability Adjustments: None Favored Class: Soulborn. A multiclass Azurin's Soulborn class does not count when determining whether he suffers an XP penalty for multiclassing. -Special abilities: +Special Abilities: - Base movement of 30' - Essentia Pool: An azurin's essentia pool is permanently increased by 1. If he doesn't have an essentia pool, this trait grants him one with a single point of essentia. @@ -5113,7 +5133,7 @@ A few multiclassed barbarians become forest masters, although they rarely have t - Hit Die: d8. - Proficiencies: A forest master does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. - Spells per Day: At each forest master level the character gains new spells per day as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as an improved chance of turning or rebuking undead). REQUIREMENTS: @@ -5122,7 +5142,7 @@ Skills: Animal Empathy 8 ranks, Concentration 4 ranks, Lore 13 ranks. Feats: Alertness, Endurance, Power Attack, Skill Focus (Lore), Weapon Proficiency (martial) or Weapon Proficiency (maul). Spells: Ability to cast entangle, plant growth*, and command plants*. -ABILITIES: +CLASS FEATURES: Level 1: Tree Brother (Sp): The forest master may assume tree shape once per day. Nature Sense* (Ex): The forest master can identify plants and animals with perfect accuracy. He can determine whether water is safe to drink or dangerous. @@ -14228,7 +14248,7 @@ A Mage Killer will fraternize with all sorts of people to help them locate and g - Hit Die: d4. - Proficiencies: A Mage Killer does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -14236,7 +14256,7 @@ Spells: Able to cast 4th-level arcane spells. Feats: Great Fortitude, Lightning Reflexes, Combat Casting, Any Martial Weapon Proficiency. Skills: Spellcraft (10 ranks). -ABILITIES: +CLASS FEATURES: Level 1: Improved Saves - The Mage Killer can choose to gain a +1 bonus to either Reflex or Fortitude saves. @@ -14274,7 +14294,7 @@ Alignment: Any non-evil. Skills: Concentration (4 ranks), Spellcraft (8 ranks), Lore (8 ranks), Persuade (2 ranks). Spells: Able to cast 3rd level arcane spells. -ABILITIES: +CLASS FEATURES: Level 1: Feat - Skill Focus: Lore - Provides a +3 bonus to all Lore skill checks. @@ -14298,7 +14318,7 @@ Feared by other mages for their ability to cast spells while in armor and treate - Hit Die: d8. - Proficiencies: A Spellsword does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -14307,7 +14327,7 @@ Feats: Weapon Proficiency: All Simple and Martial Weapon Proficiencies, Armor Pr Skills: Lore (6 ranks). Base attack bonus: +4. -ABILITIES: +CLASS FEATURES: Level 1: Ignore Arcane Spell Failure (10%). @@ -14362,7 +14382,7 @@ Through this diabolic act of symbiosis, the Acolyte hopes to gain infernal power - Hit Die: d4. - Proficiencies: An Acolyte of the Skin does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -14370,7 +14390,7 @@ Arcane Spellcasting: Able to cast 3rd-level arcane spells. Skills: Lore (8 ranks). Alignment: Any non-good. -ABILITIES: +CLASS FEATURES: Level 1: Wear Fiend - Grants +1 Natural Armor, +2 Dexterity and Dark Vision. @@ -14551,7 +14571,7 @@ REQUIREMENTS: Skills: Hide 8 ranks, Search 8 ranks, Sense Motive 4 ranks, Spellcraft 4 ranks, Spot 8 ranks Spellcasting: Ability to cast 1st-level arcane spells -ABILITIES: +CLASS FEATURES: Level 1: Sneak Attack +1d6 2: Silent Spell as a bonus feat @@ -14583,14 +14603,14 @@ Studying the martial and arcane arts to equal degree, the Eldritch Knight is a v - Hit Die: d6 - Proficiencies: None -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Feats: All Martial Weapon Proficiencies Arcane Spellcasting: Able to cast 3rd-level spells. -ABILITIES: +CLASS FEATURES: Eldritch Knights receive a bonus feat at first level. The feats to pick from are all fighter bonus feats (except Weapon Specialization). @@ -14605,14 +14625,14 @@ Elemental Savants study the basic building blocks of existence - air, earth, fir - Hit Die: d4. - Proficiencies: An Elemental Savant does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Spellcasting: Able to cast 3rd-level arcane spells Skills: Lore 8 ranks. -ABILITIES: +CLASS FEATURES: Level 1: Elemental Transition 1 - Grants Immunity to Sleep. @@ -14686,7 +14706,7 @@ The Master of Shrouds is an evil spellcaster who magically seizes incorporeal un - Hit Dice: d8. - Proficiencies: Masters of Shrouds are proficient with all simple weapons, with all types of armor, and with shields. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -14695,7 +14715,7 @@ Alignment: Evil Skills: Concentration 10 ranks, Spellcraft 10 ranks. Spells: Ability to cast divine spells, and access to at least one of these domains: Death, Evil, Protection -ABILITIES: +CLASS FEATURES: Level 1: Turn Undead - As a cleric of the same class level as the Master of Shrouds. This stacks with any levels of Cleric and/or Paladin. @@ -14907,7 +14927,7 @@ The Red Wizards are the masters of Thay, the conquerors of that land's native Ra - Hit Dice: d4. - Proficiencies: Red Wizards gain no weapon, armor or shield proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -14917,7 +14937,7 @@ Skills: Spellcraft 8 ranks Feats: Tattoo Focus and a total of 3 metamagic or item creation feats. Spells: Must be able to cast at least 3rd level Arcane spells. -ABILITIES: +CLASS FEATURES: Level 1: Enhanced Specialization - Taking this feat determines which spell school has the Spell Power and Specialists defense bonus applied to it. @@ -14945,7 +14965,7 @@ Power corrupts. Power over life and death corrupts absolutely. The power to rais - Hit Dice: d4. - Proficiencies: True Necromancers gain no weapon, armor or shield proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -14954,7 +14974,7 @@ Skills: Lore 8 ranks Feats: Death Domain Spells: Must be able to cast at least 3rd level Arcane spells, and 3rd level Divine spells. -ABILITIES: +CLASS FEATURES: Level 1: Rebuke - True Necromancer levels stack with cleric levels for turning and rebuking undead. @@ -14985,7 +15005,7 @@ Skills: Lore 4 ranks, Disable Trap 7, Pick Lock 7. Sneak Attack: 2d6 Spells: Must be able to cast at least 3rd level Arcane spells. -ABILITIES: +CLASS FEATURES: Level 1: Ranged Legerdemain - Trap & Pick Lock at 30' range, once per day. @@ -15010,7 +15030,7 @@ Fade to red, then nothing. What happened? Where are you? No sound, no light, no - Hit Dice: d6. - Proficiencies: A Blood Magus gain no weapon, armor or shield proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -15019,7 +15039,7 @@ Skills: Concentration 4 Ranks. Feats: Toughness, Great Fortitude. Spells: Must be able to cast at least 3rd level Arcane spells. -ABILITIES: +CLASS FEATURES: Level 1: Blood Component - The Blood Magus can take 1 point of damage to give a 1 DC boost to a spell. @@ -15044,7 +15064,7 @@ The Diabolist is one who has thrown his lot in with the forces of Hell. Unlike t - Hit Dice: d4. - Proficiencies: Diabolists gain no weapon, armor or shield proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -15053,7 +15073,7 @@ Skills: Bluff 3 ranks, Intimidate 3 ranks, Lore 8 ranks Feats: Evil Brand Spells: Must be able to cast at least 3rd level Arcane spells. -ABILITIES: +CLASS FEATURES: Level 1: Diabolism 1d6 - Adds 1d6 Corrupt (Divine) damage to a spell @@ -15073,7 +15093,7 @@ While many view the Fists of Hextor simply as effective if brutal mercenaries, t - Hit Dice: d10. - Proficiencies: Fists of Hextor are proficient with simple and martial weapons, all types of armor, and shields. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -15082,7 +15102,7 @@ Skills: Spot 4 ranks, Intimidate 4 ranks, Lore 4 ranks Feats: Power Attack, Cleave, Any Martial Weapon Proficiency Base Attack Bonus: +5 -ABILITIES: +CLASS FEATURES: Level 1: Brutal Strike +1 - +1 to either attack or damage rolls. Permanent bonus. @@ -15264,7 +15284,7 @@ Alignment: Any Good. Base Attack Bonus: +6. Skills: Persuade 4 ranks, Bluff 4 ranks. -ABILITIES: +CLASS FEATURES: Level 1: Blindfight @@ -15357,7 +15377,7 @@ The famous Purple Dragons of Cormyr are regarded across Faerun as exemplars of d - Hit Die: d10. - Proficiencies: A purple dragon knight gains no additional proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -15366,7 +15386,7 @@ Base Attack Bonus: +4 Skills: Spot 2 ranks, Intimidate 1 rank, Listen 2 ranks, Persuade 1 rank, Ride 2. Feat: Mounted Combat, Leadership (6th level minimum). -ABILITIES: +CLASS FEATURES: Level 1: Rallying Cry - +1 Attack Bonus to all allies within 60 feet, can be used three times a day. @@ -15415,7 +15435,7 @@ Any force on the move, whether it's an army or an adventuring group, needs infor - Proficiencies: A Scout is proficient with simple and rogue weapons, as well as light armor, but no shields. - Skill Points: 8 + Int Modifier -ABILITIES: +CLASS FEATURES: Level 1: Skirmish (+1d6) @@ -15475,7 +15495,7 @@ Many armies boast units of soldiers who use a bow as their primary weapon, but m - Hit Die: d10. - Proficiencies: A Peerless Archer does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -15483,7 +15503,7 @@ Base Attack Bonus: +7 Feats: Weapon Focus: Longbow or Weapon Focus: Shortbow, Point Blank Shot, Rapid Shot. Skills: Craft Weapon 10 ranks. -ABILITIES: +CLASS FEATURES: Level 1: Expert Bowyer - +3 to Craft Weapon checks. @@ -15587,7 +15607,7 @@ Skills: Concentration 8 ranks. Manifesting: Must be able to manifest 1st level powers. Base Attack Bonus: +3. -ABILITIES: +CLASS FEATURES: Level 1: Armoured Mind 1/day - Expend Psionic focus to add a bonus to a single saving throw. @@ -15653,7 +15673,7 @@ Skills: Lore 4 ranks. Base Attack Bonus: +4. Special: Must possess a power point reserve of at least 1 power point. -ABILITIES: +CLASS FEATURES: Level 1: Partition Mind - You gain immunity to mind spells for a short time per day. @@ -15714,7 +15734,7 @@ Feats: Requiem (Perform 8, Bardic Music class feature) Skills: Lore 4 ranks, Perform 8. Special: Must possess the Bardic Music class feature. -ABILITIES: +CLASS FEATURES: Level 1: Song of Sorrow - All creatures take a -2 penalty to Will saves, attack and damage. @@ -15768,7 +15788,7 @@ Base Attack Bonus: +6. Feats: Any 4 Martial or Exotic Weapon Proficiencies, Combat Casting, Iron Will Skills: Concentration 4 ranks, Jump 4 ranks, Spellcraft 5 ranks, Tumble 4 ranks. -ABILITIES: +CLASS FEATURES: Level 1: Ignore Spell Failure 5%, Tenacious Spells - Add 6 to the DC to dispel a Suel Archanamach spell. @@ -15839,7 +15859,7 @@ The Favoured Soul follows the path of the cleric but is able to channel divine p - Proficiencies: A Favoured Soul gains proficiencies with Simple Weapons, Light and Medium Armour, and Shields. - Skill Points: 2 + Int Modifier -ABILITIES: +CLASS FEATURES: Level 1: @@ -15955,7 +15975,7 @@ Alignment: Lawful Evil or Neutral Evil. Feats: Evil Brand, Disciple of Darkness, Leadership Skills: Bluff 4 ranks, Persuade 5 ranks. -ABILITIES: +CLASS FEATURES: Level 1: Charm - As the spell @@ -16030,7 +16050,7 @@ Feats: Any Martial Weapon Proficiency, Empower Spell, Maximize Spell. Skills: Spellcraft 10 ranks. Arcane Spellcasting: Able to cast 4th-level spells. -ABILITIES: +CLASS FEATURES: Level 1: Weapon Focus - Choose a bonus Martial Weapon Focus @@ -16072,7 +16092,7 @@ A Healer who grossly violates her ethos (such as by refusing to heal an ally or - Proficiencies: A Healer gains proficiency with Simple Weapons and Light Armor. Wearing heavier armor and shields violates her oaths and suppresses her healer powers. - Skill Points: 4 + Int Modifier -ABILITIES: +CLASS FEATURES: Level 1: Healing Hands @@ -16267,7 +16287,7 @@ Base Attack Bonus: +6 Feats: Dodge, Weapon Finesse, Mobility. Skills: Tumble 5 ranks. Perform 3 ranks. -ABILITIES: +CLASS FEATURES: Level 1: Canny Defense - Dodge bonus to AC based on intelligence bonus, limited by class level. @@ -16358,7 +16378,7 @@ A divine spellcaster who rises high in the service of his deity gains access to - Hit Die: d8 - Proficiencies: A Hierophant does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -16366,7 +16386,7 @@ Divine Spellcasting: Able to cast 7th-level spells. Feats: Any Metamagic feat Skills: Lore 15 ranks. -ABILITIES: +CLASS FEATURES: May select one of the following abilities every level. *Blast Infidel - Negative is maximized against opposed alignments @@ -16439,7 +16459,7 @@ Base Attack Bonus: +5 Feats: Improved Unarmed Strike, Stunning Fist. Skills: Listen 8 or more ranks, Tumble: 8 or more ranks. -ABILITIES: +CLASS FEATURES: Level 1: Stunning Shout - Stun enemies by releasing ki in a shout once a day. All enemies within the cone of effect are stunned for two full rounds unless they make a successful Fortitude save (DC 15 + Wisdom Modifier). @@ -16512,7 +16532,7 @@ A Knight of the Chalice is a member of an elite knightly organization devoted to - Hit Die: d10 - Proficiencies: The Knight of the Chalice is proficient will all simple and martial weapons, armor and shields. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -16522,7 +16542,7 @@ Skills: Lore 10 or more ranks Divine Spellcasting: Level 1 or higher. Spells: Ability to cast Protection from Evil -ABILITIES: +CLASS FEATURES: Level 1: Demonslaying +1/1d6 (Physical) - Gain combat bonuses against demons. @@ -16575,7 +16595,7 @@ The Hunter of the Dead is the hated enemy of all undead. She spends each restles - Hit Die: d10 - Proficiencies: The Hunter of the Dead is proficient will all simple and martial weapons, armor and shields. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -16584,7 +16604,7 @@ Base Attack Bonus: +5 Skills: Lore 5 ranks Special: Turn Undead Ability -ABILITIES: +CLASS FEATURES: Level 1: Detect Undead - May sense undead at will @@ -16662,7 +16682,7 @@ The Holy Liberator is a holy warrior, a distant cousin of the paladin, who is de - Hit Die: d10 - Proficiencies: The Holy Liberator is proficient will all simple and martial weapons, all armor and shields. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -16672,7 +16692,7 @@ Skills: Persuade 5 or more ranks Feats: Iron Will Class: Paladin (Must be in first class slot) -ABILITIES: +CLASS FEATURES: Level 1: Detect Evil - May sense evil at will. @@ -16840,7 +16860,7 @@ Feats: Mobility, Lolth's Meat Skills: Intimidate 4, Lore 4 Spellcasting: Able to cast 1st-level arcane or divine spells. -ABILITIES: +CLASS FEATURES: Level 1: War Strike 1/day - 2d6 Constitution damage to victim. @@ -16962,7 +16982,7 @@ Sune Firehair encourages beauty, passion, and love wherever they may be found. H - Hit Die: d4. - Proficiencies: The Heartwarder gains no weapon or armor proficiency. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -16972,7 +16992,7 @@ Skills: Bluff 3, Persuade 6. Divine Spellcasting: Ability to cast spells of Level 3. Special: Must worship Sune Firehair. (Clerics must have two of Charm, Good and Protection domains.) -ABILITIES: +CLASS FEATURES: Level 1: Charisma Increase - Bonus +1 to Charisma. @@ -17047,7 +17067,7 @@ Battleguards of Tempus are the soldier-priests of Tempus who specialize in milit - Hit Die: d10. - Proficiencies: The Battleguard of Tempus gains proficiency in simple and martial weapons, all armor and shields. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -17058,7 +17078,7 @@ Base Attack Bonus: 4 Divine Spellcasting: Level 2 Special: Must worship Tempus. (Clerics must have the War domain, as well as one of Strength or Protection) -ABILITIES: +CLASS FEATURES: Level 1: Army Power - Able to inspire allies within 30 feet, giving them +2 on saving throws, attacks rolls, ability checks (turning), skill checks and damages rolls. Allies must be able to hear you. @@ -17181,7 +17201,7 @@ Special: Must have at least ONE of the following: 2) The ability to cast Level 4 Arcane Spells 3) Shadowdancer Level 1 -ABILITIES: +CLASS FEATURES: Level 1: Shadow Sight - Gains Darkvision and Ultravision in darkness. @@ -17318,7 +17338,7 @@ The Bonded Summoner knows elementals. He instinctively knows elementals' strengt - Hit Die: d4. - Proficiencies: None. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -17334,7 +17354,7 @@ Earth----Acid Fire------Fire Water--Cold -ABILITIES: +CLASS FEATURES: Level 1: Elemental Companion (Medium) - Replaces your familiar with a Medium Elemental. @@ -17391,7 +17411,7 @@ Alignment: Any evil. Base Attack Bonus: +6 Feats: Disciple of Darkness -ABILITIES: +CLASS FEATURES: Level 1: Hellfire Grasp - Can make a touch attack at will, dealing 1d6 fire damage, also character gains a +1d6 damage bonus to all unarmed strikes (while wearing gloves). @@ -17496,7 +17516,7 @@ CLASS SKILLS Craft, Discipline, Heal, Intimidate, Jump, Lore, Perform, Spot, Tumble -CLASS FEATURES +CLASS FEATURES: Base Attack: +1 per level Saving Throws: Fortitude - strong, Will - weak, Reflex - weak @@ -17595,7 +17615,7 @@ REQUIREMENTS - Ability to Rage - Chaotic Evil, Chaotic Neutral, or Neutral Evil -CLASS FEATURES +CLASS FEATURES: Feral Rage (Ex): Black Blood cultist class levels stack with barbarian levels for purposes of determining your rage ability. Thus, an 8th-level barbarian/4th-level Black Blood cultist can use greater rage four times per day, just as a 12th-level barbarian could. Black Blood cultists strengthen their fingers and toughen their nails with special training. As a result, when raging, you gain two claw attacks dealing 1d6 points of damage plus your Strength modifier. @@ -17633,7 +17653,7 @@ CLASS SKILLS Balance, Hide, Intimidate, Lore, Listen, Move Silently, Ride, Search, Spot -CLASS FEATURES +CLASS FEATURES: 1st - Shadow Ride (Su) - Dimension Door once per day per class level 2nd - Sneak Attack 1d6 3rd - Shadow Walk (Su) - Teleport once per day, Martial Bonus Feat @@ -17667,7 +17687,7 @@ Feats: Persuasive CLASS SKILLS Appraise, Bluff, Climb, Craft, Persuade, Disable Device, Intimidate, Jump, Lore, Listen, Move Silently, Open Lock, Pick Pocket, Search, Sense Motive, Spot -CLASS FEATURES +CLASS FEATURES: 1st - Sneak Attack 1d6, Doublespeak - +2 to Bluff and Persuade 2nd - Bonus Feat, Uncanny Dodge 3rd - Sneak Attack 2d6, Leadership Score +1 @@ -17684,7 +17704,7 @@ CLASS FEATURES - Proficiencies: A Factotum gains proficiencies with Martial and Simple Weapons, Light Armour, and Shields. - Skill Points: 6 + Int Modifier -ABILITIES: +CLASS FEATURES: Level 1: Inspiration - At the beginning of each fight, gain a pool of inspiration @@ -17766,7 +17786,7 @@ Special: You must be able to assume an alternate form. See the following list: Invocations: Mask of Flesh, Humanoid Shape, Spider Shape, Hellspawned Grace. Races: Pixie, Rakshasa, Fey'ri, Hound Archon, Yuan-ti Pureblood, Irda, Zakya Rakshasa, Changeling, Shifter, Naztharune Rakshasa -ABILITIES: +CLASS FEATURES: Level 1: Greater Wildshape - Can change into almost any small or medium humanoid once per day. @@ -17892,7 +17912,7 @@ Must be humanoid To gain lich powers: Creation of first stage of phylactery. (First level up in the Lich class, then create your phylactery using the Craft Lich Items feat to gain your Lich powers. Each level, this phylactery must be upgraded. Costs 40,000 gold and 1,600 XP.) -ABILITIES: +CLASS FEATURES: Level 1: Lich Properties +2 - Gain bonuses to Hide, Listen, Move Silently, Search, Persuade, and Spot. @@ -17989,7 +18009,7 @@ Base Attack Bonus: +5. Skills: Lore 3, Spellcraft 1. Feats: Iron Will. -ABILITIES: +CLASS FEATURES: Level 1: Black Magic Oil - @@ -18118,7 +18138,7 @@ Most of Bahamut's emissaries and champions are dutiful and mighty metallic drago - Hit Die: d10. - Proficiencies: A Vassal of Bahamut is proficient in all simple and martial weapons, all types of armor and shields. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -18127,7 +18147,7 @@ Base Attack Bonus: +7 Feats: Sacred Vow, Vow of Obedience Skills: Craft armor 5 ranks, Persuade 5 ranks -ABILITIES: +CLASS FEATURES: Level 1: Imperious Aura - Gains a bonus equal to his class level on all Appraise, Persuade, Intimidate, Taunt and Perform checks vs. a creature of any dragon type. @@ -18322,7 +18342,7 @@ Stormlords are the agents of Talos, inflicting destructive rampages wherever the - Hit Die: d8. - Proficiencies: A Stormlord does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -18331,7 +18351,7 @@ Feats: Great Fortitude, Weapon Focus (Spear) Divine Spellcasting: Can cast 3rd level spells. Special: Must worship Talos. (Clerics taking this class must have two of the following domains: Destruction, Fire, Evil, Storm.) -ABILITIES: +CLASS FEATURES: Level 1: Electrical Resistance 10 - Stormlord gains 10 points of Electrical resistance. @@ -18354,7 +18374,7 @@ The Fist of Raziel represents a knightly order dedicated to the celestial patron - Hit Die: d10. - Proficiencies: The Fist of Raziel gains proficiency in simple and martial weapons, all armor and shields(except tower shield). -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -18365,7 +18385,7 @@ Divine Spellcasting: Can cast 1st level spells. Base Attack Bonus: 6 Spell: Able to cast Divine Favor -ABILITIES: +CLASS FEATURES: Level 1: Magic Circle Against Evil - Constant magic circle, as the spell. @@ -18397,7 +18417,7 @@ Use: Automatic. Prerequisite: Healer level 21 An epic healer seems to exude an aura of serenity and peace, since she has finally reached a level of power where suffering and death no longer seem like insurmountable foes. -Abilities: +CLASS FEATURES: 21: Epic cleansing +1 22: - 23: Bonus feat @@ -18426,7 +18446,7 @@ The Thrall of Orcus has devoted himself to the demon prince of undeath. In his s - Hit Die: d8. - Proficiencies: A Thrall of Orcus gains proficiencies in simple and martial weapons, all types of armor, and shields. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Base Attack Bonus: +4. @@ -18434,7 +18454,7 @@ Divine Spellcasting: Able to cast 1st-level spells. Feats: Lich Loved, Thrall to Demon Skills: Lore 4 ranks. -ABILITIES: +CLASS FEATURES: Level 1: Carrion Stench - Fort Save or suffer -2 penalty to all scores. @@ -18518,7 +18538,7 @@ Shou Disciples are martial artists who have studied or observed the monks of Kar - Hit Die: d10. - Proficiencies: A Shou Disciple gains martial weapons and light armor. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Base Attack Bonus: +3. @@ -18527,7 +18547,7 @@ Skills: Tumble 4 ranks, Jump 8 ranks. Note: None of the Shou Disciple's abilities work if you are wearing medium or heavy armor or have a shield equipped. -ABILITIES: +CLASS FEATURES: Level 1: Unarmed Strike (Table Below), Dodge Bonus (Table Below) @@ -18597,7 +18617,7 @@ Sneak Attack: 1d6. Divine Spellcasting: Must be able to cast level 2 spells. Special: Must worship Kossuth. (Clerics taking this class must two of Fire, Destruction and Renewal domains.) -ABILITIES: +CLASS FEATURES: Level 1: Death Attack - After studying your target for 3 rounds, you have 3 rounds to slay them vs. DC 10 + Black Flame level + Assassin level + Int Mod. @@ -18670,7 +18690,7 @@ It is the duty of knights Hospitaler to protect people traveling on religious pi - Hit Die: d8 - Proficiencies: Hospitalers are proficient in all simple and martial weapons, all armor and shields. -- Skill Points at Each Level: 2+ Int modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS @@ -18679,7 +18699,7 @@ Base Attack Bonus: +4 Skills: Ride 5 ranks, Heal 5 ranks. Feats: Mounted Combat, Mounted Archery -ABILITIES: +CLASS FEATURES: Level 1: Lay on Hands - If Hospitaler has positive Charisma modifier, then she can cure a number of hit points equal to her Charisma modifier x Hospitaler level. @@ -18761,7 +18781,7 @@ Heironeous's teachings focus on promoting good through the use of armed force. T - Hit Die: d10 - Proficiencies: Shining Blades are proficient in all simple and martial weapons, all armor and shields. -- Skill Points at Each Level: 2+ Int modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS Alignment: Lawful Good. @@ -18770,7 +18790,7 @@ Skills: Lore 7 ranks. Spells: Able to cast 1st level divine spells. Special: Clerics must have Good and War domains. -ABILITIES: +CLASS FEATURES: All abilities only work with a Longsword (Deity Weapon). @@ -18791,7 +18811,7 @@ Epic Shining Blade Epic Shining Blades are the leaders of Heironeous's armies when they march against evil. They have attained the long sought after goal of becoming but a blade in Heironeous's hand, and are able to slay any evil that dares to stand against the righteous wrath they inflict. Having long since given up earthly pleasures, an Epic Shining Blade is pure martial might and religious fury. - Hit Die: d10. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. Level 11: Brilliant Blade 7/day - Adds 1d6 Electrical damage, 2d6 divine damage against evil, and +20 to attack to your weapon. Duration is a number of rounds equal to your class level + charisma modifier. For each two levels above 11th, gain an extra use a day. @@ -18833,7 +18853,7 @@ Combining the dynamic powers of martial prowess and arcane might, the Hexblade p - Proficiencies: A Hexblade gains proficiency with Simple and Martial Weapons, Light and Medium Armour and with Shields. - Skill Points: 2 + Int Modifier -ABILITIES: +CLASS FEATURES: Level 1: Hexblade's Curse 1/day @@ -19005,7 +19025,7 @@ While the Red Wizards of Thay are not opposed to blasting their opponents with d - Hit Die: d10 - Proficiencies: Thayan Knights gain no proficiencies. -- Skill Points at Each Level: 2+ Int modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS Race: Human. @@ -19014,7 +19034,7 @@ Base Attack Bonus: +5 Skills: Lore 4 ranks, Intimidate 2 ranks. Feats: Iron Will, Weapon Focus: Longsword -ABILITIES: +CLASS FEATURES: Level 1: Horror of Thay - +2 saves against Fear, +1 against Mind Affecting. @@ -19058,7 +19078,7 @@ The arcane duelist is a tricky, evasive opponent who relies on her foe's percept - Hit Die: d8 - Proficiencies: Arcane Duelists gain no proficiencies. -- Skill Points at Each Level: 4+ Int modifier. +- Skill Points: 4+ Int modifier. REQUIREMENTS Base Attack Bonus: +6 @@ -19066,7 +19086,7 @@ Skills: Perform 5 ranks, Tumble 5 ranks. Feats: Martial Weapon Proficiency(Rapier or Shortsword), Dodge, Mobility Spellcasting: Level 1 Arcane spells. -ABILITIES: +CLASS FEATURES: Level 1: Chosen Weapon: Since much of the arcane duelist's apparent ability is tied to magic, the arcane duelist can imbue a specific melee weapon with powers to make herself appear more skilled. The arcane duelist must choose a specific melee weapon to be her chosen weapon. @@ -19178,9 +19198,9 @@ The striking fist or flashing sword pales beside a psion's focused stare. Psioni - Hit Die: d4 - Proficiencies: Psions gain wizard weapon proficiency. -- Skill Points at Each Level: 2+ Int modifier. +- Skill Points: 2+ Int modifier. -ABILITIES: +CLASS FEATURES: Base Attack Bonus: +1/2 Strong Saves: Will @@ -19217,9 +19237,9 @@ One who turns the mind's potential to the warrior's art is known as a psychic wa - Hit Die: d8 - Proficiencies: Psychic Warriors gain Martial and Simple Weapon Proficiency, and all Armour and Shield proficiencies. -- Skill Points at Each Level: 2+ Int modifier. +- Skill Points: 2+ Int modifier. -ABILITIES: +CLASS FEATURES: Base Attack Bonus: +3/4 Strong Saves: Fortitude @@ -19256,7 +19276,7 @@ A soulknife recognizes his own mind as the most beautiful - and the most deadly - Hit Die: d10 - Proficiencies: Soulknives gain Proficiency with Simple weapons and their mindblades, and Light Armour and Shield proficiencies -- Skill points at Each Level: 4 + Int modifier +- Skill Points: 4+ Int modifier. CLASS SKILLS @@ -19264,32 +19284,32 @@ CLASS SKILLS Concentration, Craft Armor, Craft Trap, Craft Weapon, Discipline, Hide, Jump, Lore, Move Silently, Parry, Spot, Tumble -CLASS FEATURES +CLASS FEATURES: Base Attack Bonus: +3/4 Strong Saves: Reflex and Will - -Level 1: Mind blade, Weapon Focus(mind blade), Wild Talent -Level 2: Throw mind blade -Level 3: Psychic strike +1d8 -Level 4: +1 mind blade -Level 5: Free draw, shape mind blade -Level 6: Mind blade enhancement +1, Speed of Thought -Level 7: Psychic strike +2d8 -Level 8: +2 mind blade -Level 9: Bladewind, Greater Weapon Focus(mind blade) -Level 10: Mind blade enhancement +2 -Level 11: Psychic strike +3d8 -Level 12: +3 mind blade -Level 13: Knife to the soul -Level 14: Mind blade enhancement +3 -Level 15: Psychic strike +4d8 -Level 16: +4 mind blade -Level 17: Multiple throw -Level 18: Mind blade enhancement +4 -Level 19: Psychic strike +5d8 -Level 20: +5 mind blade +Level: + 1: Mind blade, Weapon Focus(mind blade), Wild Talent + 2: Throw mind blade + 3: Psychic strike +1d8 + 4: +1 mind blade + 5: Free draw, shape mind blade + 6: Mind blade enhancement +1, Speed of Thought + 7: Psychic strike +2d8 + 8: +2 mind blade + 9: Bladewind, Greater Weapon Focus(mind blade) +10: Mind blade enhancement +2 +11: Psychic strike +3d8 +12: +3 mind blade +13: Knife to the soul +14: Mind blade enhancement +3 +15: Psychic strike +4d8 +16: +4 mind blade +17: Multiple throw +18: Mind blade enhancement +4 +19: Psychic strike +5d8 +20: +5 mind blade Mind blade (Su): A soulknife can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways to a short sword. A mind blade is considered a magic weapon (+1) for the purpose of overcoming damage reduction. @@ -19352,7 +19372,7 @@ Proficiencies: Wilders are proficient with all simple weapons, with light armor, CLASS SKILLS Bluff, Concentration, Craft Armor, Craft Trap, Craft Weapon, Intimidate, Jump, Listen, Lore, Spellcraft, Spot, Tumble -CLASS FEATURES +CLASS FEATURES: Level: 1: Wild Surge +1, Psychic Enervation @@ -21732,7 +21752,7 @@ Skills: Persuade 4 ranks, Lore 8 ranks. Manifesting: Must be able to manifest 3rd level powers. Special: Must be a Telepath Discipline Psion and able to manifest a Telepath Discipline Power. -ABILITIES: +CLASS FEATURES: Level 1: Thrallherd - Gain a thrall whose level is based upon Thrallherd's leadership score. @@ -21831,7 +21851,7 @@ Skills: Concentration 9 ranks. Base Attack Bonus: +4. Special: Must have the Still Mind class ability (Monk level 3). -ABILITIES: +CLASS FEATURES: Level 1: Monk Abilities - A Fist of Zuoken stacks his Fist levels with those of monk for the purposes of unarmed damage. @@ -22909,7 +22929,7 @@ A student of arcane spellcasting techniques, the Duskblade combines arcane spell - Proficiencies: A Duskblade is proficient with Simple and Martial Weapons, all Armor and Shields. - Skill Points: 2 + Int Modifier -ABILITIES: +CLASS FEATURES: Level 1: Armored Mage (light) @@ -22991,7 +23011,7 @@ Level: 0 1 2 3 4 5 Prerequisite: Duskblade level 21 The Epic Duskblade is a Juggernaut on the battlefield, wasting his foes with steel and spell. -ABILITIES: +CLASS FEATURES: Level 21: Spell Power +6 @@ -23073,7 +23093,7 @@ The random madness of the thunderstorm and the unpredictability of the slaadi co - Hit Die: d12. - Proficiencies: Frenzied Berserkers gain no weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -23081,7 +23101,7 @@ Alignment: Non-lawful Base Attack Bonus: +6. Feats: Cleave, Intimidating Rage, Power Attack. -ABILITIES: +CLASS FEATURES: Levels 1: Frenzy - Increases strength +6 (+10 at 8), reduces AC -4, takes 2 damage per round and attacks nearest target (friends included), useable once per day. @@ -23166,14 +23186,14 @@ The Tempest is the point of calm within a whirling barrier of deadly blades. Poe - Hit Die: d10. - Proficiencies: Tempests gain no weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Base Attack Bonus: +9. Feats: Ambidexterity, Dodge, Mobility, Spring Attack, Two-Weapon Fighting, and Weapon Finesse (any) or Weapon Focus (any). Rangers are considered to have Ambidexterity and Two-Weapon-Fighting at Level 1. -ABILITIES: +CLASS FEATURES: Levels 1: Improved Two-Weapon Fighting - Character is able to get a second off hand attack at a -5 penalty to attack roll. @@ -23225,14 +23245,14 @@ The Foe Hunter has but one purpose in life: to kill creatures of the type she ha - Hit Die: d10. - Proficiencies: Foe Hunters gain no weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Base Attack Bonus: +7. Feats: Favored Enemy, Trackless Step, Weapon Focus (any). -ABILITIES: +CLASS FEATURES: Levels 1: Hated Enemy - The Foe Hunter gains all bonuses against their hated enemy. @@ -23314,7 +23334,7 @@ In an epic battle at the dawn of time, the elven deity Corellon Larethian stabbe - Hit Die: d12. - Proficiencies: Eye of Gruumsh's gain no weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -23324,7 +23344,7 @@ Base Attack Bonus: +6. Feats: Weapon Proficiency (Double-Axe), Weapon Focus (Orc Double-Axe). Special: Follower of Gruumsh that has put his own right eye out during a ritual. (Clerics taking this class must have two of the following domains: War, Strength, Evil.) -ABILITIES: +CLASS FEATURES: Levels: 1: Blind-Fight, Command the Horde, Rage @@ -23380,7 +23400,7 @@ The Orcish Warlord is a savage general of an unruly army, the leader of one of t - Hit Die: d12. - Proficiencies: Orc Warlords gain no weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Race: any Orcish race @@ -23390,7 +23410,7 @@ Feats: Blood of the Warlord, Leadership Skills: 8 Intimidate, 5 Ride Special: Ability to Rage -ABILITIES: +CLASS FEATURES: Levels: 1: Gather Horde I, Release Horde 2: Inspire Courage @@ -23559,7 +23579,7 @@ Special: You must be able to assume an alternate form. See the following list: Yuan-ti Pureblood Zakya Rakshasa -ABILITIES: +CLASS FEATURES: Level: 1: Greater Wild Shape - Can change into small, medium and humanoid once per day. Creature Weapon Proficiency - Can use creature weapons. @@ -23831,7 +23851,7 @@ Skills: Lore 5, Bluff 2, Persuade 2. Feats: Thrall to Demon. Spellcasting: Must be able to cast 3rd level arcane spells. -ABILITIES: +CLASS FEATURES: Levels: 1: Charm @@ -23961,7 +23981,7 @@ Feats: Any two item creation Skills: Use Magic Device 4 ranks, any Craft 8 ranks. Race: Gnome -ABILITIES: +CLASS FEATURES: Level 1: Bonus Feat - The Maester receives a bonus item creation feat. @@ -24115,7 +24135,7 @@ The lasher prestige class uses the whip as an extension of herself. A whip in th - Hit Die: d10. - Proficiencies: A lasher does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -24123,7 +24143,7 @@ Base Attack Bonus: +5 Feats: Weapon Proficiency (Exotic), Weapon Focus (Whip). Skills: Craft Weapon 2 ranks. -ABILITIES: +CLASS FEATURES: Level 1: Whip Sneak Attack +1d6 @@ -24243,7 +24263,7 @@ Armor Skin, Damage Reduction, Devastating Critical (whip), Epic Toughness, Epic - Hit Die: d4. - Proficiencies: Spellfire channelers are proficient with all simple weapons. - - Skill Points: 2 + Int Modifier. + - Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -24252,7 +24272,7 @@ Armor Skin, Damage Reduction, Devastating Critical (whip), Epic Toughness, Epic Use: Selected. - ABILITIES: + CLASS FEATURES: Level 1: Drain charged item, increased storage 2 @@ -24451,7 +24471,7 @@ In general leveling in the wolf class will improve your stats in your wolf and w - Hit Die: d8. - Proficiencies: A Werewolf does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -24459,7 +24479,7 @@ Feats: True Lycanthrope or Iron Will Alignment: Any non-lawful and non-good Other: If not a true lycanthrope, you must be infected by someone who is. -WEREWOLF CLASS +WEREWOLF CLASS FEATURES: Level 1: Lycanthropy, Alternate Form (Wolf), Low-light Vision, Shapechanger subtype, Werewolf Feat(Spot) @@ -24468,7 +24488,7 @@ Level Note: Only true lycanthropes can advance to level 3 in the werewolf class. -WOLF CLASS +WOLF CLASS FEATURES: Level 1: Str + 2, Con + 2, Natural Armor + 2, Creature attacks @@ -24818,7 +24838,7 @@ Alignment: Any Good. Skills: Lore 8 ranks. Special: Able to turn undead, Sneak attack +2d6. -ABILITIES: +CLASS FEATURES: Level 1: @@ -24979,7 +24999,7 @@ Corrupt priests who revel in decay, the blightlords of Talona are feared and rev - Hit Die: d8. - Proficiencies: A talontar blight does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -24988,7 +25008,7 @@ Divine Spellcasting: Able to cast 4th-level spells. Feats: Great Fortitude, Martial Weapon Proficiency(Halberd). Special: Must worship Talona. A cleric who takes this class must have the Destruction and Evil domains. -ABILITIES: +CLASS FEATURES: Level 1: Blightbringer Prestige Domain, Blightblood - Immune to Disease @@ -25061,7 +25081,7 @@ The church of Kord insists that the liberation of the spirit comes through the p - Hit Die: d10. - Proficiencies: A Mighty Contender of Kord does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -25071,7 +25091,7 @@ Skills: Lore 9 ranks. Alignment: Chaotic Good Special: Must Worship Kord (Clerics need Strength and Good domains) -ABILITIES: +CLASS FEATURES: Level 1: Feat of Strength: Add your cleric and Mighty Contender levels to determine the boost from the Strength Domain power. @@ -25158,7 +25178,7 @@ Alignment: Lawful Good Skills: Perform 5 ranks, Lore 10 ranks Race: Dwarf -ABILITIES: +CLASS FEATURES: Level 1: Lore - The Ollam adds his class bonus to Lore checks. @@ -25208,7 +25228,7 @@ The highest art is magic, often referred to as *the* Art. Its most advanced prac - Hit Die: d4. - Proficiencies: An Archmage does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -25216,7 +25236,7 @@ Arcane Spellcasting: Able to cast 7th-level spells Feats: Skill Focus (Spellcraft), Spell Focus (Any School) Skills: Spellcraft 15 ranks, Lore 15 ranks -ABILITIES: +CLASS FEATURES: Level 1: High Arcana*, Mastery of Elements (Normal) @@ -25350,7 +25370,7 @@ Spellcasting: Able to cast 3rd-level arcane or divine spells. Skills: Lore 7 ranks. Feats: Great Fortitude. -ABILITIES: +CLASS FEATURES: Levels 1: Minor Oozy Touch - Can secrete a specific minor ooze for a touch attack often as desired. @@ -25500,7 +25520,7 @@ Base Attack Bonus: +7 Skills: Lore 13 Ranks Feats: Purity of Body -ABILITIES: +CLASS FEATURES: Level 1: Riddle of Awareness - The Henshin Mystic can use scrying as a spell-like ability once per day. This grants the Henshin Mystic a +4 insight bonus on all Listen, Search and Spot checks for 1 minute per level. Scrying isn't in Neverwinter Nights but the bonuses are translated. @@ -25514,7 +25534,7 @@ Level 9: Walk Through the Mountains - The character can assume an ethereal state for 2 rounds per level per day, as per the spell etherealness. 10: Riddle of Invulnerability - Mystic gains damage reduction 20/+1. -MONK ABILITIES: +CLASS FEATURES: The Henshin mystic continues to gain levels as a monk with regard to unarmed damage.R Riddle of Awareness @@ -25562,7 +25582,7 @@ Martial arts students face a bewildering array of martial arts schools, each wit - Hit Die: d8 - Proficiencies: The Drunken Master gains no proficiencies in weapons or armor. -- Skill Points at Each Level: 4 + Int modifier. +- Skill Points: 4 + Int modifier. REQUIREMENTS: @@ -25571,6 +25591,8 @@ Class: Evasion class ability Feats: Great Fortitude, Dodge. Tumble: 6 ranks. +CLASS FEATURES: + 1: Drink Like a Demon - Your body handles alcohol differently from other people. Every bottle or tankard of alcohol you consume reduces your Dexterity, Wisdom, and Intelligence by 1 point each, but increases your Strength and Constitution by 1 point. However, your Reflex save bonus, Dexterity bonus to Tumble, and AC bonus remain at their original levels regardless of your new Dexterity modifier. Bottle Proficiency - You can use bottles as weapons using your unarmed base attack bonus. 2: Stagger - By tripping, stumbling, and staggering, you can make a charge attack that surprises your opponents. @@ -25670,7 +25692,7 @@ Hathran, also known as the Witches of Rashemen, comprise an elite sisterhood of - Hit Die: d4. - Proficiencies: Exotic weapons. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -25681,7 +25703,7 @@ Spellcasting: Able to cast 2nd-level arcane spells and 2nd-level divine spells. Feats: Ethran. -ABILITIES: +CLASS FEATURES: Level 1: Cohort - Once per day the Hathran can call for a Rashemen Barbarian to serve as her cohort. @@ -25710,7 +25732,7 @@ Base Attack Bonus: +5 Feats: Endurance, Track Skills: Lore 4 ranks, Listen 5 ranks, Persuade 5 ranks. -ABILITIES: +CLASS FEATURES: Level 1: Sprint - Can move for a brief period of time as Hasted, three times per day. @@ -25745,7 +25767,7 @@ Special: Bardic knowledge and evasion abilities. - Proficiencies: Fochlucan lyrists gain no proficiency with any weapon or armor. - Skill Points: 6 + Int Modifier -ABILITIES: +CLASS FEATURES: Spells per Day/Spells Known: At each level, a Fochlucan lyrist gains new spells per day (and spells known, if applicable) as if she had also gained a level in any one arcane spellcasting class and any one divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one arcane spellcasting class or divine spellcasting class before becoming a Fochlucan lyrist, she must decide to which class to add each Fochlucan lyrist level for the purpose of determining spells per day, spells known, and overall caster level. @@ -25785,7 +25807,7 @@ Use: Selected. Prerequisite: Shugenja level 21 The Epic Shugenja has mastered the focus of his chosen element and uses it however he pleases. He will often be found in a leading position of his order. -ABILITIES: +CLASS FEATURES: Level @@ -25930,7 +25952,7 @@ Spells: Able to cast 2nd-level spells of the appropriate type. Skills: Bluff 8 ranks, Persuade 8 ranks, Lore 12 ranks, Perform 12 ranks, Spellcraft 8 ranks. Feats: Alertness, Iron Will. -ABILITIES: +CLASS FEATURES: Level 1: Harper Knowledge- Bonus for item identification @@ -26689,7 +26711,7 @@ Note: Sacred AC and Sacred Speed don't work if you wearing a medium or heavy arm Code of Conduct: Wearing any weapon the Sacred Fist lost all his class benefits until full rest. -ABILITIES: +CLASS FEATURES: Level 1: Unarmed Damage - Sacred Fist's levels stack with his monk level @@ -26794,7 +26816,7 @@ Some spellcasters who discover the existence of the Shadow Weave are cautious, a - Hit Die: d4. - Proficiencies: None. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -26803,7 +26825,7 @@ Skills: Lore 8, Spellcraft 8. Feats: Shadow Weave Magic, any one metamagic feat. Spellcasting : Able to cast level 3 Arcane Spells -ABILITIES: +CLASS FEATURES: Level 1: Shadow Feat @@ -26850,7 +26872,7 @@ Skills: Move Silently 7. Feat: Point Blank Shot. Arcane Spellcasting : Able to cast spell level 1. -ABILITIES: +CLASS FEATURES: Level 1: Light Adjusted - don't suffer from light blindness as other drow. @@ -26926,7 +26948,7 @@ Rangers are skilled stalkers and hunters who make their home in the woods. Their - Proficiencies: Simple, Martial, Shield and Light Armor. - Skill Points: 4 + Int Modifier. -ABILITIES: +CLASS FEATURES: Level 1: Bonus Feat @@ -27030,7 +27052,7 @@ Alignment: Non-Evil. Skills: Concentration 5, Lore 5, Persuade 5, Perform 10. Feats: Dragonsong. -ABILITIES: +CLASS FEATURES: Level 1: Greater Dragonsong: (song of strength) +4 Str @@ -27228,9 +27250,9 @@ Fear him. Loathe him. Beware him. This is a true champion of evil! - Alignment Restrictions: Chaotic Evil only. - Hit Die: d10. - Proficiencies: Simple, Martial, Shield and Light, Medium and Heavy Armor. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. -ABILITIES: +CLASS FEATURES: Level 1: Smite Good 1/day @@ -27266,9 +27288,9 @@ The Corrupter's primary focus is to corrupt the faith of others, his favored tar - Alignment Restrictions: Neutral Evil only. - Hit Die: d10. - Proficiencies: Simple, Martial, Shield and Light, Medium and Heavy Armor. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. -ABILITIES: +CLASS FEATURES: Level 1: Smite Heathen 1/day - smite divine caster (including paladin or ranger who have yet to progress to cast a divine spell). @@ -27337,7 +27359,7 @@ Obsessed with destroying wizards, they harness the power of a sphere of annihila - Hit Die: d8. - Proficiencies: None. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -27346,7 +27368,7 @@ Skills: Concentration 5, Lore 5. Feats: Great Fortitude, Magical Aptitude. Divine Spellcasting : Able to cast spell level 4 -ABILITIES: +CLASS FEATURES: Level 1: Shard of Entropomancy - Twice a day, Entropomancer create a shard, that deals 3d6 pts of damage (Fort 1/2 DC: 12+Wis mod) @@ -27448,7 +27470,7 @@ Skills: Disable Trap 5, Lore 1, Open Lock 4, Search 8. Base Attack Bonus: +5 Special: must worship Olidammara -ABILITIES: +CLASS FEATURES: Level 1: Trap Finding - allow to disable traps with DC 20+. @@ -27485,7 +27507,7 @@ Feats: Expertise, Improved Initiative. Base Attack Bonus: +4 Special: A legal authority must pronounce a writ of outlawry upon the character -ABILITIES: +CLASS FEATURES: Level 1: Ambush +1d6 - as Sneak Attack. @@ -27557,7 +27579,7 @@ On the front lines of battle, injury is inevitable. Where the carnage is at its - Hit Die: d6. - Proficiencies: None. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -27566,7 +27588,7 @@ Skills: Concentration 4 (ranks), Heal 8 (ranks). Feats: Combat Casting, Dodge. Spells: Ability to cast Cure Light Wounds. -ABILITIES: +CLASS FEATURES: Level 1: Healing Kicker (Sanctuary) @@ -27608,7 +27630,7 @@ The warsling sniper is an expert in the use of the weapon commonly associated wi - Hit Die: d6. - Proficiencies: None. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -27618,7 +27640,7 @@ Base Attack Bonus: +5 Race: Halfling Special: Must be able to wield a sling -ABILITIES: +CLASS FEATURES: Level 1: 1d6 Sling Sneak Attack - Only works when wielding a sling @@ -27804,12 +27826,12 @@ A Warchief leads a primitive, aggressive tribe of humanoids, especially when the - Hit Die: d10. - Proficiencies: A Warchief gains no additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Base Attack Bonus: +3. -ABILITIES: +CLASS FEATURES: Level 1: Tribal Frenzy +2 - The Warchief inspires a frenzy in his followers, granting them a bonus to Strength. 2: Ability Boost +2 - The Warchief gains +2 to his Charisma score. @@ -27853,7 +27875,7 @@ Skills: Lore 8 ranks. Base Attack Bonus: +3. Alignment: Non-Chaotic. -ABILITIES: +CLASS FEATURES: Level 1: Chain of Personal Superiority - +2 Str and Con for 1 minute. 3 times per day. @@ -27982,7 +28004,7 @@ At 2nd level a Hexblade gains a bonus equal to his Charisma bonus (minimum +1) o Prerequisite: Hexblade level 21 The Epic Hexblade is a true bane for his enemies. The daily uses of his abilities continue to increase, while his curse and Dark Companion become even more potent as he progresses. -ABILITIES: +CLASS FEATURES: Level 21: Epic Dark Companion, Hexblade's Curse 6/day @@ -28201,14 +28223,14 @@ While a fighter concentrates on mastering one or two weapons, a Man at Arms pref - Hit Die: d10. - Proficiencies: Proficient with all types of weapon, armor and all shields. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Base Attack Bonus: 8 Feats: Power Attack, Weapon Focus (any four weapons). -ABILITIES: +CLASS FEATURES: Level 1: General Specialization: Gains a +1 to attack and damage with any weapon. @@ -28338,7 +28360,7 @@ Like the paladin, the Soldier of Light is devoted to the destruction of all evil - Hit Die: d10. - Proficiencies: All simple and martial weapons, all armor and shields. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -28347,7 +28369,7 @@ Alignment: Neutral Good Skills: Lore 4 ranks. Special: Must worship Elishar. (Clerics taking this class must have two of the following domains: Good, Healing, Knowledge, Luck, Protection, Sun.) -ABILITIES: +CLASS FEATURES: Level 1: Turn Undead - As a cleric of the same class level as the Soldier of Light. This stacks with any levels of Cleric and/or Paladin. @@ -28537,7 +28559,7 @@ Class: Druid or Ranger. Skills: Animal Empathy 10. Feats: Skill Focus(Animal Empathy), Animal Companion. -ABILITIES: +CLASS FEATURES: Level 1: Animal Empathy - Tamer may have up to 5 animals. @@ -28691,7 +28713,7 @@ Special: Ability to bind soulmelds to totem chakra, rage class feature. - Proficiencies: You gain no new proficiencies with weapons, armor, or shields. - Skill Points: 4 + Int Modifier. -ABILITIES: +CLASS FEATURES: Level 1: Totem rage, wild empathy @@ -28726,7 +28748,7 @@ Bladesingers are elves who have blended art, swordplay, and arcane magic into a - Hit Die: d8. - Proficiencies: Gains Light Armor Proficiency. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -28736,7 +28758,7 @@ Skills: Concentration 4, Tumble 2, Perform 3. Feats: Combat Casting, Dodge, Weapon Focus (Longsword or Rapier), Still Spell. Arcane Spellcasting : Able to cast spell level 1 -ABILITIES: +CLASS FEATURES: Level 1: Bladesong Style - gains a AC bonus equal to his class level (max bonus Int) @@ -28936,7 +28958,7 @@ REQUIREMENTS: Skills: Concentration 6, Lore 6, Tumble 4, Jump 8. Feats: Alertness, Improved Unarmed Strike, Power Attack. -ABILITIES: +CLASS FEATURES: Level 1: Evasion - Upon successful Reflex saving throws, the character takes no damage. @@ -29026,7 +29048,7 @@ The Legendary Dreadnought is the ultimate foot soldier, an absolute force of des - Hit Die: d12. - Proficiencies: All simple and martial weapons, all armor and shields. -- Skill Points at Each Level: 2+ Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS @@ -29034,7 +29056,7 @@ Base Attack Bonus: +23 Skills: Intimidate 15 ranks. Feats: Lightning Reflexes, Great Cleave, Improved Bullrush, Improved Critical. -ABILITIES: +CLASS FEATURES: Level 1: Unstoppable - Once per day, gains a 20+ bonus to attack rolls for 1 round. @@ -29072,7 +29094,7 @@ The Disciple of Baalzebul, is a liar, a cheat, and a thief. She is more likely t - Hit Die: d6. - Proficiencies: All simple and martial weapons, and light armor. -- Skill Points at Each Level: 6+ Int Modifier. +- Skill Points: 6+ Int modifier. REQUIREMENTS @@ -29080,7 +29102,7 @@ Alignment: Any evil. Skills: Bluff 10 ranks, Diplomacy, Persuade 8 ranks. Feats: Disciple of Darkness. -ABILITIES: +CLASS FEATURES: Level 1: Tongue of the Devil - Add Intelligence modifier as well as Charisma to Bluff checks. @@ -29143,7 +29165,7 @@ Iaijutsu is the martial art of drawing a weapon, almost always a katana and atta - Hit Die: d10 - Proficiencies: Iaijutsu Masters are proficient in all simple and martial weapons, gain no proficiencies in armor or shields. -- Skill Points at Each Level: 4+ Int Modifier. +- Skill Points: 4+ Int modifier. REQUIREMENTS: @@ -29152,7 +29174,7 @@ Base Attack Bonus: +6 Skills: Iaijutsu Focus 9 Ranks Feats: Improved Initiative, Weapon Focus: Katana -ABILITIES: +CLASS FEATURES: Level 1: Katana Finesse - Character can use their Dexterity modifier instead of Strength for attack bonuses while using a katana. @@ -29218,7 +29240,7 @@ The Disciple of Dispater is a war-like general of evil. He is defensively minded - Hit Die: d10 - Proficiencies: Disciple of Dispater is proficient in all simple and martial weapons, all armor and shields. -- Skill Points at Each Level: 4 + Int Mod. +- Skill Points: 4+ Int modifier. REQUIREMENTS: @@ -29226,7 +29248,7 @@ Alignment: Any Evil Base Attack Bonus: +6 Feats: Disciple of Darkness, Expertise, Power Attack. -ABILITIES: +CLASS FEATURES: Level 1: Device Lore - A +2 Bonus to Disable Device checks. @@ -29285,7 +29307,7 @@ Feared by many, understood by few, the infamous Ravager is an individual who has - Hit Die: d10 - Proficiencies: The ravager is proficient in all simple and martial weapons, all armor and shields. -- Skill Points at Each Level: 2 + Int Mod. +- Skill Points: 2+ Int modifier. REQUIREMENTS @@ -29338,7 +29360,7 @@ Known for their matchless bravery and strict code of honor, the samurai were the - Alignment: Any Lawful. - Hit Die: d10 - Proficiencies: All simple and martial weapons, with medium and light armor. -- Skill Points at Each Level: 2 + Int Mod. +- Skill Points: 2+ Int modifier. CLASS SKILLS: Concentration, Craft, Persuade, Intimidate, Lore @@ -29415,7 +29437,7 @@ Deadly barbarians who bear magical runes carved into their flesh, Runescarred Be - Hit Die: d10 - Proficiencies: No weapon or armor proficiencies gained. -- Skill Points at Each Level: 4 + Int Modifier +- Skill Points: 4+ Int modifier. REQUIREMENTS: Base Attack Bonus: +7 @@ -29762,7 +29784,7 @@ Alignment: Chaotic good Skills: Diplomacy 7 ranks , Perform 7 ranks Feats: Sacred Vow, Vow of Purity -ABILITIES: +CLASS FEATURES: Level 1: Cat Familiar - Gain a cat as a familiar @@ -29901,7 +29923,7 @@ When asked, "What is Truth?", an initiate of the Order of the Bow picks up his b - Hit Die: d8. - Proficiencies: An Order of the Bow Initiate does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -29909,7 +29931,7 @@ Base Attack Bonus: +5 Feats: Weapon Focus: Longbow or Weapon Focus: Shortbow, Point Blank Shot, Rapid Shot. Skills: Craft Weapon 5 ranks, Lore 2 ranks. -ABILITIES: +CLASS FEATURES: Level 1: Ranged Precision 1d8 - An Order of the Bow Initiate can make a single attack a round with a damage bonus @@ -30628,7 +30650,7 @@ Combat magic is usually reserved for spellcasters in the second rank who are con - Hit Die: d8. - Proficiencies: A havoc mage does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -30636,7 +30658,7 @@ Arcane Spellcasting: Able to cast 2nd-level spells. Base Attack Bonus: +4 Skills: Lore 5 ranks. -ABILITIES: +CLASS FEATURES: Level 1: Battlecast 2nd level - A havoc mage gains the ability to cast 2nd level or lower spells while making a single weapon attack. Casting a spell in this manner does not provoke an attack of opportunity. @@ -30677,7 +30699,7 @@ Special Abilities: - Darkvision: Drow can see in the dark. - Spell Resistance: Innate spell resistance of 11 plus 1 per level. - Light Blindness: Abrupt exposure to light blinds a drow for 1 round. In addition drow suffer -1 circumstance penalty to attack rolls, saves and checks while operating in bright light. -- Spell-Like Abilities: 1/day - Darkness, Faerie Fire. Caster level 3rd. +- Spell-like Abilities: 1/day - Darkness, Faerie Fire. Caster level 3rd. - Elven: Drow are considered Elven for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) @@ -30755,7 +30777,7 @@ Favored Class (Fighter): A multiclass duergar's fighter class does not count whe - Partial Skill Affinity (Spot): +1 racial bonus to Spot checks. - Immunity to Phantasms: Duergar are immune to phantasms such as Weird and Phantasmal Killer - Light Sensitivity: Duergar suffer -2 penalty to attack rolls, saves and checks while operating in bright light. -- Spell-Like Abilities: 1/day - Invisibility. Caster level 3rd. +- Spell-like Abilities: 1/day - Invisibility. Caster level 3rd. - Naturally Psionic: Duergar gain 3 bonus power points at 1st level. - Dwarven: Duergar count as Dwarves for the purpose of spells. - Level adjustment +1 @@ -30946,7 +30968,7 @@ Special Abilities: - Spell Focus (Illusion): Svirfneblin add +2 DC to any Illusion spells they cast. This is identical to the feat. - Very Heroic: +2 racial bonus to all saving throws. - Spell Resistance: Spell Resistance of 11, plus 1 per level. -- Spell-Like Abilities: 1/day - Blindness and Deafness (DC 16), Blur, Disguise Self. Caster level is equal to the svirfneblin's character level, DC is Charisma-based with +4 racial bonus. +- Spell-like Abilities: 1/day - Blindness and Deafness (DC 16), Blur, Disguise Self. Caster level is equal to the svirfneblin's character level, DC is Charisma-based with +4 racial bonus. - Gnomish: Svirfneblin count as Gnomes for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) @@ -31171,7 +31193,7 @@ Favored Class (Paladin): A multiclass aasimars paladin class does not count when - Resist Cold: Innate cold resistance of 5. - Resist Acid: Innate acid resistance of 5. - Resist Electrical: Innate electrical resistance of 5. -- Spell-Like Abilities: 1/day - Light. Caster level 3rd. +- Spell-like Abilities: 1/day - Light. Caster level 3rd. - Outsider: Aasimar are considered Outsiders for the purpose of spells. - Human: Aasimar are considered Human for the purpose of spells. @@ -31238,7 +31260,7 @@ Special Abilities: - Damage Reduction: Innate damage reduction of 10/+1. - Epic Fire Resistance: Innate fire resistance of 10. - Low-Light Vision: Allows them to see better than normal in the dark. -- Spell-Like Abilities: 1/day - Alter Self, Charm Person, Clairaudience, Darkness, Enervation. +- Spell-like Abilities: 1/day - Alter Self, Charm Person, Clairaudience, Darkness, Enervation. Fey'ri spell-like abilities have caster level equal to the fey'ri's character level. The DC is Charisma-based. - Outsider: Fey'ri are considered Outsiders for the purpose of spells. - Elven: Fey'ri are considered Elven for the purpose of spells. @@ -31299,7 +31321,7 @@ Favored Class (Rogue): A multiclass tieflings rogue class does not count when de - Resist Cold: Innate cold resistance of 5. - Resist Fire: Innate fire resistance of 5. - Resist Electrical: Innate electrical resistance of 5. -- Spell-Like Abilities: 1/day - Darkness. Caster level 3rd. +- Spell-like Abilities: 1/day - Darkness. Caster level 3rd. - Outsider: Tieflings are considered Outsiders for the purpose of spells. - Human: Tieflings are considered Human for the purpose of spells. @@ -31488,7 +31510,7 @@ Special Abilities: - Shield: All yuan-ti are proficient with shields. - Spell Resistance: Innate spell resistance of 14, plus 1 per character level. - Natural Armor Bonus: Racial natural armor bonus of 1. -- Spell-Like Abilities: 1/day - Charm Person, Darkness, Entangle, Fear. Caster level 3rd. The DC is Charisma-based. +- Spell-like Abilities: 1/day - Charm Person, Darkness, Entangle, Fear. Caster level 3rd. The DC is Charisma-based. - Monstrous: Yuan-ti Purebloods count as Monstrous Humanoids for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) @@ -31521,7 +31543,7 @@ Special Abilities: - Darkvision: Githyanki are able to see in the dark. - Spell Resistance: Innate spell resistance of 5, plus 1 per character level. -- Spell-Like Abilities: 3/day - Blur, Daze. Caster level 3rd. The DC is Charisma-based. +- Spell-like Abilities: 3/day - Blur, Daze. Caster level 3rd. The DC is Charisma-based. - Outsider: Githyanki are considered Outsiders for the purpose of spells. - Human: Githyanki are considered Human for the purpose of spells. @@ -31539,7 +31561,7 @@ Special Abilities: - Darkvision: Githzerai are able to see in the dark. - Spell Resistance: Innate spell resistance of 5, plus 1 per character level. -- Spell-Like Abilities: 3/day - Daze. Caster level 3rd. The DC is Charisma-based. +- Spell-like Abilities: 3/day - Daze. Caster level 3rd. The DC is Charisma-based. - Outsider: Githzerai are considered Outsiders for the purpose of spells. - Human: Githzerai are considered Human for the purpose of spells. @@ -31563,7 +31585,7 @@ Special Abilities: - Spell Resistance: Innate spell resistance of 27, plus 1 per character level. - Natural Armor Bonus: Racial natural armor bonus of 9. - Damage Reduction: Innate damage reduction of 15/+1 -- Spell-Like Abilities: At will - Disguise. +- Spell-like Abilities: At will - Disguise. - Outsider: Rakshasa are considered Outsiders for the purpose of spells. - Sorcerer Casting: Rakshasa cast spells as a Sorcerer of their hit dice (7th level) @@ -31583,7 +31605,7 @@ Special Abilities: - Spell Resistance: Innate spell resistance of 25, plus 1 per character level. - Natural Armor Bonus: Racial natural armor bonus of 3. - Weapon Proficiency (Creature): Illithid can make an unarmed attack with their tentacles. -- Spell-Like Abilities: At will - Mind blast, Caster level 4th; 5/day - Charm Monster, Caster level 8th. The DC is Charisma-based. +- Spell-like Abilities: At will - Mind blast, Caster level 4th; 5/day - Charm Monster, Caster level 8th. The DC is Charisma-based. - Extract: Illithid have a chance to extract the brain of a victim on a successful hit. - Aberration: Illithid are considered Aberrations for the purpose of spells. @@ -31611,7 +31633,7 @@ Special Abilities: - Skill Affinity (Search): +2 racial bonus to Search checks. - Skill Affinity (Listen): +2 racial bonus to Listen checks. - Damage Reduction: Innate damage reduction of 10/+1. -- Spell-Like Abilities: At Will - Invisibility; 1/day - Confusion, Entangle, Lesser Dispel, Polymorph Self. Caster level 8th, except Confusion, which is caster level 4th. The DC is Charisma-based. +- Spell-like Abilities: At Will - Invisibility; 1/day - Confusion, Entangle, Lesser Dispel, Polymorph Self. Caster level 8th, except Confusion, which is caster level 4th. The DC is Charisma-based. - Fey: Pixies count as Fey for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) @@ -31959,7 +31981,7 @@ Special Abilities: - Uncanny Dodge: Brownies retains his Dex bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature. - Evasion: Whenever a Reflex save is allowed for half damage, Brownies instead takes no damage if they succeed at the save. - Hide in Plain Sight: Brownies are able to use the Hide skill even while being observed. -- Spell-Like Abilities: 1/day - Confusion. Caster level 7th plus character level. The DC is Charisma-based. +- Spell-like Abilities: 1/day - Confusion. Caster level 7th plus character level. The DC is Charisma-based. - Fey: Brownies are considered Fey for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) @@ -32310,14 +32332,14 @@ The Inspired are the lords of Riedra and the physical presence of the Dreaming D - Hit Die: d10. - Proficiencies: A Fist of Dal Quor gains no additional proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Base Attack Bonus: +4. Feats: Any Exotic or Martial Weapon Proficiency, any one psionic feat. Skills: Lore 4 ranks. -ABILITIES: +CLASS FEATURES: Level 1: Stunning Strike - A stunning blow with a weapon. One use per level. @@ -32351,14 +32373,14 @@ Pyrokineticists like fire. A lot. Any character with some psionic ability is a p - Hit Die: d8. - Proficiencies: A Pyrokineticist gains no additional proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Any Chaotic Skills: Concentration 8 ranks, Lore 2 ranks. Psionics: Must have a power point reserve of at least 1 power point. -ABILITIES: +CLASS FEATURES: Level 1: Chosen Element - Element to be used with class abilities @@ -32496,7 +32518,7 @@ Usage: Automatic. - Proficiencies: All simple Weapons, Light and Medium Armour, Shield Proficiency. - Skill Points: 4 + Int Modifier. -ABILITIES: +CLASS FEATURES: Level 1: Artisan Bonus - +2 to Use Magic Device checks when using items @@ -32693,7 +32715,7 @@ Skills: Jump 9 ranks. Feats: Two-Weapon Fighting. Maneuvers: Must know at least three Tiger Claw maneuvers. -ABILITIES: +CLASS FEATURES: Level 1: Shifting 1/day - Gains some aspects of the tiger. @@ -32769,7 +32791,7 @@ Skills: Hide 4 ranks, Intimidate 4 ranks, Lore 8 ranks. Maneuvers: Must know at least one Devoted Spirit maneuver, and one Devoted Spirit stance. Special: Must be able to turn undead, and must worship Wee Jas. Clerics must have the Death and Magic domains. -ABILITIES: +CLASS FEATURES: Level 1: @@ -32851,7 +32873,7 @@ Skills: Concentration 9 ranks, Lore 2 ranks. Maneuvers: Must know at least two martial maneuvers, including one strike. Spells: Ability to cast 2nd-level arcane spells. -ABILITIES: +CLASS FEATURES: Level 1: Arcane Wrath - Expend spell use to get damage boost and +4 attack bonus to next attack. @@ -32867,7 +32889,7 @@ Level 9: 10: Emerald Immolation - You explode dealing 20d6 damage. - Maneuvers Stances + Maneuvers Stances Level Known Readied Known 1 1 0 0 2 0 0 0 @@ -33246,7 +33268,7 @@ Prerequisite: Race-Specific. Specifics: The creature receives +4 racial bonus to Spot checks. Use: Automatic. Special Abilities - Aasimar - Spell-Like Abilities: 1/day - Light. Caster level 3rd. + Spell-like Abilities: 1/day - Light. Caster level 3rd. Cold Resistance 10 Type of Feat: Racial Prerequisite: Race-Specific. @@ -33268,7 +33290,7 @@ Prerequisite: Race-Specific. Specifics: Kenders are experts at taunting, and gain a +4 to bluff and taunt checks. Use: Automatic. Special Abilities - Fey'ri - Spell-Like Abilities: 1/day - Alter Self, Charm Person, Clairaudience, Darkness, Enervation. + Spell-like Abilities: 1/day - Alter Self, Charm Person, Clairaudience, Darkness, Enervation. Fey'ri spell-like abilities have caster level equal to the fey'ri's character level. The DC is Charisma-based. Adamantine Body Type of Feat: Warforged @@ -33278,12 +33300,12 @@ This Warforged was built using Adamantium for their armor plating. This grants Note: This uses the "armor" slot, and so you cannot wear other armor. Use: Automatic. Special Abilities - Githzerai - Spell-Like Abilities: 3/day - Daze. Caster level 3rd. + Spell-like Abilities: 3/day - Daze. Caster level 3rd. Special Abilities - Illithid - Spell-Like Abilities: At will - Mind blast, Caster level 4th; 5/day - Charm Monster, Caster level 8th. The DC is Charisma-based. + Spell-like Abilities: At will - Mind blast, Caster level 4th; 5/day - Charm Monster, Caster level 8th. The DC is Charisma-based. Extract/Suck Brain: Illithid have a chance to extract the brain of a victim on a successful hit. Special Abilities - Pixie - Spell-Like Abilities: At Will - Invisibility; 1/day - Confusion, Entangle, Lesser Dispel, Polymorph Self. Caster level 8th, except Confusion, which is caster level 4th. The DC is Charisma-based. + Spell-like Abilities: At Will - Invisibility; 1/day - Confusion, Entangle, Lesser Dispel, Polymorph Self. Caster level 8th, except Confusion, which is caster level 4th. The DC is Charisma-based. Immunity to Disease Type of Feat: Racial Prerequisite: Race-Specific. @@ -33392,7 +33414,7 @@ Sohei are warrior monks, religious soldiers who protect large monasteries. Unlik - Proficiencies: A Sohei gains proficiencies with Simple and Martial Weapons, and Light. Medium and Heavy Armour. - Skill Points: 2 + Int Modifier -ABILITIES: +CLASS FEATURES: Level 1: Ki Frenzy 1/Day - +2 Str, Dex, Extra Attack @@ -33468,7 +33490,7 @@ Use: Automatic. Epic Sohei The Epic Sohei is a warrior without equal, able to enter into a frenzy at will and to withstand even the harshest of blows. -ABILITIES: +CLASS FEATURES: Level 21: - @@ -33703,7 +33725,7 @@ REQUIREMENTS: Alignment: Any neutral Skills: Truespeak 13 ranks. -ABILITIES: +CLASS FEATURES: Level 1: Syllable of Detachment - -2 Penalty on checks @@ -33759,7 +33781,7 @@ Skills: Truespeak 10 ranks. Spellcasting: Must be able to cast 4th level divine spells. Special: Clerics must have Fire or Good domains. -ABILITIES: +CLASS FEATURES: Level 1: Tongue of Fire 3d6 - A line of fire dealing damage @@ -33807,7 +33829,7 @@ Skills: Hide 8 ranks, Move Silently 8 ranks. Feats: Sanctify Martial Strike, Servant of the Heavens Special: Sneak attack +3d6, Evasion -ABILITIES: +CLASS FEATURES: Level 1: Death Touch 1/day - Roll 1d6 per Slayer level. Slay target if the number is greater than current hitpoints. @@ -33968,7 +33990,7 @@ Some spellcasters care for only one thing: war. They dream of steel and mighty b - Proficiencies: A Warmage gains proficiencies with Simple Weapons, Light Armour, and Shields. - Skill Points: 2 + Int Modifier -ABILITIES: +CLASS FEATURES: Level 1: Armoured Mage - No Arcane Spell Failure in light armour @@ -34097,7 +34119,7 @@ A knight is a proud, skilled melee combatant who fights in the name of honour an - Proficiencies: A Knight gains proficiencies with Martial and Simple Weapons, Light, Medium and Heavy Armour, and Shields. - Skill Points: 2 + Int Modifier -ABILITIES: +CLASS FEATURES: Level 1: Fighting Challenge - Challenge a foe to gain a bonus to attack and damage. @@ -34155,7 +34177,7 @@ Special Abilities: - Damage Reduction: Innate damage reduction of 10/+1 - Immunities: Immune to Electricity and Petrification - Hardiness vs Poison: +4 racial bonus to save vs poison -- Spell-Like Abilities: At will - Aid, Detect Evil, Teleport. +- Spell-like Abilities: At will - Aid, Detect Evil, Teleport. - Change Shape: Hound Archons can assume other mundane canine shapes at will. - Auras: Hound Archons can activate a constant Magic Circle vs Evil, as the spell, and a aura to frighten(Will, DC:16+Cha) their enemies. - Outsider: Hound Archons are considered Outsiders for the purpose of spells. @@ -34206,7 +34228,7 @@ If a cleric's basic creed is that the handiwork of the deities is everywhere, a - Proficiencies: A Shaman gains proficiencies with simple weapons and light armour. - Skill Points: 4 + Int Modifier -ABILITIES: +CLASS FEATURES: Level 1: Unarmed Strike @@ -34940,9 +34962,10 @@ Warlocks are born, not made. Their ancestors traded portions of their soul for - Hit Die: d6 - Proficiencies: Warlocks are proficient with simple weapons and light armor. -- Skill Points: 2 + Int Modifier(x4 at 1st level) +- Skill Points: 2 + Int Modifier + +CLASS FEATURES: -Abilities: Alignment: Chaotic or Evil only. Base Attack Bonus: +3/4 Strong Saves: Will @@ -35308,7 +35331,7 @@ Special Abilities: - Natural Armor Bonus: Racial natural armor bonus of 5. - Damage Reduction: Innate damage reduction of 15/+1 - Improved Skill Affinity (Bluff): +4 racial bonus to bluff checks. -- Spell-Like Abilities: At will - Disguise. +- Spell-like Abilities: At will - Disguise. - Rogue-like Abilities: Evasion, Improved Evasion, Uncanny Dodge, +6d6 Sneak Attack - Shadow Manipulation: Hide in Plain Sight, Shadow Jump(acts like Dimension Door, 20' range) - Outsider: Naztharune Rakshasa are considered Outsiders for the purpose of spells. @@ -35814,7 +35837,7 @@ Special Abilities: - Spell Resistance: Innate spell resistance of 22, plus 1 per character level. - Natural Armor Bonus: Racial natural armor bonus of 9. - Damage Reduction: Innate damage reduction of 15/+1 -- Spell-Like Abilities: At will - Disguise. 3/day - Chill Touch, True Strike, Vampiric Touch. +- Spell-like Abilities: At will - Disguise. 3/day - Chill Touch, True Strike, Vampiric Touch. - Bonus Feat: 1 bonus feat of your choice. - Outsider: Zakya Rakshasa are considered Outsiders for the purpose of spells. @@ -35886,7 +35909,7 @@ The Swashbuckler embodies the concepts of daring and panache. Favoring agility - Proficiencies: Swashbucklers are proficient with simple and martial weapons, and light armor. - Skill Points: 4 + Int Modifier (x 4 at 1st level). -ABILITIES: +CLASS FEATURES: Level 1: Weapon Finesse @@ -36001,7 +36024,7 @@ Marshals inspire trust in those they lead. They earn that trust by slogging thro - Proficiencies: Marshals are proficient with simple and martial weapons, all types of armor, and shields. - Skill Points: 4 + Int Modifier (x 4 at 1st level). -ABILITIES: +CLASS FEATURES: A marshal gains Auras they may activate to boost themselves and all allies in a wide radius. You can activate your auras as many times per day as you wish, and they will last until you choose to deactivate them (there is no time limit or limit on uses per day). You may have 1 minor and 1 major aura active at any given time, but you must deactivate an aura before activating another of the same type (you may have to deactivate it twice). Auras apply much further than the visual effect appears. @@ -36364,7 +36387,7 @@ Few Champions of Corellon Larethian ever turn to evil, but it occasionally happe - Hit Die: d10. - Proficiencies: The Champion of Corellon gains no weapon or armor proficiency. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -36375,7 +36398,7 @@ Skills: Lore 2, Persuade 4. Base Attack Bonus: +7. Special: Must worship Corellon Larethian. (Clerics taking this class must have two of the following domains: Chaos, Good, Magic, Protection, War) -ABILITIES: +CLASS FEATURES: Level 1: Corellon's blessing, Bonus Feat @@ -36417,7 +36440,7 @@ At 8th level, you gain the ability to briefly channel the divine power of Corell Requirements: Champion of Corellon level 11 Masters of the blade and fearing no enemy, Epic Champions of Corellon Larethian are the absolute elite. They lead the elven warbands, maybe even command entire armies. Still they also fight in the front ranks, taking on the toughest foes. -ABILITIES: +CLASS FEATURES: Level 11: - @@ -36513,7 +36536,7 @@ REQUIREMENTS: Skills: Perform 10 ranks, Intimidate or Persuade 6 ranks. Spells: Able to cast 0-level arcane spells (cantrips). -ABILITIES: +CLASS FEATURES: Level 1: Bardic Music (see below), Virtuoso performance (sustaining song) @@ -36636,11 +36659,11 @@ You can select - Hit Die: d6 - Proficiencies: Truenamers gain Weapon Proficiency: Simple and Light Armour Proficiency. - - Skill Points at Each Level: 4 + Int modifier. + - Skill Points: 4 + Int modifier. - Base Attack Bonus: +3/4. - Strong Saves: Will -ABILITIES: +CLASS FEATURES: Level 1: @@ -41546,7 +41569,7 @@ Baelnorns are elves who have sought undeath to serve their families, communities - Hit Die: d4. - Proficiencies: The Baelnorn gains no additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -41556,7 +41579,7 @@ Class : 11 levels in Sorcerer, Wizard, or Cleric Alignment: Any Good Must not have any levels in Lich. -ABILITIES: +CLASS FEATURES: Level 1: Baelnorn Properties I: +2 bonus to Hide, Listen, Move Silently, Search, Persuade, and Spot. Baelnorn Touch: Touch attack causes 1d6 + 5 damage and paralyzation for 1d4 rounds. @@ -42047,7 +42070,7 @@ Manifesting: Must be able to manifest 2nd level powers. Base Attack Bonus: +3. Special: Must be able to manifest Concealing Amorpha -ABILITIES: +CLASS FEATURES: Level 1: Distract - Gain knowledge of the power, manifest at a reduced cost @@ -42145,7 +42168,7 @@ Not all monks pursue metaphysical perfection to the exclusion of all other study REQUIREMENTS: -Spells or Spell-Like Abilities: Arcane caster level 3rd. +Spells or Spell-like Abilities: Arcane caster level 3rd. Feats: Combat Casting, Improved Unarmed Strike, Stunning Fist. Skills: Concentration 8 ranks, Lore 5 ranks, Spellcraft 5 ranks. @@ -42153,7 +42176,7 @@ BONUS SPELLS Every level in Enlightened Fist, the character gains new spells per day as if he had also gained a level in his highest arcane caster class. -ABILITIES: +CLASS FEATURES: Level 1: Unarmed Damage - Enlightened Fist's levels stack with his monk level. @@ -42250,7 +42273,7 @@ Spellcasting: Able to cast 3rd level Arcane spells Feats: Bardic Music Skills: Lore 13, Listen 13, Perform 10, Concentration 6, Spellcraft 6 -ABILITIES: +CLASS FEATURES: Level 1: Bardic Lore, Bardic Music @@ -42482,7 +42505,7 @@ Duration: One year Saving Throw: None Spell Resistance: No -The caster calls 3d4 lemures from the Nine Hells to where he is, offering them the soul that he has prepared. In exchange, they will serve the caster for one year as guards, slaves, or whatever else he needs them for. They are non­-intelligent, +The caster calls 3d4 lemures from the Nine Hells to where he is, offering them the soul that he has prepared. In exchange, they will serve the caster for one year as guards, slaves, or whatever else he needs them for. They are non-intelligent, so the caster cannot give them more complicated tasks than can be described in about five words. No matter how many times the caster casts this spell, he can control no more than 2 HD worth of fiends per caster level. If he exceeds this number, all the newly called creatures fall under the caster's control, and any excess from previous @@ -44277,7 +44300,7 @@ Devoted knight, divine agent, instrument of vengeance, peerless fighting machine - Skill Points: 4 + Int Modifier - Alignment: A Crusader cannot be neutral. -ABILITIES: +CLASS FEATURES: Level 1: Furious Counterstrike - Bonus to attack when wounded. @@ -44333,7 +44356,7 @@ Level Maneuvers Known Maneuvers Readied Stances Known - Proficiencies: A Swordsage gains proficiencies with Martial and Simple Weapons, and Light armour. - Skill Points: 6 + Int Modifier - ABILITIES: + CLASS FEATURES: Level 1: Discipline Focus (Weapon Focus) - You gain weapon focus for weapons in the chosen discipline @@ -44388,7 +44411,7 @@ Level Maneuvers Known Maneuvers Readied Stances Known - Proficiencies: A Warblade gains proficiencies with Martial and Simple Weapons, Shields, Medium and Light armour. - Skill Points: 4 + INT Modifier - ABILITIES: + CLASS FEATURES: Level 1: Battle Clarity - INT to Reflex saves @@ -44568,7 +44591,7 @@ Skills: Balance 13 ranks. Feats: Power Attack or Stone Power. Maneuvers: Must know at least two Stone Dragon maneuvers and one Stone Dragon stance. -ABILITIES: +CLASS FEATURES: Level 1: Mountain Fortress Stance - Create a small fortress of stone @@ -49969,7 +49992,7 @@ A skill originally developed by the Dwarves and the giants, the ability to creat - Hit Die: d8. - Proficiencies: A Runecaster does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -49977,7 +50000,7 @@ Divine Spellcasting: Able to cast 3rd-level spells. Skills: Spellcraft 8 ranks, Craft Armour 8 ranks. Feats: Inscribe Rune (This requires 13 Int and 2nd-level divine spells) -ABILITIES: +CLASS FEATURES: Level 1: Rune Craft +1 - The Runecaster gets a +1 bonus on checks to craft runes. @@ -50308,14 +50331,14 @@ For any servant of a deity, no joy is greater than at those rare moments when th - Hit Die: d6. - Proficiencies: A Contemplative does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Spellcasting: Able to cast 1st-level divine spells. Skills: Lore 13 ranks. -ABILITIES: +CLASS FEATURES: Level 1: Bonus Domain - The contemplative gains access to an additional domain. @@ -50703,7 +50726,7 @@ Base Attack Bonus: +5. Skills: Lore 2 ranks. Feats: Alertness, Weapon Focus(creature or unarmed strike) -ABILITIES: +CLASS FEATURES: Level 1: Energy Drain 1 @@ -50760,7 +50783,7 @@ It is rumored that the magical powers of sorcerers and bards is somehow connecte - Hit Die: Special (see below) - Proficiencies: A dragon disciple does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -50769,7 +50792,7 @@ Spellcasting: Ability to cast arcane spells without preparation Skills: 8 Ranks in Lore Special: The player chooses a dragon variety when taking the first level in this prestige class -ABILITIES: +CLASS FEATURES: Level 1: Draconic Armor - The character's skin develops nearly invisible scales that increase his/her natural armor class by +1. @@ -51709,7 +51732,7 @@ Special Abilities: - Skill Affinity (Move Silently): +4 racial bonus to Move Silently checks. - Skill Affinity (Listen): +2 racial bonus to Listen checks. - Skill Affinity (Spot): +2 racial bonus to Spot checks. -- Spell-Like Abilities: 1/day - Silence, Mage Hand. +- Spell-like Abilities: 1/day - Silence, Mage Hand. - Gnomish: Whisper Gnomes count as Gnomes for the purpose of spells. You grew up in a hidden community with others of your kind. However, no one knows what threats may lay over the horizon, and so you left home, determined to make sure that you would be strong enough to protect it if that threat ever materialized. Catfolk @@ -51745,25 +51768,26 @@ CLASS SKILLS: Bluff, Concentration, Craft Weapon, Craft Armor, Craft Trap, Disab CLASS FEATURES: -Level 1: Ki Power, Sneak Attack +1d6 -Level 2: Ghost Step -Level 3: Sneak Attack +2d6, Use Poison -Level 4: Great Leap -Level 5: Sneak Attack +3d6 -Level 6: Acrobatics +2, ki Dodge -Level 7: Sneak Attack +4d6 -Level 8: Ghost Strike -Level 9: Sneak Attack +5d6 -Level 10: Ghost Step (ethereal) -Level 11: Sneak Attack +6d6 -Level 12: Acrobatics +4, Evasion -Level 13: Sneak Attack +7d6 -Level 15: Sneak Attack +8d6 -Level 16: Ghost Sight -Level 17: Sneak Attack +9d6 -Level 18: Acrobatics +6, Greater Ki Dodge -Level 19: Sneak Attack +10d6 -Level 20: Ghost Walk +Level: +1: Ki Power, Sneak Attack +1d6 +2: Ghost Step +3: Sneak Attack +2d6, Use Poison +4: Great Leap +5: Sneak Attack +3d6 +6: Acrobatics +2, ki Dodge +7: Sneak Attack +4d6 +8: Ghost Strike +9: Sneak Attack +5d6 +10: Ghost Step (ethereal) +11: Sneak Attack +6d6 +12: Acrobatics +4, Evasion +13: Sneak Attack +7d6 +15: Sneak Attack +8d6 +16: Ghost Sight +17: Sneak Attack +9d6 +18: Acrobatics +6, Greater Ki Dodge +19: Sneak Attack +10d6 +20: Ghost Walk Ki Power Type of Feat: Class Specific @@ -51870,7 +51894,7 @@ Hide: 6 ranks Move Silently: 6 ranks Feats: Power Attack, Improved Initiative -Abilities: +CLASS FEATURES: 1: Ghost step 1/day 2: Sudden Strike (Sneak Attack) +1d6 @@ -52236,7 +52260,7 @@ Manifesting: Must be able to manifest 3rd level powers. Base Attack Bonus: +3. Alignment: Any Neutral. -Abilities: +CLASS FEATURES: Level 1: Dragon Augmentation - The Diamond Dragon can choose to gain a +1 in either Strength, Dexterity, or Constitution as they work to become more dragonlike. @@ -52413,7 +52437,7 @@ Spellcasting: Must be able to cast 3rd level divine spells. Base Attack Bonus: +3. Special: Ability to turn undead. -Abilities: +CLASS FEATURES: Level 1: Dragon Affinity - Your concept of yourself as part of a holy dragon that serves your church draws upon a mystic link to a particular kind of dragon you consider affiliated with your deity. At first level you must select a dragon type within 1 step of your alignment. @@ -52444,7 +52468,7 @@ Spellcasting: Must be able to spontaneously cast arcane spells. Skills: Lore 8. Feats: Draconic Heritage. -Abilities: +CLASS FEATURES: Draconic Breath - You receive a variant of the Draconic Breath feat. When you reach 6th level, the damage goes to 2d8 per spell level, and at level 10 it goes to 3d6 per spell level. @@ -52585,7 +52609,6 @@ Your draconic blood lets you access ancient draconic knowledge. You gain a bonu Dragontouched Type of Feat: General Prerequisite: Cha 11 - Benefit: You have a trace of draconic power, a result of draconic ancestors or a spiritual connection between you and the forces of dragonkind. You gain the dragonblood subtype, a +1 bonus on Listen, Search, and Spot checks, and a +1 bonus on saving throws against paralysis and sleep. In addition, you can select draconic feats as a sorcerer of your charaacter level. Use: Automatic Draconic Vigor @@ -52790,7 +52813,7 @@ Base Attack Bonus: +4. Skills: Bluff 4 ranks, Intimidate 4 ranks, Lore 4 ranks. Feats: Dragonthrall -Abilities: +CLASS FEATURES: 1: Breath Weapon - You can breathe a cone of cold that does 3d6 cold damage, with a Reflex save of DC 10 + class level + Con modifier for half damage. You can only use this breath weapon once every 1d4 rounds. 2: Voice of the Dragon +2 - You gain a +2 bonus on Intimidate and Bluff checks. 3: Breath Weapon - 8d4 line of acid @@ -52818,7 +52841,7 @@ Base Attack Bonus: +5. Skills: Lore 1 rank. Race: Nondragon -Abilities: +CLASS FEATURES: 1: Ability Increase - +2 to Charisma. Natural Armor - You gain a +1 natural armor bonus. 2: Combat Technique - You can choose a bonus feat from the fighter bonus feat list, or add 1d6 of Sneak Attack. @@ -52992,7 +53015,7 @@ Skills: Bluff 4 ranks, Hide 4 ranks, Move Silently 4 ranks, Lore 4 ranks, Sense Feats: Dragontouched. Special: Sneak Attack or Skirmish +2d6 -Abilities: +CLASS FEATURES: 1: Draconic Senses - You gain Draconic Senses as a bonus feat. 2: Special Attack +1d6 - You can gain +1d6 to your Sneak Attack damage or to your Skirmish damage, chosen at every increase. 3: Dragonfire Strike - You gain Dragonfire Strike as a bonus feat. @@ -53033,7 +53056,7 @@ Dragon shamans respect true dragons as power incarnate. Some worship dragons, b CLASS SKILLS: Appraise, Bluff, Craft, Heal, Hide, Intimidate, Jump, Lore, Move Silently, Persuade, Search, Sense Motive, Spellcraft -Abilities: +CLASS FEATURES: Base Attack Bonus: +3/4 Strong Saves: Fortitude, Will @@ -53499,9 +53522,10 @@ Able to call upon a dragon's fiery breath and augment themselves with spell-like - Proficiencies: Dragonfire adepts are proficient with simple weapons only. - Skill Points: 4 + Int Modifier(x4 at 1st level) -CLASS SKILLS: +CLASS SKILLS: Appraise, Bluff, Climb, Concentration, Craft(General), Craft(Poisonmaking), Craft Armor, Craft Trap, Craft Weapon, Intimidate, Jump, Listen, Lore, Persuade, Search, Sense Motive, Spellcraft, Spot, Truespeak, Use Magic Device -Abilities: + +CLASS FEATURES: Base Attack Bonus: +1/2 Strong Saves: Fortitude, Will @@ -53813,7 +53837,7 @@ Special Abilities: - Resist Fire: Innate fire resistance of 5. - Resist Sonic: Innate sonic resistance of 5. - Resist Electrical: Innate electrical resistance of 5. -- Spell-Like Abilities: 1/day - True Strike. +- Spell-like Abilities: 1/day - True Strike. - Outsider: Zenythri count as Outsiders for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) @@ -53842,7 +53866,7 @@ Special Abilities: - Resist Acid: Innate acid resistance of 5. - Resist Sonic: Innate sonic resistance of 5. - Resist Electrical: Innate electrical resistance of 5. -- Spell-Like Abilities: 1/day - Magic Circle vs Alignment. +- Spell-like Abilities: 1/day - Magic Circle vs Alignment. - Outsider: Tuladhara count as Outsiders for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) @@ -53865,7 +53889,7 @@ Special Abilities: - 20' base speed - Darkvision: Nathri are able to see in the dark. - Spell Resistance: Innate spell resistance of 5 + 1 per character level. -- Spell-Like Abilities: 3/day - Expeditious Retreat. +- Spell-like Abilities: 3/day - Expeditious Retreat. - Outsider: Nathri count as Outsiders for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) @@ -53965,7 +53989,7 @@ Special Abilities: - Skill Affinity (Hide): +4 Racial bonus to Hide checks - Skill Affinity (Move Silently): +4 Racial bonus to Move Silently checks - Poison bite: Fortitude save (DC 18), initial and secondary damage 1d6 temporary strength -- Spell-like abilities: darkness, detect good, detect law, faerie fire - 1/day, Caster level 6th +- Spell-like Abilities: darkness, detect good, detect law, faerie fire - 1/day, Caster level 6th - Aberration: Driders count as Aberrations for the purposes of spells and effects. - Sorcerer Casting: Driders cast spells as a Sorcerer of their hit dice (6th level) @@ -54012,8 +54036,7 @@ Racial Hit Dice/Class: NA Hagspawns Sons of malicious, predatory mothers, hagspawn are not a complete race, as there are no females of their kind. Hags continue their awful lineage by taking human males for mates, usually murdering and devouring the hapless captive later. The female children of a hag quickly grow into hags like their mothers, but the male children are hagspawn, half-human outcasts. Feared and hated by normal humans, hagspawn must make their way in the world by dint of their strength, hardiness, and sheer determination. -Hagspawn Ability Adjustments: +2 Strength, +2 Constitution, -2 Charisma: Hagspawn are strong and hardy, but are sullen and ill-tempered. - +Hagspawn Ability Adjustments: +2 Strength, +2 Constitution, -2 Charisma: Hagspawn are strong and hardy, but are sullen and ill-tempered. Favored Class (Barbarian): A multiclass hagspawn's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. - Medium size @@ -55563,7 +55586,7 @@ In most city-states, templars are the ultimate authority judge, jury, and execut - Proficiencies: Templars are proficient in all simple weapons. Since templar training involves some education in warfare, templars receive two martial weapons proficiencies. Templars are proficient in light and medium armor and shields (except tower shields). - Skill Points: 4 + Int Modifier -ABILITIES: +CLASS FEATURES: Level 1: Secular Aptitude, Assume Domain @@ -56123,7 +56146,7 @@ REQUIREMENTS: Skill: Truespeak 9 -ABILITIES: +CLASS FEATURES: Level 1: @@ -56201,7 +56224,7 @@ Necromancy is usually a poor choice for arcane spellcasters. Those who really wa - Hit Die: d6. - Proficiencies: A pale master does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -56210,7 +56233,7 @@ Alignment: Any non good Skill: Lore 8 Feat: Skill Focus (Lore) -ABILITIES: +CLASS FEATURES: Level 1: Bone Skin I - Add +2 to AC. This increases by another +2 for every four levels of Pale Master. @@ -56238,7 +56261,7 @@ All frostragers are barbarians to some degree, although many are multiclass barb - Hit Die: d12 - Proficiencies: A frostrager does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -56247,7 +56270,7 @@ Skills: Intimidate 4 ranks, Lore 4 ranks Feats: Frozen Berserker, Improved Unarmed Strike, Power Attack Special: Rage as a class ability -ABILITIES: +CLASS FEATURES: Level 1: Frostrage - Add +4 to AC, 1d4 cold damage on unarmed attacks @@ -56296,7 +56319,7 @@ Most sacred purifiers are clerics (often of Pelor), but paladins have also been - Hit Die: d8 - Proficiencies: A sacred purifier does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -56307,7 +56330,7 @@ Base Will Save Bonus: +5. Spells: Able to cast 2nd-level divine spells. Special: Able to turn undead. -ABILITIES: +CLASS FEATURES: Level 1: Greater Turning, Turn Undead @@ -56342,14 +56365,14 @@ If you have a disciplined worldview and a certain level of combat prowess, and y - Hit Die: d8 - Proficiencies: A serene guardian does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Any lawful Base Attack Bonus: +6 -ABILITIES: +CLASS FEATURES: Level 1: Resonance - Build up resonance in targets you hit @@ -56787,7 +56810,7 @@ Base Attack Bonus: +10 Feats: Weapon Focus (any) Martial Maneuvers: Any two Devoted Spirit or Diamond Mind maneuvers. -ABILITIES: +CLASS FEATURES: Level 1: Blade Guide - @@ -56803,7 +56826,7 @@ Level 9: Eternal Training 5/Day 10: Island in Time - - Maneuvers Stances + Maneuvers Stances Level Known Readied Known 1 1 0 0 2 0 0 0 @@ -56890,7 +56913,7 @@ Skills: Hide 8 ranks Feats: Improved Unarmed Strike Martial Maneuvers: Must know one 2nd-level Setting Sun or Shadow Hand maneuver, one Setting Sun maneuver of any level, and one Shadow Hand maneuver of any level. -ABILITIES: +CLASS FEATURES: Level 1: Monk abilities - You add your class levels to determine your unarmed damage and number of Stunning Fist attempts. You gain the AC bonus of a monk. @@ -57145,7 +57168,7 @@ Base Attack Bonus: +5 Skills: Tumble 5 ranks Feats: Improved Unarmed Strike -ABILITIES: +CLASS FEATURES: Level 1: Improved Grapple (Ex): When wearing light armor or no armor, a reaping mauler gains the benefit of the Improved Grapple feat, even if he does not meet the prerequisites. @@ -57402,7 +57425,7 @@ Alignment: Nongood Special: Wild Shape as a class ability Special: Must have been a druid -ABILITIES: +CLASS FEATURES: Level 1: @@ -57500,7 +57523,7 @@ Alignment: Nonevil Feats: Alertness, Combat Casting, Track Skills: Spot 8, Search 4 -ABILITIES: +CLASS FEATURES: Level 1: Woodland Stride @@ -57540,7 +57563,7 @@ Fighters and paladins are well served by becoming battlesmiths. Spellcasters are - Hit Die: d10 - Proficiencies: A battlesmith gains no additional proficiencies -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -57549,7 +57572,7 @@ Feats: Armor Proficiency (Heavy), Endurance, Weapon Focus (Warhammer) Skills: Craft (Weapons) 10 Base Attack Bonus: +5 -ABILITIES: +CLASS FEATURES: Level 1: One With the Hammer - Wisdom to damage for Warhammers @@ -57591,7 +57614,7 @@ Some believe that the ultimate expression of the warforged experiment is the jug - Hit Die: d12 - Proficiencies: A Warforged Juggernaut gains no additional proficiencies -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -57599,7 +57622,7 @@ Race: Warforged Feats: Adamantine Body, Improved Bull Rush, Power Attack Base Attack Bonus: +5 -ABILITIES: +CLASS FEATURES: Level 1: Armor Spikes 1d6, Expert Bull Rush, Powerful Charge, Reserved @@ -57657,7 +57680,7 @@ As members of this prestige class must have the ability to cast arcane spells, f - Hit Die: d4 - Proficiencies: A Frost Mage gains no additional proficiencies -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -57665,7 +57688,7 @@ Spells: 1st level arcane spells Feats: Frozen Magic Skills: Lore 8 -ABILITIES: +CLASS FEATURES: Level 1: Natural Armor +1 @@ -57705,14 +57728,14 @@ Most wayfarer guides are wizards or sorcerers, though a few clerics with access - Hit Die: d6 - Proficiencies: A Wayfarer Guide gains no additional proficiencies -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Spells: Must be able to cast teleport Skills: Lore 10 -ABILITIES: +CLASS FEATURES: Level 1: Enhanced Capacity - Take one more character per class level when group teleporting @@ -57749,7 +57772,7 @@ REQUIREMENTS: Special: Turn undead class feature. Special: Sneak attack class feature. -ABILITIES: +CLASS FEATURES: Level 1: Pierce Shadows - Create an area of light @@ -57782,7 +57805,7 @@ REQUIREMENTS: Special: Detect evil class feature or ability to cast detect evil as a divine spell. Special: Sneak attack class feature. -ABILITIES: +CLASS FEATURES: Level 1: Detect Evil at will @@ -57859,7 +57882,7 @@ Over a dozen deities have worshipers who are paladins, promoting law and good ac - Hit Die: d8 - Proficiencies: Knights of the Weave gain no proficiencies -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -57868,7 +57891,7 @@ Base Attack Bonus: +5 or ability to spontaneously cast 3rd-level arcane spells. Skills: Lore 1 rank, Spellcraft 1 rank. Special: Cannot be a Shadow Weave user. -ABILITIES: +CLASS FEATURES: Level 1: Read Magic at will, Spellcasting @@ -57899,7 +57922,7 @@ Spelldancers are an energetic sort of spellcaster who draw on the quasi-primal e - Hit Die: d6 - Proficiencies: Spelldancers gain no proficiencies -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -57907,7 +57930,7 @@ Skills: Concentration 4 ranks, Perform 6 ranks, Tumble 4 ranks. Feats: Combat Casting, Dodge, Endurance, Mobility. Spellcasting: Able to cast 3rd level arcane spells. -ABILITIES: +CLASS FEATURES: Level 1: Spelldance - Apply metamagic feats for free @@ -57965,26 +57988,41 @@ While skilled in stealthy movement and other arts requiring subtlety, the psychi - Hit Die: d6 - Proficiencies: Psychic rogues are proficient with all simple weapons, plus the rapier, shortbow, and short sword. Psychic rogues are proficient with light armor, but not with shields. -- Skill Points at Each Level: 6 + Int modifier. +- Skill Points: 6 + Int modifier. -ABILITIES: +Psionics: Intelligence is the key stat of a Psychic Rogue. + +Special Abilities (gained at 11th, 14th, 17th, 20th): + + Blind Spot (Ps): Cloud Mind, once per day + Enhanced Sneak Attack (Su): When the psychic rogue has psionic focus, he increases his sneak attack damage by +1d6. This ability may be selected up to three times. + Improved Evasion (Ex): As rogue + Mind Cripple (Su): An opponent struck by one of his sneak attacks takes 2 points of Intelligence damage. + Shadow Jump (Ps): Dimension Door, Self, once per day. The psychic rogue can select this ability up to three times. + Skill Mastery: As rogue + Slippery Mind (Ex): As rogue + Feat: A psychic rogue can gain a bonus feat in place of a special ability. + +CLASS FEATURES: Base Attack Bonus: +3/4 Strong Saves: Reflex -Psionics: Intelligence is the key stat of a Psychic Rogue. -Sneak Attack: +1d6 at first level and every three levels thereafter -Evasion at second level -Danger Sense: Gain the benefits of the danger sense power when psionic focused at 5th level. Gain uncanny dodge at 7th level, and improved uncanny dodge at 9th. -Special Abilities (gained at 11th, 14th, 17th, 20th): -Blind Spot (Ps): Cloud Mind, once per day -Enhanced Sneak Attack (Su): When the psychic rogue has psionic focus, he increases his sneak attack damage by +1d6. This ability may be selected up to three times. -Improved Evasion (Ex): As rogue -Mind Cripple (Su): An opponent struck by one of his sneak attacks takes 2 points of Intelligence damage. -Shadow Jump (Ps): Dimension Door, Self, once per day. The psychic rogue can select this ability up to three times. -Skill Mastery: As rogue -Slippery Mind (Ex): As rogue -Feat: A psychic rogue can gain a bonus feat in place of a special ability. +Level: + 1: +1d6 Sneak Attack + 2: Evasion + 4: +2d6 Sneak Attack + 5: Danger Sense + 7: +3d6 Sneak attack , Danger Sense (Uncanny Dodge) + 9: Danger Sense (Improved Uncanny Dodge) +10: +4d6 Sneak Attack +11: Special Ability +13: +5d6 Sneak Attack +14: Special Ability +16: +6d6 Sneak Attack +17: Special Ability +19: +7d6 Sneak Attack +20: Special Ability Level Power Points Powers Known Power Level Known 1 0 1 1 @@ -58108,12 +58146,12 @@ Use: Selected - Hit Die: d8 - Proficiencies: You are proficient with all simple weapons and light armor - - Skill Points at Each Level: 2+ Int Modifier. + - Skill Points: 2+ Int modifier. - Alignment: Any - ABILITIES: + CLASS FEATURES: - Level + Level: 1: Soul Binding - 1 Vestige 2: Pact Augmentation - Gain minor benefit, reselect every time a vestige is bound 3: @@ -58208,7 +58246,6 @@ Use: Automatic Type of Feat: Binding Prerequisite: Bind Vestige Benefit: When you bind a vestige using the Bind Vestige feat, you gain a second power, as described in the Bind Vestige feat. - Use: Automatic Binding Feats Feats associated with the Binding alternate magic system from Tome of Magic @@ -58255,7 +58292,6 @@ Use: Selected Type of Feat: Binding Prerequisite: Able to bind a vestige, Expel Vestige, Intimidate 8 ranks Benefit: Once per day, you can bind a vestige as a full-round action. - Use: Selected Favored Vestige Amon Favored Vestige Aym @@ -58396,7 +58432,6 @@ Use: Automatic Type of Feat: Binding Prerequisite: Ability to bind vestiges Benefit: You can ignore the special requirements of vestiges with which you make pacts. - Use: Automatic Leraje, the Green Herald Leraje, the Green Herald @@ -58770,7 +58805,7 @@ Poison Blood: While you are bound to Eurynome, your blood becomes poisonous. Any Anima mages give binders a bad name. Greedy and ambitious, they exploit the powers of the vestiges to which they bind to advance their own abilities. Anima mages see such displaced entities as mere tools, no different from spell component pouches or a wand of fireball. With the power of a vestige, an anima mage can tap a resource all but unknown to his rivals to gain an edge against other spellcasters. The anima mage is a loner, an outsider, and a potential enemy to both binders and witch slayers. But the way others classify him matters little to him, for power is at hand. - Hit Die: d4 -- Skill Points at Each Level: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Any nongood @@ -58779,7 +58814,7 @@ Feat: Any metamagic feat Spellcasting: Ability to cast 2nd-level arcane spells Special: Ability to bind a 2nd-level vestige, soul binding class feature -ABILITIES: +CLASS FEATURES: Level 1: 2: Exploit Vestige - Forgo a vestige ability to cast one spell of your highest level @@ -58843,7 +58878,7 @@ Vessel of Emptiness: You can use the flicker shadow magic mystery once per day. No other vestige is quite like Tenebrous. The remnant of the divinity once possessed by Orcus, Tenebrous is perhaps the only vestige still worshiped in some places as a god, and so tightly bound to a living-if not mortal-being. This unique status grants Tenebrous the ability to manipulate the world in ways that other vestiges cannot. Some Tenebrous apostates revere Orcus, seeing Tenebrous as part of their sundered god and the seed from which he will one day sprout anew. Others see the corpulent fiend as the embodiment of Tenebrous's downfall. These followers believe that Tenebrous is a separate deity who attempted to manifest through Orcus, only to be laid low when the demon proved unworthy. - Hit Die: d8 -- Skill Points at Each Level: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Any nongood @@ -58852,7 +58887,7 @@ Special: Ability to bind Tenebrous Special: Able to turn or rebuke undead Special: Must worship Tenebrous as a god (clerics can only have Chaos, Death, Evil, and Trickery domains) -ABILITIES: +CLASS FEATURES: Level 1: Eternal Bondage - You are always bound to Tenebrous Tenebrous's Rebuke - Damage or heal undead by spending a turn undead use @@ -58898,9 +58933,9 @@ Special: Soul binding class feature - Hit Die: d10. - Proficiencies: You gain proficiency with all simple and martial weapons, and with all armor and shields. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. -ABILITIES: +CLASS FEATURES: Level 1: Aligned Strike, patron vestige, soul binding +1 @@ -59058,14 +59093,14 @@ Thought Travel: As a standard action, you can instantly transport yourself to an Scions of Dantalion trace their lineage to an ancient, long-forgotten human empire-a civilization in which justice, love, and art reigned supreme. They maintain that the rulers of this realm led their people to such a height of beauty and righteousness that they rivaled the stars of the heavens in the awe they could inspire. The gods saw their accomplishments and grew envious. In their jealous rage, they destroyed the empire and cursed its nobility, decreeing that no one from that line could ever join them in the afterlife. Scions of Dantalion believe themselves to be part of this line, cursed by the gods but blessed by association with Dantalion, the vestige that is the conglomeration of all their ancestors' souls. The scions believe that their destiny is to one day take up the crown, bear the scepter of rulership, and rebuild the empire that could rival the stars. - Hit Die: d8 -- Skill Points at Each Level: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Race: Human, Half-elf, or Half-orc Skills: Lore 2 ranks Special: Ability to bind Dantalion -ABILITIES: +CLASS FEATURES: Level 1: Favored of Dantalion - Always make a good pact with Dantalion Scholarship of Dantalion - Once per day, double the Lore bonus Dantalion grants for one round @@ -59622,7 +59657,7 @@ Ur-priests despise gods. However, a small number of them have learned to tap int - Hit Die: d8 - Proficiencies: An ur-priest does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -59632,7 +59667,7 @@ Skills: Bluff 6 ranks, Intimidate 5 ranks, Concentration 5 ranks, Lore 8 ranks, Feats: Iron Will, Spell Focus (evil). Special: The character must have no ability to cast divine spells. If such spellcasting ability was previously possessed (as with an ex-cleric), that ability is forever forsaken. -ABILITIES: +CLASS FEATURES: Level 1: @@ -59937,7 +59972,7 @@ Prerequisite: Killoren Benefit: When you are manifesting the aspect of the hunter, you can take a free action to detect all living creatures within 30 feet, even if you cannot see the creature in question. Any opponent that you cannot see still has total concealment. Use: Selected Type of Feat: Racial -Prerequisite: Kalashtar +Prerequisite: Kalashtar or Empty Vessel Specifics: You gain one extra power point per character level. Use: Automatic. Tome of Battle Feats @@ -61084,7 +61119,7 @@ and her companions. The wild mage accepts this as the price of her convictions. - Hit Die: d4 - Proficiencies: A Wild Mage gains no additional proficiencies -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -61092,7 +61127,7 @@ Alignment: any chaotic Skills: Lore 4 ranks, Spellcraft 8 ranks, Use Magic Device 4 ranks Feats: Magical Aptitude, Any metamagic feat -ABILITIES: +CLASS FEATURES: Level 1: Wild Magic - Reduce caster level by 3, add 1d6 to caster level @@ -61130,14 +61165,14 @@ Other spellcasters don't understand the force missile mages' dedication to only - Hit Die: d4 - Proficiencies: A Force Missile gains no additional proficiencies -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Skills: Concentration 9 ranks, Spellcraft 9 ranks Feats: Combat Casting -ABILITIES: +CLASS FEATURES: Level 1: Bonus Missile - Magic Missile has an extra missile @@ -62537,10 +62572,10 @@ Incarnum is a tool you can use to manipulate the physical manifestations of mora - Hit Die: d6 - Proficiencies: You are proficient with all simple weapons, light armor, medium armor, and shields -- Skill Points at Each Level: 2+ Int Modifier. +- Skill Points: 2+ Int modifier. - Alignment: Alignment must be Lawful Neutral, Chaotic Neutral, Neutral Evil, or Neutral Good. Incarnates who have a different alignment will lose all class features. -ABILITIES: +CLASS FEATURES: Level 1: Detect Opposition - Detect X at will @@ -62660,10 +62695,10 @@ As a soulborn, you use incarnum to enhance your natural combat ability. You can - Hit Die: d10 - Proficiencies: Soulborns are proficient with all simple and martial weapons, with light, medium, and heavy armor, and with shields. -- Skill Points at Each Level: 2+ Int Modifier. +- Skill Points: 2+ Int modifier. - Alignment: Soulborns are polarized in their alignments, hewing to strong convictions of morality and ethics. As such, they can only be lawful good, chaotic good, lawful evil, or chaotic evil. -ABILITIES: +CLASS FEATURES: Level 1: Smite Opposition 1/day - Smite target of opposed alignment @@ -62722,9 +62757,9 @@ A mask representing a basilisk, a mantle of the displacer beast, boots of the la - Hit Die: d8 - Proficiencies: You are proficient with all simple weapons, light armor, and shields -- Skill Points at Each Level: 4+ Int Modifier. +- Skill Points: 4+ Int modifier. -ABILITIES: +CLASS FEATURES: Level 1: @@ -64749,7 +64784,7 @@ Even without proper training, a skarn can strike wicked blows with the pointed s - Hit Die: d10 - Proficiencies: Spinemeld Warriors gain no new proficiencies -- Skill Points at Each Level: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Race: Skarn @@ -64757,7 +64792,7 @@ Alignment: Any lawful Base Attack Bonus: +5 Essentia Pool: 1 -ABILITIES: +CLASS FEATURES: Level 1: Twin Spine Fighting - Your racial ability now produces two spines instead of one @@ -64802,7 +64837,7 @@ The ancient temple that houses the Sapphire Eidolon is also home to an order of - Hit Die: d6 - Proficiencies: A Sapphire Hierarch does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -64812,7 +64847,7 @@ Spellcasting: Ability to cast 2nd-level divine spells Skills: Lore 4 ranks, Spellcraft 4 ranks Essentia Pool: 3 -ABILITIES: +CLASS FEATURES: Level 1: Smite Chaos - As per Paladin, except Chaos instead of Evil @@ -64858,7 +64893,7 @@ This class combines the Soulcaster and Soulmanifester prestige classes into a si - Hit Die: d4 - Proficiencies: A Soulcaster does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -64867,7 +64902,7 @@ Meldshaping: Ability to shape three soulmelds; ability to bind a soulmeld to a c Soulcaster: Incarnum Spellshaping and 2nd level arcane spells Soulmanifester: Azure Talent and 2nd level powers -ABILITIES: +CLASS FEATURES: Level 1: Arcane or Psionic Investment 1 @@ -65620,7 +65655,7 @@ Special: -ABILITIES: +CLASS FEATURES: Level 1: Favored Enemy (Ex): Upon entering the Slayer class, a slayer selects one favored enemy. She gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against her favored enemy. Likewise, she gets a +2 bonus on weapon damage rolls against creatures of this kind. At 4th level the bonuses increase to +4, at 7th level to +6, and at 10th level to +8. @@ -65725,7 +65760,7 @@ All ironsoul forgemasters are dwarven mastersmiths who possess skill at crafting - Hit Die: d8 - Proficiencies: An Ironsoul Forgemaster does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -65734,7 +65769,7 @@ Alignment: Any nonevil. Skills: Craft (armorsmithing) 8 ranks, Lore 2 ranks. Meldshaping: Ability to shape soulmelds -ABILITIES: +CLASS FEATURES: Level 1: Shield Bond - Invest essentia into shield for elemental resistance @@ -65788,7 +65823,7 @@ REQUIREMENTS: Skills: Concentration 4 ranks, Hide 8 ranks, Lore 2 ranks, Listen 8 ranks. Essentia Pool: 1. -ABILITIES: +CLASS FEATURES: Level 1: Step of the Bodiless - Bonus to Balance, Climb, Jump, Tumble @@ -66229,7 +66264,7 @@ Low-Light Vision: Extaminaar can see in the dark out to 60 feet. +2 racial bonus on Fortitude saves versus poison: Extaminaars do not easily succumb to venom of any kind. +4 racial bonus on Climb checks: Extaminaar's light frames make it easier for them to ascend obstacles. +2 racial bonus on Tumble checks: Extaminaars can wriggle their way out of sticky situations. -Spell-Like Abilities: 3/day-charm animal. Extaminaar often fill their lairs with poisonous snakes to dissuade interlopers. +Spell-like Abilities: 3/day-charm animal. Extaminaar often fill their lairs with poisonous snakes to dissuade interlopers. Favored Class: Rogue. A multiclass extaminaar's rogue class does not count when determining whether he takes an experience point penalty. Level Adjustment +0. Skulk @@ -66294,7 +66329,7 @@ Though incarnum is a potent tool, it is still a physical medium-an abstraction t - Hit Die: d10 - Proficiencies: Incandescent Champions gain no new proficiencies -- Skill Points at Each Level: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Any good @@ -66302,7 +66337,7 @@ Base Attack Bonus: +6 Essentia Pool: 1 Skills: Concentration 4 ranks -ABILITIES: +CLASS FEATURES: Level 1: Incandescent Strike - Invest essentia to increase damage @@ -67363,7 +67398,7 @@ Necrocarnum is a dark reflection of incarnum, whose use gives even the most evil - Hit Die: d6 - Proficiencies: A Necrocarnate does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -67372,7 +67407,7 @@ Skills: Lore 5 ranks, Concentration 5 ranks, Spellcraft 10 ranks. Feat: Necrocarnum Acolyte. Meldshaping: Ability to shape soulmelds, ability to bind soulmelds to the crown, feet, and hands chakras. -ABILITIES: +CLASS FEATURES: Level 1: Harvest Soul (1 minute) - Harvest essentia from recently dead corpses @@ -67526,14 +67561,14 @@ this blademeld grants him amazing combat prowess. When bound to his chakras, it - Hit Die: d10 - Proficiencies: Incarnum Blades gain no new proficiencies -- Skill Points at Each Level: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Any except neutral Base Attack Bonus: +5 Skills: Concentration 2 ranks -ABILITIES: +CLASS FEATURES: Level 1: Blademeld (crown, feet, hands) - Attach meld to special chakras for benefit @@ -67565,7 +67600,7 @@ them helpless. - Hit Die: d6 - Proficiencies: Witchborn Binders gain no new proficiencies -- Skill Points at Each Level: 4 + Int Modifier. +- Skill Points: 4+ Int modifier. REQUIREMENTS: Meldshaping: Meldshaper level 6th. @@ -67573,7 +67608,7 @@ Feats: Alertness, Track. Skills: Lore 4 ranks, Search 4 ranks, Sense Motive 2 ranks, Spot 2 ranks. Special: May not possess any arcane spellcasting class levels. -ABILITIES: +CLASS FEATURES: Level 1: Detect Magic at will @@ -76610,7 +76645,7 @@ Half-celestials can use a daylight effect (as the spell) at will. Smite Evil (Su) Once per day a half-celestial can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe. -Spell-Like Abilities +Spell-like Abilities A half-celestial with an Intelligence or Wisdom score of 8 or higher has two or more spell-like abilities, depending on its Hit Dice, as indicated on the table below. The abilities are cumulative. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature's HD, and the save DC is Charisma-based. 1+ HD, Protection from evil 3/day, bless @@ -76649,7 +76684,7 @@ Class : 11 levels in Sorcerer, Wizard, or Cleric Alignment: Any Good Must not have any levels in Lich. -ABILITIES: +CLASS FEATURES: Baelnorn Properties: +8 bonus to Hide, Listen, Move Silently, Search, Persuade, and Spot. Baelnorn Touch: Touch attack causes 1d8 + 5 damage and permanent paralyzation. Baelnorn Defense: Damage Reduction 15/+2, Natural Armor + 5, immunity to cold and electricity, Turning Resistance +4. @@ -76719,7 +76754,7 @@ Spellcasting: Ability to cast 4th level arcane spells. Hit die: d4 Skill points at each level: 2 + Int modifier. -Class Features +CLASS FEATURES: Spells per Day: A master alchemist's training focuses on magic. Thus, when a character gains a new level of master alchemist, she gains new spells per day as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. 1st: Brew 2/day: The master alchemist has perfected the art of brewing potions. As such, she can brew two potions in one day(an 8-hour period) instead of one. @@ -76808,7 +76843,7 @@ Base Attack Bonus: +6 Skills: Craft Weapon 8, Hide 8, Lore 4, Move Silently 8 Feats: Point Blank Shot, Weapon Focus (Longbow) -Class Features: +CLASS FEATURES: Hit die: d8 Spellcasting: You gain spells per day as per the following tables. You do not gain spells per day in any existing spellcasting class. You can only choose spells from the justice spell list. @@ -77162,9 +77197,9 @@ The shadowcaster understands the true, primal power of darkness, attunes herself - Hit Die: d6 - Proficiencies: You are proficient with all simple weapons. You are not proficient with any type of armor or shield. Armor of any type interferes with your gestures, which can cause your mysteries to fail when they function as spells. -- Skill Points at Each Level: 2+ Int Modifier. +- Skill Points: 2+ Int modifier. -ABILITIES: +CLASS FEATURES: Level 1: Fundamentals of Shadow - You start with access to 3 fundamentals, which function as supernatural abilities and can be used 3 times/day. @@ -77198,13 +77233,13 @@ Bonus Feats - You gain a bonus feat equal to the total number of Paths you compl They prefer to call themselves "black transmogrifists", but most know them as children of night. They are more than spellcasters, more than scholars, and - they claim - more than mortal. For those who have the will and the depth of knowledge to join their ranks, ascension beyond the earthly form awaits, for the children of night become the stuff of shadow itself. - Hit Die: d6 -- Skill Points at Each Level: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Skills: Lore 8 ranks Shadowcasting/Spellcasting: Ability to cast mysteries -ABILITIES: +CLASS FEATURES: Level 1: Cloak of Shadows (Su) - Your flesh takes on a hazy, almost translucent hue, granting a bonus equal to your child of night level on Hide checks. @@ -77228,13 +77263,13 @@ Mysteries: At each level beyond 1st, you gain new mysteries and an increase in c Some driven or domineering souls seek nothing less than mastery of darkness itself - the ability to turn the very shadows into their agents and allies. These are the masters of shadow, commanders of soldiers as dark and insubstantial as night itself. For those with the force of will to enter their ranks, the very shadows serve at their beck and call. - Hit Die: d8 -- Skill Points at Each Level: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Skills: Lore 8 ranks Feat: Shadow Familiar -ABILITIES: +CLASS FEATURES: Level 1: Shadow Servant - You replace your familiar with a Shadow Elemental, which grows in power with you. Master's Bidding (standard action) - You can focus your affinity with shadow to enhance your shadow servant with one special ability for 1 round. @@ -77253,14 +77288,14 @@ Mysteries: At each level beyond 1st, you gain new mysteries and an increase in c Noctumancers bridge the gap between shadow and arcane magic. Those who succeed in becoming one of these elite not only gain a boost to their mystery user and arcane caster abilities, but are able to manipulate the mysteries and spells of others as no others can. - Hit Die: d4 -- Skill Points at Each Level: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Skills: Lore rank 6, Spellcraft rank 6 Shadowcasting: Able to cast level 2 mysteries Spellcasting: Able to cast level 2 arcane spells -ABILITIES: +CLASS FEATURES: Level 1: Capture Magic's Shadow (Su) - At 1st level, when you successfully dispel a mystery or spell you can absorb its energy. You add one-half the level of the mystery or spell you dispelled to the caster level of any mystery or spell you cast in the next round. @@ -77280,14 +77315,14 @@ Mysteries/Spellcasting: At each level, you gain new mysteries and spells per day few equals. Their ability to manipulate darkness and shadow enhances their martial skills, allowing them to target weak points, land blows that should not strike true, and even attack foes who are paces away. - Hit Die: d8 -- Skill Points at Each Level: 2+ Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Base Attack Bonus: +5 Skills: Bluff 5 ranks, Hide 5 ranks, Move Silently 5 ranks Feats: Blind-Fight -ABILITIES: +CLASS FEATURES: Level 1: Unseen Weapon (Unerring Strike) - Once per day per shadowblade level, you can activate one of the powers of your unseen weapon. Your next melee attack ignores any miss chance because of concealment. 2: Shadow and Stealth - You gain a bonus equal to half your class level (round down) on Hide and Move Silently checks. @@ -77310,13 +77345,13 @@ Level Shadowcasters draw power from darkness, and masters of shadow command it, but no one truly manipulates the darkness as does the shadowsmith. Combining martial and mystical skills, and possessed of a driving will, the shadowsmith forms his tools and weapons from shadowstuff itself, drawing forth matter from empty night. - Hit Die: d8 -- Skill Points at Each Level: 6 + Int Modifier. +- Skill Points: 6+ Int modifier. PREREQUISITES: Base Attack Bonus: +5 Skills: Craft (armor) 5 ranks, Craft (weapon) 5 ranks, Lore 3 ranks -ABILITIES: +CLASS FEATURES: Level 1: Touch of Shadow - For 1 minute per level you gain a bonus on Climb checks equal to your class level. 2: Shroud of Shadow - You gain a bonus on Hide checks and Move Silently checks equal to your class level. Shroud of shadow lasts for 1 minute per class. @@ -77774,7 +77809,7 @@ Skills: 10 ranks in 4 skills from Tumble, Intimidate, Concentration, Balance, Se Feats: Adaptive Style, Dodge, Blind-Fight, Improved Initiative, Improved Unarmed Strike. Maneuvers: Must know at least one maneuver from six disciplines. -ABILITIES: +CLASS FEATURES: Level 1: @@ -77934,7 +77969,7 @@ A specialist wizard who calls himself a necromancer or a cleric with the Death d - Proficiencies: A Dread Necromancer gains proficiencies with Simple Weapons, and Light Armour. - Skill Points: 2 + Int Modifier -ABILITIES: +CLASS FEATURES: Level 1: Charnel Touch - Negative energy touch @@ -78050,13 +78085,13 @@ Magic is evil. Magic tempts. Magic perverts. Magic corrupts. Anyone who cannot e - Hit Die: d12 - Proficiencies: Forsakers gain no proficiencies -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Feats: Great Fortitude, Iron Will, Lightning Reflexes -ABILITIES: +CLASS FEATURES: Level 1: Ability Bonus - +1 to any ability at each class level @@ -78092,7 +78127,7 @@ Use: Selected - Proficiencies: A Noble gains proficiencies with Simple Weapons, Martial Weapons, Shields, and Light Armour. - Skill Points: 4 + Int Modifier - ABILITIES: + CLASS FEATURES: Level 1: Favor +1 @@ -78294,7 +78329,7 @@ A half-fiend retains all the special attacks of the base creature and gains the Smite Good (Su) Once per day the creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe. -Spell-Like Abilities +Spell-like Abilities A half-fiend with an Intelligence or Wisdom score of 8 or higher has spell-like abilities depending on its Hit Dice, as indicated on the table. The abilities are cumulative. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature's HD, and the save DC is Charisma-based. HD Abilities @@ -78493,7 +78528,7 @@ Perfect Automatic Still Spell The demilich can cast all the spells it knows without gestures. -Spell-Like Abilities +Spell-like Abilities At will:alter self, astral projection, create greater undead, create undead, death knell, enervation, greater dispel magic, harm (usually used to heal itself), summon monster I-IX, telekinesis, and weird; 2/day: greater planar ally. Demiliches use these abilities as casters of a level equal to their spellcaster level, but the save DCs are equal to 10 + the demilich's HD + the demilich's Charisma modifier. @@ -78589,7 +78624,7 @@ The abjurant champion focuses his arcane abilities both to augment his personal - Hit Die: d10. - Proficiencies: An Abjurant Champion gains no armor or weapon proficiency. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -78598,7 +78633,9 @@ Feats: Combat Casting. Spellcasting: Must be able to cast 1st-level arcane spells. Special: Must be proficient with at least one martial weapon. -ABILITIES: +CLASS FEATURES: + +Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming an abjurant champion, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known. Level 1: Feat - Abjurant Armor - Any time you cast an abjuration spell that grants you an armor bonus or shield bonus to AC, you can increase the value of the bonus by your abjurant champion class level. @@ -78606,7 +78643,7 @@ Level 2: Feat - Swift Abjuration - You cast Abjuration spells as a swift action (NOT IMPLEMENTED). 3: 4: Feat - Arcane Boost - Expend a spell to improve some abilities. -5: Feat - Martial Arcanist - Use your attack bonus as your caster level if it is the higher of the two. +5: Feat - Martial Arcanist - Use your base attack bonus as your caster level if it is the higher of the two. Abjurant Armor Type of Feat: Class Prerequisite: Abjurant Champion 1 @@ -80285,7 +80322,23 @@ Use: Activated Face-Changer Quickselect 1 Face-Changer Quickselect 2 Face-Changer Quickselect 3 - ##START NWN .35 CLASS ABBREVIATIONS ## + Empty Vessel + empty vessel + Empty Vessels + Unpossessed quori hosts, known as empty vessels, train hard for the day they receive their quori spirits. An empty vessel is taller than the average human, but lightly built, with large, almond-shaped eyes that vary in color. Common colors are black, viridian, or violet, although the eyes change color with the mood of the individual. All empty vessels have pale skin and straight hair that ranges in color from jet black to deep blue or green. By human standards, most empty vessels are strikingly handsome or beautiful, and they possess an unnatural charm and a commanding aura that helps them influence others. Most wear their hair long, and they favor ornate clothing and decorations. Humans born and raised on Sarlona to become vessels receive special training and education, and they are remarkable individuals in their own right. + +Empty Vessel Ability Adjustments: None. +Favored Class (Psion): A multiclass empty vessel's psion class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Base movement of 30. +- Naturally Psionic (Ex): Empty vessels gain 1 extra power point per character level, regardless of whether they choose a psionic class. +- Skills: An empty vessel receives 4 extra skill points at 1st level and 1 extra skill point at each additional level. +- +2 racial bonus on Bluff, Diplomacy, and Intimidate checks. Empty vessels are masters of social interaction, influencing others through their commanding presence and subtle psychic powers. +- Bonus Feat: Empty vessels gain 1 extra feat at 1st level. +- Human: Kalashtar are considered Human for the purpose of spells. +- Level Adjustment: +1 UrP Bnd AnM @@ -81493,8 +81546,8 @@ Use: Activated Dragonsong Lyrist Spellcasting (Wizard) Eldritch Knight Spellcasting (Wizard) Enlightened Fist Spellcasting (Wizard) - Eldritch Theurge Spellcasting (Wizard) - Elemental Savant Spellcasting (Wizard) + Elemental Savant Spellcasting (Wizard) + Eldritch Theurge Spellcasting (Wizard) Force Missile Mage Spellcasting (Wizard) Fochlucan Lyrist Spellcasting (Wizard) Frost Mage Spellcasting (Wizard) @@ -82129,6 +82182,14 @@ Use: Activated Spellcasting isn't required to take the Talon of Tiamat prestige class. If you currently have an arcane spellcasting, shadowcasting or invoking class, do not pick this marker feat. Spellcasting isn't required to take the Dragonsong Lyrist prestige class. If you currently have an arcane spellcasting or shadowcasting class, do not pick this marker feat. Spellcasting isn't required to take the Ollam prestige class. If you currently have an arcane spellcasting or shadowcasting class, do not pick this marker feat. + Archivist Spellcasting (Master of Shrouds) + Blackguard Spellcasting (Master of Shrouds) + Druid Spellcasting (Master of Shrouds) + Favoured Soul Spellcasting (Master of Shrouds) + Justice of Weald and Woe Spellcasting (Master of Shrouds) + Ranger Spellcasting (Master of Shrouds) + Sohei Spellcasting (Master of Shrouds) + Ur-Priest Spellcasting (Master of Shrouds) ***** Custom Weapon VFX ***** ... Darkness / Shadow ... Psionic / Mind diff --git a/CEP3/_tlk/prc8_cep3_merge.xml b/CEP3/_tlk/prc8_cep3_merge.xml index 45403e8..6109bf0 100644 --- a/CEP3/_tlk/prc8_cep3_merge.xml +++ b/CEP3/_tlk/prc8_cep3_merge.xml @@ -94,7 +94,7 @@ These so-called Ocular Adepts, outcasts to their own societies, have pledged the - Hit Die: d6. - Proficiencies: An Ocular Adept does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -103,7 +103,7 @@ Skills: Concentration 8 ranks Feats: Endurance Base Save Bonus: Fort +4 -ABILITIES: +CLASS FEATURES: Level 1: Charm Person Ray - 2/day (spell-like ability). @@ -246,7 +246,7 @@ Most Battleragers live short, glorious lives. - Hit Die: d12. - Proficiencies: A Battlerager does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -257,7 +257,7 @@ Feats: Cleave, Toughness, Power Attack Base Attack Bonus: +5 Skills: Intimidate (8 ranks), Lore (2 ranks) -ABILITIES: +CLASS FEATURES: Level 1: Battle Rage - 1/day (as per Barbarian Rage). @@ -288,7 +288,7 @@ A disgraced or masterless Samurai cut loose from this all-pervading value system - Proficiencies: All simple and martial weapons, plus katana. Medium and light armor. - Skill Points: 4 + Int Modifier. -ABILITIES: +CLASS FEATURES: Ancestral Daisho All Samurai carry two masterwork weapons - a katana and a wakizashi. These weapons have been handed down over generations from the Samurai's ancestors, and protecting them is an important point of honor for the Samurai. Starting at level 4, he can awaken the supernatural abilities latent in the weapons by sacrificing items to enhance them. @@ -304,7 +304,7 @@ Clerics make natural warpriests. Other classes must have at least one Cleric le - Hit Die: d8. - Proficiencies: All simple and martial weapons. All types of armor and shields. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -314,7 +314,7 @@ Feats: Combat Casting. Class: Cleric. Domains: At least one of the following: Destruction, Protection, Strength, War. -ABILITIES: +CLASS FEATURES: Level 1: Rally - Allies within 60 feet who are suffering from any fear effect are allowed an immediate Will saving throw at the DC of the fear effect, with a +1 morale bonus per Warpriest level. @@ -435,7 +435,7 @@ Alignment Restrictions: Any non-chaotic, non-good. Skills: Bluff (10 ranks), Hide (10 ranks), Tumble (10 ranks). Feats: Dodge, Evasion. -ABILITIES: +CLASS FEATURES: Level 1: Use Poison - The Ninja Spy can apply poison to weapons. @@ -504,7 +504,7 @@ Mystic theurges are often obsessed with magical lore, and will travel to the end - Hit Die: d4. - Proficiencies: A Mystic Theurge does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -662,7 +662,7 @@ Morninglords are, in many ways, the epitome of the class cleric archetype--they - Hit Die: d8. - Proficiencies: A Morninglord of Lathander does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -672,7 +672,7 @@ Feats: Extra Turning. Spellcasting: Able to cast 3rd level divine spells. Special: Must worship Lathander. (Clerics must have two of Good, Nobility, Protection, Renewal, Sun or Strength domains) -ABILITIES: +CLASS FEATURES: Level 1: Bane of the Restless - the character's Morninglord of Lathander levels stack with her cleric and paladin levels for the purposes of turning undead. @@ -782,7 +782,7 @@ Race: Human Special: Sneak attack +1d6 Special: You may not have any levels in an arcane spellcasting class -ABILITIES: +CLASS FEATURES: Level 1: Spellcasting - Cast a small number of spells from the abjuration and enchantment schools @@ -910,7 +910,7 @@ Alienists deal with powers and entities from terrifyingly remote reaches of spac - Hit Die: d4. - Proficiencies: An Alienist does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -919,7 +919,7 @@ Feats: Alertness. Spellcasting: Able to cast 3rd level arcane spells. Special: Prior contact with an alienist or a pseudonatural creature. -ABILITIES: +CLASS FEATURES: Level 1: Summon Alien - when casting any summon monster spell, Alienist summons "pseudonatural" version of a creature. @@ -1202,7 +1202,7 @@ Rage mages are usually found working with barbarians. They tend to shy away from - Hit Die: d8. - Proficiencies: Rage mages gain no proficiency with any weapon or armor. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: To qualify to become a rage mage, a character must fulfill all the following criteria. @@ -1213,7 +1213,7 @@ Feat: Combat Casting. Spells: Able to cast 2nd-level arcane spells. Special: Rage or frenzy ability. -ABILITIES: +CLASS FEATURES: Level 1: Spell Rage 1/day - When casting a spell from abjuration, conjuration, evocation, necromancy or transmutation school while in a rage, the rage mage uses her character level as her caster level. Temporarily takes -2 penalty to Armor Class. At the end of the rage, the character is fatigued. @@ -1441,7 +1441,7 @@ The archivist is a more academic profession than the cleric or paladin but hardi - Proficiencies: Archivists are proficient with all simple weapons and with light and medium armor, but not with shields. - Skill Points: 4 + Int Modifier -ABILITIES: +CLASS FEATURES: Level 1: Dark knowledge (tactics) 3/day, Scribe Scroll @@ -1509,7 +1509,7 @@ If you delight in manipulating others, either to their disadvantage or for their - Proficiencies: Beguilers are proficient with all simple weapons plus the rapier, shortbow, and short sword. Beguilers are proficient with light armor, but not with shields. - Skill Points: 6 + Int Modifier -ABILITIES: +CLASS FEATURES: Level 1: Armored mage, trapfinding @@ -2074,7 +2074,7 @@ An unwilling creature can't be teleported by word of recall. Likewise, a creatur Knowledge is power and the quest for knowledge never ends. There is an ever lasting supply of divine lore for you, the epic archivist, to discover. Hit Die: d6 -Skill Points at Each Level: 4 + Int modifier. +Skill Points: 4 + Int modifier. Dark Knowledge (Ex): At 21st level and every 3 levels thereafter, the epic archivist gains an additional use of Dark Knowledge. Lore Mastery (Ex): The archivist adds an additional +1 bonus on all Lore skill checks at level 23 and every 5 levels thereafter. Bonus Feats: The epic archivist gains a bonus feat (selected from the list of epic class bonus feats) every three levels higher than 20th. @@ -2109,7 +2109,7 @@ Entry Requirements Skills: Intimidate 6 ranks, Lore 12 ranks, Spellcraft 6 ranks. Warlock Invocation: Must know brimstone blast or hellrime blast. -Class Features: +CLASS FEATURES: Class Skills (2 + Int modifier per level): Bluff, Concentration, Craft, Intimidate, Lore, Spellcraft, Use Magic Device. The hellfire warlock class offers great power at the expense of versatility. This prestige class presents a focused approach to tap the power of the Nine Hells, though often at a grave price. As they advance, these warlocks can access greater uses of hellfire, including the ability to infuse magic items with the power of hellfire and lash out with the fires of Hell against any foe that strikes them. @@ -2171,7 +2171,7 @@ Spells: Ability to cast 2nd-level divine spells. Invocations: Ability to use least invocations. Special: Ability to turn or rebuke undead, must worship a chaotic or evil deity. -ABILITIES: +CLASS FEATURES: Level 1: Gift of the Divine Patron (Su) @@ -2208,7 +2208,7 @@ Spells: Ability to cast 2nd-level arcane spells. Invocations: Ability to use least invocations. Special: Eldritch blast +2d6. -ABILITIES: +CLASS FEATURES: Level 1: Damage Reduction (Su) (1/cold iron) @@ -2668,7 +2668,7 @@ The Age of Mortals brought with it a new kind of magic, the ambient magic thread - Proficiencies: A Nightstalker gains proficiencies with Simple Weapons, rapier, shortbow and short sword. He is also proficient with light armor and shields. - Skill Points: 4 + Int Modifier -ABILITIES: +CLASS FEATURES: Level 1: Death Sight, Trapfinding, Spiritual Resilience +1 @@ -3669,7 +3669,7 @@ Text - Hit Die: d4. - Proficiencies: An Ultimate Magus does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -3812,7 +3812,7 @@ REQUIREMENTS: Alignment: Any evil. Skills: Hide 8 ranks, Move Silently 8 ranks. -ABILITIES: +CLASS FEATURES: Level 1: Death Attack +1d6 - Special sneak attack that has a chance of paralyzing opponent. @@ -3864,7 +3864,7 @@ A Blackguard epitomizes evil. They are nothing short of a mortal fiend, a black - Hit Die: d10. - Proficiencies: All simple and martial weapons, all types of armor, and shields. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -3873,7 +3873,7 @@ Base Attack Bonus: +6 Skills: Hide 5 ranks. Feats: Cleave. -ABILITIES: +CLASS FEATURES: Level 1: Use Poison - Automatic success when coating a weapon with poison. @@ -3972,7 +3972,7 @@ Holy Power (Su): The save DCs of any and all of the saint's special attacks, inc Holy Touch (Su): A saint's entire being is suffused with holy power, which likewise flows into any weapon the saint wields. A saint's melee attacks with any weapon (or unarmed) deal an additional 1d6 points of holy damage against evil creatures, and 1d8 points against evil undead and evil outsiders. Any evil creature that strikes a saint with a natural weapon takes holy damage as if hit by the saint's attack. -Spell-Like Abilities: At will - guidance, resistance, virtue, and bless. A saint's caster level is equal to its Hit Die total. The save DCs are Charisma-based. +Spell-like Abilities: At will - guidance, resistance, virtue, and bless. A saint's caster level is equal to its Hit Die total. The save DCs are Charisma-based. Special Qualities: A saint retains all the character's special qualities and gains those listed below, as well as the outsider type. @@ -5029,12 +5029,32 @@ Tortoise shell slows a creature's movement as if it were wearing heavy armor. An 91 92 93 - 94 - 95 - 96 - 97 - 98 - 99 + Grey Elf + Grey Elf + grey elf + grey elves + Gray elves are the most noble and regal of all elves. Taller and grander in physical appearance than others of their race, gray elves have a reputation for being aloof and arrogant (even by elven standards). They certainly are more reclusive than high elves, living in isolated mountain citadels and allowing entry only to a select few outsiders. They have either silver hair and amber eyes or pale golden hair and violet eyes. They prefer clothing of white, silver, yellow, or gold, with cloaks of deep blue or purple. + + +2 Dexterity, +2 Intelligence, –2 Strength, –2 Constitution. + + Medium: As Medium creatures, gray elves have no special bonuses or penalties due to their size. + + Gray elf base land speed is 30 feet. + + Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects. + + Low-Light Vision: A gray elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. + + Weapon Proficiency: Gray elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. + + +2 racial bonus on Listen, Search, and Spot checks. A gray elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. + + Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. + + Favored Class: Wizard. A multiclass gray elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing. + + Level Adjustment: +0 + Grey Elf Biography. Tomb-Tainted Soul Type of Feat: General Prerequisite: Nongood alignment. @@ -5155,7 +5175,7 @@ Special Abilities: Azurin Ability Adjustments: None Favored Class: Soulborn. A multiclass Azurin's Soulborn class does not count when determining whether he suffers an XP penalty for multiclassing. -Special abilities: +Special Abilities: - Base movement of 30' - Essentia Pool: An azurin's essentia pool is permanently increased by 1. If he doesn't have an essentia pool, this trait grants him one with a single point of essentia. @@ -5194,7 +5214,7 @@ A few multiclassed barbarians become forest masters, although they rarely have t - Hit Die: d8. - Proficiencies: A forest master does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. - Spells per Day: At each forest master level the character gains new spells per day as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as an improved chance of turning or rebuking undead). REQUIREMENTS: @@ -5203,7 +5223,7 @@ Skills: Animal Empathy 8 ranks, Concentration 4 ranks, Lore 13 ranks. Feats: Alertness, Endurance, Power Attack, Skill Focus (Lore), Weapon Proficiency (martial) or Weapon Proficiency (maul). Spells: Ability to cast entangle, plant growth*, and command plants*. -ABILITIES: +CLASS FEATURES: Level 1: Tree Brother (Sp): The forest master may assume tree shape once per day. Nature Sense* (Ex): The forest master can identify plants and animals with perfect accuracy. He can determine whether water is safe to drink or dangerous. @@ -14507,7 +14527,7 @@ A Mage Killer will fraternize with all sorts of people to help them locate and g - Hit Die: d4. - Proficiencies: A Mage Killer does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -14515,7 +14535,7 @@ Spells: Able to cast 4th-level arcane spells. Feats: Great Fortitude, Lightning Reflexes, Combat Casting, Any Martial Weapon Proficiency. Skills: Spellcraft (10 ranks). -ABILITIES: +CLASS FEATURES: Level 1: Improved Saves - The Mage Killer can choose to gain a +1 bonus to either Reflex or Fortitude saves. @@ -14553,7 +14573,7 @@ Alignment: Any non-evil. Skills: Concentration (4 ranks), Spellcraft (8 ranks), Lore (8 ranks), Persuade (2 ranks). Spells: Able to cast 3rd level arcane spells. -ABILITIES: +CLASS FEATURES: Level 1: Feat - Skill Focus: Lore - Provides a +3 bonus to all Lore skill checks. @@ -14577,7 +14597,7 @@ Feared by other mages for their ability to cast spells while in armor and treate - Hit Die: d8. - Proficiencies: A Spellsword does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -14586,7 +14606,7 @@ Feats: Weapon Proficiency: All Simple and Martial Weapon Proficiencies, Armor Pr Skills: Lore (6 ranks). Base attack bonus: +4. -ABILITIES: +CLASS FEATURES: Level 1: Ignore Arcane Spell Failure (10%). @@ -14641,7 +14661,7 @@ Through this diabolic act of symbiosis, the Acolyte hopes to gain infernal power - Hit Die: d4. - Proficiencies: An Acolyte of the Skin does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -14649,7 +14669,7 @@ Arcane Spellcasting: Able to cast 3rd-level arcane spells. Skills: Lore (8 ranks). Alignment: Any non-good. -ABILITIES: +CLASS FEATURES: Level 1: Wear Fiend - Grants +1 Natural Armor, +2 Dexterity and Dark Vision. @@ -14830,7 +14850,7 @@ REQUIREMENTS: Skills: Hide 8 ranks, Search 8 ranks, Sense Motive 4 ranks, Spellcraft 4 ranks, Spot 8 ranks Spellcasting: Ability to cast 1st-level arcane spells -ABILITIES: +CLASS FEATURES: Level 1: Sneak Attack +1d6 2: Silent Spell as a bonus feat @@ -14862,14 +14882,14 @@ Studying the martial and arcane arts to equal degree, the Eldritch Knight is a v - Hit Die: d6 - Proficiencies: None -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Feats: All Martial Weapon Proficiencies Arcane Spellcasting: Able to cast 3rd-level spells. -ABILITIES: +CLASS FEATURES: Eldritch Knights receive a bonus feat at first level. The feats to pick from are all fighter bonus feats (except Weapon Specialization). @@ -14884,14 +14904,14 @@ Elemental Savants study the basic building blocks of existence - air, earth, fir - Hit Die: d4. - Proficiencies: An Elemental Savant does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Spellcasting: Able to cast 3rd-level arcane spells Skills: Lore 8 ranks. -ABILITIES: +CLASS FEATURES: Level 1: Elemental Transition 1 - Grants Immunity to Sleep. @@ -14965,7 +14985,7 @@ The Master of Shrouds is an evil spellcaster who magically seizes incorporeal un - Hit Dice: d8. - Proficiencies: Masters of Shrouds are proficient with all simple weapons, with all types of armor, and with shields. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -14974,7 +14994,7 @@ Alignment: Evil Skills: Concentration 10 ranks, Spellcraft 10 ranks. Spells: Ability to cast divine spells, and access to at least one of these domains: Death, Evil, Protection -ABILITIES: +CLASS FEATURES: Level 1: Turn Undead - As a cleric of the same class level as the Master of Shrouds. This stacks with any levels of Cleric and/or Paladin. @@ -15186,7 +15206,7 @@ The Red Wizards are the masters of Thay, the conquerors of that land's native Ra - Hit Dice: d4. - Proficiencies: Red Wizards gain no weapon, armor or shield proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -15196,7 +15216,7 @@ Skills: Spellcraft 8 ranks Feats: Tattoo Focus and a total of 3 metamagic or item creation feats. Spells: Must be able to cast at least 3rd level Arcane spells. -ABILITIES: +CLASS FEATURES: Level 1: Enhanced Specialization - Taking this feat determines which spell school has the Spell Power and Specialists defense bonus applied to it. @@ -15224,7 +15244,7 @@ Power corrupts. Power over life and death corrupts absolutely. The power to rais - Hit Dice: d4. - Proficiencies: True Necromancers gain no weapon, armor or shield proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -15233,7 +15253,7 @@ Skills: Lore 8 ranks Feats: Death Domain Spells: Must be able to cast at least 3rd level Arcane spells, and 3rd level Divine spells. -ABILITIES: +CLASS FEATURES: Level 1: Rebuke - True Necromancer levels stack with cleric levels for turning and rebuking undead. @@ -15264,7 +15284,7 @@ Skills: Lore 4 ranks, Disable Trap 7, Pick Lock 7. Sneak Attack: 2d6 Spells: Must be able to cast at least 3rd level Arcane spells. -ABILITIES: +CLASS FEATURES: Level 1: Ranged Legerdemain - Trap & Pick Lock at 30' range, once per day. @@ -15289,7 +15309,7 @@ Fade to red, then nothing. What happened? Where are you? No sound, no light, no - Hit Dice: d6. - Proficiencies: A Blood Magus gain no weapon, armor or shield proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -15298,7 +15318,7 @@ Skills: Concentration 4 Ranks. Feats: Toughness, Great Fortitude. Spells: Must be able to cast at least 3rd level Arcane spells. -ABILITIES: +CLASS FEATURES: Level 1: Blood Component - The Blood Magus can take 1 point of damage to give a 1 DC boost to a spell. @@ -15323,7 +15343,7 @@ The Diabolist is one who has thrown his lot in with the forces of Hell. Unlike t - Hit Dice: d4. - Proficiencies: Diabolists gain no weapon, armor or shield proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -15332,7 +15352,7 @@ Skills: Bluff 3 ranks, Intimidate 3 ranks, Lore 8 ranks Feats: Evil Brand Spells: Must be able to cast at least 3rd level Arcane spells. -ABILITIES: +CLASS FEATURES: Level 1: Diabolism 1d6 - Adds 1d6 Corrupt (Divine) damage to a spell @@ -15352,7 +15372,7 @@ While many view the Fists of Hextor simply as effective if brutal mercenaries, t - Hit Dice: d10. - Proficiencies: Fists of Hextor are proficient with simple and martial weapons, all types of armor, and shields. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -15361,7 +15381,7 @@ Skills: Spot 4 ranks, Intimidate 4 ranks, Lore 4 ranks Feats: Power Attack, Cleave, Any Martial Weapon Proficiency Base Attack Bonus: +5 -ABILITIES: +CLASS FEATURES: Level 1: Brutal Strike +1 - +1 to either attack or damage rolls. Permanent bonus. @@ -15543,7 +15563,7 @@ Alignment: Any Good. Base Attack Bonus: +6. Skills: Persuade 4 ranks, Bluff 4 ranks. -ABILITIES: +CLASS FEATURES: Level 1: Blindfight @@ -15636,7 +15656,7 @@ The famous Purple Dragons of Cormyr are regarded across Faerun as exemplars of d - Hit Die: d10. - Proficiencies: A purple dragon knight gains no additional proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -15645,7 +15665,7 @@ Base Attack Bonus: +4 Skills: Spot 2 ranks, Intimidate 1 rank, Listen 2 ranks, Persuade 1 rank, Ride 2. Feat: Mounted Combat, Leadership (6th level minimum). -ABILITIES: +CLASS FEATURES: Level 1: Rallying Cry - +1 Attack Bonus to all allies within 60 feet, can be used three times a day. @@ -15694,7 +15714,7 @@ Any force on the move, whether it's an army or an adventuring group, needs infor - Proficiencies: A Scout is proficient with simple and rogue weapons, as well as light armor, but no shields. - Skill Points: 8 + Int Modifier -ABILITIES: +CLASS FEATURES: Level 1: Skirmish (+1d6) @@ -15754,7 +15774,7 @@ Many armies boast units of soldiers who use a bow as their primary weapon, but m - Hit Die: d10. - Proficiencies: A Peerless Archer does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -15762,7 +15782,7 @@ Base Attack Bonus: +7 Feats: Weapon Focus: Longbow or Weapon Focus: Shortbow, Point Blank Shot, Rapid Shot. Skills: Craft Weapon 10 ranks. -ABILITIES: +CLASS FEATURES: Level 1: Expert Bowyer - +3 to Craft Weapon checks. @@ -15866,7 +15886,7 @@ Skills: Concentration 8 ranks. Manifesting: Must be able to manifest 1st level powers. Base Attack Bonus: +3. -ABILITIES: +CLASS FEATURES: Level 1: Armoured Mind 1/day - Expend Psionic focus to add a bonus to a single saving throw. @@ -15932,7 +15952,7 @@ Skills: Lore 4 ranks. Base Attack Bonus: +4. Special: Must possess a power point reserve of at least 1 power point. -ABILITIES: +CLASS FEATURES: Level 1: Partition Mind - You gain immunity to mind spells for a short time per day. @@ -15993,7 +16013,7 @@ Feats: Requiem (Perform 8, Bardic Music class feature) Skills: Lore 4 ranks, Perform 8. Special: Must possess the Bardic Music class feature. -ABILITIES: +CLASS FEATURES: Level 1: Song of Sorrow - All creatures take a -2 penalty to Will saves, attack and damage. @@ -16047,7 +16067,7 @@ Base Attack Bonus: +6. Feats: Any 4 Martial or Exotic Weapon Proficiencies, Combat Casting, Iron Will Skills: Concentration 4 ranks, Jump 4 ranks, Spellcraft 5 ranks, Tumble 4 ranks. -ABILITIES: +CLASS FEATURES: Level 1: Ignore Spell Failure 5%, Tenacious Spells - Add 6 to the DC to dispel a Suel Archanamach spell. @@ -16118,7 +16138,7 @@ The Favoured Soul follows the path of the cleric but is able to channel divine p - Proficiencies: A Favoured Soul gains proficiencies with Simple Weapons, Light and Medium Armour, and Shields. - Skill Points: 2 + Int Modifier -ABILITIES: +CLASS FEATURES: Level 1: @@ -16234,7 +16254,7 @@ Alignment: Lawful Evil or Neutral Evil. Feats: Evil Brand, Disciple of Darkness, Leadership Skills: Bluff 4 ranks, Persuade 5 ranks. -ABILITIES: +CLASS FEATURES: Level 1: Charm - As the spell @@ -16309,7 +16329,7 @@ Feats: Any Martial Weapon Proficiency, Empower Spell, Maximize Spell. Skills: Spellcraft 10 ranks. Arcane Spellcasting: Able to cast 4th-level spells. -ABILITIES: +CLASS FEATURES: Level 1: Weapon Focus - Choose a bonus Martial Weapon Focus @@ -16351,7 +16371,7 @@ A Healer who grossly violates her ethos (such as by refusing to heal an ally or - Proficiencies: A Healer gains proficiency with Simple Weapons and Light Armor. Wearing heavier armor and shields violates her oaths and suppresses her healer powers. - Skill Points: 4 + Int Modifier -ABILITIES: +CLASS FEATURES: Level 1: Healing Hands @@ -16546,7 +16566,7 @@ Base Attack Bonus: +6 Feats: Dodge, Weapon Finesse, Mobility. Skills: Tumble 5 ranks. Perform 3 ranks. -ABILITIES: +CLASS FEATURES: Level 1: Canny Defense - Dodge bonus to AC based on intelligence bonus, limited by class level. @@ -16637,7 +16657,7 @@ A divine spellcaster who rises high in the service of his deity gains access to - Hit Die: d8 - Proficiencies: A Hierophant does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -16645,7 +16665,7 @@ Divine Spellcasting: Able to cast 7th-level spells. Feats: Any Metamagic feat Skills: Lore 15 ranks. -ABILITIES: +CLASS FEATURES: May select one of the following abilities every level. *Blast Infidel - Negative is maximized against opposed alignments @@ -16678,7 +16698,7 @@ Use: Automatic. Prerequisite: Hierophant Level 1 Specifics: This ability increases saving throw DC's and checks to beat spell resistance for the Hierophant's spells. May be taken multiple times. Use: Automatic. - Spell-Like Ability + Spell-like Ability Type of Feat: Class Specific Prerequisite: Hierophant 1 or Archmage 1 Specifics: You may select a divine or arcane spell to become a spell-like ability. @@ -16718,7 +16738,7 @@ Base Attack Bonus: +5 Feats: Improved Unarmed Strike, Stunning Fist. Skills: Listen 8 or more ranks, Tumble: 8 or more ranks. -ABILITIES: +CLASS FEATURES: Level 1: Stunning Shout - Stun enemies by releasing ki in a shout once a day. All enemies within the cone of effect are stunned for two full rounds unless they make a successful Fortitude save (DC 15 + Wisdom Modifier). @@ -16791,7 +16811,7 @@ A Knight of the Chalice is a member of an elite knightly organization devoted to - Hit Die: d10 - Proficiencies: The Knight of the Chalice is proficient will all simple and martial weapons, armor and shields. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -16801,7 +16821,7 @@ Skills: Lore 10 or more ranks Divine Spellcasting: Level 1 or higher. Spells: Ability to cast Protection from Evil -ABILITIES: +CLASS FEATURES: Level 1: Demonslaying +1/1d6 (Physical) - Gain combat bonuses against demons. @@ -16854,7 +16874,7 @@ The Hunter of the Dead is the hated enemy of all undead. She spends each restles - Hit Die: d10 - Proficiencies: The Hunter of the Dead is proficient will all simple and martial weapons, armor and shields. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -16863,7 +16883,7 @@ Base Attack Bonus: +5 Skills: Lore 5 ranks Special: Turn Undead Ability -ABILITIES: +CLASS FEATURES: Level 1: Detect Undead - May sense undead at will @@ -16941,7 +16961,7 @@ The Holy Liberator is a holy warrior, a distant cousin of the paladin, who is de - Hit Die: d10 - Proficiencies: The Holy Liberator is proficient will all simple and martial weapons, all armor and shields. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -16951,7 +16971,7 @@ Skills: Persuade 5 or more ranks Feats: Iron Will Class: Paladin (Must be in first class slot) -ABILITIES: +CLASS FEATURES: Level 1: Detect Evil - May sense evil at will. @@ -17119,7 +17139,7 @@ Feats: Mobility, Lolth's Meat Skills: Intimidate 4, Lore 4 Spellcasting: Able to cast 1st-level arcane or divine spells. -ABILITIES: +CLASS FEATURES: Level 1: War Strike 1/day - 2d6 Constitution damage to victim. @@ -17241,7 +17261,7 @@ Sune Firehair encourages beauty, passion, and love wherever they may be found. H - Hit Die: d4. - Proficiencies: The Heartwarder gains no weapon or armor proficiency. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -17251,7 +17271,7 @@ Skills: Bluff 3, Persuade 6. Divine Spellcasting: Ability to cast spells of Level 3. Special: Must worship Sune Firehair. (Clerics must have two of Charm, Good and Protection domains.) -ABILITIES: +CLASS FEATURES: Level 1: Charisma Increase - Bonus +1 to Charisma. @@ -17326,7 +17346,7 @@ Battleguards of Tempus are the soldier-priests of Tempus who specialize in milit - Hit Die: d10. - Proficiencies: The Battleguard of Tempus gains proficiency in simple and martial weapons, all armor and shields. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -17337,7 +17357,7 @@ Base Attack Bonus: 4 Divine Spellcasting: Level 2 Special: Must worship Tempus. (Clerics must have the War domain, as well as one of Strength or Protection) -ABILITIES: +CLASS FEATURES: Level 1: Army Power - Able to inspire allies within 30 feet, giving them +2 on saving throws, attacks rolls, ability checks (turning), skill checks and damages rolls. Allies must be able to hear you. @@ -17460,7 +17480,7 @@ Special: Must have at least ONE of the following: 2) The ability to cast Level 4 Arcane Spells 3) Shadowdancer Level 1 -ABILITIES: +CLASS FEATURES: Level 1: Shadow Sight - Gains Darkvision and Ultravision in darkness. @@ -17597,7 +17617,7 @@ The Bonded Summoner knows elementals. He instinctively knows elementals' strengt - Hit Die: d4. - Proficiencies: None. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -17613,7 +17633,7 @@ Earth----Acid Fire------Fire Water--Cold -ABILITIES: +CLASS FEATURES: Level 1: Elemental Companion (Medium) - Replaces your familiar with a Medium Elemental. @@ -17670,7 +17690,7 @@ Alignment: Any evil. Base Attack Bonus: +6 Feats: Disciple of Darkness -ABILITIES: +CLASS FEATURES: Level 1: Hellfire Grasp - Can make a touch attack at will, dealing 1d6 fire damage, also character gains a +1d6 damage bonus to all unarmed strikes (while wearing gloves). @@ -17775,7 +17795,7 @@ CLASS SKILLS Craft, Discipline, Heal, Intimidate, Jump, Lore, Perform, Spot, Tumble -CLASS FEATURES +CLASS FEATURES: Base Attack: +1 per level Saving Throws: Fortitude - strong, Will - weak, Reflex - weak @@ -17874,7 +17894,7 @@ REQUIREMENTS - Ability to Rage - Chaotic Evil, Chaotic Neutral, or Neutral Evil -CLASS FEATURES +CLASS FEATURES: Feral Rage (Ex): Black Blood cultist class levels stack with barbarian levels for purposes of determining your rage ability. Thus, an 8th-level barbarian/4th-level Black Blood cultist can use greater rage four times per day, just as a 12th-level barbarian could. Black Blood cultists strengthen their fingers and toughen their nails with special training. As a result, when raging, you gain two claw attacks dealing 1d6 points of damage plus your Strength modifier. @@ -17912,7 +17932,7 @@ CLASS SKILLS Balance, Hide, Intimidate, Lore, Listen, Move Silently, Ride, Search, Spot -CLASS FEATURES +CLASS FEATURES: 1st - Shadow Ride (Su) - Dimension Door once per day per class level 2nd - Sneak Attack 1d6 3rd - Shadow Walk (Su) - Teleport once per day, Martial Bonus Feat @@ -17946,7 +17966,7 @@ Feats: Persuasive CLASS SKILLS Appraise, Bluff, Climb, Craft, Persuade, Disable Device, Intimidate, Jump, Lore, Listen, Move Silently, Open Lock, Pick Pocket, Search, Sense Motive, Spot -CLASS FEATURES +CLASS FEATURES: 1st - Sneak Attack 1d6, Doublespeak - +2 to Bluff and Persuade 2nd - Bonus Feat, Uncanny Dodge 3rd - Sneak Attack 2d6, Leadership Score +1 @@ -17963,7 +17983,7 @@ CLASS FEATURES - Proficiencies: A Factotum gains proficiencies with Martial and Simple Weapons, Light Armour, and Shields. - Skill Points: 6 + Int Modifier -ABILITIES: +CLASS FEATURES: Level 1: Inspiration - At the beginning of each fight, gain a pool of inspiration @@ -18045,7 +18065,7 @@ Special: You must be able to assume an alternate form. See the following list: Invocations: Mask of Flesh, Humanoid Shape, Spider Shape, Hellspawned Grace. Races: Pixie, Rakshasa, Fey'ri, Hound Archon, Yuan-ti Pureblood, Irda, Zakya Rakshasa, Changeling, Shifter, Naztharune Rakshasa -ABILITIES: +CLASS FEATURES: Level 1: Greater Wildshape - Can change into almost any small or medium humanoid once per day. @@ -18171,7 +18191,7 @@ Must be humanoid To gain lich powers: Creation of first stage of phylactery. (First level up in the Lich class, then create your phylactery using the Craft Lich Items feat to gain your Lich powers. Each level, this phylactery must be upgraded. Costs 40,000 gold and 1,600 XP.) -ABILITIES: +CLASS FEATURES: Level 1: Lich Properties +2 - Gain bonuses to Hide, Listen, Move Silently, Search, Persuade, and Spot. @@ -18268,7 +18288,7 @@ Base Attack Bonus: +5. Skills: Lore 3, Spellcraft 1. Feats: Iron Will. -ABILITIES: +CLASS FEATURES: Level 1: Black Magic Oil - @@ -18397,7 +18417,7 @@ Most of Bahamut's emissaries and champions are dutiful and mighty metallic drago - Hit Die: d10. - Proficiencies: A Vassal of Bahamut is proficient in all simple and martial weapons, all types of armor and shields. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -18406,7 +18426,7 @@ Base Attack Bonus: +7 Feats: Sacred Vow, Vow of Obedience Skills: Craft armor 5 ranks, Persuade 5 ranks -ABILITIES: +CLASS FEATURES: Level 1: Imperious Aura - Gains a bonus equal to his class level on all Appraise, Persuade, Intimidate, Taunt and Perform checks vs. a creature of any dragon type. @@ -18601,7 +18621,7 @@ Stormlords are the agents of Talos, inflicting destructive rampages wherever the - Hit Die: d8. - Proficiencies: A Stormlord does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -18610,7 +18630,7 @@ Feats: Great Fortitude, Weapon Focus (Spear) Divine Spellcasting: Can cast 3rd level spells. Special: Must worship Talos. (Clerics taking this class must have two of the following domains: Destruction, Fire, Evil, Storm.) -ABILITIES: +CLASS FEATURES: Level 1: Electrical Resistance 10 - Stormlord gains 10 points of Electrical resistance. @@ -18633,7 +18653,7 @@ The Fist of Raziel represents a knightly order dedicated to the celestial patron - Hit Die: d10. - Proficiencies: The Fist of Raziel gains proficiency in simple and martial weapons, all armor and shields(except tower shield). -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -18644,7 +18664,7 @@ Divine Spellcasting: Can cast 1st level spells. Base Attack Bonus: 6 Spell: Able to cast Divine Favor -ABILITIES: +CLASS FEATURES: Level 1: Magic Circle Against Evil - Constant magic circle, as the spell. @@ -18676,7 +18696,7 @@ Use: Automatic. Prerequisite: Healer level 21 An epic healer seems to exude an aura of serenity and peace, since she has finally reached a level of power where suffering and death no longer seem like insurmountable foes. -Abilities: +CLASS FEATURES: 21: Epic cleansing +1 22: - 23: Bonus feat @@ -18705,7 +18725,7 @@ The Thrall of Orcus has devoted himself to the demon prince of undeath. In his s - Hit Die: d8. - Proficiencies: A Thrall of Orcus gains proficiencies in simple and martial weapons, all types of armor, and shields. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Base Attack Bonus: +4. @@ -18713,7 +18733,7 @@ Divine Spellcasting: Able to cast 1st-level spells. Feats: Lich Loved, Thrall to Demon Skills: Lore 4 ranks. -ABILITIES: +CLASS FEATURES: Level 1: Carrion Stench - Fort Save or suffer -2 penalty to all scores. @@ -18797,7 +18817,7 @@ Shou Disciples are martial artists who have studied or observed the monks of Kar - Hit Die: d10. - Proficiencies: A Shou Disciple gains martial weapons and light armor. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Base Attack Bonus: +3. @@ -18806,7 +18826,7 @@ Skills: Tumble 4 ranks, Jump 8 ranks. Note: None of the Shou Disciple's abilities work if you are wearing medium or heavy armor or have a shield equipped. -ABILITIES: +CLASS FEATURES: Level 1: Unarmed Strike (Table Below), Dodge Bonus (Table Below) @@ -18876,7 +18896,7 @@ Sneak Attack: 1d6. Divine Spellcasting: Must be able to cast level 2 spells. Special: Must worship Kossuth. (Clerics taking this class must two of Fire, Destruction and Renewal domains.) -ABILITIES: +CLASS FEATURES: Level 1: Death Attack - After studying your target for 3 rounds, you have 3 rounds to slay them vs. DC 10 + Black Flame level + Assassin level + Int Mod. @@ -18949,7 +18969,7 @@ It is the duty of knights Hospitaler to protect people traveling on religious pi - Hit Die: d8 - Proficiencies: Hospitalers are proficient in all simple and martial weapons, all armor and shields. -- Skill Points at Each Level: 2+ Int modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS @@ -18958,7 +18978,7 @@ Base Attack Bonus: +4 Skills: Ride 5 ranks, Heal 5 ranks. Feats: Mounted Combat, Mounted Archery -ABILITIES: +CLASS FEATURES: Level 1: Lay on Hands - If Hospitaler has positive Charisma modifier, then she can cure a number of hit points equal to her Charisma modifier x Hospitaler level. @@ -19040,7 +19060,7 @@ Heironeous's teachings focus on promoting good through the use of armed force. T - Hit Die: d10 - Proficiencies: Shining Blades are proficient in all simple and martial weapons, all armor and shields. -- Skill Points at Each Level: 2+ Int modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS Alignment: Lawful Good. @@ -19049,7 +19069,7 @@ Skills: Lore 7 ranks. Spells: Able to cast 1st level divine spells. Special: Clerics must have Good and War domains. -ABILITIES: +CLASS FEATURES: All abilities only work with a Longsword (Deity Weapon). @@ -19070,7 +19090,7 @@ Epic Shining Blade Epic Shining Blades are the leaders of Heironeous's armies when they march against evil. They have attained the long sought after goal of becoming but a blade in Heironeous's hand, and are able to slay any evil that dares to stand against the righteous wrath they inflict. Having long since given up earthly pleasures, an Epic Shining Blade is pure martial might and religious fury. - Hit Die: d10. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. Level 11: Brilliant Blade 7/day - Adds 1d6 Electrical damage, 2d6 divine damage against evil, and +20 to attack to your weapon. Duration is a number of rounds equal to your class level + charisma modifier. For each two levels above 11th, gain an extra use a day. @@ -19112,7 +19132,7 @@ Combining the dynamic powers of martial prowess and arcane might, the Hexblade p - Proficiencies: A Hexblade gains proficiency with Simple and Martial Weapons, Light and Medium Armour and with Shields. - Skill Points: 2 + Int Modifier -ABILITIES: +CLASS FEATURES: Level 1: Hexblade's Curse 1/day @@ -19284,7 +19304,7 @@ While the Red Wizards of Thay are not opposed to blasting their opponents with d - Hit Die: d10 - Proficiencies: Thayan Knights gain no proficiencies. -- Skill Points at Each Level: 2+ Int modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS Race: Human. @@ -19293,7 +19313,7 @@ Base Attack Bonus: +5 Skills: Lore 4 ranks, Intimidate 2 ranks. Feats: Iron Will, Weapon Focus: Longsword -ABILITIES: +CLASS FEATURES: Level 1: Horror of Thay - +2 saves against Fear, +1 against Mind Affecting. @@ -19337,7 +19357,7 @@ The arcane duelist is a tricky, evasive opponent who relies on her foe's percept - Hit Die: d8 - Proficiencies: Arcane Duelists gain no proficiencies. -- Skill Points at Each Level: 4+ Int modifier. +- Skill Points: 4+ Int modifier. REQUIREMENTS Base Attack Bonus: +6 @@ -19345,7 +19365,7 @@ Skills: Perform 5 ranks, Tumble 5 ranks. Feats: Martial Weapon Proficiency(Rapier or Shortsword), Dodge, Mobility Spellcasting: Level 1 Arcane spells. -ABILITIES: +CLASS FEATURES: Level 1: Chosen Weapon: Since much of the arcane duelist's apparent ability is tied to magic, the arcane duelist can imbue a specific melee weapon with powers to make herself appear more skilled. The arcane duelist must choose a specific melee weapon to be her chosen weapon. @@ -19457,9 +19477,9 @@ The striking fist or flashing sword pales beside a psion's focused stare. Psioni - Hit Die: d4 - Proficiencies: Psions gain wizard weapon proficiency. -- Skill Points at Each Level: 2+ Int modifier. +- Skill Points: 2+ Int modifier. -ABILITIES: +CLASS FEATURES: Base Attack Bonus: +1/2 Strong Saves: Will @@ -19496,9 +19516,9 @@ One who turns the mind's potential to the warrior's art is known as a psychic wa - Hit Die: d8 - Proficiencies: Psychic Warriors gain Martial and Simple Weapon Proficiency, and all Armour and Shield proficiencies. -- Skill Points at Each Level: 2+ Int modifier. +- Skill Points: 2+ Int modifier. -ABILITIES: +CLASS FEATURES: Base Attack Bonus: +3/4 Strong Saves: Fortitude @@ -19535,7 +19555,7 @@ A soulknife recognizes his own mind as the most beautiful - and the most deadly - Hit Die: d10 - Proficiencies: Soulknives gain Proficiency with Simple weapons and their mindblades, and Light Armour and Shield proficiencies -- Skill points at Each Level: 4 + Int modifier +- Skill Points: 4+ Int modifier. CLASS SKILLS @@ -19543,32 +19563,32 @@ CLASS SKILLS Concentration, Craft Armor, Craft Trap, Craft Weapon, Discipline, Hide, Jump, Lore, Move Silently, Parry, Spot, Tumble -CLASS FEATURES +CLASS FEATURES: Base Attack Bonus: +3/4 Strong Saves: Reflex and Will - -Level 1: Mind blade, Weapon Focus(mind blade), Wild Talent -Level 2: Throw mind blade -Level 3: Psychic strike +1d8 -Level 4: +1 mind blade -Level 5: Free draw, shape mind blade -Level 6: Mind blade enhancement +1, Speed of Thought -Level 7: Psychic strike +2d8 -Level 8: +2 mind blade -Level 9: Bladewind, Greater Weapon Focus(mind blade) -Level 10: Mind blade enhancement +2 -Level 11: Psychic strike +3d8 -Level 12: +3 mind blade -Level 13: Knife to the soul -Level 14: Mind blade enhancement +3 -Level 15: Psychic strike +4d8 -Level 16: +4 mind blade -Level 17: Multiple throw -Level 18: Mind blade enhancement +4 -Level 19: Psychic strike +5d8 -Level 20: +5 mind blade +Level: + 1: Mind blade, Weapon Focus(mind blade), Wild Talent + 2: Throw mind blade + 3: Psychic strike +1d8 + 4: +1 mind blade + 5: Free draw, shape mind blade + 6: Mind blade enhancement +1, Speed of Thought + 7: Psychic strike +2d8 + 8: +2 mind blade + 9: Bladewind, Greater Weapon Focus(mind blade) +10: Mind blade enhancement +2 +11: Psychic strike +3d8 +12: +3 mind blade +13: Knife to the soul +14: Mind blade enhancement +3 +15: Psychic strike +4d8 +16: +4 mind blade +17: Multiple throw +18: Mind blade enhancement +4 +19: Psychic strike +5d8 +20: +5 mind blade Mind blade (Su): A soulknife can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways to a short sword. A mind blade is considered a magic weapon (+1) for the purpose of overcoming damage reduction. @@ -19631,7 +19651,7 @@ Proficiencies: Wilders are proficient with all simple weapons, with light armor, CLASS SKILLS Bluff, Concentration, Craft Armor, Craft Trap, Craft Weapon, Intimidate, Jump, Listen, Lore, Spellcraft, Spot, Tumble -CLASS FEATURES +CLASS FEATURES: Level: 1: Wild Surge +1, Psychic Enervation @@ -22011,7 +22031,7 @@ Skills: Persuade 4 ranks, Lore 8 ranks. Manifesting: Must be able to manifest 3rd level powers. Special: Must be a Telepath Discipline Psion and able to manifest a Telepath Discipline Power. -ABILITIES: +CLASS FEATURES: Level 1: Thrallherd - Gain a thrall whose level is based upon Thrallherd's leadership score. @@ -22110,7 +22130,7 @@ Skills: Concentration 9 ranks. Base Attack Bonus: +4. Special: Must have the Still Mind class ability (Monk level 3). -ABILITIES: +CLASS FEATURES: Level 1: Monk Abilities - A Fist of Zuoken stacks his Fist levels with those of monk for the purposes of unarmed damage. @@ -23188,7 +23208,7 @@ A student of arcane spellcasting techniques, the Duskblade combines arcane spell - Proficiencies: A Duskblade is proficient with Simple and Martial Weapons, all Armor and Shields. - Skill Points: 2 + Int Modifier -ABILITIES: +CLASS FEATURES: Level 1: Armored Mage (light) @@ -23270,7 +23290,7 @@ Level: 0 1 2 3 4 5 Prerequisite: Duskblade level 21 The Epic Duskblade is a Juggernaut on the battlefield, wasting his foes with steel and spell. -ABILITIES: +CLASS FEATURES: Level 21: Spell Power +6 @@ -23352,7 +23372,7 @@ The random madness of the thunderstorm and the unpredictability of the slaadi co - Hit Die: d12. - Proficiencies: Frenzied Berserkers gain no weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -23360,7 +23380,7 @@ Alignment: Non-lawful Base Attack Bonus: +6. Feats: Cleave, Intimidating Rage, Power Attack. -ABILITIES: +CLASS FEATURES: Levels 1: Frenzy - Increases strength +6 (+10 at 8), reduces AC -4, takes 2 damage per round and attacks nearest target (friends included), useable once per day. @@ -23445,14 +23465,14 @@ The Tempest is the point of calm within a whirling barrier of deadly blades. Poe - Hit Die: d10. - Proficiencies: Tempests gain no weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Base Attack Bonus: +9. Feats: Ambidexterity, Dodge, Mobility, Spring Attack, Two-Weapon Fighting, and Weapon Finesse (any) or Weapon Focus (any). Rangers are considered to have Ambidexterity and Two-Weapon-Fighting at Level 1. -ABILITIES: +CLASS FEATURES: Levels 1: Improved Two-Weapon Fighting - Character is able to get a second off hand attack at a -5 penalty to attack roll. @@ -23504,14 +23524,14 @@ The Foe Hunter has but one purpose in life: to kill creatures of the type she ha - Hit Die: d10. - Proficiencies: Foe Hunters gain no weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Base Attack Bonus: +7. Feats: Favored Enemy, Trackless Step, Weapon Focus (any). -ABILITIES: +CLASS FEATURES: Levels 1: Hated Enemy - The Foe Hunter gains all bonuses against their hated enemy. @@ -23593,7 +23613,7 @@ In an epic battle at the dawn of time, the elven deity Corellon Larethian stabbe - Hit Die: d12. - Proficiencies: Eye of Gruumsh's gain no weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -23603,7 +23623,7 @@ Base Attack Bonus: +6. Feats: Weapon Proficiency (Double-Axe), Weapon Focus (Orc Double-Axe). Special: Follower of Gruumsh that has put his own right eye out during a ritual. (Clerics taking this class must have two of the following domains: War, Strength, Evil.) -ABILITIES: +CLASS FEATURES: Levels: 1: Blind-Fight, Command the Horde, Rage @@ -23659,7 +23679,7 @@ The Orcish Warlord is a savage general of an unruly army, the leader of one of t - Hit Die: d12. - Proficiencies: Orc Warlords gain no weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Race: any Orcish race @@ -23669,7 +23689,7 @@ Feats: Blood of the Warlord, Leadership Skills: 8 Intimidate, 5 Ride Special: Ability to Rage -ABILITIES: +CLASS FEATURES: Levels: 1: Gather Horde I, Release Horde 2: Inspire Courage @@ -23838,7 +23858,7 @@ Special: You must be able to assume an alternate form. See the following list: Yuan-ti Pureblood Zakya Rakshasa -ABILITIES: +CLASS FEATURES: Level: 1: Greater Wild Shape - Can change into small, medium and humanoid once per day. Creature Weapon Proficiency - Can use creature weapons. @@ -24110,7 +24130,7 @@ Skills: Lore 5, Bluff 2, Persuade 2. Feats: Thrall to Demon. Spellcasting: Must be able to cast 3rd level arcane spells. -ABILITIES: +CLASS FEATURES: Levels: 1: Charm @@ -24240,7 +24260,7 @@ Feats: Any two item creation Skills: Use Magic Device 4 ranks, any Craft 8 ranks. Race: Gnome -ABILITIES: +CLASS FEATURES: Level 1: Bonus Feat - The Maester receives a bonus item creation feat. @@ -24394,7 +24414,7 @@ The lasher prestige class uses the whip as an extension of herself. A whip in th - Hit Die: d10. - Proficiencies: A lasher does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -24402,7 +24422,7 @@ Base Attack Bonus: +5 Feats: Weapon Proficiency (Exotic), Weapon Focus (Whip). Skills: Craft Weapon 2 ranks. -ABILITIES: +CLASS FEATURES: Level 1: Whip Sneak Attack +1d6 @@ -24522,7 +24542,7 @@ Armor Skin, Damage Reduction, Devastating Critical (whip), Epic Toughness, Epic - Hit Die: d4. - Proficiencies: Spellfire channelers are proficient with all simple weapons. - - Skill Points: 2 + Int Modifier. + - Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -24531,7 +24551,7 @@ Armor Skin, Damage Reduction, Devastating Critical (whip), Epic Toughness, Epic Use: Selected. - ABILITIES: + CLASS FEATURES: Level 1: Drain charged item, increased storage 2 @@ -24730,7 +24750,7 @@ In general leveling in the wolf class will improve your stats in your wolf and w - Hit Die: d8. - Proficiencies: A Werewolf does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -24738,7 +24758,7 @@ Feats: True Lycanthrope or Iron Will Alignment: Any non-lawful and non-good Other: If not a true lycanthrope, you must be infected by someone who is. -WEREWOLF CLASS +WEREWOLF CLASS FEATURES: Level 1: Lycanthropy, Alternate Form (Wolf), Low-light Vision, Shapechanger subtype, Werewolf Feat(Spot) @@ -24747,7 +24767,7 @@ Level Note: Only true lycanthropes can advance to level 3 in the werewolf class. -WOLF CLASS +WOLF CLASS FEATURES: Level 1: Str + 2, Con + 2, Natural Armor + 2, Creature attacks @@ -25097,7 +25117,7 @@ Alignment: Any Good. Skills: Lore 8 ranks. Special: Able to turn undead, Sneak attack +2d6. -ABILITIES: +CLASS FEATURES: Level 1: @@ -25258,7 +25278,7 @@ Corrupt priests who revel in decay, the blightlords of Talona are feared and rev - Hit Die: d8. - Proficiencies: A talontar blight does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -25267,7 +25287,7 @@ Divine Spellcasting: Able to cast 4th-level spells. Feats: Great Fortitude, Martial Weapon Proficiency(Halberd). Special: Must worship Talona. A cleric who takes this class must have the Destruction and Evil domains. -ABILITIES: +CLASS FEATURES: Level 1: Blightbringer Prestige Domain, Blightblood - Immune to Disease @@ -25340,7 +25360,7 @@ The church of Kord insists that the liberation of the spirit comes through the p - Hit Die: d10. - Proficiencies: A Mighty Contender of Kord does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -25350,7 +25370,7 @@ Skills: Lore 9 ranks. Alignment: Chaotic Good Special: Must Worship Kord (Clerics need Strength and Good domains) -ABILITIES: +CLASS FEATURES: Level 1: Feat of Strength: Add your cleric and Mighty Contender levels to determine the boost from the Strength Domain power. @@ -25437,7 +25457,7 @@ Alignment: Lawful Good Skills: Perform 5 ranks, Lore 10 ranks Race: Dwarf -ABILITIES: +CLASS FEATURES: Level 1: Lore - The Ollam adds his class bonus to Lore checks. @@ -25487,7 +25507,7 @@ The highest art is magic, often referred to as *the* Art. Its most advanced prac - Hit Die: d4. - Proficiencies: An Archmage does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -25495,7 +25515,7 @@ Arcane Spellcasting: Able to cast 7th-level spells Feats: Skill Focus (Spellcraft), Spell Focus (Any School) Skills: Spellcraft 15 ranks, Lore 15 ranks -ABILITIES: +CLASS FEATURES: Level 1: High Arcana*, Mastery of Elements (Normal) @@ -25514,7 +25534,7 @@ Each level the Archmage must choose one of the following High Arcana feats: * Arcane Fire: This feat allows the Archmage to convert any spells he knows into a powerful bolt of raw magical energy. * Mastery of Elements: This feat allows the Archmage to change on the fly the damage type of any elemental spells. The feat to set them back to normal is free at level 1, the fire, cold, acid, electrical and sonic damages are separated in their own feats and must be selected. * Mastery of Shapes: This feat allows the Archmage to create "holes" in her area of effect spells to protect his companions from the effects. -* Spell-Like ability: This feat allows the Archmage to permanently prepare a spell as a spell-like ability which she may then use 2 times per day. +* Spell-like ability: This feat allows the Archmage to permanently prepare a spell as a spell-like ability which she may then use 2 times per day. * Spell Power: This feat allows the Archmage to increase his effective caster level by 1 (commutative with the normal level bonus they get). Mastery of Elements(Normal) Type of Feat: Class Specific @@ -25629,7 +25649,7 @@ Spellcasting: Able to cast 3rd-level arcane or divine spells. Skills: Lore 7 ranks. Feats: Great Fortitude. -ABILITIES: +CLASS FEATURES: Levels 1: Minor Oozy Touch - Can secrete a specific minor ooze for a touch attack often as desired. @@ -25779,7 +25799,7 @@ Base Attack Bonus: +7 Skills: Lore 13 Ranks Feats: Purity of Body -ABILITIES: +CLASS FEATURES: Level 1: Riddle of Awareness - The Henshin Mystic can use scrying as a spell-like ability once per day. This grants the Henshin Mystic a +4 insight bonus on all Listen, Search and Spot checks for 1 minute per level. Scrying isn't in Neverwinter Nights but the bonuses are translated. @@ -25793,7 +25813,7 @@ Level 9: Walk Through the Mountains - The character can assume an ethereal state for 2 rounds per level per day, as per the spell etherealness. 10: Riddle of Invulnerability - Mystic gains damage reduction 20/+1. -MONK ABILITIES: +CLASS FEATURES: The Henshin mystic continues to gain levels as a monk with regard to unarmed damage.R Riddle of Awareness @@ -25841,7 +25861,7 @@ Martial arts students face a bewildering array of martial arts schools, each wit - Hit Die: d8 - Proficiencies: The Drunken Master gains no proficiencies in weapons or armor. -- Skill Points at Each Level: 4 + Int modifier. +- Skill Points: 4 + Int modifier. REQUIREMENTS: @@ -25850,6 +25870,8 @@ Class: Evasion class ability Feats: Great Fortitude, Dodge. Tumble: 6 ranks. +CLASS FEATURES: + 1: Drink Like a Demon - Your body handles alcohol differently from other people. Every bottle or tankard of alcohol you consume reduces your Dexterity, Wisdom, and Intelligence by 1 point each, but increases your Strength and Constitution by 1 point. However, your Reflex save bonus, Dexterity bonus to Tumble, and AC bonus remain at their original levels regardless of your new Dexterity modifier. Bottle Proficiency - You can use bottles as weapons using your unarmed base attack bonus. 2: Stagger - By tripping, stumbling, and staggering, you can make a charge attack that surprises your opponents. @@ -25949,7 +25971,7 @@ Hathran, also known as the Witches of Rashemen, comprise an elite sisterhood of - Hit Die: d4. - Proficiencies: Exotic weapons. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -25960,7 +25982,7 @@ Spellcasting: Able to cast 2nd-level arcane spells and 2nd-level divine spells. Feats: Ethran. -ABILITIES: +CLASS FEATURES: Level 1: Cohort - Once per day the Hathran can call for a Rashemen Barbarian to serve as her cohort. @@ -25989,7 +26011,7 @@ Base Attack Bonus: +5 Feats: Endurance, Track Skills: Lore 4 ranks, Listen 5 ranks, Persuade 5 ranks. -ABILITIES: +CLASS FEATURES: Level 1: Sprint - Can move for a brief period of time as Hasted, three times per day. @@ -26024,7 +26046,7 @@ Special: Bardic knowledge and evasion abilities. - Proficiencies: Fochlucan lyrists gain no proficiency with any weapon or armor. - Skill Points: 6 + Int Modifier -ABILITIES: +CLASS FEATURES: Spells per Day/Spells Known: At each level, a Fochlucan lyrist gains new spells per day (and spells known, if applicable) as if she had also gained a level in any one arcane spellcasting class and any one divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one arcane spellcasting class or divine spellcasting class before becoming a Fochlucan lyrist, she must decide to which class to add each Fochlucan lyrist level for the purpose of determining spells per day, spells known, and overall caster level. @@ -26064,7 +26086,7 @@ Use: Selected. Prerequisite: Shugenja level 21 The Epic Shugenja has mastered the focus of his chosen element and uses it however he pleases. He will often be found in a leading position of his order. -ABILITIES: +CLASS FEATURES: Level @@ -26209,7 +26231,7 @@ Spells: Able to cast 2nd-level spells of the appropriate type. Skills: Bluff 8 ranks, Persuade 8 ranks, Lore 12 ranks, Perform 12 ranks, Spellcraft 8 ranks. Feats: Alertness, Iron Will. -ABILITIES: +CLASS FEATURES: Level 1: Harper Knowledge- Bonus for item identification @@ -26968,7 +26990,7 @@ Note: Sacred AC and Sacred Speed don't work if you wearing a medium or heavy arm Code of Conduct: Wearing any weapon the Sacred Fist lost all his class benefits until full rest. -ABILITIES: +CLASS FEATURES: Level 1: Unarmed Damage - Sacred Fist's levels stack with his monk level @@ -27073,7 +27095,7 @@ Some spellcasters who discover the existence of the Shadow Weave are cautious, a - Hit Die: d4. - Proficiencies: None. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -27082,7 +27104,7 @@ Skills: Lore 8, Spellcraft 8. Feats: Shadow Weave Magic, any one metamagic feat. Spellcasting : Able to cast level 3 Arcane Spells -ABILITIES: +CLASS FEATURES: Level 1: Shadow Feat @@ -27129,7 +27151,7 @@ Skills: Move Silently 7. Feat: Point Blank Shot. Arcane Spellcasting : Able to cast spell level 1. -ABILITIES: +CLASS FEATURES: Level 1: Light Adjusted - don't suffer from light blindness as other drow. @@ -27205,7 +27227,7 @@ Rangers are skilled stalkers and hunters who make their home in the woods. Their - Proficiencies: Simple, Martial, Shield and Light Armor. - Skill Points: 4 + Int Modifier. -ABILITIES: +CLASS FEATURES: Level 1: Bonus Feat @@ -27309,7 +27331,7 @@ Alignment: Non-Evil. Skills: Concentration 5, Lore 5, Persuade 5, Perform 10. Feats: Dragonsong. -ABILITIES: +CLASS FEATURES: Level 1: Greater Dragonsong: (song of strength) +4 Str @@ -27507,9 +27529,9 @@ Fear him. Loathe him. Beware him. This is a true champion of evil! - Alignment Restrictions: Chaotic Evil only. - Hit Die: d10. - Proficiencies: Simple, Martial, Shield and Light, Medium and Heavy Armor. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. -ABILITIES: +CLASS FEATURES: Level 1: Smite Good 1/day @@ -27545,9 +27567,9 @@ The Corrupter's primary focus is to corrupt the faith of others, his favored tar - Alignment Restrictions: Neutral Evil only. - Hit Die: d10. - Proficiencies: Simple, Martial, Shield and Light, Medium and Heavy Armor. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. -ABILITIES: +CLASS FEATURES: Level 1: Smite Heathen 1/day - smite divine caster (including paladin or ranger who have yet to progress to cast a divine spell). @@ -27616,7 +27638,7 @@ Obsessed with destroying wizards, they harness the power of a sphere of annihila - Hit Die: d8. - Proficiencies: None. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -27625,7 +27647,7 @@ Skills: Concentration 5, Lore 5. Feats: Great Fortitude, Magical Aptitude. Divine Spellcasting : Able to cast spell level 4 -ABILITIES: +CLASS FEATURES: Level 1: Shard of Entropomancy - Twice a day, Entropomancer create a shard, that deals 3d6 pts of damage (Fort 1/2 DC: 12+Wis mod) @@ -27727,7 +27749,7 @@ Skills: Disable Trap 5, Lore 1, Open Lock 4, Search 8. Base Attack Bonus: +5 Special: must worship Olidammara -ABILITIES: +CLASS FEATURES: Level 1: Trap Finding - allow to disable traps with DC 20+. @@ -27764,7 +27786,7 @@ Feats: Expertise, Improved Initiative. Base Attack Bonus: +4 Special: A legal authority must pronounce a writ of outlawry upon the character -ABILITIES: +CLASS FEATURES: Level 1: Ambush +1d6 - as Sneak Attack. @@ -27836,7 +27858,7 @@ On the front lines of battle, injury is inevitable. Where the carnage is at its - Hit Die: d6. - Proficiencies: None. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -27845,7 +27867,7 @@ Skills: Concentration 4 (ranks), Heal 8 (ranks). Feats: Combat Casting, Dodge. Spells: Ability to cast Cure Light Wounds. -ABILITIES: +CLASS FEATURES: Level 1: Healing Kicker (Sanctuary) @@ -27887,7 +27909,7 @@ The warsling sniper is an expert in the use of the weapon commonly associated wi - Hit Die: d6. - Proficiencies: None. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -27897,7 +27919,7 @@ Base Attack Bonus: +5 Race: Halfling Special: Must be able to wield a sling -ABILITIES: +CLASS FEATURES: Level 1: 1d6 Sling Sneak Attack - Only works when wielding a sling @@ -28083,12 +28105,12 @@ A Warchief leads a primitive, aggressive tribe of humanoids, especially when the - Hit Die: d10. - Proficiencies: A Warchief gains no additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Base Attack Bonus: +3. -ABILITIES: +CLASS FEATURES: Level 1: Tribal Frenzy +2 - The Warchief inspires a frenzy in his followers, granting them a bonus to Strength. 2: Ability Boost +2 - The Warchief gains +2 to his Charisma score. @@ -28132,7 +28154,7 @@ Skills: Lore 8 ranks. Base Attack Bonus: +3. Alignment: Non-Chaotic. -ABILITIES: +CLASS FEATURES: Level 1: Chain of Personal Superiority - +2 Str and Con for 1 minute. 3 times per day. @@ -28261,7 +28283,7 @@ At 2nd level a Hexblade gains a bonus equal to his Charisma bonus (minimum +1) o Prerequisite: Hexblade level 21 The Epic Hexblade is a true bane for his enemies. The daily uses of his abilities continue to increase, while his curse and Dark Companion become even more potent as he progresses. -ABILITIES: +CLASS FEATURES: Level 21: Epic Dark Companion, Hexblade's Curse 6/day @@ -28480,14 +28502,14 @@ While a fighter concentrates on mastering one or two weapons, a Man at Arms pref - Hit Die: d10. - Proficiencies: Proficient with all types of weapon, armor and all shields. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Base Attack Bonus: 8 Feats: Power Attack, Weapon Focus (any four weapons). -ABILITIES: +CLASS FEATURES: Level 1: General Specialization: Gains a +1 to attack and damage with any weapon. @@ -28617,7 +28639,7 @@ Like the paladin, the Soldier of Light is devoted to the destruction of all evil - Hit Die: d10. - Proficiencies: All simple and martial weapons, all armor and shields. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -28626,7 +28648,7 @@ Alignment: Neutral Good Skills: Lore 4 ranks. Special: Must worship Elishar. (Clerics taking this class must have two of the following domains: Good, Healing, Knowledge, Luck, Protection, Sun.) -ABILITIES: +CLASS FEATURES: Level 1: Turn Undead - As a cleric of the same class level as the Soldier of Light. This stacks with any levels of Cleric and/or Paladin. @@ -28816,7 +28838,7 @@ Class: Druid or Ranger. Skills: Animal Empathy 10. Feats: Skill Focus(Animal Empathy), Animal Companion. -ABILITIES: +CLASS FEATURES: Level 1: Animal Empathy - Tamer may have up to 5 animals. @@ -28970,7 +28992,7 @@ Special: Ability to bind soulmelds to totem chakra, rage class feature. - Proficiencies: You gain no new proficiencies with weapons, armor, or shields. - Skill Points: 4 + Int Modifier. -ABILITIES: +CLASS FEATURES: Level 1: Totem rage, wild empathy @@ -29005,7 +29027,7 @@ Bladesingers are elves who have blended art, swordplay, and arcane magic into a - Hit Die: d8. - Proficiencies: Gains Light Armor Proficiency. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -29015,7 +29037,7 @@ Skills: Concentration 4, Tumble 2, Perform 3. Feats: Combat Casting, Dodge, Weapon Focus (Longsword or Rapier), Still Spell. Arcane Spellcasting : Able to cast spell level 1 -ABILITIES: +CLASS FEATURES: Level 1: Bladesong Style - gains a AC bonus equal to his class level (max bonus Int) @@ -29215,7 +29237,7 @@ REQUIREMENTS: Skills: Concentration 6, Lore 6, Tumble 4, Jump 8. Feats: Alertness, Improved Unarmed Strike, Power Attack. -ABILITIES: +CLASS FEATURES: Level 1: Evasion - Upon successful Reflex saving throws, the character takes no damage. @@ -29305,7 +29327,7 @@ The Legendary Dreadnought is the ultimate foot soldier, an absolute force of des - Hit Die: d12. - Proficiencies: All simple and martial weapons, all armor and shields. -- Skill Points at Each Level: 2+ Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS @@ -29313,7 +29335,7 @@ Base Attack Bonus: +23 Skills: Intimidate 15 ranks. Feats: Lightning Reflexes, Great Cleave, Improved Bullrush, Improved Critical. -ABILITIES: +CLASS FEATURES: Level 1: Unstoppable - Once per day, gains a 20+ bonus to attack rolls for 1 round. @@ -29351,7 +29373,7 @@ The Disciple of Baalzebul, is a liar, a cheat, and a thief. She is more likely t - Hit Die: d6. - Proficiencies: All simple and martial weapons, and light armor. -- Skill Points at Each Level: 6+ Int Modifier. +- Skill Points: 6+ Int Modifier. REQUIREMENTS @@ -29359,7 +29381,7 @@ Alignment: Any evil. Skills: Bluff 10 ranks, Diplomacy, Persuade 8 ranks. Feats: Disciple of Darkness. -ABILITIES: +CLASS FEATURES: Level 1: Tongue of the Devil - Add Intelligence modifier as well as Charisma to Bluff checks. @@ -29422,7 +29444,7 @@ Iaijutsu is the martial art of drawing a weapon, almost always a katana and atta - Hit Die: d10 - Proficiencies: Iaijutsu Masters are proficient in all simple and martial weapons, gain no proficiencies in armor or shields. -- Skill Points at Each Level: 4+ Int Modifier. +- Skill Points: 4+ Int Modifier. REQUIREMENTS: @@ -29431,7 +29453,7 @@ Base Attack Bonus: +6 Skills: Iaijutsu Focus 9 Ranks Feats: Improved Initiative, Weapon Focus: Katana -ABILITIES: +CLASS FEATURES: Level 1: Katana Finesse - Character can use their Dexterity modifier instead of Strength for attack bonuses while using a katana. @@ -29497,7 +29519,7 @@ The Disciple of Dispater is a war-like general of evil. He is defensively minded - Hit Die: d10 - Proficiencies: Disciple of Dispater is proficient in all simple and martial weapons, all armor and shields. -- Skill Points at Each Level: 4 + Int Mod. +- Skill Points: 4 + Int Mod. REQUIREMENTS: @@ -29505,7 +29527,7 @@ Alignment: Any Evil Base Attack Bonus: +6 Feats: Disciple of Darkness, Expertise, Power Attack. -ABILITIES: +CLASS FEATURES: Level 1: Device Lore - A +2 Bonus to Disable Device checks. @@ -29564,7 +29586,7 @@ Feared by many, understood by few, the infamous Ravager is an individual who has - Hit Die: d10 - Proficiencies: The ravager is proficient in all simple and martial weapons, all armor and shields. -- Skill Points at Each Level: 2 + Int Mod. +- Skill Points: 2 + Int Mod. REQUIREMENTS @@ -29617,32 +29639,33 @@ Known for their matchless bravery and strict code of honor, the samurai were the - Alignment: Any Lawful. - Hit Die: d10 - Proficiencies: All simple and martial weapons, with medium and light armor. -- Skill Points at Each Level: 2 + Int Mod. +- Skill Points: 2 + Int Mod. CLASS SKILLS: Concentration, Craft, Persuade, Intimidate, Lore CLASS FEATURES: -Level 1: Daisho Proficiency -Level 2: Two-Weapon Fighting -Level 3: Kiai Smite 1/Day -Level 4: -- -Level 5: -- -Level 6: Staredown -Level 7: Kiai Smite 2/Day -Level 8: Improved Initiative -Level 9: -- -Level 10: Mass Staredown -Level 11: Improved Two-Weapon Fighting -Level 12: Kiai Smite 3/Day -Level 13: -- -Level 14: Improved Staredown -Level 15: -- -Level 16: Greater Two-Weapon Fighting -Level 17: Kiai Smite 4/Day -Level 18: -- -Level 19: -- -Level 20: Frightful Presence +Level: + 1: Daisho Proficiency + 2: Two-Weapon Fighting + 3: Kiai Smite 1/Day + 4: -- + 5: -- + 6: Staredown + 7: Kiai Smite 2/Day + 8: Improved Initiative + 9: -- +10: Mass Staredown +11: Improved Two-Weapon Fighting +12: Kiai Smite 3/Day +13: -- +14: Improved Staredown +15: -- +16: Greater Two-Weapon Fighting +17: Kiai Smite 4/Day +18: -- +19: -- +20: Frightful Presence Daisho Proficiency (Ex): In melee combat, a samurai favors the katana and the wakizashi (a short sword). Many samurai receive an heirloom set of these two blades, known as the daisho. Because a samurai is trained in their use, he gains Katana Weapon Proficiency as a bonus feat. @@ -29694,7 +29717,7 @@ Deadly barbarians who bear magical runes carved into their flesh, Runescarred Be - Hit Die: d10 - Proficiencies: No weapon or armor proficiencies gained. -- Skill Points at Each Level: 4 + Int Modifier +- Skill Points: 4 + Int Modifier REQUIREMENTS: Base Attack Bonus: +7 @@ -30041,7 +30064,7 @@ Alignment: Chaotic good Skills: Diplomacy 7 ranks , Perform 7 ranks Feats: Sacred Vow, Vow of Purity -ABILITIES: +CLASS FEATURES: Level 1: Cat Familiar - Gain a cat as a familiar @@ -30180,7 +30203,7 @@ When asked, "What is Truth?", an initiate of the Order of the Bow picks up his b - Hit Die: d8. - Proficiencies: An Order of the Bow Initiate does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -30188,7 +30211,7 @@ Base Attack Bonus: +5 Feats: Weapon Focus: Longbow or Weapon Focus: Shortbow, Point Blank Shot, Rapid Shot. Skills: Craft Weapon 5 ranks, Lore 2 ranks. -ABILITIES: +CLASS FEATURES: Level 1: Ranged Precision 1d8 - An Order of the Bow Initiate can make a single attack a round with a damage bonus @@ -30907,7 +30930,7 @@ Combat magic is usually reserved for spellcasters in the second rank who are con - Hit Die: d8. - Proficiencies: A havoc mage does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -30915,7 +30938,7 @@ Arcane Spellcasting: Able to cast 2nd-level spells. Base Attack Bonus: +4 Skills: Lore 5 ranks. -ABILITIES: +CLASS FEATURES: Level 1: Battlecast 2nd level - A havoc mage gains the ability to cast 2nd level or lower spells while making a single weapon attack. Casting a spell in this manner does not provoke an attack of opportunity. @@ -30956,7 +30979,7 @@ Special Abilities: - Darkvision: Drow can see in the dark. - Spell Resistance: Innate spell resistance of 11 plus 1 per level. - Light Blindness: Abrupt exposure to light blinds a drow for 1 round. In addition drow suffer -1 circumstance penalty to attack rolls, saves and checks while operating in bright light. -- Spell-Like Abilities: 1/day - Darkness, Faerie Fire. Caster level 3rd. +- Spell-like Abilities: 1/day - Darkness, Faerie Fire. Caster level 3rd. - Elven: Drow are considered Elven for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) @@ -31034,7 +31057,7 @@ Favored Class (Fighter): A multiclass duergar's fighter class does not count whe - Partial Skill Affinity (Spot): +1 racial bonus to Spot checks. - Immunity to Phantasms: Duergar are immune to phantasms such as Weird and Phantasmal Killer - Light Sensitivity: Duergar suffer -2 penalty to attack rolls, saves and checks while operating in bright light. -- Spell-Like Abilities: 1/day - Invisibility. Caster level 3rd. +- Spell-like Abilities: 1/day - Invisibility. Caster level 3rd. - Naturally Psionic: Duergar gain 3 bonus power points at 1st level. - Dwarven: Duergar count as Dwarves for the purpose of spells. - Level adjustment +1 @@ -31225,7 +31248,7 @@ Special Abilities: - Spell Focus (Illusion): Svirfneblin add +2 DC to any Illusion spells they cast. This is identical to the feat. - Very Heroic: +2 racial bonus to all saving throws. - Spell Resistance: Spell Resistance of 11, plus 1 per level. -- Spell-Like Abilities: 1/day - Blindness and Deafness (DC 16), Blur, Disguise Self. Caster level is equal to the svirfneblin's character level, DC is Charisma-based with +4 racial bonus. +- Spell-like Abilities: 1/day - Blindness and Deafness (DC 16), Blur, Disguise Self. Caster level is equal to the svirfneblin's character level, DC is Charisma-based with +4 racial bonus. - Gnomish: Svirfneblin count as Gnomes for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) @@ -31450,7 +31473,7 @@ Favored Class (Paladin): A multiclass aasimars paladin class does not count when - Resist Cold: Innate cold resistance of 5. - Resist Acid: Innate acid resistance of 5. - Resist Electrical: Innate electrical resistance of 5. -- Spell-Like Abilities: 1/day - Light. Caster level 3rd. +- Spell-like Abilities: 1/day - Light. Caster level 3rd. - Outsider: Aasimar are considered Outsiders for the purpose of spells. - Human: Aasimar are considered Human for the purpose of spells. @@ -31517,7 +31540,7 @@ Special Abilities: - Damage Reduction: Innate damage reduction of 10/+1. - Epic Fire Resistance: Innate fire resistance of 10. - Low-Light Vision: Allows them to see better than normal in the dark. -- Spell-Like Abilities: 1/day - Alter Self, Charm Person, Clairaudience, Darkness, Enervation. +- Spell-like Abilities: 1/day - Alter Self, Charm Person, Clairaudience, Darkness, Enervation. Fey'ri spell-like abilities have caster level equal to the fey'ri's character level. The DC is Charisma-based. - Outsider: Fey'ri are considered Outsiders for the purpose of spells. - Elven: Fey'ri are considered Elven for the purpose of spells. @@ -31578,7 +31601,7 @@ Favored Class (Rogue): A multiclass tieflings rogue class does not count when de - Resist Cold: Innate cold resistance of 5. - Resist Fire: Innate fire resistance of 5. - Resist Electrical: Innate electrical resistance of 5. -- Spell-Like Abilities: 1/day - Darkness. Caster level 3rd. +- Spell-like Abilities: 1/day - Darkness. Caster level 3rd. - Outsider: Tieflings are considered Outsiders for the purpose of spells. - Human: Tieflings are considered Human for the purpose of spells. @@ -31767,7 +31790,7 @@ Special Abilities: - Shield: All yuan-ti are proficient with shields. - Spell Resistance: Innate spell resistance of 14, plus 1 per character level. - Natural Armor Bonus: Racial natural armor bonus of 1. -- Spell-Like Abilities: 1/day - Charm Person, Darkness, Entangle, Fear. Caster level 3rd. The DC is Charisma-based. +- Spell-like Abilities: 1/day - Charm Person, Darkness, Entangle, Fear. Caster level 3rd. The DC is Charisma-based. - Monstrous: Yuan-ti Purebloods count as Monstrous Humanoids for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) @@ -31800,7 +31823,7 @@ Special Abilities: - Darkvision: Githyanki are able to see in the dark. - Spell Resistance: Innate spell resistance of 5, plus 1 per character level. -- Spell-Like Abilities: 3/day - Blur, Daze. Caster level 3rd. The DC is Charisma-based. +- Spell-like Abilities: 3/day - Blur, Daze. Caster level 3rd. The DC is Charisma-based. - Outsider: Githyanki are considered Outsiders for the purpose of spells. - Human: Githyanki are considered Human for the purpose of spells. @@ -31818,7 +31841,7 @@ Special Abilities: - Darkvision: Githzerai are able to see in the dark. - Spell Resistance: Innate spell resistance of 5, plus 1 per character level. -- Spell-Like Abilities: 3/day - Daze. Caster level 3rd. The DC is Charisma-based. +- Spell-like Abilities: 3/day - Daze. Caster level 3rd. The DC is Charisma-based. - Outsider: Githzerai are considered Outsiders for the purpose of spells. - Human: Githzerai are considered Human for the purpose of spells. @@ -31842,7 +31865,7 @@ Special Abilities: - Spell Resistance: Innate spell resistance of 27, plus 1 per character level. - Natural Armor Bonus: Racial natural armor bonus of 9. - Damage Reduction: Innate damage reduction of 15/+1 -- Spell-Like Abilities: At will - Disguise. +- Spell-like Abilities: At will - Disguise. - Outsider: Rakshasa are considered Outsiders for the purpose of spells. - Sorcerer Casting: Rakshasa cast spells as a Sorcerer of their hit dice (7th level) @@ -31862,7 +31885,7 @@ Special Abilities: - Spell Resistance: Innate spell resistance of 25, plus 1 per character level. - Natural Armor Bonus: Racial natural armor bonus of 3. - Weapon Proficiency (Creature): Illithid can make an unarmed attack with their tentacles. -- Spell-Like Abilities: At will - Mind blast, Caster level 4th; 5/day - Charm Monster, Caster level 8th. The DC is Charisma-based. +- Spell-like Abilities: At will - Mind blast, Caster level 4th; 5/day - Charm Monster, Caster level 8th. The DC is Charisma-based. - Extract: Illithid have a chance to extract the brain of a victim on a successful hit. - Aberration: Illithid are considered Aberrations for the purpose of spells. @@ -31890,7 +31913,7 @@ Special Abilities: - Skill Affinity (Search): +2 racial bonus to Search checks. - Skill Affinity (Listen): +2 racial bonus to Listen checks. - Damage Reduction: Innate damage reduction of 10/+1. -- Spell-Like Abilities: At Will - Invisibility; 1/day - Confusion, Entangle, Lesser Dispel, Polymorph Self. Caster level 8th, except Confusion, which is caster level 4th. The DC is Charisma-based. +- Spell-like Abilities: At Will - Invisibility; 1/day - Confusion, Entangle, Lesser Dispel, Polymorph Self. Caster level 8th, except Confusion, which is caster level 4th. The DC is Charisma-based. - Fey: Pixies count as Fey for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) @@ -32238,7 +32261,7 @@ Special Abilities: - Uncanny Dodge: Brownies retains his Dex bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature. - Evasion: Whenever a Reflex save is allowed for half damage, Brownies instead takes no damage if they succeed at the save. - Hide in Plain Sight: Brownies are able to use the Hide skill even while being observed. -- Spell-Like Abilities: 1/day - Confusion. Caster level 7th plus character level. The DC is Charisma-based. +- Spell-like Abilities: 1/day - Confusion. Caster level 7th plus character level. The DC is Charisma-based. - Fey: Brownies are considered Fey for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) @@ -32589,14 +32612,14 @@ The Inspired are the lords of Riedra and the physical presence of the Dreaming D - Hit Die: d10. - Proficiencies: A Fist of Dal Quor gains no additional proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Base Attack Bonus: +4. Feats: Any Exotic or Martial Weapon Proficiency, any one psionic feat. Skills: Lore 4 ranks. -ABILITIES: +CLASS FEATURES: Level 1: Stunning Strike - A stunning blow with a weapon. One use per level. @@ -32630,14 +32653,14 @@ Pyrokineticists like fire. A lot. Any character with some psionic ability is a p - Hit Die: d8. - Proficiencies: A Pyrokineticist gains no additional proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Any Chaotic Skills: Concentration 8 ranks, Lore 2 ranks. Psionics: Must have a power point reserve of at least 1 power point. -ABILITIES: +CLASS FEATURES: Level 1: Chosen Element - Element to be used with class abilities @@ -32775,7 +32798,7 @@ Usage: Automatic. - Proficiencies: All simple Weapons, Light and Medium Armour, Shield Proficiency. - Skill Points: 4 + Int Modifier. -ABILITIES: +CLASS FEATURES: Level 1: Artisan Bonus - +2 to Use Magic Device checks when using items @@ -32972,7 +32995,7 @@ Skills: Jump 9 ranks. Feats: Two-Weapon Fighting. Maneuvers: Must know at least three Tiger Claw maneuvers. -ABILITIES: +CLASS FEATURES: Level 1: Shifting 1/day - Gains some aspects of the tiger. @@ -33048,7 +33071,7 @@ Skills: Hide 4 ranks, Intimidate 4 ranks, Lore 8 ranks. Maneuvers: Must know at least one Devoted Spirit maneuver, and one Devoted Spirit stance. Special: Must be able to turn undead, and must worship Wee Jas. Clerics must have the Death and Magic domains. -ABILITIES: +CLASS FEATURES: Level 1: @@ -33130,7 +33153,7 @@ Skills: Concentration 9 ranks, Lore 2 ranks. Maneuvers: Must know at least two martial maneuvers, including one strike. Spells: Ability to cast 2nd-level arcane spells. -ABILITIES: +CLASS FEATURES: Level 1: Arcane Wrath - Expend spell use to get damage boost and +4 attack bonus to next attack. @@ -33146,7 +33169,7 @@ Level 9: 10: Emerald Immolation - You explode dealing 20d6 damage. - Maneuvers Stances + Maneuvers Stances Level Known Readied Known 1 1 0 0 2 0 0 0 @@ -33525,7 +33548,7 @@ Prerequisite: Race-Specific. Specifics: The creature receives +4 racial bonus to Spot checks. Use: Automatic. Special Abilities - Aasimar - Spell-Like Abilities: 1/day - Light. Caster level 3rd. + Spell-like Abilities: 1/day - Light. Caster level 3rd. Cold Resistance 10 Type of Feat: Racial Prerequisite: Race-Specific. @@ -33547,7 +33570,7 @@ Prerequisite: Race-Specific. Specifics: Kenders are experts at taunting, and gain a +4 to bluff and taunt checks. Use: Automatic. Special Abilities - Fey'ri - Spell-Like Abilities: 1/day - Alter Self, Charm Person, Clairaudience, Darkness, Enervation. + Spell-like Abilities: 1/day - Alter Self, Charm Person, Clairaudience, Darkness, Enervation. Fey'ri spell-like abilities have caster level equal to the fey'ri's character level. The DC is Charisma-based. Adamantine Body Type of Feat: Warforged @@ -33557,12 +33580,12 @@ This Warforged was built using Adamantium for their armor plating. This grants Note: This uses the "armor" slot, and so you cannot wear other armor. Use: Automatic. Special Abilities - Githzerai - Spell-Like Abilities: 3/day - Daze. Caster level 3rd. + Spell-like Abilities: 3/day - Daze. Caster level 3rd. Special Abilities - Illithid - Spell-Like Abilities: At will - Mind blast, Caster level 4th; 5/day - Charm Monster, Caster level 8th. The DC is Charisma-based. + Spell-like Abilities: At will - Mind blast, Caster level 4th; 5/day - Charm Monster, Caster level 8th. The DC is Charisma-based. Extract/Suck Brain: Illithid have a chance to extract the brain of a victim on a successful hit. Special Abilities - Pixie - Spell-Like Abilities: At Will - Invisibility; 1/day - Confusion, Entangle, Lesser Dispel, Polymorph Self. Caster level 8th, except Confusion, which is caster level 4th. The DC is Charisma-based. + Spell-like Abilities: At Will - Invisibility; 1/day - Confusion, Entangle, Lesser Dispel, Polymorph Self. Caster level 8th, except Confusion, which is caster level 4th. The DC is Charisma-based. Immunity to Disease Type of Feat: Racial Prerequisite: Race-Specific. @@ -33671,7 +33694,7 @@ Sohei are warrior monks, religious soldiers who protect large monasteries. Unlik - Proficiencies: A Sohei gains proficiencies with Simple and Martial Weapons, and Light. Medium and Heavy Armour. - Skill Points: 2 + Int Modifier -ABILITIES: +CLASS FEATURES: Level 1: Ki Frenzy 1/Day - +2 Str, Dex, Extra Attack @@ -33747,7 +33770,7 @@ Use: Automatic. Epic Sohei The Epic Sohei is a warrior without equal, able to enter into a frenzy at will and to withstand even the harshest of blows. -ABILITIES: +CLASS FEATURES: Level 21: - @@ -33982,7 +34005,7 @@ REQUIREMENTS: Alignment: Any neutral Skills: Truespeak 13 ranks. -ABILITIES: +CLASS FEATURES: Level 1: Syllable of Detachment - -2 Penalty on checks @@ -34038,7 +34061,7 @@ Skills: Truespeak 10 ranks. Spellcasting: Must be able to cast 4th level divine spells. Special: Clerics must have Fire or Good domains. -ABILITIES: +CLASS FEATURES: Level 1: Tongue of Fire 3d6 - A line of fire dealing damage @@ -34086,7 +34109,7 @@ Skills: Hide 8 ranks, Move Silently 8 ranks. Feats: Sanctify Martial Strike, Servant of the Heavens Special: Sneak attack +3d6, Evasion -ABILITIES: +CLASS FEATURES: Level 1: Death Touch 1/day - Roll 1d6 per Slayer level. Slay target if the number is greater than current hitpoints. @@ -34247,7 +34270,7 @@ Some spellcasters care for only one thing: war. They dream of steel and mighty b - Proficiencies: A Warmage gains proficiencies with Simple Weapons, Light Armour, and Shields. - Skill Points: 2 + Int Modifier -ABILITIES: +CLASS FEATURES: Level 1: Armoured Mage - No Arcane Spell Failure in light armour @@ -34376,7 +34399,7 @@ A knight is a proud, skilled melee combatant who fights in the name of honour an - Proficiencies: A Knight gains proficiencies with Martial and Simple Weapons, Light, Medium and Heavy Armour, and Shields. - Skill Points: 2 + Int Modifier -ABILITIES: +CLASS FEATURES: Level 1: Fighting Challenge - Challenge a foe to gain a bonus to attack and damage. @@ -34434,7 +34457,7 @@ Special Abilities: - Damage Reduction: Innate damage reduction of 10/+1 - Immunities: Immune to Electricity and Petrification - Hardiness vs Poison: +4 racial bonus to save vs poison -- Spell-Like Abilities: At will - Aid, Detect Evil, Teleport. +- Spell-like Abilities: At will - Aid, Detect Evil, Teleport. - Change Shape: Hound Archons can assume other mundane canine shapes at will. - Auras: Hound Archons can activate a constant Magic Circle vs Evil, as the spell, and a aura to frighten(Will, DC:16+Cha) their enemies. - Outsider: Hound Archons are considered Outsiders for the purpose of spells. @@ -34485,7 +34508,7 @@ If a cleric's basic creed is that the handiwork of the deities is everywhere, a - Proficiencies: A Shaman gains proficiencies with simple weapons and light armour. - Skill Points: 4 + Int Modifier -ABILITIES: +CLASS FEATURES: Level 1: Unarmed Strike @@ -35219,9 +35242,10 @@ Warlocks are born, not made. Their ancestors traded portions of their soul for - Hit Die: d6 - Proficiencies: Warlocks are proficient with simple weapons and light armor. -- Skill Points: 2 + Int Modifier(x4 at 1st level) +- Skill Points: 2 + Int Modifier + +CLASS FEATURES: -Abilities: Alignment: Chaotic or Evil only. Base Attack Bonus: +3/4 Strong Saves: Will @@ -35587,7 +35611,7 @@ Special Abilities: - Natural Armor Bonus: Racial natural armor bonus of 5. - Damage Reduction: Innate damage reduction of 15/+1 - Improved Skill Affinity (Bluff): +4 racial bonus to bluff checks. -- Spell-Like Abilities: At will - Disguise. +- Spell-like Abilities: At will - Disguise. - Rogue-like Abilities: Evasion, Improved Evasion, Uncanny Dodge, +6d6 Sneak Attack - Shadow Manipulation: Hide in Plain Sight, Shadow Jump(acts like Dimension Door, 20' range) - Outsider: Naztharune Rakshasa are considered Outsiders for the purpose of spells. @@ -36093,7 +36117,7 @@ Special Abilities: - Spell Resistance: Innate spell resistance of 22, plus 1 per character level. - Natural Armor Bonus: Racial natural armor bonus of 9. - Damage Reduction: Innate damage reduction of 15/+1 -- Spell-Like Abilities: At will - Disguise. 3/day - Chill Touch, True Strike, Vampiric Touch. +- Spell-like Abilities: At will - Disguise. 3/day - Chill Touch, True Strike, Vampiric Touch. - Bonus Feat: 1 bonus feat of your choice. - Outsider: Zakya Rakshasa are considered Outsiders for the purpose of spells. @@ -36165,7 +36189,7 @@ The Swashbuckler embodies the concepts of daring and panache. Favoring agility - Proficiencies: Swashbucklers are proficient with simple and martial weapons, and light armor. - Skill Points: 4 + Int Modifier (x 4 at 1st level). -ABILITIES: +CLASS FEATURES: Level 1: Weapon Finesse @@ -36280,7 +36304,7 @@ Marshals inspire trust in those they lead. They earn that trust by slogging thro - Proficiencies: Marshals are proficient with simple and martial weapons, all types of armor, and shields. - Skill Points: 4 + Int Modifier (x 4 at 1st level). -ABILITIES: +CLASS FEATURES: A marshal gains Auras they may activate to boost themselves and all allies in a wide radius. You can activate your auras as many times per day as you wish, and they will last until you choose to deactivate them (there is no time limit or limit on uses per day). You may have 1 minor and 1 major aura active at any given time, but you must deactivate an aura before activating another of the same type (you may have to deactivate it twice). Auras apply much further than the visual effect appears. @@ -36643,7 +36667,7 @@ Few Champions of Corellon Larethian ever turn to evil, but it occasionally happe - Hit Die: d10. - Proficiencies: The Champion of Corellon gains no weapon or armor proficiency. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -36654,7 +36678,7 @@ Skills: Lore 2, Persuade 4. Base Attack Bonus: +7. Special: Must worship Corellon Larethian. (Clerics taking this class must have two of the following domains: Chaos, Good, Magic, Protection, War) -ABILITIES: +CLASS FEATURES: Level 1: Corellon's blessing, Bonus Feat @@ -36696,7 +36720,7 @@ At 8th level, you gain the ability to briefly channel the divine power of Corell Requirements: Champion of Corellon level 11 Masters of the blade and fearing no enemy, Epic Champions of Corellon Larethian are the absolute elite. They lead the elven warbands, maybe even command entire armies. Still they also fight in the front ranks, taking on the toughest foes. -ABILITIES: +CLASS FEATURES: Level 11: - @@ -36792,7 +36816,7 @@ REQUIREMENTS: Skills: Perform 10 ranks, Intimidate or Persuade 6 ranks. Spells: Able to cast 0-level arcane spells (cantrips). -ABILITIES: +CLASS FEATURES: Level 1: Bardic Music (see below), Virtuoso performance (sustaining song) @@ -36915,11 +36939,11 @@ You can select - Hit Die: d6 - Proficiencies: Truenamers gain Weapon Proficiency: Simple and Light Armour Proficiency. - - Skill Points at Each Level: 4 + Int modifier. + - Skill Points: 4 + Int modifier. - Base Attack Bonus: +3/4. - Strong Saves: Will -ABILITIES: +CLASS FEATURES: Level 1: @@ -41825,7 +41849,7 @@ Baelnorns are elves who have sought undeath to serve their families, communities - Hit Die: d4. - Proficiencies: The Baelnorn gains no additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -41835,7 +41859,7 @@ Class : 11 levels in Sorcerer, Wizard, or Cleric Alignment: Any Good Must not have any levels in Lich. -ABILITIES: +CLASS FEATURES: Level 1: Baelnorn Properties I: +2 bonus to Hide, Listen, Move Silently, Search, Persuade, and Spot. Baelnorn Touch: Touch attack causes 1d6 + 5 damage and paralyzation for 1d4 rounds. @@ -42326,7 +42350,7 @@ Manifesting: Must be able to manifest 2nd level powers. Base Attack Bonus: +3. Special: Must be able to manifest Concealing Amorpha -ABILITIES: +CLASS FEATURES: Level 1: Distract - Gain knowledge of the power, manifest at a reduced cost @@ -42424,7 +42448,7 @@ Not all monks pursue metaphysical perfection to the exclusion of all other study REQUIREMENTS: -Spells or Spell-Like Abilities: Arcane caster level 3rd. +Spells or Spell-like Abilities: Arcane caster level 3rd. Feats: Combat Casting, Improved Unarmed Strike, Stunning Fist. Skills: Concentration 8 ranks, Lore 5 ranks, Spellcraft 5 ranks. @@ -42432,7 +42456,7 @@ BONUS SPELLS Every level in Enlightened Fist, the character gains new spells per day as if he had also gained a level in his highest arcane caster class. -ABILITIES: +CLASS FEATURES: Level 1: Unarmed Damage - Enlightened Fist's levels stack with his monk level. @@ -42529,7 +42553,7 @@ Spellcasting: Able to cast 3rd level Arcane spells Feats: Bardic Music Skills: Lore 13, Listen 13, Perform 10, Concentration 6, Spellcraft 6 -ABILITIES: +CLASS FEATURES: Level 1: Bardic Lore, Bardic Music @@ -42761,7 +42785,7 @@ Duration: One year Saving Throw: None Spell Resistance: No -The caster calls 3d4 lemures from the Nine Hells to where he is, offering them the soul that he has prepared. In exchange, they will serve the caster for one year as guards, slaves, or whatever else he needs them for. They are non­-intelligent, +The caster calls 3d4 lemures from the Nine Hells to where he is, offering them the soul that he has prepared. In exchange, they will serve the caster for one year as guards, slaves, or whatever else he needs them for. They are non-intelligent, so the caster cannot give them more complicated tasks than can be described in about five words. No matter how many times the caster casts this spell, he can control no more than 2 HD worth of fiends per caster level. If he exceeds this number, all the newly called creatures fall under the caster's control, and any excess from previous @@ -44556,7 +44580,7 @@ Devoted knight, divine agent, instrument of vengeance, peerless fighting machine - Skill Points: 4 + Int Modifier - Alignment: A Crusader cannot be neutral. -ABILITIES: +CLASS FEATURES: Level 1: Furious Counterstrike - Bonus to attack when wounded. @@ -44612,7 +44636,7 @@ Level Maneuvers Known Maneuvers Readied Stances Known - Proficiencies: A Swordsage gains proficiencies with Martial and Simple Weapons, and Light armour. - Skill Points: 6 + Int Modifier - ABILITIES: + CLASS FEATURES: Level 1: Discipline Focus (Weapon Focus) - You gain weapon focus for weapons in the chosen discipline @@ -44667,7 +44691,7 @@ Level Maneuvers Known Maneuvers Readied Stances Known - Proficiencies: A Warblade gains proficiencies with Martial and Simple Weapons, Shields, Medium and Light armour. - Skill Points: 4 + INT Modifier - ABILITIES: + CLASS FEATURES: Level 1: Battle Clarity - INT to Reflex saves @@ -44847,7 +44871,7 @@ Skills: Balance 13 ranks. Feats: Power Attack or Stone Power. Maneuvers: Must know at least two Stone Dragon maneuvers and one Stone Dragon stance. -ABILITIES: +CLASS FEATURES: Level 1: Mountain Fortress Stance - Create a small fortress of stone @@ -50248,7 +50272,7 @@ A skill originally developed by the Dwarves and the giants, the ability to creat - Hit Die: d8. - Proficiencies: A Runecaster does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -50256,7 +50280,7 @@ Divine Spellcasting: Able to cast 3rd-level spells. Skills: Spellcraft 8 ranks, Craft Armour 8 ranks. Feats: Inscribe Rune (This requires 13 Int and 2nd-level divine spells) -ABILITIES: +CLASS FEATURES: Level 1: Rune Craft +1 - The Runecaster gets a +1 bonus on checks to craft runes. @@ -50587,14 +50611,14 @@ For any servant of a deity, no joy is greater than at those rare moments when th - Hit Die: d6. - Proficiencies: A Contemplative does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Spellcasting: Able to cast 1st-level divine spells. Skills: Lore 13 ranks. -ABILITIES: +CLASS FEATURES: Level 1: Bonus Domain - The contemplative gains access to an additional domain. @@ -50982,7 +51006,7 @@ Base Attack Bonus: +5. Skills: Lore 2 ranks. Feats: Alertness, Weapon Focus(creature or unarmed strike) -ABILITIES: +CLASS FEATURES: Level 1: Energy Drain 1 @@ -51039,7 +51063,7 @@ It is rumored that the magical powers of sorcerers and bards is somehow connecte - Hit Die: Special (see below) - Proficiencies: A dragon disciple does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -51048,7 +51072,7 @@ Spellcasting: Ability to cast arcane spells without preparation Skills: 8 Ranks in Lore Special: The player chooses a dragon variety when taking the first level in this prestige class -ABILITIES: +CLASS FEATURES: Level 1: Draconic Armor - The character's skin develops nearly invisible scales that increase his/her natural armor class by +1. @@ -51988,7 +52012,7 @@ Special Abilities: - Skill Affinity (Move Silently): +4 racial bonus to Move Silently checks. - Skill Affinity (Listen): +2 racial bonus to Listen checks. - Skill Affinity (Spot): +2 racial bonus to Spot checks. -- Spell-Like Abilities: 1/day - Silence, Mage Hand. +- Spell-like Abilities: 1/day - Silence, Mage Hand. - Gnomish: Whisper Gnomes count as Gnomes for the purpose of spells. You grew up in a hidden community with others of your kind. However, no one knows what threats may lay over the horizon, and so you left home, determined to make sure that you would be strong enough to protect it if that threat ever materialized. Catfolk @@ -52024,25 +52048,26 @@ CLASS SKILLS: Bluff, Concentration, Craft Weapon, Craft Armor, Craft Trap, Disab CLASS FEATURES: -Level 1: Ki Power, Sneak Attack +1d6 -Level 2: Ghost Step -Level 3: Sneak Attack +2d6, Use Poison -Level 4: Great Leap -Level 5: Sneak Attack +3d6 -Level 6: Acrobatics +2, ki Dodge -Level 7: Sneak Attack +4d6 -Level 8: Ghost Strike -Level 9: Sneak Attack +5d6 -Level 10: Ghost Step (ethereal) -Level 11: Sneak Attack +6d6 -Level 12: Acrobatics +4, Evasion -Level 13: Sneak Attack +7d6 -Level 15: Sneak Attack +8d6 -Level 16: Ghost Sight -Level 17: Sneak Attack +9d6 -Level 18: Acrobatics +6, Greater Ki Dodge -Level 19: Sneak Attack +10d6 -Level 20: Ghost Walk +Level: +1: Ki Power, Sneak Attack +1d6 +2: Ghost Step +3: Sneak Attack +2d6, Use Poison +4: Great Leap +5: Sneak Attack +3d6 +6: Acrobatics +2, ki Dodge +7: Sneak Attack +4d6 +8: Ghost Strike +9: Sneak Attack +5d6 +10: Ghost Step (ethereal) +11: Sneak Attack +6d6 +12: Acrobatics +4, Evasion +13: Sneak Attack +7d6 +15: Sneak Attack +8d6 +16: Ghost Sight +17: Sneak Attack +9d6 +18: Acrobatics +6, Greater Ki Dodge +19: Sneak Attack +10d6 +20: Ghost Walk Ki Power Type of Feat: Class Specific @@ -52149,7 +52174,7 @@ Hide: 6 ranks Move Silently: 6 ranks Feats: Power Attack, Improved Initiative -Abilities: +CLASS FEATURES: 1: Ghost step 1/day 2: Sudden Strike (Sneak Attack) +1d6 @@ -52515,7 +52540,7 @@ Manifesting: Must be able to manifest 3rd level powers. Base Attack Bonus: +3. Alignment: Any Neutral. -Abilities: +CLASS FEATURES: Level 1: Dragon Augmentation - The Diamond Dragon can choose to gain a +1 in either Strength, Dexterity, or Constitution as they work to become more dragonlike. @@ -52692,7 +52717,7 @@ Spellcasting: Must be able to cast 3rd level divine spells. Base Attack Bonus: +3. Special: Ability to turn undead. -Abilities: +CLASS FEATURES: Level 1: Dragon Affinity - Your concept of yourself as part of a holy dragon that serves your church draws upon a mystic link to a particular kind of dragon you consider affiliated with your deity. At first level you must select a dragon type within 1 step of your alignment. @@ -52723,7 +52748,7 @@ Spellcasting: Must be able to spontaneously cast arcane spells. Skills: Lore 8. Feats: Draconic Heritage. -Abilities: +CLASS FEATURES: Draconic Breath - You receive a variant of the Draconic Breath feat. When you reach 6th level, the damage goes to 2d8 per spell level, and at level 10 it goes to 3d6 per spell level. @@ -52864,7 +52889,6 @@ Your draconic blood lets you access ancient draconic knowledge. You gain a bonu Dragontouched Type of Feat: General Prerequisite: Cha 11 - Benefit: You have a trace of draconic power, a result of draconic ancestors or a spiritual connection between you and the forces of dragonkind. You gain the dragonblood subtype, a +1 bonus on Listen, Search, and Spot checks, and a +1 bonus on saving throws against paralysis and sleep. In addition, you can select draconic feats as a sorcerer of your charaacter level. Use: Automatic Draconic Vigor @@ -53069,7 +53093,7 @@ Base Attack Bonus: +4. Skills: Bluff 4 ranks, Intimidate 4 ranks, Lore 4 ranks. Feats: Dragonthrall -Abilities: +CLASS FEATURES: 1: Breath Weapon - You can breathe a cone of cold that does 3d6 cold damage, with a Reflex save of DC 10 + class level + Con modifier for half damage. You can only use this breath weapon once every 1d4 rounds. 2: Voice of the Dragon +2 - You gain a +2 bonus on Intimidate and Bluff checks. 3: Breath Weapon - 8d4 line of acid @@ -53097,7 +53121,7 @@ Base Attack Bonus: +5. Skills: Lore 1 rank. Race: Nondragon -Abilities: +CLASS FEATURES: 1: Ability Increase - +2 to Charisma. Natural Armor - You gain a +1 natural armor bonus. 2: Combat Technique - You can choose a bonus feat from the fighter bonus feat list, or add 1d6 of Sneak Attack. @@ -53271,7 +53295,7 @@ Skills: Bluff 4 ranks, Hide 4 ranks, Move Silently 4 ranks, Lore 4 ranks, Sense Feats: Dragontouched. Special: Sneak Attack or Skirmish +2d6 -Abilities: +CLASS FEATURES: 1: Draconic Senses - You gain Draconic Senses as a bonus feat. 2: Special Attack +1d6 - You can gain +1d6 to your Sneak Attack damage or to your Skirmish damage, chosen at every increase. 3: Dragonfire Strike - You gain Dragonfire Strike as a bonus feat. @@ -53312,7 +53336,7 @@ Dragon shamans respect true dragons as power incarnate. Some worship dragons, b CLASS SKILLS: Appraise, Bluff, Craft, Heal, Hide, Intimidate, Jump, Lore, Move Silently, Persuade, Search, Sense Motive, Spellcraft -Abilities: +CLASS FEATURES: Base Attack Bonus: +3/4 Strong Saves: Fortitude, Will @@ -53778,9 +53802,10 @@ Able to call upon a dragon's fiery breath and augment themselves with spell-like - Proficiencies: Dragonfire adepts are proficient with simple weapons only. - Skill Points: 4 + Int Modifier(x4 at 1st level) -CLASS SKILLS: +CLASS SKILLS: Appraise, Bluff, Climb, Concentration, Craft(General), Craft(Poisonmaking), Craft Armor, Craft Trap, Craft Weapon, Intimidate, Jump, Listen, Lore, Persuade, Search, Sense Motive, Spellcraft, Spot, Truespeak, Use Magic Device -Abilities: + +CLASS FEATURES: Base Attack Bonus: +1/2 Strong Saves: Fortitude, Will @@ -54092,7 +54117,7 @@ Special Abilities: - Resist Fire: Innate fire resistance of 5. - Resist Sonic: Innate sonic resistance of 5. - Resist Electrical: Innate electrical resistance of 5. -- Spell-Like Abilities: 1/day - True Strike. +- Spell-like Abilities: 1/day - True Strike. - Outsider: Zenythri count as Outsiders for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) @@ -54121,7 +54146,7 @@ Special Abilities: - Resist Acid: Innate acid resistance of 5. - Resist Sonic: Innate sonic resistance of 5. - Resist Electrical: Innate electrical resistance of 5. -- Spell-Like Abilities: 1/day - Magic Circle vs Alignment. +- Spell-like Abilities: 1/day - Magic Circle vs Alignment. - Outsider: Tuladhara count as Outsiders for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) @@ -54144,7 +54169,7 @@ Special Abilities: - 20' base speed - Darkvision: Nathri are able to see in the dark. - Spell Resistance: Innate spell resistance of 5 + 1 per character level. -- Spell-Like Abilities: 3/day - Expeditious Retreat. +- Spell-like Abilities: 3/day - Expeditious Retreat. - Outsider: Nathri count as Outsiders for the purpose of spells. (The following may or may not be in use, depending on the module switch settings) @@ -54244,7 +54269,7 @@ Special Abilities: - Skill Affinity (Hide): +4 Racial bonus to Hide checks - Skill Affinity (Move Silently): +4 Racial bonus to Move Silently checks - Poison bite: Fortitude save (DC 18), initial and secondary damage 1d6 temporary strength -- Spell-like abilities: darkness, detect good, detect law, faerie fire - 1/day, Caster level 6th +- Spell-like Abilities: darkness, detect good, detect law, faerie fire - 1/day, Caster level 6th - Aberration: Driders count as Aberrations for the purposes of spells and effects. - Sorcerer Casting: Driders cast spells as a Sorcerer of their hit dice (6th level) @@ -54291,8 +54316,7 @@ Racial Hit Dice/Class: NA Hagspawns Sons of malicious, predatory mothers, hagspawn are not a complete race, as there are no females of their kind. Hags continue their awful lineage by taking human males for mates, usually murdering and devouring the hapless captive later. The female children of a hag quickly grow into hags like their mothers, but the male children are hagspawn, half-human outcasts. Feared and hated by normal humans, hagspawn must make their way in the world by dint of their strength, hardiness, and sheer determination. -Hagspawn Ability Adjustments: +2 Strength, +2 Constitution, -2 Charisma: Hagspawn are strong and hardy, but are sullen and ill-tempered. - +Hagspawn Ability Adjustments: +2 Strength, +2 Constitution, -2 Charisma: Hagspawn are strong and hardy, but are sullen and ill-tempered. Favored Class (Barbarian): A multiclass hagspawn's barbarian class does not count when determining whether he suffers an XP penalty for multiclassing. - Medium size @@ -55801,7 +55825,7 @@ In most city-states, templars are the ultimate authority judge, jury, and execut - Proficiencies: Templars are proficient in all simple weapons. Since templar training involves some education in warfare, templars receive two martial weapons proficiencies. Templars are proficient in light and medium armor and shields (except tower shields). - Skill Points: 4 + Int Modifier -ABILITIES: +CLASS FEATURES: Level 1: Secular Aptitude, Assume Domain @@ -56361,7 +56385,7 @@ REQUIREMENTS: Skill: Truespeak 9 -ABILITIES: +CLASS FEATURES: Level 1: @@ -56439,7 +56463,7 @@ Necromancy is usually a poor choice for arcane spellcasters. Those who really wa - Hit Die: d6. - Proficiencies: A pale master does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -56448,7 +56472,7 @@ Alignment: Any non good Skill: Lore 8 Feat: Skill Focus (Lore) -ABILITIES: +CLASS FEATURES: Level 1: Bone Skin I - Add +2 to AC. This increases by another +2 for every four levels of Pale Master. @@ -56476,7 +56500,7 @@ All frostragers are barbarians to some degree, although many are multiclass barb - Hit Die: d12 - Proficiencies: A frostrager does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -56485,7 +56509,7 @@ Skills: Intimidate 4 ranks, Lore 4 ranks Feats: Frozen Berserker, Improved Unarmed Strike, Power Attack Special: Rage as a class ability -ABILITIES: +CLASS FEATURES: Level 1: Frostrage - Add +4 to AC, 1d4 cold damage on unarmed attacks @@ -56534,7 +56558,7 @@ Most sacred purifiers are clerics (often of Pelor), but paladins have also been - Hit Die: d8 - Proficiencies: A sacred purifier does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -56545,7 +56569,7 @@ Base Will Save Bonus: +5. Spells: Able to cast 2nd-level divine spells. Special: Able to turn undead. -ABILITIES: +CLASS FEATURES: Level 1: Greater Turning, Turn Undead @@ -56580,14 +56604,14 @@ If you have a disciplined worldview and a certain level of combat prowess, and y - Hit Die: d8 - Proficiencies: A serene guardian does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Any lawful Base Attack Bonus: +6 -ABILITIES: +CLASS FEATURES: Level 1: Resonance - Build up resonance in targets you hit @@ -56801,7 +56825,7 @@ Use: Automatic Special attack creature weapon: Natural AC bonus: Challenge Rating: - Epic Wildshape Spell-Like Abilities: + Epic Wildshape Spell-like Abilities: %(NAME) (SL %(SL) / CL %(CL) / CR %(CR)) Learn new shape Select a 'Quick Shift Slot' to change the shape stored in it @@ -57025,7 +57049,7 @@ Base Attack Bonus: +10 Feats: Weapon Focus (any) Martial Maneuvers: Any two Devoted Spirit or Diamond Mind maneuvers. -ABILITIES: +CLASS FEATURES: Level 1: Blade Guide - @@ -57041,7 +57065,7 @@ Level 9: Eternal Training 5/Day 10: Island in Time - - Maneuvers Stances + Maneuvers Stances Level Known Readied Known 1 1 0 0 2 0 0 0 @@ -57128,7 +57152,7 @@ Skills: Hide 8 ranks Feats: Improved Unarmed Strike Martial Maneuvers: Must know one 2nd-level Setting Sun or Shadow Hand maneuver, one Setting Sun maneuver of any level, and one Shadow Hand maneuver of any level. -ABILITIES: +CLASS FEATURES: Level 1: Monk abilities - You add your class levels to determine your unarmed damage and number of Stunning Fist attempts. You gain the AC bonus of a monk. @@ -57383,7 +57407,7 @@ Base Attack Bonus: +5 Skills: Tumble 5 ranks Feats: Improved Unarmed Strike -ABILITIES: +CLASS FEATURES: Level 1: Improved Grapple (Ex): When wearing light armor or no armor, a reaping mauler gains the benefit of the Improved Grapple feat, even if he does not meet the prerequisites. @@ -57640,7 +57664,7 @@ Alignment: Nongood Special: Wild Shape as a class ability Special: Must have been a druid -ABILITIES: +CLASS FEATURES: Level 1: @@ -57738,7 +57762,7 @@ Alignment: Nonevil Feats: Alertness, Combat Casting, Track Skills: Spot 8, Search 4 -ABILITIES: +CLASS FEATURES: Level 1: Woodland Stride @@ -57778,7 +57802,7 @@ Fighters and paladins are well served by becoming battlesmiths. Spellcasters are - Hit Die: d10 - Proficiencies: A battlesmith gains no additional proficiencies -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -57787,7 +57811,7 @@ Feats: Armor Proficiency (Heavy), Endurance, Weapon Focus (Warhammer) Skills: Craft (Weapons) 10 Base Attack Bonus: +5 -ABILITIES: +CLASS FEATURES: Level 1: One With the Hammer - Wisdom to damage for Warhammers @@ -57829,7 +57853,7 @@ Some believe that the ultimate expression of the warforged experiment is the jug - Hit Die: d12 - Proficiencies: A Warforged Juggernaut gains no additional proficiencies -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -57837,7 +57861,7 @@ Race: Warforged Feats: Adamantine Body, Improved Bull Rush, Power Attack Base Attack Bonus: +5 -ABILITIES: +CLASS FEATURES: Level 1: Armor Spikes 1d6, Expert Bull Rush, Powerful Charge, Reserved @@ -57895,7 +57919,7 @@ As members of this prestige class must have the ability to cast arcane spells, f - Hit Die: d4 - Proficiencies: A Frost Mage gains no additional proficiencies -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -57903,7 +57927,7 @@ Spells: 1st level arcane spells Feats: Frozen Magic Skills: Lore 8 -ABILITIES: +CLASS FEATURES: Level 1: Natural Armor +1 @@ -57943,14 +57967,14 @@ Most wayfarer guides are wizards or sorcerers, though a few clerics with access - Hit Die: d6 - Proficiencies: A Wayfarer Guide gains no additional proficiencies -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Spells: Must be able to cast teleport Skills: Lore 10 -ABILITIES: +CLASS FEATURES: Level 1: Enhanced Capacity - Take one more character per class level when group teleporting @@ -57987,7 +58011,7 @@ REQUIREMENTS: Special: Turn undead class feature. Special: Sneak attack class feature. -ABILITIES: +CLASS FEATURES: Level 1: Pierce Shadows - Create an area of light @@ -58020,7 +58044,7 @@ REQUIREMENTS: Special: Detect evil class feature or ability to cast detect evil as a divine spell. Special: Sneak attack class feature. -ABILITIES: +CLASS FEATURES: Level 1: Detect Evil at will @@ -58097,7 +58121,7 @@ Over a dozen deities have worshipers who are paladins, promoting law and good ac - Hit Die: d8 - Proficiencies: Knights of the Weave gain no proficiencies -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -58106,7 +58130,7 @@ Base Attack Bonus: +5 or ability to spontaneously cast 3rd-level arcane spells. Skills: Lore 1 rank, Spellcraft 1 rank. Special: Cannot be a Shadow Weave user. -ABILITIES: +CLASS FEATURES: Level 1: Read Magic at will, Spellcasting @@ -58137,7 +58161,7 @@ Spelldancers are an energetic sort of spellcaster who draw on the quasi-primal e - Hit Die: d6 - Proficiencies: Spelldancers gain no proficiencies -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -58145,7 +58169,7 @@ Skills: Concentration 4 ranks, Perform 6 ranks, Tumble 4 ranks. Feats: Combat Casting, Dodge, Endurance, Mobility. Spellcasting: Able to cast 3rd level arcane spells. -ABILITIES: +CLASS FEATURES: Level 1: Spelldance - Apply metamagic feats for free @@ -58203,26 +58227,41 @@ While skilled in stealthy movement and other arts requiring subtlety, the psychi - Hit Die: d6 - Proficiencies: Psychic rogues are proficient with all simple weapons, plus the rapier, shortbow, and short sword. Psychic rogues are proficient with light armor, but not with shields. -- Skill Points at Each Level: 6 + Int modifier. +- Skill Points: 6 + Int modifier. -ABILITIES: +Psionics: Intelligence is the key stat of a Psychic Rogue. + +Special Abilities (gained at 11th, 14th, 17th, 20th): + + Blind Spot (Ps): Cloud Mind, once per day + Enhanced Sneak Attack (Su): When the psychic rogue has psionic focus, he increases his sneak attack damage by +1d6. This ability may be selected up to three times. + Improved Evasion (Ex): As rogue + Mind Cripple (Su): An opponent struck by one of his sneak attacks takes 2 points of Intelligence damage. + Shadow Jump (Ps): Dimension Door, Self, once per day. The psychic rogue can select this ability up to three times. + Skill Mastery: As rogue + Slippery Mind (Ex): As rogue + Feat: A psychic rogue can gain a bonus feat in place of a special ability. + +CLASS FEATURES: Base Attack Bonus: +3/4 Strong Saves: Reflex -Psionics: Intelligence is the key stat of a Psychic Rogue. -Sneak Attack: +1d6 at first level and every three levels thereafter -Evasion at second level -Danger Sense: Gain the benefits of the danger sense power when psionic focused at 5th level. Gain uncanny dodge at 7th level, and improved uncanny dodge at 9th. -Special Abilities (gained at 11th, 14th, 17th, 20th): -Blind Spot (Ps): Cloud Mind, once per day -Enhanced Sneak Attack (Su): When the psychic rogue has psionic focus, he increases his sneak attack damage by +1d6. This ability may be selected up to three times. -Improved Evasion (Ex): As rogue -Mind Cripple (Su): An opponent struck by one of his sneak attacks takes 2 points of Intelligence damage. -Shadow Jump (Ps): Dimension Door, Self, once per day. The psychic rogue can select this ability up to three times. -Skill Mastery: As rogue -Slippery Mind (Ex): As rogue -Feat: A psychic rogue can gain a bonus feat in place of a special ability. +Level: + 1: +1d6 Sneak Attack + 2: Evasion + 4: +2d6 Sneak Attack + 5: Danger Sense + 7: +3d6 Sneak attack , Danger Sense (Uncanny Dodge) + 9: Danger Sense (Improved Uncanny Dodge) +10: +4d6 Sneak Attack +11: Special Ability +13: +5d6 Sneak Attack +14: Special Ability +16: +6d6 Sneak Attack +17: Special Ability +19: +7d6 Sneak Attack +20: Special Ability Level Power Points Powers Known Power Level Known 1 0 1 1 @@ -58346,12 +58385,12 @@ Use: Selected - Hit Die: d8 - Proficiencies: You are proficient with all simple weapons and light armor - - Skill Points at Each Level: 2+ Int Modifier. + - Skill Points: 2+ Int modifier. - Alignment: Any - ABILITIES: + CLASS FEATURES: - Level + Level: 1: Soul Binding - 1 Vestige 2: Pact Augmentation - Gain minor benefit, reselect every time a vestige is bound 3: @@ -58446,7 +58485,6 @@ Use: Automatic Type of Feat: Binding Prerequisite: Bind Vestige Benefit: When you bind a vestige using the Bind Vestige feat, you gain a second power, as described in the Bind Vestige feat. - Use: Automatic Binding Feats Feats associated with the Binding alternate magic system from Tome of Magic @@ -58493,7 +58531,6 @@ Use: Selected Type of Feat: Binding Prerequisite: Able to bind a vestige, Expel Vestige, Intimidate 8 ranks Benefit: Once per day, you can bind a vestige as a full-round action. - Use: Selected Favored Vestige Amon Favored Vestige Aym @@ -58634,7 +58671,6 @@ Use: Automatic Type of Feat: Binding Prerequisite: Ability to bind vestiges Benefit: You can ignore the special requirements of vestiges with which you make pacts. - Use: Automatic Leraje, the Green Herald Leraje, the Green Herald @@ -59008,7 +59044,7 @@ Poison Blood: While you are bound to Eurynome, your blood becomes poisonous. Any Anima mages give binders a bad name. Greedy and ambitious, they exploit the powers of the vestiges to which they bind to advance their own abilities. Anima mages see such displaced entities as mere tools, no different from spell component pouches or a wand of fireball. With the power of a vestige, an anima mage can tap a resource all but unknown to his rivals to gain an edge against other spellcasters. The anima mage is a loner, an outsider, and a potential enemy to both binders and witch slayers. But the way others classify him matters little to him, for power is at hand. - Hit Die: d4 -- Skill Points at Each Level: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Any nongood @@ -59017,7 +59053,7 @@ Feat: Any metamagic feat Spellcasting: Ability to cast 2nd-level arcane spells Special: Ability to bind a 2nd-level vestige, soul binding class feature -ABILITIES: +CLASS FEATURES: Level 1: 2: Exploit Vestige - Forgo a vestige ability to cast one spell of your highest level @@ -59081,7 +59117,7 @@ Vessel of Emptiness: You can use the flicker shadow magic mystery once per day. No other vestige is quite like Tenebrous. The remnant of the divinity once possessed by Orcus, Tenebrous is perhaps the only vestige still worshiped in some places as a god, and so tightly bound to a living-if not mortal-being. This unique status grants Tenebrous the ability to manipulate the world in ways that other vestiges cannot. Some Tenebrous apostates revere Orcus, seeing Tenebrous as part of their sundered god and the seed from which he will one day sprout anew. Others see the corpulent fiend as the embodiment of Tenebrous's downfall. These followers believe that Tenebrous is a separate deity who attempted to manifest through Orcus, only to be laid low when the demon proved unworthy. - Hit Die: d8 -- Skill Points at Each Level: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Any nongood @@ -59090,7 +59126,7 @@ Special: Ability to bind Tenebrous Special: Able to turn or rebuke undead Special: Must worship Tenebrous as a god (clerics can only have Chaos, Death, Evil, and Trickery domains) -ABILITIES: +CLASS FEATURES: Level 1: Eternal Bondage - You are always bound to Tenebrous Tenebrous's Rebuke - Damage or heal undead by spending a turn undead use @@ -59136,9 +59172,9 @@ Special: Soul binding class feature - Hit Die: d10. - Proficiencies: You gain proficiency with all simple and martial weapons, and with all armor and shields. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. -ABILITIES: +CLASS FEATURES: Level 1: Aligned Strike, patron vestige, soul binding +1 @@ -59296,14 +59332,14 @@ Thought Travel: As a standard action, you can instantly transport yourself to an Scions of Dantalion trace their lineage to an ancient, long-forgotten human empire-a civilization in which justice, love, and art reigned supreme. They maintain that the rulers of this realm led their people to such a height of beauty and righteousness that they rivaled the stars of the heavens in the awe they could inspire. The gods saw their accomplishments and grew envious. In their jealous rage, they destroyed the empire and cursed its nobility, decreeing that no one from that line could ever join them in the afterlife. Scions of Dantalion believe themselves to be part of this line, cursed by the gods but blessed by association with Dantalion, the vestige that is the conglomeration of all their ancestors' souls. The scions believe that their destiny is to one day take up the crown, bear the scepter of rulership, and rebuild the empire that could rival the stars. - Hit Die: d8 -- Skill Points at Each Level: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Race: Human, Half-elf, or Half-orc Skills: Lore 2 ranks Special: Ability to bind Dantalion -ABILITIES: +CLASS FEATURES: Level 1: Favored of Dantalion - Always make a good pact with Dantalion Scholarship of Dantalion - Once per day, double the Lore bonus Dantalion grants for one round @@ -59860,7 +59896,7 @@ Ur-priests despise gods. However, a small number of them have learned to tap int - Hit Die: d8 - Proficiencies: An ur-priest does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -59870,7 +59906,7 @@ Skills: Bluff 6 ranks, Intimidate 5 ranks, Concentration 5 ranks, Lore 8 ranks, Feats: Iron Will, Spell Focus (evil). Special: The character must have no ability to cast divine spells. If such spellcasting ability was previously possessed (as with an ex-cleric), that ability is forever forsaken. -ABILITIES: +CLASS FEATURES: Level 1: @@ -60175,7 +60211,7 @@ Prerequisite: Killoren Benefit: When you are manifesting the aspect of the hunter, you can take a free action to detect all living creatures within 30 feet, even if you cannot see the creature in question. Any opponent that you cannot see still has total concealment. Use: Selected Type of Feat: Racial -Prerequisite: Kalashtar +Prerequisite: Kalashtar or Empty Vessel Specifics: You gain one extra power point per character level. Use: Automatic. Tome of Battle Feats @@ -61322,7 +61358,7 @@ and her companions. The wild mage accepts this as the price of her convictions. - Hit Die: d4 - Proficiencies: A Wild Mage gains no additional proficiencies -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -61330,7 +61366,7 @@ Alignment: any chaotic Skills: Lore 4 ranks, Spellcraft 8 ranks, Use Magic Device 4 ranks Feats: Magical Aptitude, Any metamagic feat -ABILITIES: +CLASS FEATURES: Level 1: Wild Magic - Reduce caster level by 3, add 1d6 to caster level @@ -61368,14 +61404,14 @@ Other spellcasters don't understand the force missile mages' dedication to only - Hit Die: d4 - Proficiencies: A Force Missile gains no additional proficiencies -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Skills: Concentration 9 ranks, Spellcraft 9 ranks Feats: Combat Casting -ABILITIES: +CLASS FEATURES: Level 1: Bonus Missile - Magic Missile has an extra missile @@ -62775,10 +62811,10 @@ Incarnum is a tool you can use to manipulate the physical manifestations of mora - Hit Die: d6 - Proficiencies: You are proficient with all simple weapons, light armor, medium armor, and shields -- Skill Points at Each Level: 2+ Int Modifier. +- Skill Points: 2+ Int modifier. - Alignment: Alignment must be Lawful Neutral, Chaotic Neutral, Neutral Evil, or Neutral Good. Incarnates who have a different alignment will lose all class features. -ABILITIES: +CLASS FEATURES: Level 1: Detect Opposition - Detect X at will @@ -62898,10 +62934,10 @@ As a soulborn, you use incarnum to enhance your natural combat ability. You can - Hit Die: d10 - Proficiencies: Soulborns are proficient with all simple and martial weapons, with light, medium, and heavy armor, and with shields. -- Skill Points at Each Level: 2+ Int Modifier. +- Skill Points: 2+ Int modifier. - Alignment: Soulborns are polarized in their alignments, hewing to strong convictions of morality and ethics. As such, they can only be lawful good, chaotic good, lawful evil, or chaotic evil. -ABILITIES: +CLASS FEATURES: Level 1: Smite Opposition 1/day - Smite target of opposed alignment @@ -62960,9 +62996,9 @@ A mask representing a basilisk, a mantle of the displacer beast, boots of the la - Hit Die: d8 - Proficiencies: You are proficient with all simple weapons, light armor, and shields -- Skill Points at Each Level: 4+ Int Modifier. +- Skill Points: 4+ Int modifier. -ABILITIES: +CLASS FEATURES: Level 1: @@ -64987,7 +65023,7 @@ Even without proper training, a skarn can strike wicked blows with the pointed s - Hit Die: d10 - Proficiencies: Spinemeld Warriors gain no new proficiencies -- Skill Points at Each Level: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Race: Skarn @@ -64995,7 +65031,7 @@ Alignment: Any lawful Base Attack Bonus: +5 Essentia Pool: 1 -ABILITIES: +CLASS FEATURES: Level 1: Twin Spine Fighting - Your racial ability now produces two spines instead of one @@ -65040,7 +65076,7 @@ The ancient temple that houses the Sapphire Eidolon is also home to an order of - Hit Die: d6 - Proficiencies: A Sapphire Hierarch does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -65050,7 +65086,7 @@ Spellcasting: Ability to cast 2nd-level divine spells Skills: Lore 4 ranks, Spellcraft 4 ranks Essentia Pool: 3 -ABILITIES: +CLASS FEATURES: Level 1: Smite Chaos - As per Paladin, except Chaos instead of Evil @@ -65096,7 +65132,7 @@ This class combines the Soulcaster and Soulmanifester prestige classes into a si - Hit Die: d4 - Proficiencies: A Soulcaster does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -65105,7 +65141,7 @@ Meldshaping: Ability to shape three soulmelds; ability to bind a soulmeld to a c Soulcaster: Incarnum Spellshaping and 2nd level arcane spells Soulmanifester: Azure Talent and 2nd level powers -ABILITIES: +CLASS FEATURES: Level 1: Arcane or Psionic Investment 1 @@ -65858,7 +65894,7 @@ Special: -ABILITIES: +CLASS FEATURES: Level 1: Favored Enemy (Ex): Upon entering the Slayer class, a slayer selects one favored enemy. She gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against her favored enemy. Likewise, she gets a +2 bonus on weapon damage rolls against creatures of this kind. At 4th level the bonuses increase to +4, at 7th level to +6, and at 10th level to +8. @@ -65963,7 +65999,7 @@ All ironsoul forgemasters are dwarven mastersmiths who possess skill at crafting - Hit Die: d8 - Proficiencies: An Ironsoul Forgemaster does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -65972,7 +66008,7 @@ Alignment: Any nonevil. Skills: Craft (armorsmithing) 8 ranks, Lore 2 ranks. Meldshaping: Ability to shape soulmelds -ABILITIES: +CLASS FEATURES: Level 1: Shield Bond - Invest essentia into shield for elemental resistance @@ -66026,7 +66062,7 @@ REQUIREMENTS: Skills: Concentration 4 ranks, Hide 8 ranks, Lore 2 ranks, Listen 8 ranks. Essentia Pool: 1. -ABILITIES: +CLASS FEATURES: Level 1: Step of the Bodiless - Bonus to Balance, Climb, Jump, Tumble @@ -66467,7 +66503,7 @@ Low-Light Vision: Extaminaar can see in the dark out to 60 feet. +2 racial bonus on Fortitude saves versus poison: Extaminaars do not easily succumb to venom of any kind. +4 racial bonus on Climb checks: Extaminaar's light frames make it easier for them to ascend obstacles. +2 racial bonus on Tumble checks: Extaminaars can wriggle their way out of sticky situations. -Spell-Like Abilities: 3/day-charm animal. Extaminaar often fill their lairs with poisonous snakes to dissuade interlopers. +Spell-like Abilities: 3/day-charm animal. Extaminaar often fill their lairs with poisonous snakes to dissuade interlopers. Favored Class: Rogue. A multiclass extaminaar's rogue class does not count when determining whether he takes an experience point penalty. Level Adjustment +0. Skulk @@ -66532,7 +66568,7 @@ Though incarnum is a potent tool, it is still a physical medium-an abstraction t - Hit Die: d10 - Proficiencies: Incandescent Champions gain no new proficiencies -- Skill Points at Each Level: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Any good @@ -66540,7 +66576,7 @@ Base Attack Bonus: +6 Essentia Pool: 1 Skills: Concentration 4 ranks -ABILITIES: +CLASS FEATURES: Level 1: Incandescent Strike - Invest essentia to increase damage @@ -67601,7 +67637,7 @@ Necrocarnum is a dark reflection of incarnum, whose use gives even the most evil - Hit Die: d6 - Proficiencies: A Necrocarnate does not gain any additional weapon or armor proficiencies. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -67610,7 +67646,7 @@ Skills: Lore 5 ranks, Concentration 5 ranks, Spellcraft 10 ranks. Feat: Necrocarnum Acolyte. Meldshaping: Ability to shape soulmelds, ability to bind soulmelds to the crown, feet, and hands chakras. -ABILITIES: +CLASS FEATURES: Level 1: Harvest Soul (1 minute) - Harvest essentia from recently dead corpses @@ -67764,14 +67800,14 @@ this blademeld grants him amazing combat prowess. When bound to his chakras, it - Hit Die: d10 - Proficiencies: Incarnum Blades gain no new proficiencies -- Skill Points at Each Level: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Alignment: Any except neutral Base Attack Bonus: +5 Skills: Concentration 2 ranks -ABILITIES: +CLASS FEATURES: Level 1: Blademeld (crown, feet, hands) - Attach meld to special chakras for benefit @@ -67803,7 +67839,7 @@ them helpless. - Hit Die: d6 - Proficiencies: Witchborn Binders gain no new proficiencies -- Skill Points at Each Level: 4 + Int Modifier. +- Skill Points: 4 + Int modifier. REQUIREMENTS: Meldshaping: Meldshaper level 6th. @@ -67811,7 +67847,7 @@ Feats: Alertness, Track. Skills: Lore 4 ranks, Search 4 ranks, Sense Motive 2 ranks, Spot 2 ranks. Special: May not possess any arcane spellcasting class levels. -ABILITIES: +CLASS FEATURES: Level 1: Detect Magic at will @@ -76848,7 +76884,7 @@ Half-celestials can use a daylight effect (as the spell) at will. Smite Evil (Su) Once per day a half-celestial can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe. -Spell-Like Abilities +Spell-like Abilities A half-celestial with an Intelligence or Wisdom score of 8 or higher has two or more spell-like abilities, depending on its Hit Dice, as indicated on the table below. The abilities are cumulative. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature's HD, and the save DC is Charisma-based. 1+ HD, Protection from evil 3/day, bless @@ -76887,7 +76923,7 @@ Class : 11 levels in Sorcerer, Wizard, or Cleric Alignment: Any Good Must not have any levels in Lich. -ABILITIES: +CLASS FEATURES: Baelnorn Properties: +8 bonus to Hide, Listen, Move Silently, Search, Persuade, and Spot. Baelnorn Touch: Touch attack causes 1d8 + 5 damage and permanent paralyzation. Baelnorn Defense: Damage Reduction 15/+2, Natural Armor + 5, immunity to cold and electricity, Turning Resistance +4. @@ -76957,7 +76993,7 @@ Spellcasting: Ability to cast 4th level arcane spells. Hit die: d4 Skill points at each level: 2 + Int modifier. -Class Features +CLASS FEATURES: Spells per Day: A master alchemist's training focuses on magic. Thus, when a character gains a new level of master alchemist, she gains new spells per day as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. 1st: Brew 2/day: The master alchemist has perfected the art of brewing potions. As such, she can brew two potions in one day(an 8-hour period) instead of one. @@ -77046,7 +77082,7 @@ Base Attack Bonus: +6 Skills: Craft Weapon 8, Hide 8, Lore 4, Move Silently 8 Feats: Point Blank Shot, Weapon Focus (Longbow) -Class Features: +CLASS FEATURES: Hit die: d8 Spellcasting: You gain spells per day as per the following tables. You do not gain spells per day in any existing spellcasting class. You can only choose spells from the justice spell list. @@ -77400,9 +77436,9 @@ The shadowcaster understands the true, primal power of darkness, attunes herself - Hit Die: d6 - Proficiencies: You are proficient with all simple weapons. You are not proficient with any type of armor or shield. Armor of any type interferes with your gestures, which can cause your mysteries to fail when they function as spells. -- Skill Points at Each Level: 2+ Int Modifier. +- Skill Points: 2+ Int modifier. -ABILITIES: +CLASS FEATURES: Level 1: Fundamentals of Shadow - You start with access to 3 fundamentals, which function as supernatural abilities and can be used 3 times/day. @@ -77436,13 +77472,13 @@ Bonus Feats - You gain a bonus feat equal to the total number of Paths you compl They prefer to call themselves "black transmogrifists", but most know them as children of night. They are more than spellcasters, more than scholars, and - they claim - more than mortal. For those who have the will and the depth of knowledge to join their ranks, ascension beyond the earthly form awaits, for the children of night become the stuff of shadow itself. - Hit Die: d6 -- Skill Points at Each Level: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Skills: Lore 8 ranks Shadowcasting/Spellcasting: Ability to cast mysteries -ABILITIES: +CLASS FEATURES: Level 1: Cloak of Shadows (Su) - Your flesh takes on a hazy, almost translucent hue, granting a bonus equal to your child of night level on Hide checks. @@ -77466,13 +77502,13 @@ Mysteries: At each level beyond 1st, you gain new mysteries and an increase in c Some driven or domineering souls seek nothing less than mastery of darkness itself - the ability to turn the very shadows into their agents and allies. These are the masters of shadow, commanders of soldiers as dark and insubstantial as night itself. For those with the force of will to enter their ranks, the very shadows serve at their beck and call. - Hit Die: d8 -- Skill Points at Each Level: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Skills: Lore 8 ranks Feat: Shadow Familiar -ABILITIES: +CLASS FEATURES: Level 1: Shadow Servant - You replace your familiar with a Shadow Elemental, which grows in power with you. Master's Bidding (standard action) - You can focus your affinity with shadow to enhance your shadow servant with one special ability for 1 round. @@ -77491,14 +77527,14 @@ Mysteries: At each level beyond 1st, you gain new mysteries and an increase in c Noctumancers bridge the gap between shadow and arcane magic. Those who succeed in becoming one of these elite not only gain a boost to their mystery user and arcane caster abilities, but are able to manipulate the mysteries and spells of others as no others can. - Hit Die: d4 -- Skill Points at Each Level: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Skills: Lore rank 6, Spellcraft rank 6 Shadowcasting: Able to cast level 2 mysteries Spellcasting: Able to cast level 2 arcane spells -ABILITIES: +CLASS FEATURES: Level 1: Capture Magic's Shadow (Su) - At 1st level, when you successfully dispel a mystery or spell you can absorb its energy. You add one-half the level of the mystery or spell you dispelled to the caster level of any mystery or spell you cast in the next round. @@ -77518,14 +77554,14 @@ Mysteries/Spellcasting: At each level, you gain new mysteries and spells per day few equals. Their ability to manipulate darkness and shadow enhances their martial skills, allowing them to target weak points, land blows that should not strike true, and even attack foes who are paces away. - Hit Die: d8 -- Skill Points at Each Level: 2+ Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Base Attack Bonus: +5 Skills: Bluff 5 ranks, Hide 5 ranks, Move Silently 5 ranks Feats: Blind-Fight -ABILITIES: +CLASS FEATURES: Level 1: Unseen Weapon (Unerring Strike) - Once per day per shadowblade level, you can activate one of the powers of your unseen weapon. Your next melee attack ignores any miss chance because of concealment. 2: Shadow and Stealth - You gain a bonus equal to half your class level (round down) on Hide and Move Silently checks. @@ -77548,13 +77584,13 @@ Level Shadowcasters draw power from darkness, and masters of shadow command it, but no one truly manipulates the darkness as does the shadowsmith. Combining martial and mystical skills, and possessed of a driving will, the shadowsmith forms his tools and weapons from shadowstuff itself, drawing forth matter from empty night. - Hit Die: d8 -- Skill Points at Each Level: 6 + Int Modifier. +- Skill Points: 6 + Int Modifier. PREREQUISITES: Base Attack Bonus: +5 Skills: Craft (armor) 5 ranks, Craft (weapon) 5 ranks, Lore 3 ranks -ABILITIES: +CLASS FEATURES: Level 1: Touch of Shadow - For 1 minute per level you gain a bonus on Climb checks equal to your class level. 2: Shroud of Shadow - You gain a bonus on Hide checks and Move Silently checks equal to your class level. Shroud of shadow lasts for 1 minute per class. @@ -78012,7 +78048,7 @@ Skills: 10 ranks in 4 skills from Tumble, Intimidate, Concentration, Balance, Se Feats: Adaptive Style, Dodge, Blind-Fight, Improved Initiative, Improved Unarmed Strike. Maneuvers: Must know at least one maneuver from six disciplines. -ABILITIES: +CLASS FEATURES: Level 1: @@ -78172,7 +78208,7 @@ A specialist wizard who calls himself a necromancer or a cleric with the Death d - Proficiencies: A Dread Necromancer gains proficiencies with Simple Weapons, and Light Armour. - Skill Points: 2 + Int Modifier -ABILITIES: +CLASS FEATURES: Level 1: Charnel Touch - Negative energy touch @@ -78288,13 +78324,13 @@ Magic is evil. Magic tempts. Magic perverts. Magic corrupts. Anyone who cannot e - Hit Die: d12 - Proficiencies: Forsakers gain no proficiencies -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: Feats: Great Fortitude, Iron Will, Lightning Reflexes -ABILITIES: +CLASS FEATURES: Level 1: Ability Bonus - +1 to any ability at each class level @@ -78330,7 +78366,7 @@ Use: Selected - Proficiencies: A Noble gains proficiencies with Simple Weapons, Martial Weapons, Shields, and Light Armour. - Skill Points: 4 + Int Modifier - ABILITIES: + CLASS FEATURES: Level 1: Favor +1 @@ -78532,7 +78568,7 @@ A half-fiend retains all the special attacks of the base creature and gains the Smite Good (Su) Once per day the creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe. -Spell-Like Abilities +Spell-like Abilities A half-fiend with an Intelligence or Wisdom score of 8 or higher has spell-like abilities depending on its Hit Dice, as indicated on the table. The abilities are cumulative. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature's HD, and the save DC is Charisma-based. HD Abilities @@ -78731,7 +78767,7 @@ Perfect Automatic Still Spell The demilich can cast all the spells it knows without gestures. -Spell-Like Abilities +Spell-like Abilities At will:alter self, astral projection, create greater undead, create undead, death knell, enervation, greater dispel magic, harm (usually used to heal itself), summon monster I-IX, telekinesis, and weird; 2/day: greater planar ally. Demiliches use these abilities as casters of a level equal to their spellcaster level, but the save DCs are equal to 10 + the demilich's HD + the demilich's Charisma modifier. @@ -78827,7 +78863,7 @@ The abjurant champion focuses his arcane abilities both to augment his personal - Hit Die: d10. - Proficiencies: An Abjurant Champion gains no armor or weapon proficiency. -- Skill Points: 2 + Int Modifier. +- Skill Points: 2+ Int modifier. REQUIREMENTS: @@ -78836,7 +78872,9 @@ Feats: Combat Casting. Spellcasting: Must be able to cast 1st-level arcane spells. Special: Must be proficient with at least one martial weapon. -ABILITIES: +CLASS FEATURES: + +Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before becoming an abjurant champion, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known. Level 1: Feat - Abjurant Armor - Any time you cast an abjuration spell that grants you an armor bonus or shield bonus to AC, you can increase the value of the bonus by your abjurant champion class level. @@ -78844,7 +78882,7 @@ Level 2: Feat - Swift Abjuration - You cast Abjuration spells as a swift action (NOT IMPLEMENTED). 3: 4: Feat - Arcane Boost - Expend a spell to improve some abilities. -5: Feat - Martial Arcanist - Use your attack bonus as your caster level if it is the higher of the two. +5: Feat - Martial Arcanist - Use your base attack bonus as your caster level if it is the higher of the two. Abjurant Armor Type of Feat: Class Prerequisite: Abjurant Champion 1 @@ -80523,7 +80561,23 @@ Use: Activated Face-Changer Quickselect 1 Face-Changer Quickselect 2 Face-Changer Quickselect 3 - ##START NWN .35 CLASS ABBREVIATIONS ## + Empty Vessel + empty vessel + Empty Vessels + Unpossessed quori hosts, known as empty vessels, train hard for the day they receive their quori spirits. An empty vessel is taller than the average human, but lightly built, with large, almond-shaped eyes that vary in color. Common colors are black, viridian, or violet, although the eyes change color with the mood of the individual. All empty vessels have pale skin and straight hair that ranges in color from jet black to deep blue or green. By human standards, most empty vessels are strikingly handsome or beautiful, and they possess an unnatural charm and a commanding aura that helps them influence others. Most wear their hair long, and they favor ornate clothing and decorations. Humans born and raised on Sarlona to become vessels receive special training and education, and they are remarkable individuals in their own right. + +Empty Vessel Ability Adjustments: None. +Favored Class (Psion): A multiclass empty vessel's psion class does not count when determining whether he suffers an XP penalty for multiclassing. + +Special Abilities: + +- Base movement of 30. +- Naturally Psionic (Ex): Empty vessels gain 1 extra power point per character level, regardless of whether they choose a psionic class. +- Skills: An empty vessel receives 4 extra skill points at 1st level and 1 extra skill point at each additional level. +- +2 racial bonus on Bluff, Diplomacy, and Intimidate checks. Empty vessels are masters of social interaction, influencing others through their commanding presence and subtle psychic powers. +- Bonus Feat: Empty vessels gain 1 extra feat at 1st level. +- Human: Kalashtar are considered Human for the purpose of spells. +- Level Adjustment: +1 UrP Bnd AnM @@ -81731,8 +81785,8 @@ Use: Activated Dragonsong Lyrist Spellcasting (Wizard) Eldritch Knight Spellcasting (Wizard) Enlightened Fist Spellcasting (Wizard) - Eldritch Theurge Spellcasting (Wizard) - Elemental Savant Spellcasting (Wizard) + Elemental Savant Spellcasting (Wizard) + Eldritch Theurge Spellcasting (Wizard) Force Missile Mage Spellcasting (Wizard) Fochlucan Lyrist Spellcasting (Wizard) Frost Mage Spellcasting (Wizard) @@ -82367,6 +82421,11 @@ Use: Activated Spellcasting isn't required to take the Talon of Tiamat prestige class. If you currently have an arcane spellcasting, shadowcasting or invoking class, do not pick this marker feat. Spellcasting isn't required to take the Dragonsong Lyrist prestige class. If you currently have an arcane spellcasting or shadowcasting class, do not pick this marker feat. Spellcasting isn't required to take the Ollam prestige class. If you currently have an arcane spellcasting or shadowcasting class, do not pick this marker feat. + Archivist Spellcasting (Master of Shrouds) + Blackguard Spellcasting (Master of Shrouds) + Druid Spellcasting (Master of Shrouds) + Favoured Soul Spellcasting (Master of Shrouds) + Justice of Weald and Woe Spellcasting (Master of Shrouds) ***** Custom Weapon VFX ***** CEP | Darkness / Shadow CEP | Psionic / Mind