BASIC D20 CLASS ADVANTAGESIn Basic d20, both feats and class special abilities are grouped together and called “advantages.” Eachadvantage costs 1 power point (PP). The Basic d20 rule book asks the GM to use either Custom
Characters or D&D5E as a reference for class advantages. This document remedies that situation bypresenting all class special abilities from the d20 Fantasy SRD as class advantages for Basic d20.

CHARACTER LEVELFor the purposes of this document, a character’s “character level” is whatever the GM determines it tobe. A good guideline to follow is that a character’s character level is equal to his highest rank or levelfrom among all 20 broad skills or from among any powers the character possesses. Each classadvantage is associated with a certain character level. This is the minimum character level at which thecharacter may take that class advantage. A character must be at or above the minimum character level
before the class advantage can be purchased.

CLASS LEVELS
Some class advantages require that a character’s class level in a certain class be known. It is suggested
that the Profession broad skill be used to determine this. Each class can have its own specialty in theProfession broad skill area, like Profession (fighter) and Profession (assassin). In Basic d20, each skill
rank in a specialty costs 0.25 PP. For spellcasting classes, having levels in the appropriate spellcasting
power automatically grants class levels. Thus, a character with Wizard Spellcasting Level 10 is also
considered to be a 10th level wizard for the purposes of advantage prerequisites. A character can never
have more class levels in any single class than he has character levels. However, a character can have as
many class levels in different classes as long as none of these class levels exceed his character level. For
example, a 10th level character could have Profession (fighter) 10 ranks, Profession (rogue) 10 ranks,and Profession (ranger) 10 ranks, if desired.
Since characters taking levels in a prestige class must be of higher
character level, apply the modifier shown to the character level todetermine maximum class levels. For example, for our character
above, he could take up to 5 ranks in Profession (assassin), 3 ranks in
Profession (duelist) and no ranks in Profession (archmage).

BROAD SKILLS AND SPECIALTIESThe Basic d20 GM always retains the right to determine what broad
skill a specialty falls under. The names of the SRD skills have notbeen changed in the class advantage descriptions to allow the GM
maximum flexibility in assigning them to broad skill areas.

1

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

1 ST -L EVEL S PECIALA BILITIESAll 1st-Level Special Abilities areavailable to starting characters during
character generation as long as thecharacter meets the prerequisites.

ANIMAL COMPANION
Prerequisites: None.
Ability Type: Extraordinary.
Class Levels: Druid and Ranger (Half).
Description: The character gains ananimal companion selected from thefollowing list: badger, camel, dire rat,
dog, riding dog, eagle, hawk, horse(light or heavy), owl, pony, snake (Smallor Medium viper), or wolf. If thecampaign takes place wholly or partly
in an aquatic environment, thefollowing creatures are also available:
porpoise, Medium shark, and squid.
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 powerincreases as shown on the table. If thecharacter releases her companion fromservice, she may gain a new one by
performing a ceremony requiring 24
uninterrupted hours of prayer. This
ceremony can also replace an animalcompanion that has perished.
A character with a druid class level of
4th level or higher may select fromalternative lists of animals. Should she
select an animal companion from oneof these alternative lists, the creature
gains abilities as if the character’s druid
class level were lower than it actually is.
Subtract the value indicated in theappropriate list header from thecharacter’s druid class level andcompare the result with the druid classlevel entry on the table to determine
the animal companion’s powers. (If thisadjustment would reduce the druid’s
effective class level to 0 or lower, she
can’t have that animal as a companion.)

Each ranger class level counts as half ofa druid class level when determining
the animal companion’s abilities.
Consult The Druid’s Animal Companion
section of the System Reference
Document for more information aboutanimal companions.

AURA OF ALIGNMENT
Prerequisites: Chaotic, evil, good, or
lawful alignment.
Ability Type: Extraordinary.
Class Levels: Cleric and Paladin.
Description: Choose a non-neutralcomponentofthecharacter’salignment, either chaotic, evil, good, or
lawful.
The character gains aparticularly
powerfulaura
corresponding to that alignment
component (see the detect evil spell for
details).
The power of the aura
corresponds to the character’s classlevels in cleric and paladin.

BARDIC KNOWLEDGE
Prerequisites: None.
Ability Type: Natural.
Class Levels: Bard and Loremaster.
Description: The character may make aspecial bardic knowledge check with abonus equal to his bard and loremasterclass levels + his Intelligence modifier to
see whether he knows some relevant
information about local notable people,
legendary items, or noteworthy places.
(If the character has 5 or more ranks in
Knowledge (history), he gains a +2
bonus on this check.)
A successful bardic knowledge check
will not reveal the powers of a magic
item but may give a hint as to its
general function. A character may nottake 10 or take 20 on this check; thissort of knowledge is essentiallyrandom.

DC 25: Obscure, known by few, hard tocome by.
DC 30: Extremely obscure, known byvery few, possibly forgotten by most
who once knew it, possibly known onlyby those who don’t understand thesignificance of the knowledge.

BARDIC MUSIC
Prerequisites: None.
Ability Type: Natural.
Class Levels: Bard.
Description: Once per day per bard
class level, the character can use hissong or poetics to produce magicaleffects on those around him (usually
including himself, if desired). Whilethese abilities fall under the category ofbardic music and the descriptions
discuss singing or playing instruments,
they can all be activated by reciting
poetry, chanting, singing lyrical songs,
singing melodies, whistling, playing an
instrument, or playing an instrument in
combination with some spoken
performance. Each ability requires botha minimum bard class level and aminimum number of ranks in the
Perform skill as prerequisites.
Starting a bardic music effect is astandard action. Some bardic music
abilities require concentration, whichmeans the character must take astandard action each round to maintainthe ability. Even while using bardic
music
that
doesn’trequireconcentration, the character cannot
cast spells, activate magic items by spellcompletion (such as scrolls), spell
trigger (such as wands), or command
word. Just as for casting a spell with averbal component, a deaf character has
a 20% chance to fail when attempting
to use bardic music. If he fails, theattempt still counts against his daily
limit.

Types of knowledge with corresponding
DC are shown below.

COUNTERSONG

DC 10: Common, known by at least a
substantial minority of the local
population.

Ability Type: Supernatural.

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

2

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

Class Levels: Bard.
Description: The character can use hismusic or poetics to counter magicaleffects that depend on sound (but not
spells that simply have verbal
components). Each round of thecountersong, he makes a Perform
check. Any creature within 30 feet ofthe 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 is rolled, thePerform check result proves to behigher. If a creature within range of thecountersong is already under the effectof a noninstantaneous sonic or
language-dependent magical attack, it
gains another saving throw against theeffect each round it hears thecountersong, but it must use the bard’s
Perform check result for the save.
Countersong has no effect against
effects that don’t allow saves. The
character may keep up the countersong
for 10 rounds.

DETECT ALIGNMENT
Prerequisites: None.
Ability Type: Spell-Like.
Class Levels: None.
Description:
Choose an alignment
component, either chaos, evil, good, orlaw. At will, the character can use
detect chaos, detect evil, detect good,or detect law as the spell. The exact
spell corresponds to the alignment
component chosen.

FASCINATE
Prerequisites: Bardic Music special
ability, 3 or more skill ranks in Perform.
Ability Type: Spell-Like.
Class Levels: None.
Description: The character can use hismusic or poetics to cause one or morecreatures to become fascinated withhim. Each creature to be fascinatedmust be within 90 feet, able to see andhear the character, and able to pay
attention to him. The character mustalso be able to see the creature. The
distraction of a nearby combat or otherdangers prevents the ability fromworking. For every three bard classlevels the character attains beyond 1st,

he can target one additional creature
with a single use of this ability.
To use the ability, the character makesa Perform check. His check result is the
DC for each affected creature’s Will
save against the effect. If a creature’ssaving throw succeeds, the charactercannot attempt to fascinate thatcreature again for 24 hours. If its saving
throw fails, the creature sits quietly andlistens to the song, taking no otheractions, for as long as the character
continues to play and concentrate (upto a maximum of 1 round per bard classlevel). While fascinated, a target takes a-4 penalty on skill checks made asreactions, such as Listen and Spotchecks. Any potential threat requires
the character to make another Perform
check and allows the creature a newsaving throw against a DC equal to the
new Perform check result.
Any obvious threat, such as someone
drawing a weapon, casting a spell, or
aiming a ranged weapon at the target,
automatically breaks the effect.
Fascinateisanenchantment(compulsion), mind-affecting ability.

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, lightarmor, or medium armor and notcarrying a heavy load. Apply this bonus
before modifying the character’s speed
because of any load carried or armor
worn.

FAVORED ENEMY I
Prerequisites: None.
Ability Type: Extraordinary.
Class Levels: None.
Description: The character selects atype 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 using3

these skills against creatures of thistype. Likewise, he gets a +2 bonus on
weapon damage rolls against suchcreatures.
If the character chooses humanoids oroutsiders as a favored enemy, he mustalso choose an associated subtype, as
indicated on the table. If a specificcreature falls into more than one
category of favored enemy, thecharacter’s bonuses do not stack; hesimply uses whichever bonus is higher.

FLURRY OF BLOWS IPrerequisites: None.
Ability Type: Natural.
Class Levels: None.
Description: When unarmored, thecharacter may strike with a flurry ofblows 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 takesa -2 penalty, as does each other attack
made that round. This penalty applies
for 1 round, so it also affects attacks ofopportunity the character might makebefore her next action. The charactermust use a full attack action to strikewith a flurry of blows.
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 weaponsinterchangeably as desired. When using
weapons as part of a flurry of blows,
the character applies her Strength
bonus (not Str bonus × 1½ or ×½) to herdamage rolls for all successful attacks,
whether she wields a weapon in one orboth hands. The character can’t use any
weapon other than a special weapon aspart of a flurry of blows.
In the case of the quarterstaff, eachend counts as a separate weapon forthe purpose of using the flurry of blows
ability. Even though the quarterstaff
requires two hands to use, thecharacter may still intersperse unarmed
strikes with quarterstaff strikes,
assuming that she has enough attacks
in her flurry of blows routine to do so.

INSPIRE COURAGE I
Prerequisites: Bardic Music special
ability, 3 or more skill ranks in Perform.
Ability Type: Supernatural.
Class Levels: Bard.
Description: The character can use
song or poetics to inspire courage in hisallies (including himself), bolstering
them against fear and improving their
combat abilities. To be affected, an allymust be able to hear the character sing.
The effect lasts for as long as the allyhears the character sing and for 5
rounds thereafter. An affected allyreceives a +1 morale bonus on saving
throws against charm and fear effects
and a +1 morale bonus on attack andweapon damage rolls.

INTUITIVE DEFENSE I
Prerequisites: None.
Ability Type: Extraordinary.
Class Levels: None.
Description: When unarmored andunencumbered, the character adds her
Wisdom bonus (if any) to her AC.
This bonus to AC applies even against
touch attacks or when the character isflat-footed. She loses this bonus when
she is immobilized or helpless, when
she wears any armor, when she carriesa shield, or when she carries a mediumor heavy load.

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

RAGE I
Prerequisites: Non-lawful alignment.
Ability Type: Extraordinary.
Class Levels: None.
Description: The character can fly intoa rage one time per day. In a rage, thecharacter temporarily gains a +2 bonus
to the Strength modifier, a +2 bonus to
the Constitution modifier, and a +2

morale bonus on Will saves, but hetakes a -2 penalty to Armor Class. The
increase in Constitution increases thecharacter’s hit points by 2 points perlevel, but these hit points go away atthe end of the rage when his
Constitution score drops back tonormal. (These extra hit points are notlost first the way temporary hit pointsare.) While raging, a character cannot
use any Charisma-, Dexterity-, orIntelligence-based skills (except for
Balance, Escape Artist, Intimidate, andRide), the Concentration skill, or any
abilities that require patience orconcentration, nor can he cast spells or
activate magic items that require acommand word, a spell trigger (such asa wand), or spell completion (such as a
scroll) to function. He can use any feathe has except Combat Expertise, item
creation feats, and metamagic feats. A
fit of rage lasts for a number of rounds
equal to 3 + the character’s (newly
improved) Constitution modifier. A
character may prematurely end hisrage. At the end of the rage, thecharacter loses the rage modifiers andrestrictions and becomes fatigued (-1penalty to the Strength modifier, -1
penalty to the Dexterity modifier, can’t
charge or run) for the duration of thecurrent encounter. Entering a rage
takes no time itself, but a character can
do it only during his action, not in
response to someone else’s action.

SMITE CHAOS IREBUKE UNDEAD

Prerequisites: Aura of Alignment (evil).

Prerequisites: Non-good alignment,
cannot have Turn Undead special
ability.

Ability Type: Supernatural.

Ability Type: Supernatural.

Description:
Once per day, thecharacter may attempt to smite goodwith one normal melee attack. She
adds her Charisma bonus (if any) to her
attack roll and deals 1 extra point ofdamage per paladin class level. If thecharacter accidentally smites a creaturethat is not good, the smite has noeffect, but the ability is still used up forthat day.

Class Levels: Cleric.
Description: The character has thepower to affect undead creatures bychanneling the power of his faiththrough his unholy symbol (see Turn or
Rebuke Undead in the System
Reference Document).
The character may attempt to rebuke
undead 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
rebuke checks against undead.

Prerequisites:(Lawful).

Aura of Alignment

Ability Type: Supernatural.
Class Levels: Paladin.
Description:
Once per day, thecharacter may attempt to smite chaoswith one normal melee attack. She
adds her Charisma bonus (if any) to her
attack roll and deals 1 extra point ofdamage per paladin class level. If thecharacter accidentally smites a creaturethat is not chaotic, the smite has noeffect, but the ability is still used up forthat day.

SMITE EVIL I
Prerequisites:(Good).

Aura of Alignment

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 ofdamage per paladin class level. If thecharacter accidentally smites a creaturethat is not evil, the smite has no effect,
but the ability is still used up for thatday.

SMITE GOOD I

Class Levels: Paladin.

SMITE LAW I
Prerequisites:(Chaotic).

Aura

Ability Type: Supernatural.
Class Levels: Paladin.

4of

Alignment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 ofdamage per paladin class level. If thecharacter accidentally smites a creaturethat is not lawful, the smite has noeffect, but the ability is still used up forthat 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 the target
actually has a Dexterity bonus or not),or when the rogue flanks her target.
Should the character score a critical hit
with a sneak attack, this extra damage
is not multiplied.
Ranged attacks can count as sneak
attacks only if the target is within 30
feet.
With a sap (blackjack) or an unarmed
strike, the character can make a sneak
attack that deals nonlethal damage
instead of lethal damage. She cannot
use a weapon that deals lethal damage
to deal nonlethal damage in a sneak
attack, not even with the usual -4
penalty.
The character can sneak attack only
living creatures with discernible
anatomies—undead, constructs, oozes,
plants, and incorporeal creatures lackvital areas to attack. Any creature thatis immune to critical hits is notvulnerable to sneak attacks. The
character must be able to see thetarget well enough to pick out a vital
spot and must be able to reach such a
spot. A character cannot sneak attack
while striking a creature withconcealment or striking the limbs of acreature whose vitals are beyond reach.

SUMMON FAMILIAR
Prerequisites:
spells.

Ability to cast arcane

Class Levels: Sorcerer and Wizard.

TURN UNDEAD

Description: The character can obtaina familiar. Doing so takes 24 hours anduses up magical materials that cost 100
gp. A familiar is a magical beast that
resembles a small animal and isunusually tough and intelligent. The
creature serves as a companion andservant.

Prerequisites:
Non-evil alignment,
cannot have Rebuke Undead special
ability.

The character chooses the kind offamiliar he gets. As the character gains
sorcerer and wizard class levels, hisfamiliar also increases in power.
If the familiar dies or is dismissed by
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; success reduces
the loss to one-half that amount.
However, a character’s experience
point total can never go below zero as
the result of a familiar’s demise ordismissal. A 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, and it
does not lose a level or a Constitution
point when this happy event occurs.

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

Ability Type: Spell-Like.

5

Ability Type: Supernatural.
Class Levels: Cleric and Paladin.
Description: The character has thepower to affect undead creatures bychanneling the power of his faiththrough 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 onturning checks against undead.

UNARMED STRIKE I
Prerequisites: None.
Ability Type: Natural.
Class Levels: None.
Description:
The character gains
Improved Unarmed Strike as a bonusfeat. This does not count as a base featfor the purposes of level determination.
The character’s attacks may be witheither 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 off-handattack for the character when striking
unarmed. The character may 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 withno 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 for the
purpose of spells and effects thatenhanceor
improveeithermanufactured weapons or natural
weapons.
A character also deals more damage
with her unarmed strikes than a normal
person would. A small character deals

1d4 damage, a medium character deals
1d6 damage, and a large character
deals 1d8.

COMBAT STYLE: TWO-WEAPONWILD EMPATHYClass Levels: None.

Prerequisites: None.
Ability Type: Extraordinary.
Class Levels: Druid and Ranger.
Description:
The character can
improve the attitude of an animal. Thisability functions just like a Diplomacy
check made to improve the attitude ofa person. The character rolls 1d20 andadds her druid and ranger class levels
along with her Charisma modifier todetermine the wild empathy check
result.
The typical domestic animal has astarting attitude of indifferent, whilewild animals are usually unfriendly.
To use wild empathy, the character andthe animal must be able to study eachother, which means that they must bewithin 30 feet of one another undernormalconditions.
Generally,
influencing an animal in this way takes
1 minute but, as with influencing
people, it might take more or less time.
The character can also use this ability to
influence a magical beast with anIntelligence score of 1 or 2, but she
takes a -4 penalty on the check.

2 ND -L EVEL S PECIALA BILITIESAll 2nd-Level Special Abilities have“Character Level 2” as a prerequisite.

Prerequisites: Character Level 2.
Ability Type: Extraordinary.

Description: The character is treated ashaving the Two-Weapon Fighting feat,even if he does not have the normal
prerequisites for that feat. The benefitsof 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.

DEADLY TOUCH
Prerequisites: Character Level 2, Cha
12, Aura of Alignment (Evil).
Ability Type: Supernatural.
Class Levels: Paladin.
Description: The character can cause
wounds with a successful touch attack.
Each day she can deal a total number ofhit points of damage equal to her
paladin class level 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 anyor all of this power to cure damage toundead creatures, just as an inflictwounds spell does. This powerotherwise functions identically to thelay on hands ability.

Prerequisites: Character Level 2.
Ability Type: Extraordinary.

LAY ON HANDSPrerequisites: Character Level 2, Cha
12, Aura of Alignment (Good).
Ability Type: Supernatural.
Class Levels: Paladin.
Description: The character can heal
wounds (her own or those of others) bytouch. Each day she can heal a total
number of hit points of damage equal
to her paladin class level × her
Charisma bonus. The character may
choose to divide her healing among
multiple recipients, and she doesn’t
have to use it all at once. Using lay on
hands is a standard action.
Alternatively, the character can use anyor all of this healing power to deal
damage to undead creatures. Using lay
on hands in this way requires a
successful melee touch attack anddoesn’t provoke an attack ofopportunity. The character decides how
many of her daily allotment of points to
use as damage after successfully
touching an undead creature.

UNCANNY DODGE
Prerequisites: Character Level 2.

DIVINE GRACE
Prerequisites: Character Level 2, Auraof Alignment (Any).

Ability Type: Extraordinary.

Ability Type: Supernatural.

Description: The character can react todanger before his senses would
normally allow him to do so. The
character retains his Dexterity bonus toAC (if any) even if he is caught flatfooted or struck by an invisible
attacker. However, he still loses his
Dexterity bonus to AC if immobilized.

Class Levels: None.

COMBAT STYLE: ARCHERY

an attack that normally deals half
damage on a successful save, sheinstead takes no damage. Evasion canbe used only if the character is wearing
light armor or no armor. A helplesscharacter does not gain the benefit ofevasion.

Description: The character gains abonus equal to her Charisma bonus (ifany) on all saving throws.

Class Levels: None.

EVASION

Description: The character is treated ashaving the Rapid Shot feat, even if hedoes not have the normal prerequisites
for that feat. 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.

Prerequisites: Character Level 2.
Ability Type: Extraordinary.
Class Levels: None.
Description: The character can avoid
even magical and unusual attacks withgreat agility. If the character makes a
successful Reflex saving throw against

6

Class Levels: None.

WOODLAND STRIDE
Prerequisites: Character Level 2.
Ability Type: Extraordinary.
Class Levels: None.
Description: The character may movethrough any sort of undergrowth (suchas natural thorns, briars, overgrownareas, and similar terrain) at her normal
speed and without taking damage orsuffering any other impairment.
However, thorns, briars, and overgrownareas that have been magicallymanipulated to impede motion stillaffect her.

3 RD -L EVEL S PECIALA BILITIESAll 3rd-Level Special Abilities have“Character Level 3” as a prerequisite.

AURA OF COURAGE
Prerequisites: Character Level 3, lawful
good alignment.
Ability Type: Supernatural.
Class Levels: None.
Description: The character is immune
to fear (magical or otherwise). Each ally
within 10 feet of her gains a +4 morale
bonus on saving throws against fear
effects.

10 feet of him to take a -2 penalty on all
saving throws.

SPEED BONUS I

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

Ability Type: Extraordinary.

Prerequisites: Character Level 3.

Class Levels: None.

Ability Type: Supernatural.

Description: The character gains anenhancement bonus to her speed of+10 ft. If the character is in armor or
carrying a medium or heavy load, sheloses this extra speed.

Class Levels: None.

SNEAK ATTACK II

Description: The character is immune
to compulsion effects. Each ally within
10 feet of him gains a +4 morale bonus
on saving throws against compulsion
effects.

Prerequisites: Character Level 3, Sneak
Attack I.

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

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

DIVINE HEALTHSTILL MIND

Prerequisites: Character Level 3, Auraof Alignment (Any).

Prerequisites: Character Level 3.
Ability Type: Extraordinary.

Ability Type: Extraordinary.

Class Levels: None.

Class Levels: None.

AURA OF RESOLVE
Prerequisites:
Character Level 3,
chaotic good alignment.

Ability Type: Natural.
Class Levels: None.

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

Description:
The character gains
immunity to all diseases, including
supernatural and magical diseases.

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

AURA OF DEBILITATIONINSPIRE COMPETENCETRACKLESS STEP
Prerequisites:
Character Level 3,
Woodland Stride.

Ability Type: Supernatural.

Prerequisites: Character Level 3, Bardic
Music, Countersong, Fascinate, Inspire
Courage I, 6 or more ranks in Perform.

Ability Type: Extraordinary.

Class Levels: None.

Ability Type: Extraordinary.

Class Levels: None.

Description: The character radiates amalign aura that causes enemies within
10 feet of her to take a -1 penalty to
Armor Class.

Class Levels: None.

Description: The character leaves notrail in natural surroundings and cannot
be tracked. She may choose to leave a
trail if so desired.

Prerequisites:
Character Level 3,
chaotic evil alignment.

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

AURA OF DESPAIR
Prerequisites: Character Level 3, lawfulevil alignment.
Ability Type: Supernatural.
Class Levels: None.
Description: The character radiates amalign aura that causes enemies within

Description: The character can use hismusic or poetics to help an ally succeed
at a task. The ally must be within 30
feet and able to see and hear thecharacter. The character must also beable to see the ally.
The ally gets a +2 competence bonus on
skill checks with a particular skill as longas he or she continues to hear thecharacter’s music. Certain uses of thisability are infeasible. The effect lasts aslong as the character concentrates, up
to a maximum of 2 minutes. The
character can’t inspire competence inhimself. Inspire competence is a mindaffecting ability.

7

TRAP SENSE I
Prerequisites: Character Level 3.
Ability Type: Extraordinary.
Class Levels: None.
Description: The character gains a +1
bonus on Reflex saves made to avoid
traps and a +1 dodge bonus to ACagainst attacks made by traps.

4 TH -L EVEL S PECIALA BILITIESAll 4th-Level Special Abilities have“Character Level 4” as a prerequisite.

KI STRIKE: MAGICClass Levels: None.
Description: The character’s unarmed
strikes increase in damage. A small
character now deals 1d6 damage withunarmed strikes, a medium character
1d8 damage, and a large character 2d6
damage.

INTUITIVE DEFENSE II

Prerequisites: Character Level 4.
Ability Type: Supernatural.
Class Levels: None.
Description: The character’s unarmed
attacks are empowered with ki. Her
unarmed attacks are treated as magic
weapons for the purpose of dealing
damage to creatures with damage
reduction.

5 TH -L EVEL S PECIALA BILITIESAll 5th-Level Special Abilities have“Character Level 5” as a prerequisite.

FAVORED ENEMY II
Prerequisites:
Character Level 5,
Favored Enemy I.

RAGE II

Ability Type: Extraordinary.

Prerequisites: Character Level 4, nonlawful alignment, Rage I.

Class Levels: None.

Ability Type: Extraordinary.
Class Levels: None.
Description: The character can now
rage two times per day. See Rage I for
details.

RESIST NATURE’S LURE

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

Description: The character may selectan additional favored enemy fromthose given on Table: Ranger Favored
Enemies in the System Reference
Document. In addition, the bonus
against any one favored enemy(including the one just selected, if sodesired) increases by 2.

Prerequisites:
Character Level 5,Intuitive Defense I.
Ability Type: Extraordinary.
Class Levels: None.
Description: When unarmored andunencumbered, the character gains a+1 bonus to AC.
This bonus to AC apply even against
touch attacks or when the character isflat-footed. She loses this bonus when
she is immobilized or helpless, when
she wears any armor, when she carriesa shield, or when she carries a mediumor heavy load.

PURITY OF BODY
Prerequisites: Character Level 5, Still
Mind.
Ability Type: Extraordinary.

If the character chooses humanoids oroutsiders as a favored enemy, he mustalso choose an associated subtype, as
indicated on the table. If a specificcreature falls into more than one
category of favored enemy, thecharacter’s bonuses do not stack; hesimply uses whichever bonus is higher.

Class Levels: None.

FLURRY OF BLOWS II

Ability Type: Supernatural.

Prerequisites: Character Level 4.

Prerequisites: Character Level 5, Flurryof Blows I.

Class Levels: Paladin.

Ability Type: Extraordinary.

Ability Type: Natural.

Class Levels: None.

Class Levels: None.

Description: The character may now
smite chaos two times per day (insteadof only once per day).

Description: If the character is withinarm’s reach of a wall, she can use it toslow her descent. When falling, shetakes damage as if the fall were 20 feetshorter than it actually is.

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

SMITE EVIL II

IMPROVED UNCANNY DODGE

Ability Type: Supernatural.

Prerequisites:
Character Level 5,
Uncanny Dodge.

Class Levels: Paladin.

Ability Type: Extraordinary.

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

Prerequisites:
Nature Sense.

Character Level 4,

Ability Type: Extraordinary.
Class Levels: None.
Description: The character gains a +4
bonus on saving throws against thespell-like abilities of fey.

SLOW FALL I

UNARMED STRIKE II
Prerequisites:
Character Level 4,
Unarmed Strike I.
Ability Type: Natural.

Class Levels: Barbarian and Rogue.

8

Description:
The character gains
immunity to all diseases except forsupernatural and magical diseases.

SMITE CHAOS II
Prerequisites: Character Level 5, Smite
Chaos I.

Prerequisites: Character Level 5, Smite
Evil I.

SMITE GOOD IIPrerequisites: Character Level 5, Smite
Good I.
Ability Type: Supernatural.
Class Levels: Paladin.
Description: The character may now
smite good two times per day (insteadof only once per day).

SMITE LAW II
Prerequisites: Character Level 5, 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 5, Sneak
Attack II.
Ability Type: Natural.
Class Levels: None.
Description: The character’s sneak
attack now deals 3d6 extra damage(instead of 2d6).

SPECIAL MOUNTPrerequisites: Character Level 5, Auraof Alignment (Any).
Ability Type: Spell-Like.
Class Levels: Paladin.
Description: The character gains theservice 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 aheavy warhorse (for a Medium
character) or a warpony (for a Small
character).
Once per day, as a full-round action,
the character may magically call her
mount from the otherworldly realms inwhich it resides. This ability is theequivalent of a spell of a level equal to
one-third the character’s paladin classlevel. The mount immediately appears
adjacent to the character and remains
for 2 hours per paladin class level; it
may be dismissed at any time as a free
action. The mount is the same creatureeach time it is summoned, though thecharacter may release a particularmount from service.
Each time the mount is called, it
appears in full health, regardless of any
damage it may have taken previously.
The mount also appears wearing or
carrying any gear it had when it waslast dismissed. Calling a mount is aconjuration (calling) effect.
Should the character’s mount die, it
immediately disappears, leaving behind
any equipment it was carrying. The
character may not summon anothermount for thirty days or until she gains
a paladin class level, whichever comes
first, even if the mount is somehow
returned from the dead. During thisthirty-day period, the character takes a-1 penalty on attack and weapon
damage rolls.

WILD SHAPE I
Prerequisites: Character Level 5.
Ability Type: Supernatural.
Class Levels: Druid.
Description: The character gains theability to turn herself into any Small or
Medium animal and back again once
per day. Her options for new forms
include all creatures with the animal
type. This ability functions like thealternate form special ability, except as
noted here. The effect lasts for 1 hourper druid class level, or until shechanges back. Changing form (to animalor back) 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.
Any gear worn or carried by thecharacter melds into the new form andbecomes nonfunctional. When thecharacter reverts to her true form, any
objects previously melded into the newform reappear in the same location on
her body that they previously occupied
and are once again functional. Any new
items worn in the assumed form fall off
and land at the character's feet.
The form chosen must be that of ananimal the character is familiar with.

9

The character loses her ability to speak
while in animal form because she islimited to the sounds that a normal,
untrained animal can make, but she cancommunicate normally with otheranimals of the same general grouping
as her new form. (The normal sound awild 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 class level.

6 TH -L EVEL S PECIALA BILITIESAll 6th-Level Special Abilities have“Character Level 6” as a prerequisite.

BESTOW CURSE I
Prerequisites: Character Level 6, Auraof Alignment (Chaos).
Ability Type: Spell-Like.
Class Levels: None.
Description:
The character can
produce a bestow curse effect, as thespell, once per week.

CAUSE DISEASE I
Prerequisites: Character Level 6, Auraof Alignment (Evil).
Ability Type: Spell-Like.
Class Levels: None.
Description: The character can inflictdisease with her touch (as thecontagion spell), once per week.

DEATH ATTACK
Prerequisites: Character Level 6, evilalignment, Disguise 4 ranks, Hide 8
ranks, Move Silently 8 ranks, thecharacter must kill someone for noother reason than to become anassassin.
Ability Type: Natural.
Class Levels: Assassin.
Description: If the character studies his
victim for 3 rounds and then makes asneak attack with a melee weapon thatsuccessfully deals damage, the sneak
attack has the additional effect ofpossibly either paralyzing or killing thetarget (character’s choice). While
studying the victim, the character canundertake other actions so long as his
attention stays focused on the target
and the target does not detect thecharacter or recognize the character as
an enemy. If the victim of such an
attack fails a Fortitude save (DC 10 +the character’s assassin class level + thecharacter’s Int modifier) against the killeffect, she dies. If the saving throw fails
against the paralysis effect, the victim isrendered helpless 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 thedeath attack within the next 3 rounds.
If a death attack is attempted and fails(the victim makes her save) or if thecharacter does not launch the attack
within 3 rounds of completing thestudy, 3 new rounds of study are
required before he can attemptanother death attack.

apply only when he wears light or noarmor. He loses all benefits of his
combat style when wearing medium or
heavy armor.

POISON USE
Prerequisites: Character Level 6, evilalignment, Hide 5 ranks.
Ability Type: Natural.
Class Levels: None.
Description: The character is trained in
the use of poison and can never risk
accidentally poisoning himself when
applying poison to a blade.

Prerequisites: Character Level 6, Auraof Alignment (Law).
Ability Type: Spell-Like.
Class Levels: None.
Description:
The character can
produce a remove curse effect, as thespell, once per week.

REMOVE DISEASE I
Prerequisites: Character Level 6, Auraof Alignment (Good).

Prerequisites:
Character Level 6,
Combat Style: Archery.

Ability Type: Spell-Like.

Class Levels: None.
Description: The character is treated ashaving the Manyshot feat, even if hedoes not have the normal prerequisites
for that feat. 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.

IMPROVED COMBAT STYLE: TWOWEAPON
Prerequisites:
Character Level 6,
Combat Style: Two-Weapon.
Ability Type: Extraordinary.
Class Levels: None.
Description: The character is treated ashaving the Improved Two-Weapon
Fighting feat, even if he does not havethe normal prerequisites for that feat.
The benefits of the character’s styleDescription: The character now has anenhancement bonus to her speed of+20 ft. This replaces the enhancement
bonus granted by Speed Bonus I. If thecharacter is in armor or carrying a
medium or heavy load, she loses thisextra speed.

SUGGESTION
Prerequisites: Character Level 6, Bardic
Music, Inspire Competence, 9 or moreranks in Perform.
Ability Type: Spell-Like.
Class Levels: Bard.

REMOVE CURSE I

IMPROVED COMBAT STYLE: ARCHERY

Ability Type: Extraordinary.

Class Levels: None.

Class Levels: None.
Description:
The character can
produce a remove disease effect, as thespell, once per week.

SLOW FALL II
Prerequisites: Character Level 6, Slow
Fall I.
Ability Type: Extraordinary.
Class Levels: None.
Description: If the character is withinarm’s reach of a wall, she can use it toslow her descent. When falling, shetakes damage as if the fall were 30 feetshorter than it actually is. This distancereplaces the distance gained from Slow
Fall I.

SPEED BONUS II
Prerequisites: Character Level 6, Speed
Bonus I.
Ability Type: Extraordinary.

10

Description: The character can make asuggestion (as the spell) to a creaturethat he has already fascinated. Using
this ability does not break thecharacter’s concentration on the
fascinate effect, nor does it allow asecond 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 the character’sbard class level + the character’s Cha
modifier) negates the effect. This ability
affects only a single creature (but see
mass suggestion, below). Suggestion isan enchantment (compulsion), mindaffecting, language dependent ability.

TERRAIN MASTERY
Prerequisites:
Character Level 6,
Knowledge (geography) 8 ranks,
Endurance feat.
Ability Type: Natural.
Class Levels: None.
Description: Choose one terrain typefound below under Terrain Mastery
Benefits. Terrain mastery gives thecharacter a bonus on checks involving askill useful in that terrain, or someotherappropriate
benefit.
The
character also knows how to fightdangerous creatures typically found inthat terrain, gaining a +1 insight bonus
on attack rolls and damage rolls against
creatures with that terrain mentioned
in the Environment entry of theirdescriptions. The character only gains

the bonus if the creature description
specifically lists the terrain type.

bonus on attack and damage rolls
against plains creatures.

Characters take their terrain masterywith them wherever they go. They
retain their terrain mastery bonuses onskill checks, attack rolls, and damage
rolls whether they’re actually in therelevant terrain or not.

Underground

Terrain Mastery Benefits
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 anddamage 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 anddamage rolls against undergroundcreatures.

Marsh

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

WHOLENESS OF BODY

WILD SHAPE II

Description: The character can heal
her own wounds. She can heal anumber of hit points of damage equal
to twice her current monk class level
each day, and she can spread thishealing out among several uses.

Prerequisites: Character Level 6, Wild
Shape I.
Ability Type: Supernatural.
Class Levels: Druid.
Description: The character gains theability to use wild shape twice per day.

7 TH -L EVEL S PECIALA BILITIESMountains

DAMAGE REDUCTION I

You have a +4 competence bonus on
Spot checks. You gain a +1 insight

Prerequisites: Character Level 7, Sneak
Attack III.

Description: The character now has a+2 bonus on Reflex saves made to avoid
traps and a +2 dodge bonus to ACagainst attacks made by traps. This
bonus replaces the bonus gained fromTrap Sense I.

All 7th-Level Special Abilities have“Character Level 7” as a prerequisite.

PlainsDescription: The character gains a +1
natural saving throw bonus to all
poisons.

Prerequisites: Character Level 6, Trap
Sense I.

You have a +4 competence bonus on
Move Silently checks. You gain a +1
insight bonus on attack and damage
rolls against marsh creatures.

You gain a +4 competence bonus on
Climb checks, or a +10-foot bonus toyour climb speed if you have one. You
gain a +1 insight bonus on attack anddamage rolls against mountaincreatures.

Class Levels: None.

Ability Type: Natural.

Class Levels: None.

You gain a +4 competence bonus on
Listen checks. You gain a +1 insightbonus on attack and damage rolls
against hill creatures.

Ability Type: Natural.

TRAP SENSE II

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

Hills

Character Level 7,

SNEAK ATTACK IV

Ability Type: Extraordinary.

You have a +4 competence bonus on
Hide checks. You gain a +1 insightbonus on attack and damage rolls
against forest creatures.

Prerequisites:
Poison Use.

Terrain Mastery can be taken multiple
times. Each time it is taken choose a
new terrain type.

DesertForestPOISON RESISTANCE I

Prerequisites: Character Level 7.
Ability Type: Extraordinary.
Class Levels: None.
Description:
The character gains
Damage Reduction. Subtract 1 from thedamage the character takes each time
he is dealt damage from a weapon or anatural attack.

11

Prerequisites: Character Level 7, Purityof Body.
Ability Type: Supernatural.
Class Levels: Monk.

WILD SHAPE III
Prerequisites: Character Level 7, Wild
Shape II.
Ability Type: Supernatural.
Class Levels: Druid.
Description: The character gains theability to use wild shape three times
per day.

8 TH -L EVEL S PECIALA BILITIESAll 8th-Level Special Abilities have“Character Level 8” as a prerequisite.

CANNY DEFENSE
Prerequisites: Character Level 8, Base
Attack Bonus +6, Perform 3 ranks,

Tumble 5 ranks, Dodge feat, Mobility
feat, and Weapon Finesse feat.
Ability Type: Extraordinary.
Class Levels: Duelist.
Description: When not wearing armor
or using a shield, the character 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 8,dwarf, lawful alignment, base attack
bonus +7, Dodge feat, Endurance feat,Toughness feat.
Ability Type: Extraordinary.
Class Levels: None.
Description: The character receives a+1 dodge bonus to Armor Class. Dodge
bonuses stack with all other bonuses toAC, even other dodge bonuses.

DEFENSIVE STANCE I
Prerequisites:
Character Level 8,dwarf, lawful alignment, base attack
bonus +7, Dodge feat, Endurance feat,Toughness feat.
Ability Type: Natural.
Class Levels: None.
Description:
When he adopts adefensive stance, the character gains
phenomenal strength and durability,
but he cannot move from the spot he isdefending. He gains +1 to his Strength
modifier, +2 to his Constitution
modifier, a +2 resistance bonus on all
saves, and a +4 dodge bonus to AC. The
increase in Constitution increases thecharacter’s hit points by 2 points perlevel, but these hit points go away atthe end of the defensive stance when
the Constitution score modifier drops
back 2 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 fora number of rounds equal to 3 + thecharacter’s(newlyimproved)
Constitution modifier. The charactermay end his defensive stancevoluntarily prior to this limit. At the endof the defensive stance, the character iswinded and takes a -1 penalty to theStrength modifier for the duration ofthat encounter. The character can only
use his defensive stance once per day
as determined. Using the defensive
stance takes no time itself, but thecharacter can only do so during his
action.

ENHANCE ARROW I
Prerequisites: Character Level 8, elf or
half-elf, +6 base attack bonus, Point
Blank Shot, Precise Shot, Weapon Focus(longbow or shortbow), ability to cast
1st-level arcane spells.
Ability Type: Supernatural.
Class Levels: None.
Description: Every nonmagical arrow
the character nocks and lets fly
becomes magical, gaining a +1
enhancement bonus. Unlike magic
weapons created by normal means, thecharacter need not spend experience
points or gold pieces to accomplish thistask. However, the character’s magicarrows only function for her.

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

IMPROVED ALLY
Prerequisites: Character Level 8, Spell
Focus (conjuration), ability to castlesser planar ally.
Ability Type: Natural.
Class Levels: None.

12

Description: When the character casts
a planar ally spell (including the lesser
and greater versions), he makes a
Diplomacy check to convince thecreature to aid him for a reduced
payment. If the character’s Diplomacy
check adjusts the creature’s attitude tohelpful the creature will work for 50%of the standard 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 allyshares at least one aspect of alignment
with the thaumaturgist.
The character can have only one suchally at a time, but he may bargain fortasks from other planar allies normally.

INSPIRE COURAGE II
Prerequisites:
Character Level 8,
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
Prerequisites:
Character Level 8,
Knowledge (any two specialties) 10
ranks each, any three metamagic or
item creation feats, Skill Focus(Knowledge [any specialty]), ability tocast seven different divination spells,
one of which must be 3rd level orhigher.
Ability Type: Natural.
Class Levels: Loremaster.
Description: The character chooses
one secret from the table below. Her
loremaster class level plus Intelligencemodifier determines the secrets fromwhich she can choose. She can’t choose
the same secret twice.
Loremaster Secret can be taken
multiple times. Each time it is taken,choose a different secret from among
those allowed.

L OREMASTER S ECRETS
Level+Int
Modifier
1

2
3

4

5

6

SecretEffectInstant
mastery

4 ranks ofa skill inwhich thecharacterhas noranks+3 hitpoints+2 bonus
on Willsaves+2 bonuson
Fortitudesaves+2 bonus
on Reflex
saves

Prerequisites: Character Level 8, Trackfeat.

+1 bonus
on attackrolls+1 dodgebonus toAC
Any feat

Ability Type: Natural.

SWIFT TRACKER

SecrethealthSecrets of
innerstrength
The lore oftruestamina
Secretknowledgeof
avoidance
Weapontrick

7

Dodge trick

8

Applicableknowledge
Newfoundarcana910

replaces the distance gained from Slow
Fall II.

More
newfoundarcana1 bonus
1st-levelspell
1 bonus
2nd-level
spell

Ability Type: Extraordinary.
Class Levels: None.
Description: The character can moveat his normal speed while following
tracks without taking the normal -5
penalty. He takes only a -10 penalty(instead of the normal -20) whenmoving at up to twice normal speed
while tracking.

Class Levels: None.
Description: The character’s unarmed
strikes increase in damage. A small
character now deals 1d8 damage withunarmed strikes, a medium character
1d10 damage, and a large character
2d8 damage.

Description: If the character is withinarm’s reach of a wall, she can use it toslow her descent. When falling, shetakes damage as if the fall were 40 feetshorter than it actually is. This distance

DARKVISIONClass Levels: None.
Description: The character can see inthe dark as though she werepermanently under the effect of a
darkvision spell.

FLURRY OF BLOWS III
Prerequisites: Character Level 9, Flurryof Blows II.
Ability Type: Natural.

Prerequisites: Character Level 8, Wild
Shape III.

Class Levels: None.

Description: The character gains theability to take the shape of a Large
animal when using Wild Shape.

Class Levels: None.

Description: The character can inflictdisease with her touch (as thecontagion spell), twice per week
(instead of once per week).

WILD SHAPE: LARGE

Ability Type: Extraordinary.

Ability Type: Extraordinary.

Class Levels: None.

Ability Type: Supernatural.

Class Levels: Druid.

Prerequisites: Character Level 8, Slow
Fall II.

Ability Type: Spell-Like.

Prerequisites:
Character Level 8,
Unarmed Strike II.

Prerequisites: Character Level 8, nonlawful alignment, Rage II.

SLOW FALL III

Prerequisites: Character Level 9, Auraof Alignment (Evil), Cause Disease I.

Prerequisites: Character Level 9, Hidein Plain Shadow.

Ability Type: Supernatural.

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

CAUSE DISEASE II

UNARMED STRIKE III

RAGE IIIClass Levels: None.

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

Description: The character’s Flurry ofBlows attack penalty disappears (i.e.,
becomes +0 instead of -1).

IMBUE ARROW
Prerequisites:
Character Level 9,
Enhance Arrow I.
Ability Type: Spell-Like.

9 TH -L EVEL S PECIALA BILITIESAll 9th-Level Special Abilities have“Character Level 9” as a prerequisite.

BESTOW CURSE II
Prerequisites: Character Level 9, Auraof Alignment (Chaos), Bestow Curse I.
Ability Type: Spell-Like.
Class Levels: None.

13

Class Levels: None.
Description: The character gains theability to place an area spell upon anarrow. When the arrow is fired, thespell’s area is centered on where thearrow lands, even if the spell could
normally be centered only on thecaster. This ability allows the characterto use the bow’s range rather than thespell’s range. It takes a standard action
to cast the spell and fire the arrow. The
arrow must be fired in the round thespell is cast, or the spell is wasted.

POISON RESISTANCE II

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

Prerequisites:
Character Level 9,
Poison Use, Poison Resistance I.

SNEAK ATTACK V

Description: The character’s evasion
ability improves. She still takes nodamage on a successful Reflex saving
throw against attacks, but henceforth
she takes only half damage on a failed
save. A helpless character does not gain
the benefit of improved evasion.

Ability Type: Natural.

Prerequisites: Character Level 9, Sneak
Attack IV.

IMPROVED REACTION I

RANGED LEGERDEMAIN I

Prerequisites: Character Level 9, Canny
Defense.

Prerequisites: Character Level 9, nonlawful 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.

IMPROVED EVASION
Prerequisites:
Evasion.

Character Level 9,

Ability Type: Extraordinary.
Class Levels: None.

Ability Type: Extraordinary.
Class Levels: None.
Description: The character gains a +2
bonus on initiative checks. This bonus
stacks with the benefit provided by the
Improved Initiative feat.

INSPIRE GREATNESSPrerequisites:
Character Level 9,
Suggestion, 12 or more ranks in
Perform.
Ability Type: Supernatural.
Class Levels: Bard.
Description: The character can use
music or poetics to inspire greatness inhimself or a single willing ally within 30
feet, granting him or her extra fighting
capability. For every three bard classlevels the bard attains beyond 9th, he
can target one additional ally with asingle use of this ability (two at 12th
level, three at 15th, four at 18th). To
inspire greatness, the character mustsing and an ally must hear him sing. The
effect lasts for as long as the ally hears
the character sing and for 5 rounds
thereafter. A creature inspired withgreatness gains 2 bonus Hit Dice (d10s),
thecommensurate
numberoftemporary hit points (apply the target’s
Constitution modifier, if any, to thesebonus Hit Dice), a +2 competence
bonus on attack rolls, and a +1
competence bonus on Fortitude saves.
The bonus Hit Dice count as regular Hit
Dice for determining the effect of spells

that are Hit Dice dependant. Inspire
greatness is a mind-affecting ability.

Class Levels: None.
Description: The character gains a +2
natural saving throw bonus to all
poisons. This bonus replaces the bonus
granted by Poison Resistance I.

Ability Type: Natural.
Class Levels: None.
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 the normal skill
check DC by 5, and the charactercannot take 10 on this check. Any
object to be manipulated must weigh 5
pounds or less.
He can make only one ranged
legerdemain skill check each day, andonly if he has at least 1 rank in the skill
being used.

REMOVE CURSE II
Prerequisites: Character Level 9, Auraof Alignment (Law), Remove Curse I.
Ability Type: Spell-Like.
Class Levels: None.
Description:
The character can
produce a remove curse effect, twice
per week (instead of once per week).

REMOVE DISEASE II
Prerequisites: Character Level 9, Auraof Alignment (Good), Remove Disease I.
Ability Type: Spell-Like.
Class Levels: None.

14

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 9, Speed
Bonus II.
Ability Type: Extraordinary.
Class Levels: None.
Description: The character now has anenhancement bonus to her speed of+30 ft. This replaces the enhancement
bonus granted by Speed Bonus II. If thecharacter is in armor or carrying a
medium or heavy load, she loses thisextra speed.

TRAP SENSE III
Prerequisites: Character Level 9, Trap
Sense II.
Ability Type: Extraordinary.
Class Levels: None.
Description: The character now has a+3 bonus on Reflex saves made to avoid
traps and a +3 dodge bonus to ACagainst attacks made by traps. This
bonus replaces the bonus gained fromTrap Sense II.

VENOM IMMUNITY
Prerequisites: Character Level 9, Wild
Shape: Large.
Ability Type: Extraordinary.
Class Levels: None.
Description:
The character gains
immunity to all poisons.

10 TH -L EVEL S PECIALA BILITIESAll 10th-Level Special Abilities have“Character Level 10” as a prerequisite.

DAMAGE REDUCTION II
Prerequisites:
Character Level 10,
Damage Reduction I.
Ability Type: Extraordinary.
Class Levels: None.
Description: The character’s damage
reduction rises by 1 point, for a new
total of 2. Subtract 2 from the damage
the character takes each time he isdealt damage from a weapon or anatural attack.

DEFENSIVE STANCE II
Prerequisites:
Character Level 10,
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 per day).

ENHANCE ARROW IIPrerequisites:
Character Level 10,
Enhance Arrow I.
Ability Type: Supernatural.
Class Levels: None.
Description: Every nonmagical arrow
the character nocks and lets fly now
gains a +2 enhancement bonus (insteadof +1).

EXTEND SUMMONING

effect of the Extend Spell feat, which
does change the spell’s level.

a shield, or when she carries a mediumor heavy load.

ENHANCED MOBILITYKI STRIKE: LAWFUL

Prerequisites:
Character Level 10,
Improved Reaction.

Prerequisites:
Character Level 10,
lawful alignment, Ki Strike: Magic.

Ability Type: Extraordinary.

Ability Type: Supernatural.

Class Levels: None.

Class Levels: None.

Description: When wearing no armorand not using a shield, the character
gains an additional +4 bonus to ACagainst attacks of opportunity caused
when she moves out of a threatenedsquare.

Description: The character’s unarmed
attacks are empowered with ki. Her
unarmed attacks are treated as magic
weapons and lawful weapons for the
purpose of dealing damage to creatureswith damage reduction.

FAVORED ENEMY IIIROGUE SPECIAL ABILITY

Prerequisites:
Character Level 10,
Favored Enemy II.

Prerequisites: Character Level 10.

Ability Type: Extraordinary.
Class Levels: None.
Description: The character may selectan additional favored enemy fromthose given on Table: Ranger Favored
Enemies in the System Reference
Document. In addition, the bonus
against any one favored enemy(including the one just selected, if sodesired) increases by 2.
If the character chooses humanoids oroutsiders as a favored enemy, he mustalso choose an associated subtype, as
indicated on the table. If a specificcreature falls into more than one
category of favored enemy, thecharacter’s bonuses do not stack; hesimply uses whichever bonus is higher.

INTUITIVE DEFENSE III
Prerequisites:
Character Level 10,
Intuitive Defense II.

Prerequisites:
Character Level 10,
Improved Ally, Augment Summoningfeat.

Ability Type: Extraordinary.

Ability Type: Natural.

Description: When unarmored andunencumbered, the character gains a+2 bonus to AC. This bonus replaces thebonus to AC granted by Intuitive
Defense II.

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

This bonus to AC apply even against
touch attacks or when the character isflat-footed. She loses this bonus when
she is immobilized or helpless, when
she wears any armor, when she carries

15

Ability Type: Varies (See Below).
Class Levels: None.
Description: The character gains a
special ability of her choice from among
the following options. Rogue Special
Ability can be taken multiple times.
Each time, choose a different special
ability.
Crippling Strike (Ex)A character with this ability can sneak
attack opponents with such precisionthat her blows weaken and hamper
them. An opponent damaged by one ofher sneak attacks also loses 1 point ofStrength ability score modifier. Ability
score modifier points lost to damage
return on their own at the rate of 1
modifier point per two days for eachdamaged ability.
Defensive Roll (Ex)The character can roll with a potentiallylethal blow to take less damage from itthan she otherwise would. Once perday, when she would be reduced to 0
or fewer hit points by damage incombat (from a weapon or other blow,
not a spell or special ability), thecharacter can attempt to roll with thedamage. To use this ability, thecharacter must attempt a Reflex saving
throw (DC = damage dealt). If the savesucceeds, she takes only half damage
from the blow; if it fails, she takes fulldamage. She must be aware of theattack and able to react to it in order toexecute her defensive roll—if she isdenied her Dexterity bonus to AC, she
can’t use this ability. Since this effectwould not normally allow a character tomake a Reflex save for half damage, thecharacter’s evasion ability does not
apply to the defensive roll.

later at the same DC. She gets only thisone extra chance to succeed on her
saving throw.

Improved Evasion (Ex)

Ability Type: Spell-Like.

Prerequisites:
Smite Law II.

This ability works like evasion, exceptthat while the character still takes nodamage on a successful Reflex saving
throw against attacks henceforth she
takes only half damage on a failed save.
A helpless character does not gain thebenefit of improved evasion.

Class Levels: None.

Ability Type: Supernatural.

Description: The character can create
visual illusions. This ability’s effect is
identical to that of the arcane spellsilent image and may be employedonce per day.

Class Levels: Paladin.

Opportunist (Ex)SLOW FALL IV

Once per round, the character canmake an attack of opportunity against
an opponent who has just been struckfor damage in melee by anothercharacter. This attack counts as thecharacter’s attack of opportunity forthat round. Even a character with the
Combat Reflexes feat can’t use theopportunist ability more than once perround.
Skill Mastery
The character becomes so certain in theuse of a certain broad skill that she canuse it reliably even under adverse
conditions.
Upon gaining this ability, she selects a
broad skill from among those in thislist: Athletics, Awareness, Interaction,
Knowledge,
Languages,
Perform,
Profession,
Science,Technology,
Thievery, Vehicles, or Wilderness.
When making any skill checks with thisbroad skill, she may take 10 even if
stress and distractions would normally
prevent her from doing so. A charactermay gain this special ability multiple
times, selecting additional broad skills
for it to apply to each time.
Slippery Mind (Ex)This ability represents the character’sability to wriggle free from magicaleffects that would otherwise control orcompel her. If a character with slipperymind is affected by an enchantment
spell or effect and fails her saving
throw, she can attempt it again 1 round

SHADOW ILLUSION
Prerequisites: Character Level 10, Hidein Plain Shadow, Darkvision.

Ability Type: Extraordinary.
Class Levels: None.
Description: If the character is withinarm’s reach of a wall, she can use it toslow her descent. When falling, shetakes damage as if the fall were 50 feetshorter than it actually is. This distancereplaces the distance gained from Slow
Fall III.

SMITE CHAOS III
Character Level 10,

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

SMITE EVIL III
Prerequisites:
Smite Evil II.

Character Level 10,

Ability Type: Supernatural.
Class Levels: Paladin.
Description: The character may now
smite evil three times per day (insteadof twice per day).

SMITE LAW III
Character Level 10,

Description: The character may now
smite law three times per day (insteadof twice per day).

Prerequisites: Character Level 10, Hidein Plain Shadow, Darkvision.
Ability Type: Supernatural.
Class Levels: Shadowdancer.
Description:
The character cansummon a shadow, an undead shade.
Unlike a normal shadow, this shadow’salignment matches that of thecharacter, and the creature cannot
create spawn. The summoned shadow
cannot be turned, rebuked, orcommanded by any third party. Thisshadow serves as a companion to thecharacter and can communicate
intelligibly with the character. Every
third shadowdancer class level gainedby the character adds +2 HD (and therequisite base attack and base savebonus increases) to her shadow
companion.
If a shadow companion is destroyed, orthe character chooses to dismiss it, thecharacter must attempt a DC 15
Fortitude save. If the saving throw fails,
the character loses 2 power points (PP).
A successful saving throw reduces theloss by half, to 1 PP. The character’s PP
total can never go below zero as theresult of a shadow’s dismissal ordestruction. A destroyed or dismissed
shadow companion cannot be replacedfor 30 days.

WILD SHAPE IV

SMITE GOOD III
Prerequisites:
Smite Good II.

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

SUMMON SHADOW

Prerequisites: Character Level 10, Slow
Fall III.

Prerequisites:
Smite Chaos II.

Class Levels: Paladin.

Character Level 10,

Ability Type: Supernatural.

Prerequisites: Character Level 10, Wild
Shape III.
Ability Type: Supernatural.
Class Levels: Druid.

16Description: The character gains theability to use wild shape four times perday.

11 TH -L EVEL S PECIALA BILITIESAll 11th-Level Special Abilities have“Character Level 11” as a prerequisite.

COMBAT STYLE MASTERY: ARCHERY
Prerequisites:
Character Level 11,
Improved Combat Style: Archery.
Ability Type: Extraordinary.

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 complicated or
convoluted condition as are prescribed,
the contingent conjuration may failwhen triggered. The conjuration spell
occurs based solely on the statedconditions, regardless of whether thethaumaturgist wants it to, althoughmost conjurations can be dismissed
normally. The character can have only
one contingent conjuration active at atime.

DIAMOND BODY
Prerequisites:
Character Level 11,
Wholeness of Body.

CONTINGENT CONJURATION

Ability Type: Spell-Like.

Prerequisites:
Character Level 11,
Extend Summoning.

Class Levels: Blackguard.

Description: The character can preparea summoning or calling spell ahead oftime to be triggered by some otherevent. This functions as described forthe contingency spell, including having
the character cast the summoning orClass Levels: None.

Prerequisites: Character Level 11, nonlawful alignment, Rage III.

Ability Type: Supernatural.

Class Levels: None.

Ability Type: Natural.

GREATER RAGE

Description: The character is treated ashaving the Greater Two-Weapon
Fighting feat, even if he does not havethe normal prerequisites for that feat.
The benefits of the character’s style
apply only when he wears light or noarmor. He loses all benefits of his
combat style when wearing medium or
heavy armor.

Ability Type: Natural.

Prerequisites:
Character Level 11,
Flurry of Blows III.

Description: The character receives anadditional +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 other bonuses to AC, evenother dodge bonuses.

Prerequisites:
Character Level 11,
Defender AC Bonus I.

Class Levels: None.

GREATER FLURRYClass Levels: None.

Description: The character is treated ashaving the Improved Precise Shot feat,even if he does not have the normal
prerequisites for that feat. The benefitsof 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.

Ability Type: Extraordinary.

Description: The character gains anadditional +2 competence bonus on all
Reflex saving throws. This ability
functions for the character only when
she is wearing no armor and not using ashield.

Ability Type: Extraordinary.

DEFENDER AC BONUS II

Prerequisites:
Character Level 11,
Improved Combat Style: Two-Weapon.

Class Levels: None.

Description:
In addition to thestandard single extra attack thecharacter gets from flurry of blows, shegets a second extra attack at her fullbase attack bonus.

Class Levels: None.

COMBAT STYLE MASTERY: TWOWEAPON

Ability Type: Extraordinary.

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

FIENDISH SERVANTPrerequisites: Character Level 11, evilalignment.

Description: The character gains afiendish servant. See the blackguard
prestige class special ability in the
System Reference Document for moredetails.

GRACE
Prerequisites:
Character Level 11,
Enhanced Mobility.

17

Ability Type: Extraordinary.
Class Levels: None.
Description: The character’s bonuses
to the Strength and Constitution ability
score modifiers during his rage eachincrease to +3, and his morale bonus on
Will saves increases to +3. The penalty
to AC remains at -2.

IMPROMPTU SNEAK ATTACK I
Prerequisites: Character Level 11, nonlawful 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..
Ability Type: Natural.
Class Levels: None.
Description: The character can declare
one melee or ranged attack he makes
to be a sneak attack (the target can be
no more than 30 feet distant if the
impromptu sneak attack is a ranged
attack). The target of an impromptu
sneak attack loses any Dexterity bonus
to AC, but only against that attack. The
power can be used against any target,
but creatures that are not subject tocritical hits take no extra damage(though they still lose any Dexterity
bonus to AC against the attack). The
character can use this ability once perday.

PLANAR TERRAIN MASTERY

Cold (Planar)

Ability Type: Spell-Like.

This kind of planar terrain masteryprovides you with resistance to cold 20.
You gain a +1 insight bonus on attackand damage rolls against outsiders andelementals with the cold subtype.

Class Levels: None.

Prerequisites: Character Level 11, five
Terrain Mastery advantages.

Shifting (Planar)

Ability Type: Natural.

You instinctively anticipate shifts in thereality of the plane that bring you
closer to your destination, giving you
the spell-like ability to use dimension
door (as the spell cast at your character
level) once every 1d4 rounds. You gain
a +1 insight bonus on attack anddamage rolls against outsiders andelementals native to a shifting plane.

Class Levels: None.
Description: Choose one terrain typefound below under Planar Terrain
Mastery Benefits.
Planar terrain
mastery gives the character a bonus onchecks involving a skill useful in thatplanar terrain, or some otherappropriate benefit. The character also
knows how to fight dangerous
creatures typically found in that planar
terrain, gaining a +1 insight bonus on
attack rolls and damage rolls against
creatures with that terrain mentioned
in the Environment entry of theirdescriptions. The character only gains
the bonus if the creature description
specifically lists the terrain type.
Characters take their planar terrain
mastery with them wherever they go.
They retain their planar terrain masterybonuses on skill checks, attack rolls,
and damage rolls whether they’reactually in the relevant terrain or not.
Planar Terrain Mastery can be taken
multiple times. Each time, choose a
different terrain type.
Planar Terrain Mastery Benefits
Fiery (Planar)
This kind of planar terrain masteryprovides you with resistance to fire 20.
You gain a +1 insight bonus on attackand damage rolls against outsiders andelementals with the fire subtype.
Weightless (Planar)
You gain a +30-foot bonus to your fly
speed on planes with no gravity or
subjective gravity. You gain a +1 insighton attack and damage rolls against
creatures native to the Astral Plane, theElemental Plane of Air, and the Ethereal
Plane.

Aligned (Planar)

Description: The character can launch
an arrow once per day at a target
known to her within range, and thearrow travels to the target, evenaround corners. Only an unavoidable
obstacle or the limit of the arrow’s
range prevents the arrow’s flight. Thisability negates cover and concealment
modifiers, but otherwise the attack isrolled normally. Using this ability is astandard action (and shooting thearrow is part of the action).

SHADOW JUMP I
Prerequisites:
Character Level 11,
Shadow Illusion, Summon Shadow.
Ability Type: Supernatural.

You have the instinctive ability to mimic
the dominant alignment of the plane.
You incur none of the penalties forhaving an alignment at odds with thatof the plane, and spells and abilities
that harm those of the oppositealignment don’t affect you. You havethe dominant alignment of the planewith regard to magic, but your behavior
and any alignment-related Class
Features you have are unaffected.
Cavernous (Planar)

Class Levels: None.
Description: The character gains theability to travel between shadows as if
by means of a dimension door spell. The
limitation is that the magical transport
must begin and end in an area with atleast some shadow. The character canjump up to a total of 20 feet each day inthis way; this may be a single jump of
20 feet or two jumps of 10 feet each.

SNEAK ATTACK VI

You gain tremorsense with a 30-footrange.

Prerequisites:
Sneak Attack V.

Other (Planar)

Ability Type: Natural.

If other planes are in use additional
Planar Terrains can be created by theDM.

POISON RESISTANCE III
Prerequisites:
Character Level 11,
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 the bonus
granted by Poison Resistance II.

SEEKER ARROW
Prerequisites:
Character Level 11,
Enhance Arrow II.

18

Character Level 11,

Class Levels: None.
Description: The character’s sneak
attack now deals 6d6 extra damage(instead of 5d6).

WILD SHAPE: TINY
Prerequisites: Character Level 11, Wild
Shape IV.
Ability Type: Supernatural.
Class Levels: Druid.
Description: The character gains theability to take the shape of a Tiny
animal when using Wild Shape.

12 TH -L EVEL S PECIALA BILITIESAll 12th-Level Special Abilities have“Character Level 12” as a prerequisite.

Class Levels: None.
Description: Every nonmagical arrow
the character nocks and lets fly now
gains a +3 enhancement bonus (insteadof +2).

anatomies. Any creature that isimmune to critical hits is not vulnerable
to a precise strike, and any item orability that protects a creature fromcritical hits also protects a creaturefrom a precise strike.

RAGE IVABUNDANT STEP
Prerequisites:
Diamond Body.

Ability Type: Supernatural.

Character Level 12,

Ability Type: Supernatural.
Class Levels: Monk.
Description: The character can slip
magically between spaces, as if using
the spell dimension door, once per day.
Her caster level for this effect is onehalf her monk class level (roundeddown).

BESTOW CURSE III
Prerequisites: Character Level 12, Auraof Alignment (Chaos), Bestow Curse II.
Ability Type: Spell-Like.
Class Levels: None.
Description:
The character can
produce a bestow curse effect, threetimes per week (instead of twice perweek).

CAUSE DISEASE III
Prerequisites: Character Level 12, Auraof Alignment (Evil), Cause Disease II.
Ability Type: Spell-Like.
Class Levels: None.
Description: The character can inflictdisease with her touch (as thecontagion spell), three times per week
(instead of twice per week).

PLANAR COHORTPrerequisites:
Character Level 12,
Contingent Conjuration.
Ability Type: Natural.
Class Levels: None.
Description: The character can use anyof the planar ally spells to call acreature to act as his cohort. The called
creature serves loyally and well as longas the character continues to advance a
cause important to the creature.
To call a planar cohort, the charactermust cast the relevant spell, paying the
XP costs normally. It takes an offeringof 1,000 gp × the HD of the creature toconvince it to serve as a planar cohort,and the Improved Ally advantage can’t
be used to reduce or eliminate thiscost. The planar cohort can’t have more
Hit Dice than the character has, andmust have an ECL no higher than thethaumaturgist’s character level -2.
The character can have only one planarcohort at a time, but he can continue tomake agreements with other called
creatures normally. A planar cohort
replaces the character’s existing cohort,
if he has one by virtue of the
Leadership feat.

PRECISE STRIKE I
Prerequisites:
Grace.

Character Level 12,

Prerequisites: Character Level 12, nonlawful alignment, Rage III.
Ability Type: Extraordinary.
Class Levels: None.
Description: The character can now
rage four times per day. See Rage I for
details.

REMOVE CURSE III
Prerequisites: Character Level 12, Auraof Alignment (Law), Remove Curse II.
Ability Type: Spell-Like.
Class Levels: None.
Description:
The character can
produce a remove curse effect, threetimes per week (instead of two times
per week).

REMOVE DISEASE III
Prerequisites: Character Level 12, Auraof Alignment (Good), Remove DiseaseII.
Ability Type: Spell-Like.
Class Levels: None.
Description:
The character can
produce a remove disease effect, as thespell, three times per week (instead of
twice per week).

SLOW FALL V

DEFENSIVE STANCE III

Ability Type: Extraordinary.

Prerequisites: Character Level 12, Slow
Fall IV.

Prerequisites:
Character Level 12,
Defensive Stance II.

Class Levels: None.

Ability Type: Extraordinary.

Description: The character gains theability to strike precisely with a light or
one-handed piercing weapon, gaining
an extra 1d6 damage added to her
normal damage roll.

Class Levels: None.

Ability Type: Natural.
Class Levels: None.
Description: The character can now
use a defensive stance three times perday (instead of twice per day).

ENHANCE ARROW III
Prerequisites:
Character Level 12,
Enhance Arrow II.

When making a precise strike, thecharacter cannot attack with a weapon
in her other hand or use a shield. The
character’s precise strike only works
against living creatures with discernible

19

Description: If the character is withinarm’s reach of a wall, she can use it toslow her descent. When falling, shetakes damage as if the fall were 60 feetshorter than it actually is. This distancereplaces the distance gained from Slow
Fall IV.

SONG OF FREEDOM
Prerequisites:
Character Level 12,
Inspire Greatness, 15 or more ranks in
Perform.

2d6 damage, and a large character 3d6
damage.

DAMAGE REDUCTION III

WILD SHAPE: PLANT

Prerequisites:
Character Level 13,
Damage Reduction II or Defensive
Stance III.

Ability Type: Spell-Like.

Prerequisites: Character Level 12, Wild
Shape IV.

Ability Type: Extraordinary.

Class Levels: Bard.

Ability Type: Supernatural.

Class Levels: None.

Description: The character can use
music or poetics to create an effectequivalent to the break enchantment
spell (caster level equals the character’sbard class level). Using this ability
requires 1 minute of uninterrupted
concentration and music, and it
functions on a single target within 30
feet. The character can’t use song of
freedom on himself.

Class Levels: Druid.

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.

SPEED BONUS IV
Prerequisites:
Character Level 12,
Speed Bonus III.
Ability Type: Extraordinary.

Description: The character is able touse wild shape to change into a plantcreature with the same size restrictions
as for animal forms. (The character
can’t use this ability to take the form ofa plant that isn’t a creature.)

13 TH -L EVEL S PECIALA BILITIESTRAP SENSE IV
Prerequisites: Character Level 12, Trap
Sense III.
Ability Type: Extraordinary.
Class Levels: None.
Description: The character now has a+4 bonus on Reflex saves made to avoid
traps and a +4 dodge bonus to ACagainst attacks made by traps. This
bonus replaces the bonus gained fromTrap Sense III.

A THOUSAND FACES
Prerequisites: Character Level 13, Wild
Shape IV.

Class Levels: Druid.

Prerequisites:
Abundant Step.

Description: The character gains theability to change her appearance at will,
as if using the disguise self spell, but
only while in her normal form. Thisaffects the character’s body but not her
possessions. It is not an illusory effect,
but a minor physical alteration of thecharacter’s appearance, within thelimits described for the spell.

ACROBATIC CHARGE
Prerequisites:
Precise Strike.

Character Level 13,

Character Level 13,

Ability Type: Extraordinary.
Class Levels: Monk.
Description: The character gains spell
resistance equal to her current monkclass level + 10. In order to affect thecharacter with a spell, a spellcastermust get a result on a caster level check(1d20 + caster level) that equals or
exceedsthecharacter’s
spellresistance.

GREATER LORE

Ability Type: Extraordinary.

Prerequisites:
Character Level 12,
Unarmed Strike III.

Description: The character gains theability to charge in situations whereothers cannot. She may charge overdifficult terrain that normally slows
movement.
Dependingonthecircumstance, she may still need to
makeappropriate
checkstosuccessfully move over the terrain.

Description: The character’s unarmed
strikes increase in damage. A small
character now deals 1d10 damage withunarmed strikes, a medium character

Description: The character can use theHide skill in any sort of natural terrain,even if the terrain doesn’t grant coveror concealment.

DIAMOND SOULClass Levels: None.

Class Levels: None.

Class Levels: None.

Ability Type: Supernatural.

UNARMED STRIKE IV

Ability Type: Natural.

Prerequisites: Character Level 13.
Ability Type: Extraordinary.

All 13th-Level Special Abilities have“Character Level 13” as a prerequisite.

Class Levels: None.
Description: The character now has anenhancement bonus to her speed of+40 ft. This replaces the enhancement
bonus granted by Speed Bonus III. If thecharacter is in armor or carrying a
medium or heavy load, she loses thisextra speed.

CAMOUFLAGE

20

Prerequisites:
Character Level 13,
three Loremaster Secrets.
Ability Type: Extraordinary.
Class Levels: None.
Description: The character gains theability to understand magic items, aswith the identify spell.

PHASE ARROW
Prerequisites:
Character Level 13,
Enhance Arrow III.

Ability Type: Spell-Like.

SNEAK ATTACK VII

ENHANCE ARROW IVClass Levels: None.

Prerequisites:
Character Level 13,
Sneak Attack VI.

Prerequisites:
Character Level 14,
Enhance Arrow III.

Ability Type: Natural.

Ability Type: Supernatural.

Class Levels: None.

Class Levels: None.

Description: The character’s sneak
attack now deals 7d6 extra damage(instead of 6d6).

Description: Every nonmagical arrow
the character nocks and lets fly now
gains a +4 enhancement bonus (insteadof +3).

Description: The character can launch
an arrow once per day at a target
known to her within range, and thearrow travels to the target in a straight
path, passing through any nonmagicalbarrier or wall in its way. (Any magicalbarrier stops the arrow.) This ability
negates cover, concealment, and evenarmor modifiers, but otherwise theattack is rolled normally.
Using this ability is a standard action(and shooting the arrow is part of theaction).

POISON RESISTANCE IV
Prerequisites:
Character Level 13,
Poison Use, Poison Resistance III.

14 TH -L EVEL S PECIALA BILITIESAll 14th-Level Special Abilities have“Character Level 14” as a prerequisite.

DEFENDER AC BONUS III

Ability Type: Natural.

Prerequisites:
Character Level 14,
Defender AC Bonus II.

Class Levels: None.

Ability Type: Extraordinary.

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

Class Levels: None.

RANGED LEGERDEMAIN II
Prerequisites: Character Level 13, nonlawful alignment, Ranged Legerdemain
I.
Ability Type: Natural.
Class Levels: None.
Description: The character can now
make two ranged legerdemain skill
checks each day. See details under
Ranged Legerdemain I.

SHADOW JUMP II
Prerequisites:
Shadow Jump I.

Character Level 13,

Ability Type: Supernatural.
Class Levels: None.
Description: The character can now
shadow jump up to a total of 40 feeteach day in this way; this may be asingle jump of 40 feet, two jumps of 20
feet each, four jumps of 10 feet each,etc.

Description: The character receives anadditional +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 stack withall other bonuses to AC, even otherdodge bonuses.

DEFENSIVE STANCE IV
Prerequisites:
Character Level 14,
Defensive Stance III, Damage ReductionIII.
Ability Type: Natural.
Class Levels: None.
Description: The character can now
use a defensive stance four times perday (instead of three times per day).

ELABORATE PARRY
Prerequisites:
Character Level 14,
Acrobatic Charge.
Ability Type: Extraordinary.
Class Levels: Duelist.
Description: If the character chooses
to fight defensively or use total defense
in melee combat, she gains anadditional +1 dodge bonus to AC foreach class level of duelist she has.

21

HIEROPHANT SPECIAL ABILITY
Prerequisites:
Character Level 14,
Knowledge (religion) 15 ranks, any
metamagic feat, ability to cast 7th-level
divine spells.
Ability Type: Varies.
Class Levels: None.
Description: The character gains a
special ability of his choice from among
the following. Heirophant Special
Ability can be taken multiple times.
Each time, choose a different special
ability or a different version of a special
ability that has multiple applications.
Blast Infidel (Su)The character can use negative energy
spells to their maximum effect on
creatures with an alignment opposed tothe character. Any spell with adescription that involves inflicting or
channeling negative energy cast on acreature of the opposed alignment
works as if under the effect of a
Maximize Spell feat (without using ahigher-level spell slot). Undead affectedby this 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 makea ranged touch attack instead. Divine
reach can be selected a second time asa special ability, in which case the range
increases to 60 feet.
Faith Healing (Su)The character can use healing spells totheir maximum effect on creatures ofthe same alignment as the character(including the character himself). Any
spell with the healing descriptor cast on
such creatures works as if under theeffects of a Maximize Spell feat(without using a higher-level spell slot).
Gift of the Divine (Su)
Available only to characters with clericclass or spellcaster levels, this ability
allows the character to transfer one ormore uses of his turn undead ability toa 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 of transfer), andwhile the transfer is in effect, thenumber of turning attempts per day
allowed to the character is reduced by
the number transferred. The recipient
turns undead as a cleric of thecharacter’s cleric class level but uses
her own Charisma modifier.
Mastery of Energy (Su)
Available only to characters with clericclass or spellcaster levels, this ability
allows the character to channel positiveor negative energy much more
effectively, increasing his ability toaffect undead. Add a +4 bonus to thecharacter’s turning checks and turning
damage rolls. This ability only affects
undead, even if the character can turnother creatures, such as with a granted
power of a domain.
Power of Nature (Su)
Available only to characters with druid
class or spellcasting levels, this ability
allows the character to temporarilytransfer one or more of his druid
special abilities (those appearing in thedruid basic class description in the
System Reference Document) to awilling creature. The transfer lasts
anywhere from 24 hours to one week(chosen at the time of transfer), andwhile the transfer is in effect, thecharacter cannot use the transferred
power. He can transfer any of his druid
powers except spellcasting and theability to have an animal companion.
The wild shape ability can be partiallyorcompletelytransferred.
The
character chooses how many uses ofwild shape per day to give to transfer

and retains the rest of the uses forhimself. If the character can assume theform of Tiny or Huge animals, therecipient can as well.
As with the imbue with spell ability
spell, the character remains responsible
to his deity for any use to which therecipient puts the transferred abilities.
Spell PowerThis special ability increases thecharacter’s effective caster level by 1
for purposes of determining leveldependent spell variables and for
caster level checks. This ability can beselected more than once, and changes
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) to permanently prepare one ofhis 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 spellthat costs XP to cast still does so, and aspell with a costly material component
instead costs him 10 times that amountin XP.
The spell normally uses a spell slot of
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 to cast the spell fourtimes 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 tothe same spell (increasing the numberof times per day it can be used) or to adifferent spell.

HIGH ARCANA
Prerequisites:
Character Level 14,
Knowledge (arcana) 15 ranks, Spellcraft
15 ranks, Skill Focus (Spellcraft), Spell
Focus in two schools of magic, ability tocast 7th-level arcane spells, knowledgeof 5th-level or higher spells from atleast five schools.

22

Ability Type: Varies.
Class Levels: None or Archmage.
Description: The character gains theopportunity to select a special ability
from among those described below bypermanently eliminating one existingspell slot (she cannot eliminate a spell
slot of higher level than the highestlevel spell she can cast). Each special
ability has a minimum required spell
slot level, as specified in its description.
The character may choose to eliminate
a spell slot of a higher level than that
required to gain a type of high arcana.
High Arcana can be taken multiple
times. Each time, choose a different
special ability or a different version of a
special ability that has multiple
applications.
Arcane Fire (Su)The character gains the ability tochange arcane spell energy into arcane
fire, manifesting it as a bolt of raw
magical energy. The bolt is a ranged
touch attack with long range (400 feet +40 feet/class level of archmage) that
deals 1d6 points of damage per classlevel of the archmage plus 1d6 pointsof damage per level of the spell used tocreate 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 feetaway. The character must make aranged touch attack. Arcane reach canbe selected a second time as a special
ability, in which case the range
increases to 60 feet. This ability costs
one 7th-level spell slot.
Mastery of Counterspelling
When the character counterspells aspell, it is turned back upon the caster
as if it were fully affected by a spell
turning spell. If the spell cannot beaffected by spell turning, then it ismerely counterspelled. This ability costs
one 7th-level spell slot.
Mastery of Elements

The character can alter an arcane spellwhen cast so that it utilizes a different
element from the one it normally uses.
This ability can only alter a spell withthe acid, cold, fire, electricity, or sonicdescriptor. The spell’s casting time isunaffected. The caster decides whether
to alter the spell’s energy type andchooses the new energy type when hebegins casting. This ability costs one
8th-level spell slot.
Mastery of Shaping
The character can alter area and effectspells that use one of the following
shapes:burst,
cone,cylinder,emanation, or spread. The alterationconsists of creating spaces within thespell’s area or effect that are notsubject to the spell. The minimum
dimension for these spaces is a 5-footcube. Furthermore, any shapeable
spells have a minimum dimension of 5feet instead of 10 feet. This ability costs
one 6th-level spell slot.
Spell PowerThis ability increases the character’s
effective caster level by +1 (forpurposesofdetermining
leveldependent spell variables such as
damage dice or range, and caster level
checks only). This ability costs one 5thlevel spell slot.
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 other type of higharcana) to permanently prepare one ofher arcane 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 spellthat costs XP to cast still does so and aspell with a costly material component
instead costs her 10 times that amountin XP. This ability costs one 5th-level
spell slot.
The spell-like ability normally uses aspell slot of the spell’s level, although
the character can choose to make aspell modified by a metamagic feat intoa spell-like ability at the appropriate
spell level.

The character may use an available
higher-level spell slot in order to use
the spell-like ability more often. Using aslot three levels higher than the chosenspell allows her to use the spell-likeability four times per day, and a slot six
levels higher lets her use it six times perday.

Ability Type: Supernatural.
Class Levels: Druid.
Description: The character gains theability to use wild shape five times perday.

15 TH -L EVEL S PECIALA BILITIES

If spell-like ability is selected more than
one time as a high arcana choice, thisability can apply to the same spellchosen the first time (increasing thenumber of times per day it can be used)or to a different spell.

All 15th-Level Special Abilities have“Character Level 15” as a prerequisite.

INDOMITABLE WILL

BESTOW CURSE IV

Prerequisites: Character Level 14, nonlawful alignment, Greater Rage.

Prerequisites: Character Level 15, Auraof Alignment (Chaos), Bestow Curse III.

Ability Type: Extraordinary.

Ability Type: Spell-Like.

Class Levels: None.

Class Levels: None.

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

Description:
The character can
produce a bestow curse effect, fourtimes per week (instead of three times
per week).

INSPIRE COURAGE III
Prerequisites: Character Level 14, Songof Freedom.
Ability Type: Supernatural.
Class Levels: None.
Description: The character’s Inspire
Courage increases by 1 and is now +3.
See Inspire Courage I for details.

SLOW FALL VI
Prerequisites: Character Level 14, Slow
Fall V.

CAUSE DISEASE IV
Prerequisites: Character Level 15, Auraof Alignment (Evil), Cause Disease III.
Ability Type: Spell-Like.
Class Levels: None.
Description: The character can inflictdisease with her touch (as thecontagion spell), four times per week
(instead of three times per week).

FAVORED ENEMY IV
Prerequisites:
Character Level 15,
Favored Enemy III.
Ability Type: Extraordinary.

Ability Type: Extraordinary.

Class Levels: None.

Class Levels: None.

Description: The character may selectan additional favored enemy fromthose given on Table: Ranger Favored
Enemies in the System Reference
Document. In addition, the bonus
against any one favored enemy(including the one just selected, if sodesired) increases by 2.

Description: If the character is withinarm’s reach of a wall, she can use it toslow her descent. When falling, shetakes damage as if the fall were 70 feetshorter than it actually is. This distancereplaces the distance gained from Slow
Fall V.

WILD SHAPE V
Prerequisites: Character Level 14, Wild
Shape IV.

23

If the character chooses humanoids oroutsiders as a favored enemy, he mustalso choose an associated subtype, as
indicated on the table. If a specificcreature falls into more than one
category of favored enemy, thecharacter’s bonuses do not stack; hesimply uses whichever bonus is higher.

HAIL OF ARROWS
Prerequisites:
Character Level 15,
Enhance Arrow IV.
Ability Type: Spell-Like.
Class Levels: Arcane Archer.
Description: In lieu of her regularattacks, once per day the character canfire an arrow at each and every target
within range, to a maximum of one
target for every arcane archer classlevel. Each attack uses the character’s
primary attack bonus, and each enemy
may only be targeted by a single arrow.

IMPROMPTU SNEAK ATTACK IIPrerequisites: Character Level 15, nonlawful alignment, Impromptu Sneak
Attack I.
Ability Type: Natural.
Class Levels: None.
Description: The character can now
use impromptu sneak attack twice perday.

IMPROVED REACTION II
Prerequisites:
Character Level 15,
Improved Reaction I.
Ability Type: Extraordinary.
Class Levels: None.
Description: The character’s bonusfrom Improved Reaction I increases to+4. This replaces the bonus gained from
Improved Reaction I. This bonus stacks
with the benefit provided by the
Improved Initiative feat.

INSPIRE HEROICS
Prerequisites:
Character Level 15,
Inspire Courage III, 18 or more ranks in
Perform.

class levels the character attains
beyond 15th, he can inspire heroics in
one additional creature. To inspire
heroics, the character must sing and anally must hear the character sing for a
full round. A creature so inspired gains
a +4 morale bonus on saving throws
and a +4 dodge bonus to AC. The effectlasts for as long as the ally hears thecharacter sing and for up to 5 rounds
thereafter. Inspire heroics is a mindaffecting ability.

INTUITIVE DEFENSE IV
Prerequisites:
Character Level 15,
Intuitive Defense III.
Ability Type: Extraordinary.
Class Levels: None.
Description: When unarmored andunencumbered, the character gains a+3 bonus to AC. This bonus replaces thebonus to AC granted by Intuitive
Defense III.
This bonus to AC apply even against
touch attacks or when the character isflat-footed. She loses this bonus when
she is immobilized or helpless, when
she wears any armor, when she carriesa shield, or when she carries a mediumor heavy load.

MOBILE DEFENSE
Prerequisites:
Character Level 15,
Defensive Stance IV.
Ability Type: Extraordinary.
Class Levels: None.
Description: The character can adjust
his position while maintaining adefensive stance. While in a defensive
stance, he can take one 5-foot step
each round without losing the benefitof the stance.

POISON RESISTANCE V
Prerequisites:
Character Level 15,
Poison Use, Poison Resistance IV.

QUIVERING PALM
Prerequisites: Character Level 15, Ki
Strike: Lawful, Diamond Soul.
Ability Type: Supernatural.
Class Levels: Monk.
Description: The character can set up
vibrations within the body of anothercreature that can thereafter be fatal if
the character so desires. She can use
this quivering palm attack once a week,
and she must announce her intent
before making her attack roll.
Constructs, oozes, plants, undead,incorporeal creatures, and creatures
immune to critical hits cannot beaffected. Otherwise, if the character
strikes successfully and the target takes
damage from the blow, the quiveringpalm attack succeeds. Thereafter thecharacter can try to slay the victim at
any later time, as long as the attempt ismade within a number of days equal toher monk class level. To make such an
attempt, the character merely wills thetarget to die (a free action), and unlessthe target makes a Fortitude saving
throw (DC 10 + ½ the character’s monkclass level + the character’s Wis
modifier), it dies. If the saving throw is
successful, the target is no longer indanger from that particular quiveringpalm attack, but it may still be affectedby another one at a later time.

REMOVE CURSE IV
Prerequisites: Character Level 15, Auraof 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 three times
per week).

REMOVE DISEASE IV

Ability Type: Supernatural.

Ability Type: Natural.

Prerequisites: Character Level 15, Auraof Alignment (Good), Remove Disease
III.

Class Levels: Bard.

Class Levels: None.

Ability Type: Spell-Like.

Description: The character can use
music or poetics to inspire tremendous
heroism in himself or a single willing
ally within 30 feet. For every three bard

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

Class Levels: None.

24

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

SNEAK ATTACK VIII

Ability Type: Supernatural.

Prerequisites:
Character Level 15,
Sneak Attack VII.

Class Levels: Druid.

Prerequisites:
Character Level 15,
Shadow Jump II.

Ability Type: Natural.

Description: The character gains theability to take the shape of a Huge
animal when using Wild Shape.

Ability Type: Supernatural.

Description: The character’s sneak
attack now deals 8d6 extra damage(instead of 7d6).

SHADOW JUMP III

Class Levels: None.
Description: The character can now
shadow jump up to a total of 80 feeteach day in this way; this may be asingle jump of 80 feet, two jumps of 40
feet each, four jumps of 20 feet each,etc.

Character Level 15,

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

Prerequisites:
Character Level 15,
Speed Bonus IV.
Ability Type: Extraordinary.

Description: The character now has anenhancement bonus to her speed of+50 ft. This replaces the enhancement
bonus granted by Speed Bonus IV. If thecharacter is in armor or carrying a
medium or heavy load, she loses thisextra speed.

TIMELESS BODY: DRUIDIC
Prerequisites: Character Level 15, Wild
Shape V.

SMITE EVIL IV
Prerequisites:
Smite Evil III.

SPEED BONUS V

Class Levels: None.

SMITE CHAOS IV
Prerequisites:
Smite Chaos III.

Class Levels: None.

Character Level 15,

16 TH -L EVEL S PECIALA BILITIESAll 16th-Level Special Abilities have“Character Level 16” as a prerequisite.

DAMAGE REDUCTION IV
Prerequisites:
Character Level 16,
Damage Reduction III.
Ability Type: Extraordinary.
Class Levels: None.
Description: The character’s damage
reduction rises by 1 point, for a new
total of 4. Subtract 4 from the damage
the character takes each time he isdealt damage from a weapon or anatural attack.

Ability Type: Extraordinary.

DEFENSIVE STANCE V

Ability Type: Supernatural.

Class Levels: None.

Prerequisites:
Character Level 16,
Mobile Defense.

Class Levels: Paladin.

Description: The character no longer
takes ability score penalties for aging
and cannot be magically aged. Any
penalties she may have alreadyincurred, however, remain in place.

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

SMITE GOOD IV
Prerequisites:
Smite Good III.

Character Level 15,

Class Levels: Paladin.
Description: The character may now
smite good four times per day (insteadof three times per day).

SMITE LAW IV
Character Level 15,

Ability Type: Supernatural.

Class Levels: None.
Description: The character can now
use a defensive stance five times perday (instead of four times per day).

DEFLECT ARROWS: DUELISTTRAP SENSE V

Ability Type: Supernatural.

Prerequisites:
Smite Law III.

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

Ability Type: Natural.

Prerequisites: Character Level 15, 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 ACagainst attacks made by traps. This
bonus replaces the bonus gained fromTrap Sense IV.

Class Levels: Paladin.

WILD SHAPE: HUGE

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

Prerequisites: Character Level 15, Wild
Shape V.

25

Prerequisites:
Character Level 16,
Elaborate Parry.
Ability Type: Natural.
Class Levels: None.
Description: The character gains thebenefit of the Deflect Arrows feat whenusing a light or one-handed piercing
weapon.

ENHANCE ARROW V
Prerequisites:
Character Level 16,
Enhance Arrow IV.
Ability Type: Supernatural.
Class Levels: None.

Description: Every nonmagical arrow
the character nocks and lets fly now
gains a +5 enhancement bonus (insteadof +4).

character now deals 2d6 damage withunarmed strikes, a medium character
2d8 damage, and a large character 3d8
damage.

KI STRIKE: ADAMANTITE

WILD SHAPE: ELEMENTAL I

Description: The character’s damage
reduction rises by 3 points, for a new
total of 6. Subtract 6 from the damage
the character takes each time he isdealt damage from a weapon or anatural attack.

Prerequisites: Character Level 16, Ki
Strike: Lawful.

Prerequisites: Character Level 16, Wild
Shape V.

DEFENDER AC BONUS IV

Ability Type: Supernatural.

Ability Type: Supernatural.

Prerequisites:
Character Level 17,
Defender AC Bonus III.

Class Levels: None.

Class Levels: Druid.

Description: The character’s unarmed
attacks are empowered with ki. Her
unarmed attacks are treated as magic
weapons and lawful weapons for the
purpose of dealing damage to creatureswith damage reduction. Also, herunarmed attacks are treated asadamantine weapons for the purposeof dealing damage to creatures withdamage reduction and bypassing
hardness.

Description: The character able to use
wild shape to change into a Small,
Medium, or Large elemental (air, earth,fire, or water) once per day. Theseelemental forms are in addition to her
normal wild shape usage. In addition to
the normal effects of wild shape, thecharacter gains all the elemental’s
extraordinary, supernatural, and spelllike abilities. She also gains theelemental’s feats for as long as she
maintains the wild shape, but she
retains her own creature type.

RAGE V
Prerequisites: Character Level 16, nonlawful alignment, Rage IV.
Ability Type: Extraordinary.
Class Levels: None.
Description: The character can now
rage five times per day. See Rage I for
details.

SLOW FALL VII
Prerequisites: Character Level 16, Slow
Fall VI.
Ability Type: Extraordinary.
Class Levels: None.
Description: If the character is withinarm’s reach of a wall, she can use it toslow her descent. When falling, shetakes damage as if the fall were 80 feetshorter than it actually is. This distancereplaces the distance gained from Slow
Fall VI.

UNARMED STRIKE V
Prerequisites:
Character Level 16,
Unarmed Strike IV.
Ability Type: Natural.

17 TH -L EVEL S PECIALA BILITIESAll 17th-Level Special Abilities have“Character Level 17” as a prerequisite.

ARROW OF DEATH
Prerequisites:
Character Level 17,
Enhance Arrow V.
Ability Type: Spell-Like.
Class Levels: None.
Description: The character can create
an arrow of death that forces thetarget, if damaged by the arrow’s
attack, to make a DC 20 Fortitude saveor be slain immediately. It takes one
day to make an arrow of death, and thearrow only functions for the character
that created it. The arrow of death lasts
no longer than one year, and thecharacter can only have one such arrow
in existence at a time.

DAMAGE REDUCTION: DEFENDER

Class Levels: None.

Prerequisites:
Character Level 17,
Defensive Stance V.

Description: The character’s unarmed
strikes increase in damage. A small

Ability Type: Extraordinary.
Class Levels: None.

26

Ability Type: Extraordinary.
Class Levels: None.
Description: The character receives anadditional +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 stack withall other bonuses to AC, even otherdodge bonuses.

PRECISE STRIKE II
Prerequisites:
Precise Strike I.

Character Level 17,

Ability Type: Extraordinary.
Class Levels: None.
Description: The character’s damage
bonus from a precise strike increases to+2d6. This bonus replaces the bonus
granted by Precise Strike I.

HIDE IN PLAIN SIGHT
Prerequisites:
Camouflage.

Character Level 17,

Ability Type: Extraordinary.
Class Levels: None.
Description: While in any sort ofnatural terrain, the character can use
the Hide skill even while being
observed.

RANGED LEGERDEMAIN III
Prerequisites: Character Level 17, nonlawful alignment, Ranged Legerdemain
II.
Ability Type: Natural.
Class Levels: None.
Description: The character can now
make three ranged legerdemain skill
checks each day. See details under
Ranged Legerdemain I.

SHADOW JUMP IV
Prerequisites:
Character Level 17,
Shadow Jump III.
Ability Type: Supernatural.
Class Levels: None.
Description: The character can now
shadow jump up to a total of 160 feeteach day in this way; this may be asingle jump of 160 feet, two jumps of
80 feet each, four jumps of 40 feet
each, eight jumps of 20 feet each, etc.

Description: The character can speakwith any living creature.

TRUE LORE

number of creatures that he has
already fascinated. Mass suggestion isan enchantment (compulsion), mindaffecting, language-dependent ability.

Prerequisites: Character Level 17, five
Loremaster Secrets.

REMOVE CURSE V

Ability Type: Extraordinary.

Prerequisites: Character Level 18, Auraof Alignment (Law), Remove Curse IV.

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

SNEAK ATTACK IXPrerequisites:
Character Level 17,
Sneak Attack VIII.
Ability Type: Natural.
Class Levels: None.
Description: The character’s sneak
attack now deals 9d6 extra damage(instead of 8d6).

18 TH -L EVEL S PECIALA BILITIESAll 18th-Level Special Abilities have“Character Level 18” as a prerequisite.

BESTOW CURSE V

TIMELESS BODY: ASCETIC

Prerequisites: Character Level 18, Auraof Alignment (Chaos), Bestow Curse IV.

Prerequisites:
Diamond Soul.

Ability Type: Spell-Like.

Character Level 17,

Ability Type: Spell-Like.
Class Levels: None.
Description:
The character can
produce a remove curse effect, fivetimes per week (instead of four times
per week).

REMOVE DISEASE V
Prerequisites: Character Level 18, Auraof Alignment (Good), Remove DiseaseIV.
Ability Type: Spell-Like.
Class Levels: None.
Description:
The character can
produce a remove disease effect, as thespell, five times per week (instead offour times per week).

Ability Type: Extraordinary.

Class Levels: None.

Class Levels: None.

Description:
The character can
produce a bestow curse effect, fivetimes per week (instead of four times
per week).

SLOW FALL VIII

CAUSE DISEASE V

Class Levels: None.

Description: The character no longer
takes penalties to her ability scores foraging and cannot be magically aged.
Any such penalties that she has alreadytaken, however, remain in place.
Bonuses still accrue, and the character
still dies of old age when her time is up.

TIRELESS RAGE
Prerequisites: Character Level 17, nonlawful alignment, Indomitable Will.
Ability Type: Extraordinary.
Class Levels: None.
Description: The character no longer
becomes fatigued at the end of hisrage.

TONGUE OF THE SUN AND THE
MOON
Prerequisites:
Diamond Soul.

Character Level 17,

Ability Type: Extraordinary.
Class Levels: None.

Prerequisites: Character Level 18, Auraof Alignment (Evil), Cause Disease IV.
Ability Type: Spell-Like.
Class Levels: None.
Description: The character can inflictdisease with her touch (as thecontagion spell), five times per week
(instead of four times per week).

MASS SUGGESTION
Prerequisites:
Character Level 18,
Inspire Heroics, 18 or more ranks in
Perform.
Ability Type: Spell-Like.
Class Levels: None.
Description:
This special ability
functions like Suggestion, above, exceptthat the character can make thesuggestion simultaneously to any

27

Prerequisites: Character Level 18, Slow
Fall VII.
Ability Type: Extraordinary.

Description: If the character is withinarm’s reach of a wall, she can use it toslow her descent. When falling, shetakes damage as if the fall were 90 feetshorter than it actually is. This distancereplaces the distance gained from Slow
Fall VII.

SPEED BONUS VI
Prerequisites:
Speed Bonus V.

Character Level 18,

Ability Type: Extraordinary.
Class Levels: None.
Description: The character now has anenhancement bonus to her speed of+60 ft. This replaces the enhancement
bonus granted by Speed Bonus V. If thecharacter is in armor or carrying a
medium or heavy load, she loses thisextra speed.

TRAP SENSE VI

EMPTY BODYINSPIRE COURAGE IV

Prerequisites: Character Level 18, Trap
Sense V.

Prerequisites:
Character Level 19,
Timeless Body: Ascetic.

Prerequisites:
Character Level 20,
Mass Suggestion.

Ability Type: Extraordinary.

Ability Type: Supernatural.

Ability Type: Supernatural.

Class Levels: None.

Class Levels: Monk.

Class Levels: None.

Description: The character now has a+6 bonus on Reflex saves made to avoid
traps and a +6 dodge bonus to ACagainst attacks made by traps. This
bonus replaces the bonus gained fromTrap Sense V.

Description: The character gains theability to assume an ethereal state for 1
round per monk class level per day, as
though using the spell etherealness.
She may go ethereal on a number ofdifferent occasions during any single
day, as long as the total number ofrounds spent in an ethereal state does
not exceed her monk class level.

Description: The character’s Inspire
Courage increases by 1 and is now +4.
See Inspire Courage I for details.

WILD SHAPE VI
Prerequisites: Character Level 18, Wild
Shape V.
Ability Type: Supernatural.
Class Levels: Druid.
Description: The character gains theability to use wild shape six times per
day.

WILD SHAPE: ELEMENTAL II
Prerequisites: Character Level 18, Wild
Shape: Elemental I.
Ability Type: Supernatural.
Class Levels: Druid.
Description: The character gains theability to use Wild Shape: Elemental
twice per day.

19 TH -L EVEL S PECIALA BILITIESDAMAGE REDUCTION V
Prerequisites:
Character Level 19,
Damage Reduction IV.
Ability Type: Extraordinary.
Class Levels: None.
Description: The character’s damage
reduction rises by 1 point, for a new
total of 5. Subtract 5 from the damage
the character takes each time he isdealt damage from a weapon or anatural attack.

Prerequisites:
Character Level 20,
Intuitive Defense IV.
Ability Type: Extraordinary.
Class Levels: None.

SNEAK ATTACK X
Prerequisites:
Character Level 19,
Sneak Attack IX.
Ability Type: Natural.
Class Levels: None.
Description: The character’s sneak
attack now deals 10d6 extra damage(instead of 9d6).

20 TH -L EVEL S PECIALA BILITIESAll 20th-Level Special Abilities have“Character Level 20” as a prerequisite.

FAVORED ENEMY V
Prerequisites:
Character Level 20,
Favored Enemy IV.
Ability Type: Extraordinary.

All 19th-Level Special Abilities have“Character Level 19” as a prerequisite.

INTUITIVE DEFENSE V

Class Levels: None.
Description: The character may selectan additional favored enemy fromthose given on Table: Ranger Favored
Enemies in the System Reference
Document. In addition, the bonus
against any one favored enemy(including the one just selected, if sodesired) increases by 2.
If the character chooses humanoids oroutsiders as a favored enemy, he mustalso choose an associated subtype, as
indicated on the table. If a specificcreature falls into more than one
category of favored enemy, thecharacter’s bonuses do not stack; hesimply uses whichever bonus is higher.

28

Description: When unarmored andunencumbered, the character gains a+4 bonus to AC. This bonus replaces thebonus to AC granted by Intuitive
Defense IV.
This bonus to AC apply even against
touch attacks or when the character isflat-footed. She loses this bonus when
she is immobilized or helpless, when
she wears any armor, when she carriesa shield, or when she carries a mediumor heavy load.

MIGHTY RAGE
Prerequisites: Character Level 20, nonlawful alignment, Tireless Rage.
Ability Type: Extraordinary.
Class Levels: None.
Description: The character’s bonuses
to the Strength and Constitution ability
score modifiers during his rage eachincrease to +4, and his morale bonus on
Will saves increases to +4. The penalty
to AC remains at -2.

PERFECT SELF
Prerequisites:
Empty Body.

Character Level 20,

Ability Type: Natural.
Class Levels: None.
Description: The character becomes a
magical creature. She is forevermore
treated as an outsider rather than as ahumanoid (or whatever the character’screature type was) for the purpose ofspells and magical effects. Additionally,
the character gains damage reduction

10/magic, which allows her to ignore
the first 10 points of damage from any
attack made by a nonmagical weaponor by any natural attack made by acreature that doesn’t have similar
damage reduction. Unlike otheroutsiders, the character can still be
brought back from the dead as if shewere a member of her previous
creature type.

Class Levels: Paladin.

RAGE VIClass Levels: None.

Prerequisites: Character Level 20, nonlawful alignment, Rage V.

Description: If the character is withinarm’s reach of a wall, she can use it toslow her descent and fall any distancewithout harm.

Ability Type: Extraordinary.

Description: The character may now
smite law five times per day (instead offour times per day).

SLOW FALL IX
Prerequisites: Character Level 20, Slow
Fall VIII.
Ability Type: Extraordinary.

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

Character Level 20,

Ability Type: Supernatural.
Class Levels: Paladin.
Description: The character may now
smite chaos five times per day (insteadof four times per day).

SMITE EVIL V
Prerequisites:
Smite Evil IV.

Prerequisites:
Character Level 20,
Unarmed Strike V.
Ability Type: Natural.

SMITE CHAOS V
Prerequisites:
Smite Chaos IV.

UNARMED STRIKE VI

Character Level 20,

Class Levels: None.
Description: The character’s unarmed
strikes increase in damage. A small
character now deals 2d8 damage withunarmed strikes, a medium character
2d10 damage, and a large character
4d8 damage.

WILD SHAPE: ELEMENTAL III
Prerequisites: Character Level 20, Wild
Shape: Elemental II.
Ability Type: Supernatural.

Ability Type: Supernatural.

Class Levels: Druid.

Class Levels: Paladin.

Description: The character gains theability to use Wild Shape: Elemental
three times per day.

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

SMITE GOOD V
Prerequisites:
Smite Good IV.

Character Level 20,

WILD SHAPE: ELEMENTAL (HUGE)
Prerequisites: Character Level 20, Wild
Shape: Elemental I.
Ability Type: Supernatural.

Ability Type: Supernatural.

Class Levels: Druid.

Class Levels: Paladin.

Description: The character gains theability to take the shape of a Huge
elemental when using Wild Shape:
Elemental.

Description: The character may now
smite good five times per day (insteadof four times per day).

SMITE LAW V
Prerequisites:
Smite Law IV.

Character Level 20,

Ability Type: Supernatural.

29

A DDING N EW S PECIALA BILITIES
Adding new special abilities is quite
simple. First determine the minimum
character level a character 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 acharacter progresses.
Lower-levelspecial abilities having the same nameor effect as higher-level special abilities
should be made prerequisites of thehigher-level abilities. Special abilities
that seem to be more powerful thanother special abilities in your campaign
should have more prerequisites.
Ensure that any requirements for entry
into a prestige class are madeprerequisites. Determining the level of
special abilities that appear in prestige
class descriptions can be tricky. Justfind the minimum character level that acharacter could enter the prestige classand use that as a basis fordetermination.
After that, determine whether the
special ability is an extraordinary, spelllike, or supernatural ability. If it is not
one of these, make it “natural.” If classlevels are used to determine theeffectiveness of the special ability,
include the appropriate classes in thespecial ability description.
Finally, write up the description of theclass advantage.
Normally, thedescription will already be written inwhatever game book you’re pulling itfrom.