CUSTOM CHARACTERSA
AG
GUUIIDDEE TTO
OF
FRREEEE--FFO
ORRM
MC
CH
HA
ARRA
AC
CTTEERR C
CRREEAATTIIO
ON
NA
AN
ND
DA
ADDVVAANNCCEEM
MEEN
NTT

by Erick Lee Edwards

CUSTOM CHARACTERS
A GUIDE TO FREE-FORM CHARACTERCREATION AND ADVANCEMENTBY

ERICK LEE EDWARDSICOSAHEDRON©

2011

First Edition – April 2011
Copyright 2011, ICOSAHEDRON. Custom Characters is a trademark of ICOSAHEDRON. This product is released under theterms of the Open Game License v1.0a, copyright 2000, Wizards of the Coast, Inc.
The cover photo shows an ancient Roman twenty-sided die which I sincerely hope was used for roleplaying purposes.

TABLE OF CONTENTS
Table of Contents ____________________________________________________________ iTables ____________________________________________________________________ iii
Introduction ________________________________________________________________ 1
Character Generation _______________________________________________________ 2
Generating Ability Scores_________________________________________________________ 2
Selecting a Race _________________________________________________________________ 2
Selecting an Alignment ___________________________________________________________ 2
Determining Vital Statistics ______________________________________________________ 2
Selecting Traits __________________________________________________________________ 2
Character Creation Worksheet ____________________________________________________ 4

Character Advancement _____________________________________________________ 5
Basic Traits ______________________________________________________________________ 6
Spellcasting Traits _______________________________________________________________ 8
Advancing Traits_________________________________________________________________ 8
Optional Basic Traits _____________________________________________________________ 8
Optional Partial-Level Spellcasting Traits __________________________________________ 9
Optional Bonus Feats ____________________________________________________________ 9
Optional Level Determination ____________________________________________________ 9
Negative-Level Characters ________________________________________________________ 9
High-Level Characters___________________________________________________________ 10

Character Creation and Advancement Example _______________________________ 11
Special Abilities_____________________________________________________________ 12
1st-Level Special Abilities _________________________________________________________12
2nd-Level Special Abilities ________________________________________________________ 17
3rd-Level Special Abilities _______________________________________________________ 19
4th-Level Special Abilities _______________________________________________________ 20
5th-Level Special Abilities _______________________________________________________ 20
6th-Level Special Abilities _______________________________________________________ 22
7th-Level Special Abilities _______________________________________________________ 25
8th-Level Special Abilities _______________________________________________________ 25
9th-Level Special Abilities _______________________________________________________ 27
10th-Level Special Abilities ______________________________________________________ 29
11th-Level Special Abilities _______________________________________________________ 32
12th-Level Special Abilities_______________________________________________________ 34
13th-Level Special Abilities_______________________________________________________ 37
14th-Level Special Abilities ______________________________________________________ 38
15th-Level Special Abilities_______________________________________________________ 41
16th-Level Special Abilities ______________________________________________________ 44
17th-Level Special Abilities_______________________________________________________ 45
18th-Level Special Abilities ______________________________________________________ 47
19th-Level Special Abilities ______________________________________________________ 48
20th-Level Special Abilities ______________________________________________________ 48
Adding New Special Abilities_____________________________________________________ 50

Changes to Core Rules_______________________________________________________ 51

Feats____________________________________________________________________________ 51
Spell Lists & Domains ____________________________________________________________ 51
Spells ___________________________________________________________________________ 51
Psionic Rules ___________________________________________________________________ 53

Basic Character Class Builds ________________________________________________ 54
Level-By-Level Builds for Basic Character Classes __________________________________ 55

Constructing Character Classes ______________________________________________72
Combatant _____________________________________________________________________ 73
Expert _________________________________________________________________________ 74
Spellcaster _____________________________________________________________________ 75
Specialist ______________________________________________________________________ 77
Gish ___________________________________________________________________________ 78
Zerth __________________________________________________________________________ 81
Polymath ______________________________________________________________________ 84
Multiclass Generic Characters ___________________________________________________ 87
Class Concepts for Generic Classes _______________________________________________ 88

Alternate Advancement Systems ____________________________________________ 90
Simplified XP Awards ___________________________________________________________ 90“Blue-Booking” Advancement____________________________________________________ 91

Charts for Spell Points Variant ______________________________________________ 92
Index of Special Abilities ___________________________________________________ 98iiTABLES
Table 1: Starting Character Traits ____________________________________________________ 3
Table 2: Character Level Determination _____________________________________________ 5
Table 3: Basic Traits ________________________________________________________________ 6
Table 4: Prestige Class Level Determination__________________________________________ 7
Table 5: Spellcasting Traits _________________________________________________________ 8
Table 6: Optional Basic Traits _______________________________________________________ 8
Table 7: Optional Spellcasting Traits ________________________________________________ 9
Table 8: Pre-Character Level Determination _________________________________________10
Table 9: Loremaster Secrets ________________________________________________________ 27
Table 10: Experience Point Costs for Basic Character Class Builds _____________________ 54
Table 11: XP Awards _______________________________________________________________ 90
Table 12: Converting CR ____________________________________________________________91
Table 13: Career Experience Points __________________________________________________91
Table 14: Expanded Spellcaster Level Chart__________________________________________ 92
Table 15: Expanded Bonus Spell Points (Spellcasters) ________________________________ 95
Table 16: Expanded Bonus Spell Points (Bard) _______________________________________ 96
Table 17: Expanded Bonus Power Points (Psion) _____________________________________ 97iii

INTRODUCTION
Simply put, Custom Characters is aset of variant rules applied to the
System Reference Document for use
in a modified OGL fantasy
campaign featuring a purchaseadvancement system.
The purchase advancement systemeliminates the concept of characterclass almost entirely by allowing
players to purchase exactly whatbonuses, abilities, and traits they
desire for their characters. Under
the normal rule system, newcharacter capabilities are granted
wholesale at every rise in character
level. Under this ruleset, characters
are advanced incrementally and theconcept of character level exists
only to determine how many
experience points to award forencounters. Furthermore, there is
no character level to limit theabilities of the character.
Thecharacter’s abilities determine his
character level. This is a reversal
from the normal rules wherecharacter level determines the
maximum potency of a character’sabilities. Thus, this version of thegame does away with not only
character classes, but character
levels as well.
Although the concept of using
experience points as currency tobuy character traits is nothing new
in gaming circles, trait costs arehandled a bit differently in thisrulebook as compared to pastefforts. Previous treatments basethe experience point cost of a traiton the trait level itself.
For
example, the cost to raise yourcharacter’s base attack bonus from+0 to +1 may cost 100 XP while thecost to raise it from +19 to +20 may
cost 2,000 XP. A simple thought
experiment illustrates why thisapproach is not in keeping withadvancement principles present in
the System Reference Document.
Imagine that your 1st level rogue
has earned 1,000 XP. This meansthat he is eligible to select a newclass level and thus become a 2ndlevel character. In our example, youchoose one level of fighter. This
makes your character a 2nd level
character with one level in rogue
and one level in fighter. How much
did your fighter level cost? Your
first fighter level cost 1,000 XP,
naturally. Now imagine a second
character, a 19th level rogue. Your
character earns an additional 19,000
XP to bring his accumulated
experience point total to 190,000
XP. You decide to take your firstlevel in fighter, making yourcharacter a 20th level character
overall, with 19 levels in rogue andone level in fighter. How much did
your first fighter level cost in thiscase? Your first fighter level, withits +1 to base attack bonus, d10 hit
die, bonus feat, armor proficiencies,
and other traits cost you 19,000 XP.
Clearly, then, trait costs should bebased on your character’s overalllevel, not on the level of the traits
themselves.
It is my intention that this rulesetbe different enough to constitute an
entirely new form of d20 fantasy
roleplaying, while retaining enoughof the character of the original SRD

source material to permit the vast
corpus of gaming resources for thisgame to continue to be useful to
your gaming group. Indeed, thenormal class system is subsumed bythis system and many of thevariants adopted are those found insupplements for the “orthodox”
version of the game.
Allinnovations that are new to thisruleset can be cheerfully used or
disregarded by the GM who, as
always, exercises total control overthe campaign.
The systempresented here can be used in its
entirety as the default system forcharacter
generation
andadvancement. I have taken greatcare to provide a balanced character
advancement system which isfirmly rooted in the game designprinciples evident in the System
Reference Document. Although themathbehindthepurchase
advancement
systemisnotdescribed in this document, rest
assured that many hours were spentporing over numerous spreadsheets
to prove that the numbers do
indeed work out. The section inthis document entitled “Basic
Character Class Builds” is the
product of extensive research andcalculations.
If you’ve wanted to explore theconcept of characters with “noclass” then turn the page and get
started on your first character. Just
about any kind of character can becreated now, using familiar d20based fantasy game rules!

CHARACTER GENERATIONThis section is meant to supplement
the character creation section ofyour favorite game handbook.
Follow the normal rules for creatinga character, and implement thechanges found in this chapter.

GENERATING ABILITYSCORESDue to the relative ease at which
ability scores can be raised during acharacter’s career, there is little
reason to worry about nonexceptional ability scores at start.
Any method chosen by the GM is
suitable, but those using some sort“point-buy” or “point-allocation”
system are the best since it puts all
starting characters on equal footing
as far as ability score values areconcerned. Therefore, it suggested
that the GM use some manner ofpoint buy system to determine
starting ability scores.

SELECTING A RACE
Any race allowed during initialcharacter generation by the GM is
suitable.

SELECTING AN
ALIGNMENTAny alignment allowed duringinitial character generation by the
GM is suitable.

DETERMINING VITALSTATISTICS
All of a character’s vital statistics
are determined normally, as foundin the System Reference Document.

SELECTING TRAITS
Since there are no classes in thisruleset, a new method of selectingclass abilities and other gamestatistics is employed. A trait isdefined as a game statistic that canbe purchased with experience
points. The base attack bonus, allsaves, skill ranks, feats, special
abilities, and spellcasting abilities
are examples of traits. A starting
character has 2,000 XP available tospend on traits before he begins his
adventuring career. Consult Table
1: Starting Character Traits to findthe list of traits that can bepurchased and the cost to purchasethose traits. All starting characters
receive one hit point (at no cost) byvirtue of being alive.

BASE ATTACK BONUS
A starting character can select a +0
base attack bonus at no cost or a +1
base attack bonus at the cost of 300
XP.

BASE SAVE BONUSES
Each of the three saves (Fortitude,
Reflexes, and Will) must bepurchase individually. A save of +0
costs nothing, +1 costs 100 XP, and+2 costs 200 XP. Base save bonuses
do not include bonuses due to highability scores, magical items and thelike.

BASE HIT POINTS
The maximum number of base hit
points a starting character can haveis 12. Base hit points do not include
hit points due to the character’sConstitution modifier (if any). Basehit points cost 25 XP per hit point.
The
character’s
positive
Constitution modifier (if any) is
applied after all base hit points are2purchased. All starting characters
receive one hit point, without cost.

SKILL RANKS
Skill ranks are purchased at the costof 25 XP per rank. Each skill canhave a maximum of 4 skill ranks.
There are no class or cross-classskills in this ruleset (since there are
no classes). The character also
receives skill ranks equal to fourtimes his positive Intelligencemodifier (if he has one) at no cost.
Humans receive an additional 4
skill ranks for free at start.

FEATS
Any number of armor and weapon
proficiency feats can be bought
during character generation at thecost of 100 XP per feat. Only one
base feat can be purchased at 100
XP. Any other feats gained due tocharacter race or special abilities do
not count towards the total numberof bonus feats.
Under this system, a character
purchasing the Martial Weapon
Proficiency feat gains proficiency inall martial weapons (not just one, as
stated in the feat description).

SPELLCASTING
Spellcasting or manifesting can bepurchased for various costs asshown in Table 5: Spellcasting
Traits.
When a character
purchases a level in spellcasting or
manifesting, the character does notgain any special abilities, bonusfeats, or other abilities associatedwith the character classes found in
the System Reference Document.
The character does gain one caster(or manifester) level, the ability tocast spells (manifest powers) at the
new level, and an appropriate
number of spells per day (power
points)forthespellcasting(manifesting) class. If the characteris a spontaneous caster, he gains anappropriate number of spells
known. If the character purchases
cleric spellcasting, he should choose
two domains and gains an aura
appropriate to his alignment. The
character can opt to be a specialist
wizard if wizard spellcasting ispurchased.
Characters
canpurchase the ability to cast spells in
more than one class at start, butcaster level cannot be increased
above 1st.

SPECIAL ABILITIESA barbarian’s rage, a cleric’s turnundead ability, and a rogue’s sneak
attack are all examples of special
abilities. Each class special costs
100 XP during character generation.
A character can only purchasespecial abilities available to 1st-level
characters but can purchase as

many as they can afford. The
complete list of special abilities
starts on page 12.

CLASS LEVELS
Some special abilities (such as themonk’s wholeness of body classspecial) increase in potency as acharacter attains higher levels in acertain class. Since there are noclasses in this ruleset, the ability topurchase “class levels” is used todetermine the level at which these
special abilities operate. Charactersthat have purchased spellcastinglevels can count those levels as classlevelsintheappropriate
spellcasting class (such as bard anddruid) and do not need to purchaseclass levels. Starting characters canpurchase one class level in as many
classes they want (but one classlevel only in each).

ABILITY SCORES
Ability scores can also be purchasedwith experience points at start, over
and above those gained throughability score generation up to racial
maximums. The cost is 150 XP per
point. The ability scores that yourcharacter starts the game with are
known as their “Starting Values.”

STARTING EQUIPMENT AND
WEALTHAll characters start with 6d4 X 100
gold pieces worth of equipment andcash. Since there are no classes, allcharacters start with the sameamount. Any equipment allowedby the GM can be purchased.

TABLE 1: STARTING CHARACTER TRAITS

Trait
Base Attack Bonus
Base Save Bonus
Base Hit Points
Skill Rank
Base Feat
Armor and Weapon Proficiency Feats
Bard Spellcasting
Cleric Spellcasting
Druid Spellcasting
Psion Manifesting
Sorcerer Spellcasting
Wizard SpellcastingSpecial Ability
Class Level
Ability Score

Cost (XP)300 for +1
100 per +1
25 per HP
25 per Rank
100
100 per Feat
150
300
200
500
500
500
100 per Ability
25 per Class
150 per +1

3

Maximum Value
+1
+2
12 HP
4 Ranks per Skill
One Base Feat
-First Level
First Level
First Level
First Level
First Level
First Level
First Level
First Level
Racial Max

CHARACTER CREATION WORKSHEET
Original Ability Scores
Strength
Dexterity
Constitution
Intelligence
WisdomCharisma

Cost perIncrease
150 XP
150 XP
150 XP
150 XP
150 XP
150 XP

Number of
Increases

Total Cost

Purchase Limit
Up to Racial Maximum
Up to Racial Maximum
Up to Racial Maximum
Up to Racial Maximum
Up to Racial Maximum
Up to Racial Maximum

Combat Traits
Base Attack Bonus
Base Fortitude Bonus
Base Reflex Bonus
Base Will Bonus
Base Hit Points (1 HP for free)

Cost
300 XP
100 XP
100 XP
100 XP
25 XP

NumberTotal Cost

Purchase Limit
+1
+2
+2
+2
11

Ranks

Total Cost

Purchase Limit
4 skill ranks
4 skill ranks
4 skill ranks
4 skill ranks
4 skill ranks
4 skill ranks
4 skill ranks
4 skill ranks
4 skill ranks
4 skill ranks

1.
2.
3.
4.
5.
6.
7.
8.
9.
10.

Cost per
Rank
25 XP
25 XP
25 XP
25 XP
25 XP
25 XP
25 XP
25 XP
25 XP
25 XP

Feats
Light Armor Proficiency
Medium Armor Proficiency
Heavy Armor Proficiency
Shield Proficiency
Tower Shield Proficiency
Simple Weapon Proficiency
Martial Weapon Proficiency*
Base Feat

Cost
100 XP
100 XP
100 XP
100 XP
100 XP
100 XP
100 XP
100 XPTake?
Yes / NoYes / NoYes / NoYes / NoYes / NoYes / NoYes / NoYes / No

Total Cost

Prerequisite
None
Light Armor
Medium Armor
None
ShieldNone
Simple Weapon
VariesSpecial Abilities

Cost
100 XP
100 XP
100 XP
100 XP
100 XP
100 XP
100 XPClass?

Total Cost

1.
2.
3.
4.
5.
6.
7.

Purchase Limit
First Level Abilities only
First Level Abilities only
First Level Abilities only
First Level Abilities only
First Level Abilities only
First Level Abilities only
First Level Abilities only

Spellcasting / Class Levels
Spellcasting #1
Spellcasting #2
Spellcasting #3
Class Level #1
Class Level #2
Class Level #3

Cost
XP
XP
XP
25 XP
25 XP
25 XP

Class

Total Cost

Purchase Limit
First Level
First Level
First Level
First Level
First Level
First Level

Skills* The character receives proficiency in all Martial weapons.

2,000XP

4

Starting
Value

CHARACTER ADVANCEMENT
Under this ruleset, characters areadvanced through the expenditureof experience points. Character
traits are purchased one at a time,allowing for more incremental
advancement. Because there are no
strictly defined character levels
under this system, a new method
must be employed to determine
character level (for the purposes ofencounter experience, spell effects,
hit dice determination, and othergame factors).
Simply put,character level is determined by thehighest single trait a character has.
Table
2:
Character
Level
Determination shows all traits
that can be used to determine
character level. For example, acharacter having a +3 base attack
bonus with his highest save at +3,
highest skill rank at 9, 59 base hit
points, with all ability scores atstarting values, and no special
abilities, class levels, or spellcasting
above Level 3 would be a 6th level
character (due to having a skill at
rank 9).
Likewise a character

having a +0 base attack bonus, allsaves at +0, one skill at rank 9, 4
base hit points, all ability scores atstarting values, and no special
abilities, class levels, or spellcasting
above Level 1 would be a 6th level
character as well.
Under thissystem,theplayercontrols
character level by advancement
choicesmadeduringplay.
Unbalanced
advancement
canresultincharacters
being
underpowered for their particularcharacter level.

TABLE 2: CHARACTER LEVEL DETERMINATION
Character Base Attack
Level
Bonus
1
+1
2

+2

3

+3

4

+4

5

+5

6

+6

7

+7

8

+8

9

+9

10

+10

11

+11

12

+12

13

+13

14

+14

15

+15

16

+16

17

+17

18

+18

19

+19

20

+20

Base Save
Bonus
+2

Skill
Rank
4

Base Hit
Points
12

+3

5

24

+4

+5

+6

+7

+8

+9

+10

+11

+12

Ability Scores
Starting Value

Base
Feats
1st

Special Abilities, Class Levels,and Spellcasting
Level 1
Level 2

6

36

7

48

8

60

9

72

10

84

11

96

12

108

13

120

Level 1014132

Level 11

15

144

16

156

Level 1317

168

Level 14

18

180

19

192

20

204

21

216

22

228

23

240

2nd
Starting Value +1

Level 3
Level 4
Level 5

3rd

Level 6
Level 7

Starting Value +2

Level 84th

Starting Value +3

5th

6th
Starting Value +4

Level 9Level 12

Level 15
Level 16
Level 17

7th

Level 18
Level 19

Starting Value +5

5Level 20

TABLE 3: BASIC TRAITS
Trait
Base Attack Bonus
Base Save Bonuses
Base Hit Points
SkillsFeats
Special Abilities
Class Levels
Ability Scores

BASIC TRAITSAs characters earn experience
points, these points can be used topurchase new traits or raise thelevel at which previously purchasedtraits operate. Spending XP in thismanner is exactly like spending XP
to cast spells with XP components
or spending XP to make magic
items. Once XP have been spent on
a trait, these XP are no longer
available for the purposes of castingspells, making magical items, or for
any other game situation requiring
the conscious expenditure of XP.
Experience points previously spenton the acquisition of traits can still
be taken away as a result ofcalamity, such as when a sorcerer’s
familiar dies. In this case, the DM
may allow the player to choose
which traits are reduced in
effectiveness due to XP loss.
Table 3: Basic Traits gives all of
the basic traits that can be boughtwith experience points. Each XP
cost is multiplied by the character’scurrent character level (denoted by‘x CL’). Note that any character
level increase that comes as a resultof raising a trait is immediately
applied to all subsequent costs. For
example, a character at the
beginning of his career (1st level)
earns 300 XP over the course of
several encounters. At the end of
the play session, the player decides
to spend those 300 XP to raise his
character’s base attack bonus from
+1 to +2. Consulting Table 2:
Character Level Determination,
the player notes that his character is

XP Cost
300 x CL100 x CL25 x CL25 x CL100 x CL100 x CL25 x CL150 x CL

now a 2nd level character. All XP
costs on Table 3: Basic Traits will
now be multiplied by 2 (until thecharacter reaches 3rd character
level). It is important to note thatthe character level (not the trait
level) is used to calculate the XP
cost. For example, a 6th level
character wishes to raise his
previously-neglected base attack
bonus. Currently, he has a baseattack bonus of +1. Raising it from
+1 to +2 will cost 300 XP times 6 (hischaracter level), or 1,800 XP.
Raising it from +2 to +3 will also
cost 1,800 XP since his character
level is still 6th, even after raising
his base attack bonus from +1 to +2.
Explanations of all basic traits are
given in the following sections.

BASE ATTACK BONUS
This is the normal base attack
bonus as used in the System
Reference Document. Characters
receivemultiple
attacksasappropriate. Each +1 added to thebase attack bonus costs 300 XP
times the character’s level.

BASE SAVE BONUSESThis is the normal base save bonus
as used in the System Reference
Document.
Each of the threesaving throws (Fortitude, Reflexes,
and Will) has its own base savebonus and all three must bepurchased separately.
Each +1
added to a base save bonus costs
100 XP x CL.

6

Per
+1
+1
Hit Point
Skill Rank
Feat
Special Ability
Class Level+1 to Score

BASE HIT POINTS
Base hit points represent the hit
points that normally come from hit
dice and do not include hit points
from any other source (such as hit
points derived from the character’sConstitution modifier). One base
hit point costs 25 XP x CL. The
character’s positive Constitution
modifier (if any) multiplied byCharacter Level is added to the base
hit point total. Characters having anegative Constitution modifier do
not have their hit points reduced.
Characters start with one free hit
point.

SKILL RANKS
These are the normal skill ranks
described in the SRD. Skill ranks
are purchased at the cost of 25 XP x
CL. There are no class or crossclass skills in this ruleset (since
there are no classes).
When a character attains a new
character level, the character
receives bonus skill ranks equal tothat character’s positive Intelligencemodifier (if any) at no cost. Skillranks gained from this positive
Intelligence modifier can never beused to purchase skill ranks above
the character’s Character Level plus
three. In other words, these bonus
skill ranks cannot be used to further
raise the character’s Character
Level.
Characters having a negative
Intelligence modifier do not receivea reduction in the number of skill

ranks. Characters having a negative
Intelligence modifier do not havethe number of skill ranks they may
purchase reduced.
Human characters receive one freeskill rank upon attaining each newCharacter Level. As with skill ranks
gained from a positive Intelligencemodifier, this skill rank cannot be
used to raise a skill above Character
Level plus three ranks.

FEATS
The term “base feats” is used torefer to feats that are not acquired
as racial bonus feats (such as thefeatgainedbyallhumancharacters) or as special abilities(such as those gained by fightersand wizards). Base feats also do notincludearmor
andweaponproficiency feats. The number ofbase feats acquired by a character isa level-determining trait (c.f., Table
2:
Character
Level
Determination).
All feats,regardless of classification, have apurchase price of 100 XP x CL.
Racial bonus feats are free, however.

SPECIAL ABILITIESAll traits listed in the “Special”
column of each character classdescription in the SRD are called
special abilities in this ruleset.
Special abilities are treated much
like feats, having prerequisites andthe same purchase price of 100 XP
times the character’s level. See theSpecial Abilities section for more
extensive details.

CLASS LEVELS
Characters can buy class levels incertain classes to meet theprerequisites of special abilities (orfeats) and to determine the level atwhich some specials operate. Whena class level is bought, the classmust be specified, such as classlevel (fighter) or class level (monk).
Each class level is bought insequence (the previous class level
always being a prerequisite for the
next class level). Characters thathave purchased spellcasting levels
can count those levels as class levelsin the appropriate spellcasting class(such as bard and druid) and do notneed to purchase class levels. Classlevels in spellcasting classes can bebought separately, however (in casea character wants class levels but
not necessarily spellcasting ability).
Characters must also abide by thealignment restrictions of a classwhen gaining class levels.
A
character must be lawful topurchase monk class levels, have aneutral alignment component topurchase druid class levels, be
lawful good to purchase paladinclass levels, etc. Gaining class levels
in a class with an alignment aura(such as cleric and paladin) grants
an aura of corresponding strength
to the character.
A quick illustration may be helpful.
Let’s say that a player wishes for his
character to gain the Weapon
Specialization (longsword) feat. He
is already proficient in thelongsword and has already bought
the Weapon Focus feat forlongsword. However, the feat lists“fighter level 4th” as a prerequisite.
The character would need to havefour levels in class level (fighter)
before being able to take Weapon
Specialization (longsword).
Class levels cost 25 XP times thecharacter’s level. Remember that
XP costs are based on the Character
Level and not the level at which thetrait is bought. Thus, a 6th level
character will pay 150 XP (6 x 25 XP)
for each class level as long as heremains a 6th level character
Class levels can also be purchased
for prestige classes, but only after
all prerequisites are met for entry
into the prestige class.
Level
determination for prestige classes
works differently than for basic
classes.
Prestige class entry
prerequisites
almostalwaysguarantee that characters must beof a certain character level (since no7

character begins play with one levelin a prestige class). Therefore, forthe purposes of level determination,
class levels in prestige classes arehigher than class levels in the basic
classes.
Table 4: Prestige Class Level
Determination

Prestige Class
Arcane Archer
Arcane Trickster
Archmage
Assassin
Blackguard
Dragon Disciple
DuelistDwarven Defender
Hierophant
Horizon Walker
Loremaster
Shadowdancer
Thaumaturgist

Level
Modifier
+7
+8
+13
+5
+6
+5
+7
+7
+13
+5
+7
+7
+7

Table 4: Prestige Class Level
Determination
shows
the
equivalent basic class level that acertain prestige class level is for the
purposes of level determination (seeTable 2). For example, the level
modifier for the arcane archer
prestige class is +7. This means thattaking the 1st class level in arcane
archer counts as taking the 8th classlevel in a basic class for the purposeof level determination. Taking the
2nd class level in arcane archer isthe equivalent to taking the 9thclass level in a basic class, and soon. This level modifier only affects
the class level as it relates to level
determination. The level modifier
has no effect on the potency ofspecial abilities. Having one classlevel in arcane archer counts as one
class level for all of the special
abilities that increase in potency as
the character’s arcane archer classlevel increases.
Note that the eldritch knight andmystic theurge prestige classes are
not included in this table. This isdue to the fact that these prestige
classes can already be simulated
using
the
normalcharacteradvancement rules in this ruleset(and these prestige classes offer no
new special abilities).
The level modifier is determined byfinding the minimum number ofcharacter levels a character would
have to have before being eligible totake the first level in the prestige
class. Thus, the level modifiers forprestige classes not found on Table
4 can be found easily by the GM.
Keep in mind that class levels costthe same amount of XP as skill
ranks. The GM may wish to simply
refer to class levels as skill ranks in
an appropriate Profession (type)skill. In this case, the class level isequal to the number of skill ranks
possessed minus three (minimumof one). The Wisdom modifier does
not affect this number (since skill
ranks only are counted, not the
total skill modifier). Because you
must purchase five skill ranks tondreach 2 class level, this option
makes purchasing class levels a bit
more costly up front. Otherwise,
this Profession skill functions asnormal (i.e., granting income). So,a character with 10 ranks in
Profession (fighter) is considered tohave seven class levels in fighter. If
his Wisdom bonus is +2, then theplayer may make a skill check each
week, with a +12 modifier, todetermine the character’s income(half of the check result in gold
pieces).

ABILITY SCORES
There are six ability scores and eachmust be advanced individually.
Advancing an ability score above its
starting value can make that ability
score a level determining trait (c.f.,
Table
2:
Character
Level
Determination).
The price toadvance an ability score by one
point is 150 XP x CL.

SPELLCASTING TRAITS
The
costs
for
purchasingspellcasting ability are shown in

Table 5: Spellcasting Traits.
Buying a level of spellcasting is verymuch like prestige class special
abilities that read “+1 level ofexisting spellcasting class.”
For
each level of spellcasting bought,
the character gains one caster level(and the class level inherent inthis), the ability to cast spells up to
the highest level granted by thatclass (such as 3rd level spells for 5th
level wizards), and the new array ofspells per day for that class/levelcombination.
If the character is a spontaneous
caster, he gains an appropriate
number of spells known. If thecharacterpurchases
clericspellcasting, he continues to gain
access to domain spells and theaura appropriate to his alignment
strengthens. The character can opt
to be a specialist wizard if wizard
spellcasting is purchased.
The character does not gain any
bonus feats, special abilities, or any
other benefit a character of thatclass would have gained (but ofcourse, these can be bought
separately).
TABLE 5: SPELLCASTING
TRAITS
Spellcasting
Trait
Bard
Cleric
Druid
Psion
Sorcerer
WizardXP Cost150 x CL300 x CL200 x CL500 x CL500 x CL500 x CL

Per
Level
Level
Level
Level
Level
Level

ADVANCING TRAITSWith these two tables, advancing
along a path similar to any of thebasic character classes is possible.
More importantly, players are now
able to conceive of characters notbound to the archetypal, traditional
fantasy roles.
Characters canbecome polymaths, remaining at a
certain character level whilepurchasing a broad array of traits
encompassing several different class8

roles.
Or they can become
paragons,
focusingononeparticular trait while neglecting allothers. If balance is desired, acharacter can advance as a hero,
following a traditional class-based
path.

OPTIONAL BASIC TRAITS
More well-defined characters canbe created at the cost of addedcomplexity. Table 6: Optional
Basic Traits gives several optional
basic traits that can be used break
down the base attack bonus intoless costly components as well as
the costs for buying whole classlevels outright as packaged-deals(or “bundles”).
TABLE 6: OPTIONAL BASIC
TRAITS
Trait
Base Attack Bonus(Melee)(Ranged)(One Group)(One Weapon)
Weapon Group
Whole Class Level
Level Adjustment

XP CostPer

150 x CL150 x CL75 x CL25 x CL25 x CL
1000 x CL
1000 x CL

+1
+1
+1
+1
Feat
Level
Level

For the purposes of Table 2:
Character Level Determination,
use the character’s highest baseattack bonus when determining
character level if these optionalbase attack bonus traits are used,
whether it be with a single weapon
or an entire class of weapons.
Weapon group feats are found in
the System Reference Document
and can be bought at a reduced cost
since each of these feats grants
proficiency with a smaller group of
weapons than normal feats. A classlevel package is a normal class levelas found in the System Reference
Document. Level adjustments canbe bought off directly if thisoptional basic trait is used.

OPTIONAL PARTIALLEVEL SPELLCASTING
TRAITS
If the Spell Points variant in the
System Reference Document isused, spellcasting ability can bemade more incremental. Half- andquarter-level purchases are offered
at reduced XP costs in Table 7.
TABLE 7: OPTIONAL
SPELLCASTING TRAITS
Trait
Bard*

XP CostPer
75 x CL
Half-Level
25/50 x CL Quarter-Level
Cleric150 x CL
Half-Level
75 x CL
Quarter-Level
Druid
100 x CL
Half-Level
50 x CL
Quarter-Level
Psion
250 x CL
Half-Level
125 x CL
Quarter-Level
Sorcerer
250 x CL
Half-Level
125 x CL
Quarter-Level
Wizard250 x CL
Half-Level
125 x CL
Quarter-Level*The quarter-level cost for bardspellcasting is 25 XP x CL whenpurchasing the ¼ and ¾ quarterlevels and 50 XP x CL whenpurchasing the ½ and whole integer
quarter-levels.
Table 14: Expanded SpellcasterLevel Chart gives the spell pointsforeach
spellcaster/levelcombination along with the highest
level of spell that a spellcaster of thegiven level can cast at all quarterlevel increments.
This is an
expanded version of a similar tablefound in the System Reference
Document. A spell point value ofzero indicates that the spellcasterhas only bonus spell points received
from a high ability score. A dashedline indicates that nothing isreceived at that level. If this system
is used, cantrips and orisons have a
cost of ½ of a spell point.
Expanded tables for bonus spell andpower points are given in Table 15,
Table 16, and Table 17.

OPTIONAL BONUS FEATS
Since the number of special abilitiesa character possesses is not a leveldetermining trait, the GM may rulethat feats operate in this manner aswell. Using this option, a charactercan purchase any number of featsand the whole concept of “basefeats” is removed from the ruleset.
Individual feats themselves may
requireacertainminimumcharacter level if a minimum level is
specified as a prerequisite, such as“fighter level 4th” for Weapon
Specialization and “caster level 12th”
for Craft Staff.
To implement this option, simply
ignore the “Base Feats” column on
Table
2:
Character
Level
Determination. The number offeats a character purchases is not alevel-determining trait.

OPTIONAL LEVEL
DETERMINATIONThe GM may not be comfortablewith the level-determination systemas written. If the GM wishes to use
experience points as the only leveldeterminant, then the following
rules should be employed. First,
character level is determined by the
number of experience points thecharacter has used to purchasetraits. Experience points spent on
magicalitem
construction,spellcasting, etc. do not count.
Once a character has spent 1,000 XP
on traits, increase the character
level by one. It does not matter
how the XP were spent, only theamount. Thus, after spending 1,000stXP, a 1 level character becomes and
2 level character. Traits may bepurchased up to a level shown on
Table
2:
Character
Level
Determination. For example, asndlong as a character is 2 level, hisbase attack bonus may not be
increased above +2, he may nothave a base save above +3, hit
points above 24, etc. Traits no9longer determine the character
level, the character level determines
the maximum value of the traits.

NEGATIVE-LEVELCHARACTERS
Some gaming groups may wish to
begin their characters as completely
unskilled, normal members of theirrace. In this case, the 2,000 XP
given to all starting characters is
not available. Characters start withno experience. Ability scores are
determined and each character
receives one free hit point. Table 8:
Pre-Character
Level
Determination
shows
the
maximum base attack bonus, basesave bonus, skill rank, base hit
points,abilityscores,andspellcasting levels as they pertain tothese “pre-levels.” One base featmay be purchased, as long as it is astfeat that must be purchased at 1
level according to the rules.
Humans may take their free feat atst
any point up to and including 1
character level. Humans may taketheir free skill points upon attainingst
1 character level. Weapon andarmor proficiency feats may bestpurchased at any point. Only the 1class level in a single class may bepurchased at these levels. Only onestclass special available to 1 level
characters may be purchased andonly one level of spellcasting in one
class can be bought during thesepre-levels. If half- and quarterlevels are used for spellcasting(using the Expanded SpellcasterLevel Charts), then only fractional
levels can be purchased. However,if this system is used, thenfractional spellcasting levels can bepurchased for multiple spellcastingclasses. For advancement, use theappropriate trait cost tables foundin previous sections.

Once the maximum character levelhas been determined, allow eachplayer to spend a number ofexperience points equal to thenormal amount of experience
points for a character of that level.
For example, if the GM decides tothlimit the characters to 10 level,
then each player will have anadditional 45,000 XP to spend.

HIGH-LEVELCHARACTERS
Other gaming groups may wish to
create high-level characters at start.
st
In this case, create 1
levelcharacters as normal. After that,
determinethehighestlevel
character that will be allowed atstart. The GM can consult Table 2
todeterminethemaximumcharacter level, and thus maximum
traits that will be allowed at thestart of the campaign.

The GM should also consult theappropriate rulebooks to determine
how much equipment and money
to give to each character at start if
high-level characters are generated.

st

It is important to create 1 level
characters as the first step in theprocess of creating high-level
characters. The starting values ofability scores must be determinedsince there is a character level limit
to how high ability scores may beraised with experience points.
If this option is used, characters
cannot exceed the maximum
character level determined by theGM, but may be lower level thanthe maximum.

TABLE 8: PRE-CHARACTER LEVEL DETERMINATION
Character Base Attack
Level
Bonus

Base Save
Bonus

Skill
Rank

Base Hit
PointsAbility Scores

Base
Feats

Spellcasting(1st)

Level ¼

-2

+0

+0

1

3

Racial Max

-1

+0

+1

2

6

Racial Max

Level ½

0

+0

+2

3

9

Racial Max

Level ¾

10

CHARACTER CREATION AND ADVANCEMENT EXAMPLE
An example of character creation
andsubsequentcharacteradvancement will be useful in
illustrating these rules in action.
Russell wants to create a character
that specializes in hunting down
and slaying undead creatures. After
determining
abilityscores,character race, alignment, and vitalstatistics, he is ready to purchasetraits with the starting 2,000 XP.
He wants the character to be goodat combat, so he buys the +1 baseattack bonus for 300 XP. He feelsthat having a good Fortitude save atstart continues to represent themartial nature of his character, so
he allocates 200 XP to get a +2 basesave bonus in Fortitude.
His
character receives one free hit pointat start and Russell buys eight more
for him (200 XP).
He alsopurchases eight skill ranks for thesame price (200 XP). He takes theone base feat he is allowed to buy
during character generation (100XP). So far, Russell has spent 1,000
XP. He envisions a lightly-armored,

but well-armed character so hetakes armor proficiency (light),
simple weapon proficiency, andmartial weapon proficiency (300
XP). He now has 700 XP left tospend on special abilities, classlevels, and spellcasting. He decides
to buy the turn undead cleric classspecial along with one class level incleric (125 XP total for both).
Taking a class level in clericautomatically
gives
him
an
alignment aura (Russell chooses theaura of good). He also takes thedetect evil and smite evil (1/day)
special abilities (200 XP total forboth). To use smite evil effectively,
he needs to take a class level inpaladin (25 XP) which also causes astrengthening of his aura of good.
He purchases the 1st favored enemy(undead) class special from theranger class (100 XP). This leaves
250 XP left to spend. He decides togo ahead and give the character two
more hit points (up to 11, just one
short of the starting maximum) andeight more skill ranks.
Our

11

undead-slayer is now ready to begin
adventuring.
After a few successful adventures,
Russell’s stingy GM, Erick, awards
the undead-slayer 600 XP. Russell
determines that his charactershould have the ability to track, so
he purchases the ranger classspecial of the same name (100 XP).
He notes that this does not change
the undead-slayer’s character level
since track is available to 1st level
characters. With 500 XP left tospend, Russell decides to raise his
character’s base attack bonus from
+1 to +2. This costs 300 XP andmakes his character a 2nd level
character (according to Table 2).
With 200 XP left to spend, Russell
buys another class level in clericwhich costs 50 XP. He also buys
another class level of paladin for thesame price (50 XP). Buying hit
points is always a good idea, so hespends the remaining 100 XP to get
two additional hit points. Note thatas soon as his character became 2ndlevel, all XP costs were doubled.

SPECIAL ABILITIESSpecial abilities are grouped bylevel. The level of a special ability isa level determining trait (see Table
2:
Character
Level
Determination).
Each special
ability is listed along withprerequisites, ability type, classlevels,andadescription.
Characters
must
have
all
prerequisites before purchasing a
special ability. Ability type refers to
its classification as either an
extraordinary,spell-like,orsupernatural ability.
Specialabilities not falling into one of thesethree categories is classified as anatural ability. The class level entry
lists what class levels can be used toincrease the potency of the special
ability (if any). Finally, description
gives the details of the special
ability in game terms.

1ST-LEVEL SPECIALABILITIESAll 1st-Level Special Abilities areavailable to starting characters
during character generation as longas the character meets theprerequisites.

ANIMAL COMPANION
Prerequisites: None.

This animal is a loyal companion
that accompanies the character on
her adventures as appropriate for its
kind.
An animal companion is completely
typical for its kind except as noted
below. As the character advances in
druid class levels, the animal’s
power increases as shown on thetable. If the character releases hercompanion from service, she may
gain a new one by performing a
ceremonyrequiring24
uninterrupted hours of prayer. This
ceremony can also replace ananimalcompanion
thathas
perished.
A character with a druid class levelof 4th level or higher may selectfrom alternative lists of animals.
Should she select an animalcompanion from one of thesealternative lists, the creature gains
abilities as if the character’s druid
class level were lower than it
actually is. Subtract the value
indicated in the appropriate list
header from the character’s druid
class level and compare the resultwith the druid class level entry on
the table to determine the animalcompanion’s powers. (If thisadjustment would reduce thedruid’s effective class level to 0 or
lower, she can’t have that animal as
a companion.)

Ability Type: Extraordinary.
Class Levels:(Half).

Druid and Ranger

Description: The character gains
an animal companion selected fromthe following list: badger, camel,dire rat, dog, riding dog, eagle,
hawk, horse (light or heavy), owl,
pony, snake (Small or Medium
viper), or wolf. If the campaign
takes place wholly or partly in an
aquatic environment, the following
creaturesarealsoavailable:
porpoise, Medium shark, and squid.

Each ranger class level counts ashalf of a druid class level when
determining
theanimalcompanion’s abilities. Consult The
Druid’s Animal Companion sectionof the System Reference Document
for more information about animalcompanions.

AURA OF ALIGNMENT
Prerequisites: Chaotic, evil, good,or lawful alignment.

12

Ability Type: Extraordinary.
Class Levels: Cleric and Paladin.
Description:
Choose a nonneutralcomponentofthecharacter’salignment,
eitherchaotic, evil, good, or lawful. The
character gains a particularly
powerful aura corresponding to thatalignment component (see thedetect evil spell for details). The
power of the aura corresponds tothe character’s class levels in clericand paladin.

BARDIC KNOWLEDGE
Prerequisites: None.
Ability Type: Natural.
Class
Levels:Loremaster.

Bard

and

Description: The character may
make a special bardic knowledge
check with a bonus equal to hisbard and loremaster class levels +his Intelligence modifier to see
whether he knows some relevant
information about local notablepeople,legendaryitems,
ornoteworthy places. (If the characterhas 5 or more ranks in Knowledge(history), he gains a +2 bonus on
this check.)
A successful bardic knowledge
check will not reveal the powers ofa magic item but may give a hint as
to its general function. A charactermay not take 10 or take 20 on thischeck; this sort of knowledge isessentially random.
Typesofknowledge
withcorresponding DC are shown below.
DC 10: Common, known by at leasta substantial minority of the local
population.

DC 20: Uncommon but available,
known by only a few people,
legends.

attempt still counts against his daily
limit.

FASCINATE

DC 25: Obscure, known by few,
hard to come by.

COUNTERSONG

Prerequisites:
Bardic Music
special ability, 3 or more skill ranks
in Perform.

DC 30: Extremely obscure, knownby very few, possibly forgotten bymost who once knew it, possibly
known only by those who don’t
understand the significance of theknowledge.

BARDIC MUSIC
Prerequisites: None.
Ability Type: Natural.
Class Levels: Bard.
Description: Once per day perbard class level, the character canuse his song or poetics to produce
magical effects on those aroundhim (usually including himself, if
desired). While these abilities fallunder the category of bardic music
and the descriptions discuss singing
or playing instruments, they can all
be activated by reciting poetry,chanting, singing lyrical songs,
singing melodies, whistling, playing
an instrument, or playing an
instrument in combination withsome spoken performance. Eachability requires both a minimum
bard class level and a minimum
number of ranks in the Performskill as prerequisites.
Starting a bardic music effect is astandard action. Some bardic music
abilities require concentration,
which means the character musttake a standard action each roundto maintain the ability. Even while
using bardic music that doesn’t
require concentration, the charactercannot cast spells, activate magic
items by spell completion (such as
scrolls), spell trigger (such as
wands), or command word. Just as
for casting a spell with a verbal
component, a deaf character has a
20% chance to fail when attempting
to use bardic music. If he fails, thePrerequisites:
Bardic Music
special ability, 3 or more skill ranks
in Perform.
Ability Type: Supernatural.
Class Levels: Bard.
Description: The character canuse his music or poetics to countermagical effects that depend on
sound (but not spells that simply
have verbal components). Eachround of the countersong, he makesa Perform check. Any creature
within 30 feet of the character(including the character himself)that is affected by a sonic or
language-dependent magical attack
may use the character’s Perform
check result in place of its saving
throw if, after the saving throw isrolled, the Perform check result
proves to be higher. If a creature
within range of the countersong isalready under the effect of anoninstantaneoussonicorlanguage-dependent magical attack,it gains another saving throw
against the effect each round it
hears the countersong, but it must
use the bard’s Perform check result
for the save. Countersong has noeffect against effects that don’tallow saves. The character may keep
up the countersong for 10 rounds.

Ability Type: Spell-Like.
Class Levels: None.
Description: The character canuse his music or poetics to cause
one or more creatures to become
fascinated with him. Each creature
to be fascinated must be within 90
feet, able to see and hear thecharacter, and able to pay attention
to him. The character must also beable to see the creature. The
distraction of a nearby combat orother dangers prevents the ability
from working. For every three bard
class levels the character attains
beyond 1st, he can target one
additional creature with a single useof this ability.

Class Levels: None.

To use the ability, the character
makes a Perform check. His check
result is the DC for each affected
creature’s Will save against theeffect. If a creature’s saving throw
succeeds, the character cannot
attempt to fascinate that creature
again for 24 hours. If its saving
throw fails, the creature sits quietly
and listens to the song, taking noother actions, for as long as thecharacter continues to play andconcentrate (up to a maximum of 1
round per bard class level). Whilefascinated, a target takes a -4
penalty on skill checks made asreactions, such as Listen and Spotchecks. Any potential threat
requires the character to makeanother Perform check and allows
the creature a new saving throw
against a DC equal to the new
Perform check result.

Description: Choose an alignment
component, either chaos, evil, good,or law. At will, the character canuse detect chaos, detect evil, detect
good, or detect law as the spell. The
exact spell corresponds to thealignment component chosen.

Any obvious threat, such as
someone drawing a weapon, castinga spell, or aiming a ranged weapon
at the target, automatically breaks
the effect. Fascinate is anenchantment (compulsion), mindaffecting ability.

DETECT ALIGNMENT
Prerequisites: None.
Ability Type: Spell-Like.

13

FAST MOVEMENT
Prerequisites: None.
Ability Type: Extraordinary.
Class Levels: None.
Description: The character’s land
speed is faster than the norm for his
race by +10 feet. This benefit applies
only when he is wearing no armor,
light armor, or medium armor andnot carrying a heavy load. Apply
this bonus before modifying thecharacter’s speed because of any
load carried or armor worn.

FAVORED ENEMY I
Prerequisites: None.
Ability Type: Extraordinary.
Class Levels: None.
Description: The character selectsa type of creature from among thosegiven on Table: Ranger Favored
Enemies in the System Reference
Document. The character gains a +2
bonus on Bluff, Listen, Sense
Motive, Spot, and Survival checks
when using these skills against
creatures of this type. Likewise, hegets a +2 bonus on weapon damage
rolls against such creatures.
If the character chooses humanoids
or outsiders as a favored enemy, hemust also choose an associatedsubtype, as indicated on the table. If
a specific creature falls into morethan one category of favored
enemy, the character’s bonuses do
not stack; he simply uses whicheverbonus is higher.

FIGHTING MASTERY I
Prerequisites: None.
Ability Type: Natural.
Class Levels: None.
Description: The character gains abonus combat-oriented feat. This

bonus feat must be drawn from thefeats noted as fighter bonus feats in
the System Reference Document.
The character must still meet all
prerequisites for a bonus feat,including ability score and baseattack bonus minimums. This featdoes not count as a base feat for the
purposes of level determination.

FLURRY OF BLOWS I

use, the character may stillintersperse unarmed strikes withquarterstaff strikes, assuming that
she has enough attacks in her flurryof blows routine to do so.

INSPIRE COURAGE I
Prerequisites:
Bardic Music
special ability, 3 or more skill ranks
in Perform.

Prerequisites: None.

Ability Type: Supernatural.

Ability Type: Natural.

Class Levels: Bard.

Class Levels: None.

Description: The character canuse song or poetics to inspire
courage in his allies (including
himself), bolstering them against
fear and improving their combat
abilities. To be affected, an allymust be able to hear the charactersing. The effect lasts for as long as
the ally hears the character sing andfor 5 rounds thereafter. An affected
ally receives a +1 morale bonus on
saving throws against charm andfear effects and a +1 morale bonus
on attack and weapon damage rolls.

Description: When unarmored,
the character may strike with aflurry of blows at the expense of
accuracy. When doing so, she may
make one extra attack in a round at
her highest base attack bonus, but
this attack takes a -2 penalty, as
does each other attack made thatround. This penalty applies for 1
round, so it also affects attacks ofopportunity the character mightmake before her next action. The
character must use a full attack
action to strike with a flurry ofblows.
When using flurry of blows, thecharacter may attack only withunarmed strikes or with special
weapons(kama,
nunchaku,
quarterstaff, sai, shuriken, andsiangham). She may attack withunarmed strikes and special
weapons
interchangeablyasdesired. When using weapons aspart of a flurry of blows, thecharacter applies her Strength
bonus (not Str bonus × 1½ or ×½) to
her damage rolls for all successful
attacks, whether she wields a
weapon in one or both hands. The
character can’t use any weapon
other than a special weapon as partof a flurry of blows.
In the case of the quarterstaff, eachend counts as a separate weapon forthe purpose of using the flurry ofblows ability. Even though thequarterstaff requires two hands to

14

INTUITIVE DEFENSE I
Prerequisites: None.
Ability Type: Extraordinary.
Class Levels: None.
Description:
When unarmoredand unencumbered, the character
adds her Wisdom bonus (if any) to
her AC.
This bonus to AC applies evenagainst touch attacks or when thecharacter is flat-footed. She loses
this bonus when she is immobilized
or helpless, when she wears any
armor, when she carries a shield, orwhen she carries a medium or
heavy load.

MARTIAL ARTS I: IMPROVED
GRAPPLE
Prerequisites: None.
Ability Type: Natural.
Class Levels: None.
Description: The character gains
Improved Grapple as a bonus feat.
This does not count as a base featforthepurposesoflevel
determination.

MARTIAL ARTS I: STUNNING
FIST
Prerequisites: None.
Ability Type: Natural.
Class Levels: None.
Description: The character gains
Stunning Fist as a bonus feat. This
does not count as a base feat for the
purposes of level determination.

NATURE SENSE
Prerequisites: None.
Ability Type: Extraordinary.
Class Levels: None.
Description: The character gains a+2 bonus on Knowledge (nature)and Survival checks.

RAGE I
Prerequisites:alignment.

Non-lawful

Ability Type: Extraordinary.
Class Levels: None.
Description: The character can fly
into a rage one time per day. In arage, the character temporarily
gains a +4 bonus to Strength, a +4
bonus to Constitution, and a +2
morale bonus on Will saves, but hetakes a -2 penalty to Armor Class.

The increase in Constitution
increases the character’s hit points
by 2 points per level, but these hit
points go away at the end of therage when his Constitution score
drops back to normal. (These extra
hit points are not lost first the way
temporary hit points are.) Whileraging, a character cannot use any
Charisma-,
Dexterity-,orIntelligence-based skills (except for
Balance, Escape Artist, Intimidate,and Ride), the Concentration skill,or any abilities that require patience
or concentration, nor can he castspells or activate magic items that
require a command word, a spell
trigger (such as a wand), or spellcompletion (such as a scroll) tofunction. He can use any feat he has
except Combat Expertise, item
creation feats, and metamagic feats.
A fit of rage lasts for a number ofrounds equal to 3 + the character’s(newly improved) Constitution
modifier.
A
charactermayprematurely end his rage. At theend of the rage, the character loses
the rage modifiers and restrictions
and becomes fatigued (-2 penalty toStrength, -2 penalty to Dexterity,
can’t charge or run) for the durationof the current encounter. Enteringa rage takes no time itself, but acharacter can do it only during his
action, not in response to someone
else’s action.

REBUKE UNDEAD
Prerequisites:
Non-goodalignment, cannot have Turn
Undead special ability.
Ability Type: Supernatural.
Class Levels: Cleric.
Description: The character has
the power to affect undead
creatures by channeling the powerof his faith through his unholy
symbol (see Turn or Rebuke
Undead in the System Reference
Document).

per day equal to 3 + his Charisma
modifier. A character with 5 ormore ranks in Knowledge (religion)
gets a +2 bonus on rebuke checks
against undead.

SMITE CHAOS IPrerequisites: Aura of Alignment(Lawful).
Ability Type: Supernatural.
Class Levels: Paladin.
Description: Once per day, thecharacter may attempt to smite
chaos with one normal melee
attack. She adds her Charisma
bonus (if any) to her attack roll anddeals 1 extra point of damage perpaladin class level. If the character
accidentally smites a creature thatis not chaotic, the smite has noeffect, but the ability is still used up
for that day.

SMITE EVIL I
Prerequisites: Aura of Alignment(Good).
Ability Type: Supernatural.
Class Levels: Paladin.
Description: Once per day, thecharacter may attempt to smite evil
with one normal melee attack. She
adds her Charisma bonus (if any) to
her attack roll and deals 1 extra
point of damage per paladin classlevel. If the character accidentallysmites a creature that is not evil,
the smite has no effect, but theability is still used up for that day.

SMITE GOOD I
Prerequisites: Aura of Alignment(evil).
Ability Type: Supernatural.
Class Levels: Paladin.

The character may attempt torebuke undead a number of times

15Description: Once per day, thecharacter may attempt to smite
good with one normal melee attack.
She adds her Charisma bonus (ifany) to her attack roll and deals 1
extra point of damage per paladinclass level. If the character
accidentally smites a creature thatis not good, the smite has no effect,
but the ability is still used up forthat day.

SMITE LAW I
Prerequisites: Aura of Alignment(Chaotic).
Ability Type: Supernatural.
Class Levels: Paladin.
Description: Once per day, thecharacter may attempt to smite law
with one normal melee attack. She
adds her Charisma bonus (if any) to
her attack roll and deals 1 extra
point of damage per paladin classlevel. If the character accidentallysmites a creature that is not lawful,
the smite has no effect, but theability is still used up for that day.

SNEAK ATTACK I
Prerequisites: None.
Ability Type: Natural.
Class Levels: None.
Description:
The character’s
attack deals 1d6 extra damage any
time her target would be denied a
Dexterity bonus to AC (whether thetarget actually has a Dexterity
bonus or not), or when the rogue
flanks her target.
Should thecharacter score a critical hit with asneak attack, this extra damage is
not multiplied.
Ranged attacks can count as sneak
attacks only if the target is within
30 feet.
With a sap (blackjack) or an
unarmed strike, the character canmake a sneak attack that deals

nonlethal damage instead of lethal
damage. She cannot use a weaponthat deals lethal damage to deal
nonlethal damage in a sneak attack,not even with the usual -4 penalty.
The character can sneak attack only
living creatures with discernible
anatomies—undead,constructs,
oozes, plants, and incorporeal
creatures lack vital areas to attack.
Any creature that is immune tocritical hits is not vulnerable tosneak attacks. The character must
be able to see the target wellenough to pick out a vital spot andmust be able to reach such a spot. A
character cannot sneak attack while
strikingacreature
withconcealment or striking the limbs ofa creature whose vitals are beyond
reach.

slain or dismissed familiar cannot
be replaced for a year and day. A
slain familiar can be raised from thedead just as a character can be, andit does not lose a level or a
Constitution point when this happy
event occurs.

TRACK
Prerequisites: None.
Ability Type: Natural.
Class Levels: None.
Description: The character gains
Track as a bonus feat. This does notcount as a base feat for the purposesof level determination.

TRAPFINDING
SUMMON FAMILIAR
Prerequisites:
arcane spells.

Ability to castAbility Type: Spell-Like.
Class Levels: Sorcerer and Wizard.
Description: The character canobtain a familiar. Doing so takes 24hours and uses up magical materials
that cost 100 gp. A familiar is a
magical beast that resembles asmall animal and is unusually toughand intelligent. The creature serves
as a companion and servant.
The character chooses the kind offamiliar he gets. As the character
gains sorcerer and wizard classlevels, his familiar also increases in
power.
If the familiar dies or is dismissedby the character, the character must
attempt a DC 15 Fortitude saving
throw. Failure means he loses 200
experience points for every sorcerer
and wizard class level; successreduces the loss to one-half thatamount. However, a character’s
experience point total can never go
below zero as the result of afamiliar’s demise or dismissal. A

16

Prerequisites: None.
Ability Type: Natural.
Class Levels: None.
Description: The character canuse the Search skill to locate traps
when the task has a Difficulty Classhigher than 20.
Finding a nonmagical trap has a DCof at least 20, or higher if it is wellhidden. Finding a magic trap has a
DC of 25 + the level of the spell used
to create it.
The character can use the Disable
Device skill to disarm magic traps.
A magic trap generally has a DC of
25 + the level of the spell used tocreate it.
A character who beats a trap’s DC
by 10 or more with a Disable Device
check can study a trap, figure out
how it works, and bypass it (withher party) without disarming it.

TURN UNDEAD
Prerequisites:
Non-evilalignment, cannot have Rebuke
Undead special ability.

Ability Type: Supernatural.
Class Levels: Cleric and Paladin.
Description: The character has
the power to affect undead
creatures by channeling the powerof his faith through his holy symbol(see Turn or Rebuke Undead in the
System Reference Document).
The character may attempt to turnundead a number of times per day
equal to 3 + his Charisma modifier.
A character with 5 or more ranks in
Knowledge (religion) gets a +2
bonus on turning checks against
undead.

UNARMED STRIKE I
Prerequisites: None.
Ability Type: Natural.
Class Levels: None.
Description: The character gains
Improved Unarmed Strike as abonus feat. This does not count as abase feat for the purposes of level
determination. The character’s
attacks may be with either fist
interchangeably or even fromelbows, knees, and feet. This meansthat the character may even makeunarmed strikes with her hands full.
There is no such thing as an offhand attack for the character when
striking unarmed. The charactermay thus apply her full Strength
bonus on damage rolls for all her
unarmed strikes.
Usually the character’s unarmed
strikes deal lethal damage, but she
can choose to deal nonlethal
damage instead with no penalty on
her attack roll. She has the same
choice to deal lethal or nonlethal
damage while grappling.
The character’s unarmed strike istreated both as a manufactured
weapon and a natural weapon forthe purpose of spells and effects
that enhance or improve either
manufactured weapons or natural
weapons.

A character also deals more damage
with her unarmed strikes than anormal person would. A small
character deals 1d4 damage, amedium character deals 1d6
damage, and a large character deals
1d8.

WILD EMPATHY
Prerequisites: None.
Ability Type: Extraordinary.

Description: The character gains
Scribe Scroll as a bonus feat. This
does not count as a base feat for the
purposes of level determination.

2ND-LEVEL SPECIALABILITIESAll 2nd-Level Special Abilities have“Character Level 1” as a prerequisite.

COMBAT STYLE: ARCHERYClass Levels: Druid and Ranger.

Prerequisites: Character Level 1.

Description: The character can
improve the attitude of an animal.
This ability functions just like a
Diplomacy check made to improve
the attitude of a person. The
character rolls 1d20 and adds her
druid and ranger class levels alongwith her Charisma modifier todetermine the wild empathy check
result.

Ability Type: Extraordinary.

The typical domestic animal has astarting attitude of indifferent,
while wild animals are usuallyunfriendly.
To use wild empathy, the characterand the animal must be able tostudy each other, which means thatthey must be within 30 feet of one
another under normal conditions.
Generally, influencing an animal inthis way takes 1 minute but, as with
influencing people, it might takemore or less time.
The character can also use thisability to influence a magical beast
with an Intelligence score of 1 or 2,
but she takes a -4 penalty on the
check.

WIZARDRY I
Prerequisites:
arcane spells.

Ability to castAbility Type: Natural.
Class Levels: None.

17

Class Levels: None.
Description:
The character istreated as having the Rapid Shot
feat, even if he does not have thenormal prerequisites for that feat.
This feat does not count as a basefeat for the purposes of level
determination. The benefits of thecharacter’s style apply only when hewears light or no armor. He loses all
benefits of his combat style when
wearing medium or heavy armor.

COMBAT STYLE: TWOWEAPON
Prerequisites: Character Level 1.
Ability Type: Extraordinary.
Class Levels: None.
Description:
The character istreated as having the Two-Weapon
Fighting feat, even if he does nothave the normal prerequisites forthat feat. This feat does not countas a base feat for the purposes oflevel determination. The benefits ofthe character’s style apply only
when he wears light or no armor.
He loses all benefits of his combatstyle when wearing medium or
heavy armor.

DEADLY TOUCH
Prerequisites: Character Level 1,
Cha 12, Aura of Alignment (Evil).
Ability Type: Supernatural.
Class Levels: Paladin.
Description: The character cancause wounds with a successful
touch attack. Each day she can deala total number of hit points ofdamage equal to her paladin classlevel x her Charisma bonus. An
opponent subjected to this attack
can make a Will save (DC 10 + 1/2
paladin class level + character's Cha
modifier) to halve the damage
dealt.
Alternatively, the character can use
any or all of this power to curedamage to undead creatures, just as
an inflict wounds spell does. This
power
otherwisefunctions
identically to the lay on hands
ability.

DIVINE GRACE
Prerequisites: Character Level 1,
Aura of Alignment (Any).
Ability Type: Supernatural.
Class Levels: None.
Description: The character gains abonus equal to her Charisma bonus(if any) on all saving throws.

EVASION
Prerequisites: Character Level 1.
Ability Type: Extraordinary.
Class Levels: None.
Description: The character can
avoid even magical and unusual
attacks with great agility. If thecharacter makes a successful Reflex
saving throw against an attack that
normally deals half damage on a
successful save, she instead takes nodamage. Evasion can be used only if

the character is wearing light armor
or no armor. A helpless character
does not gain the benefit of evasion.

FIGHTING MASTERY II
Prerequisites: Character Level 1,Fighting Mastery I.
Ability Type: Natural.
Class Levels: None.
Description: The character gains abonus combat-oriented feat. This
bonus feat must be drawn from thefeats noted as fighter bonus feats in
the System Reference Document.
The character must still meet all
prerequisites for a bonus feat,including ability score and baseattack bonus minimums. This featdoes not count as a base feat for the
purposes of level determination.

MARTIAL ARTS II: COMBATREFLEXES
Prerequisites: Character Level 1,
any Martial Arts I special ability.
Ability Type: Natural.
Class Levels: None.
Description: The character gains
Combat Reflexes as a bonus feat.
This does not count as a base featforthepurposesoflevel
determination.

MARTIAL ARTS II: DEFLECT
ARROWS
Prerequisites: Character Level 1,
any Martial Arts I special ability.
Ability Type: Natural.
Class Levels: None.

LAY ON HANDSPrerequisites: Character Level 1,
Cha 12, Aura of Alignment (Good).
Ability Type: Supernatural.
Class Levels: Paladin.
Description: The character canheal wounds (her own or those ofothers) by touch. Each day she canheal a total number of hit points ofdamage equal to her paladin classlevel × her Charisma bonus. The
character may choose to divide herhealing among multiple recipients,and she doesn’t have to use it all at
once. Using lay on hands is astandard action.
Alternatively, the character can use
any or all of this healing power todeal damage to undead creatures.
Using lay on hands in this way
requires a successful melee touchattack and doesn’t provoke anattack of opportunity. The character
decides how many of her daily
allotment of points to use as
damage after successfully touchingan undead creature.

18

Description: The character gains
Deflect Arrows as a bonus feat.
This does not count as a base featforthepurposesoflevel
determination.

UNCANNY DODGE
Prerequisites: Character Level 1.
Ability Type: Extraordinary.
Class Levels: None.
Description: The character canreact to danger before his senses
would normally allow him to do so.
The character retains his Dexterity
bonus to AC (if any) even if he iscaught flat-footed or struck by aninvisible attacker. However, he still
loses his Dexterity bonus to AC if
immobilized.

WOODLAND STRIDE
Prerequisites: Character Level 1.
Ability Type: Extraordinary.
Class Levels: None.

Description: The character may
move through any sort ofundergrowth (such as natural
thorns, briars, overgrown areas, andsimilar terrain) at her normal speed
and without taking damage orsuffering any other impairment.
However, thorns, briars, andovergrown areas that have beenmagically manipulated to impede
motion still affect her.

3RD-LEVEL SPECIALABILITIESAll 3rd-Level Special Abilities have“Character
Level
2”
as
a
prerequisite.

AURA OF DESPAIR
Prerequisites: Character Level 2,
lawful evil alignment.
Ability Type: Supernatural.
Class Levels: None.
Description:
The character
radiates a malign aura that causes
enemies within 10 feet of him totake a -2 penalty on all saving
throws.
This ability functions while thecharacter is conscious, but not if
she is unconscious or dead.

AURA OF RESOLVEAURA OF COURAGE
Prerequisites: Character Level 2,
lawful good alignment.
Ability Type: Supernatural.
Class Levels: None.
Description:
The character isimmune to fear (magical orotherwise). Each ally within 10 feetof her gains a +4 morale bonus on
saving throws against fear effects.
This ability functions while thecharacter is conscious, but not if
she is unconscious or dead.

Prerequisites: Character Level 2,
chaotic good, alignment.
Ability Type: Supernatural.

Class Levels: None.
Description: The character gains
Endurance as a bonus feat. This featdoes not count as a base feat for the
purposes of level determination.

INSPIRE COMPETENCE
Prerequisites: Character Level 2,
BardicMusic,Countersong,
Fascinate, Inspire Courage I, 6 ormore ranks in Perform.
Ability Type: Extraordinary.
Class Levels: None.
Description: The character canuse his music or poetics to help anally succeed at a task. The ally must
be within 30 feet and able to see
and hear the character. The
character must also be able to see
the ally.

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

The ally gets a +2 competence
bonus on skill checks with aparticular skill as long as he or she
continues to hear the character’smusic. Certain uses of this ability
are infeasible. The effect lasts aslong as the character concentrates,
up to a maximum of 2 minutes. The
character can’t inspire competencein himself. Inspire competence is amind-affecting ability.

DIVINE HEALTHSPEED BONUS I

Prerequisites: Character Level 2,
Aura of Alignment (Any).

Prerequisites: Character Level 2.

Class Levels: None.
Description:
The character isimmune to compulsion effects.
Each ally within 10 feet of him gains
a +4 morale bonus on saving throws
against compulsion effects.

AURA OF DEBILITATION
Prerequisites: Character Level 2,
chaotic evil alignment.
Ability Type: Supernatural.
Class Levels: None.
Description:
The character
radiates a malign aura that causes
enemies within 10 feet of her to takea -1 penalty to Armor Class.
This ability functions while thecharacter is conscious, but not if
she is unconscious or dead.

Ability Type: Extraordinary.
Ability Type: Extraordinary.
Class Levels: None.
Class Levels: None.
Description: The character gains
immunity to all diseases, including
supernatural and magical diseases.

Description: The character gains
an enhancement bonus to her speedof +10 ft. If the character is in armor
or carrying a medium or heavy load,
she loses this extra speed.

ENDURANCESNEAK ATTACK IIPrerequisites: Character Level 2.
Ability Type: Natural.

19

Prerequisites: Character Level 2,
Sneak Attack I.

Ability Type: Natural.

FIGHTING MASTERY III

Class Levels: None.

Prerequisites: Character Level 3,Fighting Mastery II.

Description: The character’s sneak
attack now deals 2d6 extra damage(instead of 1d6).

Ability Type: Natural.
Class Levels: None.

STILL MIND

Description: The character gains a+2 bonus on saving throws against
spells and effects from the school ofenchantment.

Description: The character gains abonus combat-oriented feat. This
bonus feat must be drawn from thefeats noted as fighter bonus feats in
the System Reference Document.
The character must still meet all
prerequisites for a bonus feat,including ability score and baseattack bonus minimums. This featdoes not count as a base feat for the
purposes of level determination.

TRACKLESS STEPKI STRIKE: MAGIC

Prerequisites: Character Level 2,
Woodland Stride.

Prerequisites: Character Level 3.

Prerequisites: Character Level 2.
Ability Type: Extraordinary.
Class Levels: None.

Ability Type: Extraordinary.
Class Levels: None.
Description: The character leaves
no trail in natural surroundings andcannot be tracked. She may choose
to leave a trail if so desired.

TRAP SENSE I
Prerequisites: Character Level 2.

Ability Type: Supernatural.
Class Levels: None.
Description:
The character’s
unarmed attacks are empoweredwith ki. Her unarmed attacks aretreated as magic weapons for the
purpose of dealing damage tocreatures with damage reduction.

RAGE II
Prerequisites: Character Level 3,
non-lawful alignment, Rage I.

Class Levels: None.

Ability Type: Extraordinary.

Description: The character gains a+1 bonus on Reflex saves made to
avoid traps and a +1 dodge bonus toAC against attacks made by traps.

Class Levels: None.

All 4th-Level Special Abilities have“Character
Level
3”
as
a
prerequisite.

SLOW FALL I
Prerequisites: Character Level 3.
Ability Type: Extraordinary.
Class Levels: None.
Description: If the character iswithin arm’s reach of a wall, she canuse it to slow her descent. Whenfalling, she takes damage as if thefall were 20 feet shorter than it
actually is.

UNARMED STRIKE II

Ability Type: Extraordinary.

4TH-LEVEL SPECIALABILITIES

Description: The character gains a+4 bonus on saving throws against
the spell-like abilities of fey.

Description: The character can
now rage two times per day. See
Rage I for details.

RESIST NATURE’S LURE
Prerequisites: Character Level 3,
Nature Sense.
Ability Type: Extraordinary.
Class Levels: None.

20

Prerequisites: Character Level 3,
Unarmed Strike I.
Ability Type: Natural.
Class Levels: None.
Description:
The character’s
unarmedstrikesincreaseindamage. A small character now
deals 1d6 damage with unarmed
strikes, a medium character 1d8
damage, and a large character 2d6
damage.

5TH-LEVEL SPECIALABILITIESAll 5th-Level Special Abilities have“Character
Level
4”
as
a
prerequisite.

FAVORED ENEMY II
Prerequisites: Character Level 4,
Favored Enemy I.
Ability Type: Extraordinary.
Class Levels: None.
Description: The character may
select an additional favored enemy
from those given on Table: Ranger
Favored Enemies in the SystemReference Document. In addition,
the bonus against any one favored
enemy (including the one justselected, if so desired) increases by2.
If the character chooses humanoids
or outsiders as a favored enemy, hemust also choose an associatedsubtype, as indicated on the table. If
a specific creature falls into morethan one category of favored
enemy, the character’s bonuses do
not stack; he simply uses whicheverbonus is higher.

Description:
When unarmoredand unencumbered, the character
gains a +1 bonus to AC.

Ability Type: Supernatural.

This bonus to AC apply evenagainst touch attacks or when thecharacter is flat-footed. She loses
this bonus when she is immobilized
or helpless, when she wears any
armor, when she carries a shield, orwhen she carries a medium or
heavy load.

Description: The character may
now smite good two times per day(instead of only once per day).

PURITY OF BODY
Prerequisites: Character Level 4,
Still Mind.

FLURRY OF BLOWS II
Prerequisites: Character Level 4,
Flurry of Blows I.
Ability Type: Natural.

Ability Type: Extraordinary.

Description:
The character’s
Flurry of Blows attack penalty
lessens from -2 to -1.

IMPROVED UNCANNY
DODGE

Ability Type: Extraordinary.
Class Levels:
Rogue.

BarbarianandDescription: The character can nolonger be flanked. This defense
denies a rogue the ability to sneak
attack the character by flanking
him, unless the attacker has at least
four more rogue class levels than
the target has barbarian and rogueclass levels.

INTUITIVE DEFENSE II
Prerequisites: Character Level 4,Intuitive Defense I.
Ability Type: Extraordinary.
Class Levels: None.

Prerequisites: Character Level 4,
Smite Law I.
Ability Type: Supernatural.
Class Levels: Paladin.
Description: The character may
now smite law two times per day(instead of only once per day).

SNEAK ATTACK III
Prerequisites: Character Level 4,
Sneak Attack II.

SMITE CHAOS II

Ability Type: Natural.

Prerequisites: Character Level 4,
Smite Chaos I.

Class Levels: None.

Ability Type: Supernatural.
Prerequisites: Character Level 4,
Uncanny Dodge.

SMITE LAW IIClass Levels: None.
Description: The character gains
immunity to all diseases except forsupernatural and magical diseases.

Class Levels: None.

Class Levels: Paladin.

Description: The character’s sneak
attack now deals 3d6 extra damage(instead of 2d6).

Class Levels: Paladin.
Description: The character may
now smite chaos two times per day(instead of only once per day).

SPECIAL MOUNTPrerequisites: Character Level 4,
Aura of Alignment (Any).

SMITE EVIL II

Ability Type: Spell-Like.

Prerequisites: Character Level 4,
Smite Evil I.

Class Levels: Paladin.

Ability Type: Supernatural.
Class Levels: Paladin.
Description: The character may
now smite evil two times per day(instead of only once per day).

SMITE GOOD IIPrerequisites: Character Level 4,
Smite Good I.

21

Description: The character gains
the service of an unusually
intelligent, strong, and loyal steed
to serve her in her crusade against
evil (or goodness, law, or chaos).
This mount is usually a heavy
warhorse (for a Medium character)or a warpony (for a Small
character).
Once per day, as a full-roundaction, the character may magically
call
her
mount
from
the
otherworldly realms in which it
resides. This ability is theequivalent of a spell of a level equal
to one-third the character’s paladinclass level. The mount immediately
appears adjacent to the characterand remains for 2 hours per paladinclass level; it may be dismissed at
any time as a free action. The
mount is the same creature eachtime it is summoned, though thecharacter may release a particularmount from service.

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

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

The form chosen must be that of ananimal the character is familiarwith.

Should the character’s mount die, it
immediately disappears, leaving
behind any equipment it wascarrying. The character may notsummon another mount for thirtydays or until she gains a paladinclass level, whichever comes first,
even if the mount is somehow
returned from the dead. During thisthirty-day period, the charactertakes a -1 penalty on attack andweapon damage rolls.

WILD SHAPE I
Prerequisites: Character Level 4.
Ability Type: Supernatural.
Class Levels: Druid.
Description: The character gains
the ability to turn herself into any
Small or Medium animal and backagain once per day. Her options for
new forms include all creatureswith the animal type. This ability
functions like the alternate form
special ability, except as noted here.
The effect lasts for 1 hour per druid
class level, or until she changes
back. Changing form (to animal orback) is a standard action anddoesn’t provoke an attack ofopportunity. Each time you use wild
shape, you regain lost hit points as
if you had rested for a night.

The character loses her ability to
speak while in animal form because
she is limited to the sounds that anormal, untrained animal canmake, but she can communicate
normally with other animals of thesame general grouping as her new
form. (The normal sound a wild
parrot makes is a squawk, sochanging to this form does not
permit speech.)
The new form’s Hit Dice can’t
exceed the character’s druid classlevel.

WIZARDRY II
Prerequisites: Character Level 4,
Wizardry I.
Ability Type: Natural.
Class Levels: None.
Description: The character gains abonus feat. She can choose ametamagic feat, an item creation
feat, or Spell Mastery. The charactermust still meet all prerequisites fora bonus feat, including caster level
minimums. This feat does not countas a base feat for the purposes oflevel determination.

6TH-LEVEL SPECIALABILITIESAll 6th-Level Special Abilities have“Character
Level
5”
as
a
prerequisite.

22

BESTOW CURSE I
Prerequisites: Character Level 5,
Aura of Alignment (Chaos).
Ability Type: Spell-Like.
Class Levels: None.
Description: The character can
produce a bestow curse effect, as
the spell, once per week.

CAUSE DISEASE I
Prerequisites: Character Level 5,
Aura of Alignment (Evil).
Ability Type: Spell-Like.
Class Levels: None.
Description: The character can
inflict disease with her touch (as thecontagion spell), once per week.

DEATH ATTACK
Prerequisites: Character Level 5,
evil alignment, Disguise 4 ranks,
Hide 8 ranks, Move Silently 8 ranks,
the character must kill someone forno other reason than to become anassassin.
Ability Type: Natural.
Class Levels: Assassin.
Description:
If the character
studies his victim for 3 rounds andthen makes a sneak attack with amelee weapon that successfully
deals damage, the sneak attack has
the additional effect of possibly
either paralyzing or killing thetarget (character’s choice). While
studying the victim, the charactercan undertake other actions so longas his attention stays focused on thetarget and the target does notdetect the character or recognize
the character as an enemy. If thevictim of such an attack fails a
Fortitude save (DC 10 + thecharacter’s assassin class level + thecharacter’s Int modifier) against thekill effect, she dies. If the savingthrow fails against the paralysis
effect, the victim is renderedhelpless and unable to act for 1d6
rounds plus 1 round per assassinclass level of the character. If thevictim’s saving throw succeeds, theattack is just a normal sneak attack.
Once the character has completed
the 3 rounds of study, he must
make the death attack within thenext 3 rounds.

character’s style apply only when hewears light or no armor. He loses all
benefits of his combat style when
wearing medium or heavy armor.

does not count as a base feat for the
purposes of level determination.

IMPROVED COMBAT STYLE:
TWO-WEAPON

Prerequisites: Character Level 5,
evil alignment, Hide 5 ranks.

Prerequisites: Character Level 5,
Combat Style: Two-Weapon.

Ability Type: Natural.

If a death attack is attempted andfails (the victim makes her save) or
if the character does not launch theattack within 3 rounds ofcompleting the study, 3 new roundsof study are required before he canattempt another death attack.

Ability Type: Extraordinary.

FIGHTING MASTERY IV
Prerequisites: Character Level 5,Fighting Mastery III.
Ability Type: Natural.

Class Levels: None.
Description:
The character istreated as having the Improved
Two-Weapon Fighting feat, even if
he does not have the normal
prerequisites for that feat. This featdoes not count as a base feat for the
purposes of level determination.
The benefits of the character’s style
apply only when he wears light or
no armor. He loses all benefits of
his combat style when wearing
medium or heavy armor.

Class Levels: None.
Description: The character gains abonus combat-oriented feat. This
bonus feat must be drawn from thefeats noted as fighter bonus feats in
the System Reference Document.
The character must still meet all
prerequisites for a bonus feat,including ability score and baseattack bonus minimums. This featdoes not count as a base feat for the
purposes of level determination.

IMPROVED COMBAT STYLE:
ARCHERY
Prerequisites: Character Level 5,
Combat Style: Archery.
Ability Type: Extraordinary.
Class Levels: None.

MARTIAL ARTS III:
IMPROVED DISARM
Prerequisites: Character Level 5,
any Martial Arts II special ability.

POISON USE

Class Levels: None.
Description:
The character istrained in the use of poison and cannever risk accidentally poisoning
himself when applying poison to a
blade.

REMOVE CURSE I
Prerequisites: Character Level 5,
Aura of Alignment (Law).
Ability Type: Spell-Like.
Class Levels: None.
Description: The character can
produce a remove curse effect, as
the spell, once per week.

REMOVE DISEASE I

Ability Type: Natural.

Prerequisites: Character Level 5,
Aura of Alignment (Good).

Class Levels: None.

Ability Type: Spell-Like.

Description: The character gains
Improved Disarm as a bonus feat.
This does not count as a base featforthepurposesoflevel
determination.

Class Levels: None.

MARTIAL ARTS III:
IMPROVED TRIP
Prerequisites: Character Level 5,
any Martial Arts II special ability.

Description: The character can
produce a remove disease effect, as
the spell, once per week.

SLOW FALL II
Prerequisites: Character Level 5,
Slow Fall I.
Ability Type: Extraordinary.

Description:
The character istreated as having the Manyshot
feat, even if he does not have thenormal prerequisites for that feat.
This feat does not count as a basefeat for the purposes of level
determination. The benefits of the

Ability Type: Natural.
Class Levels: None.
Class Levels: None.
Description: The character gains
Improved Trip as a bonus feat. This

23

Description: If the character iswithin arm’s reach of a wall, she canuse it to slow her descent. Whenfalling, she takes damage as if thefall were 30 feet shorter than it
actually is. This distance replaces
the distance gained from Slow Fall
I.

SPEED BONUS II
Prerequisites: Character Level 5,
Speed Bonus I.
Ability Type: Extraordinary.
Class Levels: None.
Description: The character now
has an enhancement bonus to her
speed of +20 ft. This replaces theenhancement bonus granted by
Speed Bonus I. If the character is inarmor or carrying a medium or
heavy load, she loses this extra
speed.

SUGGESTION
Prerequisites: Character Level 5,
Bardic Music, Inspire Competence,
9 or more ranks in Perform.
Ability Type: Spell-Like.
Class Levels: Bard.
Description: The character canmake a suggestion (as the spell) to acreature that he has alreadyfascinated. Using this ability does
not
break
the
character’s
concentration on the fascinate
effect, nor does it allow a second
saving throw against the fascinate
effect.
Making a suggestion doesn’t countagainst a character’s daily limit on
bardic music performances. A Will
saving throw (DC 10 + ½ thecharacter’s bard class level + thecharacter’s Cha modifier) negates
the effect. This ability affects only asingle creature (but see masssuggestion, below). Suggestion is anenchantment (compulsion), mindaffecting,languagedependent
ability.

TERRAIN MASTERY I
Prerequisites: Character Level 5,
Knowledge (geography) 8 ranks,
Endurance feat.
Ability Type: Natural.
Class Levels: None.
Description: Choose one terrain
type found below under Terrain
Mastery Benefits. Terrain masterygives the character a bonus onchecks involving a skill useful inthat terrain, or some otherappropriate benefit. The character
also knows how to fight dangerous
creatures typically found in thatterrain, gaining a +1 insight bonus
on attack rolls and damage rolls
against creatures with that terrain
mentioned in the Environment
entry of their descriptions. The
character only gains the bonus if
the creature description specificallylists the terrain type.
Characters take their terrain
mastery with them wherever theygo. They retain their terrain
mastery bonuses on skill checks,
attack rolls, and damage rolls
whether they’re actually in therelevant terrain or not.
Terrain Mastery Benefits

ForestYou have a +4 competence bonus
on Hide checks. You gain a +1
insight bonus on attack and damage
rolls against forest creatures.
Hills
You gain a +4 competence bonus on
Listen checks. You gain a +1 insightbonus on attack and damage rolls
against hills creatures.
Marsh
You have a +4 competence bonus
on Move Silently checks. You gain a+1 insight bonus on attack anddamagerolls
againstmarsh
creatures.
Mountains
You gain a +4 competence bonus on
Climb checks, or a +10-foot bonus
to your climb speed if you have one.
You gain a +1 insight bonus on
attack and damage rolls against
mountain creatures.
Plains
You have a +4 competence bonus
on Spot checks. You gain a +1
insight bonus on attack and damage
rolls against plains creatures.
Underground

Aquatic
You gain a +4 competence bonus on
Swim checks, or a +10-foot bonus toyour swim speed if you have one.
You gain a +1 insight bonus on
attack and damage rolls against
aquatic creatures.

You have 60-foot darkvision, or 120foot darkvision if you already had
darkvision from another source.
You gain a +1 insight bonus on
attack and damage rolls against
underground creatures.

TRAP SENSE II

Desert
You resist effects that tire you. You
are immune to fatigue, andanything that would cause you to
become exhausted makes you
fatigued instead. You gain a +1
insight bonus on attack and damage
rolls against desert creatures.

Prerequisites: Character Level 5,
Trap Sense I.
Ability Type: Extraordinary.
Class Levels: None.
Description: The character now
has a +2 bonus on Reflex saves
made to avoid traps and a +2 dodge

24bonus to AC against attacks madeby traps. This bonus replaces thebonus gained from Trap Sense I.

WILD SHAPE II
Prerequisites: Character Level 5,
Wild Shape I.

Ability Type: Natural.
Class Levels: None.
Description: The character’s sneak
attack now deals 4d6 extra damage(instead of 3d6).

TERRAIN MASTERY II

Ability Type: Supernatural.
Class Levels: Druid.
Description: The character gains
the ability to use wild shape twice
per day.

7TH-LEVEL SPECIALABILITIESAll 7th-Level Special Abilities have“Character
Level
6”
as
a
prerequisite.

DAMAGE REDUCTION I
Prerequisites: Character Level 6.
Ability Type: Extraordinary.
Class Levels: None.
Description: The character gains
Damage Reduction. Subtract 1 fromthe damage the character takes
each time he is dealt damage from aweapon or a natural attack.

POISON RESISTANCE I
Prerequisites: Character Level 6,
Poison Use.
Ability Type: Natural.
Class Levels: None.
Description: The character gains a+1 natural saving throw bonus to all
poisons.

Prerequisites: Character Level 6,
Terrain Mastery I.
Ability Type: Natural.
Class Levels: None.
Description:
Choose anotherterrain type found under Terrain
Mastery I. You gain the benefits of
Terrain Mastery I for that terrain
type as well.

WHOLENESS OF BODY
Prerequisites: Character Level 6,
Purity of Body.
Ability Type: Supernatural.
Class Levels: Monk.
Description: The character canheal her own wounds. She can heal
a number of hit points of damage
equal to twice her current monkclass level each day, and she canspread this healing out among
several uses.

8TH-LEVEL SPECIALABILITIESAll 8th-Level Special Abilities have“Character
Level
7”
as
a
prerequisite.

CANNY DEFENSE
Prerequisites: Character Level 7,
Base Attack Bonus +6, Perform 3
ranks, Tumble 5 ranks, Dodge feat,Mobility feat, and Weapon Finessefeat.
Ability Type: Extraordinary.
Class Levels: Duelist.
Description: When not wearing
armor or using a shield, thecharacter
adds
1
point
of
Intelligence bonus (if any) per
duelist class level to her Dexterity
bonus to modify Armor Class while
wielding a melee weapon. If thecharacter is caught flat-footed orotherwise denied her Dexterity
bonus, she also loses this bonus.

DEFENDER AC BONUS I
Prerequisites: Character Level 7,
dwarf, lawful alignment, base attack
bonus +7, Dodge feat, Endurance
feat, Toughness feat.
Ability Type: Extraordinary.
Class Levels: None.

WILD SHAPE III
Prerequisites: Character Level 6,
Wild Shape II.
Ability Type: Supernatural.
Class Levels: Druid.
Description: The character gains
the ability to use wild shape threetimes per day.

SNEAK ATTACK IV

Description:
The character
receives a +1 dodge bonus to Armor
Class. Dodge bonuses stack with allother bonuses to AC, even otherdodge bonuses.

DEFENSIVE STANCE I
Prerequisites: Character Level 7,
dwarf, lawful alignment, base attack
bonus +7, Dodge feat, Endurance
feat, Toughness feat.
Ability Type: Natural.

Prerequisites: Character Level 6,
Sneak Attack III.

Class Levels: None.

25

Description: When he adopts adefensive stance, the character
gains phenomenal strength anddurability, but he cannot movefrom the spot he is defending. He
gains +2 to Strength, +4 toConstitution, a +2 resistance bonuson all saves, and a +4 dodge bonus
to AC. The increase in Constitution
increases the character’s hit points
by 2 points per level, but these hit
points go away at the end of the
defensive
stancewhentheConstitution score drops back 4
points. These extra hit points are
not lost first the way temporary hit
points are. While in a defensive
stance, the character cannot use
skills or abilities that would require
him to shift his position. A
defensive stance lasts for a numberof rounds equal to 3 + thecharacter’s(newlyimproved)
Constitution
modifier.
The
character may end his defensive
stance voluntarily prior to this limit.
At the end of the defensive stance,
the character is winded and takes a-2 penalty to Strength for theduration of that encounter. The
character can only use his defensive
stance once per day as determined.
Using the defensive stance takes notime itself, but the character can
only do so during his action.

ENHANCE ARROW I
Prerequisites: Character Level 7,
elf or half-elf, +6 base attack bonus,
Point Blank Shot, Precise Shot,
WeaponFocus(longbow or
shortbow), ability to cast 1st-levelarcane spells.
Ability Type: Supernatural.
Class Levels: None.
Description:
Every nonmagicalarrow the character nocks and lets
fly becomes magical, gaining a +1
enhancement bonus. Unlike magic
weapons created by normal means,the character need not spend
experience points or gold pieces toaccomplish this task. However, thecharacter’s magic
function for her.

arrowsonly

FIGHTING MASTERY V
Prerequisites: Character Level 7,Fighting Mastery IV.
Ability Type: Natural.
Class Levels: None.
Description: The character gains abonus combat-oriented feat. This
bonus feat must be drawn from thefeats noted as fighter bonus feats in
the System Reference Document.
The character must still meet all
prerequisites for a bonus feat,including ability score and baseattack bonus minimums. This featdoes not count as a base feat for the
purposes of level determination.

HIDE IN PLAIN SHADOW
Prerequisites: Character Level 7,
Move Silently 8 ranks, Hide 10
ranks, Combat Reflexes feat, Dodge
feat, Mobility feat.
Ability Type: Supernatural.
Class Levels: None.
Description: The character canuse the Hide skill even while being
observed. As long as she is within 10
feet of some sort of shadow, thecharacter can hide herself fromview in the open without anything
to actually hide behind. She cannot,
however, hide in her own shadow.

IMPROVED ALLY
Prerequisites: Character Level 7,
Spell Focus (conjuration), ability tocast lesser planar ally.
Ability Type: Natural.
Class Levels: None.
Description: When the charactercasts a planar ally spell (including
the lesser and greater versions), he26

makes a Diplomacy check toconvince the creature to aid him fora reduced payment. If thecharacter’s Diplomacy check adjusts
the creature’s attitude to helpful thecreature will work for 50% of thestandard fee, as long as the task is
one that is not against its nature.
The character’s improved ally classfeature only works when the planar
ally shares at least one aspect ofalignment with the thaumaturgist.
The character can have only one
such ally at a time, but he may
bargain for tasks from other planar
allies normally.

INSPIRE COURAGE II
Prerequisites: Character Level 7,
Inspire Courage I.
Ability Type: Supernatural.
Class Levels: None.
Description:
The character’s
Inspire Courage increase by 1 and is
now +2. See Inspire Courage I for
details.

LOREMASTER SECRET I
Prerequisites: Character Level 7,
Knowledge (any two) 10 ranks each,any three metamagic or item
creationfeats,Skill
Focus(Knowledge [any]), ability to castseven different divination spells,
one of which must be 3rd level orhigher.
Ability Type: Natural.
Class Levels: Loremaster.
Description:
The characterchooses one secret from the tablebelow. Her loremaster class level
plusIntelligencemodifier
determines the secrets from which
she can choose. She can’t choose
the same secret twice.

TABLE 9: LOREMASTER
SECRETS
Level+Int
Modifier
1

2
3

4

5

6

SecretInstant
mastery

SecrethealthSecrets of
innerstrength
The lore oftruestamina
Secretknowledgeof
avoidance
Weapon
trick

7

Dodge
trick

8

Applicableknowledge
Newfoundarcana910

More
newfoundarcanaEffect4 ranksof a skill
in whichthecharacterhas noranks+3 hitpoints+2 bonus
on Willsaves+2 bonuson
Fortitudesaves+2 bonus
on Reflex
saves+1 bonus
on attackrolls+1 dodgebonus toAC
Any feat1 bonus
1st-levelspell
1 bonus
2nd-level
spell

RAGE III
Prerequisites: Character Level 7,
non-lawful alignment, Rage II.
Ability Type: Extraordinary.

Description: If the character iswithin arm’s reach of a wall, she canuse it to slow her descent. Whenfalling, she takes damage as if thefall were 40 feet shorter than it
actually is. This distance replaces
the distance gained from Slow FallII.

SWIFT TRACKER
Prerequisites: Character Level 7,
Track special ability or Track feat.
Ability Type: Extraordinary.
Class Levels: None.
Description: The character canmove at his normal speed while
following tracks without taking thenormal -5 penalty. He takes only a 10 penalty (instead of the normal 20) when moving at up to twice
normal speed while tracking.

SLOW FALL III
Prerequisites: Character Level 7,
Slow Fall II.
Ability Type: Extraordinary.
Class Levels: None.

Prerequisites: Character Level 7,
Wild Shape III.
Ability Type: Supernatural.
Class Levels: Druid.
Description: The character gains
the ability to take the shape of a
Large animal when using Wild
Shape.

9TH-LEVEL SPECIALABILITIESAll 9th-Level Special Abilities have“Character
Level
8”
as
a
prerequisite.

AUGMENT SUMMONING
Prerequisites: Character Level 8,
Improved Ally.

TERRAIN MASTERY III
Ability Type: Natural.
Prerequisites: Character Level 7,
Terrain Mastery II.
Ability Type: Natural.
Class Levels: None.
Description:
Choose anotherterrain type found under Terrain
Mastery I. You gain the benefits of
Terrain Mastery I for that terrain
type as well.

UNARMED STRIKE III

Class Levels: None.
Description: The character can
now rage three times per day. See
Rage I for details.

WILD SHAPE: LARGE

Prerequisites: Character Level 7,
Unarmed Strike II.
Ability Type: Natural.
Class Levels: None.
Description:
The character’s
unarmedstrikesincreaseindamage. A small character now
deals 1d8 damage with unarmed
strikes, a medium character 1d10
damage, and a large character 2d8
damage.

27

Class Levels: None.
Description: The character gains
the Augment Summoning feat. Thisfeat does not count as a base featforthepurposesoflevel
determination.

BESTOW CURSE II
Prerequisites: Character Level 8,
Aura of Alignment (Chaos), Bestow
Curse I.
Ability Type: Spell-Like.
Class Levels: None.
Description: The character can
produce a bestow curse effect, twice
per week (instead of once perweek).

CAUSE DISEASE II
Prerequisites: Character Level 8,
Aura of Alignment (Evil), Cause
Disease I.

Ability Type: Spell-Like.
Class Levels: None.
Description: The character can
inflict disease with her touch (as thecontagion spell), twice per week
(instead of once per week).

DARKVISION
Prerequisites: Character Level 8,
Hide in Plain Shadow.
Ability Type: Supernatural.
Class Levels: None.
Description: The character cansee in the dark as though she werepermanently under the effect of a
darkvision spell.

FLURRY OF BLOWS III
Prerequisites: Character Level 8,
Flurry of Blows II.
Ability Type: Natural.

The arrow must be fired in theround the spell is cast, or the spellis wasted.

IMPROVED EVASION
Prerequisites: Character Level 8,
Evasion.
Ability Type: Extraordinary.
Class Levels: None.
Description:
The character’sevasion ability improves. She stilltakes no damage on a successful
Reflex saving throw against attacks,
but henceforth she takes only half
damage on a failed save. A helplesscharacter does not gain the benefit
of improved evasion.

IMPROVED REACTION I
Prerequisites: Character Level 8,
Canny Defense.
Ability Type: Extraordinary.
Class Levels: None.

Class Levels: None.
Description:
The character’s
Flurry of Blows attack penalty
disappears (i.e., becomes +0 insteadof -1).

Description: The character gains a+2 bonus on initiative checks. This
bonus stacks with the benefit
provided by the Improved Initiativefeat.

Ability Type: Natural.
Class Levels: None.
Description: The character gains a+2 natural saving throw bonus to all
poisons. This bonus replaces thebonus granted by Poison ResistanceI.

RANGED LEGERDEMAIN IClass Levels: Bard.

Ability Type: Natural.

Description: The character canuse music or poetics to inspire
greatness in himself or a single
willing ally within 30 feet, granting
him or her extra fighting capability.
For every three bard class levels thebard attains beyond 9th, he cantarget one additional ally with asingle use of this ability (two at 12th
level, three at 15th, four at 18th). To

Class Levels: None.

Prerequisites: Character Level 8,
Enhance Arrow I.

Prerequisites: Character Level 8,
Suggestion, 12 or more ranks in
Perform.

Description: The character gains
the ability to place an area spell
upon an arrow. When the arrow isfired, the spell’s area is centered onwhere the arrow lands, even if thespell could normally be centeredonly on the caster. This ability
allows the character to use thebow’s range rather than the spell’srange. It takes a standard action to
cast the spell and fire the arrow.

Prerequisites: Character Level 8,
Poison Use, Poison Resistance I.

Ability Type: Supernatural.

INSPIRE GREATNESSClass Levels: None.

POISON RESISTANCE II

Prerequisites: Character Level 8,
non-lawful alignment, Decipher
Script 7 ranks, Disable Device 7
ranks, Escape Artist 7 ranks,
Knowledge (arcana) 4 ranks, ability
to cast mage hand, ability to cast
one arcane spell of 3rd level orhigher.

IMBUE ARROW

Ability Type: Spell-Like.

inspire greatness, the charactermust sing and an ally must hear
him sing. The effect lasts for as longas the ally hears the character singand for 5 rounds thereafter. A
creature inspired with greatness
gains 2 bonus Hit Dice (d10s), thecommensurate
numberoftemporary hit points (apply thetarget’s Constitution modifier, ifany, to these bonus Hit Dice), a +2
competence bonus on attack rolls,
and a +1 competence bonus on
Fortitude saves. The bonus Hit Dicecount as regular Hit Dice fordetermining the effect of spells thatare Hit Dice dependant. Inspire
greatness is a mind-affecting ability.

28

Description: The character canperform one of the following skills
at a range of 30 feet: Disable Device,Open Lock, or Sleight of Hand.
Working at a distance increases thenormal skill check DC by 5, and thecharacter cannot take 10 on thischeck.
Any
objecttobemanipulated must weigh 5 pounds
or less.
He can make only one ranged
legerdemain skill check each day,and only if he has at least 1 rank inthe skill being used.

REMOVE CURSE II
Prerequisites: Character Level 8,
Aura of Alignment (Law), Remove
Curse I.

Class Levels: None.
Description: The character now
has an enhancement bonus to her
speed of +30 ft. This replaces theenhancement bonus granted by
Speed Bonus II. If the character is inarmor or carrying a medium or
heavy load, she loses this extra
speed.

TERRAIN MASTERY IV

Ability Type: Spell-Like.

Prerequisites: Character Level 8,
Terrain Mastery III.

Class Levels: None.

Ability Type: Natural.

Description: The character can
produce a remove curse effect,
twice per week (instead of once perweek).

Class Levels: None.

REMOVE DISEASE II
Prerequisites: Character Level 8,
Aura of Alignment (Good), Remove
Disease I.

Description:
Choose anotherterrain type found under Terrain
Mastery I. You gain the benefits of
Terrain Mastery I for that terrain
type as well.

TRAP SENSE III

Ability Type: Spell-Like.

Prerequisites: Character Level 8,
Trap Sense II.

Class Levels: None.

Ability Type: Extraordinary.

Description: The character can
produce a remove disease effect, as
the spell, twice per week (instead of
only once per week).

Class Levels: None.

SNEAK ATTACK V
Prerequisites: Character Level 8,
Sneak Attack IV.

Description: The character now
has a +3 bonus on Reflex saves
made to avoid traps and a +3 dodge
bonus to AC against attacks madeby traps. This bonus replaces thebonus gained from Trap Sense II.

VENOM IMMUNITY
Ability Type: Natural.
Class Levels: None.
Description: The character’s sneak
attack now deals 5d6 extra damage(instead of 4d6).

SPEED BONUS III

Prerequisites: Character Level 8,
Wild Shape: Large.
Ability Type: Extraordinary.
Class Levels: None.
Description: The character gains
immunity to all poisons.

Prerequisites: Character Level 8,
Speed Bonus II.

10TH-LEVEL SPECIALABILITIESAll 10th-Level Special Abilities have“Character
Level
9”
as
a
prerequisite.

DAMAGE REDUCTION II
Prerequisites: Character Level 9,
Damage Reduction I.
Ability Type: Extraordinary.
Class Levels: None.
Description:
The character’sdamage reduction rises by 1 point,
for a new total of 2. Subtract 2 fromthe damage the character takes
each time he is dealt damage from aweapon or a natural attack.

DEFENSIVE STANCE II
Prerequisites: Character Level 9,
Defensive Stance I.
Ability Type: Natural.
Class Levels: None.
Description: The character can
now use a defensive stance twice
per day (instead of only once perday).

ENHANCE ARROW IIPrerequisites: Character Level 9,
Enhance Arrow I.
Ability Type: Supernatural.
Class Levels: None.
Description:
Every nonmagicalarrow the character nocks and lets
fly now gains a +2 enhancement
bonus (instead of +1).

EXTEND SUMMONING
Prerequisites: Character Level 9,
Improved
Ally,
Augment
Summoning.

Ability Type: Extraordinary.

29

Ability Type: Natural.

not stack; he simply uses whicheverbonus is higher.

Class Levels: None.
Description: All spells from thesummoning subschool that thecharacter casts have their durations
doubled, as if the Extend Spell feathad been applied to them. The
levels of the summoning spells
don’t change, however. This ability
stacks with the effect of the Extend
Spell feat, which does change thespell’s level.

ENHANCED MOBILITY
Prerequisites: Character Level 9,
Improved Reaction.
Ability Type: Extraordinary.
Class Levels: None.
Description: When wearing noarmor and not using a shield, thecharacter gains an additional +4
bonus to AC against attacks ofopportunity caused when she
moves out of a threatened square.

FAVORED ENEMY III
Prerequisites: Character Level 9,
Favored Enemy II.
Ability Type: Extraordinary.

FIGHTING MASTERY VI
Prerequisites: Character Level 9,Fighting Mastery V.
Ability Type: Natural.

LOREMASTER SECRET IIClass Levels: None.

Prerequisites: Character Level 9,
Loremaster Secret I.

Description: The character gains abonus combat-oriented feat. This
bonus feat must be drawn from thefeats noted as fighter bonus feats in
the System Reference Document.
The character must still meet all
prerequisites for a bonus feat,including ability score and baseattack bonus minimums. This featdoes not count as a base feat for the
purposes of level determination.

If the character chooses humanoids
or outsiders as a favored enemy, hemust also choose an associatedsubtype, as indicated on the table. If
a specific creature falls into morethan one category of favored
enemy, the character’s bonuses doAbility Type: Natural.
Class Levels: Loremaster.
Description:
The characterchooses another secret from Table
9: Loremaster Secrets.

ROGUE SPECIAL ABILITY I
Prerequisites: Character Level 9.

INTUITIVE DEFENSE III
Ability Type: Varies (See Below).
Prerequisites: Character Level 9,Intuitive Defense II.
Ability Type: Extraordinary.
Class Levels: None.
Description:
When unarmoredand unencumbered, the character
gains a +2 bonus to AC. This bonus
replaces the bonus to AC granted by
Intuitive Defense II.

Class Levels: None.
Description: The character may
select an additional favored enemy
from those given on Table: Ranger
Favored Enemies in the System
Reference Document. In addition,
the bonus against any one favored
enemy (including the one justselected, if so desired) increases by2.

Description:
The character’s
unarmed attacks are empoweredwith ki. Her unarmed attacks aretreated as magic weapons andlawful weapons for the purpose of
dealing damage to creatures withdamage reduction.

This bonus to AC apply evenagainst touch attacks or when thecharacter is flat-footed. She loses
this bonus when she is immobilized
or helpless, when she wears any
armor, when she carries a shield, orwhen she carries a medium or
heavy load.

KI STRIKE: LAWFUL
Prerequisites: Character Level 9,
lawful alignment, Ki Strike: Magic.
Ability Type: Supernatural.
Class Levels: None.

30

Class Levels: None.
Description: The character gains a
special ability of her choice fromamong the following options.
Crippling Strike (Ex)A character with this ability cansneak attack opponents with such
precision that her blows weaken
and hamper them. An opponent
damaged by one of her sneak
attacks also takes 2 points ofStrength damage. Ability points lostto damage return on their own at
the rate of 1 point per day for eachdamaged ability.
Defensive Roll (Ex)The character can roll with apotentially lethal blow to take lessdamage from it than she otherwise
would. Once per day, when she
would be reduced to 0 or fewer hit
points by damage in combat (from aweapon or other blow, not a spell or
special ability), the character can
attempt to roll with the damage. To
use this ability, the character must

attempt a Reflex saving throw (DC= damage dealt). If the savesucceeds, she takes only half
damage from the blow; if it fails, shetakes full damage. She must beaware of the attack and able to react
to it in order to execute her
defensive roll—if she is denied her
Dexterity bonus to AC, she can’t use
this ability. Since this effect would
not normally allow a character tomake a Reflex save for half damage,the character’s evasion ability does
not apply to the defensive roll.

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

Opportunist (Ex)Once per round, the character canmake an attack of opportunity
against an opponent who has justbeen struck for damage in melee byanother character. This attack
counts as the character’s attack ofopportunity for that round. Even acharacter with the Combat Reflexesfeat can’t use the opportunist ability
more than once per round.
Skill Mastery
The character becomes so certain in
the use of certain skills that she canuse them reliably even underadverse conditions.
Upon gaining this ability, sheselects a number of skills equal to 3
+ her Intelligence modifier. Whenmaking a skill check with one ofthese skills, she may take 10 even if
stress and distractions would
normally prevent her from doing so.
A character may gain this special
ability multiple times, selecting
additional skills for it to apply toeach time.

Prerequisites: Character Level 9,
Smite Chaos II.
Ability Type: Supernatural.
Class Levels: Paladin.
Description: The character may
now smite chaos three times perday (instead of twice per day).

SMITE EVIL III

Feat

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

SMITE CHAOS III

A character may gain a bonus featin place of a special ability. Thisfeat does not count as a base featforthepurposesoflevel
determination.

Prerequisites: Character Level 9,
Smite Evil II.

SHADOW ILLUSION

Description: The character may
now smite evil three times per day(instead of twice per day).

Prerequisites: Character Level 9,
Hide in Plain Shadow, Darkvision.
Ability Type: Spell-Like.
Class Levels: None.
Description: The character cancreate visual illusions. This ability’seffect is identical to that of thearcane spell silent image and may
be employed once per day.

Ability Type: Supernatural.
Class Levels: Paladin.

SMITE GOOD III
Prerequisites: Character Level 9,
Smite Good II.
Ability Type: Supernatural.
Class Levels: Paladin.

SLOW FALL IV

Description: The character may
now smite good three times per day(instead of twice per day).

Prerequisites: Character Level 9,
Slow Fall III.

SMITE LAW III

Ability Type: Extraordinary.
Class Levels: None.
Description: If the character iswithin arm’s reach of a wall, she canuse it to slow her descent. Whenfalling, she takes damage as if thefall were 50 feet shorter than it
actually is. This distance replaces
the distance gained from Slow Fall
III.

Prerequisites: Character Level 9,
Smite Law II.
Ability Type: Supernatural.
Class Levels: Paladin.
Description: The character may
now smite law three times per day(instead of twice per day).

SUMMON SHADOW
Prerequisites: Character Level 9,
Hide in Plain Shadow, Darkvision.

31

Ability Type: Supernatural.

Ability Type: Supernatural.

Class Levels: Shadowdancer.

Class Levels: Druid.

Description: The character cansummon a shadow, an undead
shade. Unlike a normal shadow, thisshadow’s alignment matches that of
the character, and the creaturecannotcreatespawn.
The
summoned shadow cannot be
turned, rebuked, or commanded byany third party. This shadow serves
as a companion to the characterand can communicate intelligiblywith the character. Every third
shadowdancer class level gained by
the character adds +2 HD (and therequisite base attack and base savebonus increases) to her shadow
companion.

Description: The character gains
the ability to use wild shape fourtimes per day.

If a shadow companion isdestroyed, or the character chooses
to dismiss it, the character must
attempt a DC 15 Fortitude save. If
the saving throw fails, the character
loses 200 experience points per
shadowdancer
class
level.
A
successful saving throw reduces theloss by half, to 100 XP pershadowdancer class level. The
character’s XP total can never go
below zero as the result of ashadow’s dismissal or destruction. A
destroyed or dismissed shadow
companion cannot be replaced for
30 days.

TERRAIN MASTERY V
Prerequisites: Character Level 9,
Terrain Mastery IV.
Ability Type: Natural.
Class Levels: None.
Description:
Choose anotherterrain type found under Terrain
Mastery I. You gain the benefits of
Terrain Mastery I for that terrain
type as well.

WILD SHAPE IV
Prerequisites: Character Level 9,
Wild Shape III.

WIZARDRY III
Prerequisites: Character Level 9,
Wizardry II.
Ability Type: Natural.
Class Levels: None.
Description: The character gains abonus feat. She can choose ametamagic feat, an item creation
feat, or Spell Mastery. The charactermust still meet all prerequisites fora bonus feat, including caster level
minimums.

11TH-LEVEL SPECIALABILITIESAll 11th-Level Special Abilities have“Character
Level
10”
as
a
prerequisite.

BONUS LANGUAGE I
Prerequisites: Character Level 10,
Loremaster Secret II.
Ability Type: Natural.
Class Levels: None.
Description: The character gains a
new language.

COMBAT STYLE MASTERY:ARCHERY
Prerequisites: Character Level 10,
Improved Combat Style: Archery.
Ability Type: Extraordinary.
Class Levels: None.
Description:
The character istreated as having the Improved

32

Precise Shot feat, even if he does
not have the normal prerequisites
for that feat. This feat does notcount as a base feat for the purposesof level determination. The benefitsof the character’s style apply only
when he wears light or no armor.
He loses all benefits of his combatstyle when wearing medium or
heavy armor.

COMBAT STYLE MASTERY:TWO-WEAPON
Prerequisites: Character Level 10,
Improved Combat Style: TwoWeapon.
Ability Type: Extraordinary.
Class Levels: None.
Description:
The character istreated as having the Greater TwoWeapon Fighting feat, even if hedoes not have the normal
prerequisites for that feat. This featdoes not count as a base feat for the
purposes of level determination.
The benefits of the character’s style
apply only when he wears light or
no armor. He loses all benefits of
his combat style when wearing
medium or heavy armor.

CONTINGENTCONJURATION
Prerequisites: Character Level 10,
Extend Summoning.
Ability Type: Natural.
Class Levels: None.
Description: The character can
prepare a summoning or callingspell ahead of time to be triggeredby some other event. This functions
as described for the contingency
spell,
includinghavingthecharacter cast the summoning or
calling spell beforehand. The spell iscast instantly when the trigger
event occurs.
The conditions needed to bring thespell into effect must be clear,although they can be general. If
complicatedorconvoluted
condition as are prescribed, thecontingent conjuration may failwhen triggered. The conjuration
spell occurs based solely on thestated conditions, regardless ofwhether the thaumaturgist wants it
to, although most conjurations canbedismissed
normally.
Thecharacter can have only one
contingent conjuration active at atime.

DEFENDER AC BONUS II
Prerequisites: Character Level 10,
Defender AC Bonus I.
Ability Type: Extraordinary.
Class Levels: None.
Description:
The character
receives an additional +1 dodge
bonus to Armor Class. This bonus
stacks with the dodge bonus
granted by Defender AC Bonus I(for a new total of +2). Dodge
bonuses stack with all otherbonuses to AC, even other dodge
bonuses.

System Reference Document for
more details.

GRACE
Prerequisites: Character Level 10,
Enhanced Mobility.
Ability Type: Extraordinary.
Class Levels: None.
Description: The character gains
an additional +2 competence bonuson all Reflex saving throws. Thisability functions for the character
only when she is wearing no armorand not using a shield.

GREATER FLURRY
Prerequisites: Character Level 10,
Flurry of Blows III.

Ability Type: Supernatural.
Class Levels: None.
Description: The character gains
immunity to poisons of all kinds.

FIENDISH SERVANTPrerequisites: Character Level 10,
evil alignment.
Ability Type: Spell-Like.
Class Levels: Blackguard.
Description: The character gains afiendish servant. See the blackguard
prestige class special ability in the

Ability Type: Natural.
Class Levels: None.
Description: The character candeclare one melee or ranged attack
he makes to be a sneak attack (thetarget can be no more than 30 feetdistant if the impromptu sneak
attack is a ranged attack). The
target of an impromptu sneak
attack loses any Dexterity bonus toAC, but only against that attack.
The power can be used against any
target, but creatures that are notsubject to critical hits take no extra
damage (though they still lose any
Dexterity bonus to AC against theattack). The character can use thisability once per day.

Ability Type: Natural.
Class Levels: None.
Description: In addition to thestandard single extra attack thecharacter gets from flurry of blows,
she gets a second extra attack at her
full base attack bonus.

DIAMOND BODY
Prerequisites: Character Level 10,
Wholeness of Body.

Knowledge (arcana) 4 ranks, ability
to cast mage hand, ability to cast
one arcane spell of 3rd level orhigher..

PLANAR TERRAIN MASTERYI
Prerequisites: Character Level 10,
Terrain Mastery V.
Ability Type: Natural.
Class Levels: None.

GREATER RAGE
Prerequisites: Character Level 10,
non-lawful alignment, Rage III.
Ability Type: Extraordinary.
Class Levels: None.
Description:
The character’sbonusestoStrengthandConstitution during his rage eachincrease to +6, and his morale
bonus on Will saves increases to +3.
The penalty to AC remains at -2.

IMPROMPTU SNEAKATTACK I
Prerequisites: Character Level 10,
non-lawful alignment, Decipher
Script 7 ranks, Disable Device 7
ranks, Escape Artist 7 ranks,

33

Description: Choose one terrain
type found below under Planar
Terrain Mastery Benefits. Planar
terrain mastery gives the charactera bonus on checks involving a skill
useful in that planar terrain, orsome other appropriate benefit. The
character also knows how to fightdangerous creatures typically foundin that planar terrain, gaining a +1
insight bonus on attack rolls anddamage rolls against creatures withthat terrain mentioned in theEnvironment
entry
of
their
descriptions. The character only
gains the bonus if the creaturedescription specifically lists theterrain type.
Characters take their planar terrain
mastery with them wherever theygo. They retain their planar terrainmastery bonuses on skill checks,
attack rolls, and damage rolls
whether they’re actually in therelevant terrain or not.

alignment of the plane with regard
to magic, but your behavior and anyalignment-related Class Features
you have are unaffected.

Prerequisites: Character Level 10,
Shadow Illusion, Summon Shadow.

Planar Terrain Mastery Benefits

Cavernous (Planar)

Ability Type: Supernatural.

Fiery (Planar)

You gain tremorsense with a 30-footrange.

Class Levels: None.

This kind of planar terrain masteryprovides you with resistance to fire
20. You gain a +1 insight bonus on
attack and damage rolls against
outsiders and elementals with thefire subtype.
Weightless (Planar)
You gain a +30-foot bonus to yourfly speed on planes with no gravity
or subjective gravity. You gain a +1
insight on attack and damage rolls
against creatures native to the
Astral Plane, the Elemental Plane ofAir, and the Ethereal Plane.
Cold (Planar)
This kind of planar terrain masteryprovides you with resistance to cold
20. You gain a +1 insight bonus on
attack and damage rolls against
outsiders and elementals with thecold subtype.
Shifting (Planar)
You instinctively anticipate shifts in
the reality of the plane that bring
you closer to your destination,
giving you the spell-like ability touse dimension door (as the spell
cast at your character level) once
every 1d4 rounds. You gain a +1
insight bonus on attack and damage
rolls
againstoutsidersandelementals native to a shifting
plane.
Aligned (Planar)
You have the instinctive ability to
mimic the dominant alignment of
the plane. You incur none of thepenalties for having an alignment at
odds with that of the plane, andspells and abilities that harm thoseof the opposite alignment don’t
affect you. You have the dominant

Other (Planar)
If other planes are in use additional
Planar Terrains can be created by
the DM.

POISON RESISTANCE III
Prerequisites: Character Level 10,
Poison Use, Poison Resistance II.
Ability Type: Natural.
Class Levels: None.
Description: The character gains a+3 natural saving throw bonus to all
poisons. This bonus replaces thebonus granted by Poison ResistanceII.

SEEKER ARROW
Prerequisites: Character Level 10,
Enhance Arrow II.
Ability Type: Spell-Like.
Class Levels: None.
Description: The character canlaunch an arrow once per day at atarget known to her within range,
and the arrow travels to the target,
even around corners. Only an
unavoidable obstacle or the limit of
the arrow’s range prevents thearrow’s flight. This ability negatescover and concealment modifiers,
but otherwise the attack is rolled
normally. Using this ability is astandard action (and shooting thearrow is part of the action).

34

SHADOW JUMP I

Description: The character gains
the ability to travel between
shadows as if by means of adimension door spell. The limitationis that the magical transport must
begin and end in an area with atleast some shadow. The charactercan jump up to a total of 20 feeteach day in this way; this may be asingle jump of 20 feet or two jumps
of 10 feet each.

SNEAK ATTACK VI
Prerequisites: Character Level 10,
Sneak Attack V.
Ability Type: Natural.
Class Levels: None.
Description: The character’s sneak
attack now deals 6d6 extra damage(instead of 5d6).

WILD SHAPE: TINY
Prerequisites: Character Level 10,
Wild Shape IV.
Ability Type: Supernatural.
Class Levels: Druid.
Description: The character gains
the ability to take the shape of a
Tiny animal when using Wild
Shape.

12TH-LEVEL SPECIALABILITIESAll 12th-Level Special Abilities have“Character
Level
11”
as
a
prerequisite.

ABUNDANT STEP
Prerequisites: Character Level 11,
Diamond Body.
Ability Type: Supernatural.
Class Levels: Monk.
Description: The character canslip magically between spaces, as if
using the spell dimension door,
once per day. Her caster level forthis effect is one-half her monkclass level (rounded down).

times per day (instead of twice perday).

ENHANCE ARROW III
Prerequisites: Character Level 11,
Enhance Arrow II.
Ability Type: Supernatural.
Class Levels: None.
Description:
Every nonmagicalarrow the character nocks and lets
fly now gains a +3 enhancement
bonus (instead of +2).

BESTOW CURSE III
FIGHTING MASTERY VII

Prerequisites: Character Level 11,
Aura of Alignment (Chaos), Bestow
Curse II.

Prerequisites: Character Level 11,
Fighting Mastery VI.

Ability Type: Spell-Like.

Ability Type: Natural.

Class Levels: None.

Class Levels: None.

Description: The character can
produce a bestow curse effect, threetimes per week (instead of twice perweek).

Description: The character gains abonus combat-oriented feat. This
bonus feat must be drawn from thefeats noted as fighter bonus feats in
the System Reference Document.
The character must still meet all
prerequisites for a bonus feat,including ability score and baseattack bonus minimums. This featdoes not count as a base feat for the
purposes of level determination.

CAUSE DISEASE III
Prerequisites: Character Level 11,
Aura of Alignment (Evil), Cause
Disease II.
Ability Type: Spell-Like.
Class Levels: None.
Description: The character can
inflict disease with her touch (as thecontagion spell), three times per
week (instead of twice per week).

Prerequisites: Character Level 11,
Defensive Stance II.
Ability Type: Natural.
Class Levels: None.
Description: The character can
now use a defensive stance three

Description: The character canuse any of the planar ally spells tocall a creature to act as his cohort.
The called creature serves loyallyand well as long as the character
continues to advance a cause
important to the creature.
To call a planar cohort, thecharacter must cast the relevant
spell, paying the XP costs normally.
It takes an offering of 1,000 gp × the
HD of the creature to convince it toserve as a planar cohort, and theimproved ally class feature can’t be
used to reduce or eliminate thiscost. The planar cohort can’t havemore Hit Dice than the character
has, and must have an ECL nohigher than the thaumaturgist’s
character level -2.
The character can have only one
planar cohort at a time, but he cancontinue to make agreements withother called creatures normally. A
planarcohortreplacesthecharacter’s existing cohort, if he has
one by virtue of the Leadership feat.

PLANAR TERRAIN MASTERYII
Prerequisites: Character Level 11,
Planar Terrain Mastery I.
Ability Type: Natural.

LOREMASTER SECRET III
Class Levels: None.
Prerequisites: Character Level 11,
Loremaster Secret II.
Ability Type: Natural.
Class Levels: Loremaster.

DEFENSIVE STANCE III

Class Levels: None.

Description:
The characterchooses another secret from Table
9: Loremaster Secrets.

PLANAR COHORT

Description:
Choose anotherterrain type found under Planar
Terrain Mastery I. You gain thebenefits of Planar Terrain Mastery I
for that terrain type as well.

PRECISE STRIKE I
Prerequisites: Character Level 11,
Grace.
Ability Type: Extraordinary.

Prerequisites: Character Level 11,
Contingent Conjuration.
Ability Type: Natural.

35

Class Levels: None.

Description: The character gains
the ability to strike precisely with alight or one-handed piercing
weapon, gaining an extra 1d6
damage added to her normal
damage roll.
When making a precise strike, thecharacter cannot attack with aweapon in her other hand or use ashield. The character’s precise strike
only works against living creatureswith discernible anatomies. Any
creature that is immune to criticalhits is not vulnerable to a precise
strike, and any item or ability that
protects a creature from critical hits
also protects a creature from a
precise strike.

RAGE IV
Prerequisites: Character Level 11,
non-lawful alignment, Rage III.
Ability Type: Extraordinary.

Description: The character can
produce a remove disease effect, as
the spell, three times per week
(instead of twice per week).

enhancement bonus granted by
Speed Bonus III. If the character isin armor or carrying a medium or
heavy load, she loses this extra
speed.

SLOW FALL V
TRAP SENSE IV
Prerequisites: Character Level 11,
Slow Fall IV.

Prerequisites: Character Level 11,
Trap Sense III.

Ability Type: Extraordinary.
Ability Type: Extraordinary.
Class Levels: None.
Class Levels: None.
Description: If the character iswithin arm’s reach of a wall, she canuse it to slow her descent. Whenfalling, she takes damage as if thefall were 60 feet shorter than it
actually is. This distance replaces
the distance gained from Slow FallIV.

Description: The character now
has a +4 bonus on Reflex saves
made to avoid traps and a +4 dodge
bonus to AC against attacks madeby traps. This bonus replaces thebonus gained from Trap Sense III.

UNARMED STRIKE IV
SONG OF FREEDOM
Prerequisites: Character Level 11,
Unarmed Strike III.

Class Levels: None.

Prerequisites: Character Level 11,
Inspire Greatness, 15 or more ranks
in Perform.

Description: The character can
now rage four times per day. See
Rage I for details.

Ability Type: Spell-Like.

Class Levels: None.

Class Levels: Bard.

Description:
The character’s
unarmedstrikesincreaseindamage. A small character now
deals 1d10 damage with unarmed
strikes, a medium character 2d6
damage, and a large character 3d6
damage.

REMOVE CURSE III
Prerequisites: Character Level 11,
Aura of Alignment (Law), Remove
Curse II.
Ability Type: Spell-Like.
Class Levels: None.
Description: The character can
produce a remove curse effect,
three times per week (instead of
two times per week).

REMOVE DISEASE III

Description: The character canuse music or poetics to create aneffect equivalent to the breakenchantment spell (caster level
equals the character’s bard classlevel). Using this ability requires 1
minuteofuninterrupted
concentration and music, and it
functions on a single target within
30 feet. The character can’t use songof freedom on himself.

WILD SHAPE: PLANT
Prerequisites: Character Level 11,
Wild Shape IV.
Ability Type: Supernatural.

SPEED BONUS IV
Class Levels: Druid.
Prerequisites: Character Level 11,
Speed Bonus III.

Prerequisites: Character Level 11,
Aura of Alignment (Good), Remove
Disease II.

Ability Type: Extraordinary.

Ability Type: Spell-Like.

Description: The character now
has an enhancement bonus to her
speed of +40 ft. This replaces theClass Levels: None.

Ability Type: Natural.

Class Levels: None.

36

Description: The character is able
to use wild shape to change into aplant creature with the same size
restrictions as for animal forms.
(The character can’t use this ability
to take the form of a plant that isn’t
a creature.)13TH-LEVEL SPECIALABILITIESAll 13th-Level Special Abilities have“Character
Level
12”
as
a
prerequisite.

A THOUSAND FACES
Prerequisites: Character Level 12,
Wild Shape IV.

Description: The character gains
damage reduction 3/-. This damage
reduction replaces the damage
reduction gained from Damage
Reduction I and Damage Reduction
II. Subtract 3 from the damage thecharacter takes each time he is dealt
damage from a weapon or a naturalattack.

CAMOUFLAGE

Ability Type: Supernatural.

Prerequisites: Character Level 12.

Class Levels: Druid.

Ability Type: Extraordinary.

Description: The character gains
theabilitytochangeher
appearance at will, as if using the
disguise self spell, but only while inher normal form. This affects thecharacter’s body but not her
possessions. It is not an illusory
effect, but a minor physicalalterationofthecharacter’s
appearance, within the limits
described for the spell.

Class Levels: None.

ACROBATIC CHARGE
Prerequisites: Character Level 12,
Precise Strike.
Ability Type: Extraordinary.
Class Levels: None.
Description: The character gains
the ability to charge in situations
where others cannot. She may
charge over difficult terrain that
normally
slows
movement.
Depending on the circumstance,
she may still need to makeappropriate checks to successfully
move over the terrain.

DAMAGE REDUCTION III
Prerequisites: Character Level 12,
Damage Reduction II or Defensive
Stance III.

Description: The character canuse the Hide skill in any sort ofnatural terrain, even if the terrain
doesn’t grant cover or concealment.

PHASE ARROW
Prerequisites: Character Level 12,
Enhance Arrow III.
Ability Type: Spell-Like.
Class Levels: None.
Description: The character canlaunch an arrow once per day at atarget known to her within range,
and the arrow travels to the target
in a straight path, passing throughany nonmagical barrier or wall in its
way. (Any magical barrier stops thearrow.) This ability negates cover,concealment, and even armor
modifiers, but otherwise the attackis rolled normally.
Using this ability is a standard
action (and shooting the arrow ispart of the action).

DIAMOND SOUL
Prerequisites: Character Level 12,
Abundant Step.
Ability Type: Extraordinary.
Class Levels: Monk.
Description: The character gains
spell resistance equal to her current
monk class level + 10. In order toaffect the character with a spell, aspellcaster must get a result on acaster level check (1d20 + casterlevel) that equals or exceeds thecharacter’s spell resistance.

PLANAR TERRAIN MASTERY
III
Prerequisites: Character Level 12,
Planar Terrain Mastery II.
Ability Type: Natural.
Class Levels: None.
Description:
Choose anotherterrain type found under Planar
Terrain Mastery I. You gain thebenefits of Planar Terrain Mastery I
for that terrain type as well.

GREATER LORE

POISON RESISTANCE IV

Prerequisites: Character Level 12,
Loremaster Secret III.

Prerequisites: Character Level 12,
Poison Use, Poison Resistance III.

Ability Type: Extraordinary.

Ability Type: Natural.

Class Levels: None.

Class Levels: None.

Description: The character gains
the ability to understand magic
items, as with the identify spell.

Description: The character gains a+4 natural saving throw bonus to all
poisons. This bonus replaces thebonus granted by Poison ResistanceIII.

Ability Type: Extraordinary.
Class Levels: None.

37

RANGED LEGERDEMAIN II
Prerequisites: Character Level 12,
non-lawfulalignment,
RangedLegerdemain I.

14TH-LEVEL SPECIALABILITIESAll 14th-Level Special Abilities have“Character
Level
13”
as
a
prerequisite.

ENHANCE ARROW IV
Prerequisites: Character Level 13,
Enhance Arrow III.
Ability Type: Supernatural.

Ability Type: Natural.
Class Levels: None.
Class Levels: None.
Description: The character can
now make two ranged legerdemainskill checks each day. See details
under Ranged Legerdemain I.

ROGUE SPECIAL ABILITY II
Prerequisites: Character Level 12,
Rogue Special Ability I.
Ability Type: Varies (See Below).
Class Levels: None.
Description: The character gains
another special ability of her choicefrom among those listed underRogue Special Ability I.

SHADOW JUMP II
Prerequisites: Character Level 12,
Shadow Jump I.

DEFENDER AC BONUS III
Prerequisites: Character Level 13,
Defender AC Bonus II.
Ability Type: Extraordinary.
Class Levels: None.
Description:
The character
receives an additional +1 dodge
bonus to Armor Class. This bonus
stacks with the dodge bonuses
granted by previous Defender AC
Bonus special abilities (for a new
total of +3). Dodge bonuses stackwith all other bonuses to AC, evenother dodge bonuses.

DEFENSIVE STANCE IV
Prerequisites: Character Level 13,
Defensive Stance III, Damage
Reduction III.
Ability Type: Natural.

Ability Type: Supernatural.

Class Levels: None.

Class Levels: None.

Description: The character can
now use a defensive stance fourtimes per day (instead of threetimes per day).

Description: The character can
now shadow jump up to a total of
40 feet each day in this way; thismay be a single jump of 40 feet, twojumps of 20 feet each, four jumps of
10 feet each, etc.

SNEAK ATTACK VII
Prerequisites: Character Level 12,
Sneak Attack VI.
Ability Type: Natural.
Class Levels: None.
Description: The character’s sneak
attack now deals 7d6 extra damage(instead of 6d6).

Description:
Every nonmagicalarrow the character nocks and lets
fly now gains a +4 enhancement
bonus (instead of +3).

ELABORATE PARRY
Prerequisites: Character Level 13,
Acrobatic Charge.
Ability Type: Extraordinary.
Class Levels: Duelist.
Description:
If the characterchooses to fight defensively or use
total defense in melee combat, shegains an additional +1 dodge bonus
to AC for each class level of duelist
she has.

38

FIGHTING MASTERY VIII
Prerequisites: Character Level 13,
Fighting Mastery VII.
Ability Type: Natural.
Class Levels: None.
Description: The character gains abonus combat-oriented feat. This
bonus feat must be drawn from thefeats noted as fighter bonus feats in
the System Reference Document.
The character must still meet all
prerequisites for a bonus feat,including ability score and baseattack bonus minimums. This featdoes not count as a base feat for the
purposes of level determination.

HIEROPHANT SPECIALABILITY I
Prerequisites: Character Level 13,
Knowledge (religion) 15 ranks, any
metamagic feat, ability to cast 7thlevel divine spells.
Ability Type: Varies.
Class Levels: None.
Description: The character gains a
special ability of his choice fromamong the following.
Blast Infidel (Su)The character can use negative
energy spells to their maximum
effect on creatures with analignment opposed to the character.
Any spell with a description that

involves inflicting or channelingnegative energy cast on a creatureof the opposed alignment works as
if under the effect of a Maximize
Spell feat (without using a higherlevel spell slot). Undead affected bythis ability heal the maximized
amount of damage.
Divine Reach (Su)A character with this ability can use
touch spells on targets up to 30 feetaway. If the spell requires a melee
touch attack, the character must
make a ranged touch attack instead.
Divine reach can be selected asecond time as a special ability, inwhich case the range increases to
60 feet.
Faith Healing (Su)The character can use healing spells
to their maximum effect on
creatures of the same alignment as
the character (including thecharacter himself). Any spell withthe healing descriptor cast on suchcreatures works as if under theeffects of a Maximize Spell feat(without using a higher-level spellslot).
Gift of the Divine (Su)
Available only to characters withcleric class or spellcaster levels, thisability allows the character totransfer one or more uses of histurn undead ability to a willing
creature. (Characters who rebuke
undead transfer uses of rebuke
undead instead.) The transfer lasts
anywhere from 24 hours to one
week (chosen at the time oftransfer), and while the transfer isin effect, the number of turning
attempts per day allowed to thecharacter is reduced by the number
transferred. The recipient turns
undead as a cleric of the character’s
cleric class level but uses her own
Charisma modifier.
Mastery of Energy (Su)
Available only to characters withcleric class or spellcaster levels, thisability allows the character tochannel positive or negative energy
much more effectively, increasing
his ability to affect undead. Add a+4 bonus to the character’s turning
checks and turning damage rolls.
This ability only affects undead,even if the character can turn othercreatures, such as with a granted
power of a domain.
Metamagic Feat
The character can choose ametamagic feat in place of one of
the special abilities described here if
desired.
Power of Nature (Su)
Available only to characters withdruid class or spellcasting levels,
this ability allows the character totemporarily transfer one or more ofhis druid special abilities (those
appearing in the druid basic classdescription in the System Reference
Document) to a willing creature.
The transfer lasts anywhere from 24hours to one week (chosen at thetime of transfer), and while thetransfer is in effect, the charactercannot use the transferred power.
He can transfer any of his druid
powers except spellcasting and theabilitytohaveananimalcompanion.
The wild shape ability can bepartially or completely transferred.
The character chooses how many
uses of wild shape per day to give totransfer and retains the rest of theuses for himself. If the character canassume the form of Tiny or Huge
animals, the recipient can as well.
As with the imbue with spell ability
spell,
thecharacterremains
responsible to his deity for any use
to which the recipient puts thetransferred abilities.

caster level checks. This ability canbe selected more than once, andchanges to effective caster level are
cumulative.
Spell-Like Ability
A character who selects this special
ability can use one of his divine
spell slots (or an appropriate
number of spell points) topermanently prepare one of his
divine spells as a spell-like ability
that can be used twice per day. The
character does not use any
components when casting the spell,although a spell that costs XP tocast still does so, and a spell with acostly material component instead
costs him 10 times that amount in
XP.
The spell normally uses a spell slotof the spell’s level (or higher, if thecharacter chooses to permanently
attach a metamagic feat to the spellchosen). The character can use anavailable higher-level spell slot to
use the spell-like ability more than
twice per day. Allocating a slot
three levels higher allows him tocast the spell four times per day,and a slot six levels higher lets him
cast it six times per day. If selected
more than one time as a special
ability, this ability can apply to thesame spell (increasing the numberof times per day it can be used) or
to a different spell.

HIGH ARCANA I
Prerequisites: Character Level 13,
Knowledge (arcana) 15 ranks,
Spellcraft 15 ranks, Skill Focus(Spellcraft), Spell Focus in two
schools of magic, ability to cast 7thlevel arcane spells, knowledge of
5th-level or higher spells from atleast five schools.
Ability Type: Varies.

Spell PowerClass Levels: None or Archmage.
This special ability increases thecharacter’s effective caster level by 1
for purposes of determining leveldependent spell variables and for

39

Description: The character gains
the opportunity to select a special
ability from among those describedbelow by permanently eliminating
one existing spell slot (she cannot
eliminate a spell slot of higher level
than the highest-level spell she cancast). Each special ability has aminimum required spell slot level,as specified in its description.

The caster decides whether to alter
the spell’s energy type and chooses
the new energy type when hebegins casting. This ability costs
one 8th-level spell slot.

The character may choose toeliminate a spell slot of a higher
level than that required to gain atype of high arcana.

The character can alter area andeffect spells that use one of thefollowing shapes: burst, cone,
cylinder, emanation, or spread. The
alteration consists of creating
spaces within the spell’s area or
effect that are not subject to thespell. The minimum dimension forthese spaces is a 5-foot cube.
Furthermore, any shapeable spells
have a minimum dimension of 5feet instead of 10 feet. This ability
costs one 6th-level spell slot.

Arcane Fire (Su)The character gains the ability tochange arcane spell energy into
arcane fire, manifesting it as a boltof raw magical energy. The bolt is aranged touch attack with long range(400 feet + 40 feet/class level ofarchmage) that deals 1d6 points ofdamage per class level of thearchmage plus 1d6 points of damage
per level of the spell used to create
the effect. This ability costs one
9th-level spell slot.
Arcane Reach (Su)The character can use spells with arange of touch on a target up to 30
feet away. The character must makea ranged touch attack. Arcane reachcan be selected a second time as a
special ability, in which case therange increases to 60 feet. Thisability costs one 7th-level spell slot.
Mastery of Counterspelling
When the character counterspells aspell, it is turned back upon thecaster as if it were fully affected by aspell turning spell. If the spellcannot be affected by spell turning,then it is merely counterspelled.
This ability costs one 7th-level spell
slot.
Mastery of Elements
The character can alter an arcane
spell when cast so that it utilizes adifferent element from the one it
normally uses. This ability can only
alter a spell with the acid, cold, fire,electricity, or sonic descriptor. The
spell’s casting time is unaffected.

use the spell-like ability more often.
Using a slot three levels higher thanthe chosen spell allows her to use
the spell-like ability four times perday, and a slot six levels higher lets
her use it six times per day.

Mastery of Shaping
If spell-like ability is selected morethan one time as a high arcana
choice, this ability can apply to thesame spell chosen the first time(increasing the number of times per
day it can be used) or to a different
spell.

INDOMITABLE WILL
Prerequisites: Character Level 13,
non-lawfulalignment,
GreaterRage.

Spell Power

Ability Type: Extraordinary.

This ability increases the character’s
effective caster level by +1 (forpurposes of determining leveldependent spell variables such as
damage dice or range, and casterlevel checks only). This ability costs
one 5th-level spell slot.

Class Levels: None.

Spell-Like Ability
A character who selects this type ofhigh arcana can use one of her
arcane spell slots (other than a slot
expended to learn this or any othertype of high arcana) to permanently
prepare one of her arcane spells as aspell-like ability that can be used
twice per day. The character does
not use any components whencasting the spell, although a spellthat costs XP to cast still does so
and a spell with a costly material
component instead costs her 10times that amount in XP. Thisability costs one 5th-level spell slot.
The spell-like ability normally uses
a spell slot of the spell’s level,although the character can choose
to make a spell modified by ametamagic feat into a spell-likeability at the appropriate spell level.
The character may use an available
higher-level spell slot in order to40

Description: While in a rage, thecharacter gains a +4 bonus on Will
saves to resist enchantment spells.
This bonus stacks with all othermodifiers, including the morale
bonus on Will saves he also receives
during his rage.

INSPIRE COURAGE III
Prerequisites: Character Level 13,
Song of Freedom.
Ability Type: Supernatural.
Class Levels: None.
Description:
The character’s
Inspire Courage increases by 1 andis now +3. See Inspire Courage I for
details.

LOREMASTER SECRET IV
Prerequisites: Character Level 13,
Loremaster Secret III.
Ability Type: Natural.
Class Levels: Loremaster.

Description:
The characterchooses another secret from Table
9: Loremaster Secrets.

PLANAR TERRAIN MASTERYIV
Prerequisites: Character Level 13,
Planar Terrain Mastery III.
Ability Type: Natural.
Class Levels: None.
Description:
Choose anotherterrain type found under Planar
Terrain Mastery I. You gain thebenefits of Planar Terrain Mastery I
for that terrain type as well.

SLOW FALL VI
Prerequisites: Character Level 13,
Slow Fall V.

15TH-LEVEL SPECIALABILITIESAll 15th-Level Special Abilities have“Character
Level
14”
as
a
prerequisite.

BESTOW CURSE IV
Prerequisites: Character Level 14,
Aura of Alignment (Chaos), Bestow
Curse III.
Ability Type: Spell-Like.
Class Levels: None.
Description: The character can
produce a bestow curse effect, fourtimes per week (instead of threetimes per week).

Class Levels: None.

Ability Type: Natural.

Description: If the character iswithin arm’s reach of a wall, she canuse it to slow her descent. Whenfalling, she takes damage as if thefall were 70 feet shorter than it
actually is. This distance replaces
the distance gained from Slow Fall
V.

Class Levels: None.

Ability Type: Supernatural.
Class Levels: Druid.
Description: The character gains
the ability to use wild shape fivetimes per day.

If the character chooses humanoids
or outsiders as a favored enemy, hemust also choose an associatedsubtype, as indicated on the table. If
a specific creature falls into morethan one category of favored
enemy, the character’s bonuses do
not stack; he simply uses whicheverbonus is higher.

HAIL OF ARROWS

Ability Type: Extraordinary.

Prerequisites: Character Level 13,
Wild Shape IV.

Description: The character may
select an additional favored enemy
from those given on Table: Ranger
Favored Enemies in the System
Reference Document. In addition,
the bonus against any one favored
enemy (including the one justselected, if so desired) increases by
2.

BONUS LANGUAGE II
Prerequisites: Character Level 14,
Loremaster Secret IV.

WILD SHAPE V

Class Levels: None.

Prerequisites: Character Level 14,
Enhance Arrow IV.
Ability Type: Spell-Like.
Class Levels: Arcane Archer.

Description: The character gains a
new language.

CAUSE DISEASE IV
Prerequisites: Character Level 14,
Aura of Alignment (Evil), Cause
Disease III.
Ability Type: Spell-Like.
Class Levels: None.
Description: The character can
inflict disease with her touch (as thecontagion spell), four times per
week (instead of three times perweek).

FAVORED ENEMY IV
Prerequisites: Character Level 14,
Favored Enemy III.
Ability Type: Extraordinary.

41

Description: In lieu of her regularattacks, once per day the charactercan fire an arrow at each and every
target within range, to a maximumof one target for every arcane archer
class level. Each attack uses thecharacter’s primary attack bonus,
and each enemy may only betargeted by a single arrow.

HIEROPHANT SPECIALABILITY II
Prerequisites: Character Level 14,
Hierophant Special Ability I.
Ability Type: Varies.
Class Levels: None.
Description: The character gains
another special ability of his choicefrom among those listed underHierophant Special Ability I.

HIGH ARCANA II
Prerequisites: Character Level 14,
High Arcana I.
Ability Type: Varies.
Class Levels: None or Archmage.
Description: The character gains
another special ability listed underHigh Arcana I.

IMPROMPTU SNEAKATTACK II
Prerequisites: Character Level 14,
non-lawful alignment, Impromptu
Sneak Attack I.

tremendous heroism in himself or asingle willing ally within 30 feet. For
every three bard class levels thecharacter attains beyond 15th, he
can inspire heroics in one
additional creature. To inspire
heroics, the character must sing andan ally must hear the character singfor a full round. A creature so
inspired gains a +4 morale bonus on
saving throws and a +4 dodge
bonus to AC. The effect lasts for as
long as the ally hears the charactersing and for up to 5 rounds
thereafter. Inspire heroics is amind-affecting ability.

INTUITIVE DEFENSE IV

Ability Type: Natural.

Prerequisites: Character Level 14,
Intuitive Defense III.

Class Levels: None.

Ability Type: Extraordinary.

Description: The character can
now use impromptu sneak attack
twice per day.

Class Levels: None.

PLANAR TERRAIN MASTERYV
Prerequisites: Character Level 14,
Planar Terrain Mastery IV.
Ability Type: Natural.
Class Levels: None.
Description:
Choose anotherterrain type found under Planar
Terrain Mastery I. You gain thebenefits of Planar Terrain Mastery I
for that terrain type as well.

POISON RESISTANCE V
Prerequisites: Character Level 14,
Poison Use, Poison Resistance IV.
Ability Type: Natural.
Class Levels: None.

IMPROVED REACTION II
Prerequisites: Character Level 14,
Improved Reaction I.
Ability Type: Extraordinary.
Class Levels: None.
Description:
The character’sbonus from Improved Reaction I
increases to +4. This replaces thebonus gained from Improved
Reaction I. This bonus stacks withthe benefit provided by the
Improved Initiative feat.

INSPIRE HEROICS
Prerequisites: Character Level 14,
Inspire Courage III, 18 or moreranks in Perform.
Ability Type: Supernatural.
Class Levels: Bard.
Description: The character canuse music or poetics to inspire

Description:
When unarmoredand unencumbered, the character
gains a +3 bonus to AC. This bonus
replaces the bonus to AC granted by
Intuitive Defense III.
This bonus to AC apply evenagainst touch attacks or when thecharacter is flat-footed. She loses
this bonus when she is immobilized
or helpless, when she wears any
armor, when she carries a shield, orwhen she carries a medium or
heavy load.

MOBILE DEFENSE
Prerequisites: Character Level 14,
Defensive Stance IV.
Ability Type: Extraordinary.
Class Levels: None.
Description: The character canadjusthis
positionwhile
maintaining a defensive stance.
While in a defensive stance, he cantake one 5-foot step each roundwithout losing the benefit of the
stance.

42

Description: The character gains a+5 natural saving throw bonus to all
poisons. This bonus replaces thebonus granted by Poison ResistanceIV.

QUIVERING PALM
Prerequisites: Character Level 14,
Ki Strike: Lawful, Diamond Soul.
Ability Type: Supernatural.
Class Levels: Monk.
Description: The character can set
up vibrations within the body ofanother creature that can thereafter
be fatal if the character so desires.
She can use this quivering palm
attack once a week, and she mustannounce her intent before making
her attack roll. Constructs, oozes,
plants,undead,incorporeal
creatures, and creatures immune tocritical hits cannot be affected.
Otherwise, if the character strikes
successfully and the target takes
damage from the blow, thequivering palm attack succeeds.
Thereafter the character can try toslay the victim at any later time, aslong as the attempt is made within

a number of days equal to her monkclass level. To make such an
attempt, the character merely wills
the target to die (a free action), andunless the target makes a Fortitude
saving throw (DC 10 + ½ thecharacter’s monk class level + thecharacter’s Wis modifier), it dies. If
the saving throw is successful, thetarget is no longer in danger fromthat particular quivering palm
attack, but it may still be affectedby another one at a later time.

REMOVE CURSE IV
Prerequisites: Character Level 14,
Aura of Alignment (Law), Remove
Curse III.
Ability Type: Spell-Like.
Class Levels: None.
Description: The character can
produce a remove curse effect, fourtimes per week (instead of threetimes per week).

jumps of 40 feet each, four jumps of
20 feet each, etc.

SMITE CHAOS IV
Prerequisites: Character Level 14,
Smite Chaos III.
Ability Type: Supernatural.
Class Levels: Paladin.
Description: The character may
now smite chaos four times per day(instead of three times per day).

SMITE EVIL IV
Prerequisites: Character Level 14,
Smite Evil III.
Ability Type: Supernatural.
Class Levels: Paladin.
Description: The character may
now smite evil four times per day(instead of three times per day).

REMOVE DISEASE IV

SMITE GOOD IV

Prerequisites: Character Level 14,
Aura of Alignment (Good), Remove
Disease III.

Prerequisites: Character Level 14,
Smite Good III.

Ability Type: Spell-Like.
Class Levels: None.
Description: The character can
produce a remove disease effect, as
the spell, four times per week
(instead of three times per week).

Ability Type: Supernatural.
Class Levels: Paladin.
Description: The character may
now smite good four times per day(instead of three times per day).

SMITE EVIL IV
Prerequisites: Character Level 14,
Smite Evil III.
Ability Type: Supernatural.
Class Levels: Paladin.
Description: The character may
now smite evil four times per day(instead of three times per day).

SNEAK ATTACK VIII
Prerequisites: Character Level 14,
Sneak Attack VII.
Ability Type: Natural.
Class Levels: None.
Description: The character’s sneak
attack now deals 8d6 extra damage(instead of 7d6).

SPEED BONUS V
Prerequisites: Character Level 14,
Speed Bonus IV.
Ability Type: Extraordinary.
Class Levels: None.
Description: The character now
has an enhancement bonus to her
speed of +50 ft. This replaces theenhancement bonus granted by
Speed Bonus IV. If the character isin armor or carrying a medium or
heavy load, she loses this extra
speed.

SMITE LAW IVSHADOW JUMP III
Prerequisites: Character Level 14,
Shadow Jump II.

Prerequisites: Character Level 14,
Smite Law III.

TIMELESS BODY: DRUIDIC

Ability Type: Supernatural.

Prerequisites: Character Level 14,
Wild Shape V.

Ability Type: Supernatural.

Class Levels: Paladin.

Ability Type: Extraordinary.

Class Levels: None.

Description: The character may
now smite law four times per day(instead of three times per day).

Class Levels: None.

Description: The character can
now shadow jump up to a total of
80 feet each day in this way; thismay be a single jump of 80 feet, two

43

Description: The character nolonger takes ability score penalties
for aging and cannot be magicallyaged. Any penalties she may havealready incurred, however, remainin place.
Bonuses still accrue, and thecharacter still dies of old age when
her time is up.

TRAP SENSE V
Prerequisites: Character Level 14,
Trap Sense IV.
Ability Type: Extraordinary.
Class Levels: None.
Description: The character now
has a +5 bonus on Reflex saves
made to avoid traps and a +5 dodge
bonus to AC against attacks madeby traps. This bonus replaces thebonus gained from Trap Sense IV.

WILD SHAPE: HUGE
Prerequisites: Character Level 14,
Wild Shape V.
Ability Type: Supernatural.
Class Levels: Druid.
Description: The character gains
the ability to take the shape of a
Huge animal when using Wild
Shape.

WIZARDRY IV
Prerequisites: Character Level 14,
Wizardry III.
Ability Type: Natural.
Class Levels: None.
Description: The character gains abonus feat. She can choose ametamagic feat, an item creation
feat, or Spell Mastery. The charactermust still meet all prerequisites fora bonus feat, including caster level
minimums.

16TH-LEVEL SPECIALABILITIESAll 16th-Level Special Abilities have“Character
Level
15”
as
a
prerequisite.

Ability Type: Supernatural.
Class Levels: None.
Description:
Every nonmagicalarrow the character nocks and lets
fly now gains a +5 enhancement
bonus (instead of +4).

DAMAGE REDUCTION IV
Prerequisites: Character Level 15,
Damage Reduction III.
Ability Type: Extraordinary.
Class Levels: None.
Description:
The character’sdamage reduction rises by 1 point,
for a new total of 4. Subtract 4 fromthe damage the character takes
each time he is dealt damage from aweapon or a natural attack.

DEFENSIVE STANCE V
Prerequisites: Character Level 15,
Mobile Defense.

FIGHTING MASTERY IXPrerequisites: Character Level 15,
Fighting Mastery VIII.
Ability Type: Natural.
Class Levels: None.
Description: The character gains abonus combat-oriented feat. This
bonus feat must be drawn from thefeats noted as fighter bonus feats in
the System Reference Document.
The character must still meet all
prerequisites for a bonus feat,including ability score and baseattack bonus minimums. This featdoes not count as a base feat for the
purposes of level determination.

Ability Type: Natural.
Class Levels: None.

HIEROPHANT SPECIALABILITY III

Description: The character can
now use a defensive stance fivetimes per day (instead of four times
per day).

Prerequisites: Character Level 15,
Hierophant Special Ability II.

DEFLECT ARROWS: DUELISTClass Levels: None.

Prerequisites: Character Level 15,
Elaborate Parry.

Description: The character gains
another special ability of his choicefrom among those listed underHierophant Special Ability I.

Ability Type: Natural.
Class Levels: None.

Ability Type: Varies.

HIGH ARCANA III

Description: The character gains
the benefit of the Deflect Arrows
feat when using a light or onehanded piercing weapon.

Prerequisites: Character Level 15,
High Arcana II.

ENHANCE ARROW V

Class Levels: None or Archmage.

Prerequisites: Character Level 15,
Enhance Arrow IV.

Description: The character gains
another special ability listed underHigh Arcana I.

44

Ability Type: Varies.

LOREMASTER SECRET V
Prerequisites: Character Level 15,
Loremaster Secret IV.
Ability Type: Natural.
Class Levels: Loremaster.
Description:
The characterchooses another secret from Table
9: Loremaster Secrets.

Description: The character gains
yet another special ability of her
choice from among those listed
under Rogue Special Ability I.

SLOW FALL VII
Prerequisites: Character Level 15,
Slow Fall VI.
Ability Type: Extraordinary.
Class Levels: None.

KI STRIKE: ADAMANTITE
Prerequisites: Character Level 15,
Ki Strike: Lawful.
Ability Type: Supernatural.
Class Levels: None.
Description:
The character’s
unarmed attacks are empoweredwith ki. Her unarmed attacks aretreated as magic weapons andlawful weapons for the purpose of
dealing damage to creatures withdamage reduction.
Also, herunarmed attacks are treated asadamantine weapons for the
purpose of dealing damage tocreatures with damage reduction
and bypassing hardness.

RAGE V
Prerequisites: Character Level 15,
non-lawful alignment, Rage IV.
Ability Type: Extraordinary.
Class Levels: None.
Description: The character can
now rage five times per day. See
Rage I for details.

Description: If the character iswithin arm’s reach of a wall, she canuse it to slow her descent. Whenfalling, she takes damage as if thefall were 80 feet shorter than it
actually is. This distance replaces
the distance gained from Slow Fall
VI.

gains
all
the
elemental’s
extraordinary, supernatural, andspell-like abilities. She also gains
the elemental’s feats for as long as
she maintains the wild shape, but
she retains her own creature type.

17TH-LEVEL SPECIALABILITIESAll 17th-Level Special Abilities have“Character
Level
16”
as
a
prerequisite.

ARROW OF DEATH
Prerequisites: Character Level 16,
Enhance Arrow V.
Ability Type: Spell-Like.
Class Levels: None.

UNARMED STRIKE V
Prerequisites: Character Level 15,
Unarmed Strike IV.
Ability Type: Natural.
Class Levels: None.
Description:
The character’s
unarmedstrikesincreaseindamage. A small character now
deals 2d6 damage with unarmed
strikes, a medium character 2d8
damage, and a large character 3d8
damage.

Description: The character cancreate an arrow of death that forces
the target, if damaged by thearrow’s attack, to make a DC 20
Fortitude save or be slain
immediately. It takes one day tomake an arrow of death, and thearrow only functions for thecharacter that created it. The arrowof death lasts no longer than one
year, and the character can only
have one such arrow in existence ata time.

DAMAGE REDUCTION:
DEFENDER

WILD SHAPE: ELEMENTAL I
Prerequisites: Character Level 15,
Wild Shape V.

Prerequisites: Character Level 16,
Defensive Stance V.
Ability Type: Extraordinary.

Ability Type: Supernatural.
Class Levels: None.
Class Levels: Druid.

ROGUE SPECIAL ABILITY III
Prerequisites: Character Level 15,
Rogue Special Ability II.
Ability Type: Varies (See Below).
Class Levels: None.

Description: The character able touse wild shape to change into a
Small, Medium, or Large elemental(air, earth, fire, or water) once perday. These elemental forms are in
addition to her normal wild shape
usage. In addition to the normal
effects of wild shape, the character

45

Description:
The character’sdamage reduction rises by 3 points,
for a new total of 6. Subtract 6 fromthe damage the character takes
each time he is dealt damage from aweapon or a natural attack.

DEFENDER AC BONUS IV
Prerequisites: Character Level 16,
Defender AC Bonus III.
Ability Type: Extraordinary.
Class Levels: None.
Description:
The character
receives an additional +1 dodge
bonus to Armor Class. This bonus
stacks with the dodge bonuses
granted by previous Defender AC
Bonus special abilities (for a new
total of +4). Dodge bonuses stackwith all other bonuses to AC, evenother dodge bonuses.

PRECISE STRIKE II

Description: The character gains
another special ability of his choicefrom among those listed underHierophant Special Ability I.

Class Levels: None.
Description: The character’s sneak
attack now deals 9d6 extra damage(instead of 8d6).

HIGH ARCANA IV
TIMELESS BODY: ASCETIC
Prerequisites: Character Level 16,
High Arcana III.

Prerequisites: Character Level 16,
Diamond Soul.

Ability Type: Varies.
Ability Type: Extraordinary.
Class Levels: None or Archmage.
Class Levels: None.
Description: The character gains
another special ability listed underHigh Arcana I.

RANGED LEGERDEMAIN III

Description: The character nolonger takes penalties to her ability
scores for aging and cannot be
magically aged. Any such penalties
that she has already taken, however,remain in place. Bonuses still
accrue, and the character still diesof old age when her time is up.

Prerequisites: Character Level 16,
Precise Strike I.

Prerequisites: Character Level 16,
non-lawfulalignment,
RangedLegerdemain II.

Ability Type: Extraordinary.

Ability Type: Natural.

TIRELESS RAGEClass Levels: None.

Class Levels: None.

Description:
The character’sdamage bonus from a precise strikeincreases to +2d6.
This bonus
replaces the bonus granted by
Precise Strike I.

Description: The character can
now
make
three
rangedlegerdemain skill checks each day.
See
details
under
RangedLegerdemain I.

Prerequisites: Character Level 16,
non-lawful alignment, IndomitableWill.

HIDE IN PLAIN SIGHTSHADOW JUMP IV

Prerequisites: Character Level 16,
Camouflage.

Prerequisites: Character Level 16,
Shadow Jump III.

Ability Type: Extraordinary.

Ability Type: Supernatural.

Class Levels: None.

Class Levels: None.

Description: While in any sort ofnatural terrain, the character canuse the Hide skill even while being
observed.

Description: The character can
now shadow jump up to a total of
160 feet each day in this way; thismay be a single jump of 160 feet,
two jumps of 80 feet each, fourjumps of 40 feet each, eight jumps
of 20 feet each, etc.

HIEROPHANT SPECIALABILITY IV
Prerequisites: Character Level 16,
Hierophant Special Ability III.

Ability Type: Extraordinary.
Class Levels: None.
Description: The character nolonger becomes fatigued at the endof his rage.

TONGUE OF THE SUN AND
THE MOON
Prerequisites: Character Level 16,
Diamond Soul.
Ability Type: Extraordinary.
Class Levels: None.
Description: The character canspeak with any living creature.

SNEAK ATTACK IXTRUE LORE

Ability Type: Varies.

Prerequisites: Character Level 16,
Sneak Attack VIII.

Prerequisites: Character Level 16,
Loremaster Secret V.

Class Levels: None.

Ability Type: Natural.

Ability Type: Extraordinary.

46

Class Levels: None.
Description: Once per day thecharacter can use her knowledge togain the effect of a legend lore spellor an analyze dweomer spell.

18TH-LEVEL SPECIALABILITIESAll 18th-Level Special Abilities have“Character
Level
17”
as
a
prerequisite.

bonus feat must be drawn from thefeats noted as fighter bonus feats in
the System Reference Document.
The character must still meet all
prerequisites for a bonus feat,including ability score and baseattack bonus minimums. This featdoes not count as a base feat for the
purposes of level determination.

HIEROPHANT SPECIALABILITY V
Prerequisites: Character Level 17,
Hierophant Special Ability IV.

BESTOW CURSE VREMOVE CURSE V
Prerequisites: Character Level 17,
Aura of Alignment (Law), Remove
Curse IV.
Ability Type: Spell-Like.
Class Levels: None.
Description: The character can
produce a remove curse effect, fivetimes per week (instead of fourtimes per week).

REMOVE DISEASE V

Ability Type: Varies.
Prerequisites: Character Level 17,
Aura of Alignment (Chaos), Bestow
Curse IV.
Ability Type: Spell-Like.
Class Levels: None.
Description: The character can
produce a bestow curse effect, fivetimes per week (instead of fourtimes per week).

CAUSE DISEASE V
Prerequisites: Character Level 17,
Aura of Alignment (Evil), Cause
Disease IV.
Ability Type: Spell-Like.
Class Levels: None.
Description: The character can
inflict disease with her touch (as thecontagion spell), five times per
week (instead of four times perweek).

FIGHTING MASTERY X
Prerequisites: Character Level 17,
Fighting Mastery IX.
Ability Type: Natural.
Class Levels: None.
Description: The character gains abonus combat-oriented feat. ThisClass Levels: None.
Description: The character gains
another special ability of his choicefrom among those listed underHierophant Special Ability I.

HIGH ARCANA V
Prerequisites: Character Level 17,
High Arcana IV.
Ability Type: Varies.
Class Levels: None or Archmage.
Description: The character gains
another special ability listed underHigh Arcana I.

Prerequisites: Character Level 17,
Aura of Alignment (Good), Remove
Disease IV.
Ability Type: Spell-Like.
Class Levels: None.
Description: The character can
produce a remove disease effect, as
the spell, five times per week
(instead of four times per week).

SLOW FALL VIII
Prerequisites: Character Level 17,
Slow Fall VII.
Ability Type: Extraordinary.
Class Levels: None.

MASS SUGGESTION
Prerequisites: Character Level 17,
Inspire Heroics, 18 or more ranks in
Perform.
Ability Type: Spell-Like.
Class Levels: None.
Description: This special ability
functions like Suggestion, above,
except that the character can makethe suggestion simultaneously to
any number of creatures that he has
already fascinated. Mass suggestionis an enchantment (compulsion),mind-affecting,languagedependent ability.

47

Description: If the character iswithin arm’s reach of a wall, she canuse it to slow her descent. Whenfalling, she takes damage as if thefall were 90 feet shorter than it
actually is. This distance replaces
the distance gained from Slow Fall
VII.

SPEED BONUS VI
Prerequisites: Character Level 17,
Speed Bonus V.
Ability Type: Extraordinary.
Class Levels: None.

Description: The character now
has an enhancement bonus to her
speed of +60 ft. This replaces theenhancement bonus granted by
Speed Bonus V. If the character is inarmor or carrying a medium or
heavy load, she loses this extra
speed.

19TH-LEVEL SPECIALABILITIESAll 19th-Level Special Abilities have“Character
Level
18”
as
a
prerequisite.

SNEAK ATTACK X
Prerequisites: Character Level 18,
Sneak Attack IX.
Ability Type: Natural.
Class Levels: None.

DAMAGE REDUCTION V
TRAP SENSE VI
Prerequisites: Character Level 17,
Trap Sense V.

Prerequisites: Character Level 18,
Damage Reduction IV.
Ability Type: Extraordinary.

Ability Type: Extraordinary.

Class Levels: None.

Class Levels: None.

Description:
The character’sdamage reduction rises by 1 point,
for a new total of 5. Subtract 5 fromthe damage the character takes
each time he is dealt damage from aweapon or a natural attack.

Description: The character now
has a +6 bonus on Reflex saves
made to avoid traps and a +6 dodge
bonus to AC against attacks madeby traps. This bonus replaces thebonus gained from Trap Sense V.

EMPTY BODY
WILD SHAPE VI
Prerequisites: Character Level 17,
Wild Shape V.

Prerequisites: Character Level 18,
Timeless Body: Ascetic.
Ability Type: Supernatural.

Ability Type: Supernatural.

Class Levels: Monk.

Class Levels: Druid.

Description: The character gains
the ability to assume an ethereal
state for 1 round per monk classlevel per day, as though using thespell etherealness. She may go
ethereal on a number of different
occasions during any single day, as
long as the total number of rounds
spent in an ethereal state does notexceed her monk class level.

Description: The character gains
the ability to use wild shape six
times per day.

WILD SHAPE: ELEMENTAL II
Prerequisites: Character Level 17,
Wild Shape: Elemental I.
Ability Type: Supernatural.
Class Levels: Druid.
Description: The character gains
the ability to use Wild Shape:
Elemental twice per day.

Description: The character’s sneak
attack now deals 10d6 extra damage(instead of 9d6).

ROGUE SPECIAL ABILITY IV
Prerequisites: Character Level 18,
Rogue Special Ability III.

20TH-LEVEL SPECIALABILITIESAll 20th-Level Special Abilities have“Character
Level
19”
as
a
prerequisite.

FAVORED ENEMY V
Prerequisites: Character Level 19,
Favored Enemy IV.
Ability Type: Extraordinary.
Class Levels: None.
Description: The character may
select an additional favored enemy
from those given on Table: Ranger
Favored Enemies in the System
Reference Document. In addition,
the bonus against any one favored
enemy (including the one justselected, if so desired) increases by2.
If the character chooses humanoids
or outsiders as a favored enemy, hemust also choose an associatedsubtype, as indicated on the table. If
a specific creature falls into morethan one category of favored
enemy, the character’s bonuses do
not stack; he simply uses whicheverbonus is higher.

Ability Type: Varies (See Below).
Class Levels: None.
Description: The character gains
still another special ability of her
choice from among those listed
under Rogue Special Ability I.

48

FIGHTING MASTERY XIPrerequisites: Character Level 19,
Fighting Mastery X.
Ability Type: Natural.

Class Levels: None.

Ability Type: Extraordinary.

Ability Type: Supernatural.

Description: The character gains abonus combat-oriented feat. This
bonus feat must be drawn from thefeats noted as fighter bonus feats in
the System Reference Document.
The character must still meet all
prerequisites for a bonus feat,including ability score and baseattack bonus minimums. This featdoes not count as a base feat for the
purposes of level determination.

Class Levels: None.

Class Levels: Paladin.

Description:
The character’sbonusestoStrengthandConstitution during his rage eachincrease to +8, and his morale
bonus on Will saves increases to +4.
The penalty to AC remains at -2.

Description: The character may
now smite chaos five times per day(instead of four times per day).

INSPIRE COURAGE IV
Prerequisites: Character Level 19,
Mass Suggestion.
Ability Type: Supernatural.
Class Levels: None.
Description:
The character’s
Inspire Courage increases by 1 andis now +4. See Inspire Courage I for
details.

INTUITIVE DEFENSE V
Prerequisites: Character Level 19,
Intuitive Defense IV.
Ability Type: Extraordinary.
Class Levels: None.
Description:
When unarmoredand unencumbered, the character
gains a +4 bonus to AC. This bonus
replaces the bonus to AC granted by
Intuitive Defense IV.
This bonus to AC apply evenagainst touch attacks or when thecharacter is flat-footed. She loses
this bonus when she is immobilized
or helpless, when she wears any
armor, when she carries a shield, orwhen she carries a medium or
heavy load.

PERFECT SELF
Prerequisites: Character Level 19,
Empty Body.

Prerequisites: Character Level 19,
Smite Evil IV.
Ability Type: Supernatural.
Class Levels: Paladin.

Ability Type: Natural.
Class Levels: None.
Description:
The character
becomes a magical creature. She isforevermore treated as an outsider
rather than as a humanoid (orwhatever the character’s creature
type was) for the purpose of spells
and magical effects. Additionally,thecharactergains
damagereduction 10/magic, which allows
her to ignore the first 10 points ofdamage from any attack made by anonmagical weapon or by any
natural attack made by a creaturethat doesn’t have similar damage
reduction. Unlike other outsiders,the character can still be broughtback from the dead as if she were amember of her previous creature
type.

RAGE VI
Prerequisites: Character Level 19,
non-lawful alignment, Rage V.
Ability Type: Extraordinary.

Description: The character may
now smite evil five times per day(instead of four times per day).

SMITE GOOD V
Prerequisites: Character Level 19,
Smite Good IV.
Ability Type: Supernatural.
Class Levels: Paladin.
Description: The character may
now smite good five times per day(instead of four times per day).

SMITE LAW V
Prerequisites: Character Level 19,
Smite Law IV.
Ability Type: Supernatural.
Class Levels: Paladin.
Description: The character may
now smite law five times per day(instead of four times per day).

Class Levels: None.

SLOW FALL IX
Description: The character can
now rage six times per day. See
Rage I for details.

MIGHTY RAGESMITE CHAOS V
Prerequisites: Character Level 19,
non-lawfulalignment,
Tireless
Rage.

SMITE EVIL V

Prerequisites: Character Level 19,
Smite Chaos IV.

49

Prerequisites: Character Level 19,
Slow Fall VIII.
Ability Type: Extraordinary.
Class Levels: None.

Description: If the character iswithin arm’s reach of a wall, she canuse it to slow her descent and fall
any distance without harm.

UNARMED STRIKE VI
Prerequisites: Character Level 19,
Unarmed Strike V.
Ability Type: Natural.
Class Levels: None.
Description:
The character’s
unarmedstrikesincreaseindamage. A small character now
deals 2d8 damage with unarmed
strikes, a medium character 2d10
damage, and a large character 4d8
damage.

WILD SHAPE: ELEMENTAL III
Prerequisites: Character Level 19,
Wild Shape: Elemental II.
Ability Type: Supernatural.
Class Levels: Druid.
Description: The character gains
the ability to use Wild Shape:
Elemental three times per day.

WILD SHAPE: ELEMENTAL(HUGE)
Prerequisites: Character Level 19,
Wild Shape: Elemental I.
Ability Type: Supernatural.
Class Levels: Druid.
Description: The character gains
the ability to take the shape of a
Huge elemental when using Wild
Shape: Elemental.

WIZARDRY V
Prerequisites: Character Level 19,
Wizardry IV.
Ability Type: Natural.
Class Levels: None.
Description: The character gains abonus feat. She can choose ametamagic feat, an item creation
feat, or Spell Mastery. The charactermust still meet all prerequisites fora bonus feat, including caster level
minimums.

ADDING NEW SPECIALABILITIES
Adding new special abilities is quite
simple.
First determine theminimumcharacterlevelacharacter can get the special ability
under the standard rules. This will
become the level of the special
ability.
Then, determine what
prerequisites are required. Usually,
prerequisites are based on how
related special abilities are gained
as a character progresses. Lowerlevel special abilities having thesame name or effect as higher-levelspecial abilities should be madeprerequisites of the higher-level
abilities. Special abilities that seemto be more powerful than otherspecial abilities in your campaign
should have more prerequisites.
Ensure that any requirements forentry into a prestige class are madeprerequisites.
Determining thelevel of special abilities that appear
in prestige class descriptions can betricky.
Just find the minimum
character level that a character
could enter the prestige class and
use
that
as
a
basis
for
determination.

50

After that, determine whether the
special ability is an extraordinary,spell-like, or supernatural ability. If
it is not one of these, make it“natural.” If class levels are used todetermine the effectiveness of thespecialability,includetheappropriate classes in the special
ability description.
Determining the appropriate costfor other types of special abilities
and spellcasting, such as draconic
auras for the dragon shaman classor the spellcasting ability of thebeguiler class (both from Player’s
Handbook II) is easy, as well.
Simply add up the XP costs for all
traits that you do have costs for(such as base attack bonus, basesave bonuses, etc.) and thensubtract this total from 20,000 XP.
This is the amount of experience
points a character would have toinvest to get 20 levels of thatparticularspecialabilityorthspellcasting. For example, at 20
level, the dragon shaman has a +15
base attack bonus (4,500 XP), a
total of +30 in saves (3,000 XP),
20d10 hit points (5,000 XP for
maximum), 40 skill ranks (1,000XP), 29 special abilities (2,900 XP),seven base feats (700 XP) and fiveability score increases (750 XP).
This totals 17,850 XP.
The
difference is 2,150 XP. By the timeth
the dragon shaman reaches 20
level, he knows seven dragon auras.
Therefore, each aura should cost
about 300 XP x CL (2,150 XP / 7).
st
The first three dragon auras are 1
level abilities. The fourth aura is ard
3 level ability (since the dragonrdshaman gains it at 3 level). The
fifth, sixth, and seventh auras areththth
5 , 7 , and 9level abilities,
respectively.

CHANGES TO CORE RULES
FEATS
Change the Martial
Proficiency feat to read:

WeaponMARTIAL WEAPONPROFICIENCY [GENERAL]
Prerequisite:
Proficiency.

Simple Weapon

Benefit: You make attack rollswith martial weapons normally.
Normal: When using a weapon
with which you are not proficient,
you take a -4 penalty on attack rolls.

SPELL LISTS & DOMAINS
There are a few changes to spell
lists.
Paladins and rangers nolonger have their own spell lists andspell progressions. Players wishingto emulate the spellcasting abilitiesof paladins and rangers must
purchase spellcasting levels in cleric
and
druid
spellcasting(respectively). Because of this, a
few changes to spell lists mustoccur.
All paladin spells are now part ofthe cleric spell list. When a spell is
duplicated (i.e., the spell appears inboth the cleric and paladin spell
lists), the spell keeps its cleric level.
If the spell is not part of the original
cleric spell list, it becomes a clericspell at the same level it had as apaladin spell.
All ranger spells are now part of thedruid spell list. When a spell is
duplicated (i.e., the spell appears inboth the druid and ranger spell
lists), the spell keeps its druid level.
If the spell is not part of the original
druid spell list, it becomes a druid
spell at the same level it had as aranger spell.

After these two changes, five spell
lists remain: bard, cleric, druid,
sorcerer, and wizard. Cleric domain
lists remain unchanged.

SPELLS
The changes to paladin and ranger
spells are detailed in Spell Lists &Domains (above).
If the GM wishes to incorporate alimited,free-form
spellcasting
system, then add the following
spells to every spell list found in the
SRD up to the maximum spell levelthfound on that list (e.g., 6 level forthbards and 9 level for all otherspellcasters). The spells themselves
are designed to take advantage theSpell Points Variant. If the GM
does not use this variant, then only
five of the following spells need tobe added to every spellcaster’s spell
list (sorcery I, sorcery II, sorcery IV,
sorcery VI, and sorcery VIII).

SORCERY I
UNIVERSAL
Level: Spellcaster 1
Components: V, S, (See text)
Casting Time: 1 standard action(See text)
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: None; see text
Spell Resistance: See text
A sorcery I lets you duplicate any
cantrip available to spellcasters ofyour class. A sorcery I can do thefollowing.
• Duplicate any spell on your spellthlist of 0 level.
A duplicated spell allows saving
throws and spell resistance asnormal (but the save DC is for a 1stlevel spell). The casting time for thisspell is one standard action or the51

duplicated spell’s casting time,
whichever is longer.
When asorcery I duplicates a spell that has
an XP cost, you must pay that cost.
When a sorcery I duplicates a spellwith a material component , youmust provide that component. If asorcery I duplicates a spell with afocus, you must provide that focus.

SORCERY II
UNIVERSAL
Level: Spellcaster 2
Components: V, S, (See text)
Casting Time: 1 standard action(See text)
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: None; see text
Spell Resistance: See text
A sorcery II lets you duplicate any
cantrip or basic class spell. A sorcery
II can do the following.
• Duplicate any 0th or 1st level spellon your spell list (or a spell on yourspell list with a casting cost of one
spell point if using the Spell Points
Variant).
A duplicated spell allows saving
throws and spell resistance asnormal (but the save DC is for a
2nd-level spell). The casting time
for this spell is one standard actionor the duplicated spell’s castingtime, whichever is longer. When asorcery II duplicates a spell that has
an XP cost, you must pay that cost.
When a sorcery II duplicates a spellwith a material component , youmust provide that component. If asorcery II duplicates a spell with afocus, you must provide that focus.

SORCERY III
UNIVERSAL
Level: Spellcaster 3
Components: V, S, (See text)

Casting Time: 1 standard action(See text)
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: None; see text
Spell Resistance: See text
A sorcery III lets you duplicate an
extremely small number of basic
spells and cantrips. A sorcery III canduplicate any spell of 1st level orlower on your spell list (or any spellon your spell list with a casting costof two spell points or less if using
the Spell Points Variant).
A duplicated spell allows saving
throws and spell resistance asnormal (but the save DC is for a
3rd-level spell). The casting time forthis spell is one standard action or
the duplicated spell’s casting time,
whichever is longer.
When asorcery III duplicates a spell that has
an XP cost, you must pay that cost.
When a sorcery III duplicates a spellwith a material component , youmust provide that component. If asorcery III duplicates a spell with afocus, you must provide that focus.

SORCERY IV
UNIVERSAL
Level: Spellcaster 4
Components: V, S, (See text)
Casting Time: 1 standard action(See text)
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: None; see text
Spell Resistance: See text
A sorcery IV lets you duplicate an
extremely small number of spells. A
sorcery IV can duplicate any spell of
2nd level or lower on your spell list
(or any spell on your spell list with acasting cost of three spell points orless if using the Spell Points
Variant).
A duplicated spell allows saving
throws and spell resistance asnormal (but the save DC is for a

4th-level spell). The casting time forthis spell is one standard action or
the duplicated spell’s casting time,
whichever is longer.
When asorcery IV duplicates a spell that has
an XP cost, you must pay that cost.
When a sorcery IV duplicates a spellwith a material component , youmust provide that component. If asorcery IV duplicates a spell with afocus, you must provide that focus.

SORCERY V
UNIVERSAL
Level: Spellcaster 5
Components: V, S, (See text)
Casting Time: 1 standard action(See text)
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: None; see text
Spell Resistance: See text
A sorcery V lets you duplicate asmall number of spells. A sorcery V
can duplicate any spell of 2nd levelor lower on your spell list (or any
spell on your spell list with a casting
cost of four spell points or less ifusing the Spell Points Variant).
A duplicated spell allows saving
throws and spell resistance asnormal (but the save DC is for a
5th-level spell). The casting time forthis spell is one standard action or
the duplicated spell’s casting time,
whichever is longer.
When asorcery V duplicates a spell that has
an XP cost, you must pay that cost.
When a sorcery V duplicates a spellwith a material component , youmust provide that component. If asorcery V duplicates a spell with afocus, you must provide that focus.

SORCERY VI
UNIVERSAL
Level: Spellcaster 6
Components: V, S, (See text)
Casting Time: 1 standard action(See text)
Range: See text

52

Target, Effect, or Area: See text
Duration: See text
Saving Throw: None; see text
Spell Resistance: See text
A sorcery VI lets you duplicate anumber of spells. A sorcery VI canduplicate any spell of 3rd level orlower on your spell list (or any spellon your spell list with a casting costof five spell points or less if using
the Spell Points Variant).
A duplicated spell allows saving
throws and spell resistance asnormal (but the save DC is for a
6th-level spell). The casting time forthis spell is one standard action or
the duplicated spell’s casting time,
whichever is longer. When sorcery
VI duplicates a spell that has an XP
cost, you must pay that cost. Whena sorcery VI duplicates a spell with amaterial component , you must
provide that component.
If asorcery VI duplicates a spell with afocus, you must provide that focus.

SORCERY VII
UNIVERSAL
Level: Spellcaster 7
Components: V, S, (See text)
Casting Time: 1 standard action(See text)
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: None; see text
Spell Resistance: See text
A sorcery VII lets you duplicate agreat number of spells. A sorcery VII
can duplicate any spell of 3rd levelor lower on your spell list (or any
spell on your spell list with a casting
cost of six spell points or less ifusing the Spell Points Variant).
A duplicated spell allows saving
throws and spell resistance asnormal (but the save DC is for a
7th-level spell). The casting time forthis spell is one standard action or
the duplicated spell’s casting time,
whichever is longer.
When asorcery VII duplicates a spell thathas an XP cost, you must pay that

cost. When a sorcery VII duplicatesa spell with a material component ,you must provide that component.
If a sorcery VII duplicates a spellwith a focus, you must provide that
focus.

SORCERY VIII
UNIVERSAL
Level: Spellcaster 8
Components: V, S, (See text)
Casting Time: 1 standard action(See text)
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: None; see text
Spell Resistance: See text
A sorcery VIII lets you duplicate an
extremely large number of spells. A
sorcery VIII can duplicate any spellof 4th level or lower on your spell
list (or any spell on your spell list
with a casting cost of seven spell
points or less if using the Spell
Points Variant).
A duplicated spell allows saving
throws and spell resistance asnormal (but the save DC is for a
8th-level spell). The casting time forthis spell is one standard action or
the duplicated spell’s casting time,
whichever is longer.
When asorcery VIII duplicates a spell thathas an XP cost, you must pay thatcost. When a sorcery VIII duplicatesa spell with a material component ,you must provide that component.
If a sorcery VIII duplicates a spellwith a focus, you must provide that
focus.

PSIONIC RULESSORCERY IX
UNIVERSAL
Level: Spellcaster 9
Components: V, S, (See text)
Casting Time: 1 standard action(See text)
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: None; see text
Spell Resistance: See text
A sorcery IX lets you duplicate an
extremely large number of spells. A
sorcery IX can duplicate any spell of
4th level or lower on your spell list
(or any spell on your spell list with acasting cost of eight spell points orless if using the Spell Points
Variant).
A duplicated spell allows saving
throws and spell resistance asnormal (but the save DC is for a
9th-level spell). The casting time forthis spell is one standard action or
the duplicated spell’s casting time,
whichever is longer.
When asorcery IX duplicates a spell that has
an XP cost, you must pay that cost.
When a sorcery IX duplicates a spellwith a material component , youmust provide that component. If asorcery IX duplicates a spell with afocus, you must provide that focus.

53

All psychic warrior powers are now
part of the psion power list. Whena power is duplicated (i.e., thepower appears in both the psion
and psychic warrior power lists),
the power keeps its psion level. If
the power is not part of the originalpsion power list, it becomes a psion
power at the same level it had as a
psychic warrior power.

BASIC CHARACTER CLASS BUILDS
InquisitiveplayersandGamemasters may be interested inseeing how the basic characterclasses turn out when constructedusing the character advancement
system contained in this ruleset.
The number of experience points
required to purchase the baseattack bonus, base save bonuses,
skill points, class special abilities,
spellcasting, and ability scoreincreases appropriate to eachcharacter class at each class level
are assumed in the calculation. The
experience point cost representing
the maximum number of hit points
that could be rolled on each hit die(per class level) is included in thesebuilds. Furthermore, it is assumed
that the most costly trait of thatclass is purchased when increasing
the character level (and thusincreasing the experience point cost
multiplier). This results in thesmartest, most economical buildwith a minimum of wasted
experience points.

indicated one level lower thanstandard are in italics. For example,thbuilding an 12 level monk requires
78,300 XP when using this ruleset.
This XP total is greater than 78,000,ththe minimum for a 13
levelcharacter under the normal rules.
As you can see, fighters most often
require less XP than other classes toreach the same character level. The
XP amount in the first row shows
how much additional XP is neededstto build a 1 level character of thatclass, over the 2,000 XP granted
during character creation. Positive
numbers indicate that more XP isneeded, while negative numbers
show that less XP is required.

All experience point totals for eachclass fall within the normal
experience point ranges for theappropriate character level with afew exceptions. Experience point
totals that are one level higher thanstandard are shown in bold black,
while experience point totals

TABLE 10: EXPERIENCE POINT COSTS FOR BASIC CHARACTER CLASS BUILDS

Level

Standard

C

L

A

S

S

E

S

Bbn

Brd

Clr

Drd

Ftr

Mnk

Pal

Rgr

Rog

Sor

Wiz

1

0

(-25)

(+275)(-225)(-25)(-175)(-225)(-75)(+275)(-275)(-725)(-625)

2

1,000

1,500

1,600

1,800

1,900

1,300

1,900

1,500

1,600

1,400

1,600

1,600

3

3,000

4,500

4,450

4,650

4,900

3,700

4,300

4,500

4,150

4,550

3,950

3,950

4

6,000

8,400

8,550

9,150

9,600

7,200

9,400

8,000

8,250

8,250

8,250

8,250

5

10,00012,00010,80011,60012,4009,900

11,80013,20012,70010,40011,00011,5006

15,00018,90018,00018,80019,90016,20019,30019,50019,30017,00018,60019,1007

21,00024,20022,95024,45025,90020,10023,90025,50025,65021,95022,65023,1508

28,00032,30032,25033,75035,60027,40033,60032,00034,15029,65031,75032,250936,00041,80039,00040,20042,60035,20039,80043,40044,20037,20039,80040,3001045,00050,50048,20050,40053,30042,90051,50051,10053,40045,40049,80051,30011

55,00059,00056,15059,45062,90049,20060,00060,70063,55053,35056,45057,95012

66,00076,10072,65075,95080,00063,90078,30075,40077,65068,65073,95075,45013

78,00086,10078,50082,80087,60071,40083,40086,80089,70075,70081,90083,40014

91,00098,40092,90097,200102,700

82,30097,10096,300101,300

85,90096,10097,600120,400

95,500111,800

117,000

118,250

102,850

109,850

112,850130,300

133,950

118,550

128,550

131,550

15

105,000

114,600

108,350

112,650

16

120,000

132,700

125,650

131,550

140,100

110,400

131,500

17

136,000

145,900

133,300

140,600

148,400

120,300

139,900

145,300

149,800

126,100

139,100

142,100

18

153,000

167,200

155,500

162,800

173,300

139,800

161,200

164,800

168,400

146,500

162,900

165,900

19

171,000

182,100

169,450

178,650

188,200

150,900

174,200

181,600

184,250

162,350

174,750

177,75020

190,000

204,800

193,150

202,350

214,900

169,600

202,900

200,300

205,950

180,050

198,250

203,25054

LEVEL-BY-LEVEL BUILDS FOR
BASIC CHARACTER CLASSESBARBARIAN
Level 1 - Base Attack Bonus: +1 (300 XP), Fortitude
Save: +2 (200 XP), Reflex Save: +0 (0 XP), Will Save: +0(0 XP), Hit Points: +11 (275 XP), Skill Points: +16 (400XP), Ability Score: +0 (0 XP), Bonus Feat: +1 (100 XP),
Spellcasting: +0 Level (0 XP), Class Specials: Fast
Movement, Rage I (200 XP), Class Levels: +0 (0 XP),
Armor and Weapon Feats: Simple, Martial Weapons;
Light, Medium Armor; Shields (500 XP), Level Cost:
1975 XP, CAREER XP: 0 XP.

Most players and Gamemasters would be interested tosee how the basic character classes from the System
Reference Document fare under this system, so a levelby-level build of each character class is presented
below.
Each character class is built using the system detailed
in this document. Class levels (at 25 XP per CL) are
not purchased each level because an appropriate classlevel is subsumed into the total cost to gain the level.
In other words, since we are building the basic
character classes, we will already assume that thecharacter gains the appropriate “class level” asdescribed by these rules without needing to purchaseit.

Level 2 - Base Attack Bonus: +1 (300 XP), Fortitude
Save: +1 (200 XP), Reflex Save: +0 (0 XP), Will Save: +0(0 XP), Hit Points: +12 (600 XP), Skill Points: +4 (200XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +0 Level (0 XP), Class Specials: Uncanny
Dodge (200 XP), Class Levels: +0 (0 XP), Level Cost:
1500 XP, CAREER XP: 1500 XP.

The format for each purchased level remains the samefor continuity even if a particular trait for that level
isn’t purchased. For example, barbarians do notpurchase spellcasting levels (ever!), but “Spellcasting+0 Level (0 XP)” appears for each level entry,
regardless.

Level 3 - Base Attack Bonus: +1 (600 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +1 (300 XP), Will Save: +1(300 XP), Hit Points: +12 (900 XP), Skill Points: +4 (300XP), Ability Score: +0 (0 XP), Bonus Feat: +1 (300 XP),
Spellcasting: +0 Level (0 XP), Class Specials: Trap
Sense I (300 XP), Class Levels: +0 (0 XP), Level Cost:
3000 XP, CAREER XP: 4500 XP.

For Level 1, the Level Cost is shown. This is theamount that must be used during character generation
to purchase all Level 1 traits for that class. Career XP islisted as zero, because the character has not begun
adventuring yet. All subsequent Career XP totals
ignore the starting XP that must be used during
character generation as well.

Level 4 - Base Attack Bonus: +1 (900 XP), Fortitude
Save: +1 (400 XP), Reflex Save: +0 (0 XP), Will Save: +0(0 XP), Hit Points: +12 (1200 XP), Skill Points: +4 (400XP), Ability Score: +1 (600 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +0 Level (0 XP), Class Specials: Rage II(400 XP), Class Levels: +0 (0 XP), Level Cost: 3900 XP,
CAREER XP: 8400 XP.

For spellcasting, the character receives an additional
spellcasting level relevant to class. In the case of
paladins, they receive cleric spellcasting levels whilerangers receive druid spellcasting levels.

Level 5 - Base Attack Bonus: +1 (1200 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0XP), Hit Points: +12 (1500 XP), Skill Points: +4 (500XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +0 Level (0 XP), Class Specials: Improved
Uncanny Dodge (400 XP), Class Levels: +0 (0 XP),
Level Cost: 3600 XP, CAREER XP: 12000 XP.

The most expensive trait is purchased first whenraising the level of the character. For example, thelisting for a barbarian’s 2nd level lists the cost of the +1
to base attack bonus as 300 XP. According to the rules,
a +1 to base attack bonus costs 300 XP per character
level. So shouldn’t this actually cost 600 XP? No. In
this case, the 1st level barbarian purchases a +1 to thebase attack bonus for 300 XP. Immediately after thispurchase, the character becomes 2nd level. Everypurchase after that will use the 2nd character level as
the multiplier for trait costs. As you will note, the +1 to
the Fortitude save immediately after that purchasecosts 200 XP (which is 100 XP per CL, or 100 XP times
2). For the barbarian, fighter, paladin, and ranger, baseattack bonus is purchased first. For clerics, sorcerers,
and wizards, spellcasting levels are purchased first. For
all other characters, base attack bonus is purchased
first (if received for that level) or a special ability (if a
BAB add is not received for that level).

Level 6 - Base Attack Bonus: +1 (1500 XP), Fortitude
Save: +1 (600 XP), Reflex Save: +1 (600 XP), Will Save:+1 (600 XP), Hit Points: +12 (1800 XP), Skill Points: +4(600 XP), Ability Score: +0 (0 XP), Bonus Feat: +1 (600XP), Spellcasting: +0 Level (0 XP), Class Specials: Trap
Sense II (600 XP), Class Levels: +0 (0 XP), Level Cost:
6900 XP, CAREER XP: 18900 XP.

55

Level 7 - Base Attack Bonus: +1 (1800 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0XP), Hit Points: +12 (2100 XP), Skill Points: +4 (700XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +0 Level (0 XP), Class Specials: Damage
Reduction I (700 XP), Class Levels: +0 (0 XP), Level
Cost: 5300 XP, CAREER XP: 24200 XP.

Level 14 - Base Attack Bonus: +1 (3900 XP), Fortitude
Save: +1 (1400 XP), Reflex Save: +0 (0 XP), Will Save: +0(0 XP), Hit Points: +12 (4200 XP), Skill Points: +4 (1400
XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +0 Level (0 XP), Class Specials:
Indomitable Will (1400 XP), Class Levels: +0 (0 XP),
Level Cost: 12300 XP, CAREER XP: 98400 XP.

Level 8 - Base Attack Bonus: +1 (2100 XP), Fortitude
Save: +1 (800 XP), Reflex Save: +0 (0 XP), Will Save: +0(0 XP), Hit Points: +12 (2400 XP), Skill Points: +4 (800XP), Ability Score: +1 (1200 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +0 Level (0 XP), Class Specials: Rage III(800 XP), Class Levels: +0 (0 XP), Level Cost: 8100 XP,
CAREER XP: 32300 XP.

Level 15 - Base Attack Bonus: +1 (4200 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +1 (1500 XP), Will Save: +1(1500 XP), Hit Points: +12 (4500 XP), Skill Points: +4(1500 XP), Ability Score: +0 (0 XP), Bonus Feat: +1 (1500
XP), Spellcasting: +0 Level (0 XP), Class Specials: Trap
Sense V (1500 XP), Class Levels: +0 (0 XP), Level Cost:
16200 XP, CAREER XP: 114600 XP.

Level 9 - Base Attack Bonus: +1 (2400 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +1 (900 XP), Will Save: +1(900 XP), Hit Points: +12 (2700 XP), Skill Points: +4(900 XP), Ability Score: +0 (0 XP), Bonus Feat: +1 (900XP), Spellcasting: +0 Level (0 XP), Class Specials: Trap
Sense III (800 XP), Class Levels: +0 (0 XP), Level Cost:
9500 XP, CAREER XP: 41800 XP.

Level 16 - Base Attack Bonus: +1 (4500 XP), Fortitude
Save: +1 (1600 XP), Reflex Save: +0 (0 XP), Will Save: +0(0 XP), Hit Points: +12 (4800 XP), Skill Points: +4 (1600
XP), Ability Score: +1 (2400 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +0 Level (0 XP), Class Specials: Damage
Reduction IV, Rage V (3200 XP), Class Levels: +0 (0XP), Level Cost: 18100 XP, CAREER XP: 132700 XP.

Level 10 - Base Attack Bonus: +1 (2700 XP), Fortitude
Save: +1 (1000 XP), Reflex Save: +0 (0 XP), Will Save: +0(0 XP), Hit Points: +12 (3000 XP), Skill Points: +4 (1000XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +0 Level (0 XP), Class Specials: Damage
Reduction II (1000 XP), Class Levels: +0 (0 XP), Level
Cost: 8700 XP, CAREER XP: 50500 XP.

Level 17 - Base Attack Bonus: +1 (4800 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0XP), Hit Points: +12 (5100 XP), Skill Points: +4 (1700
XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +0 Level (0 XP), Class Specials: TirelessRage (1600 XP), Class Levels: +0 (0 XP), Level Cost:
13200 XP, CAREER XP: 145900 XP.

Level 11 - Base Attack Bonus: +1 (3000 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0XP), Hit Points: +12 (3300 XP), Skill Points: +4 (1100
XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +0 Level (0 XP), Class Specials: Greater
Rage (1100 XP), Class Levels: +0 (0 XP), Level Cost:
8500 XP, CAREER XP: 59000 XP.

Level 18 - Base Attack Bonus: +1 (5100 XP), Fortitude
Save: +1 (1800 XP), Reflex Save: +1 (1800 XP), Will Save:+1 (1800 XP), Hit Points: +12 (5400 XP), Skill Points: +4(1800 XP), Ability Score: +0 (0 XP), Bonus Feat: +1(1800 XP), Spellcasting: +0 Level (0 XP), Class Specials:
Trap Sense VI (1800 XP), Class Levels: +0 (0 XP), Level
Cost: 21300 XP, CAREER XP: 167200 XP.

Level 12 - Base Attack Bonus: +1 (3300 XP), Fortitude
Save: +1 (1200 XP), Reflex Save: +1 (1200 XP), Will Save:+1 (1200 XP), Hit Points: +12 (3600 XP), Skill Points: +4(1200 XP), Ability Score: +1 (1800 XP), Bonus Feat: +1(1200 XP), Spellcasting: +0 Level (0 XP), Class Specials:
Rage IV, Trap Sense IV (2400 XP), Class Levels: +0 (0XP), Level Cost: 17100 XP, CAREER XP: 76100 XP.

Level 19 - Base Attack Bonus: +1 (5400 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0XP), Hit Points: +12 (5700 XP), Skill Points: +4 (1900
XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +0 Level (0 XP), Class Specials: Damage
Reduction V (1900 XP), Class Levels: +0 (0 XP), Level
Cost: 14900 XP, CAREER XP: 182100 XP.

Level 13 - Base Attack Bonus: +1 (3600 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0XP), Hit Points: +12 (3900 XP), Skill Points: +4 (1300
XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +0 Level (0 XP), Class Specials: Damage
Reduction III (1200 XP), Class Levels: +0 (0 XP), Level
Cost: 10000 XP, CAREER XP: 86100 XP.

Level 20 - Base Attack Bonus: +1 (5700 XP), Fortitude
Save: +1 (2000 XP), Reflex Save: +0 (0 XP), Will Save:+0 (0 XP), Hit Points: +12 (6000 XP), Skill Points: +4(2000 XP), Ability Score: +1 (3000 XP), Bonus Feat: +0(0 XP), Spellcasting: +0 Level (0 XP), Class Specials:
Mighty Rage, Rage VI (4000 XP), Class Levels: +0 (0XP), Level Cost: 22700 XP, CAREER XP: 204800 XP.

56

Level 7 - Base Attack Bonus: +1 (1800 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0XP), Hit Points: +6 (1050 XP), Skill Points: +6 (1050
XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (1050 XP), Class Specials: +0 (0XP), Class Levels: +0 (0 XP), Level Cost: 4950 XP,
CAREER XP: 22950 XP.

BARD
Level 1 - Base Attack Bonus: +0 (0 XP), Fortitude Save:+0 (0 XP), Reflex Save: +2 (200 XP), Will Save: +2 (200XP), Hit Points: +5 (125 XP), Skill Points: +24 (600 XP),
Ability Score: +0 (0 XP), Bonus Feat: +1 (100 XP),
Spellcasting: +1 Level (150 XP), Class Specials: Bardic
Music, Bardic Knowledge, Countersong, Fascinate,
Inspire Courage I (500 XP), Armor and Weapon Feats:
Simple, Bard Weapons; Light Armor; Shields (400 XP),Class Levels: +0 (0 XP), Level Cost: 2275 XP, CAREER
XP: 0 XP.

Level 8 - Base Attack Bonus: +1 (2100 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +1 (800 XP), Will Save: +1(800 XP), Hit Points: +6 (1200 XP), Skill Points: +6(1200 XP), Ability Score: +1 (1200 XP), Bonus Feat: +0 (0XP), Spellcasting: +1 Level (1200 XP), Class Specials:
Inspire Courage II (800 XP), Class Levels: +0 (0 XP),
Level Cost: 9300 XP, CAREER XP: 32250 XP.

Level 2 - Base Attack Bonus: +1 (300 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +1 (200 XP), Will Save: +1(200 XP), Hit Points: +6 (300 XP), Skill Points: +6 (300XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (300 XP), Class Specials: +0 (0XP), Class Levels: +0 (0 XP), Level Cost: 1600 XP,
CAREER XP: 1600 XP.

Level 9 - Base Attack Bonus: +0 (0 XP), Fortitude Save:+1 (900 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0XP), Hit Points: +6 (1350 XP), Skill Points: +6 (1350 XP),
Ability Score: +0 (0 XP), Bonus Feat: +1 (900 XP),
Spellcasting: +1 Level (1350 XP), Class Specials: Inspire
Greatness (900 XP), Class Levels: +0 (0 XP), Level Cost:
6750 XP, CAREER XP: 39000 XP.

Level 3 - Base Attack Bonus: +1 (600 XP), Fortitude
Save: +1 (300 XP), Reflex Save: +0 (0 XP), Will Save: +0(0 XP), Hit Points: +6 (450 XP), Skill Points: +6 (450XP), Ability Score: +0 (0 XP), Bonus Feat: +1 (300 XP),
Spellcasting: +1 Level (450 XP), Class Specials: Inspire
Competence (300 XP), Class Levels: +0 (0 XP), Level
Cost: 2850 XP, CAREER XP: 4450 XP.

Level 10 - Base Attack Bonus: +1 (2700 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +1 (1000 XP), Will Save: +1(1000 XP), Hit Points: +6 (1500 XP), Skill Points: +6(1500 XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0XP), Spellcasting: +1 Level (1500 XP), Class Specials: +0(0 XP), Class Levels: +0 (0 XP), Level Cost: 9200 XP,
CAREER XP: 48200 XP.

Level 4 - Base Attack Bonus: +1 (900 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +1 (400 XP), Will Save: +1(400 XP), Hit Points: +6 (600 XP), Skill Points: +6 (600XP), Ability Score: +1 (600 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (600 XP), Class Specials: +0 (0XP), Class Levels: +0 (0 XP), Level Cost: 4100 XP,
CAREER XP: 8550 XP.

Level 11 - Base Attack Bonus: +1 (3000 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0XP), Hit Points: +6 (1650 XP), Skill Points: +6 (1650
XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (1650 XP), Class Specials: +0 (0XP), Class Levels: +0 (0 XP), Level Cost: 7950 XP,
CAREER XP: 56150 XP.

Level 5 - Base Attack Bonus: +0 (0 XP), Fortitude Save:+0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0 XP),
Hit Points: +6 (750 XP), Skill Points: +6 (750 XP),
Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (750 XP), Class Specials: +0 (0XP), Class Levels: +0 (0 XP), Level Cost: 2250 XP,
CAREER XP: 10800 XP.

Level 12 - Base Attack Bonus: +1 (3300 XP), Fortitude
Save: +1 (1200 XP), Reflex Save: +1 (1200 XP), Will Save:+1 (1200 XP), Hit Points: +6 (1800 XP), Skill Points: +6(1800 XP), Ability Score: +1 (1800 XP), Bonus Feat: +1(1200 XP), Spellcasting: +1 Level (1800 XP), Class
Specials: Song of Freedom (1200 XP), Class Levels: +0(0 XP), Level Cost: 16500 XP, CAREER XP: 72650 XP.

Level 6 - Base Attack Bonus: +1 (1500 XP), Fortitude
Save: +1 (600 XP), Reflex Save: +1 (600 XP), Will Save:+1 (600 XP), Hit Points: +6 (900 XP), Skill Points: +6(900 XP), Ability Score: +0 (0 XP), Bonus Feat: +1 (600XP), Spellcasting: +1 Level (900 XP), Class Specials:
Suggestion (600 XP), Class Levels: +0 (0 XP), Level
Cost: 7200 XP, CAREER XP: 18000 XP.

Level 13 - Base Attack Bonus: +0 (0 XP), Fortitude Save:+0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0 XP),
Hit Points: +6 (1950 XP), Skill Points: +6 (1950 XP),
Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (1950 XP), Class Specials: +0 (0XP), Class Levels: +0 (0 XP), Level Cost: 5850 XP,
CAREER XP: 78500 XP.

57

Level 14 - Base Attack Bonus: +1 (3900 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +1 (1400 XP), Will Save: +1(1400 XP), Hit Points: +6 (2100 XP), Skill Points: +6(2100 XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0XP), Spellcasting: +1 Level (2100 XP), Class Specials:
Inspire Courage III (1400 XP), Class Levels: +0 (0 XP),
Level Cost: 14400 XP, CAREER XP: 92900 XP.

CLERIC
Level 1 - Base Attack Bonus: +0 (0 XP), Fortitude Save:+2 (200 XP), Reflex Save: +0 (0 XP), Will Save: +2 (200XP), Hit Points: +7 (175 XP), Skill Points: +8 (200 XP),
Ability Score: +0 (0 XP), Bonus Feat: +1 (100 XP),
Spellcasting: +1 Level (300 XP), Class Specials: Turn
Undead or Rebuke Undead (100 XP), Class Levels: +0(0 XP), Armor and Weapon Feats: Simple Weapons;
Light, Medium, Heavy Armor; Shields (500 XP), Level
Cost: 1775 XP, CAREER XP: 0 XP.

Level 15 - Base Attack Bonus: +1 (4200 XP), Fortitude
Save: +1 (1500 XP), Reflex Save: +0 (0 XP), Will Save: +0(0 XP), Hit Points: +6 (2250 XP), Skill Points: +6 (2250
XP), Ability Score: +0 (0 XP), Bonus Feat: +1 (1500 XP),
Spellcasting: +1 Level (2250 XP), Class Specials: Inspire
Heroics (1500 XP), Class Levels: +0 (0 XP), Level Cost:
15450 XP, CAREER XP: 108350 XP.

Level 2 - Base Attack Bonus: +1 (600 XP), Fortitude
Save: +1 (200 XP), Reflex Save: +0 (0 XP), Will Save: +1(200 XP), Hit Points: +8 (400 XP), Skill Points: +2 (100XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (300 XP), Class Specials: +0 (0XP), Class Levels: +0 (0 XP), Level Cost: 1800 XP,
CAREER XP: 1800 XP.

Level 16 - Base Attack Bonus: +1 (4500 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +1 (1600 XP), Will Save: +1(1600 XP), Hit Points: +6 (2400 XP), Skill Points: +6(2400 XP), Ability Score: +1 (2400 XP), Bonus Feat: +0(0 XP), Spellcasting: +1 Level (2400 XP), Class Specials:+0 (0 XP), Class Levels: +0 (0 XP), Level Cost: 17300 XP,
CAREER XP: 125650 XP.

Level 3 - Base Attack Bonus: +1 (900 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +1 (300 XP), Will Save: +0(0 XP), Hit Points: +8 (600 XP), Skill Points: +2 (150XP), Ability Score: +0 (0 XP), Bonus Feat: +1 (300 XP),
Spellcasting: +1 Level (600 XP), Class Specials: +0 (0XP), Class Levels: +0 (0 XP), Level Cost: 2850 XP,
CAREER XP: 4650 XP.

Level 17 - Base Attack Bonus: +0 (0 XP), Fortitude Save:+0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0 XP),
Hit Points: +6 (2550 XP), Skill Points: +6 (2550 XP),
Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (2550 XP), Class Specials: +0 (0XP), Class Levels: +0 (0 XP), Level Cost: 7650 XP,
CAREER XP: 133300 XP.

Level 4 - Base Attack Bonus: +1 (1200 XP), Fortitude
Save: +1 (400 XP), Reflex Save: +0 (0 XP), Will Save: +1(400 XP), Hit Points: +8 (800 XP), Skill Points: +2 (200XP), Ability Score: +1 (600 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (900 XP), Class Specials: +0 (0XP), Class Levels: +0 (0 XP), Level Cost: 4500 XP,
CAREER XP: 9150 XP.

Level 18 - Base Attack Bonus: +1 (5100 XP), Fortitude
Save: +1 (1800 XP), Reflex Save: +1 (1800 XP), Will Save:+1 (1800 XP), Hit Points: +6 (2700 XP), Skill Points: +6(2700 XP), Ability Score: +0 (0 XP), Bonus Feat: +1(1800 XP), Spellcasting: +1 Level (2700 XP), Class
Specials: Mass Suggestion (1800 XP), Class Levels: +0 (0XP), Level Cost: 22200 XP, CAREER XP: 155500 XP.

Level 5 - Base Attack Bonus: +0 (0 XP), Fortitude Save:+0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0 XP),
Hit Points: +8 (1000 XP), Skill Points: +2 (250 XP),
Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (1200 XP), Class Specials: +0 (0XP), Class Levels: +0 (0 XP), Level Cost: 2450 XP,
CAREER XP: 11600 XP.

Level 19 - Base Attack Bonus: +1 (5400 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0XP), Hit Points: +6 (2850 XP), Skill Points: +6 (2850XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (2850 XP), Class Specials: +0 (0XP), Class Levels: +0 (0 XP), Level Cost: 13950 XP,
CAREER XP: 169450 XP.

Level 6 - Base Attack Bonus: +1 (1800 XP), Fortitude
Save: +1 (600 XP), Reflex Save: +1 (600 XP), Will Save:+1 (600 XP), Hit Points: +8 (1200 XP), Skill Points: +2(300 XP), Ability Score: +0 (0 XP), Bonus Feat: +1 (600XP), Spellcasting: +1 Level (1500 XP), Class Specials: +0(0 XP), Class Levels: +0 (0 XP), Level Cost: 7200 XP,
CAREER XP: 18800 XP.

Level 20 - Base Attack Bonus: +1 (5700 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +1 (2000 XP), Will Save: +1(2000 XP), Hit Points: +6 (3000 XP), Skill Points: +6(3000 XP), Ability Score: +1 (3000 XP), Bonus Feat: +0(0 XP), Spellcasting: +1 Level (3000 XP), Class Specials:
Inspire Courage IV (2000 XP), Class Levels: +0 (0 XP),
Level Cost: 23700 XP, CAREER XP: 193150 XP.

58

Level 7 - Base Attack Bonus: +1 (2100 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0XP), Hit Points: +8 (1400 XP), Skill Points: +2 (350 XP),
Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (1800 XP), Class Specials: +0 (0XP), Class Levels: +0 (0 XP), Level Cost: 5650 XP,
CAREER XP: 24450 XP.

Level 14 - Base Attack Bonus: +1 (4200 XP), Fortitude
Save: +1 (1400 XP), Reflex Save: +0 (0 XP), Will Save: +1(1400 XP), Hit Points: +8 (2800 XP), Skill Points: +2(700 XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0XP), Spellcasting: +1 Level (3900 XP), Class Specials: +0(0 XP), Class Levels: +0 (0 XP), Level Cost: 14400 XP,
CAREER XP: 97200 XP.

Level 8 - Base Attack Bonus: +1 (2400 XP), Fortitude
Save: +1 (800 XP), Reflex Save: +0 (0 XP), Will Save: +1(800 XP), Hit Points: +8 (1600 XP), Skill Points: +2 (400XP), Ability Score: +1 (1200 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (2100 XP), Class Specials: +0 (0XP), Class Levels: +0 (0 XP), Level Cost: 9300 XP,
CAREER XP: 33750 XP.

Level 15 - Base Attack Bonus: +1 (4500 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +1 (1500 XP), Will Save: +0(0 XP), Hit Points: +8 (3000 XP), Skill Points: +2 (750XP), Ability Score: +0 (0 XP), Bonus Feat: +1 (1500 XP),
Spellcasting: +1 Level (4200 XP), Class Specials: +0 (0XP), Class Levels: +0 (0 XP), Level Cost: 15450 XP,
CAREER XP: 112650 XP.

Level 9 - Base Attack Bonus: +0 (0 XP), Fortitude Save:+0 (0 XP), Reflex Save: +1 (900 XP), Will Save: +0 (0XP), Hit Points: +8 (1800 XP), Skill Points: +2 (450 XP),
Ability Score: +0 (0 XP), Bonus Feat: +1 (900 XP),
Spellcasting: +1 Level (2400 XP), Class Specials: +0 (0XP), Class Levels: +0 (0 XP), Level Cost: 6450 XP,
CAREER XP: 40200 XP.

Level 16 - Base Attack Bonus: +1 (4800 XP), Fortitude
Save: +1 (1600 XP), Reflex Save: +0 (0 XP), Will Save: +1(1600 XP), Hit Points: +8 (3200 XP), Skill Points: +2(800 XP), Ability Score: +1 (2400 XP), Bonus Feat: +0 (0XP), Spellcasting: +1 Level (4500 XP), Class Specials: +0(0 XP), Class Levels: +0 (0 XP), Level Cost: 18900 XP,
CAREER XP: 131550 XP.

Level 10 - Base Attack Bonus: +1 (3000 XP), Fortitude
Save: +1 (1000 XP), Reflex Save: +0 (0 XP), Will Save: +1(1000 XP), Hit Points: +8 (2000 XP), Skill Points: +2(500 XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0XP), Spellcasting: +1 Level (2700 XP), Class Specials: +0(0 XP), Class Levels: +0 (0 XP), Level Cost: 10200 XP,
CAREER XP: 50400 XP.

Level 17 - Base Attack Bonus: +0 (0 XP), Fortitude Save:+0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0 XP),
Hit Points: +8 (3400 XP), Skill Points: +2 (850 XP),
Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (4800 XP), Class Specials: +0 (0XP), Class Levels: +0 (0 XP), Level Cost: 9050 XP,
CAREER XP: 140600 XP.

Level 11 - Base Attack Bonus: +1 (3300 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0XP), Hit Points: +8 (2200 XP), Skill Points: +2 (550 XP),
Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (3000 XP), Class Specials: +0 (0XP), Class Levels: +0 (0 XP), Level Cost: 9050 XP,
CAREER XP: 59450 XP.

Level 18 - Base Attack Bonus: +1 (5400 XP), Fortitude
Save: +1 (1800 XP), Reflex Save: +1 (1800 XP), Will Save:+1 (1800 XP), Hit Points: +8 (3600 XP), Skill Points: +2(900 XP), Ability Score: +0 (0 XP), Bonus Feat: +1 (1800
XP), Spellcasting: +1 Level (5100 XP), Class Specials: +0(0 XP), Class Levels: +0 (0 XP), Level Cost: 22200 XP,
CAREER XP: 162800 XP.

Level 12 - Base Attack Bonus: +1 (3600 XP), Fortitude
Save: +1 (1200 XP), Reflex Save: +1 (1200 XP), Will Save:+1 (1200 XP), Hit Points: +8 (2400 XP), Skill Points: +2(600 XP), Ability Score: +1 (1800 XP), Bonus Feat: +1(1200 XP), Spellcasting: +1 Level (3300 XP), Class
Specials: +0 (0 XP), Class Levels: +0 (0 XP), Level Cost:
16500 XP, CAREER XP: 75950 XP.

Level 19 - Base Attack Bonus: +1 (5700 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0XP), Hit Points: +8 (3800 XP), Skill Points: +2 (950 XP),
Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (5400 XP), Class Specials: +0 (0XP), Class Levels: +0 (0 XP), Level Cost: 15850 XP,
CAREER XP: 178650 XP.

Level 13 - Base Attack Bonus: +0 (0 XP), Fortitude Save:+0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0 XP),
Hit Points: +8 (2600 XP), Skill Points: +2 (650 XP),
Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (3600 XP), Class Specials: +0 (0XP), Class Levels: +0 (0 XP), Level Cost: 6850 XP,
CAREER XP: 82800 XP.

Level 20 - Base Attack Bonus: +1 (6000 XP), Fortitude
Save: +1 (2000 XP), Reflex Save: +0 (0 XP), Will Save: +1(2000 XP), Hit Points: +8 (4000 XP), Skill Points: +2(1000 XP), Ability Score: +1 (3000 XP), Bonus Feat: +0(0 XP), Spellcasting: +1 Level (5700 XP), Class Specials:+0 (0 XP), Class Levels: +0 (0 XP), Level Cost: 23700
XP, CAREER XP: 202350 XP.

59

Level 7 - Base Attack Bonus: +1 (1800 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0XP), Hit Points: +8 (1400 XP), Skill Points: +4 (700 XP),
Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (1400 XP), Class Specials: Wild
Shape III (700 XP), Class Levels: +0 (0 XP), Level Cost:
6000 XP, CAREER XP: 25900 XP.

DRUID
Level 1 - Base Attack Bonus: +0 (0 XP), Fortitude Save:+2 (200 XP), Reflex Save: +0 (0 XP), Will Save: +2 (200XP), Hit Points: +7 (175 XP), Skill Points: +16 (400 XP),
Ability Score: +0 (0 XP), Bonus Feat: +1 (100 XP),
Spellcasting: +1 Level (200 XP), Class Specials: Animal
Companion, Nature Sense, Wild Empathy (300 XP),Class Levels: +0 (0 XP), Armor and Weapon Feats:
Druid Weapons; Light, Medium Armor; Shields (400XP), Level Cost: 1975 XP, CAREER XP: 0 XP.

Level 8 - Base Attack Bonus: +1 (2100 XP), Fortitude
Save: +1 (800 XP), Reflex Save: +0 (0 XP), Will Save: +1(800 XP), Hit Points: +8 (1600 XP), Skill Points: +4 (800XP), Ability Score: +1 (1200 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (1600 XP), Class Specials: Wild
Shape: Large (800 XP), Class Levels: +0 (0 XP), Level
Cost: 9700 XP, CAREER XP: 35600 XP.

Level 2 - Base Attack Bonus: +1 (300 XP), Fortitude
Save: +1 (200 XP), Reflex Save: +0 (0 XP), Will Save: +1(200 XP), Hit Points: +8 (400 XP), Skill Points: +4 (200XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (400 XP), Class Specials:
Woodland Stride (200 XP), Class Levels: +0 (0 XP),
Level Cost: 1900 XP, CAREER XP: 1900 XP.

Level 9 - Base Attack Bonus: +0 (0 XP), Fortitude Save:+0 (0 XP), Reflex Save: +1 (900 XP), Will Save: +0 (0XP), Hit Points: +8 (1800 XP), Skill Points: +4 (900 XP),
Ability Score: +0 (0 XP), Bonus Feat: +1 (900 XP),
Spellcasting: +1 Level (1600 XP), Class Specials: Venom
Immunity (900 XP), Class Levels: +0 (0 XP), Level Cost:
7000 XP, CAREER XP: 42600 XP.

Level 3 - Base Attack Bonus: +1 (600 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +1 (300 XP), Will Save: +0(0 XP), Hit Points: +8 (600 XP), Skill Points: +4 (300XP), Ability Score: +0 (0 XP), Bonus Feat: +1 (300 XP),
Spellcasting: +1 Level (600 XP), Class Specials:
Trackless Step (300 XP), Class Levels: +0 (0 XP), Level
Cost: 3000 XP, CAREER XP: 4900 XP.

Level 10 - Base Attack Bonus: +1 (2700 XP), Fortitude
Save: +1 (1000 XP), Reflex Save: +0 (0 XP), Will Save: +1(1000 XP), Hit Points: +8 (2000 XP), Skill Points: +4(1000 XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0XP), Spellcasting: +1 Level (2000 XP), Class Specials:
Wild Shape IV (1000 XP), Class Levels: +0 (0 XP), Level
Cost: 10700 XP, CAREER XP: 53300 XP.

Level 4 - Base Attack Bonus: +1 (900 XP), Fortitude
Save: +1 (400 XP), Reflex Save: +0 (0 XP), Will Save: +1(400 XP), Hit Points: +8 (800 XP), Skill Points: +4 (400XP), Ability Score: +1 (600 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (800 XP), Class Specials: Resist
Nature’s Lure (400 XP), Class Levels: +0 (0 XP), Level
Cost: 4700 XP, CAREER XP: 9600 XP.

Level 11 - Base Attack Bonus: +1 (3000 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0XP), Hit Points: +8 (2200 XP), Skill Points: +4 (1100
XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (2200 XP), Class Specials: Wild
Shape: Tiny (1100 XP), Class Levels: +0 (0 XP), Level
Cost: 9600 XP, CAREER XP: 62900 XP.

Level 5 - Base Attack Bonus: +0 (0 XP), Fortitude Save:+0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0 XP),
Hit Points: +8 (1000 XP), Skill Points: +4 (500 XP),
Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (800 XP), Class Specials: Wild
Shape I (500 XP), Class Levels: +0 (0 XP), Level Cost:
2800 XP, CAREER XP: 12400 XP.

Level 12 - Base Attack Bonus: +1 (3300 XP), Fortitude
Save: +1 (1200 XP), Reflex Save: +1 (1200 XP), Will Save:+1 (1200 XP), Hit Points: +8 (2400 XP), Skill Points: +4(1200 XP), Ability Score: +1 (1800 XP), Bonus Feat: Wild
Shape: Plant (1200 XP), Spellcasting: +1 Level (2400
XP), Class Specials: +1 (1200 XP), Class Levels: +0 (0XP), Level Cost: 17100 XP, CAREER XP: 80000 XP.

Level 6 - Base Attack Bonus: +1 (1500 XP), Fortitude
Save: +1 (600 XP), Reflex Save: +1 (600 XP), Will Save:+1 (600 XP), Hit Points: +8 (1200 XP), Skill Points: +4(600 XP), Ability Score: +0 (0 XP), Bonus Feat: +1 (600XP), Spellcasting: +1 Level (1200 XP), Class Specials:
Wild Shape II (600 XP), Class Levels: +0 (0 XP), Level
Cost: 7500 XP, CAREER XP: 19900 XP.

Level 13 - Base Attack Bonus: +0 (0 XP), Fortitude Save:+0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0 XP),
Hit Points: +8 (2600 XP), Skill Points: +4 (1300 XP),
Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (2400 XP), Class Specials: A
Thousand Faces (1300 XP), Class Levels: +0 (0 XP),
Level Cost: 7600 XP, CAREER XP: 87600 XP.

60

Level 14 - Base Attack Bonus: +1 (3900 XP), Fortitude
Save: +1 (1400 XP), Reflex Save: +0 (0 XP), Will Save: +1(1400 XP), Hit Points: +8 (2800 XP), Skill Points: +4(1400 XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0XP), Spellcasting: +1 Level (2800 XP), Class Specials:
Wild Shape V (1400 XP), Class Levels: +0 (0 XP), Level
Cost: 15100 XP, CAREER XP: 102700 XP.

FIGHTER
Level 1 - Base Attack Bonus: +1 (300 XP), Fortitude
Save: +2 (200 XP), Reflex Save: +0 (0 XP), Will Save: +0(0 XP), Hit Points: +9 (225 XP), Skill Points: +8 (200XP), Ability Score: +0 (0 XP), Bonus Feat: Fighting
Mastery I (100 XP), Spellcasting: +0 Level (0 XP), Class
Specials: +1 (100 XP), Class Levels: +0 (0 XP), Armorand Weapon Feats: Simple, Martial Weapons; Light,
Medium, Heavy Armor; Shields, Tower Shields (700XP), Level Cost: 1825 XP, CAREER XP: 0 XP.

Level 15 - Base Attack Bonus: +1 (4200 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +1 (1500 XP), Will Save: +0(0 XP), Hit Points: +8 (3000 XP), Skill Points: +4 (1500
XP), Ability Score: +0 (0 XP), Bonus Feat: +1 (1500 XP),
Spellcasting: +1 Level (3000 XP), Class Specials:
Timeless Body: Druidic, Wild Shape: Huge (3000 XP),Class Levels: +0 (0 XP), Level Cost: 17700 XP, CAREER
XP: 120400 XP.

Level 2 - Base Attack Bonus: +1 (300 XP), Fortitude
Save: +1 (200 XP), Reflex Save: +0 (0 XP), Will Save: +0(0 XP), Hit Points: +10 (500 XP), Skill Points: +2 (100XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +0 Level (0 XP), Class Specials: Fighting
Mastery II (200 XP), Class Levels: +0 (0 XP), Level Cost:
1300 XP, CAREER XP: 1300 XP.

Level 16 - Base Attack Bonus: +1 (4500 XP), Fortitude
Save: +1 (1600 XP), Reflex Save: +0 (0 XP), Will Save: +1(1600 XP), Hit Points: +8 (3200 XP), Skill Points: +4(1600 XP), Ability Score: +1 (2400 XP), Bonus Feat: +0(0 XP), Spellcasting: +1 Level (3200 XP), Class Specials:
Wild Shape: Elemental I (1600 XP), Class Levels: +0 (0XP), Level Cost: 19700 XP, CAREER XP: 140100 XP.

Level 3 - Base Attack Bonus: +1 (600 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +1 (300 XP), Will Save: +1(300 XP), Hit Points: +10 (750 XP), Skill Points: +2 (150XP), Ability Score: +0 (0 XP), Bonus Feat: +1 (300 XP),
Spellcasting: +0 Level (0 XP), Class Specials: +0 (0 XP),Class Levels: +0 (0 XP), Level Cost: 2400 XP, CAREER
XP: 3700 XP.

Level 17 - Base Attack Bonus: +0 (0 XP), Fortitude Save:+0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0 XP),
Hit Points: +8 (3400 XP), Skill Points: +4 (1700 XP),
Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (3200 XP), Class Specials: +0 (0XP), Class Levels: +0 (0 XP), Level Cost: 8300 XP,
CAREER XP: 148400 XP.

Level 4 - Base Attack Bonus: +1 (900 XP), Fortitude
Save: +1 (400 XP), Reflex Save: +0 (0 XP), Will Save: +0(0 XP), Hit Points: +10 (1000 XP), Skill Points: +2 (200XP), Ability Score: +1 (600 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +0 Level (0 XP), Class Specials: Fighting
Mastery III (400 XP), Class Levels: +0 (0 XP), Level
Cost: 3500 XP, CAREER XP: 7200 XP.

Level 18 - Base Attack Bonus: +1 (5100 XP), Fortitude
Save: +1 (1800 XP), Reflex Save: +1 (1800 XP), Will Save:+1 (1800 XP), Hit Points: +8 (3600 XP), Skill Points: +4(1800 XP), Ability Score: +0 (0 XP), Bonus Feat: +1(1800 XP), Spellcasting: +1 Level (3600 XP), Class
Specials: Wild Shape: Elemental II, Wild Shape VI(3600 XP), Class Levels: +0 (0 XP), Level Cost: 24900
XP, CAREER XP: 173300 XP.

Level 5 - Base Attack Bonus: +1 (1200 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0XP), Hit Points: +10 (1250 XP), Skill Points: +2 (250 XP),
Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +0 Level (0 XP), Class Specials: +0 (0 XP),Class Levels: +0 (0 XP), Level Cost: 2700 XP, CAREER
XP: 9900 XP.

Level 19 - Base Attack Bonus: +1 (5400 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0XP), Hit Points: +8 (3800 XP), Skill Points: +4 (1900
XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (3800 XP), Class Specials: +0 (0XP), Class Levels: +0 (0 XP), Level Cost: 14900 XP,
CAREER XP: 188200 XP.

Level 6 - Base Attack Bonus: +1 (1500 XP), Fortitude
Save: +1 (600 XP), Reflex Save: +1 (600 XP), Will Save:+1 (600 XP), Hit Points: +10 (1500 XP), Skill Points: +2(300 XP), Ability Score: +0 (0 XP), Bonus Feat: +1 (600XP), Spellcasting: +0 Level (0 XP), Class Specials:
Fighting Mastery IV (600 XP), Class Levels: +0 (0 XP),
Level Cost: 6300 XP, CAREER XP: 16200 XP.

Level 20 - Base Attack Bonus: +1 (5700 XP), Fortitude
Save: +1 (2000 XP), Reflex Save: +0 (0 XP), Will Save: +1(2000 XP), Hit Points: +8 (4000 XP), Skill Points: +4(2000 XP), Ability Score: +1 (3000 XP), Bonus Feat: +0(0 XP), Spellcasting: +1 Level (4000 XP), Class Specials:
Wild Shape: Elemental III, Wild Shape: Elemental(Huge) (4000 XP), Class Levels: +0 (0 XP), Level Cost:
26700 XP, CAREER XP: 214900 XP.

61

Level 7 - Base Attack Bonus: +1 (1800 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0XP), Hit Points: +10 (1750 XP), Skill Points: +2 (350 XP),
Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +0 Level (0 XP), Class Specials: +0 (0 XP),Class Levels: +0 (0 XP), Level Cost: 3900 XP, CAREER
XP: 20100 XP.

Level 14 - Base Attack Bonus: +1 (3900 XP), Fortitude
Save: +1 (1400 XP), Reflex Save: +0 (0 XP), Will Save: +0(0 XP), Hit Points: +10 (3500 XP), Skill Points: +2 (700XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +0 Level (0 XP), Class Specials: Fighting
Mastery VIII (1400 XP), Class Levels: +0 (0 XP), Level
Cost: 10900 XP, CAREER XP: 82300 XP.

Level 8 - Base Attack Bonus: +1 (2100 XP), Fortitude
Save: +1 (800 XP), Reflex Save: +0 (0 XP), Will Save: +0(0 XP), Hit Points: +10 (2000 XP), Skill Points: +2 (400XP), Ability Score: +1 (1200 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +0 Level (0 XP), Class Specials: Fighting
Mastery V (800 XP), Class Levels: +0 (0 XP), Level
Cost: 7300 XP, CAREER XP: 27400 XP.

Level 15 - Base Attack Bonus: +1 (4200 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +1 (1500 XP), Will Save: +1(1500 XP), Hit Points: +10 (3750 XP), Skill Points: +2(750 XP), Ability Score: +0 (0 XP), Bonus Feat: +1 (1500
XP), Spellcasting: +0 Level (0 XP), Class Specials: +0 (0XP), Class Levels: +0 (0 XP), Level Cost: 13200 XP,
CAREER XP: 95500 XP.

Level 9 - Base Attack Bonus: +1 (2400 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +1 (900 XP), Will Save: +1(900 XP), Hit Points: +10 (2250 XP), Skill Points: +2(450 XP), Ability Score: +0 (0 XP), Bonus Feat: +1 (900XP), Spellcasting: +0 Level (0 XP), Class Specials: +0 (0XP), Class Levels: +0 (0 XP), Level Cost: 7800 XP,
CAREER XP: 35200 XP.

Level 16 - Base Attack Bonus: +1 (4500 XP), Fortitude
Save: +1 (1600 XP), Reflex Save: +0 (0 XP), Will Save: +0(0 XP), Hit Points: +10 (4000 XP), Skill Points: +2 (800XP), Ability Score: +1 (2400 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +0 Level (0 XP), Class Specials: Fighting
Mastery IX (1600 XP), Class Levels: +0 (0 XP), Level
Cost: 14900 XP, CAREER XP: 110400 XP.

Level 10 - Base Attack Bonus: +1 (2700 XP), Fortitude
Save: +1 (1000 XP), Reflex Save: +0 (0 XP), Will Save: +0(0 XP), Hit Points: +10 (2500 XP), Skill Points: +2 (500XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +0 Level (0 XP), Class Specials: Fighting
Mastery VI (1000 XP), Class Levels: +0 (0 XP), Level
Cost: 7700 XP, CAREER XP: 42900 XP.

Level 17 - Base Attack Bonus: +1 (4800 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0XP), Hit Points: +10 (4250 XP), Skill Points: +2 (850XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +0 Level (0 XP), Class Specials: +0 (0 XP),Class Levels: +0 (0 XP), Level Cost: 9900 XP, CAREER
XP: 120300 XP.

Level 11 - Base Attack Bonus: +1 (3000 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0XP), Hit Points: +10 (2750 XP), Skill Points: +2 (550XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +0 Level (0 XP), Class Specials: +0 (0 XP),Class Levels: +0 (0 XP), Level Cost: 6300 XP, CAREER
XP: 49200 XP.

Level 18 - Base Attack Bonus: +1 (5100 XP), Fortitude
Save: +1 (1800 XP), Reflex Save: +1 (1800 XP), Will Save:+1 (1800 XP), Hit Points: +10 (4500 XP), Skill Points: +2(900 XP), Ability Score: +0 (0 XP), Bonus Feat: +1 (1800
XP), Spellcasting: +0 Level (0 XP), Class Specials:
Fighting Mastery X (1800 XP), Class Levels: +0 (0 XP),
Level Cost: 19500 XP, CAREER XP: 139800 XP.

Level 12 - Base Attack Bonus: +1 (3300 XP), Fortitude
Save: +1 (1200 XP), Reflex Save: +1 (1200 XP), Will Save:+1 (1200 XP), Hit Points: +10 (3000 XP), Skill Points: +2(600 XP), Ability Score: +1 (1800 XP), Bonus Feat: +1(1200 XP), Spellcasting: +0 Level (0 XP), Class Specials:
Fighting Mastery VII (1200 XP), Class Levels: +0 (0 XP),
Level Cost: 14700 XP, CAREER XP: 63900 XP.

Level 19 - Base Attack Bonus: +1 (5400 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0XP), Hit Points: +10 (4750 XP), Skill Points: +2 (950XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +0 Level (0 XP), Class Specials: +0 (0 XP),Class Levels: +0 (0 XP), Level Cost: 11100 XP, CAREER
XP: 150900 XP.

Level 13 - Base Attack Bonus: +1 (3600 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0XP), Hit Points: +10 (3250 XP), Skill Points: +2 (650XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +0 Level (0 XP), Class Specials: +0 (0 XP),Class Levels: +0 (0 XP), Level Cost: 7500 XP, CAREER
XP: 71400 XP.

Level 20 - Base Attack Bonus: +1 (5700 XP), Fortitude
Save: +1 (2000 XP), Reflex Save: +0 (0 XP), Will Save:+0 (0 XP), Hit Points: +10 (5000 XP), Skill Points: +2(1000 XP), Ability Score: +1 (3000 XP), Bonus Feat: +0(0 XP), Spellcasting: +0 Level (0 XP), Class Specials:
Fighting Mastery XI (2000 XP), Class Levels: +0 (0 XP),
Level Cost: 18700 XP, CAREER XP: 169600 XP.

62

Level 7 - Base Attack Bonus: +1 (1800 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0XP), Hit Points: +8 (1400 XP), Skill Points: +4 (700 XP),
Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +0 Level (0 XP), Class Specials:
Wholeness of Body (700 XP), Class Levels: +0 (0 XP),
Level Cost: 4600 XP, CAREER XP: 23900 XP.

MONK
Level 1 - Base Attack Bonus: +0 (0 XP), Fortitude Save:+2 (200 XP), Reflex Save: +2 (200 XP), Will Save: +2(200 XP), Hit Points: +7 (175 XP), Skill Points: +16 (400XP), Ability Score: +0 (0 XP), Bonus Feat: +1 (100 XP),
Spellcasting: +0 Level (0 XP), Class Specials: Flurry ofBlows I, Intuitive Defense I, Martial Arts I (one choice),
Unarmed Strike I (400 XP), Class Levels: +0 (0 XP),
Armor and Weapon Feats: Monk Weapons (100 XP),
Level Cost: 1775 XP, CAREER XP: 0 XP.

Level 8 - Base Attack Bonus: +1 (2100 XP), Fortitude
Save: +1 (800 XP), Reflex Save: +1 (800 XP), Will Save:+1 (800 XP), Hit Points: +8 (1600 XP), Skill Points: +4(800 XP), Ability Score: +1 (1200 XP), Bonus Feat: +0 (0XP), Spellcasting: +0 Level (0 XP), Class Specials: Slow
Fall III, Unarmed Strike III (1600 XP), Class Levels: +0(0 XP), Level Cost: 9700 XP, CAREER XP: 33600 XP.

Level 2 - Base Attack Bonus: +1 (300 XP), Fortitude
Save: +1 (200 XP), Reflex Save: +1 (200 XP), Will Save:+1 (200 XP), Hit Points: +8 (400 XP), Skill Points: +4(200 XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0XP), Spellcasting: +0 Level (0 XP), Class Specials:
Evasion, Martial Arts II (one choice) (400 XP), Class
Levels: +0 (0 XP), Level Cost: 1900 XP, CAREER XP:
1900 XP.

Level 9 - Base Attack Bonus: +0 (0 XP), Fortitude Save:+0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0 XP),
Hit Points: +8 (1800 XP), Skill Points: +4 (900 XP),
Ability Score: +0 (0 XP), Bonus Feat: +1 (900 XP),
Spellcasting: +0 Level (0 XP), Class Specials: Flurry ofBlows III, Improved Evasion, Speed Bonus III (2600
XP), Class Levels: +0 (0 XP), Level Cost: 6200 XP,
CAREER XP: 39800 XP.

Level 3 - Base Attack Bonus: +1 (600 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0XP), Hit Points: +8 (600 XP), Skill Points: +4 (300 XP),
Ability Score: +0 (0 XP), Bonus Feat: +1 (300 XP),
Spellcasting: +0 Level (0 XP), Class Specials: Speed
Bonus I, Still Mind (600 XP), Class Levels: +0 (0 XP),
Level Cost: 2400 XP, CAREER XP: 4300 XP.

Level 10 - Base Attack Bonus: +1 (2700 XP), Fortitude
Save: +1 (1000 XP), Reflex Save: +1 (1000 XP), Will Save:+1 (1000 XP), Hit Points: +8 (2000 XP), Skill Points: +4(1000 XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0XP), Spellcasting: +0 Level (0 XP), Class Specials:
Intuitive Defense III, Ki Strike: Lawful, Slow Fall IV(3000 XP), Class Levels: +0 (0 XP), Level Cost: 11700 XP,
CAREER XP: 51500 XP.

Level 4 - Base Attack Bonus: +1 (900 XP), Fortitude
Save: +1 (400 XP), Reflex Save: +1 (400 XP), Will Save:+1 (400 XP), Hit Points: +8 (800 XP), Skill Points: +4(400 XP), Ability Score: +1 (600 XP), Bonus Feat: +0 (0XP), Spellcasting: +0 Level (0 XP), Class Specials: Ki
Strike: Magic, Slow Fall I, Unarmed Strike II (1200 XP),Class Levels: +0 (0 XP), Level Cost: 5100 XP, CAREER
XP: 9400 XP.

Level 11 - Base Attack Bonus: +1 (3000 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0XP), Hit Points: +8 (2200 XP), Skill Points: +4 (1100
XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +0 Level (0 XP), Class Specials: Diamond
Body, Greater Flurry (2200 XP), Class Levels: +0 (0 XP),
Level Cost: 8500 XP, CAREER XP: 60000 XP.

Level 5 - Base Attack Bonus: +0 (0 XP), Fortitude Save:+0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0 XP),
Hit Points: +8 (1000 XP), Skill Points: +4 (500 XP),
Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +0 Level (0 XP), Class Specials: Intuitive
Defense II, Purity of Body (900 XP), Class Levels: +0 (0XP), Level Cost: 2400 XP, CAREER XP: 11800 XP.

Level 12 - Base Attack Bonus: +1 (3300 XP), Fortitude
Save: +1 (1200 XP), Reflex Save: +1 (1200 XP), Will Save:+1 (1200 XP), Hit Points: +8 (2400 XP), Skill Points: +4(1200 XP), Ability Score: +1 (1800 XP), Bonus Feat: +1(1200 XP), Spellcasting: +0 Level (0 XP), Class Specials:
Abundant Step, Slow Fall V, Speed Bonus IV, Unarmed
Strike IV (4800 XP), Class Levels: +0 (0 XP), Level Cost:
18300 XP, CAREER XP: 78300 XP.

Level 6 - Base Attack Bonus: +1 (1500 XP), Fortitude
Save: +1 (600 XP), Reflex Save: +1 (600 XP), Will Save:+1 (600 XP), Hit Points: +8 (1200 XP), Skill Points: +4(600 XP), Ability Score: +0 (0 XP), Bonus Feat: +1 (600XP), Spellcasting: +0 Level (0 XP), Class Specials:
Martial Arts III (one choice), Slow Fall II, Speed Bonus
II (1800 XP), Class Levels: +0 (0 XP), Level Cost: 7500
XP, CAREER XP: 19300 XP.

63Level 13 - Base Attack Bonus: +0 (0 XP), Fortitude Save:+0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0 XP),
Hit Points: +8 (2600 XP), Skill Points: +4 (1300 XP),
Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +0 Level (0 XP), Class Specials: DiamondSoul (1200 XP), Class Levels: +0 (0 XP), Level Cost: 5100
XP, CAREER XP: 83400 XP.

Level 20 - Base Attack Bonus: +1 (5700 XP), Fortitude
Save: +1 (2000 XP), Reflex Save: +1 (2000 XP), Will
Save: +1 (2000 XP), Hit Points: +8 (4000 XP), Skill
Points: +4 (2000 XP), Ability Score: +1 (3000 XP),
Bonus Feat: +0 (0 XP), Spellcasting: +0 Level (0 XP),Class Specials: Intuitive Defense V, Perfect Self, Slow
Fall IX, Unarmed Strike VI (8000 XP), Class Levels: +0(0 XP), Level Cost: 28700 XP, CAREER XP: 202900 XP.

Level 14 - Base Attack Bonus: +1 (3900 XP), Fortitude
Save: +1 (1400 XP), Reflex Save: +1 (1400 XP), Will Save:+1 (1400 XP), Hit Points: +8 (2800 XP), Skill Points: +4(1400 XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0XP), Spellcasting: +0 Level (0 XP), Class Specials: Slow
Fall VI (1400 XP), Class Levels: +0 (0 XP), Level Cost:
13700 XP, CAREER XP: 97100 XP.

PALADIN
Level 1 - Base Attack Bonus: +1 (300 XP), Fortitude
Save: +2 (200 XP), Reflex Save: +0 (0 XP), Will Save: +0(0 XP), Hit Points: +9 (225 XP), Skill Points: +8 (200XP), Ability Score: +0 (0 XP), Bonus Feat: +1 (100 XP),
Spellcasting: +0 Level (0 XP), Class Specials: Aura of
Alignment (choose one), Detect Alignment (chooseone), Smite I (choose one alignment) (300 XP), Class
Levels: +0 (0 XP), Armor and Weapon Feats: Simple,
Martial Weapons; Light, Medium, Heavy Armor;
Shields (600 XP), Level Cost: 1925 XP, CAREER XP: 0
XP.

Level 15 - Base Attack Bonus: +1 (4200 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0XP), Hit Points: +8 (3000 XP), Skill Points: +4 (1500
XP), Ability Score: +0 (0 XP), Bonus Feat: +1 (1500 XP),
Spellcasting: +0 Level (0 XP), Class Specials: Intuitive
Defense IV, Quivering Palm, Speed Bonus V (4500 XP),Class Levels: +0 (0 XP), Level Cost: 14700 XP, CAREER
XP: 111800 XP.

Level 2 - Base Attack Bonus: +1 (300 XP), Fortitude
Save: +1 (200 XP), Reflex Save: +0 (0 XP), Will Save: +0(0 XP), Hit Points: +10 (500 XP), Skill Points: +2 (100XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +0 Level (0 XP), Class Specials: Divine
Grace, Lay on Hands or Deadly Touch (400 XP), Class
Levels: +0 (0 XP), Level Cost: 1500 XP, CAREER XP:
1500 XP.

Level 16 - Base Attack Bonus: +1 (4500 XP), Fortitude
Save: +1 (1600 XP), Reflex Save: +1 (1600 XP), Will Save:+1 (1600 XP), Hit Points: +8 (3200 XP), Skill Points: +4(1600 XP), Ability Score: +1 (2400 XP), Bonus Feat: +0(0 XP), Spellcasting: +0 Level (0 XP), Class Specials: Ki
Strike: Adamantite, Unarmed Strike V (3200 XP), Class
Levels: +0 (0 XP), Level Cost: 19700 XP, CAREER XP:
131500 XP.

Level 3 - Base Attack Bonus: +1 (600 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +1 (300 XP), Will Save: +1(300 XP), Hit Points: +10 (750 XP), Skill Points: +2 (150XP), Ability Score: +0 (0 XP), Bonus Feat: +1 (300 XP),
Spellcasting: +0 Level (0 XP), Class Specials: Aura of
Courage, Debilitation, Despair, or Resolve (pick onlyone), Divine Health (600 XP), Class Levels: +0 (0 XP),
Level Cost: 3000 XP, CAREER XP: 4500 XP.

Level 17 - Base Attack Bonus: +0 (0 XP), Fortitude Save:+0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0 XP),
Hit Points: +8 (3400 XP), Skill Points: +4 (1700 XP),
Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +0 Level (0 XP), Class Specials: TimelessBody: Ascetic, Tongue of the Sun and Moon (3300 XP),Class Levels: +0 (0 XP), Level Cost: 8400 XP, CAREER
XP: 139900 XP.

Level 4 - Base Attack Bonus: +1 (900 XP), Fortitude
Save: +1 (400 XP), Reflex Save: +0 (0 XP), Will Save: +0(0 XP), Hit Points: +10 (1000 XP), Skill Points: +2 (200XP), Ability Score: +1 (600 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +0 Level (0 XP), Class Specials: Turn
Undead or Rebuke Undead (400 XP), Class Levels: +0(0 XP), Level Cost: 3500 XP, CAREER XP: 8000 XP.

Level 18 - Base Attack Bonus: +1 (5100 XP), Fortitude
Save: +1 (1800 XP), Reflex Save: +1 (1800 XP), Will Save:+1 (1800 XP), Hit Points: +8 (3600 XP), Skill Points: +4(1800 XP), Ability Score: +0 (0 XP), Bonus Feat: +1(1800 XP), Spellcasting: +0 Level (0 XP), Class Specials:
Slow Fall VIII, Speed Bonus VI (3600 XP), Class Levels:+0 (0 XP), Level Cost: 21300 XP, CAREER XP: 161200
XP.

Level 5 - Base Attack Bonus: +1 (1200 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0XP), Hit Points: +10 (1250 XP), Skill Points: +2 (250 XP),
Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (1500 XP), Class Specials: Smite
II, Special Mount (1000 XP), Class Levels: +0 (0 XP),
Level Cost: 5200 XP, CAREER XP: 13200 XP.

Level 19 - Base Attack Bonus: +1 (5400 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0XP), Hit Points: +8 (3800 XP), Skill Points: +4 (1900
XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +0 Level (0 XP), Class Specials: Empty
Body (1900 XP), Class Levels: +0 (0 XP), Level Cost:
13000 XP, CAREER XP: 174200 XP.

64

Level 6 - Base Attack Bonus: +1 (1500 XP), Fortitude
Save: +1 (600 XP), Reflex Save: +1 (600 XP), Will Save:+1 (600 XP), Hit Points: +10 (1500 XP), Skill Points: +2(300 XP), Ability Score: +0 (0 XP), Bonus Feat: +1 (600XP), Spellcasting: +0 Level (0 XP), Class Specials:
Bestow Curse I, Cause Disease I, Remove Curse I, or
Remove Disease I (pick only one) (600 XP), Class
Levels: +0 (0 XP), Level Cost: 6300 XP, CAREER XP:
19500 XP.

Level 12 - Base Attack Bonus: +1 (3300 XP), Fortitude
Save: +1 (1200 XP), Reflex Save: +1 (1200 XP), Will Save:+1 (1200 XP), Hit Points: +10 (3000 XP), Skill Points: +2(600 XP), Ability Score: +1 (1800 XP), Bonus Feat: +1(1200 XP), Spellcasting: +0 Level (0 XP), Class Specials:
Bestow Curse III, Cause Disease III, Remove Curse III,or Remove Disease III (pick only one) (1200 XP), Class
Levels: +0 (0 XP), Level Cost: 14700 XP, CAREER XP:
75400 XP.

Level 7 - Base Attack Bonus: +1 (1800 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0XP), Hit Points: +10 (1750 XP), Skill Points: +2 (350 XP),
Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (2100 XP), Class Specials: +0 (0XP), Class Levels: +0 (0 XP), Level Cost: 6000 XP,
CAREER XP: 25500 XP.

Level 13 - Base Attack Bonus: +1 (3600 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0XP), Hit Points: +10 (3250 XP), Skill Points: +2 (650XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (3900 XP), Class Specials: +0 (0XP), Class Levels: +0 (0 XP), Level Cost: 11400 XP,
CAREER XP: 86800 XP.

Level 8 - Base Attack Bonus: +1 (2100 XP), Fortitude
Save: +1 (800 XP), Reflex Save: +0 (0 XP), Will Save: +0(0 XP), Hit Points: +10 (2000 XP), Skill Points: +2 (400XP), Ability Score: +1 (1200 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +0 Level (0 XP), Class Specials: +0 (0 XP),Class Levels: +0 (0 XP), Level Cost: 6500 XP, CAREER
XP: 32000 XP.

Level 14 - Base Attack Bonus: +1 (3900 XP), Fortitude
Save: +1 (1400 XP), Reflex Save: +0 (0 XP), Will Save: +0(0 XP), Hit Points: +10 (3500 XP), Skill Points: +2 (700XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +0 Level (0 XP), Class Specials: +0 (0 XP),Class Levels: +0 (0 XP), Level Cost: 9500 XP, CAREER
XP: 96300 XP.

Level 9 - Base Attack Bonus: +1 (2400 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +1 (900 XP), Will Save: +1(900 XP), Hit Points: +10 (2250 XP), Skill Points: +2(450 XP), Ability Score: +0 (0 XP), Bonus Feat: +1 (900XP), Spellcasting: +1 Level (2700 XP), Class Specials:
Bestow Curse II, Cause Disease II, Remove Curse II, or
Remove Disease II (pick only one) (900 XP), Class
Levels: +0 (0 XP), Level Cost: 11400 XP, CAREER XP:
43400 XP.

Level 15 - Base Attack Bonus: +1 (4200 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +1 (1500 XP), Will Save: +1(1500 XP), Hit Points: +10 (3750 XP), Skill Points: +2(750 XP), Ability Score: +0 (0 XP), Bonus Feat: +1 (1500
XP), Spellcasting: +1 Level (4500 XP), Class Specials:
Bestow Curse IV, Cause Disease IV, Remove Curse IV,
or Remove Disease IV (pick only one), Smite IV (3000XP), Class Levels: +0 (0 XP), Level Cost: 20700 XP,
CAREER XP: 117000 XP.

Level 10 - Base Attack Bonus: +1 (2700 XP), Fortitude
Save: +1 (1000 XP), Reflex Save: +0 (0 XP), Will Save: +0(0 XP), Hit Points: +10 (2500 XP), Skill Points: +2 (500XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +0 Level (0 XP), Class Specials: Smite III(1000 XP), Class Levels: +0 (0 XP), Level Cost: 7700 XP,
CAREER XP: 51100 XP.

Level 16 - Base Attack Bonus: +1 (4500 XP), Fortitude
Save: +1 (1600 XP), Reflex Save: +0 (0 XP), Will Save: +0(0 XP), Hit Points: +10 (4000 XP), Skill Points: +2 (800XP), Ability Score: +1 (2400 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +0 Level (0 XP), Class Specials: +0 (0 XP),Class Levels: +0 (0 XP), Level Cost: 13300 XP, CAREER
XP: 130300 XP.

Level 11 - Base Attack Bonus: +1 (3000 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0XP), Hit Points: +10 (2750 XP), Skill Points: +2 (550XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (3300 XP), Class Specials: +0 (0XP), Class Levels: +0 (0 XP), Level Cost: 9600 XP,
CAREER XP: 60700 XP.

Level 17 - Base Attack Bonus: +1 (4800 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0XP), Hit Points: +10 (4250 XP), Skill Points: +2 (850XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (5100 XP), Class Specials: +0 (0XP), Class Levels: +0 (0 XP), Level Cost: 15000 XP,
CAREER XP: 145300 XP.

65

Level 18 - Base Attack Bonus: +1 (5100 XP), Fortitude
Save: +1 (1800 XP), Reflex Save: +1 (1800 XP), Will Save:+1 (1800 XP), Hit Points: +10 (4500 XP), Skill Points: +2(900 XP), Ability Score: +0 (0 XP), Bonus Feat: +1 (1800
XP), Spellcasting: +0 Level (0 XP), Class Specials:
Bestow Curse V, Cause Disease V, Remove Curse V, or
Remove Disease V (pick only one) (1800 XP), Class
Levels: +0 (0 XP), Level Cost: 19500 XP, CAREER XP:
164800 XP.

Level 4 - Base Attack Bonus: +1 (900 XP), Fortitude
Save: +1 (400 XP), Reflex Save: +1 (400 XP), Will Save:+0 (0 XP), Hit Points: +8 (800 XP), Skill Points: +6 (600XP), Ability Score: +1 (600 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +0 Level (0 XP), Class Specials: Animal
Companion (400 XP), Class Levels: +0 (0 XP), Level
Cost: 4100 XP, CAREER XP: 8250 XP.
Level 5 - Base Attack Bonus: +1 (1200 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0XP), Hit Points: +8 (1000 XP), Skill Points: +6 (750 XP),
Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (1000 XP), Class Specials: Favored
Enemy II (500 XP), Class Levels: +0 (0 XP), Level Cost:
4450 XP, CAREER XP: 12700 XP.

Level 19 - Base Attack Bonus: +1 (5400 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0XP), Hit Points: +10 (4750 XP), Skill Points: +2 (950XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (5700 XP), Class Specials: +0 (0XP), Class Levels: +0 (0 XP), Level Cost: 16800 XP,
CAREER XP: 181600 XP.

Level 6 - Base Attack Bonus: +1 (1500 XP), Fortitude
Save: +1 (600 XP), Reflex Save: +1 (600 XP), Will Save:+1 (600 XP), Hit Points: +8 (1200 XP), Skill Points: +6(900 XP), Ability Score: +0 (0 XP), Bonus Feat: +1 (600XP), Spellcasting: +0 Level (0 XP), Class Specials:
Improved Combat Style (choose one) (600 XP), Class
Levels: +0 (0 XP), Level Cost: 6600 XP, CAREER XP:
19300 XP.

Level 20 - Base Attack Bonus: +1 (5700 XP), Fortitude
Save: +1 (2000 XP), Reflex Save: +0 (0 XP), Will Save:+0 (0 XP), Hit Points: +10 (5000 XP), Skill Points: +2(1000 XP), Ability Score: +1 (3000 XP), Bonus Feat: +0(0 XP), Spellcasting: +0 Level (0 XP), Class Specials:
Smite V (2000 XP), Class Levels: +0 (0 XP), Level Cost:
18700 XP, CAREER XP: 200300 XP.

Level 7 - Base Attack Bonus: +1 (1800 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0XP), Hit Points: +8 (1400 XP), Skill Points: +6 (1050
XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (1400 XP), Class Specials:
Woodland Stride (700 XP), Class Levels: +0 (0 XP),
Level Cost: 6350 XP, CAREER XP: 25650 XP.

RANGER
Level 1 - Base Attack Bonus: +1 (300 XP), Fortitude
Save: +2 (200 XP), Reflex Save: +2 (200 XP), Will Save:+0 (0 XP), Hit Points: +7 (175 XP), Skill Points: +24(600 XP), Ability Score: +0 (0 XP), Bonus Feat: +1 (100XP), Spellcasting: +0 Level (0 XP), Class Specials:
Favored Enemy I, Track, Wild Empathy (300 XP), Class
Levels: +0 (0 XP), Armor and Weapon Feats: Simple,
Martial Weapons; Light Armor; Shields (400 XP), Level
Cost: 2275 XP, CAREER XP: 0 XP.

Level 8 - Base Attack Bonus: +1 (2100 XP), Fortitude
Save: +1 (800 XP), Reflex Save: +1 (800 XP), Will Save:+0 (0 XP), Hit Points: +8 (1600 XP), Skill Points: +6(1200 XP), Ability Score: +1 (1200 XP), Bonus Feat: +0 (0XP), Spellcasting: +0 Level (0 XP), Class Specials: Swift
Tracker (800 XP), Class Levels: +0 (0 XP), Level Cost:
8500 XP, CAREER XP: 34150 XP.

Level 2 - Base Attack Bonus: +1 (300 XP), Fortitude
Save: +1 (200 XP), Reflex Save: +1 (200 XP), Will Save:+0 (0 XP), Hit Points: +8 (400 XP), Skill Points: +6 (300XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +0 Level (0 XP), Class Specials: Combat
Style (choose one) (200 XP), Class Levels: +0 (0 XP),
Level Cost: 1600 XP, CAREER XP: 1600 XP.

Level 9 - Base Attack Bonus: +1 (2400 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +1(900 XP), Hit Points: +8 (1800 XP), Skill Points: +6(1350 XP), Ability Score: +0 (0 XP), Bonus Feat: +1 (900XP), Spellcasting: +1 Level (1800 XP), Class Specials:
Evasion (900 XP), Class Levels: +0 (0 XP), Level Cost:
10050 XP, CAREER XP: 44200 XP.

Level 3 - Base Attack Bonus: +1 (600 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +1(300 XP), Hit Points: +8 (600 XP), Skill Points: +6 (450XP), Ability Score: +0 (0 XP), Bonus Feat: +1 (300 XP),
Spellcasting: +0 Level (0 XP), Class Specials: Endurance(300 XP), Class Levels: +0 (0 XP), Level Cost: 2550 XP,
CAREER XP: 4150 XP.

Level 10 - Base Attack Bonus: +1 (2700 XP), Fortitude
Save: +1 (1000 XP), Reflex Save: +1 (1000 XP), Will Save:+0 (0 XP), Hit Points: +8 (2000 XP), Skill Points: +6(1500 XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0XP), Spellcasting: +0 Level (0 XP), Class Specials:
Favored Enemy III (1000 XP), Class Levels: +0 (0 XP),
Level Cost: 9200 XP, CAREER XP: 53400 XP.

66

Level 11 - Base Attack Bonus: +1 (3000 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0XP), Hit Points: +8 (2200 XP), Skill Points: +6 (1650
XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (2200 XP), Class Specials: Combat
Style Mastery (choose one) (1100 XP), Class Levels: +0(0 XP), Level Cost: 10150 XP, CAREER XP: 63550 XP.

Level 18 - Base Attack Bonus: +1 (5100 XP), Fortitude
Save: +1 (1800 XP), Reflex Save: +1 (1800 XP), Will Save:+1 (1800 XP), Hit Points: +8 (3600 XP), Skill Points: +6(2700 XP), Ability Score: +0 (0 XP), Bonus Feat: +1(1800 XP), Spellcasting: +0 Level (0 XP), Class Specials:+0 (0 XP), Class Levels: +0 (0 XP), Level Cost: 18600
XP, CAREER XP: 168400 XP.

Level 12 - Base Attack Bonus: +1 (3300 XP), Fortitude
Save: +1 (1200 XP), Reflex Save: +1 (1200 XP), Will Save:+1 (1200 XP), Hit Points: +8 (2400 XP), Skill Points: +6(1800 XP), Ability Score: +1 (1800 XP), Bonus Feat: +1(1200 XP), Spellcasting: +0 Level (0 XP), Class Specials:+0 (0 XP), Class Levels: +0 (0 XP), Level Cost: 14100 XP,
CAREER XP: 77650 XP.

Level 19 - Base Attack Bonus: +1 (5400 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0XP), Hit Points: +8 (3800 XP), Skill Points: +6 (2850XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (3800 XP), Class Specials: +0 (0XP), Class Levels: +0 (0 XP), Level Cost: 15850 XP,
CAREER XP: 184250 XP.

Level 13 - Base Attack Bonus: +1 (3600 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0XP), Hit Points: +8 (2600 XP), Skill Points: +6 (1950
XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (2600 XP), Class Specials:
Camouflage (1300 XP), Class Levels: +0 (0 XP), Level
Cost: 12050 XP, CAREER XP: 89700 XP.

Level 20 - Base Attack Bonus: +1 (5700 XP), Fortitude
Save: +1 (2000 XP), Reflex Save: +1 (2000 XP), Will
Save: +0 (0 XP), Hit Points: +8 (4000 XP), Skill Points:+6 (3000 XP), Ability Score: +1 (3000 XP), Bonus Feat:+0 (0 XP), Spellcasting: +0 Level (0 XP), Class Specials:
Favored Enemy V (2000 XP), Class Levels: +0 (0 XP),
Level Cost: 21700 XP, CAREER XP: 205950 XP.

Level 14 - Base Attack Bonus: +1 (3900 XP), Fortitude
Save: +1 (1400 XP), Reflex Save: +1 (1400 XP), Will Save:+0 (0 XP), Hit Points: +8 (2800 XP), Skill Points: +6(2100 XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0XP), Spellcasting: +0 Level (0 XP), Class Specials: +0 (0XP), Class Levels: +0 (0 XP), Level Cost: 11600 XP,
CAREER XP: 101300 XP.

ROGUE
Level 1 - Base Attack Bonus: +0 (0 XP), Fortitude Save:+0 (0 XP), Reflex Save: +2 (200 XP), Will Save: +0 (0XP), Hit Points: +5 (125 XP), Skill Points: +32 (800 XP),
Ability Score: +0 (0 XP), Bonus Feat: +1 (100 XP),
Spellcasting: +0 Level (0 XP), Class Specials: Sneak
Attack I, Trapfinding (200 XP), Class Levels: +0 (0 XP),
Armor and Weapon Feats: Simple, Rogue Weapons;
Light Armor (300 XP), Level Cost: 1725 XP, CAREER
XP: 0 XP.

Level 15 - Base Attack Bonus: +1 (4200 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +1(1500 XP), Hit Points: +8 (3000 XP), Skill Points: +6(2250 XP), Ability Score: +0 (0 XP), Bonus Feat: +1(1500 XP), Spellcasting: +1 Level (3000 XP), Class
Specials: Favored Enemy IV (1500 XP), Class Levels: +0(0 XP), Level Cost: 16950 XP, CAREER XP: 118250 XP.

Level 2 - Base Attack Bonus: +1 (300 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +1 (200 XP), Will Save: +0(0 XP), Hit Points: +6 (300 XP), Skill Points: +8 (400XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +0 Level (0 XP), Class Specials: Evasion(200 XP), Class Levels: +0 (0 XP), Level Cost: 1400 XP,
CAREER XP: 1400 XP.

Level 16 - Base Attack Bonus: +1 (4500 XP), Fortitude
Save: +1 (1600 XP), Reflex Save: +1 (1600 XP), Will Save:+0 (0 XP), Hit Points: +8 (3200 XP), Skill Points: +6(2400 XP), Ability Score: +1 (2400 XP), Bonus Feat: +0(0 XP), Spellcasting: +0 Level (0 XP), Class Specials: +0(0 XP), Class Levels: +0 (0 XP), Level Cost: 15700 XP,
CAREER XP: 133950 XP.

Level 3 - Base Attack Bonus: +1 (600 XP), Fortitude
Save: +1 (300 XP), Reflex Save: +0 (0 XP), Will Save: +1(300 XP), Hit Points: +6 (450 XP), Skill Points: +8 (600XP), Ability Score: +0 (0 XP), Bonus Feat: +1 (300 XP),
Spellcasting: +0 Level (0 XP), Class Specials: Sneak
Attack II, Trap Sense I (600 XP), Class Levels: +0 (0XP), Level Cost: 3150 XP, CAREER XP: 4550 XP.

Level 17 - Base Attack Bonus: +1 (4800 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0XP), Hit Points: +8 (3400 XP), Skill Points: +6 (2550
XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (3400 XP), Class Specials: Hide in
Plain Sight (1700 XP), Class Levels: +0 (0 XP), Level
Cost: 15850 XP, CAREER XP: 149800 XP.

67

Level 4 - Base Attack Bonus: +1 (900 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +1 (400 XP), Will Save: +0(0 XP), Hit Points: +6 (600 XP), Skill Points: +8 (800XP), Ability Score: +1 (600 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +0 Level (0 XP), Class Specials: Uncanny
Dodge (400 XP), Class Levels: +0 (0 XP), Level Cost:
3700 XP, CAREER XP: 8250 XP.

Level 11 - Base Attack Bonus: +1 (3000 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0XP), Hit Points: +6 (1650 XP), Skill Points: +8 (2200
XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +0 Level (0 XP), Class Specials: Sneak
Attack VI (1100 XP), Class Levels: +0 (0 XP), Level Cost:
7950 XP, CAREER XP: 53350 XP.

Level 5 - Base Attack Bonus: +0 (0 XP), Fortitude Save:+0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0 XP),
Hit Points: +6 (750 XP), Skill Points: +8 (1000 XP),
Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +0 Level (0 XP), Class Specials: Sneak
Attack III (400 XP), Class Levels: +0 (0 XP), Level Cost:
2150 XP, CAREER XP: 10400 XP.

Level 12 - Base Attack Bonus: +1 (3300 XP), Fortitude
Save: +1 (1200 XP), Reflex Save: +1 (1200 XP), Will Save:+1 (1200 XP), Hit Points: +6 (1800 XP), Skill Points: +8(2400 XP), Ability Score: +1 (1800 XP), Bonus Feat: +1(1200 XP), Spellcasting: +0 Level (0 XP), Class Specials:
Trap Sense IV (1200 XP), Class Levels: +0 (0 XP), Level
Cost: 15300 XP, CAREER XP: 68650 XP.

Level 6 - Base Attack Bonus: +1 (1500 XP), Fortitude
Save: +1 (600 XP), Reflex Save: +1 (600 XP), Will Save:+1 (600 XP), Hit Points: +6 (900 XP), Skill Points: +8(1200 XP), Ability Score: +0 (0 XP), Bonus Feat: +1 (600XP), Spellcasting: +0 Level (0 XP), Class Specials: Trap
Sense II (600 XP), Class Levels: +0 (0 XP), Level Cost:
6600 XP, CAREER XP: 17000 XP.

Level 13 - Base Attack Bonus: +0 (0 XP), Fortitude Save:+0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0 XP),
Hit Points: +6 (1950 XP), Skill Points: +8 (2600 XP),
Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +0 Level (0 XP), Class Specials: Rogue
Special Ability II, Sneak Attack VII (2500 XP), Class
Levels: +0 (0 XP), Level Cost: 7050 XP, CAREER XP:
75700 XP.

Level 7 - Base Attack Bonus: +1 (1800 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0XP), Hit Points: +6 (1050 XP), Skill Points: +8 (1400
XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +0 Level (0 XP), Class Specials: Sneak
Attack IV (700 XP), Class Levels: +0 (0 XP), Level Cost:
4950 XP, CAREER XP: 21950 XP.

Level 14 - Base Attack Bonus: +1 (3900 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +1 (1400 XP), Will Save: +0(0 XP), Hit Points: +6 (2100 XP), Skill Points: +8 (2800
XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +0 Level (0 XP), Class Specials: +0 (0 XP),Class Levels: +0 (0 XP), Level Cost: 10200 XP, CAREER
XP: 85900 XP.

Level 8 - Base Attack Bonus: +1 (2100 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +1 (800 XP), Will Save: +0(0 XP), Hit Points: +6 (1200 XP), Skill Points: +8 (1600
XP), Ability Score: +1 (1200 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +0 Level (0 XP), Class Specials: Improved
Uncanny Dodge (800 XP), Class Levels: +0 (0 XP),
Level Cost: 7700 XP, CAREER XP: 29650 XP.

Level 15 - Base Attack Bonus: +1 (4200 XP), Fortitude
Save: +1 (1500 XP), Reflex Save: +0 (0 XP), Will Save: +1(1500 XP), Hit Points: +6 (2250 XP), Skill Points: +8(3000 XP), Ability Score: +0 (0 XP), Bonus Feat: +1(1500 XP), Spellcasting: +0 Level (0 XP), Class Specials:
Sneak Attack VIII, Trap Sense V (3000 XP), Class
Levels: +0 (0 XP), Level Cost: 16950 XP, CAREER XP:
102850 XP.

Level 9 - Base Attack Bonus: +0 (0 XP), Fortitude Save:+1 (900 XP), Reflex Save: +0 (0 XP), Will Save: +1 (900XP), Hit Points: +6 (1350 XP), Skill Points: +8 (1800
XP), Ability Score: +0 (0 XP), Bonus Feat: +1 (900 XP),
Spellcasting: +0 Level (0 XP), Class Specials: Sneak
Attack V, Trap Sense III (1700 XP), Class Levels: +0 (0XP), Level Cost: 7550 XP, CAREER XP: 37200 XP.

Level 16 - Base Attack Bonus: +1 (4500 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +1 (1600 XP), Will Save: +0(0 XP), Hit Points: +6 (2400 XP), Skill Points: +8 (3200XP), Ability Score: +1 (2400 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +0 Level (0 XP), Class Specials: Rogue
Special Ability III (1600 XP), Class Levels: +0 (0 XP),
Level Cost: 15700 XP, CAREER XP: 118550 XP.

Level 10 - Base Attack Bonus: +1 (2700 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +1 (1000 XP), Will Save: +0(0 XP), Hit Points: +6 (1500 XP), Skill Points: +8 (2000
XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +0 Level (0 XP), Class Specials: Rogue
Special Ability I (1000 XP), Class Levels: +0 (0 XP),
Level Cost: 8200 XP, CAREER XP: 45400 XP.

Level 17 - Base Attack Bonus: +0 (0 XP), Fortitude Save:+0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0 XP),
Hit Points: +6 (2550 XP), Skill Points: +8 (3400 XP),
Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +0 Level (0 XP), Class Specials: Sneak
Attack IX (1600 XP), Class Levels: +0 (0 XP), Level
Cost: 7550 XP, CAREER XP: 126100 XP.

68

Level 18 - Base Attack Bonus: +1 (5100 XP), Fortitude
Save: +1 (1800 XP), Reflex Save: +1 (1800 XP), Will Save:+1 (1800 XP), Hit Points: +6 (2700 XP), Skill Points: +8(3600 XP), Ability Score: +0 (0 XP), Bonus Feat: +1(1800 XP), Spellcasting: +0 Level (0 XP), Class Specials:
Trap Sense VI (1800 XP), Class Levels: +0 (0 XP), Level
Cost: 20400 XP, CAREER XP: 146500 XP.

Level 4 - Base Attack Bonus: +1 (1200 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +1(400 XP), Hit Points: +4 (400 XP), Skill Points: +2 (200XP), Ability Score: +1 (600 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (1500 XP), Class Specials: +0 (0XP), Class Levels: +0 (0 XP), Level Cost: 4300 XP,
CAREER XP: 8250 XP.

Level 19 - Base Attack Bonus: +1 (5400 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0XP), Hit Points: +6 (2850 XP), Skill Points: +8 (3800XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +0 Level (0 XP), Class Specials: Rogue
Special Ability IV, Sneak Attack X (3800 XP), Class
Levels: +0 (0 XP), Level Cost: 15850 XP, CAREER XP:
162350 XP.

Level 5 - Base Attack Bonus: +0 (0 XP), Fortitude Save:+0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0 XP),
Hit Points: +4 (500 XP), Skill Points: +2 (250 XP),
Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (2000 XP), Class Specials: +0 (0XP), Class Levels: +0 (0 XP), Level Cost: 2750 XP,
CAREER XP: 11000 XP.
Level 6 - Base Attack Bonus: +1 (1800 XP), Fortitude
Save: +1 (600 XP), Reflex Save: +1 (600 XP), Will Save:+1 (600 XP), Hit Points: +4 (600 XP), Skill Points: +2(300 XP), Ability Score: +0 (0 XP), Bonus Feat: +1 (600XP), Spellcasting: +1 Level (2500 XP), Class Specials: +0(0 XP), Class Levels: +0 (0 XP), Level Cost: 7600 XP,
CAREER XP: 18600 XP.

Level 20 - Base Attack Bonus: +1 (5700 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +1 (2000 XP), Will Save:+0 (0 XP), Hit Points: +6 (3000 XP), Skill Points: +8(4000 XP), Ability Score: +1 (3000 XP), Bonus Feat: +0(0 XP), Spellcasting: +0 Level (0 XP), Class Specials: +0(0 XP), Class Levels: +0 (0 XP), Level Cost: 17700 XP,
CAREER XP: 180050 XP.

Level 7 - Base Attack Bonus: +0 (0 XP), Fortitude Save:+0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0 XP),
Hit Points: +4 (700 XP), Skill Points: +2 (350 XP),
Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (3000 XP), Class Specials: +0 (0XP), Class Levels: +0 (0 XP), Level Cost: 4050 XP,
CAREER XP: 22650 XP.

SORCERER
Level 1 - Base Attack Bonus: +0 (0 XP), Fortitude Save:+0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +2 (200XP), Hit Points: +3 (75 XP), Skill Points: +8 (200 XP),
Ability Score: +0 (0 XP), Bonus Feat: +1 (100 XP),
Spellcasting: +1 Level (500 XP), Class Specials: Summon
Familiar (100 XP), Class Levels: +0 (0 XP), Armor andWeapon Feats: Simple Weapons (100 XP), Level Cost:
1275 XP, CAREER XP: 0 XP.

Level 8 - Base Attack Bonus: +1 (2400 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +1(800 XP), Hit Points: +4 (800 XP), Skill Points: +2 (400XP), Ability Score: +1 (1200 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (3500 XP), Class Specials: +0 (0XP), Class Levels: +0 (0 XP), Level Cost: 9100 XP,
CAREER XP: 31750 XP.

Level 2 - Base Attack Bonus: +1 (600 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +1(200 XP), Hit Points: +4 (200 XP), Skill Points: +2 (100XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (500 XP), Class Specials: +0 (0XP), Class Levels: +0 (0 XP), Level Cost: 1600 XP,
CAREER XP: 1600 XP.

Level 9 - Base Attack Bonus: +0 (0 XP), Fortitude Save:+1 (900 XP), Reflex Save: +1 (900 XP), Will Save: +0 (0XP), Hit Points: +4 (900 XP), Skill Points: +2 (450 XP),
Ability Score: +0 (0 XP), Bonus Feat: +1 (900 XP),
Spellcasting: +1 Level (4000 XP), Class Specials: +0 (0XP), Class Levels: +0 (0 XP), Level Cost: 8050 XP,
CAREER XP: 39800 XP.

Level 3 - Base Attack Bonus: +0 (0 XP), Fortitude Save:+1 (300 XP), Reflex Save: +1 (300 XP), Will Save: +0 (0XP), Hit Points: +4 (300 XP), Skill Points: +2 (150 XP),
Ability Score: +0 (0 XP), Bonus Feat: +1 (300 XP),
Spellcasting: +1 Level (1000 XP), Class Specials: +0 (0XP), Class Levels: +0 (0 XP), Level Cost: 2350 XP,
CAREER XP: 3950 XP.

Level 10 - Base Attack Bonus: +1 (3000 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +1(1000 XP), Hit Points: +4 (1000 XP), Skill Points: +2(500 XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0XP), Spellcasting: +1 Level (4500 XP), Class Specials: +0(0 XP), Class Levels: +0 (0 XP), Level Cost: 10000 XP,
CAREER XP: 49800 XP.

69

Level 11 - Base Attack Bonus: +0 (0 XP), Fortitude Save:+0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0 XP),
Hit Points: +4 (1100 XP), Skill Points: +2 (550 XP),
Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (5000 XP), Class Specials: +0 (0XP), Class Levels: +0 (0 XP), Level Cost: 6650 XP,
CAREER XP: 56450 XP.

Level 18 - Base Attack Bonus: +1 (5400 XP), Fortitude
Save: +1 (1800 XP), Reflex Save: +1 (1800 XP), Will Save:+1 (1800 XP), Hit Points: +4 (1800 XP), Skill Points: +2(900 XP), Ability Score: +0 (0 XP), Bonus Feat: +1 (1800
XP), Spellcasting: +1 Level (8500 XP), Class Specials: +0(0 XP), Class Levels: +0 (0 XP), Level Cost: 23800 XP,
CAREER XP: 162900 XP.

Level 12 - Base Attack Bonus: +1 (3600 XP), Fortitude
Save: +1 (1200 XP), Reflex Save: +1 (1200 XP), Will Save:+1 (1200 XP), Hit Points: +4 (1200 XP), Skill Points: +2(600 XP), Ability Score: +1 (1800 XP), Bonus Feat: +1(1200 XP), Spellcasting: +1 Level (5500 XP), Class
Specials: +0 (0 XP), Class Levels: +0 (0 XP), Level Cost:
17500 XP, CAREER XP: 73950 XP.

Level 19 - Base Attack Bonus: +0 (0 XP), Fortitude Save:+0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0 XP),
Hit Points: +4 (1900 XP), Skill Points: +2 (950 XP),
Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (9000 XP), Class Specials: +0 (0XP), Class Levels: +0 (0 XP), Level Cost: 11850 XP,
CAREER XP: 174750 XP.

Level 13 - Base Attack Bonus: +0 (0 XP), Fortitude Save:+0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0 XP),
Hit Points: +4 (1300 XP), Skill Points: +2 (650 XP),
Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (6000 XP), Class Specials: +0 (0XP), Class Levels: +0 (0 XP), Level Cost: 7950 XP,
CAREER XP: 81900 XP.

Level 20 - Base Attack Bonus: +1 (6000 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +1(2000 XP), Hit Points: +4 (2000 XP), Skill Points: +2(1000 XP), Ability Score: +1 (3000 XP), Bonus Feat: +0(0 XP), Spellcasting: +1 Level (9500 XP), Class Specials:+0 (0 XP), Class Levels: +0 (0 XP), Level Cost: 23500
XP, CAREER XP: 198250 XP.

Level 14 - Base Attack Bonus: +1 (4200 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +1(1400 XP), Hit Points: +4 (1400 XP), Skill Points: +2(700 XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0XP), Spellcasting: +1 Level (6500 XP), Class Specials: +0(0 XP), Class Levels: +0 (0 XP), Level Cost: 14200 XP,
CAREER XP: 96100 XP.

WIZARD
Level 1 - Base Attack Bonus: +0 (0 XP), Fortitude Save:+0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +2 (200XP), Hit Points: +3 (75 XP), Skill Points: +8 (200 XP),
Ability Score: +0 (0 XP), Bonus Feat: +1 (100 XP),
Spellcasting: +1 Level (500 XP), Class Specials: Summon
Familiar, Wizardry I (200 XP), Armor and Weapon
Feats: Wizard Weapons (100 XP), Level Cost: 1375 XP,
CAREER XP: 0 XP.

Level 15 - Base Attack Bonus: +0 (0 XP), Fortitude Save:+1 (1500 XP), Reflex Save: +1 (1500 XP), Will Save: +0 (0XP), Hit Points: +4 (1500 XP), Skill Points: +2 (750 XP),
Ability Score: +0 (0 XP), Bonus Feat: +1 (1500 XP),
Spellcasting: +1 Level (7000 XP), Class Specials: +0 (0XP), Class Levels: +0 (0 XP), Level Cost: 13750 XP,
CAREER XP: 109850 XP.

Level 2 - Base Attack Bonus: +1 (600 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +1(200 XP), Hit Points: +4 (200 XP), Skill Points: +2 (100XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (500 XP), Class Specials: +0 (0XP), Level Cost: 1600 XP, CAREER XP: 1600 XP.

Level 16 - Base Attack Bonus: +1 (4800 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +1(1600 XP), Hit Points: +4 (1600 XP), Skill Points: +2(800 XP), Ability Score: +1 (2400 XP), Bonus Feat: +0 (0XP), Spellcasting: +1 Level (7500 XP), Class Specials: +0(0 XP), Class Levels: +0 (0 XP), Level Cost: 18700 XP,
CAREER XP: 128550 XP.

Level 3 - Base Attack Bonus: +0 (0 XP), Fortitude Save:+1 (300 XP), Reflex Save: +1 (300 XP), Will Save: +0 (0XP), Hit Points: +4 (300 XP), Skill Points: +2 (150 XP),
Ability Score: +0 (0 XP), Bonus Feat: +1 (300 XP),
Spellcasting: +1 Level (1000 XP), Class Specials: +0 (0XP), Level Cost: 2350 XP, CAREER XP: 3950 XP.

Level 17 - Base Attack Bonus: +0 (0 XP), Fortitude Save:+0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0 XP),
Hit Points: +4 (1700 XP), Skill Points: +2 (850 XP),
Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (8000 XP), Class Specials: +0 (0XP), Class Levels: +0 (0 XP), Level Cost: 10550 XP,
CAREER XP: 139100 XP.

Level 4 - Base Attack Bonus: +1 (1200 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +1(400 XP), Hit Points: +4 (400 XP), Skill Points: +2 (200XP), Ability Score: +1 (600 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (1500 XP), Class Specials: +0 (0XP), Level Cost: 4300 XP, CAREER XP: 8250 XP.

70

Level 5 - Base Attack Bonus: +0 (0 XP), Fortitude Save:+0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0 XP),
Hit Points: +4 (500 XP), Skill Points: +2 (250 XP),
Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (2000 XP), Class Specials:
Wizardry II (500 XP), Level Cost: 3250 XP, CAREER XP:
11500 XP.

Level 13 - Base Attack Bonus: +0 (0 XP), Fortitude Save:+0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0 XP),
Hit Points: +4 (1300 XP), Skill Points: +2 (650 XP),
Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (6000 XP), Class Specials: +0 (0XP), Level Cost: 7950 XP, CAREER XP: 83400 XP.
Level 14 - Base Attack Bonus: +1 (4200 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +1(1400 XP), Hit Points: +4 (1400 XP), Skill Points: +2(700 XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0XP), Spellcasting: +1 Level (6500 XP), Class Specials: +0(0 XP), Level Cost: 14200 XP, CAREER XP: 97600 XP.

Level 6 - Base Attack Bonus: +1 (1800 XP), Fortitude
Save: +1 (600 XP), Reflex Save: +1 (600 XP), Will Save:+1 (600 XP), Hit Points: +4 (600 XP), Skill Points: +2(300 XP), Ability Score: +0 (0 XP), Bonus Feat: +1 (600XP), Spellcasting: +1 Level (2500 XP), Class Specials: +0(0 XP), Level Cost: 7600 XP, CAREER XP: 19100 XP.
Level 7 - Base Attack Bonus: +0 (0 XP), Fortitude Save:+0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0 XP),
Hit Points: +4 (700 XP), Skill Points: +2 (350 XP),
Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (3000 XP), Class Specials: +0 (0XP), Level Cost: 4050 XP, CAREER XP: 23150 XP.

Level 15 - Base Attack Bonus: +0 (0 XP), Fortitude Save:+1 (1500 XP), Reflex Save: +1 (1500 XP), Will Save: +0 (0XP), Hit Points: +4 (1500 XP), Skill Points: +2 (750 XP),
Ability Score: +0 (0 XP), Bonus Feat: +1 (1500 XP),
Spellcasting: +1 Level (7000 XP), Class Specials:
Wizardry IV (1500 XP), Level Cost: 15250 XP, CAREER
XP: 112850 XP.

Level 8 - Base Attack Bonus: +1 (2400 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +1(800 XP), Hit Points: +4 (800 XP), Skill Points: +2 (400XP), Ability Score: +1 (1200 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (3500 XP), Class Specials: +0 (0XP), Level Cost: 9100 XP, CAREER XP: 32250 XP.

Level 16 - Base Attack Bonus: +1 (4800 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +1(1600 XP), Hit Points: +4 (1600 XP), Skill Points: +2(800 XP), Ability Score: +1 (2400 XP), Bonus Feat: +0 (0XP), Spellcasting: +1 Level (7500 XP), Class Specials: +0(0 XP), Level Cost: 18700 XP, CAREER XP: 131550 XP.

Level 9 - Base Attack Bonus: +0 (0 XP), Fortitude Save:+1 (900 XP), Reflex Save: +1 (900 XP), Will Save: +0 (0XP), Hit Points: +4 (900 XP), Skill Points: +2 (450 XP),
Ability Score: +0 (0 XP), Bonus Feat: +1 (900 XP),
Spellcasting: +1 Level (4000 XP), Class Specials: +0 (0XP), Level Cost: 8050 XP, CAREER XP: 40300 XP.

Level 17 - Base Attack Bonus: +0 (0 XP), Fortitude Save:+0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0 XP),
Hit Points: +4 (1700 XP), Skill Points: +2 (850 XP),
Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (8000 XP), Class Specials: +0 (0XP), Level Cost: 10550 XP, CAREER XP: 142100 XP.

Level 10 - Base Attack Bonus: +1 (3000 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +1(1000 XP), Hit Points: +4 (1000 XP), Skill Points: +2(500 XP), Ability Score: +0 (0 XP), Bonus Feat: +0 (0XP), Spellcasting: +1 Level (4500 XP), Class Specials:
Wizardry III (1000 XP), Level Cost: 11000 XP, CAREER
XP: 51300 XP.

Level 18 - Base Attack Bonus: +1 (5400 XP), Fortitude
Save: +1 (1800 XP), Reflex Save: +1 (1800 XP), Will Save:+1 (1800 XP), Hit Points: +4 (1800 XP), Skill Points: +2(900 XP), Ability Score: +0 (0 XP), Bonus Feat: +1 (1800
XP), Spellcasting: +1 Level (8500 XP), Class Specials: +0(0 XP), Level Cost: 23800 XP, CAREER XP: 165900 XP.
Level 19 - Base Attack Bonus: +0 (0 XP), Fortitude Save:+0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0 XP),
Hit Points: +4 (1900 XP), Skill Points: +2 (950 XP),
Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (9000 XP), Class Specials: +0 (0XP), Level Cost: 11850 XP, CAREER XP: 177750 XP.

Level 11 - Base Attack Bonus: +0 (0 XP), Fortitude Save:+0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +0 (0 XP),
Hit Points: +4 (1100 XP), Skill Points: +2 (550 XP),
Ability Score: +0 (0 XP), Bonus Feat: +0 (0 XP),
Spellcasting: +1 Level (5000 XP), Class Specials: +0 (0XP), Level Cost: 6650 XP, CAREER XP: 57950 XP.

Level 20 - Base Attack Bonus: +1 (6000 XP), Fortitude
Save: +0 (0 XP), Reflex Save: +0 (0 XP), Will Save: +1(2000 XP), Hit Points: +4 (2000 XP), Skill Points: +2(1000 XP), Ability Score: +1 (3000 XP), Bonus Feat: +0(0 XP), Spellcasting: +1 Level (9500 XP), Class Specials:
Wizardry V (2000 XP), Level Cost: 25500 XP, CAREER
XP: 203250 XP.

Level 12 - Base Attack Bonus: +1 (3600 XP), Fortitude
Save: +1 (1200 XP), Reflex Save: +1 (1200 XP), Will Save:+1 (1200 XP), Hit Points: +4 (1200 XP), Skill Points: +2(600 XP), Ability Score: +1 (1800 XP), Bonus Feat: +1(1200 XP), Spellcasting: +1 Level (5500 XP), Class
Specials: +0 (0 XP), Level Cost: 17500 XP, CAREER XP:
75450 XP.

71

CONSTRUCTING CHARACTER CLASSES
Custom Characters can be used to create classes foryour campaign, even if you don’t want to use the freeform “classless” system. Building a class is quite easy.
First, you start off with 21,000 XP. Then, you spendthese experience points on the various traits membersof the class gain as they progress. Ignore the “x CL”
multiplier to trait costs. You start with 21,000 XP
stbecause 1 level characters start with 2,000 XP. Add
another 1,000 XP for each level beyond first (19 morelevels) and you get 21,000 XP. However, any number ofexperience points can be used, as long as all of theclasses in your campaign get the same amount of XP
on traits.

expert. Finally, the polymath is an amalgamation of all
three. Of the spellcasting classes (spellcaster, gish,
zerth, and polymath), each has three variations basedon the character’s “prime requisite.” Arcane magicusers are Intelligence-based and operate like wizards.
Divine magic-users are Wisdom-based and operate likeclerics and druids. Innate magic-users are Charismabased and operate like bards and sorcerers. Thus,
there are fifteen different generic classes, if each typeof magic-user is considered a separate class.
Furthermore, players are given the option to choose
the class skills for their characters’ classes and basesave bonuses, adding more variation.

The generic classes listed in the System Reference
Document are a little on the weak side. Custom
Characters can be used to beef them up. Each class
was built using approximately 21,100 XP and is at about
the same power level as the standard classes found in
the SRD.

These classes can be used as a foundation while
additional traits are purchased a la carte. Thus, players
are not limited to advancing along these career paths
alone. They can add a few feats, additional skill ranks,
and add more hit points as needed as they follow theclass progression. For example, no two arcane zerths
will be the same. One may operate like a sage, while
another may function as an assassin. With the rightcombination of feats and special abilities, thecombatant class can be made to represent any sort offighter. And all classes found in the System Reference
Document can be approximated and developed exactly
as the player desires!

These classes can form the basis of a more systematic
treatment of character archetypes as well. There is acertain logic to the structure of these classes. The
three basic generic classes (combatant, expert, andspellcaster) are used to create the other four classes.
The gish is a combatant/spellcaster. The zerth is aspellcaster/expert. The specialist is a combatant and72

COMBATANT
The combatant is the basic warrior of the trio ofgeneric classes. He has the fighter's hit points, combat
prowess, bonus feats, and weapon selection. This classrepresents all characters that make their way primarily
through martial prowess and is suitable for suchcharacters as mercenaries, knights, barbarians,
soldiers, archers, horsemen, footmen, and all othertypes of combatants.

Base Save Bonuses
One good save and two poor saves. Fortitude is thedefault good save.
Class Skills
Choose any six skills as class skills, plus Craft.
Skill Points at 1st Level: (2 + Int modifier) x 4.

Alignment: Any.

Skill Points at Each Additional Level: 2 + Int
modifier.

Hit Die: d10.

Table: The Combatant
CLASS FEATURES
Level
1st

Base Attack
Bonus
+1

Good
Save
+2

Poor
Saves
+0

Class Specials
1st, 2nd

2nd

+2

+3

+0

3rd, 4th

3rd

+3

+3

+1

5th, 6th

4th

+4

+4

+1

7th, 8th

5th

+5

+4

+1

9th, 10th

6th

+6/+1

+5

+2

11th, 12th

7th

+7/+2

+5

+2

13th, 14th

8th

+8/+3

+6

+2

15th, 16th

9th

+9/+4

+6

+3

17th, 18th

10th

+10/+5+7+3

19th, 20th

11th

+11/+6/+1+7+3

21st, 22nd

12th

+12/+7/+2+8+4

23rd, 24th

13th

+13/+8/+3+8+4

25th, 26th

14th

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

27th, 28th

15th

+15/+10/+5+9+529th, 30th

16th

+16/+11/+6/+1

+10

+5

31st, 32nd

17th

+17/+12/+7/+2

+10

+5

33rd, 34th

18th

+18/+13/+8/+3

+11

+6

35th, 36th

19th

+19/+14/+9/+4

+11

+6

37th, 38th

20th

+20/+15/+10/+5

+12

+6

39th, 40th

All of the following are class features of thecombatant.
Weapon and Armor Proficiency: A
combatant is proficient with all simple andmartial weapons. They are proficient with light,
medium, and heavy armor as well as withshields and tower shields.

73

Class Specials: At 1st level, the combatant
gains two bonus feats or class special abilities asfound in this rulebook. At each level thereafter,
the combatant gains two additional bonus featsor class special abilities. These feats or special
abilities may be any that the combatantqualifies for.

EXPERT
The expert class represents a wide variety of nonmagical and non-martial characters.
Advisors,academics, craftsmen, performers, sailors, and manyother types of characters can be constructed using thisclass. Experts are the true masters of skill use in the
campaign world and surpass all other character classes
in this area. This class is an adaptation of the expert
generic character class.

Base Save Bonuses
One good save and two poor saves.
default good save.

Reflex is theClass Skills
Choose any twelve skills as class skills, plus Craft andProfession.

Alignment: Any.

Skill Points at 1st Level: (8 + Int modifier) x 4.

Hit Die: d6.

Skill Points at Each Additional Level: 8 + Int
modifier.

Table: The Expert
CLASS FEATURES

Level
1st

Base
Attack
Bonus
+0

Good
Save
+2

Poor
Saves
+0

Class Specials
1st, 2nd

2nd

+1

+3

+0

3rd, 4th

3rd

+2

+3

+1

5th, 6th

4th

+3

+4

+1

7th, 8th

5th

+3

+4

+1

9th, 10th

6th

+4

+5

+2

11th, 12th

7th

+5

+5

+2

13th, 14th

8th

+6/+1

+6

+2

15th, 16th

9th

+6/+1

+6

+3

17th, 18th

10th

+7/+2

+7

+3

19th, 20th

11th

+8/+3

+7

+3

21st, 22nd

12th

+9/+4

+8

+4

23rd, 24th

13th

+9/+4

+8

+4

25th, 26th

14th

+10/+5+9+427th, 28th

15th

+11/+6/+1+9+529th, 30th

16th

+12/+7/+2+10+531st, 32nd

17th

+12/+7/+2+10+533rd, 34th

18th

+13/+8/+3+11+635th, 36th

19th

+14/+9/+4+11+6

37th, 38th

20th

+15/+10/+5

+12

+6

39th, 40th

All of the following are class features of the expert.
Weapon and Armor Proficiency: An expert is
proficient with all simple and martial weapons. They
are proficient with light armor, but they are notproficient with shields.
Class Specials: At 1st level, the expert gains twobonus feats or class special abilities as found in thisrulebook. At each level thereafter, the expert gains
two additional bonus feats or class special abilities.
These feats or special abilities may be any that theexpert qualifies for.

74

SPELLCASTER
This class represents any kind of pure spellcaster,whether divine, arcane, innate, or otherwise. Use thisclass for wizards, wise ones, hedge mages, witches,
sorcerers, infernalists, clerics, miracle workers,
kabalists, thaumaturgists, theurgists, necromancers,
shaman, sorcerers, and any other type of magic-user.

Base Save Bonuses

Alignment: Any.

Choose any four skills as class skills, plus Craft,
Knowledge (all), and Profession.

One good save and two poor saves. Will is the default
good save.
Class Skills

Hit Die: d4.

Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int
modifier.
Table: The Spellcaster

CLASS FEATURES

Level
1st

Base
Attack
Bonus
+0

Good
Save
+2

Poor
Saves
+0

2nd

+1

+3

+0

All of the following are class features of the spellcaster.
Weapon and Armor Proficiency: The spellcaster is
proficient will all simple weapons, but not with armor
or shields.

3rd

+1

+3

+1

Class Specials: At 1st level, the spellcaster gains one
bonus feat or class special ability as found in thisrulebook. At each level evenly divisible by five
th
th
th
th
thereafter (5 , 10 , 15 , and 20 ), the spellcaster gains
another bonus feat or class special ability. This feat or
special ability may be any that the spellcaster qualifies
for.

4th

+2

+4

+1

5th

+2

+4

+1

6th

+3

+5

+2

7th

+3

+5

+2

8th

+4

+6

+2

9th

+4

+6

+3

Spells: A spellcaster must choose at 1st level whether
to be an arcane, divine, or innate spellcaster. This
choice has no impact on the spells that he may learn,
but affects what kinds of scrolls he can use and which
ability score controls his spellcasting. An arcane
spellcaster uses Intelligence as the ability score that
determines the highest-level spell he can learn or cast,and the Difficulty Class of his spell's saving throws. A
divine spellcaster uses Wisdom to determine thehighest-level spell he can learn or cast, and the DC of
his spell's saving throws. An innate spellcaster uses
Charisma to determine the highest level spell he canlearn or cast, and the DC of his spell’s saving throws.
Both arcane and innate spellcasters cast arcane spells.
Divine spellcasters cast divine spells.

10th

+5

+7

+3

11th

+5

+7

+3

12th

+6/+1

+8

+4

13th

+6/+1

+8

+4

14th

+7/+2

+9

+4

15th

+7/+2

+9

+5

16th

+8/+3

+10

+5

17th

+8/+3

+10

+5

18th

+9/+4

+11

+6

19th

+9/+4

+11

+6

20th

+10/+5+12+6

ARCANE SPELLCASTERS

Class Specials
1st

2nd

3rd

4th

5th

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

An arcane spellcaster casts arcane spells which are
drawn from the any arcane spell list, such as bard andsorcerer/wizard. An arcane spellcaster must choose
and prepare his spells ahead of time (see below).

75

His base daily spell allotment is given on Table: The
Wizard. In addition, he receives bonus spells per day if
Unlike a bard or sorcerer, an arcane spellcaster may
know any number of spells. He must choose andprepare his spells ahead of time by getting a goodnight’s sleep and spending 1 hour studying his
spellbook. While studying, the wizard decides whichspells to prepare.

she has a high Intelligence score.
INNATE SPELLCASTERS
An innate spellcaster casts arcane spells which can be
drawn from any spell list (such as bard, cleric, druid,
paladin, ranger, and sorcerer/wizard). He can cast any
spell he knows without preparing it ahead of time, theway a wizard or a cleric must (see below).

At each new spellcaster level, an arcane spellcaster
gains two new spells of any spell level or levels that hecan cast (based on his new arcane spellcaster level) for
his spellbook. At any time, an arcane spellcaster canalso add spells found in other spellcasters’ spellbooks
to his own.

To learn or cast a spell, an innate spellcaster must havea Charisma score equal to at least 10 + the spell level.
The Difficulty Class for a saving throw against an
innate spellcaster’s spell is 10 + the spell level + theinnate spellcaster’s Charisma modifier.
Like other spellcasters, an innate spellcaster can cast
only a certain number of spells of each spell level perday. His base daily spell allotment is given on Table:
The Sorcerer. In addition, he receives bonus spells per
day if he has a high Charisma score.

DIVINE SPELLCASTERS
A divine spellcaster casts divine spells, which are
drawn from any divine spell list, such as cleric, druid,
paladin, and ranger. However, his alignment may
restrict him from casting certain spells opposed to his
moral or ethical beliefs. A divine spellcaster can’t castspells of an alignment opposed to his own or his deity’s(if he has one). Spells associated with particularalignments are indicated by the chaos, evil, good, andlaw descriptors in their spell descriptions.
Furthermore, the divine spellcaster’s patron deity or
philosophy may prevent certain spells from being used
(at the DM’s discretion). A divine spellcaster mustchoose and prepare his spells in advance (see below).

An innate spellcaster’s selection of spells is extremely
limited. An innate spellcaster begins play knowing four0-level spells and two 1st-level spells of your choice. At
each new spellcaster level, he gains one or more newspells, as indicated on Table: Sorcerer Spells Known.
(Unlike spells per day, the number of spells an innate
spellcaster knows is not affected by his Charisma score;
the numbers on Table: Sorcerer Spells Known are
fixed.) These new spells can be spells chosen from any
spell list, or they can be unusual spells that the innate
spellcaster has gained some understanding of by study.
The innate spellcaster can’t use this method of spell
acquisition to learn spells at a faster rate, however.

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

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

Like other spellcasters, a divine spellcaster can cast
only a certain number of spells of each spell level perday. His base daily spell allotment is given on Table:
The Cleric. In addition, he receives bonus spells per
day if he has a high Wisdom score. Unlike the cleric,divine spellcasters do not gain one domain spell ofeach spell level he can cast. Divine spellcasters receive
the base daily spell allotment only.
Divine spellcasters meditate or pray for their spells.
Each divine spellcaster must choose a time at which hemust spend 1 hour each day in quiet contemplation or
supplication to regain his daily allotment of spells.
Time spent resting has no effect on whether a divine
spellcaster can prepare spells. A divine spellcaster may
prepare and cast any spell found on a divine spell list,
provided that he can cast spells of that level, but hemust choose which spells to prepare during his daily
meditation.

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

76

SPECIALISTThe specialist class represents combatant characters
who give up a small amount of fighting prowess inorder to be more skilled. They can also be thought ofas experts who are better at fighting. At any rate, thespecialist is a good fighter and somewhat of an expert
in a concentrated skill area. They are midway between
the combatant and the expert.

Base Save Bonuses
Two fair saves and one poor save. The default fairsaves are Fortitude and Reflex.
Class Skills

Alignment: Any.

Choose any nine skills as class skills, plus Craft andProfession.

Hit Die: d8.

Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int
modifier.

Table: The Specialist
CLASS FEATURES
Level
1st

Base Attack
Bonus
+1

Fair
Saves
+1

Poor
Save
+0

Class Specials
1st, 2nd

2nd

+2

+1

+0

3rd, 4th

3rd

+3

+2

+1

5th, 6th

4th

+4

+2

+1

7th, 8th

5th

+5

+3

+1

9th, 10th

6th

+6/+1

+3

+2

11th, 12th

7th

+7/+2

+4

+2

13th, 14th

8th

+8/+3

+4

+2

15th, 16th

9th

+9/+4

+5

+3

17th, 18th

10th

+10/+5+5+3

19th, 20th

11th

+11/+6/+1+6+3

21st, 22nd

12th

+12/+7/+2+6+4

23rd, 24th

13th

+13/+8/+3+6+4

25th, 26th

14th

+14/+9/+4+7+4

27th, 28th

15th

+15/+10/+5+7+529th, 30th

16th

+16/+11/+6/+1+7+5

31st, 32nd

17th

+17/+12/+7/+2+8+533rd, 34th

18th

+18/+13/+8/+3+8+635th, 36th

19th

+19/+14/+9/+4+8+637th, 38th

20th

+20/+15/+10/+5+9+639th, 40th

All of the following are class features of thespecialist.
Weapon and Armor Proficiency: A specialist
is proficient with all simple and martial
weapons. They are proficient with light andmedium armor, but not with heavy armor orshields.

77

Class Specials: At 1st level, the specialist gains
two bonus feats or class special abilities asfound in this rulebook. At each level thereafter,
the specialist gains two additional bonus featsor class special abilities. These feats or special
abilities may be any that the specialist qualifies
for.

GISH
The “gish” is the quintessential combatant/spellcaster,using both magic and force of arms to overcome
obstacles. It is a compromise between the combatantand spellcaster classes. They do not reach the dizzying
heights of magical power that spellcasters enjoy, nor
do they become the unstoppable fighting machines as
high-level combatants do, but they are able toeffectively combine two professional areas mostcommonly thought to be mutually exclusive.

Alignment: Any.
Hit Die: d7 (d8 on odd levels, d6 on even levels).
Base Save Bonuses
Two fair saves and one poor save. The default fairsaves are Fortitude and Will.
Class Skills

Gishes must choose to be arcane, divine, or innate
spellcasters at start. Once chosen, the charactercannot later change the type of magic he uses as a gish.
He uses the spells per day chart appropriate to his
choice (only one).

Choose any four skills as class skills, plus Craft,
Knowledge (all), and Profession.
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int
modifier.

Table: The Gish––——Arcane Spells per Day ——–—

Level
1st

Base
Attack
Bonus
+0

Fair
Saves
+1

Poor
Save
+0

Class
Specials
1stCaster
Level
1st

0th
3

1st
—

2nd
—

3rd
—

4th
—

5th
—

2nd

+1

+1

+0

2nd

1st

3

1

—

—

—

—

3rd

+2

+2

+1

3rd

1st

4

1

—

—

—

—

4th

+3

+2

+1

4th

2nd

4

2

—

—

—

—

5th

+3

+3

+1

5th

2nd

4

3

—

—

—

—

6th

+4

+3

+2

6th

3rd

4

2

1

—

—

—

7th

+5

+4

+2

7th

3rd

4

3

1

—

—

—

8th

+6/+1

+4

+2

8th

4th

4

3

2

—

—

—

9th

+6/+1

+5

+3

9th

4th

4

3

3

—

—

—

10th

+7/+2

+5

+3

10th

5th

4

3

2

1

—

—

11th

+8/+3

+6

+3

11th

5th

4

3

3

1

—

—

12th

+9/+4

+6

+4

12th

6th

4

3

3

2

—

—

13th

+9/+4

+6

+4

13th

6th

4

4

3

3

—

—

14th

+10/+5

+7

+4

14th

7th

4

4

3

2

1

—

15th

+11/+6/+1

+7

+5

15th

7th

4

4

3

3

1

—

16th

+12/+7/+2

+7

+5

16th

8th

4

4

3

3

2

—

17th

+12/+7/+2

+8

+5

17th

8th

4

4

4

3

3

—

18th

+13/+8/+3

+8

+6

18th

9th

4

4

4

3

2

1

19th

+14/+9/+4

+8

+6

19th

9th

4

4

4

3

3

1

20th

+15/+10/+5

+9

+6

20th

10th

4

4

4

3

3

2

78

––——Divine Spells per Day ——–—––——Innate Spells per Day ——–—

Level
1st

0th
3

1st
—

2nd
—

3rd
—

4th
—

5th
—

Level
1st

0th
5

1st
—

2nd
—

3rd
—

4th
—

5th
—

2nd

3

1

—

—

—

—

2nd

5

3

—

—

—

—

3rd

4

1

—

—

—

—

3rd

7

3

—

—

—

—

4th

4

2

—

—

—

—

4th

6

4

—

—

—

—

5th

4

3

—

—

—

—

5th

7

4

—

—

—

—

6th

4

2

1

—

—

—

6th

6

5

—

—

—

—

7th

4

3

1

—

—

—

7th

8

5

—

—

—

—

8th

5

3

2

—

—

—

8th

6

6

3

—

—

—

9th

5

3

3

—

—

—

9th

6

7

3

—

—

—

10th

5

3

2

1

—

—

10th

6

6

4

—

—

—

11th

5

3

3

1

—

—

11th

6

8

5

—

—

—

12th

5

3

3

2

—

—

12th

6

6

5

3

—

—

13th

5

4

3

3

—

—

13th

6

6

7

3

—

—

14th

6

4

3

2

1

—

14th

6

6

6

4

—

—

15th

6

4

3

3

1

—

15th

6

6

8

5

—

—

16th

6

4

3

3

2

—

16th

6

6

6

5

3

—

17th

6

4

4

3

3

—

17th

6

6

6

7

3

—

18th

6

4

4

3

2

1

18th

6

6

6

6

4

—

19th

6

4

4

3

3

1

19th

6

6

6

8

5

—

20th

6

4

4

3

3

2

20th

6

6

6

6

5

3

————— Innate Spells Known —————
Level
1st

0th
4

1st
—

2nd
—

3rd
—

4th
—

5th
—

2nd

4

2

—

—

—

—

3rd

5

2

—

—

—

—

4th

5

2

—

—

—

—

5th

5

2

—

—

—

—

6th

5

3

—

—

—

—

7th

6

3

—

—

—

—

8th

6

3

1

—

—

—

9th

6

4

1

—

—

—

10th

6

4

2

—

—

—

11th

7

4

2

—

—

—

12th

7

4

2

1

—

—

13th

7

4

3

1

—

—

14th

7

5

3

2

—

—

15th

8

5

3

2

—

—

16th

8

5

3

2

1

—

17th

8

5

3

3

1

—

18th

8

5

4

3

2

—

19th

9

5

4

3

2

—

20th

9

5

4

3

2

1

79

impact on the spells that he may learn, affects whatkinds of scrolls he can use, and which ability scorecontrols his spellcasting.
An arcane gish uses
Intelligence as the ability score that determines thehighest-level spell he can learn or cast, and the
Difficulty Class of his spell's saving throws. A divinegish uses Wisdom to determine the highest-level spell
he can learn or cast, and the DC of his spell's saving
throws. An innate gish uses Charisma to determine
the highest level spell he can learn or cast, and the DCof his spell’s saving throws. Both arcane and innate
gishes cast arcane spells. Divine gishes cast divine
spells. Gishes use the spells per day tables appropriate
to their choice (found above). For more details on
spellcasting, see the Spellcaster class description.

CLASS FEATURES
All of the following are class features of the gish.
Weapon and Armor Proficiency: The gish is
proficient will all simple and martial weapons. They
are also proficient with light, medium, and heavyarmor as well as shields (but not tower shields).
Class Specials: At 1st level, the gish gains one bonusfeat or class special ability as found in this rulebook.
At each level thereafter, the gish gains one additional
bonus feat or class special ability. These feats or
special abilities may be any that the gish qualifies for.
Spells: A gish must choose at 1st level whether to be an
arcane, divine, or innate spellcaster. This choice has an

80

ZERTHThe “zerth” is a spellcasting skill-user, using both
magic and superior skills to overcome obstacles. It is acompromise between the expert and spellcasterclasses. They do not gain the magical power thatspellcasters eventually attain, nor do they become themasters of skill-use as high-level experts do, but they
are able to effectively combine two professional areasthat complement each other quite nicely.

Alignment: Any.
Hit Die: d5 (d6 on odd levels, d4 on even levels).
Base Save Bonuses
Two fair saves and one poor save. The default fairsaves are Reflex and Will.
Class Skills

Zerths must choose to be arcane, divine, or innate
spellcasters at start. Once chosen, the charactercannot later change the type of magic he uses as azerth. He uses the spells per day chart appropriate tohis choice (only one).

Choose any eight skills as class skills, plus Craft,
Knowledge (all), and Profession.
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int
modifier.

Table: The Zerth––——Arcane Spells per Day ——–—

Level
1st

Base
Attack
Bonus
+0

Fair
Saves
+1

Poor
Save
+0

Class
Specials
1stCaster
Level
1st

0th
3

1st
—

2nd
—

3rd
—

4th
—

5th
—

2nd

+1

+1

+0

2nd

1st

3

1

—

—

—

—

3rd

+2

+2

+1

3rd

1st

4

1

—

—

—

—

4th

+3

+2

+1

4th

2nd

4

2

—

—

—

—

5th

+3

+3

+1

5th

2nd

4

3

—

—

—

—

6th

+4

+3

+2

6th

3rd

4

2

1

—

—

—

7th

+5

+4

+2

7th

3rd

4

3

1

—

—

—

8th

+6/+1

+4

+2

8th

4th

4

3

2

—

—

—

9th

+6/+1

+5

+3

9th

4th

4

3

3

—

—

—

10th

+7/+2

+5

+3

10th

5th

4

3

2

1

—

—

11th

+8/+3

+6

+3

11th

5th

4

3

3

1

—

—

12th

+9/+4

+6

+4

12th

6th

4

3

3

2

—

—

13th

+9/+4

+6

+4

13th

6th

4

4

3

3

—

—

14th

+10/+5

+7

+4

14th

7th

4

4

3

2

1

—

15th

+11/+6/+1

+7

+5

15th

7th

4

4

3

3

1

—

16th

+12/+7/+2

+7

+5

16th

8th

4

4

3

3

2

—

17th

+12/+7/+2

+8

+5

17th

8th

4

4

4

3

3

—

18th

+13/+8/+3

+8

+6

18th

9th

4

4

4

3

2

1

19th

+14/+9/+4

+8

+6

19th

9th

4

4

4

3

3

1

20th

+15/+10/+5

+9

+6

20th

10th

4

4

4

3

3

2

81

––——Divine Spells per Day ——–—––——Innate Spells per Day ——–—

Level
1st

0th
3

1st
—

2nd
—

3rd
—

4th
—

5th
—

Level
1st

0th
5

1st
—

2nd
—

3rd
—

4th
—

5th
—

2nd

3

1

—

—

—

—

2nd

5

3

—

—

—

—

3rd

4

1

—

—

—

—

3rd

7

3

—

—

—

—

4th

4

2

—

—

—

—

4th

6

4

—

—

—

—

5th

4

3

—

—

—

—

5th

7

4

—

—

—

—

6th

4

2

1

—

—

—

6th

6

5

—

—

—

—

7th

4

3

1

—

—

—

7th

8

5

—

—

—

—

8th

5

3

2

—

—

—

8th

6

6

3

—

—

—

9th

5

3

3

—

—

—

9th

6

7

3

—

—

—

10th

5

3

2

1

—

—

10th

6

6

4

—

—

—

11th

5

3

3

1

—

—

11th

6

8

5

—

—

—

12th

5

3

3

2

—

—

12th

6

6

5

3

—

—

13th

5

4

3

3

—

—

13th

6

6

7

3

—

—

14th

6

4

3

2

1

—

14th

6

6

6

4

—

—

15th

6

4

3

3

1

—

15th

6

6

8

5

—

—

16th

6

4

3

3

2

—

16th

6

6

6

5

3

—

17th

6

4

4

3

3

—

17th

6

6

6

7

3

—

18th

6

4

4

3

2

1

18th

6

6

6

6

4

—

19th

6

4

4

3

3

1

19th

6

6

6

8

5

—

20th

6

4

4

3

3

2

20th

6

6

6

6

5

3

————— Innate Spells Known —————
Level
1st

0th
4

1st
—

2nd
—

3rd
—

4th
—

5th
—

2nd

4

2

—

—

—

—

3rd

5

2

—

—

—

—

4th

5

2

—

—

—

—

5th

5

2

—

—

—

—

6th

5

3

—

—

—

—

7th

6

3

—

—

—

—

8th

6

3

1

—

—

—

9th

6

4

1

—

—

—

10th

6

4

2

—

—

—

11th

7

4

2

—

—

—

12th

7

4

2

1

—

—

13th

7

4

3

1

—

—

14th

7

5

3

2

—

—

15th

8

5

3

2

—

—

16th

8

5

3

2

1

—

17th

8

5

3

3

1

—

18th

8

5

4

3

2

—

19th

9

5

4

3

2

—

20th

9

5

4

3

2

1

82

an impact on the spells that he may learn, affects whatkinds of scrolls he can use, and which ability scorecontrols his spellcasting.
An arcane zerth uses
Intelligence as the ability score that determines thehighest-level spell he can learn or cast, and the
Difficulty Class of his spell's saving throws. A divine
zerth uses Wisdom to determine the highest-level spell
he can learn or cast, and the DC of his spell's saving
throws. An innate zerth uses Charisma to determine
the highest level spell he can learn or cast, and the DCof his spell’s saving throws. Both arcane and innate
zerths cast arcane spells. Divine zerths cast divine
spells. Zerths use the spells per day tables appropriate
to their choice (found above). For more details on
spellcasting, see the Spellcaster class description.

CLASS FEATURES
All of the following are class features of the zerth.
Weapon and Armor Proficiency: The zerth isproficient will all simple and martial weapons. They
are also proficient with light armor, but not medium or
heavy armor. They are not proficient with shields.
Class Specials: At 1st level, the zerth gains two bonusfeats or class special abilities as found in this rulebook.
At each level thereafter, the zerth gains one additional
bonus feat or class special ability. These feats or
special abilities may be any that the zerth qualifies for.
Spells: A zerth must choose at 1st level whether to be
an arcane, divine, or innate spellcaster. This choice has

83

POLYMATH
The polymath is a jack-of-all-trades, able to effectively
fight while using both skills and magic to make theirway in the world. It is a compromise between thethree generic classes (combatant, expert, andspellcaster). Dabbling comes with a price, though.
Polymaths can operate in a number of different
professional areas, but they will never master any ofthem.

Alignment: Any.
Hit Die: d7 (d8 on odd levels, d6 on even levels).
Base Save Bonuses
All base save bonuses progress as indicated below.
Class Skills

Polymaths must choose to be arcane, divine, or innate
spellcasters at start. Once chosen, the charactercannot later change the type of magic he uses as apolymath. He uses the spells per day chart appropriate
to his choice (only one).

Choose any eight skills as class skills, plus Craft,
Knowledge (all), and Profession.
Skill Points at 1st Level: (5 + Int modifier) x 4.
Skill Points at Each Additional Level: 5 + Int
modifier.

Table: The Polymath––——Arcane Spells per Day ——–—

Level
1st

Base
Attack
Bonus
+0

All
Saves
+1

Class
Specials
1stCaster
Level
None

0th
—

1st
—

2nd
—

3rd
—

4th
—

2nd

+1

+1

2nd

None

—

—

—

—

—

3rd

+2

+2

3rd

None

—

—

—

—

—

4th

+3

+2

4th

None

—

—

—

—

—

5th

+3

+2

5th

None

—

—

—

—

—

6th

+4

+3

6th

None

—

—

—

—

—

7th

+5

+3

7th

1st

3

—

—

—

—

8th

+6/+1

+4

8th

1st

3

1

—

—

—

9th

+6/+1

+4

9th

1st

4

1

—

—

—

10th

+7/+2

+4

10th

2nd

4

2

—

—

—

11th

+8/+3

+5

11th

2nd

4

3

—

—

—

12th

+9/+4

+5

12th

3rd

4

2

1

—

—

13th

+9/+4

+6

13th

3rd

4

3

1

—

—

14th

+10/+5

+6

14th

4th

4

3

2

—

—

15th

+11/+6/+1

+6

15th

4th

4

3

3

—

—

16th

+12/+7/+2

+7

16th

5th

4

3

2

1

—

17th

+12/+7/+2

+7

17th

5th

4

3

3

1

—

18th

+13/+8/+3

+8

18th

6th

4

3

3

2

—

19th

+14/+9/+4

+8

19th

6th

4

4

3

3

—

20th

+15/+10/+5

+8

20th

7th

4

4

3

2

1

84

––——Divine Spells per Day ——–—––——Innate Spells per Day ——–—

Level
1st

0th
—

1st
—

2nd
—

3rd
—

4th
—

Level
1st

0th
—

1st
—

2nd
—

3rd
—

2nd

—

—

—

—

—

2nd

—

—

—

—

3rd

—

—

—

—

—

3rd

—

—

—

—

4th

—

—

—

—

—

4th

—

—

—

—

5th

—

—

—

—

—

5th

—

—

—

—

6th

—

—

—

—

—

6th

—

—

—

—

7th

3

—

—

—

—

7th

5

—

—

—

8th

3

1

—

—

—

8th

5

3

—

—

9th

4

1

—

—

—

9th

7

3

—

—

10th

4

2

—

—

—

10th

6

4

—

—

11th

4

3

—

—

—

11th

7

4

—

—

12th

4

2

1

—

—

12th

6

5

—

—

13th

4

3

1

—

—

13th

8

5

—

—

14th

5

3

2

—

—

14th

6

6

3

—

15th

5

3

3

—

—

15th

6

7

3

—

16th

5

3

2

1

—

16th

6

6

4

—

17th

5

3

3

1

—

17th

6

8

5

—

18th

5

3

3

2

—

18th

6

6

5

3

19th

5

4

3

3

—

19th

6

6

7

3

20th

6

4

3

2

1

20th

6

6

6

4

————— Innate Spells Known —————
Level
1st

0th
—

1st
—

2nd
—

3rd
—

2nd

—

—

—

—

3rd

—

—

—

—

4th

—

—

—

—

5th

—

—

—

—

6th

—

—

—

—

7th

4

—

—

—

8th

4

2

—

—

9th

5

2

—

—

10th

5

2

—

—

11th

5

2

—

—

12th

5

3

—

—

13th

6

3

—

—

14th

6

3

1

—

15th

6

4

1

—

16th

6

4

2

—

17th

7

4

2

—

18th

7

4

2

1

19th

7

4

3

1

20th

7

5

3

2

85

Spells: A polymath must choose at 1st level whether tobe an arcane, divine, or innate spellcaster. This choice
has an impact on the spells that he may learn, affects
what kinds of scrolls he can use, and which ability
score controls his spellcasting. An arcane polymathuses Intelligence as the ability score that determines
the highest-level spell he can learn or cast, and the
Difficulty Class of his spell's saving throws. A divine
polymath uses Wisdom to determine the highest-level
spell he can learn or cast, and the DC of his spell'ssaving throws. An innate polymath uses Charisma to
determine the highest level spell he can learn or cast,and the DC of his spell’s saving throws. Both arcane
and innate polymaths cast arcane spells. Divine
polymaths cast divine spells. Polymaths use the spells
per day tables appropriate to their choice (foundabove). For more details on spellcasting, see theSpellcaster class description.

CLASS FEATURES
All of the following are class features of the polymath.
Weapon and Armor Proficiency: The polymath isproficient will all simple and martial weapons. They
are also proficient with light armor and shields (butnot tower shields). They are not proficient withmedium or heavy armor.
Class Specials: At 1st level, the polymath gains one
bonus feat or class special ability as found in thisrulebook. At each level thereafter, the polymath gains
one additional bonus feat or class special ability. Thesefeats or special abilities may be any that the polymathqualifies for.

86

MULTICLASS GENERIC CHARACTERS
Multiclass characters could get quite complex with thegeneric classes that have been offered. A few guidelines
might help to keep things simple.

multiclasses as a pure spellcaster of one type of magic(arcane, divine, or innate) and takes levels in gish or
zerth using another type of magic, then keep track ofspell use separately as above. If the semi-spellcasterand pure spellcaster classes are both of the same type(arcane, divine, or innate), then the spellcasting stacks.
Simply add the caster levels of the compatible classes
and consult the appropriate spellcasting tables in the
SRD (with cleric, sorcerer, or wizard) to see thecharacter’s spells per day, spells known, etc. For
example, a character has ten levels as an arcane
spellcaster and six levels as an arcane gish. His arcanethspells per day would be the same as a 13 level arcane
spellcaster (because he gets ten caster levels from thespellcaster class plus three additional spellcastinglevels for being a 6th level gish). As a further example,th
a 20th level character is an 8 level divine polymath, athth
4 level divine gish, and an 8 level divine spellcaster.
th
He would cast divine spells as an 11 level divine
spellcaster. This is because he gains eight spellcastinglevels from the spellcaster class, two spellcasting levels
from the gish class, and one spellcasting level frombeing an 8th level polymath.

Once a character has “set” the save bonuses for a class,he may not change them. He may take levels in
another class, however, and “set” the save bonuses forthat class. For example, if a character starts off as acombatant and makes Fortitude his good save,
Fortitude will always be the good save whenever hetakes a level in combatant. If he later takes a level inexpert, he can designate Fortitude, Reflex, or Will as
the good save (for his version of the expert class). It
remains locked after selection.
Once the character has chosen the class skills for aparticular class, those skills are the only class skills forhis particular version of the class. If he later takes alevel in a different class, he picks class skills for thatclass (which may or may not be among those he pickedfor other classes). For example, a character starts off asa spellcaster. He picks Concentration, Decipher Script,
Diplomacy, and Spellcraft as his spellcaster class skills.
He later takes a level in combatant and chooses
Diplomacy, Intimidate, Ride, Search, Sense Motive,
and Tumble. Diplomacy is the only skill that iscommon to both classes (plus Craft), so this will always
be a class skill for him as long as he takes levels inspellcaster and combatant.

Simply put, add the caster levels shown for each classas long as the character is the same type of caster inthe classes. Do not simply stack the spells per day. If
you do this, you will get characters that can cast a lotof lower level spells per day, but will never reachhigher levels of magic-use. However, if you like thisidea, then use it as an option.

For the spellcasting classes, each of the three types ofspellcasting must be accounted for separately, with not
sharing of spells, spell slots, or spells known. Thus, acharacter could multiclass as an arcane spellcaster anda divine spellcaster, but must keep spells per day
separate, must use Intelligence to determine bonus
spells, spell DC, and other factors for the arcane
spellcasting class, Wisdom for the divine class, must
prepare divine spells using his divine spellcaster class,and must prepare arcane spells using his arcane
spellcasting class. If he took levels as an innate
spellcaster, he would use Charisma for those spells andwould account for them separately as well.

So, for a few thought-experiments, let’s think ofcharacters who take ten levels in two different
spellcasting classes (using the same source of power).
thth
A 10 level arcane spellcaster/10 level arcane gishththwould cast spells as a 15 level wizard. A 10 levelthdivine spellcaster/10 level divine polymath would castththth
spells as a 12 level cleric. A 10 level innate zerth/10
thlevel innate polymath would cast spells as a 7 levelsorcerer.

For the “semi-spellcaster” classes, such as gish andzerth, it is a bit more complicated. If the character

87

CLASS CONCEPTS FOR GENERIC CLASSES
The generic classes are just that, generic. The player
must decide exactly what sort of combatant, expert, or
spellcaster his character is. There is a big difference
between a combatant who is a mounted knight andone that is an unarmed and unarmored barbarian
brawler. The generic classes leave the base savebonuses and class special abilities as options for theplayer to choose. Some thought must be put into
characters advancing along the spellcaster, gish, zerth,and polymath classes. Each of these classes have threevariants: arcane, divine, and innate. The character
concept will largely determine how each of thesecharacter types interact with the game world. Somesuggestions are given below.

could function as any of the roles listed for experts andcombatants and this type also includes assassins,
explorers, scouts, military officers, rangers, and martial
artists.
Spellcasters are quite easy to make. The normal classes
provide three archetypes for each of the three different
types of spellcasters. Arcane spellcasters are wizards.
Divine spellcasters are mystics who are much likeclerics, except they are non-combatants for the mostpart. Finally, innate spellcasters are sorcerers. In fact,
it may be simpler to refer to arcane, divine, and innate
spellcasters as wizards, mystics, and sorcerers,
respectively, in game terms. Of course, within the
campaign world, the common denizens might use
different words to describe these types of characters(or may not distinguish between the three types atall!).

Combatants are completely martial characters with nospellcasting ability or great ability with skills. The
standard type of combatant character will be thefighter as it exists in the System Reference Document.
Thought should be given to the types of armor thecharacter will wear as well as the types of weapons thatwill be used. After this has been determined, certainfeats and class special abilities can be used to further
specialize the character and help build the exact typeof combatant the player wants. Footmen (light andheavy), duelists, archers, knights, wrestlers, brawlers,
crossbowmen, spearmen, samurai, gladiators, and evengrenadiers or musketeers can be created using thecombatant generic class.

The gish class combines both the combatant andspellcaster classes. Since there are three different typesof spellcasters, there are three different types of gishes.
Although, there could be many different conceptions
involving this sort of gestalt, three immediately cometo mind. The divine gish would fulfill the role of thepaladin (or templar, if you prefer an “alignment
neutral” term). Combatants for the faith, paladins are
proficient in both combat and divine magic-use. The
arcane gish closely resembles, what has been called in
at least one other game system, a paragon. The arcane
gish represents a sort of “jock-scholar” type ofcharacter, able to function effectively in both thephysical and mental realms. An innate gish needs
neither books nor gods for his spellcasting, so hewould probably also naturally gravitate towards
unarmed fighting styles to be spiritually, mentally, andmaterially free, and thus be an “ascetic” character, that
is, a monk.

Experts are the premier skill-users in the game world.
Players are allowed to choose twelve class skills and get
Craft and Profession in addition to these. They are fair
combatants, but if the player foresees his expert
spending a lot of time in combat, he may want to takea level in combatant to get the weapon and armor
feats. Experts can become highly specialized in a suiteof skills by taking the two basic types of “skill feats.”
Skill Focus grants a +3 to one skill and there is usuallyanother feat that grants a +2 bonus to two skills in therulebooks. Making sure that the character has a highability score in the key ability for his favored skills isessential. Just about any type of non-magical character
imaginable can be created with the expert class.
Diplomats, merchants, thieves, sailors, performers,
professors, craftsmen, sages, linguists, courtiers,
officials, nobles, and spies can all be created as experts.
Essentially, if the character is not primarily acombatant or a spellcaster, he is probably an expert.

The zerth is much like the gish, except these charactertypes focus on skill-use as well as magic-use. They canfunction as combatants, not as well as pure experts,
but better than spellcasters. Zerths are spellcasters
who also interact more with the world than purespellcasting types. Thus, a divine zerth is most likely apriest. He is able to call down the powers of his god,
but can still operate effectively in the secular spherethrough the proper specialization of skills. The arcane
zerth is a sage, interested in spells and magic, but also
in lore and knowledge, spending an equal amount oftime between the two. The innate zerth typifies thebard character, using his natural talents, developed

Specialists combine the realm of arms with that ofskill. The fulfill the same roles as both combatants andexperts, but tend to more versatile. Specialists may

88skills, and inborn ability to work magic to make his
way through the world.
The polymath is a jack-of-all-trades, combining aspects
from all three of the pure generic classes. The default
divine polymath could be seen as a ranger, combining
might, skill, and divine spells into an effective array of
powers. The arcane polymath is a rogue, a dabbler indifferent areas with a number of tricks up his sleeve.
Finally, an innate polymath might be a warlock whouses his hereditary powers of questionable origin alongwith arms and wit to win the day.

89

ALTERNATE ADVANCEMENT SYSTEMS
Two new advancement systems areoffered below.

SIMPLIFIED XP AWARDS
All experience awards are derived
from Table 11: XP Awards. This
table shows the amount ofexperience points to award eachcharacter, individually, based onthedifference
betweenthechallenge rating of the encounter(CR) and the character’s character
level (CL).
Three different
advancement rates are offered:normal, reduced, and slow. The
normal advancement rate assumes
that a character will gain a “level’s
worth” of experience points after
about thirteen evenly-matchedencounters.
The reduced rateincreases that number to 20 evenlymatched encounters.
The slowadvancement rate requires 40
evenly-matched encounters. The
GM should choose the column that
grants an appropriate advancement
rate for his campaign. The normal
advancement rate should be thedefault since this corresponds tothe typical advancement rate for
SRD-based games.
In standard D20 games, experience
point awards increase as thecharacter’s level increase. This isbecause an increasing number ofexperience points are required toreach successive levels (1,000 XP
times the current character level).
This is why all experience point
awards are multiplied by thecharacter’s level (shown as “x CL” inthe table).
To use Table 11, simply subtract thecharacter’s level from the challenge
rating of the encounter to get a
number from -7 to +7. Numbers
less than -7 result in no experienceaward and numbers greater than +7
should be treated as +7 (but thecharacters shouldn’t be able tosuccessfully
resolvethose

encounters anyway).
Once youhave the difference between the CR
and the CL, find the row
corresponding to this difference.
The experience award for thatcharacter is found in the column
corresponding to the advancement
rate of the campaign (normal,
reduced, or slow). For example, athrd
4 level character, two 3 levelndcharacters, and a 2 level character
successfully complete a CR 3
encounter. The GM is using thethnormal advancement rate. The 4
level character receives 200 XP(using the “-1” row, multiply 50 XP
times the character level of 4), therdtwo 3 level characters receive 225
XP each (using the “0” row; 75 XPndtimes 3), and the 2 level character
receives 200 XP (using the “+1”row). When using Table 11, younever have to divide the XP award
by the number of surviving
characters. The table shows theindividual XP awards for characters.
Characters who do not survive an
encounter do not gain anexperience award.
The normal advancement rate
allows a character to gain 75 XP x
CL per evenly-matched encounterthat was successfully overcome.
After 13 such encounters, thecharacter has earned 975 XP x CL,
just 25 XP x CL short of a “level’s
worth” of experience. Once XP has
been earned, it can be used
immediately, subject to the dictatesof the GM. The GM may only allow
XP to be spent at the end of thegaming session or at the beginningof a session (giving the player timeto think about how he wants tospend his XP). The GM could allow
XP to be spent as soon as it isearned, but need not do this. After
successfully overcoming an evenlymatched encounter, a character hasenough experience points to gain
three hit points or three skill ranks.
It takes four evenly-matchedencounters to gain a +1 base attack
bonus. After seven evenly-matched90

encounters,a wizard can gain
another level of spellcasting ability.
If this advancement rate seems too
fast, it’s only because in the normal
system, level abilities are granted all
at once, after thirteen or fourteen
encounters have been completed.
The GM always has the option touse
thereducedorslow
advancement rates, if desired.
TABLE 11: XP AWARDS
CRCL
-7
-6
-5
-4
-3
-2
-1
0
+1
+2
+3
+4
+5
+6
+7

NormalXP
6 x CL
9 x CL12 x CL18 x CL25 x CL38 x CL50 x CL75 x CL100 x CL150 x CL200 x CL300 x CL400 x CL600 x CL800 x CL

ReducedXP
4 x CL
6 x CL
9 x CL12 x CL18 x CL25 x CL38 x CL50 x CL75 x CL100 x CL150 x CL200 x CL300 x CL400 x CL600 x CLSlow
XP
2 x CL
3 x CL
4 x CL
6 x CL
9 x CL12 x CL18 x CL25 x CL38 x CL50 x CL75 x CL100 x CL150 x CL200 x CL300 x CL

Stepping through an example may
stprove helpful. Let’s say that a 1
level character begins his career.
The character is a knight,
concentrating on warfare and its
relateddisciplines.
Duringcharacter creation, the playerpurchases a +1 base attack bonus(300 XP); light, medium, and heavyarmor proficiencies (300 XP); shieldproficiency (100 XP); he gives him a+2 base Fortitude save bonus (200XP); eleven hit points (275 XP); oneclass level in fighter (25 XP); four
skill ranks in Ride (100 XP); four
skill ranks in Knowledge (nobility
and royalty) (100 XP); four skill
ranks in Perform (oratory) (100 XP);simpleandmartialweaponproficiencies (200 XP); Mounted
Combat feat (100 XP); Ride-By
Attack feat (100 XP); and theSpirited Charge feat (100 XP) for a
total of 2,000 XP.
Our knight begins his adventuring
career in a war against gnolls whoareravaging
hisbaron’scountryside.
Gnolls are CR 1
creatures, so for every gnoll theknight defeats, he will receive 75 XPst(as long as the knight remains a 1
level character).
After a shortgaming session, the knight defeats
four gnolls. The GM awards theplayer 300 XP and tells the playerthat he’ll give him time to think
about how he wants to spend his
XP. He asks him to e-mail his planon spending the XP, so that the GM
can approve it before the next gamesession. The player goes home andthinks it over. If he immediately
gains a trait that makes his knight and
2 level character, he will only
receive 100 XP per defeated gnoll
during the next game session(which represents less “buying
power” if he is a 2nd level
character). The player decides tospend his XP on traits that will notraise his character’s level.
Hisknight already has a +1 base attack
bonus, 12 hit points, a +2 Fortitude
base save bonus, and a class level infighter. Obviously, he cannot raisethese traits if he wants his knight tostremain at 1 level. Looking over thestlist of feats and 1 level special
abilities, he notices that he could
gain Favored Enemy (gnolls)ndwithout becoming a 2levelstcharacter (since this is a 1 levelspecial ability). This would help
him defeat more gnolls and thus
gain more experience. He could
also
take
WeaponFocus(longsword) to grant his knight a +1
bonus to attack rolls. Since this is
not an increase to the base attack
bonus, taking this feat would notincrease his character level. Finally,
he decides that Toughness would bea good feat to have, since it gives his
knight +3 hit points (not base hit
points). So, our player has found a
way to spend his 300 XP on threefeats (costing 100 XP each) which
will grant him a +1 attack bonuswith his favorite weapon, +2

damage against enemies that heknows he will encounter, and +3 hit
points so that he is better able tosurvive the encounters. The beststpart is that he’s still a 1 level
character. He sends his plan to hisGM, who replies that he’s a minmaxing fool, but approves it
anyway. But the GM can always
cause the knight to lose hislongsword and have to fight orcs
next week.
Since the experience award is basedon the difference between thechallenge rating of the encounterand the character level, fractional
CR’s must be handled a bit
differently when using this system.
It doesn’t make sense to subtract acharacter’s level from the challenge
rating of a fractional CR encounter.
Depending on your rounding
convention, you would always end
up on the row equal to either thenegative of the character’s level, or
the row below it. For this system,
all fractional CR’s (such as ½ and¼) are converted to integers.
A simple table summarizes theconversion of old, fractional CR’s tothe new, integer CR’s.
TABLE 12: CONVERTING CR
Old CR
1/2
1/3
1/4 and 1/5
1/6 and 1/7
1/8 and 1/9
1/10 and less

New CR
0
-1
-2
-3
-4
-5

“BLUE-BOOKING”
ADVANCEMENT
In addition to the rules forexperience awards found in thisrulebook, experience can also beawarded on the basis of nonadventuring pursuits. Suitable for
NPCs and campaigns whereadventures may be separated by
years of inactivity, these experienceawards are based on the characters
engaging in the normal, day-to-day

91

activities to advance themselves
along their chosen career path. A
simple rule is to assume that thecharacter earns 500 XP per year ifthey are actively working on
advancing themselves. Table 13:
Career Experience Points shows
the total amount of experience
points characters of different races
can earn, assuming 500 XP eachyear for every year from adulthoodto venerable age categories. The
expected character level that eachrace can attain at the onset of thevenerable age category is shown as
well.
The figure of 500 XP per year can be
adjusted based on the quality of
instruction and materials available
to the character. Poor conditions
might result in the character
receiving only 250 XP per year (ornone at all), while formal tutoringwith a mentor dedicated only to thecharacter’s instruction could yield
up to 1,000 XP per year (but should
be gained at exorbitant cost).
These “time-based” experienceawards can be used to figure out
how many experience points a nonadventuring NPC should have orsuch awards could be used to create
starting characters who are older
than the norm. If characters take agreat deal of time off between
adventures,
theseexperienceawards could be used to simulate
the slow, steady advancement thatcomes over time.
Adventuring
should always result in experienceawards much greater than thoseshown here.
TABLE 13: CAREER
EXPERIENCE POINTS
Race

XP

Human
Dwarf
Elf
Gnome
Half-elf
Half-orc
Halfling

27,500105,000
120,000
80,00052,50023,00040,000Character
Level
th
7
th
15
th
16
th
13
th
10
th
7
th
9

CHARTS FOR SPELL POI NTS VARIANTTABLE 14: EXPANDED SPELLCASTER LEVEL CHART

Bard
Level

Maximum
Spell Level

1/4

Cleric, Druid & Wizard

Psion

Spell Points

Maximum
Spell Level

Spell Points

--

--

0

0.5

--

1/2

--

--

0

1

3/4

--

--

0

1

0

0

1 1/4

0

1 1/2

Sorcerer
Maximum
Spell Level

Spell Points

--

0

0.5

--

--

0

1

1.5

--

--

0

2

1

2

1

2

1

3

0

1

2.5

1

3

1

3.5

0

0

1

3

1

4

1

4

1 3/4

0

0

1

3.5

1

5

1

4.5

2

1

0

1

4

1

6

1

5

2 1/4

1

0

1

4.5

1

7

1

5.5

2 1/2

1

0

1

5

1

8

1

6

2 3/4

1

0.5

1

6

1

9

1

7

3

1

1

2

7

2

11

1

8

3 1/4

1

2

2

8

2

12

1

9

3 1/2

1

3

2

9

2

14

1

11

3 3/4

1

4

2

10

2

15

1

12

4

2

5

2

11

2

17

2

14

4 1/4

2

5

2

12

2

19

2

15

4 1/2

2

5

2

13

2

21

2

16

4 3/4

2

5.5

2

14

2

23

2

17

5

2

6

3

16

3

25

2

19

5 1/4

2

6.5

3

18

3

27

2

21

5 1/2

2

7

3

20

3

30

2

24

5 3/4

2

8

3

22

3

32

2

26

6

2

9

3

24

3

35

3

29

6 1/4

2

10

3

26

3

37

3

31

6 1/2

2

11

3

28

3

40

3

33

6 3/4

2

12

3

30

3

43

3

35

7

3

14

4

33

4

46

3

37

92

Maximum
Power Level Power Points

TABLE 14: EXPANDED SPELLCASTER LEVEL CHART (CONT.)

Bard
Level

Maximum
Spell Level

7

3

7 1/4

Cleric, Druid & Wizard

Psion

Spell Points

Maximum
Spell Level

Spell Points

14

4

33

4

3

14

4

35

7 1/2

3

15

4

7 3/4

3

16

8

3

8 1/4

Sorcerer

Maximum
Power Level Power Points

Maximum
Spell Level

Spell Points

46

3

37

4

49

3

40

38

4

52

3

44

4

41

4

55

3

47

17

4

44

4

58

4

51

3

18

4

47

4

61

4

54

8 1/2

3

19

4

50

4

65

4

57

8 3/4

3

20

4

53

4

68

4

60

9

3

22

5

56

5

72

4

63

9 1/4

3

23

5

60

5

76

4

67

9 1/2

3

25

5

64

5

80

4

72

9 3/4

3

27

5

68

5

84

4

76

10

4

29

5

72

5

88

5

81

10 1/4

4

30

5

76

5

92

5

85

10 1/2

4

31

5

80

5

97

5

89

10 3/4

4

32

5

84

5

101

5

93

11

4

34

6

88

6

106

5

97

11 1/4

4

35

6

92

6

111

5

101

11 1/2

4

37

6

96

6

116

5

106

11 3/4

4

39

6

100

6

121

5

110

12

4

41

6

104

6

126

6

115

12 1/4

4

43

6

108

6

131

6

119

12 1/2

4

45

6

112

6

136

6

123

12 3/4

4

47

6

116

6

141

6

127

13

5

50

7

120

7

147

6

131

13 1/4

5

51

7

124

7

152

6

135

13 1/2

5

53

7

128

7

158

6

140

13 3/4

5

55

7

132

7

164

6

144

14

5

57

7

136

7

170

7

149

93

TABLE 14: EXPANDED SPELLCASTER LEVEL CHART (CONT.)

Bard
Level

Maximum
Spell Level

145

14 1/4

Cleric, Druid & Wizard

Psion

Spell Points

Maximum
Spell Level

Spell Points

57

7

136

7

5

59

7

140

14 1/25

62

7

14 3/4

5

64

15

5

15 1/4

Sorcerer

Maximum
Power Level Power Points

Maximum
Spell Level

Spell Points

170

7

149

7

176

7

153

144

7

182

7

157

7

148

7

188

7

161

67

8

152

8

195

7

165

5

70

8

156

8

201

7

169

15 1/2

5

74

8

160

8

208

7

174

15 3/4

5

77

8

164

8

214

7

178

16

6

81

8

168

8

221

8

183

16 1/4

6

84

8

172

8

228

8

187

16 1/2

6

88

8

176

8

235

8

191

16 3/4

6

91

8

180

8

242

8

195

17

6

95

9

184

9

250

8

199

17 1/4

6

99

9

188

9

257

8

203

17 1/2

6

104

9

192

9

265

8

208

17 3/4

6

108

9

196

9

272

8

212

18

6

113

9

200

9

280

9

217

18 1/4

6

118

9

204

9

287

9

221

18 1/2

6

123

9

208

9

295

9

225

18 3/4

6

128

9

212

9

303

9

229

19

6

133

9

216

9

311

9

233

19 1/4

6

135

9

220

9

319

9

237

19 1/2

6

138

9

224

9

327

9

241

19 3/4

6

141

9

228

9

335

9

245

20

6

144

9

232

9

343

9

249

94

TABLE 15: EXPANDED BONUS SPELL POINTS (SPELLCASTERS)

Caster Level (Cleric, Druid, Sorcerer*, and Wizard)
Score

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17+

12

1

1

1

1

1

1

1

1

1

1

1

1

1

1

1

1

1

13

1

1

2

2

2

2

2

2

2

2

2

2

2

2

2

2

2

14

1

2

4

4

4

4

4

4

4

4

4

4

4

4

4

4

4

15

1

2

4

5

6

6

6

6

6

6

6

6

6

6

6

6

6

16

1

2

4

6

9

9

9

9

9

9

9

9

9

9

9

9

9

17

1

2

4

6

9

10

12

12

12

12

12

12

12

12

12

12

12

18

1

2

4

6

9

12

16

16

16

16

16

16

16

16

16

16

16

19

1

2

4

6

9

12

16

18

21

21

21

21

21

21

21

21

21

20

2

3

5

7

10

13

17

21

26

26

26

26

26

26

26

26

26

21

2

4

6

8

11

14

18

22

27

30

33

33

33

33

33

33

33

22

2

5

8

10

13

16

20

24

29

34

40

40

40

40

40

40

40

23

2

5

8

11

15

18

22

26

31

36

42

45

49

49

49

49

49

24

2

5

8

13

18

21

25

29

34

39

45

51

58

58

58

58

58

25

2

5

8

13

18

23

28

32

37

42

48

54

61

65

69

69

69

26

2

5

8

13

18

25

32

36

41

46

52

58

65

72

80

80

80

27

2

5

8

13

18

25

32

39

46

51

57

63

70

77

85

89

93

28

3

6

9

14

19

26

33

42

51

56

62

68

75

82

90

98

107

29

3

6

10

15

20

27

34

43

52

60

69

75

82

89

97

105

114

30

3

7

12

17

22

29

36

45

54

65

76

82

89

96

104

112

121

* Treat the sorcerer level as one level less for the purposes of this chart (except at 1st level). For example, an 8th levelsorcerer uses the “7” column to find bonus spell points. A 1st level sorcerer uses the “1” column; a 2nd level sorcerer alsouses the “1” column.

95

TABLE 16: EXPANDED BONUS SPELL POINTS (BARD)

Caster Level (Bard)
Score

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16+

12

0

1

1

1

1

1

1

1

1

1

1

1

1

1

1

1

13

0

1

1

2

2

2

2

2

2

2

2

2

2

2

2

2

14

0

1

2

4

4

4

4

4

4

4

4

4

4

4

4

4

15

0

1

2

4

4

5

6

6

6

6

6

6

6

6

6

6

16

0

1

2

4

5

7

9

9

9

9

9

9

9

9

9

9

17

0

1

2

4

5

7

9

10

11

12

12

12

12

12

12

12

18

0

1

2

4

5

7

9

11

13

16

16

16

16

16

16

16

19

0

1

2

4

5

7

9

11

13

16

17

19

21

21

21

21

20

0

2

3

5

6

8

10

12

14

17

20

23

26

26

26

26

21

0

2

4

6

7

9

11

13

15

18

21

24

27

29

31

33

22

0

2

5

8

9

11

13

15

17

20

23

26

29

32

36

40

23

0

2

5

8

10

12

15

17

19

22

25

28

31

34

38

42

24

0

2

5

8

11

14

18

20

22

25

28

31

34

37

41

45

25

0

2

5

8

11

14

18

21

24

28

31

34

37

40

44

48

26

0

2

5

8

11

14

18

22

27

32

35

38

41

44

48

52

27

0

2

5

8

11

14

18

22

27

32

36

41

46

49

53

57

28

0

3

6

9

12

15

19

23

28

33

39

45

51

54

58

62

29

0

3

6

10

13

16

20

24

29

34

40

46

52

57

63

69

30

0

3

7

12

15

18

22

26

31

36

42

48

54

61

68

76

96

TABLE 17: EXPANDED BONUS POWER POINTS (PSION)

Manifester Level (Psion)
Score

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

12

0

1

1

2

2

3

3

4

4

5

5

6

6

7

7

8

8

9

9

10

13

0

1

2

3

3

4

5

6

6

7

8

9

9

10

11

12

12

13

14

15

14

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

15

1

2

3

5

6

7

8

10

11

12

13

15

16

17

18

20

21

22

23

25

16

1

3

4

6

7

9

10

12

13

15

16

18

19

21

22

24

25

27

28

30

17

1

3

5

7

8

10

12

14

15

17

19

21

22

24

26

28

29

31

33

35

18

2

4

6

8

10

12

14

16

18

20

22

24

26

28

30

32

34

36

38

40

19

2

4

6

9

11

13

15

18

20

22

24

27

29

31

33

36

38

40

42

45

20

2

5

7

10

12

15

17

20

22

25

27

30

32

35

37

40

42

45

47

50

21

2

5

8

11

13

16

19

22

24

27

30

33

35

38

41

44

46

49

52

55

22

3

6

9

12

15

18

21

24

27

30

33

36

39

42

45

48

51

54

57

60

23

3

6

9

13

16

19

22

26

29

32

35

39

42

45

48

52

55

58

61

65

24

3

7

10

14

17

21

24

28

31

35

38

42

45

49

52

56

59

63

66

70

25

3

7

11

15

18

22

26

30

33

37

41

45

48

52

56

60

63

67

71

75

26

4

8

12

16

20

24

28

32

36

40

44

48

52

56

60

64

68

72

76

80

27

4

8

12

17

21

25

29

34

38

42

46

51

55

59

63

68

72

76

80

85

28

4

9

13

18

22

27

31

36

40

45

49

54

58

63

67

72

76

81

85

90

29

4

9

14

19

23

28

33

38

42

47

52

57

61

66

71

76

80

85

90

95

30

5

10

15

20

25

30

35

40

45

50

55

60

65

70

75

80

85

90

95

100

97

INDEX OF SPECIAL ABILITIESA Thousand Faces ........................................ 37
Abundant Step.............................................. 35
Acrobatic Charge .......................................... 37
Animal Companion ...................................... 12
Arrow of Death .............................................45
Augment Summoning .................................. 27
Aura of Alignment ........................................ 12
Aura of Courage............................................ 19
Aura of Debilitation ..................................... 19
Aura of Despair............................................. 19
Aura of Resolve ............................................. 19
Bardic Knowledge......................................... 12
Bardic Music ................................................. 13
Bestow Curse I .............................................. 22
Bestow Curse II............................................. 27
Bestow Curse III ........................................... 35
Bestow Curse IV ........................................... 41
Bestow Curse V ............................................ 47
Bonus Language I ......................................... 32
Bonus Language II ........................................ 41
Camouflage ................................................... 37
Canny Defense.............................................. 25
Cause Disease I ............................................. 22
Cause Disease II............................................ 27
Cause Disease III .......................................... 35
Cause Disease IV .......................................... 41
Cause Disease V........................................... 47
Combat Style
Archery...................................................... 17
Two-Weapon ............................................ 17
Combat Style Mastery
Archery...................................................... 32
Two-Weapon ............................................ 32
Contingent Conjuration ............................... 32
Countersong ................................................. 13
Damage Reduction
Defender ...................................................45
Damage Reduction I..................................... 25
Damage Reduction II .................................. 29
Damage Reduction III .................................. 37
Damage Reduction IV ................................. 44
Damage Reduction V .................................. 48
Darkvision ................................................... 28

Deadly Touch ................................................18
Death Attack ................................................ 22
Defender AC Bonus I ................................... 25
Defender AC Bonus II .................................. 33
Defender AC Bonus III................................. 38
Defender AC Bonus IV................................. 46
Defensive Stance I........................................ 25
Defensive Stance II ...................................... 29
Defensive Stance III ..................................... 35
Defensive Stance IV ..................................... 38
Defensive Stance V ...................................... 44
Deflect Arrows
Duelist ...................................................... 44
Detect Alignment ......................................... 13
Diamond Body ............................................. 33
Diamond Soul .............................................. 37
Divine Grace..................................................18
Divine Health ................................................19
Elaborate Parry ............................................ 38
Empty Body .................................................. 48
Endurance .....................................................19
Enhance Arrow I .......................................... 26
Enhance Arrow II ......................................... 29
Enhance Arrow III........................................ 35
Enhance Arrow IV........................................ 38
Enhance Arrow V ......................................... 44
Enhanced Mobility....................................... 30
Evasion ..........................................................18
Extend Summoning ..................................... 29
Fascinate........................................................ 13
Fast Movement ............................................. 14
Favored Enemy I ........................................... 14
Favored Enemy II ......................................... 20
Favored Enemy III........................................ 30
Favored Enemy IV......................................... 41
Favored Enemy V ......................................... 48
Fiendish Servant .......................................... 33
Fighting Mastery I......................................... 14Fighting Mastery II .......................................18
Fighting Mastery III ..................................... 20
Fighting Mastery IV ..................................... 23Fighting Mastery IX ..................................... 44
Fighting Mastery V ...................................... 26
98

Fighting Mastery VI......................................30
Fighting Mastery VII .................................... 35
Fighting Mastery VIII ...................................38Fighting Mastery X ...................................... 47
Fighting Mastery XI..................................... 48
Flurry of Blows I ........................................... 14
Flurry of Blows II .......................................... 21
Flurry of Blows III ........................................ 28
Grace ............................................................. 33
Greater Flurry ............................................... 33
Greater Lore.................................................. 37
Greater Rage ................................................. 33
Hail of Arrows .............................................. 41
Hide in Plain Shadow .................................. 26
Hide in Plain Sight ...................................... 46
Hierophant Special Ability I ........................38
Hierophant Special Ability II ....................... 41
Hierophant Special Ability III ..................... 44
Hierophant Special Ability IV ..................... 46
Hierophant Special Ability V ...................... 47
High Arcana I ...............................................39
High Arcana II ............................................. 42
High Arcana III ............................................ 44
High Arcana IV ............................................ 46
High Arcana V ............................................. 47
Imbue Arrow ............................................... 28
Impromptu Sneak Attack I .......................... 33
Impromptu Sneak Attack II ........................ 42
Improved Ally .............................................. 26
Improved Combat Style
Archery...................................................... 23
Two-Weapon ............................................ 23
Improved Evasion ........................................ 28
Improved Reaction I.................................... 28
Improved Reaction II .................................. 42
Improved Uncanny Dodge ........................... 21
Indomitable Will ......................................... 40
Inspire Competence ..................................... 19
Inspire Courage I .......................................... 14
Inspire Courage II........................................ 26
Inspire Courage III ...................................... 40
Inspire Courage IV ...................................... 49
Inspire Greatness ......................................... 28
Inspire Heroics ............................................ 42
Intuitive Defense I ........................................ 14
Intuitive Defense II ...................................... 21
Intuitive Defense III .....................................30
Intuitive Defense IV .................................... 42

Intuitive Defense V ...................................... 49
Ki Strike
Adamantite............................................... 45
Lawful ....................................................... 30
Magic ........................................................ 20
Lay on Hands ................................................18
Loremaster Secret I ...................................... 26
Loremaster Secret II..................................... 30
Loremaster Secret III ................................... 35
Loremaster Secret IV ................................... 40
Loremaster Secret V..................................... 45
Martial Arts I
Improved Grapple ..................................... 15
Stunning Fist ............................................. 15
Martial Arts II
Combat Reflexes........................................18
Deflect Arrows ..........................................18
Martial Arts III
Improved Disarm ..................................... 23
Improved Trip .......................................... 23
Mass Suggestion........................................... 47
Mighty Rage ................................................. 49
Mobile Defense ............................................ 42
Nature Sense ................................................. 15
Perfect Self ................................................... 49
Phase Arrow ................................................. 37
Planar Cohort ............................................... 35
Planar Terrain Mastery I .............................. 33
Planar Terrain Mastery II ............................ 35
Planar Terrain Mastery III ........................... 37
Planar Terrain Mastery IV ............................ 41
Planar Terrain Mastery V ............................ 42
Poison Resistance I ...................................... 25
Poison Resistance II ..................................... 28
Poison Resistance III.................................... 34
Poison Resistance IV.................................... 37
Poison Resistance V ..................................... 42
Poison Use.................................................... 23
Precise Strike I ............................................. 36
Precise Strike II ............................................ 46
Purity of Body ............................................... 21
Quivering Palm ............................................ 42
Rage I ............................................................. 15
Rage II .......................................................... 20
Rage III ......................................................... 27
Rage IV ......................................................... 36
Rage V .......................................................... 45
Rage VI ......................................................... 49
99

Ranged Legerdemain I ................................ 28
Ranged Legerdemain II ................................38
Ranged Legerdemain III .............................. 46
Rebuke Undead ............................................ 15
Remove Curse I............................................. 23
Remove Curse II .......................................... 29
Remove Curse III ..........................................36
Remove Curse IV ..........................................43
Remove Curse V .......................................... 47
Remove Disease I ......................................... 23
Remove Disease II ....................................... 29
Remove Disease III .......................................36
Remove Disease IV .......................................43
Remove Disease V ....................................... 47
Resist Nature’s Lure .................................... 20
Rogue Special Ability I .................................30
Rogue Special Ability II ................................38
Rogue Special Ability III...............................45
Rogue Special Ability IV.............................. 48
Seeker Arrow ................................................34
Shadow Illusion ............................................ 31
Shadow Jump I .............................................34
Shadow Jump II ............................................38
Shadow Jump III ...........................................43
Shadow Jump IV .......................................... 46
Slow Fall I .................................................... 20
Slow Fall II .................................................... 23
Slow Fall III ................................................... 27
Slow Fall IV ................................................... 31
Slow Fall IX .................................................. 49
Slow Fall V ....................................................36
Slow Fall VI ................................................... 41
Slow Fall VII..................................................45
Slow Fall VIII ............................................... 47
Smite Chaos I................................................ 15
Smite Chaos II .............................................. 21
Smite Chaos III ............................................. 31
Smite Chaos IV .............................................43
Smite Chaos V ............................................. 49
Smite Evil I.................................................... 15
Smite Evil II .................................................. 21
Smite Evil III ................................................. 31
Smite Evil IV .................................................43
Smite Evil V ................................................. 49
Smite Good I ................................................. 15
Smite Good II................................................ 21
Smite Good III .............................................. 31
Smite Good IV ..............................................43

Smite Good V ............................................... 49
Smite Law I....................................................16
Smite Law II .................................................. 21
Smite Law III ................................................. 31
Smite Law IV ................................................ 43
Smite Law V ................................................. 49
Sneak Attack I ...............................................16
Sneak Attack II ..............................................19
Sneak Attack III ............................................ 21
Sneak Attack IV ........................................... 25
Sneak Attack IX............................................ 46
Sneak Attack V ............................................. 29
Sneak Attack VI ........................................... 34
Sneak Attack VII .......................................... 38
Sneak Attack VIII ......................................... 43
Sneak Attack X ............................................. 48
Song of Freedom .......................................... 36
Special Mount ............................................... 21
Speed Bonus I................................................19
Speed Bonus II ............................................. 24
Speed Bonus III ............................................ 29
Speed Bonus IV ............................................ 36
Speed Bonus V ............................................. 43
Speed Bonus VI ............................................ 47
Still Mind...................................................... 20
Suggestion .................................................... 24
Summon Familiar .........................................16
Summon Shadow .......................................... 31
Swift Tracker ................................................ 27
Terrain Mastery I ......................................... 24
Terrain Mastery II ........................................ 25
Terrain Mastery III ....................................... 27
Terrain Mastery IV ....................................... 29
Terrain Mastery V ........................................ 32
Timeless Body
Ascetic ...................................................... 46
Druidic...................................................... 43
Tireless Rage ................................................ 46
Tongue of the Sun and the Moon ............... 46
Track..............................................................16
Trackless Step .............................................. 20
Trap Sense I .................................................. 20
Trap Sense II ................................................ 24
Trap Sense III ............................................... 29
Trap Sense IV ............................................... 36
Trap Sense V ................................................ 44
Trap Sense VI ............................................... 48
Trapfinding ...................................................16100

True Lore ..................................................... 46
Turn Undead ................................................ 16
Unarmed Strike I .......................................... 17
Unarmed Strike II........................................ 20
Unarmed Strike III ....................................... 27
Unarmed Strike IV .......................................36
Unarmed Strike V.........................................45
Unarmed Strike VI ...................................... 50
Uncanny Dodge ............................................ 18
Venom Immunity ........................................ 29
Wholeness of Body ....................................... 25
Wild Empathy .............................................. 17
Wild Shape
Elemental (Huge) .................................... 50
Elemental I ................................................45
Elemental II ............................................. 48
Elemental III ............................................ 50
Huge ......................................................... 44
Large ......................................................... 27
Plant ..........................................................36
Tiny ...........................................................34
Wild Shape I ................................................. 22
Wild Shape II ................................................ 25
Wild Shape III............................................... 25
Wild Shape IV............................................... 32
Wild Shape V ................................................ 41
Wild Shape VI.............................................. 48
Wizardry I ..................................................... 17
Wizardry II ................................................... 22
Wizardry III .................................................. 32
Wizardry IV ................................................. 44
Wizardry V .................................................. 50
Woodland Stride .......................................... 18101

OPEN GAME LICENSE v1.0a
DESIGNATION OF OPEN GAME CONTENT
All rules and game mechanics, including traits, special
abilities, classes, advancement systems, spells, and game
rules, are designated open game content.
DESIGNATION OF PRODUCT IDENTITY
The names Custom CharactersTM and ICOSAHEDRON are
designated product identity.
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast,
Inc. and is Copyright 2000 Wizards of the Coast, Inc("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or
trademark owners who have contributed Open Game
Content; (b)"Derivative Material" means copyrighted material
including derivative works and translations (including into
other computer languages), potation, modification,correction, addition, extension, upgrade, improvement,
compilation, abridgment or other form in which an existing
work may be recast, transformed or adapted; (c) "Distribute"means to reproduce, license, rent, lease, sell, broadcast,publicly display, transmit or otherwise distribute; (d)"OpenGame Content" means the game mechanic and includes themethods, procedures, processes and routines to the extent
such content does not embody the Product Identity and is anenhancement over the prior art and any additional content
clearly identified as Open Game Content by the Contributor,
and means any work covered by this License, includingtranslations and derivative works under copyright law, but
specifically excludes Product Identity. (e) "Product Identity"means product and product line names, logos and identifying
marks including trade dress; artifacts; creatures characters;
stories, storylines, plots, thematic elements, dialogue,
incidents, language, artwork, symbols, designs, depictions,likenesses, formats, poses, concepts, themes and graphic,
photographic and other visual or audio representations;names and descriptions of characters, spells, enchantments,
personalities, teams, personas, likenesses and special abilities;
places, locations, environments, creatures, equipment,
magical or supernatural abilities or effects, logos, symbols, orgraphic designs; and any other trademark or registeredtrademark clearly identified as Product identity by the ownerof the Product Identity, and which specifically excludes theOpen Game Content; (f) "Trademark" means the logos,
names, mark, sign, motto, designs that are used by aContributor to identify itself or its products or the associatedproducts contributed to the Open Game License by theContributor (g) "Use", "Used" or "Using" means to use,
Distribute, copy, edit, format, modify, translate and otherwise
create Derivative Material of Open Game Content. (h) "You"or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game
Content that contains a notice indicating that the Open Game
Content may only be Used under and in terms of this License.
You must affix such a notice to any Open Game Content thatyou Use. No terms may be added to or subtracted from thisLicense except as described by the License itself. No otherterms or conditions may be applied to any Open Game
Content distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content
You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to
use this License, the Contributors grant You a perpetual,worldwide, royalty-free, non-exclusive license with the exact
terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You arecontributing original material as Open Game Content, You
represent that Your Contributions are Your original creation
and/or You have sufficient rights to grant the rights conveyed
by this License.
6.Notice of License Copyright: You must update the
COPYRIGHT NOTICE portion of this License to include theexact text of the COPYRIGHT NOTICE of any Open Game
Content You are copying, modifying or distributing, and You
must add the title, the copyright date, and the copyrightholder's name to the COPYRIGHT NOTICE of any original
Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product
Identity, including as an indication as to compatibility, except
as expressly licensed in another, independent Agreement withthe owner of each element of that Product Identity. You agree
not to indicate compatibility or co-adaptability with any
Trademark or Registered Trademark in conjunction with awork containing Open Game Content except as expressly
licensed in another, independent Agreement with the ownerof such Trademark or Registered Trademark. The use of any
Product Identity in Open Game Content does not constitute achallenge to the ownership of that Product Identity. The
owner of any Product Identity used in Open Game Content
shall retain all rights, title and interest in and to that Product
Identity.
8. Identification: If you distribute Open Game Content You
must clearly indicate which portions of the work that you are
distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents
may publish updated versions of this License. You may use
any authorized version of this License to copy, modify anddistribute any Open Game Content originally distributed
under any version of this License.
10 Copy of this License: You MUST include a copy of thisLicense with every copy of the Open Game Content You
Distribute.
11. Use of Contributor Credits: You may not market or
advertise the Open Game Content using the name of any
Contributor unless You have written permission from theContributor to do so.
12 Inability to Comply: If it is impossible for You to comply
with any of the terms of this License with respect to some or
all of the Open Game Content due to statute, judicial order,or governmental regulation then You may not Use any OpenGame Material so affected.
13 Termination: This License will terminate automatically if
You fail to comply with all terms herein and fail to cure suchbreach within 30 days of becoming aware of the breach. All
sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be
unenforceable, such provision shall be reformed only to theextent necessary to make it enforceable.
15 COPYRIGHT NOTICEOpen Game License v 1.0 Copyright 2000, Wizards of the
Coast, Inc.
System Reference Document Copyright 2000-2003, Wizardsof the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip
Williams, Rich Baker, Andy Collins, David Noonan, Rich
Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid,
James Wyatt, based on original material by E. Gary Gygax andDave Arneson.
Custom CharactersTM Copyright 2011, ICOSAHEDRON. Author
Erick Lee Edwards

102103