DUNGEONS & DRAGONSFIFTH EDITION

by Erick Lee Edwards

DUNGEONS & DRAGONSFIFTH EDITIONBYERICK LEE EDWARDSBASED ON THE WORKS OF
E. GARY GYGAX, DAVE ARNESON, MONTE COOK, JONATHAN TWEET, SKIP WILLIAMS,
AND MANY OTHERS.

SECOND PRINTING – MAY 2010

TABLE OF CONTENTS
Table of Contents ___________________________________________________________________________ iTables ____________________________________________________________________________________ iii
Introduction _______________________________________________________________________________ 1
Character Generation _______________________________________________________________________ 3
Generating Ability Scores _________________________________________________________________ 3
Selecting a Race __________________________________________________________________________ 3
Selecting an Alignment ___________________________________________________________________ 3
Determining Vital Statistics _______________________________________________________________ 3
Selecting Traits ___________________________________________________________________________ 3
Character Creation Worksheet ____________________________________________________________ 5
Character Advancement _____________________________________________________________________ 7
Basic Traits _____________________________________________________________________________ 8
Spellcasting Traits _______________________________________________________________________ 10
Advancing Traits ________________________________________________________________________ 11
Optional Basic Traits ____________________________________________________________________ 11
Optional Partial-Level Spellcasting Traits _________________________________________________ 11
Optional Component Spellcasting Traits __________________________________________________ 12
Optional Bonus Feats ____________________________________________________________________ 14
Optional Weapon Skills __________________________________________________________________ 14
Optional Level Determination ____________________________________________________________ 15
Pre-Characters __________________________________________________________________________ 15
High-Level Characters ___________________________________________________________________ 16
Character Creation and Advancement Example _______________________________________________ 17
Special Abilities ___________________________________________________________________________ 19
1st-Level Special Abilities_________________________________________________________________ 19
2nd-Level Special Abilities _______________________________________________________________ 24
3rd-Level Special Abilities ________________________________________________________________26
4th-Level Special Abilities ________________________________________________________________ 27
5th-Level Special Abilities ________________________________________________________________28
6th-Level Special Abilities ________________________________________________________________29
7th-Level Special Abilities ________________________________________________________________ 32
8th-Level Special Abilities ________________________________________________________________ 33
9th-Level Special Abilities ________________________________________________________________ 36
10th-Level Special Abilities _______________________________________________________________ 38
11th-Level Special Abilities _______________________________________________________________ 41
12th-Level Special Abilities _______________________________________________________________ 43
13th-Level Special Abilities _______________________________________________________________ 45
14th-Level Special Abilities _______________________________________________________________ 47
15th-Level Special Abilities ______________________________________________________________ 50
16th-Level Special Abilities _______________________________________________________________ 53
17th-Level Special Abilities _______________________________________________________________ 55
18th-Level Special Abilities _______________________________________________________________ 57
19th-Level Special Abilities _______________________________________________________________ 58
20th-Level Special Abilities _______________________________________________________________ 59
Adding New Special Abilities _____________________________________________________________ 61
Changes to Core Rules _____________________________________________________________________62
The Basics, Races, and Decription_________________________________________________________62
Classes _________________________________________________________________________________62
Skills ___________________________________________________________________________________62

Feats ___________________________________________________________________________________62
Magic Items _____________________________________________________________________________62
Equipment & Special Materials __________________________________________________________ 64
Combat ________________________________________________________________________________ 64
Condition Summary ____________________________________________________________________ 64
Special Abilities ________________________________________________________________________ 64
Magic Overview ________________________________________________________________________ 64
Spell Lists & Domains ___________________________________________________________________ 64
Spells___________________________________________________________________________________65
Monsters _______________________________________________________________________________67
Types & Subtypes ________________________________________________________________________67
Improving Monsters _____________________________________________________________________67
Monster Feats ___________________________________________________________________________67
Monsters as Races _______________________________________________________________________67
Carrying, Movement, & Exploration _______________________________________________________67
Surroundings, Weather, & Environment ___________________________________________________67
Traps ___________________________________________________________________________________67
Treasure ________________________________________________________________________________67
Planes __________________________________________________________________________________67
Epic Rules _________________________________________________________________________________67
Psionic Rules ______________________________________________________________________________67
Experience Awards _________________________________________________________________________67
Simplified XP Awards ____________________________________________________________________67“Blue-Booking” Advancement ___________________________________________________________ 70
Instance-Based Advancement ___________________________________________________________ 70
Basic Character Class Builds ________________________________________________________________ 75
Variant Rules _____________________________________________________________________________76
Races ___________________________________________________________________________________76
Classes _________________________________________________________________________________76
Building Characters _____________________________________________________________________76
Adventuring ____________________________________________________________________________76
Magic __________________________________________________________________________________76
Campaigns ______________________________________________________________________________ 77
Spell Points _______________________________________________________________________________ 78
Preparing Spells _________________________________________________________________________ 78
Casting Spells ___________________________________________________________________________79
Metamagic and Spell Points ______________________________________________________________79
Multiclass Spellcasters __________________________________________________________________ 80
Miscellaneous Issues ___________________________________________________________________ 80
Spell Point Variant: Vitalizing ___________________________________________________________ 80
Appendix I: A Radical Departure ___________________________________________________________ 88
New Skills _____________________________________________________________________________ 90
New Feats _______________________________________________________________________________ 93
Putting It All Together ___________________________________________________________________ 95
Index of Special Abilities __________________________________________________________________ 99iiTABLES
Table 1: Starting Character Traits _____________________________________________________________4
Table 2: Character Level Determination ______________________________________________________ 7
Table 3: Basic Traits ________________________________________________________________________ 8
Table 4: Prestige Class Level Determination _________________________________________________ 10
Table 5: Spellcasting Traits _________________________________________________________________ 11
Table 6: Optional Basic Traits _______________________________________________________________ 11
Table 7: Optional Spellcasting Traits ________________________________________________________ 11
Table 8: Component Spellcasting Traits _____________________________________________________ 13
Table 9: Pre-Character Level Determination _________________________________________________ 16
Table 10: Loremaster Secrets ________________________________________________________________ 34
Table 11: XP Awards _______________________________________________________________________ 68
Table 12: Converting CR ___________________________________________________________________ 69
Table 13: Career Experience Points __________________________________________________________70
Table 14: Instance-Based Advancement Costs ________________________________________________ 72
Table 15: Instance-Based Advancement Criteria and Checks ___________________________________ 73
Table 16: Experience Point Costs for Basic Character Class Builds ______________________________ 75
Table 17: Expanded Spellcaster Level Chart ___________________________________________________82
Table 18: Expanded Bonus Spell Points (Spellcasters) _________________________________________ 85
Table 19: Expanded Bonus Spell Points (Bard) _______________________________________________ 86
Table 20: Expanded Bonus Power Points (Psion) _____________________________________________87
Table 21: Character Level Limits ____________________________________________________________ 89
Table 22: Basic Traits ______________________________________________________________________ 89
Table 23: Spell Preparation (Arcane) Feat (Spells Per Day) ___________________________________ 94
Table 24: Spell Preparation (Divine) Feat (Spells Per Day) _____________________________________95

iii

INTRODUCTION
The Dungeons and Dragons Fifth
Edition is a set of variant rules
applied to the D&D 3.5 System
Reference Document for use in a
modified D&D campaign featuring apurchase advancement system, thespell point magic system, new ways
to award experience, and otherchanges.
The purchase advancement systemeliminates the concept of characterclass almost entirely by allowing
players to purchase exactly whatbonuses, abilities, and traits they
desire for their characters. Under
the normal rule system, newcharacter capabilities are granted
wholesale at every rise in character
level. Under this ruleset, characters
are advanced incrementally and theconcept of character level exists
only to determine how many
experience points to award forencounters. Furthermore, there is
no character level to limit theabilities of the character.
Thecharacter’s abilities determine his
character level. This is a reversal
from the normal rules wherecharacter level determines the
maximum potency of a character’sabilities. Thus, this version of D&D
does away with not only characterclasses, but character levels as well.
Changes to the core rules are
implemented in this system andcertain variant rules included in the
System Reference Document areused. There are many options thatcan be employed under this ruleset.
The DM will have to determine
exactly which variants should be
included in the campaign. New
ways for characters to construct

magical items is included here. A
limited “spontaneous spellcasting”
system is detailed that can allow
magic users more flexibility inspellcasting. Unlike other attempts
at spontaneous spellcasting systems
by a number of game designers, thisone is extremely easy to implement
and requires little additional
bookkeeping or number crunching.
Three new systems for granting
experience points are detailed inthis ruleset. The first simplifies thenormal method of awarding
experience by making a “level’s
worth” of experience points equal to1,000 XP regardless of thecharacter’s actual level. In normal
D&D3.5E, it takes a character 1,000
XP times his current level to reachthe next level of experience.
Normally, experience awards must
increase if thirteen to fourteen
significant encounters are enoughfor a character to reach the next
experience level. In this ruleset,
this progression is not followed.
Thus, experience awards forencounters of the same difficulty
remain the same throughout thecharacter’s career. The second wayof awarding experience is a “bluebooking” system which allows the
DM to determine how normal, nonadventuring types gain experienceslowly over time. It can also be
used to grant experience tocharacters who take months or
years off between adventures. The
third system, an “instance-based”
system, allows characters toadvance only those abilities they
actually use during adventures, withsome allowances being made for theacquisition of entirely new abilities.

It is my intention that this rulesetbe different enough to constitute an
entirely new form of Dungeons andDragons, while retaining enough ofthe character of D&D 3.5E to permit
the vast corpus of gaming resources
for this game to continue to be
useful to your gaming group.
Indeed, the normal class system of
D&D 3.5E is subsumed by thissystem and many of the variants
adopted are those found insupplements for the “orthodox”
version of the game.
Allinnovations that are new to thisruleset can be cheerfully used or
disregarded by the DM who, as
always, exercises total control overthe campaign.
The systempresented here can be used in its
entirety as the default system forcharacter
generation
andadvancement. I have taken greatcare to provide a balanced character
advancement system which isfirmly rooted in the game designprinciples evident in D&D 3.5E.
Although the math behind thepurchase advancement system is
not described in this document, rest
assured that many hours were spentporing over numerous spreadsheets
to prove that the numbers do
indeed work out. The single-page
section in this document entitled“Basic Character Class Builds” is the
product of extensive research andcalculations.
If you’ve been wanting to explore
the concept of characters with “noclass” then turn the page and get
started on your first character. Just
about any kind of character can becreatednow,
usingfamiliar
Dungeons and Dragons rules!

2

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

base attack bonus at the cost of 300
XP.

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

GENERATING ABILITYSCORESDue to the relative ease at which
ability scores can be raised during acharacter’s career, there is little
reason to worry about nonexceptional ability scores at start.
Any method chosen by the DM issuitable, but those using some sort“point-buy” or “point-allocation”
system are the best since it puts all
starting characters on equal footing
as far as ability score values areconcerned. Therefore, it suggested
that the DM use the standard point
buy system found in the DMG.
Each player receives 25 points to
spread out among all abilities.

SELECTING A RACE
Any race allowed during initialcharacter generation by the DM issuitable.

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

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

BASE HIT POINTSSELECTING TRAITS
Since there are no classes in thisedition of D&D, a new method of
selecting class abilities and othergame statistics is employed. A trait
is defined as a game statistic thatcan be purchased with experience
point expenditure. The base attack
bonus, all saves, skill ranks, feats,
special abilities, and spellcasting
ability are examples of traits. A
starting character has 2,000 XP
available to spend on traits before
he begins his adventuring career.
Consult
Table
1:
Starting
Character Traits to find the list of
traits that can be purchased and thecost to purchase those traits. All
starting characters receive one hit
point (at no cost) by virtue of being
alive.

BASE ATTACK BONUS
A starting character can select a +0
base attack bonus at no cost or a +1

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

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

FEATS
Any number of armor and weapon
proficiency feats can be bought
during character generation at thecost of 100 XP per feat. Only one
base feat can be purchased at 100
XP. Any other feats gained due tocharacter race or special abilities do

3not count towards the total numberof bonus feats.

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

SPECIAL ABILITIESA barbarian’s rage, a cleric’s turnundead ability, and a rogue’s sneak
attack are all examples of special
abilities. Each class special costs
100 XP during character generation.
A character can only purchasespecial abilities available to 1st-level
characters but can purchase as
many as they can afford. The
complete list of special abilities
starts on page 19.

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

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

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

TABLE 1: STARTING CHARACTER TRAITS

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

4

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

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

CHARACTER CREATION WORKSHEET
Original Ability Scores
Strength
Dexterity
Constitution
Intelligence
WisdomCharisma

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

Number of
Increases

Total Cost

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

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

Cost
300 XP
100 XP
100 XP
100 XP
25 XP

NumberTotal Cost

Purchase Limit
+1
+2
+2
+2
11

Ranks

Total Cost

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

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

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

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

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

Total Cost

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

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

Total Cost

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

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

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

Cost
XP
XP
XP
25 XP
25 XP
25 XP

Class

Total Cost

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

Skills* The character receives proficiency in all Martial weapons.

Starting
Value

2,000XP

5

6

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

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

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

+2

3

+3

4

+4

5

+5

6

+6

7

+7

8

+8

9

+9

10

+10

11

+11

12

+12

13

+13

14

+14

15

+15

16

+16

17

+17

18

+18

19

+19

20

+20

Base Save
Bonus
+2

Skill
Rank
4

Base Hit
Points
12

+3

5

24

+4

+5

+6

+7

+8

+9

+10

+11

+12

Ability Scores
Starting Value

Base
Feats
1st

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

6

36

7

48

8

60

9

72

10

84

11

96

12

108

13

120

Level 1014132

Level 11

15

144

16

156

Level 1317

168

Level 14

18

180

19

192

20

204

21

216

22

228

23

240

2nd
Starting Value +1

Level 3
Level 4
Level 5

3rd

Level 6
Level 7

Starting Value +2

Level 84th

Starting Value +3

5th

6th
Starting Value +4

Level 9Level 12

Level 15
Level 16
Level 17

7th

Level 18
Level 19

Starting Value +5

Level 20

7

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

BASIC TRAITSAs characters earn experience
points, these points can be used topurchase new traits or raise thelevel at which previously purchasedtraits operate. Spending XP in thismanner is exactly like spending XP
to cast spells with XP components
or spending XP to make magic
items. Once XP have been spent on
a trait, these XP are no longer
available for the purposes of castingspells, making magical items, or for
any other game situation requiring
the conscious expenditure of XP.
Experience points previously spenton the acquisition of traits can still
be taken away as a result ofcalamity, such as when a sorcerer’s
familiar dies. In this case, the DM
may allow the player to choose
which traits are reduced in
effectiveness due to XP loss.
Table 3: Basic Traits gives all of
the basic traits that can be boughtwith experience points.
It isimportant to note that theseexperience point costs do notchange as the character’s level
increases. A simplified version of
the experience award system is usedin this ruleset.
This systemcompares the character’s level withthe challenge rating of theencounter and awards an amount ofexperience points based on the
difference between the two.
A
“level’s worth” of experience isalways 1,000 XP in this ruleset, notthe current character level times
1,000 XP as in normal D&D. The
experience award system in this8

XP Cost
300
100
25
25
100
100
25
150

ruleset is engineered to provide
enough experience points toadvance characters by one level for
every
thirteenorfourteen
encounters, as usual.
DungeonMasters can always opt to reduce
the amount of experience awarded
as well, for slower advancement.
The new experience award system is
described in detail (along with twoother methods of advancing
characters) in the ExperienceAwards section later in this book.
Explanations of all basic traits are
given in the following sections.

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

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

BASE HIT POINTS
Base hit points represent the hit
points that normally come from hit
dice and do not include hit points

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

from any other source (such as hit
points derived from the character’sConstitution modifier). One base
hit point costs 25 XP.
Thecharacter’s positive Constitution
modifier (if any) multiplied byCharacter Level is added to the base
hit point total. Characters startwith one free hit point.

SKILL RANKS
These are the normal skill ranks
described in the SRD. Skill ranks
are purchased at the cost of 25 XP.
There are no class or cross-classskills in this ruleset (since there are
no classes).
When a character attains a new
character level, the character
receives bonus skill ranks equal tothat character’s positive Intelligencemodifier (if any) at no cost. Skillranks gained from this positive
Intelligence modifier can never beused to purchase skill ranks above
the character’s Character Level plus
three. In other words, these bonus
skill ranks cannot be used to further
raise the character’s Character
Level.
Characters having a negative
Intelligence modifier or a +0Intelligence modifier do not receive
bonus skill ranks.
Characters
having a negative Intelligencemodifier do not have the number ofskill ranks they may purchase
reduced.
Human characters receive one freeskill rank upon attaining each newCharacter Level. As with skill ranks

gained from a positive Intelligencemodifier, this skill rank cannot be
used to raise a skill above Character
Level plus three ranks.

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

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

CLASS LEVELS
Characters can buy class levels incertain classes to meet theprerequisites of special abilities (orfeats) and to determine the level atwhich some specials operate. Whena class level is bought, the classmust be specified, such as classlevel (fighter) or class level (monk).
Each class level is bought insequence (the previous class level

always being a prerequisite for the
next class level). Characters thathave purchased spellcasting levels
can count those levels as class levelsin the appropriate spellcasting class(such as bard and druid) and do notneed to purchase class levels. Classlevels in spellcasting classes can bebought separately, however (in casea character wants class levels but
not necessarily spellcasting ability).
Characters must also abide by thealignment restrictions of a classwhen gaining class levels.
A
character must be lawful topurchase monk class levels, have aneutral alignment component topurchase druid class levels, be
lawful good to purchase paladinclass levels, etc. Gaining class levels
in a class with an alignment aura(such as cleric and paladin) grants
an aura of corresponding strength
to the character.

9A quick illustration may be helpful.
Let’s say that a player wishes for his
character to gain the Weapon
Specialization (longsword) feat. He
is already proficient in thelongsword and has already bought
the Weapon Focus feat forlongsword. However, the feat lists“fighter level 4th” as a prerequisite.
The character would need to havefour levels in class level (fighter)
before being able to take Weapon
Specialization (longsword).
Class levels cost 25 XP.
Class levels can also be purchased
for prestige classes, but only after
all prerequisites are met for entry
into the prestige class.
Level
determination for prestige classes
works differently than for basic
classes.
Prestige class entry
prerequisites
almostalwaysguarantee that characters must beof a certain character level (since nocharacter begins play with one levelin a prestige class). Therefore, forthe purposes of level determination,
class levels in prestige classes arehigher than class levels in the basic
classes.
TABLE 4: PRESTIGE CLASSLEVEL DETERMINATION

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

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

Table 4: Prestige Class Level
Determination
shows
the
equivalent basic class level that acertain prestige class level is for the
purposes of level determination (seeTable 2). For example, the level10

modifier for the arcane archer
prestige class is +7. This means thattaking the 1st class level in arcane
archer counts as taking the 8th classlevel in a basic class for the purposeof level determination. Taking the
2nd class level in arcane archer isthe equivalent to taking the 9thclass level in a basic class, and soon. This level modifier only affects
the class level as it relates to level
determination. The level modifier
has no effect on the potency ofspecial abilities. Having one classlevel in arcane archer counts as one
class level for all of the special
abilities that increase in potency as
the character’s arcane archer classlevel increases.

have seven class levels in fighter. If
his Wisdom bonus is +2, then theplayer may make a skill check each
week, with a +12 modifier, todetermine the character’s income(half of the check result in gold
pieces).

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

Note that the eldritch knight andmystic theurge prestige classes are
not included in this table. This isdue to the fact that these prestige
classes can already be simulated
using
the
normalcharacteradvancement rules in this ruleset(and these prestige classes offer no
new special abilities).
The level modifier is determined byfinding the minimum number ofcharacter levels a character would
have to have before being eligible totake the first level in the prestige
class. Thus, the level modifiers forprestige classes not found on Table
4 can be found easily by the DM.
Keep in mind that class levels costthe same amount of XP as skill
ranks. The DM may wish to simply
refer to class levels as skill ranks in
an appropriate Profession (type)skill. In this case, the class level isequal to the number of skill ranks
possessed minus three (minimumof one). The Wisdom modifier does
not affect this number (since skill
ranks only are counted, not the
total skill modifier). Because you
must purchase five skill ranks tondreach 2 class level, this option
makes purchasing class levels a bit
more costly up front. Otherwise,
this Profession skill functions asnormal (i.e., granting income). So,a character with 10 ranks in
Profession (fighter) is considered to

SPELLCASTING TRAITS
The
costs
for
purchasingspellcasting ability are shown in
Table 5: Spellcasting Traits.
Buying a level of spellcasting is verymuch like prestige special abilities
that read “+1 level of existingspellcasting class.” For each level ofspellcasting bought, the character
gains one caster level (and the classlevel inherent in this), the ability tocast spells up to the highest level

granted by that class (such as 3rdlevel spells for 5th level wizards),
and the new array of spells per day
for that class/level combination.
If the character is a spontaneous
caster, he gains an appropriate
number of spells known. If thecharacterpurchases
clericADVANCING TRAITSWith these two tables, advancing
along a path similar to any of thebasic character classes is possible.
More importantly, players are now
able to conceive of characters notbound to the archetypal, traditional
D&D roles. Characters can become
polymaths, remaining at a certain
character level while purchasing abroad array of traits encompassing
several different class roles. Or they
can become paragons, focusing on
one particular trait while neglecting
all others. If balance is desired, acharacter can advance as a hero,
following a traditional class-based
path.

OPTIONAL BASIC TRAITS
More well-defined characters canbe created at the cost of addedcomplexity. Table 6: Optional
Basic Traits gives several optional
basic traits that can be used break
down the base attack bonus intoless costly components as well as
the costs for buying whole classlevels outright as packaged-deals(or “bundles”).
spellcasting, he continues to gain
access to domain spells and theaura appropriate to his alignment
strengthens. The character can opt
to be a specialist wizard if wizard
spellcasting is purchased.
The character does not gain any
bonus feats, special abilities, or any
other benefit a character of thatclass would have gained (but ofcourse, these can be bought
separately).
TABLE 5: SPELLCASTING
TRAITS
Spellcasting
Trait
Bard
Cleric
Druid
Psion
Sorcerer
Wizard

XP
Cost
150
300
200
500
500
500

Per
Level
Level
Level
Level
Level
Level

TABLE 6: OPTIONAL BASIC
TRAITSTrait
BAB (Melee)
BAB (Ranged)
BAB (One Group)
BAB (One Weapon)
Weapon GroupClass Level Package
Level Adjustment

XP
Cost
150
150
75
25
25
1000
1000

Per
+1
+1
+1
+1
Feat
Level
Level

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

OPTIONAL PARTIALLEVEL SPELLCASTING
TRAITS
If the Spell Points variant inUnearthed
Arcanaisused,spellcasting ability can be mademore incremental.
Half- andquarter-level purchases are offered
at reduced XP costs in Table 7.
TABLE 7: OPTIONAL
SPELLCASTING TRAITS
Spellcasting
Trait
Bard

XP
Cost
Per
75
Half-Level
25/50*
Quarter-Level
Cleric150
Half-Level
75
Quarter-Level
Druid
100
Half-Level
50
Quarter-Level
Psion
250
Half-Level
125
Quarter-Level
Sorcerer
250
Half-Level
125
Quarter-Level
Wizard250
Half-Level
125
Quarter-Level*The quarter-level cost for bardspellcasting is 25 XP whenpurchasing the ¼ and ¾ quarterlevels and 50 XP when purchasing
the ½ and whole integer quarterlevels.
Table 17: Expanded SpellcasterLevel Chart gives the spell pointsforeach
spellcaster/levelcombination along with the highest
level of spell that a spellcaster of thegiven level can cast at all quarterlevel increments.
This is an
expanded version of a similar tablefound in Unearthed Arcana. A spell
point value of zero indicates thatthe spellcaster has only bonus spell
points received from a high ability

11score. A dashed line indicates that
nothing is received at that level. If
this system is used, cantrips andorisons have a spell point cost of
0.5.
Expanded tables for bonus spell andpower points are given in Table 18,
Table 19, and Table 20.

OPTIONAL COMPONENTSPELLCASTING TRAITS
Spellcasting traits can also be
broken down further by allowing
characters to buy caster levels, spell
points, and spell lists separately. In
this case, class distinctions aretotally eliminated from the game.
Caster level in all spellcastingclassescanbeboughtas“Spellcaster” caster levels.
This
spellcaster level governs the

12

maximum number of spell points
that can be used on a single spelleffect and otherwise functions likecaster level. Spell points can bepurchased by the whole, half, andquarter level. Use the spell point
progression found under the “Cleric& Wizard” column in Table 17:
ExpandedSpellcaster
Level
Chart to determine the actual
number of spell points bought at aparticular level. The separation ofspell points by character class iseliminated; these spell points canbe used for any spells that thecharacter can cast.
Under thissystem, the character builds his
own personal “class” spell list bypurchasing access to spells. Spells
can be purchased for inclusion into
the character’s spell list in groups offive. If Component Spellcasting
Traits are used, all spellcasters learn
spells in the manner of bards andsorcerers. The cost to learn a spell
is found in the table below. Since
all spellcasters learn spells (and do
not prepare spells) it seems thatpurchasing spell lists would be awasteofexperience
points.
However, this system was designed
to take full advantage of theconceptofspontaneous
spellcasting. The theurgy spells
found at the end of this document
allow
D&D
spellcasters
tospontaneously cast spells found on
their spell lists, even if they havenot learned them. In this way, eachcharacter’s spell list defines the
broadmagicaltrainingthecharacter has received while his
known spells show what he iscapable of doing effectively andpredictably.
Furthermore, acharacter can only learn (i.e., gain
Spell Knowledge of) a spell that isfound on that character’s spell list.

The costs to add spells to thecharacter’s spell list are shown
below. “School-Level” means all of
the spells found in a given school atrda given spell level (such as 3 Level
Evocation Spells). This is regardlessof which class list these spells areon. When a spell has different spelllevels depending on character class,
use the lowest spell level given for
either the cleric, druid, sorcerer, or
wizard classes. If the spell is notavailable to either of these fourclasses, then use the lowest level forwhich it is available to any of theclasses listed. When the cost is
given per “(Class) Spell Level” thecharacter adds all spells found atthat level for the given class (suchrdas 3 Level Wizard Spells). Spells
can also be bought in batches, fivespells at a time, mixing andmatching schools, classes, andlevels as the player sees fit.
As described above, all characterslearn their spells in the manner ofbards and sorcerers if thesecomponent spellcasting traits areused. Once learned, the character
need not pray for, prepare, or
memorize the spell in order to use
it. The character knows the spelland never loses knowledge of it(savethrough
exceptional
circumstances).
Characters may
cast any of their known spells as
long
as
all
conditionsforspellcasting are met. Note thatlearning a spell and adding a spell
to your spell list are two different
things. Just because a spell is added
to your spell list does not mean thatyou have learned it.
Of these traits, spellcaster level andspell points are level determining
traits. Use the last column in Table
2: Character Level Determination
when
determininglevel
byspellcaster level and spell points. A
character can increase his spell list
and may learn any number of spells
as long as the experience point
costs have been paid.

TABLE 8: COMPONENT SPELLCASTING TRAITS
Trait
Caster Level
Spell Points
Spell Points
Spell Points
Spell List
Spell List
Spell List
Spell List
Power List
Spell List
Spell List
Spell List
Spell List
Spell Knowledge

XP Cost
100
100
50
25
50
75
125
100
200
200
200
25
375
50

Per
Caster Level
Whole Level
Half-Level
Quarter-Level
School-Level
Bard Spell Level
Cleric Spell Level
Druid Spell Level
Psion Power Level
Sorcerer Spell Level
Wizard Spell Level
Five Spells
Every Spell for Level
Spell

13

weapon. Weapon skills cost thesame number of experience points
per rank as any other skill.

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

There are as many different types of
weapon skills as there are different
types of weapons. A weapon type isdefined as any weapon that has its
own description on a weapon table.
Thus, longsword and greatsword
are two types of weapons. “Sword”
is not a type of weapon because
there is no entry for “sword” foundon the weapon description table.
“Flamberge” and “claymore” may be
two possible descriptions for agreatsword, but both types could be
used with the skill “Weapon(greatsword).” In this case thewords “flamberge” and “claymore”
refer to the appearance of two
particular types of greatsword.
Weapon (unarmed) and Weapon(grapple) should also be added to
the list of weapon skills.

in skills. This corresponds to a
maximum of a +0 attack bonus withweapons (-4 penalty, plus four
ranks). Since characters with amartial focus should be able to startwith an attack bonus of +1, thefollowing feat should be added to
the game.

MARTIAL TRAINING[GENERAL]
Prerequisites: Four ranks in eachof four different weapon skills.
Benefit: You have a -3 penalty on
attack rolls when using a weapon inwhich you have no weapon skill
ranks. This replaces the -4 penalty
on attack rolls for using a weapon
unskilled.
Normal: All characters receive a -4
penalty on attack rolls when using
weapons in which they have no skill
ranks. Skill ranks in Weapon (type)are added to this penalty todetermine a character’s attack
bonus with that type of weapon.

OPTIONAL WEAPONSKILLS
Some DMs may prefer to use theconcept of weapon skills rather
than requiring the purchase of baseattackbonus
andweaponproficiency feats.
In this case,eliminate the base attack bonus andall weapon proficiency feats fromthe game. Characters completely
unskilled in the use of a weapon(i.e., having no ranks in the skill
pertaining to that particular
weapon) have a -4 penalty on attackrolls when using that weapon. Eachskill rank in a weapon gives thecharacter a +1 to his attack bonuswith that weapon. So, the first rank
in a weapon skill causes you to havea -3 attack bonus with that weapon,
the second rank gives you a -2
attack bonus, the third a -1 attack
bonus, and upon purchasing thefourth rank in that weapon skill, thepenalty is negated entirely. Fifth
and successive skill ranks give you abonus on attack rolls with that

14

The key ability for a weapon skill isStrength for melee weapons andDexterity for ranged weapons. For
all instances in the game where a“base attack bonus” is required, use
the applicable attack bonus for theweapon in question based on theskill ranks plus the unskilled attack
penalty (normally -4).
Multiple
attacks
aregainednormally if weapon skills are used.
When the number of skill ranks
plus the attack penalty reaches +6,
one additional attack at a -5 penalty
to the attack roll is gained. When
this total reaches +11, an additional
attack at a -10 penalty to the attackroll is gained. At +16, anotherattack at a -15 penalty on the attackroll is gained for a total of fourattacks.
st

Starting (1 level) characters arelimited to a maximum of four ranks

Under this system, the cost topurchase one rank in twelve
weapon skills, thus increasing theattack bonus by +1 for each weapon,
costs the same amount aspurchasing a +1 to the base attack
bonus under the old system.
The DM may also allow some ranks
for weapon skills to be applied toother weapons, based on how
closely related the two weapons are.
Weapons are related based on how
similar they are in terms of the typeof damage they do (bludgeoning,piercing, and/or slashing), how they
are wielded (unarmed, light melee,
one-handed melee, two-handed
melee, thrown ranged, or projectile

ranged), and the weapon’s use(simple, martial, or exotic). If acharacter wishes to use ranks in one
weapon skill for another weapon inwhich he has no skill, he may use
one-quarter of his weapon skill
ranks for every similar category (ofthe three listed above).
If nocategories are similar, no skill ranks
can be applied to the weapon. If
one category is similar, one-quarterof the ranks can be applied (rounddown). If two categories apply,
one-half of the weapon skill ranks
can be applied (round down). If
three categories are similar, thenthree-quarters of the weapon skill
ranks can be applied (once again,round down). If a character has
weapon skill ranks in a weapon, he
may use those ranks, or ranks
applied due to similarity withanother weapon, whichever ishigher.
For example, a character has 12
ranks in Weapon (longsword).
Assuming he has no ranks in any
other weapon skills, he may apply
nine of these ranks when wielding ascimitar (because both longswords
and scimitars are martial, slashing,
one-handed melee weapons). He
may apply six ranks when using a
kukri (because longswords and
kukri
are
martial,slashing
weapons). He may apply threeranks to a short sword (because
longswords and short swords aremartial weapons, but do not shareany other categories).
He mayapply no ranks to a heavy crossbow,
since longswords and heavy
crossbows share no categories. If
the character has ten ranks in theskill Weapon (scimitar), then hewould apply ten ranks instead ofnine.
If he had two ranks in
Weapon (short sword), he would
apply three ranks due to similarity
with the longsword. It is up to theplayer to announce which ranks hewishes to use to the DM. It is theDM’s responsibility to ensure thatthe ranks are correctly applied.

level, the character level determines
the maximum value of the traits.

PRE-CHARACTERS

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

Some gaming groups may wish to
begin their characters as completely
unskilled, normal members of theirrace. In this case, the 2,000 XP
given to all starting characters is
not available. Characters start withno experience. Ability scores are
determined and each character
receives one free hit point. Table 9:
Pre-Character
Level
Determination
shows
the
maximum base attack bonus, basesave bonus, skill rank, base hit
points,abilityscores,andspellcasting levels as they pertain tothese “pre-levels.” One base featmay be purchased, as long as it is astfeat that must be purchased at 1
level according to the rules (such as
Arcane Schooling and Snake Bloodfound in the Forgotten Realms
Campaign Setting). Humans may
take their free feat at any point up
stto and including 1 character level.
Humans may take their free skill
stpoints upon attaining 1 character
level.
Weapon and armor
proficiency feats may be purchasedstat any point. Only the 1 class levelin a single class may be purchased
at these levels. Only one classstspecial available to 1
levelcharacters may be purchased andonly one level of spellcasting in one
class can be bought during thesepre-levels. If half -and quarterlevels are used for spellcasting(using the Expanded SpellcasterLevel Charts), then only fractional
levels can be purchased. However,if this system is used, thenfractional spellcasting levels can bepurchased for multiple spellcastingclasses. For advancement, use theappropriate trait cost tables foundin previous sections.

15

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

stOnce the maximum character levelhas been determined, allow eachplayer to spend 1,000 XP on hisstcharacter for each level above 1
level. For example, if the DM
decides to limit the characters toth
10 level, then each player will havean additional 9,000 XP to spend.

It is important to create 1 level
characters as the first step in theprocess of creating high-level
characters. The starting values ofability scores must be determinedsince there is a character level limit
to how high ability scores may beraised with experience points.

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

If this option is used, characters
cannot exceed the maximum
character level determined by theDM, but may be lower level thanthe maximum.

TABLE 9: PRE-CHARACTER LEVEL DETERMINATION
Character Base Attack
Level
Bonus

16

Base Save
Bonus

Skill
Rank

Base Hit
PointsAbility Scores

Base
Feats

Spellcasting(1st)

Level ¼

-2

+0

+0

1

3

Racial Max

-1

+0

+1

2

6

Racial Max

Level ½

0

+0

+2

3

9

Racial Max

Level ¾

CHARACTER CREATION AND ADVANCEMENT EXAMPLE
An example of character creation
andsubsequentcharacteradvancement will be useful in
illustrating these rules in action.
Russell wants to create a character
who specializes in hunting down
and slaying undead creatures. After
determining
abilityscores,character race, alignment, and vitalstatistics, he is ready to purchasetraits with the starting 2,000 XP.
He wants the character to be goodat combat, so he buys the +1 baseattack bonus for 300 XP. He feelsthat having a good Fortitude save atstart continues to represent themartial nature of his character, so
he allocates 200 XP to get a +2 basesave bonus in Fortitude.
His
character receives one free hit pointat start and Russell buys eight more
for him (200 XP).
He alsopurchases eight skill ranks for thesame price (200 XP). He takes theone base feat he is allowed to buy
during character generation (100XP). So far, Russell has spent 1,000
XP. He envisions a lightly-armored,
but well-armed character so hetakes armor proficiency (light),
simple weapon proficiency, andmartial weapon proficiency (300
XP). He now has 700 XP left tospend on special abilities, classlevels, and spellcasting. He decides
to buy the turn undead cleric classspecial along with one class level incleric (125 XP total for both).
Taking a class level in clericautomatically
gives
him
an
alignment aura (Russell chooses theaura of good). He also takes thedetect evil and smite evil (1/day)
special abilities (200 XP total forboth). To use smite evil effectively,
he needs to take a class level inpaladin (25 XP) which also causes astrengthening of his aura of good.
He purchases the 1st favored enemy(undead) class special from theranger class (100 XP). This leaves
250 XP left to spend. He decides togo ahead and give the character two
more hit points (up to 11, just one
short of the starting maximum) andeight more skill ranks.
Our
undead-slayer is now ready to begin
adventuring.
After a few successful adventures,
Russell’s stingy DM, Erick, awards
the undead-slayer 600 XP. Russell
determines that his charactershould have the ability to track, so
he purchases the ranger classspecial of the same name (100 XP).
He notes that this does not change
the undead-slayer’s character level
since track is available to 1st level
characters. With 500 XP left tospend, Russell decides to raise his
character’s base attack bonus from
+1 to +2. This costs 300 XP andmakes his character a 2nd level
character (according to Table 2).
With 200 XP left to spend, Russell
buys another class level in clericwhich costs 25 XP. He also buys
another class level of paladin for thesame price (25 XP). Buying hit
points is always a good idea, so hespends the remaining 150 XP to getan additional six hit points.
Of course, Russell could have spent
the 600 XP many different ways.
He could have put it all into thebase attack bonus, buying two more
+1 bonuses, making it +3. This
would have made his character 3rdlevel. He could have put all of thatexperience into his character’s
Fortitude save, making it +5. This
would have made his character 6th

level. The most extreme example
would be to raise a skill from zeroranks to 23 ranks. This would only
cost 575 XP, but would make thecharacter 20th level. All of thesecharacter level increases would
reduce the amount of experience
points that the undead-slayer
receives for overcoming encounters
since XP awards are based on thecharacter’s determined level. If thecharacter was advanced to 20thlevel by raising a skill to 23 ranks, itwould be very difficult for thatcharacter to earn experience forfighting creatures that he canhandle. He would be considered a
20th level character even as hefought skeletons and zombies. He
would receive no experience forthese creatures. But he would not
be able to take on creatures withchallenge ratings of 17, 18, or 19.
Balanced advancement is necessary
for a character to be able tocontinue advancing. Players canspend experience points as they see
fit, but DM’s should monitor thisprocess to ensure that characters
are not made unplayable throughpoor advancement choices.
Russell was wise to show restraint,
and now that his character is 2ndlevel, he will receive a little lessexperience points for fighting thesame foes. However, because hehas increased the values of his traits
only slightly, he will also be better
able to overcome obstacles andsuccessfully resolve encounters.
Under the default experience award
system in this ruleset, earning 600
XP would come after eight evenlymatched encounters.

17

18

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

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

ANIMAL COMPANION
Prerequisites: None.

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

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

Druid and Ranger

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

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

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

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

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

Bard

and

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

19

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

attempt still counts against his daily
limit.

FASCINATE

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

COUNTERSONG

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

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

BARDIC MUSIC
Prerequisites: None.
Ability Type: Natural.
Class Levels: Bard.
Description: Once per day perbard class level, the character canuse his song or poetics to produce
magical effects on those aroundhim (usually including himself, if
desired). While these abilities fallunder the category of bardic music
and the descriptions discuss singing
or playing instruments, they can all
be activated by reciting poetry,chanting, singing lyrical songs,
singing melodies, whistling, playing
an instrument, or playing an
instrument in combination withsome spoken performance. Eachability requires both a minimum
bard class level and a minimum
number of ranks in the Performskill as prerequisites.
Starting a bardic music effect is astandard action. Some bardic music
abilities require concentration,
which means the character musttake a standard action each roundto maintain the ability. Even while
using bardic music that doesn’t
require concentration, the charactercannot cast spells, activate magic
items by spell completion (such as
scrolls), spell trigger (such as
wands), or command word. Just as
for casting a spell with a verbal
component, a deaf character has a
20% chance to fail when attempting
to use bardic music. If he fails, the20

Prerequisites:
Bardic Music
special ability, 3 or more skill ranks
in Perform.
Ability Type: Supernatural.
Class Levels: Bard.
Description: The character canuse his music or poetics to countermagical effects that depend on
sound (but not spells that simply
have verbal components). Eachround of the countersong, he makesa Perform check. Any creature
within 30 feet of the character(including the character himself)that is affected by a sonic or
language-dependent magical attack
may use the character’s Perform
check result in place of its saving
throw if, after the saving throw isrolled, the Perform check result
proves to be higher. If a creature
within range of the countersong isalready under the effect of anoninstantaneoussonicorlanguage-dependent magical attack,it gains another saving throw
against the effect each round it
hears the countersong, but it must
use the bard’s Perform check result
for the save. Countersong has noeffect against effects that don’tallow saves. The character may keep
up the countersong for 10 rounds.

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

Class Levels: None.

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

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

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

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

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

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

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

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

FLURRY OF BLOWS I

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

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

Prerequisites: None.

Ability Type: Supernatural.

Ability Type: Natural.

Class Levels: Bard.

Class Levels: None.

Description: The character canuse song or poetics to inspire
courage in his allies (including
himself), bolstering them against
fear and improving their combat
abilities. To be affected, an allymust be able to hear the charactersing. The effect lasts for as long as
the ally hears the character sing andfor 5 rounds thereafter. An affected
ally receives a +1 morale bonus on
saving throws against charm andfear effects and a +1 morale bonus
on attack and weapon damage rolls.
At 8th bard class level, and every six
bard class levels thereafter, thisbonus increases by 1 (+2 at 8th, +3
at 14th, and +4 at 20th). Inspire
courage is a mind-affecting ability.

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

INTUITIVE DEFENSE I
Prerequisites: None.
Ability Type: Extraordinary.
Class Levels: None.
Description:
When unarmoredand unencumbered, the character
adds her Wisdom bonus (if any) to
her AC.

21

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

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

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

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

RAGE I
Prerequisites:alignment.

Non-lawful

Ability Type: Extraordinary.

22

Class Levels: None.
Description: The character can fly
into a rage one time per day. In arage, the character temporarily
gains a +4 bonus to Strength, a +4
bonus to Constitution, and a +2
morale bonus on Will saves, but hetakes a -2 penalty to Armor Class.
The increase in Constitution
increases the character’s hit points
by 2 points per level, but these hit
points go away at the end of therage when his Constitution score
drops back to normal. (These extra
hit points are not lost first the way
temporary hit points are.) Whileraging, a character cannot use any
Charisma-,
Dexterity-,orIntelligence-based skills (except for
Balance, Escape Artist, Intimidate,and Ride), the Concentration skill,or any abilities that require patience
or concentration, nor can he castspells or activate magic items that
require a command word, a spell
trigger (such as a wand), or spellcompletion (such as a scroll) tofunction. He can use any feat he has
except Combat Expertise, item
creation feats, and metamagic feats.
A fit of rage lasts for a number ofrounds equal to 3 + the character’s(newly improved) Constitution
modifier.
A
charactermayprematurely end his rage. At theend of the rage, the character loses
the rage modifiers and restrictions
and becomes fatigued (-2 penalty toStrength, -2 penalty to Dexterity,
can’t charge or run) for the durationof the current encounter. Enteringa rage takes no time itself, but acharacter can do it only during his
action, not in response to someone
else’s action.

REBUKE UNDEAD
Prerequisites:
Non-goodalignment, cannot have Turn
Undead special ability.
Ability Type: Supernatural.
Class Levels: Cleric.

Description: The character has
the power to affect undead
creatures by channeling the powerof his faith through his unholy
symbol (see Turn or Rebuke
Undead in the System Reference
Document).
The character may attempt torebuke undead a number of times
per day equal to 3 + his Charisma
modifier. A character with 5 ormore ranks in Knowledge (religion)
gets a +2 bonus on rebuke checks
against undead.

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

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

SMITE GOOD I
Prerequisites: Aura of Alignment(evil).
Ability Type: Supernatural.
Class Levels: Paladin.
Description: Once per day, thecharacter may attempt to smite
good with one normal melee attack.
She adds her Charisma bonus (ifany) to her attack roll and deals 1
extra point of damage per paladinclass level. If the character
accidentally smites a creature thatis not good, the smite has no effect,
but the ability is still used up forthat day.

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

SNEAK ATTACK I
Prerequisites: None.
Ability Type: Natural.
Class Levels: None.
Description:
The character’s
attack deals 1d6 extra damage any
time her target would be denied a
Dexterity bonus to AC (whether thetarget actually has a Dexterity
bonus or not), or when the rogue
flanks her target.
Should thecharacter score a critical hit with asneak attack, this extra damage is
not multiplied.
Ranged attacks can count as sneak
attacks only if the target is within
30 feet.
With a sap (blackjack) or an
unarmed strike, the character canmake a sneak attack that deals
nonlethal damage instead of lethal
damage. She cannot use a weaponthat deals lethal damage to deal
nonlethal damage in a sneak attack,not even with the usual -4 penalty.
The character can sneak attack only
living creatures with discernible
anatomies—undead,constructs,
oozes, plants, and incorporeal
creatures lack vital areas to attack.
Any creature that is immune tocritical hits is not vulnerable tosneak attacks. The character must
be able to see the target wellenough to pick out a vital spot andmust be able to reach such a spot. A
character cannot sneak attack while
strikingacreature
withconcealment or striking the limbs ofa creature whose vitals are beyond
reach.

SUMMON FAMILIAR
Prerequisites:
arcane spells.

Ability to castAbility Type: Spell-Like.
Class Levels: Sorcerer and Wizard.
Description: The character canobtain a familiar. Doing so takes 24hours and uses up magical materials
that cost 100 gp. A familiar is a
magical beast that resembles asmall animal and is unusually toughand intelligent. The creature serves
as a companion and servant.
The character chooses the kind offamiliar he gets. As the character
gains sorcerer and wizard classlevels, his familiar also increases in
power.
If the familiar dies or is dismissedby the character, the character must

attempt a DC 15 Fortitude saving
throw. Failure means he loses 200
experience points for every sorcerer
and wizard class level; successreduces the loss to one-half thatamount. However, a character’s
experience point total can never go
below zero as the result of afamiliar’s demise or dismissal. A
slain or dismissed familiar cannot
be replaced for a year and day. A
slain familiar can be raised from thedead just as a character can be, andit does not lose a level or a
Constitution point when this happy
event occurs.

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

TRAPFINDING
Prerequisites: None.
Ability Type: Natural.
Class Levels: None.
Description: The character canuse the Search skill to locate traps
when the task has a Difficulty Classhigher than 20.
Finding a nonmagical trap has a DCof at least 20, or higher if it is wellhidden. Finding a magic trap has a
DC of 25 + the level of the spell used
to create it.
The character can use the Disable
Device skill to disarm magic traps.
A magic trap generally has a DC of
25 + the level of the spell used tocreate it.
A character who beats a trap’s DC
by 10 or more with a Disable Device
check can study a trap, figure out

23how it works, and bypass it (withher party) without disarming it.

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

choice to deal lethal or nonlethal
damage while grappling.
The character’s unarmed strike istreated both as a manufactured
weapon and a natural weapon forthe purpose of spells and effects
that enhance or improve either
manufactured weapons or natural
weapons.
A character also deals more damage
with her unarmed strikes than anormal person would. A small
character deals 1d4 damage, amedium character deals 1d6
damage, and a large character deals
1d8.

WILD EMPATHY
The character may attempt to turnundead a number of times per day
equal to 3 + his Charisma modifier.
A character with 5 or more ranks in
Knowledge (religion) gets a +2
bonus on turning checks against
undead.

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

24

Prerequisites: None.

WIZARDRY I
Prerequisites:
arcane spells.

Ability to castAbility Type: Natural.
Class Levels: None.
Description: The character gains
Scribe Scroll as a bonus feat. This
does not count as a base feat for the
purposes of level determination.

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

COMBAT STYLE: ARCHERY

Ability Type: Extraordinary.

Prerequisites: Character Level 1.

Class Levels: Druid and Ranger.

Ability Type: Extraordinary.

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

Class Levels: None.

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

Description:
The character istreated as having the Rapid Shot
feat, even if he does not have thenormal prerequisites for that feat.
This feat does not count as a basefeat for the purposes of level
determination. The benefits of thecharacter’s style apply only when hewears light or no armor. He loses all
benefits of his combat style when
wearing medium or heavy armor.

COMBAT STYLE: TWOWEAPON
Prerequisites: Character Level 1.
Ability Type: Extraordinary.
Class Levels: None.
Description:
The character istreated as having the Two-Weapon
Fighting feat, even if he does nothave the normal prerequisites forthat feat. This feat does not countas a base feat for the purposes oflevel determination. The benefits of

the character’s style apply only
when he wears light or no armor.
He loses all benefits of his combatstyle when wearing medium or
heavy armor.

DEADLY TOUCH
Prerequisites: Character Level 1,
Cha 12, Aura of Alignment (Evil).

Description: The character can
avoid even magical and unusual
attacks with great agility. If thecharacter makes a successful Reflex
saving throw against an attack that
normally deals half damage on a
successful save, she instead takes nodamage. Evasion can be used only if
the character is wearing light armor
or no armor. A helpless character
does not gain the benefit of evasion.

Ability Type: Supernatural.

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

DIVINE GRACE

Prerequisites: Character Level 1,Fighting Mastery I.

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

Prerequisites: Character Level 1,
Cha 12, Aura of Alignment (Good).

Class Levels: None.

Description: The character canheal wounds (her own or those ofothers) by touch. Each day she canheal a total number of hit points ofdamage equal to her paladin classlevel × her Charisma bonus. The
character may choose to divide herhealing among multiple recipients,and she doesn’t have to use it all at
once. Using lay on hands is astandard action.

Class Levels: None.

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

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

Class Levels: Paladin.

Ability Type: Extraordinary.

Ability Type: Natural.

LAY ON HANDS

Ability Type: Supernatural.

Prerequisites: Character Level 1.

Prerequisites: Character Level 1,
any Martial Arts I special ability.

Class Levels: None.

Ability Type: Supernatural.

EVASIONMARTIAL ARTS II: COMBATREFLEXES

Ability Type: Natural.

Prerequisites: Character Level 1,
Aura of Alignment (Any).

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

requires a successful melee touchattack and doesn’t provoke anattack of opportunity. The character
decides how many of her daily
allotment of points to use as
damage after successfully touchingan undead creature.

Alternatively, the character can use
any or all of this healing power todeal damage to undead creatures.
Using lay on hands in this way

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

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

25

WOODLAND STRIDE
Prerequisites: Character Level 1.
Ability Type: Extraordinary.
Class Levels: None.
Description: The character may
move through any sort ofundergrowth (such as natural
thorns, briars, overgrown areas, andsimilar terrain) at her normal speed
and without taking damage orsuffering any other impairment.
However, thorns, briars, andovergrown areas that have beenmagically manipulated to impede
motion still affect her.

Description:
The character isimmune to fear (magical orotherwise). Each ally within 10 feetof her gains a +4 morale bonus on
saving throws against fear effects.
This ability functions while thecharacter is conscious, but not if
she is unconscious or dead.

AURA OF DEBILITATION

Each ally within 10 feet of him gains
a +4 morale bonus on saving throws
against compulsion effects.
This ability functions while thecharacter is conscious, but not if
she is unconscious or dead.

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

Prerequisites: Character Level 2,
chaotic evil alignment.

Ability Type: Extraordinary.

Ability Type: Supernatural.

Class Levels: None.

Class Levels: None.

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

Description:
The character
radiates a malign aura that causes
enemies within 10 feet of her to takea -1 penalty to Armor Class.
This ability functions while thecharacter is conscious, but not if
she is unconscious or dead.

ENDURANCE
Prerequisites: Character Level 2.
Ability Type: Natural.
Class Levels: None.

AURA OF DESPAIR
Prerequisites: Character Level 2,
lawful evil alignment.

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

Ability Type: Supernatural.
Class Levels: None.

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

Description:
The character
radiates a malign aura that causes
enemies within 10 feet of him totake a -2 penalty on all saving
throws.
This ability functions while thecharacter is conscious, but not if
she is unconscious or dead.

AURA OF RESOLVEAURA OF COURAGE
Prerequisites: Character Level 2,
lawful good alignment.
Ability Type: Supernatural.
Class Levels: None.

26

Prerequisites: Character Level 2,
chaotic good, alignment.

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

Ability Type: Supernatural.
Class Levels: None.
Description:
The character isimmune to compulsion effects.

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

Description: The character leaves
no trail in natural surroundings andcannot be tracked. She may choose
to leave a trail if so desired.

with ki. Her unarmed attacks aretreated as magic weapons for the
purpose of dealing damage tocreatures with damage reduction.

TRAP SENSE I

RAGE II

Prerequisites: Character Level 2.

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

SPEED BONUS I
Ability Type: Extraordinary.
Prerequisites: Character Level 2.
Ability Type: Extraordinary.
Class Levels: None.
Description: The character gains
an enhancement bonus to her speedof +10 ft. If the character is in armor
or carrying a medium or heavy load,
she loses this extra speed.

SNEAK ATTACK IIPrerequisites: Character Level 2,
Sneak Attack I.

Ability Type: Extraordinary.
Class Levels: None.
Class Levels: None.
Description: The character gains a+1 bonus on Reflex saves made to
avoid traps and a +1 dodge bonus toAC against attacks made by traps.

4TH-LEVEL SPECIALABILITIESAll 4th-Level Special Abilities have“Character
Level
3”
as
a
prerequisite.

Ability Type: Natural.

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

STILL MIND
Prerequisites: Character Level 2.
Ability Type: Extraordinary.
Class Levels: None.
Description: The character gains a+2 bonus on saving throws against
spells and effects from the school ofenchantment.

Prerequisites: Character Level 3,Fighting Mastery II.
Ability Type: Natural.
Class Levels: None.
Description: The character gains abonus combat-oriented feat. This
bonus feat must be drawn from thefeats noted as fighter bonus feats in
the System Reference Document.
The character must still meet all
prerequisites for a bonus feat,including ability score and baseattack bonus minimums. This featdoes not count as a base feat for the
purposes of level determination.

KI STRIKE: MAGICTRACKLESS STEPRESIST NATURE’S LURE
Prerequisites: Character Level 3,
Nature Sense.
Ability Type: Extraordinary.
Class Levels: None.

FIGHTING MASTERY III
Class Levels: None.

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

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

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

UNARMED STRIKE II

Prerequisites: Character Level 3.

Prerequisites: Character Level 3,
Unarmed Strike I.

Prerequisites: Character Level 2,
Woodland Stride.

Ability Type: Supernatural.

Ability Type: Natural.

Ability Type: Extraordinary.

Class Levels: None.

Class Levels: None.

Class Levels: None.

Description:
The character’s
unarmed attacks are empowered

Description:
The character’s
unarmedstrikesincreasein27

damage. A small character now
deals 1d6 damage with unarmed
strikes, a medium character 1d8
damage, and a large character 2d6
damage.

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

FAVORED ENEMY II
Prerequisites: Character Level 4,
Favored Enemy I.

IMPROVED UNCANNYDODGESMITE CHAOS II

Prerequisites: Character Level 4,
Uncanny Dodge.
Ability Type: Extraordinary.
Class Levels:
Rogue.

Barbarian

Prerequisites: Character Level 4,
Smite Chaos I.
Ability Type: Supernatural.
Class Levels: Paladin.

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

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

SMITE EVIL II
Prerequisites: Character Level 4,
Smite Evil I.
Ability Type: Supernatural.

Ability Type: Extraordinary.

INTUITIVE DEFENSE IIClass Levels: Paladin.

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

Prerequisites: Character Level 4,Intuitive Defense I.
Ability Type: Extraordinary.
Class Levels: None.
Description:
When unarmoredand unencumbered, the character
gains a +1 bonus to AC.
This bonus to AC apply evenagainst touch attacks or when thecharacter is flat-footed. She loses
this bonus when she is immobilized
or helpless, when she wears any
armor, when she carries a shield, orwhen she carries a medium or
heavy load.

PURITY OF BODY
FLURRY OF BLOWS II
Prerequisites: Character Level 3,
Flurry of Blows I.

Prerequisites: Character Level 4,
Still Mind.
Ability Type: Extraordinary.

Ability Type: Natural.
Class Levels: None.
Class Levels: None.
Description:
The character’s
Flurry of Blows attack penalty
lessens from -2 to -1.

28

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

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

SMITE GOOD IIPrerequisites: Character Level 4,
Smite Good I.
Ability Type: Supernatural.
Class Levels: Paladin.
Description: The character may
now smite good two times per day(instead of only once per day).

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

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

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

SPECIAL MOUNTWILD SHAPE I

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

Prerequisites: Character Level 4.

Prerequisites: Character Level 4,
Wizardry I.

Ability Type: Supernatural.

Ability Type: Natural.

Class Levels: Druid.

Class Levels: None.

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

Description: The character gains abonus feat. She can choose ametamagic feat, an item creation
feat, or Spell Mastery. The charactermust still meet all prerequisites fora bonus feat, including caster level
minimums. This feat does not countas a base feat for the purposes oflevel determination.

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

6TH-LEVEL SPECIALABILITIESSNEAK ATTACK III
Prerequisites: Character Level 4,
Sneak Attack II.
Ability Type: Natural.
Class Levels: None.

make, but she can communicate
normally with other animals of thesame general grouping as her new
form. (The normal sound a wild
parrot makes is a squawk, sochanging to this form does not
permit speech.)
The new form’s Hit Dice can’t
exceed the character’s druid classlevel.

WIZARDRY II

Ability Type: Spell-Like.
Class Levels: Paladin.
Description: The character gains
the service of an unusually
intelligent, strong, and loyal steed
to serve her in her crusade against
evil (or goodness, law, or chaos).
This mount is usually a heavy
warhorse (for a Medium character)or a warpony (for a Small
character).
Once per day, as a full-roundaction, the character may magically
call
her
mount
from
the
otherworldly realms in which it
resides. This ability is theequivalent of a spell of a level equal
to one-third the character’s paladinclass level. The mount immediately
appears adjacent to the characterand remains for 2 hours per paladinclass level; it may be dismissed at
any time as a free action. The
mount is the same creature eachtime it is summoned, though thecharacter may release a particularmount from service.
Each time the mount is called, it
appears in full health, regardless ofany damage it may have taken
previously. The mount also appears
wearing or carrying any gear it had
when it was last dismissed. Calling amount is a conjuration (calling)effect.

The form chosen must be that of ananimal the character is familiar
with.
The character loses her ability to
speak while in animal form because
she is limited to the sounds that anormal, untrained animal can

All 6th-Level Special Abilities have“Character
Level
5”
as
a
prerequisite.

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

29

CAUSE DISEASE I
Prerequisites: Character Level 5,
Aura of Alignment (Evil).
Ability Type: Spell-Like.

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

Class Levels: None.
Description: The character can
inflict disease with her touch (as thecontagion spell), once per week.

Prerequisites: Character Level 5,Fighting Mastery III.

DEATH ATTACK

Ability Type: Natural.

Prerequisites: Character Level 5,
evil alignment, Disguise 4 ranks,
Hide 8 ranks, Move Silently 8 ranks,
the character must kill someone forno other reason than to become anassassin.

Class Levels: None.

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

30

FIGHTING MASTERY IV

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

IMPROVED COMBAT STYLE:
ARCHERY
Prerequisites: Character Level 5,
Combat Style: Archery.

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

MARTIAL ARTS III:
IMPROVED DISARM
Prerequisites: Character Level 5,
any Martial Arts II special ability.
Ability Type: Natural.
Class Levels: None.
Description: The character gains
Improved Disarm as a bonus feat.
This does not count as a base featforthepurposesoflevel
determination.

MARTIAL ARTS III:
IMPROVED TRIP

Ability Type: Extraordinary.
Class Levels: None.
Description:
The character istreated as having the Manyshot
feat, even if he does not have thenormal prerequisites for that feat.
This feat does not count as a basefeat for the purposes of level
determination. The benefits of 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:
TWO-WEAPON
Prerequisites: Character Level 5,
Combat Style: Two-Weapon.

Prerequisites: Character Level 5,
any Martial Arts II special ability.
Ability Type: Natural.
Class Levels: None.
Description: The character gains
Improved Trip as a bonus feat. This
does not count as a base feat for the
purposes of level determination.

POISON USE
Prerequisites: Character Level 5,
evil alignment, Hide 5 ranks.
Ability Type: Natural.
Class Levels: None.

Description:
The character istrained in the use of poison and cannever risk accidentally poisoning
himself when applying poison to a
blade.

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

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

SLOW FALL II
Prerequisites: Character Level 5,
Slow Fall I.
Ability Type: Extraordinary.
Class Levels: None.
Description: If the character iswithin arm’s reach of a wall, she canuse it to slow her descent. Whenfalling, she takes damage as if thefall were 30 feet shorter than it
actually is. This distance replaces
the distance gained from Slow Fall
I.

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

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

TERRAIN MASTERY I
Prerequisites: Character Level 5,
Knowledge (geography) 8 ranks,
Endurance feat.
Ability Type: Natural.

SPEED BONUS IIClass Levels: None.
Prerequisites: Character Level 5,
Speed Bonus I.
Ability Type: Extraordinary.

Description: Choose one terrain
type found below under Terrain
Mastery Benefits. Terrain masterygives the character a bonus onchecks involving a skill useful inthat terrain, or some otherappropriate benefit. The character
also knows how to fight dangerous
creatures typically found in thatterrain, gaining a +1 insight bonus
on attack rolls and damage rolls
against creatures with that terrain
mentioned in the Environment
entry of their descriptions. The
character only gains the bonus if
the creature description specificallylists the terrain type.
Characters take their terrain
mastery with them wherever theygo. They retain their terrain
mastery bonuses on skill checks,
attack rolls, and damage rolls
whether they’re actually in therelevant terrain or not.
Terrain Mastery Benefits
Aquatic
You gain a +4 competence bonus on
Swim checks, or a +10-foot bonus toyour swim speed if you have one.
You gain a +1 insight bonus on
attack and damage rolls against
aquatic creatures.
Desert
You resist effects that tire you. You
are immune to fatigue, andanything that would cause you to
become exhausted makes you
fatigued instead. You gain a +1
insight bonus on attack and damage
rolls against desert creatures.
ForestYou have a +4 competence bonus
on Hide checks. You gain a +1
insight bonus on attack and damage
rolls against forest creatures.
Hills
You gain a +4 competence bonus on
Listen checks. You gain a +1 insightbonus on attack and damage rolls
against hills creatures.

31Marsh
You have a +4 competence bonus
on Move Silently checks. You gain a+1 insight bonus on attack anddamagerolls
againstmarsh
creatures.
Mountains
You gain a +4 competence bonus on
Climb checks, or a +10-foot bonus
to your climb speed if you have one.
You gain a +1 insight bonus on
attack and damage rolls against
mountain creatures.
Plains32

TRAP SENSE II
Prerequisites: Character Level 5,
Trap Sense I.
Ability Type: Extraordinary.
Class Levels: None.
Description: The character now
has a +2 bonus on Reflex saves
made to avoid traps and a +2 dodge
bonus to AC against attacks madeby traps. This bonus replaces thebonus gained from Trap Sense I.

WILD SHAPE II

You have a +4 competence bonus
on Spot checks. You gain a +1
insight bonus on attack and damage
rolls against plains creatures.

Prerequisites: Character Level 5,
Wild Shape I.

Underground

Class Levels: Druid.

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

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

Ability Type: Supernatural.

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

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

POISON RESISTANCE I
Prerequisites: Character Level 6,
Poison Use.
Ability Type: Natural.
Class Levels: None.

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

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

bonus +7, Dodge feat, Endurance
feat, Toughness feat.
Ability Type: Natural.

SNEAK ATTACK IV
Prerequisites: Character Level 6,
Sneak Attack III.
Ability Type: Natural.

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

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

TERRAIN MASTERY IICANNY DEFENSE
Prerequisites: Character Level 7,
Base Attack Bonus +6, Perform 3
ranks, Tumble 5 ranks, Dodge feat,Mobility feat, and Weapon Finessefeat.

Prerequisites: Character Level 6,
Terrain Mastery I.

Ability Type: Extraordinary.

Ability Type: Natural.

Class Levels: Duelist.

Class Levels: None.

WHOLENESS OF BODY

Description: When not wearing
armor or using a shield, thecharacter
adds
1
point
of
Intelligence bonus (if any) per
duelist class level to her Dexterity
bonus to modify Armor Class while
wielding a melee weapon. If thecharacter is caught flat-footed orotherwise denied her Dexterity
bonus, she also loses this bonus.

Prerequisites: Character Level 6,
Purity of Body.

DEFENDER AC BONUS I

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

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

Prerequisites: Character Level 7,
dwarf, lawful alignment, base attack
bonus +7, Dodge feat, Endurance
feat, Toughness feat.

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

Ability Type: Extraordinary.
Class Levels: None.

WILD SHAPE III

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

Prerequisites: Character Level 6,
Wild Shape II.

DEFENSIVE STANCE I

Ability Type: Supernatural.

Class Levels: None.

Prerequisites: Character Level 7,
dwarf, lawful alignment, base attack

Class Levels: Druid.

33

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

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

observed. As long as she is within 10
feet of some sort of shadow, thecharacter can hide herself fromview in the open without anything
to actually hide behind. She cannot,
however, hide in her own shadow.

IMPROVED ALLY
Prerequisites: Character Level 7,
Spell Focus (conjuration), ability tocast lesser planar ally.
Ability Type: Natural.
Class Levels: None.
Description: When the charactercasts a planar ally spell (including
the lesser and greater versions), hemakes a Diplomacy check toconvince the creature to aid him fora reduced payment. If thecharacter’s Diplomacy check adjusts
the creature’s attitude to helpful thecreature will work for 50% of thestandard fee, as long as the task is
one that is not against its nature.
The character’s improved ally classfeature only works when the planar
ally shares at least one aspect ofalignment with the thaumaturgist.
The character can have only one
such ally at a time, but he may
bargain for tasks from other planar
allies normally.

INSPIRE COURAGE II
Prerequisites: Character Level 7,
Inspire Courage I.

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

TABLE 10: LOREMASTER
SECRETS
Level +
Int
Modifier
1

2
3

4

5

Ability Type: Supernatural.

HIDE IN PLAIN SHADOW
Prerequisites: Character Level 7,
Move Silently 8 ranks, Hide 10
ranks, Combat Reflexes feat, Dodge
feat, Mobility feat.
Ability Type: Supernatural.
Class Levels: None.
Description: The character canuse the Hide skill even while being

34

6

Class Levels: None.
Description:
The character’s
Inspire Courage increase by 1 and is
now +2. See Inspire Courage I for
details.

78910SecretInstant
mastery

SecrethealthSecrets of
innerstrength
The lore oftruestamina
Secretknowledgeof
avoidance
Weapontrick
Dodge trick
Applicableknowledge
NewfoundarcanaMorenewfoundarcanaEffect4 ranks of askill inwhich thecharacterhas no ranks+3 hit points+2 bonus on
Will saves+2 bonus on
Fortitudesaves+2 bonus on
Reflex saves+1 bonus on
attack rolls+1 dodgebonus to AC
Any feat1 bonus 1stlevel spell
1 bonus 2ndlevel spell

RAGE IIISWIFT TRACKER

UNARMED STRIKE III

Prerequisites: Character Level 7,
non-lawful alignment, Rage II.

Prerequisites: Character Level 7,
Track special ability or Track feat.

Prerequisites: Character Level 7,
Unarmed Strike II.

Ability Type: Extraordinary.

Ability Type: Extraordinary.

Ability Type: Natural.

Class Levels: None.

Class Levels: None.

Class Levels: None.

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

Description: The character canmove at his normal speed while
following tracks without taking thenormal -5 penalty. He takes only a 10 penalty (instead of the normal 20) when moving at up to twice
normal speed while tracking.

Description:
The character’s
unarmedstrikesincreaseindamage. A small character now
deals 1d8 damage with unarmed
strikes, a medium character 1d10
damage, and a large character 2d8
damage.

TERRAIN MASTERY III

WILD SHAPE: LARGE

Prerequisites: Character Level 7,
Terrain Mastery II.

Prerequisites: Character Level 7,
Wild Shape III.

Ability Type: Natural.

Ability Type: Supernatural.

Class Levels: None.

Class Levels: Druid.

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

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

SLOW FALL III
Prerequisites: Character Level 7,
Slow Fall II.
Ability Type: Extraordinary.
Class Levels: None.
Description: If the character iswithin arm’s reach of a wall, she canuse it to slow her descent. Whenfalling, she takes damage as if thefall were 40 feet shorter than it
actually is. This distance replaces
the distance gained from Slow FallII.

35

9TH-LEVEL SPECIALABILITIESAUGMENT SUMMONING
Prerequisites: Character Level 8,
Improved Ally.
Ability Type: Natural.
Class Levels: None.
Description: The character gains
the Augment Summoning feat. Thisfeat does not count as a base featforthepurposesoflevel
determination.

DARKVISIONIMPROVED EVASION

Prerequisites: Character Level 8,
Hide in Plain Shadow.

Prerequisites: Character Level 8,
Evasion.

Ability Type: Supernatural.

Ability Type: Extraordinary.

Class Levels: None.

Class Levels: None.

Description: The character cansee in the dark as though she werepermanently under the effect of a
darkvision spell.

Description:
The character’sevasion ability improves. She stilltakes no damage on a successful
Reflex saving throw against attacks,
but henceforth she takes only half
damage on a failed save. A helplesscharacter does not gain the benefit
of improved evasion.

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

IMPROVED REACTION IBESTOW CURSE II

Ability Type: Natural.

Prerequisites: Character Level 8,
Aura of Alignment (Chaos), Bestow
Curse I.

Class Levels: None.

Ability Type: Spell-Like.
Class Levels: None.
Description: The character can
produce a bestow curse effect, twice
per week (instead of once perweek).

CAUSE DISEASE II

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

IMBUE ARROW
Prerequisites: Character Level 8,
Enhance Arrow I.
Ability Type: Spell-Like.
Class Levels: None.

Prerequisites: Character Level 8,
Aura of Alignment (Evil), Cause
Disease I.
Ability Type: Spell-Like.
Class Levels: None.
Description: The character can
inflict disease with her touch (as thecontagion spell), twice per week
(instead of once per week).

36

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

Prerequisites: Character Level 8,
Canny Defense.
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 Initiativefeat.

INSPIRE GREATNESSPrerequisites: Character Level 8,
Suggestion, 12 or more ranks in
Perform.
Ability Type: Supernatural.
Class Levels: Bard.
Description: The character canuse music or poetics to inspire
greatness in himself or a single
willing ally within 30 feet, granting
him or her extra fighting capability.
For every three bard class levels thebard attains beyond 9th, he cantarget one additional ally with asingle use of this ability (two at 12th
level, three at 15th, four at 18th). To
inspire greatness, the charactermust sing and an ally must hear
him sing. The effect lasts for as longas the ally hears the character singand for 5 rounds thereafter. Acreature inspired with greatness
gains 2 bonus Hit Dice (d10s), thecommensurate
numberoftemporary hit points (apply thetarget’s Constitution modifier, ifany, to these bonus Hit Dice), a +2
competence bonus on attack rolls,
and a +1 competence bonus on
Fortitude saves. The bonus Hit Dicecount as regular Hit Dice fordetermining the effect of spells thatare Hit Dice dependant. Inspire
greatness is a mind-affecting ability.

POISON RESISTANCE II
Prerequisites: Character Level 8,
Poison Use, Poison Resistance I.
Ability Type: Natural.
Class Levels: None.
Description: The character gains a+2 natural saving throw bonus to all
poisons. This bonus replaces thebonus granted by Poison ResistanceI.

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

and only if he has at least 1 rank inthe skill being used.

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

REMOVE DISEASE II
Prerequisites: Character Level 8,
Aura of Alignment (Good), Remove
Disease I.
Ability Type: Spell-Like.
Class Levels: None.
Description: The character can
produce a remove disease effect, as
the spell, twice per week (instead of
only once per week).

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

speed of +30 ft. This replaces theenhancement bonus granted by
Speed Bonus II. If the character is inarmor or carrying a medium or
heavy load, she loses this extra
speed.

TERRAIN MASTERY IV
Prerequisites: Character Level 8,
Terrain Mastery III.
Ability Type: Natural.
Class Levels: None.
Description:
Choose anotherterrain type found under Terrain
Mastery I. You gain the benefits of
Terrain Mastery I for that terrain
type as well.

TRAP SENSE III
Prerequisites: Character Level 8,
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 AC against attacks madeby traps. This bonus replaces thebonus gained from Trap Sense II.

Ability Type: Natural.

VENOM IMMUNITY

Ability Type: Natural.

Class Levels: None.

Class Levels: None.

Description: The character’s sneak
attack now deals 5d6 extra damage(instead of 4d6).

Prerequisites: Character Level 8,
Wild Shape: Large.

Description: The character canperform one of the following skills
at a range of 30 feet: Disable Device,Open Lock, or Sleight of Hand.
Working at a distance increases thenormal skill check DC by 5, and thecharacter cannot take 10 on thischeck.
Any
objecttobemanipulated must weigh 5 pounds
or less.

Ability Type: Extraordinary.
Class Levels: None.

SPEED BONUS III
Prerequisites: Character Level 8,
Speed Bonus II.

Description: The character gains
immunity to all poisons.

Ability Type: Extraordinary.
Class Levels: None.

He can make only one ranged
legerdemain skill check each day,Description: The character now
has an enhancement bonus to her

37

10TH-LEVEL SPECIALABILITIESDAMAGE REDUCTION II
Prerequisites: Character Level 9,
Damage Reduction I.
Ability Type: Extraordinary.
Class Levels: None.
Description:
The character’sdamage reduction rises by 1 point,
for a new total of 2. Subtract 2 fromthe damage the character takes
each time he is dealt damage from aweapon or a natural attack.

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

Description: All spells from thesummoning subschool that thecharacter casts have their durations
doubled, as if the Extend Spell feathad been applied to them. The
levels of the summoning spells
don’t change, however. This ability
stacks with the effect of the Extend
Spell feat, which does change thespell’s level.

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

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

EXTEND SUMMONING
Prerequisites: Character Level 9,
Improved
Ally,
Augment
Summoning.
Ability Type: Natural.
Class Levels: None.

38

Prerequisites: Character Level 9,Fighting Mastery V.
Ability Type: Natural.
Class Levels: None.
Description: The character gains abonus combat-oriented feat. This
bonus feat must be drawn from thefeats noted as fighter bonus feats in
the System Reference Document.
The character must still meet all
prerequisites for a bonus feat,including ability score and baseattack bonus minimums. This featdoes not count as a base feat for the
purposes of level determination.

INTUITIVE DEFENSE III
Prerequisites: Character Level 9,Intuitive Defense II.
Ability Type: Extraordinary.

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

ENHANCE ARROW IIFIGHTING MASTERY VI

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

Class Levels: None.
Description:
When unarmoredand unencumbered, the character
gains a +2 bonus to AC. This bonus
replaces the bonus to AC granted by
Intuitive Defense II.
This bonus to AC apply evenagainst touch attacks or when thecharacter is flat-footed. She loses
this bonus when she is immobilized
or helpless, when she wears any
armor, when she carries a shield, orwhen she carries a medium or
heavy load.

KI STRIKE: LAWFUL
Prerequisites: Character Level 9,
lawful alignment, Ki Strike: Magic.
Ability Type: Supernatural.
Class Levels: None.
Description:
The character’s
unarmed attacks are empoweredwith ki. Her unarmed attacks aretreated as magic weapons andlawful weapons for the purpose of
dealing damage to creatures withdamage reduction.

LOREMASTER SECRET II
Prerequisites: Character Level 9,
Loremaster Secret I.
Ability Type: Natural.
Class Levels: Loremaster.

takes full damage. She must beaware of the attack and able to react
to it in order to execute her
defensive roll—if she is denied her
Dexterity bonus to AC, she can’t use
this ability. Since this effect would
not normally allow a character tomake a Reflex save for half damage,the character’s evasion ability does
not apply to the defensive roll.
Improved Evasion (Ex)Prerequisites: Character Level 9.

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

Ability Type: Varies (See Below).

Opportunist (Ex)Class Levels: None.

Once per round, the character canmake an attack of opportunity
against an opponent who has justbeen struck for damage in melee byanother character. This attack
counts as the character’s attack ofopportunity for that round. Even acharacter with the Combat Reflexesfeat can’t use the opportunist ability
more than once per round.

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

ROGUE SPECIAL ABILITY I

Description: The character gains a
special ability of her choice fromamong the following options.
Crippling Strike (Ex)A character with this ability cansneak attack opponents with such
precision that her blows weaken
and hamper them. An opponent
damaged by one of her sneak
attacks also takes 2 points ofStrength damage. Ability points lostto damage return on their own at
the rate of 1 point per day for eachdamaged ability.
Defensive Roll (Ex)The character can roll with apotentially lethal blow to take lessdamage from it than she otherwise
would. Once per day, when she
would be reduced to 0 or fewer hit
points by damage in combat (from aweapon or other blow, not a spell or
special ability), the character can
attempt to roll with the damage. To
use this ability, the character must
attempt a Reflex saving throw (DC= damage dealt). If the savesucceeds, she takes only half
damage from the blow; if it fails, she

Skill Mastery
The character becomes so certain in
the use of certain skills that she canuse them reliably even underadverse conditions.
Upon gaining this ability, sheselects a number of skills equal to 3
+ her Intelligence modifier. Whenmaking a skill check with one ofthese skills, she may take 10 even if
stress and distractions would
normally prevent her from doing so.
A character may gain this special
ability multiple times, selecting
additional skills for it to apply toeach time.

Slippery Mind (Ex)This
abilityrepresents
thecharacter’s ability to wriggle freefrom magical effects that would
otherwise control or compel her. If
a character with slippery mind isaffected by an enchantment spell or
effect and fails her saving throw,
she can attempt it again 1 round
later at the same DC. She gets only
this one extra chance to succeed onher saving throw.
Feat
A character may gain a bonus featin place of a special ability. Thisfeat does not count as a base featforthepurposesoflevel
determination.

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

SLOW FALL IV
Prerequisites: Character Level 9,
Slow Fall III.
Ability Type: Extraordinary.
Class Levels: None.
Description: If the character iswithin arm’s reach of a wall, she canuse it to slow her descent. Whenfalling, she takes damage as if thefall were 50 feet shorter than it
actually is. This distance replaces
the distance gained from Slow Fall
III.

39

SMITE CHAOS III

Ability Type: Supernatural.
Class Levels: Paladin.

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

SMITE EVIL III

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

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

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

SMITE GOOD III

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

SUMMON SHADOW
Prerequisites: Character Level 9,
Hide in Plain Shadow, Darkvision.
Ability Type: Supernatural.
Class Levels: Shadowdancer.

Prerequisites: Character Level 9,
Smite Good II.

40

Description: The character cansummon a shadow, an undead

shade. Unlike a normal shadow, thisshadow’s alignment matches that of
the character, and the creaturecannotcreatespawn.
The
summoned shadow cannot be
turned, rebuked, or commanded byany third party. This shadow serves
as a companion to the characterand can communicate intelligiblywith the character. Every third
shadowdancer class level gained by
the character adds +2 HD (and therequisite base attack and base savebonus increases) to her shadow
companion.
If a shadow companion isdestroyed, or the character chooses
to dismiss it, the character must
attempt a DC 15 Fortitude save. If
the saving throw fails, the character
loses 200 experience points per
shadowdancer
class
level.
A
successful saving throw reduces theloss by half, to 100 XP pershadowdancer class level. The
character’s XP total can never go
below zero as the result of ashadow’s dismissal or destruction. A
destroyed or dismissed shadow
companion cannot be replaced for
30 days.

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

WILD SHAPE IV
Prerequisites: Character Level 9,
Wild Shape III.
Ability Type: Supernatural.
Class Levels: Druid.
Description: The character gains
the ability to use wild shape fourtimes per day.

WIZARDRY III

Description: The character gains a
new language.

COMBAT STYLE MASTERY:ARCHERY
Prerequisites: Character Level 10,
Improved Combat Style: Archery.
Ability Type: Extraordinary.
Class Levels: None.
Description:
The character istreated as having the Improved
Precise Shot feat, even if he does
not have the normal prerequisites
for that feat. This feat does notcount as a base feat for the purposesof level determination. The benefitsof the character’s style apply only
when he wears light or no armor.
He loses all benefits of his combatstyle when wearing medium or
heavy armor.

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

DEFENDER AC BONUS II

Prerequisites: Character Level 9,
Wizardry II.

Prerequisites: Character Level 10,
Improved Combat Style: TwoWeapon.

Prerequisites: Character Level 10,
Defender AC Bonus I.

Ability Type: Natural.

Ability Type: Extraordinary.

Ability Type: Extraordinary.

Class Levels: None.

Class Levels: None.

Class Levels: None.

Description: The character gains abonus feat. She can choose ametamagic feat, an item creation
feat, or Spell Mastery. The charactermust still meet all prerequisites fora bonus feat, including caster level
minimums.

Description:
The character istreated as having the Greater TwoWeapon Fighting feat, even if hedoes not have the normal
prerequisites for that feat. This featdoes not count as a base feat for the
purposes of level determination.
The benefits of the character’s style
apply only when he wears light or
no armor. He loses all benefits of
his combat style when wearing
medium or heavy armor.

Description:
The character
receives an additional +1 dodge
bonus to Armor Class. This bonus
stacks with the dodge bonus
granted by Defender AC Bonus I(for a new total of +2). Dodge
bonuses stack with all otherbonuses to AC, even other dodge
bonuses.

11TH-LEVEL SPECIALABILITIESBONUS LANGUAGE I
Prerequisites: Character Level 10,
Loremaster Secret II.

CONTINGENTCONJURATIONDIAMOND BODY
Prerequisites: Character Level 10,
Wholeness of Body.
Ability Type: Supernatural.

Ability Type: Natural.

Prerequisites: Character Level 10,
Extend Summoning.

Class Levels: None.

Ability Type: Natural.

Class Levels: None.

41Description: The character gains
immunity to poisons of all kinds.

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

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

GREATER FLURRY
Prerequisites: Character Level 10,
Flurry of Blows III.
Ability Type: Natural.
Class Levels: None.
Description: In addition to thestandard single extra attack thecharacter gets from flurry of blows,
she gets a second extra attack at her
full base attack bonus.

GREATER RAGE
Prerequisites: Character Level 10,
non-lawful alignment, Rage III.
Ability Type: Extraordinary.
Class Levels: None.

42

Description:
The character’sbonusestoStrengthandConstitution during his rage eachincrease to +6, and his morale
bonus on Will saves increases to +3.
The penalty to AC remains at -2.

IMPROMPTU SNEAKATTACK I
Prerequisites: Character Level 10,
non-lawful alignment, Decipher
Script 7 ranks, Disable Device 7
ranks, Escape Artist 7 ranks,
Knowledge (arcana) 4 ranks, ability
to cast mage hand, ability to cast
one arcane spell of 3rd level orhigher..

character also knows how to fightdangerous creatures typically foundin that planar terrain, gaining a +1
insight bonus on attack rolls anddamage rolls against creatures withthat terrain mentioned in theEnvironment
entry
of
their
descriptions. The character only
gains the bonus if the creaturedescription specifically lists theterrain type.
Characters take their planar terrain
mastery with them wherever theygo. They retain their planar terrain
mastery bonuses on skill checks,
attack rolls, and damage rolls
whether they’re actually in therelevant terrain or not.

Ability Type: Natural.

Planar Terrain Mastery Benefits

Class Levels: None.

Fiery (Planar)

Description: The character candeclare one melee or ranged attack
he makes to be a sneak attack (thetarget can be no more than 30 feetdistant if the impromptu sneak
attack is a ranged attack). The
target of an impromptu sneak
attack loses any Dexterity bonus toAC, but only against that attack.
The power can be used against any
target, but creatures that are notsubject to critical hits take no extra
damage (though they still lose any
Dexterity bonus to AC against theattack). The character can use thisability once per day.

This kind of planar terrain masteryprovides you with resistance to fire
20. You gain a +1 insight bonus on
attack and damage rolls against
outsiders and elementals with thefire subtype.

PLANAR TERRAIN MASTERYI

Weightless (Planar)
You gain a +30-foot bonus to yourfly speed on planes with no gravity
or subjective gravity. You gain a +1
insight on attack and damage rolls
against creatures native to the
Astral Plane, the Elemental Plane ofAir, and the Ethereal Plane.
Cold (Planar)

Ability Type: Natural.

This kind of planar terrain masteryprovides you with resistance to cold
20. You gain a +1 insight bonus on
attack and damage rolls against
outsiders and elementals with thecold subtype.

Class Levels: None.

Shifting (Planar)

Description: Choose one terrain
type found below under Planar
Terrain Mastery Benefits. Planar
terrain mastery gives the charactera bonus on checks involving a skill
useful in that planar terrain, orsome other appropriate benefit. The

You instinctively anticipate shifts in
the reality of the plane that bring
you closer to your destination,
giving you the spell-like ability touse dimension door (as the spell
cast at your character level) once
every 1d4 rounds. You gain a +1

Prerequisites: Character Level 10,
Terrain Mastery V.

insight bonus on attack and damage
rolls
againstoutsidersandelementals native to a shifting
plane.
Aligned (Planar)
You have the instinctive ability to
mimic the dominant alignment of
the plane. You incur none of thepenalties for having an alignment at
odds with that of the plane, andspells and abilities that harm thoseof the opposite alignment don’t
affect you. You have the dominantalignment of the plane with regard
to magic, but your behavior and anyalignment-related Class Features
you have are unaffected.

and the arrow travels to the target,
even around corners. Only an
unavoidable obstacle or the limit of
the arrow’s range prevents thearrow’s flight. This ability negatescover and concealment modifiers,
but otherwise the attack is rolled
normally. Using this ability is astandard action (and shooting thearrow is part of the action).

Ability Type: Natural.
Class Levels: None.
Description: The character gains a+3 natural saving throw bonus to all
poisons. This bonus replaces thebonus granted by Poison ResistanceII.

SEEKER ARROW
Prerequisites: Character Level 10,
Enhance Arrow II.
Ability Type: Spell-Like.
Class Levels: None.
Description: The character canlaunch an arrow once per day at atarget known to her within range,

Ability Type: Supernatural.

12TH-LEVEL SPECIALABILITIESABUNDANT STEP

Other (Planar)

Prerequisites: Character Level 10,
Poison Use, Poison Resistance II.

Prerequisites: Character Level 10,
Wild Shape IV.

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

You gain tremorsense with a 30-footrange.

POISON RESISTANCE III

WILD SHAPE: TINYClass Levels: Druid.

Cavernous (Planar)

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

Description: The character’s sneak
attack now deals 6d6 extra damage(instead of 5d6).

Prerequisites: Character Level 11,
Diamond Body.

SHADOW JUMP I
Prerequisites: Character Level 10,
Shadow Illusion, Summon Shadow.
Ability Type: Supernatural.
Class Levels: None.
Description: The character gains
the ability to travel between
shadows as if by means of adimension door spell. The limitationis that the magical transport must
begin and end in an area with atleast some shadow. The charactercan jump up to a total of 20 feeteach day in this way; this may be asingle jump of 20 feet or two jumps
of 10 feet each.

SNEAK ATTACK VI
Prerequisites: Character Level 10,
Sneak Attack V.

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

BESTOW CURSE III
Prerequisites: Character Level 11,
Aura of 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).

Ability Type: Natural.
Class Levels: None.

43

CAUSE DISEASE III
Prerequisites: Character Level 11,
Aura of Alignment (Evil), Cause
Disease II.

The character must still meet all
prerequisites for a bonus feat,including ability score and baseattack bonus minimums. This featdoes not count as a base feat for the
purposes of level determination.

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

Prerequisites: Character Level 11,
Defensive Stance II.
Ability Type: Natural.
Class Levels: None.
Description: The character can
now use a defensive stance threetimes per day (instead of twice perday).

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

FIGHTING MASTERY VII
Prerequisites: Character Level 11,
Fighting Mastery VI.
Ability Type: Natural.
Class Levels: None.
Description: The character gains abonus combat-oriented feat. This
bonus feat must be drawn from thefeats noted as fighter bonus feats in
the System Reference Document.

44

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

LOREMASTER SECRET III
Prerequisites: Character Level 11,
Loremaster Secret II.
Ability Type: Natural.
Class Levels: Loremaster.

DEFENSIVE STANCE III

PLANAR TERRAIN MASTERYII

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

PLANAR COHORTPrerequisites: Character Level 11,
Contingent Conjuration.
Ability Type: Natural.
Class Levels: None.
Description: The character canuse any of the planar ally spells tocall a creature to act as his cohort.
The called creature serves loyallyand well as long as the character
continues to advance a cause
important to the creature.
To call a planar cohort, thecharacter must cast the relevant
spell, paying the XP costs normally.
It takes an offering of 1,000 gp × the
HD of the creature to convince it toserve as a planar cohort, and theimproved ally class feature can’t be
used to reduce or eliminate thiscost. The planar cohort can’t havemore Hit Dice than the character
has, and must have an ECL nohigher than the thaumaturgist’s
character level -2.
The character can have only one
planar cohort at a time, but he cancontinue to make agreements withother called creatures normally. A
planarcohortreplacesthecharacter’s existing cohort, if he has
one by virtue of the Leadership feat.

Class Levels: None.
Description:
Choose anotherterrain type found under Planar
Terrain Mastery I. You gain thebenefits of Planar Terrain Mastery I
for that terrain type as well.

PRECISE STRIKE I
Prerequisites: Character Level 11,
Grace.
Ability Type: Extraordinary.
Class Levels: None.
Description: The character gains
the ability to strike precisely with alight or one-handed piercing
weapon, gaining an extra 1d6
damage added to her normal
damage roll.
When making a precise strike, thecharacter cannot attack with aweapon in her other hand or use ashield. The character’s precise strike
only works against living creatureswith discernible anatomies. Any
creature that is immune to criticalhits is not vulnerable to a precise
strike, and any item or ability that
protects a creature from critical hits
also protects a creature from a
precise strike.

RAGE IV
Prerequisites: Character Level 11,
non-lawful alignment, Rage III.
Ability Type: Extraordinary.
Class Levels: None.
Description: The character can
now rage four times per day. See
Rage I for details.

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

REMOVE DISEASE III

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

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

Ability Type: Spell-Like.

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

Description: The character now
has an enhancement bonus to her
speed of +40 ft. This replaces theenhancement bonus granted by
Speed Bonus III. If the character isin armor or carrying a medium or
heavy load, she loses this extra
speed.

SLOW FALL V

TRAP SENSE IV

Prerequisites: Character Level 11,
Slow Fall IV.

Prerequisites: Character Level 11,
Trap Sense III.

Ability Type: Extraordinary.

Ability Type: Extraordinary.

Class Levels: None.

Class Levels: None.

Description: If the character iswithin arm’s reach of a wall, she canuse it to slow her descent. Whenfalling, she takes damage as if thefall were 60 feet shorter than it
actually is. This distance replaces
the distance gained from Slow FallIV.

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

SONG OF FREEDOM

Prerequisites: Character Level 11,
Unarmed Strike III.

Ability Type: Spell-Like.
Class Levels: Bard.

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

Ability Type: Extraordinary.

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

WILD SHAPE: PLANT

SPEED BONUS IV

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

Class Levels: None.

damage. A small character now
deals 1d10 damage with unarmed
strikes, a medium character 2d6
damage, and a large character 3d6
damage.

Class Levels: None.

UNARMED STRIKE IV

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

13TH-LEVEL SPECIALABILITIESA THOUSAND FACES

Ability Type: Natural.

Prerequisites: Character Level 12,
Wild Shape IV.

Class Levels: None.

Ability Type: Supernatural.

Description:
The character’s
unarmedstrikesincreaseinClass Levels: Druid.

45

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

character takes each time he is dealt
damage from a weapon or a naturalattack.

CAMOUFLAGE
Prerequisites: Character Level 12.
Ability Type: Extraordinary.
Class Levels: None.
Description: The character canuse the Hide skill in any sort ofnatural terrain, even if the terrain
doesn’t grant cover or concealment.

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

Prerequisites: Character Level 12,
Damage Reduction II or Defensive
Stance III.
Ability Type: Extraordinary.

DIAMOND SOUL
Prerequisites: Character Level 12,
Abundant Step.

Prerequisites: Character Level 12,
Planar Terrain Mastery II.

Ability Type: Extraordinary.

Ability Type: Natural.

Class Levels: Monk.

Class Levels: None.

Description: The character gains
spell resistance equal to her current
monk class level + 10. In order toaffect the character with a spell, aspellcaster must get a result on acaster level check (1d20 + casterlevel) that equals or exceeds thecharacter’s spell resistance.

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

GREATER LORE
Prerequisites: Character Level 12,
Loremaster Secret III.

Class Levels: None.
Description: The character gains
the ability to understand magic
items, as with the identify spell.

46

POISON RESISTANCE IV
Prerequisites: Character Level 12,
Poison Use, Poison Resistance III.
Ability Type: Natural.
Class Levels: None.
Description: The character gains a+4 natural saving throw bonus to all
poisons. This bonus replaces thebonus granted by Poison ResistanceIII.

RANGED LEGERDEMAIN II
PHASE ARROW
Prerequisites: Character Level 12,
Enhance Arrow III.

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

Ability Type: Spell-Like.

Ability Type: Natural.

Class Levels: None.

Class Levels: None.

Class Levels: None.
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 theUsing this ability is a standard
action (and shooting the arrow ispart of the action).

PLANAR TERRAIN MASTERYIII

Ability Type: Extraordinary.

DAMAGE REDUCTION III

Description: The character canlaunch an arrow once per day at atarget known to her within range,
and the arrow travels to the target
in a straight path, passing throughany nonmagical barrier or wall in its
way. (Any magical barrier stops thearrow.) This ability negates cover,concealment, and even armor
modifiers, but otherwise the attackis rolled normally.

Description: The character can
now make two ranged legerdemainskill checks each day. See details
under Ranged Legerdemain I.

14TH-LEVEL SPECIALABILITIESDEFENDER AC BONUS IIIROGUE SPECIAL ABILITY II
Prerequisites: Character Level 12,
Rogue Special Ability I.

Prerequisites: Character Level 13,
Defender AC Bonus II.
Ability Type: Extraordinary.

Ability Type: Varies (See Below).

Class Levels: None.

Class Levels: None.

Description:
The character
receives an additional +1 dodge
bonus to Armor Class. This bonus
stacks with the dodge bonuses
granted by previous Defender AC
Bonus special abilities (for a new
total of +3). Dodge bonuses stackwith all other bonuses to AC, evenother dodge bonuses.

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

SHADOW JUMP II
Prerequisites: Character Level 12,
Shadow Jump I.
Ability Type: Supernatural.
Class Levels: None.
Description: The character can
now shadow jump up to a total of
40 feet each day in this way; thismay be a single jump of 40 feet, twojumps of 20 feet each, four jumps of
10 feet each, etc.

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

DEFENSIVE STANCE IV
Prerequisites: Character Level 13,
Defensive Stance III, Damage
Reduction III.
Ability Type: Natural.
Class Levels: None.
Description: The character can
now use a defensive stance fourtimes per day (instead of threetimes per day).

ELABORATE PARRY

ENHANCE ARROW IV
Prerequisites: Character Level 13,
Enhance Arrow III.
Ability Type: Supernatural.
Class Levels: None.
Description:
Every nonmagicalarrow the character nocks and lets
fly now gains a +4 enhancement
bonus (instead of +3).

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

HIEROPHANT SPECIALABILITY I

Prerequisites: Character Level 13,
Acrobatic Charge.

Prerequisites: Character Level 13,
Knowledge (religion) 15 ranks, any
metamagic feat, ability to cast 7thlevel divine spells.

Ability Type: Extraordinary.

Ability Type: Varies.

Class Levels: Duelist.

Class Levels: None.

Description:
If the characterchooses to fight defensively or use
total defense in melee combat, shegains an additional +1 dodge bonus
to AC for each class level of duelist
she has.

Description: The character gains a
special ability of his choice fromamong the following.
Blast Infidel (Su)The character can use negative
energy spells to their maximum
effect on creatures with analignment opposed to the character.
Any spell with a description that47

involves inflicting or channelingnegative energy cast on a creatureof the opposed alignment works as
if under the effect of a Maximize
Spell feat (without using a higherlevel spell slot). Undead affected bythis ability heal the maximized
amount of damage.
Divine Reach (Su)A character with this ability can use
touch spells on targets up to 30 feetaway. If the spell requires a melee
touch attack, the character must
make a ranged touch attack instead.
Divine reach can be selected asecond time as a special ability, inwhich case the range increases to
60 feet.
Faith Healing (Su)The character can use healing spells
to their maximum effect on
creatures of the same alignment as
the character (including thecharacter himself). Any spell withthe healing descriptor cast on suchcreatures works as if under theeffects of a Maximize Spell feat(without using a higher-level spellslot).
Gift of the Divine (Su)
Available only to characters withcleric class or spellcaster levels, thisability allows the character totransfer one or more uses of histurn undead ability to a willing
creature. (Characters who rebuke
undead transfer uses of rebuke
undead instead.) The transfer lasts
anywhere from 24 hours to one
week (chosen at the time oftransfer), and while the transfer isin effect, the number of turning
attempts per day allowed to thecharacter is reduced by the number
transferred. The recipient turns
undead as a cleric of the character’s
cleric class level but uses her own
Charisma modifier.
Mastery of Energy (Su)
Available only to characters withcleric class or spellcaster levels, this48

ability allows the character tochannel positive or negative energy
much more effectively, increasing
his ability to affect undead. Add a+4 bonus to the character’s turning
checks and turning damage rolls.
This ability only affects undead,even if the character can turn othercreatures, such as with a granted
power of a domain.
Metamagic Feat
The character can choose ametamagic feat in place of one of
the special abilities described here if
desired.
Power of Nature (Su)
Available only to characters withdruid class or spellcasting levels,
this ability allows the character totemporarily transfer one or more ofhis druid special abilities (those
appearing in the druid basic classdescription in the System Reference
Document) to a willing creature.
The transfer lasts anywhere from 24hours to one week (chosen at thetime of transfer), and while thetransfer is in effect, the charactercannot use the transferred power.
He can transfer any of his druid
powers except spellcasting and theabilitytohaveananimalcompanion.
The wild shape ability can bepartially or completely transferred.
The character chooses how many
uses of wild shape per day to give totransfer and retains the rest of theuses for himself. If the character canassume the form of Tiny or Huge
animals, the recipient can as well.
As with the imbue with spell ability
spell,
thecharacterremains
responsible to his deity for any use
to which the recipient puts thetransferred abilities.

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

HIGH ARCANA I

Spell PowerThis special ability increases thecharacter’s effective caster level by 1
for purposes of determining leveldependent spell variables and for

Prerequisites: Character Level 13,
Knowledge (arcana) 15 ranks,
Spellcraft 15 ranks, Skill Focus(Spellcraft), Spell Focus in two
schools of magic, ability to cast 7th-

level arcane spells, knowledge of
5th-level or higher spells from atleast five schools.

This ability costs one 7th-level spell
slot.

times that amount in XP. Thisability costs one 5th-level spell slot.

Mastery of Elements

The spell-like ability normally uses
a spell slot of the spell’s level,although the character can choose
to make a spell modified by ametamagic feat into a spell-likeability at the appropriate spell level.

Ability Type: Varies.
Class Levels: None or Archmage.
Description: The character gains
the opportunity to select a special
ability from among those described
below by permanently eliminating
one existing spell slot (she cannot
eliminate a spell slot of higher level
than the highest-level spell she cancast). Each special ability has aminimum required spell slot level,as specified in its description.

The character can alter an arcane
spell when cast so that it utilizes adifferent element from the one it
normally uses. This ability can only
alter a spell with the acid, cold, fire,electricity, or sonic descriptor. The
spell’s casting time is unaffected.
The caster decides whether to alter
the spell’s energy type and chooses
the new energy type when hebegins casting. This ability costs
one 8th-level spell slot.

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

Mastery of Shaping
The character may choose toeliminate a spell slot of a higher
level than that required to gain atype of high arcana.
Arcane Fire (Su)The character gains the ability tochange arcane spell energy into
arcane fire, manifesting it as a boltof raw magical energy. The bolt is aranged touch attack with long range(400 feet + 40 feet/class level ofarchmage) that deals 1d6 points ofdamage per class level of thearchmage plus 1d6 points of damage
per level of the spell used to create
the effect. This ability costs one
9th-level spell slot.
Arcane Reach (Su)The character can use spells with arange of touch on a target up to 30
feet away. The character must makea ranged touch attack. Arcane reachcan be selected a second time as a
special ability, in which case therange increases to 60 feet. Thisability costs one 7th-level spell slot.
Mastery of Counterspelling
When the character counterspells aspell, it is turned back upon thecaster as if it were fully affected by aspell turning spell. If the spellcannot be affected by spell turning,then it is merely counterspelled.

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

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

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

Spell Power

Ability Type: Extraordinary.

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

Class Levels: None.

Spell-Like Ability
A character who selects this type ofhigh arcana can use one of her
arcane spell slots (other than a slot
expended to learn this or any othertype of high arcana) to permanently
prepare one of her arcane spells as aspell-like ability that can be used
twice per day. The character does
not use any components whencasting the spell, although a spellthat costs XP to cast still does so
and a spell with a costly material
component instead costs her 10

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

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

49

LOREMASTER SECRET IV
Prerequisites: Character Level 13,
Loremaster Secret III.

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

CAUSE DISEASE IV
Prerequisites: Character Level 14,
Aura of Alignment (Evil), Cause
Disease III.

Ability Type: Natural.
Ability Type: Spell-Like.
Class Levels: Loremaster.
Class Levels: None.
Description:
The characterchooses another secret from Table
10: Loremaster Secrets.

Description: The character can
inflict disease with her touch (as thecontagion spell), four times per
week (instead of three times perweek).

PLANAR TERRAIN MASTERYIV

FAVORED ENEMY IV

Prerequisites: Character Level 13,
Planar Terrain Mastery III.
Ability Type: Natural.

Prerequisites: Character Level 14,
Favored Enemy III.

Class Levels: None.

Ability Type: Extraordinary.

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

Class Levels: None.

15TH-LEVEL SPECIALABILITIESSLOW FALL VI
BESTOW CURSE IV
Prerequisites: Character Level 13,
Slow Fall V.
Ability Type: Extraordinary.

Prerequisites: Character Level 14,
Aura of Alignment (Chaos), Bestow
Curse III.

Class Levels: None.

Ability Type: Spell-Like.

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

Class Levels: None.

WILD SHAPE V
Prerequisites: Character Level 13,
Wild Shape IV.

50

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

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

Ability Type: Supernatural.

Class Levels: None.

Class Levels: Druid.

Description: The character gains a
new language.

Description: The character may
select an additional favored enemy
from those given on Table: Ranger
Favored Enemies in the System
Reference Document. In addition,
the bonus against any one favored
enemy (including the one justselected, if so desired) increases by2.
If the character chooses humanoids
or outsiders as a favored enemy, hemust also choose an associatedsubtype, as indicated on the table. If
a specific creature falls into morethan one category of favored
enemy, the character’s bonuses do
not stack; he simply uses whicheverbonus is higher.

HAIL OF ARROWS
Prerequisites: Character Level 14,
Enhance Arrow IV.
Ability Type: Spell-Like.
Class Levels: Arcane Archer.
Description: In lieu of her regularattacks, once per day the charactercan fire an arrow at each and every
target within range, to a maximum

of one target for every arcane archer
class level. Each attack uses thecharacter’s primary attack bonus,
and each enemy may only betargeted by a single arrow.

HIEROPHANT SPECIALABILITY II
Prerequisites: Character Level 14,
Hierophant Special Ability I.

Description:
The character’sbonus from Improved Reaction I
increases to +4. This replaces thebonus gained from Improved
Reaction I. This bonus stacks withthe benefit provided by the
Improved Initiative feat.

INSPIRE HEROICS

Ability Type: Varies.

Prerequisites: Character Level 14,
Inspire Courage III, 18 or moreranks in Perform.

Class Levels: None.

Ability Type: Supernatural.

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

Class Levels: Bard.

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

IMPROMPTU SNEAKATTACK II

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

INTUITIVE DEFENSE IV

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

Prerequisites: Character Level 14,
Intuitive Defense III.

Ability Type: Natural.

Ability Type: Extraordinary.

Class Levels: None.

Class Levels: None.

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

Description:
When unarmoredand unencumbered, the character
gains a +3 bonus to AC. This bonus
replaces the bonus to AC granted by
Intuitive Defense III.

IMPROVED REACTION II
Prerequisites: Character Level 14,
Improved Reaction I.
Ability Type: Extraordinary.
Class Levels: None.

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

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

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

POISON RESISTANCE V
Prerequisites: Character Level 14,
Poison Use, Poison Resistance IV.
Ability Type: Natural.
Class Levels: None.
Description: The character gains a+5 natural saving throw bonus to all
poisons. This bonus replaces thebonus granted by Poison ResistanceIV.

QUIVERING PALM
Prerequisites: Character Level 14,
Ki Strike: Lawful, Diamond Soul.
Ability Type: Supernatural.

51

Class Levels: Monk.
Description: The character can set
up vibrations within the body ofanother creature that can thereafter
be fatal if the character so desires.
She can use this quivering palm
attack once a week, and she mustannounce her intent before making
her attack roll. Constructs, oozes,
plants,undead,incorporeal
creatures, and creatures immune tocritical hits cannot be affected.
Otherwise, if the character strikes
successfully and the target takes
damage from the blow, thequivering palm attack succeeds.
Thereafter the character can try toslay the victim at any later time, aslong as the attempt is made withina number of days equal to her monkclass level. To make such an
attempt, the character merely wills
the target to die (a free action), andunless the target makes a Fortitude
saving throw (DC 10 + ½ thecharacter’s monk class level + thecharacter’s Wis modifier), it dies. If
the saving throw is successful, thetarget is no longer in danger fromthat particular quivering palm
attack, but it may still be affectedby another one at a later time.

REMOVE CURSE IV

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

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

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

Prerequisites: Character Level 14,
Smite Law III.
Ability Type: Supernatural.

Ability Type: Supernatural.
Class Levels: Paladin.
Class Levels: None.
Description: The character can
now shadow jump up to a total of
80 feet each day in this way; thismay be a single jump of 80 feet, twojumps of 40 feet each, four jumps of
20 feet each, etc.

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

SMITE EVIL IV
Prerequisites: Character Level 14,
Smite Evil III.

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

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

SNEAK ATTACK VIII
Prerequisites: Character Level 14,
Sneak Attack VII.

SMITE EVIL IV
Ability Type: Natural.

Prerequisites: Character Level 14,
Aura of Alignment (Law), Remove
Curse III.

Prerequisites: Character Level 14,
Smite Evil III.

Ability Type: Spell-Like.

Ability Type: Supernatural.

Class Levels: None.

Class Levels: Paladin.

Description: The character can
produce a remove curse effect, fourtimes per week (instead of threetimes per week).

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

Class Levels: None.
Description: The character’s sneak
attack now deals 8d6 extra damage(instead of 7d6).

SPEED BONUS V
Prerequisites: Character Level 14,
Speed Bonus IV.

SMITE GOOD IV
Ability Type: Extraordinary.

REMOVE DISEASE IV
Prerequisites: Character Level 14,
Aura of Alignment (Good), Remove
Disease III.
Ability Type: Spell-Like.
Class Levels: None.

52

Prerequisites: Character Level 14,
Smite Good III.
Ability Type: Supernatural.
Class Levels: Paladin.

Class Levels: None.
Description: The character now
has an enhancement bonus to her
speed of +50 ft. This replaces theenhancement bonus granted by
Speed Bonus IV. If the character isin armor or carrying a medium or
heavy load, she loses this extra
speed.

TIMELESS BODY: DRUIDIC
Prerequisites: Character Level 14,
Wild Shape V.
Ability Type: Extraordinary.
Class Levels: None.
Description: The character nolonger takes ability score penalties
for aging and cannot be magicallyaged. Any penalties she may havealready incurred, however, remainin place.

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

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

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

Class Levels: None.

ENHANCE ARROW V

Description: The character now
has a +5 bonus on Reflex saves
made to avoid traps and a +5 dodge
bonus to AC against attacks madeby traps. This bonus replaces thebonus gained from Trap Sense IV.

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

Class Levels: None.

Class Levels: None.

Ability Type: Extraordinary.

Class Levels: Druid.

Ability Type: Natural.

Ability Type: Natural.

Prerequisites: Character Level 14,
Trap Sense IV.

Ability Type: Supernatural.

Prerequisites: Character Level 15,
Mobile Defense.

Prerequisites: Character Level 15,
Elaborate Parry.

TRAP SENSE V

Prerequisites: Character Level 14,
Wild Shape V.

DEFENSIVE STANCE V

DEFLECT ARROWS: DUELISTBonuses still accrue, and thecharacter still dies of old age when
her time is up.

WILD SHAPE: HUGE

each time he is dealt damage from aweapon or a natural attack.

Prerequisites: Character Level 15,
Enhance Arrow IV.
Ability Type: Supernatural.
Class Levels: None.

16TH-LEVEL SPECIALABILITIES

Description:
Every nonmagicalarrow the character nocks and lets
fly now gains a +5 enhancement
bonus (instead of +4).

DAMAGE REDUCTION IV
FIGHTING MASTERY IXPrerequisites: Character Level 15,
Damage Reduction III.
Ability Type: Extraordinary.
Class Levels: None.
Description:
The character’sdamage reduction rises by 1 point,
for a new total of 4. Subtract 4 fromthe damage the character takes

Prerequisites: Character Level 15,
Fighting Mastery VIII.
Ability Type: Natural.
Class Levels: None.
Description: The character gains abonus combat-oriented feat. This
bonus feat must be drawn from the53

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

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

HIEROPHANT SPECIALABILITY III

Ability Type: Varies (See Below).

ROGUE SPECIAL ABILITY III
Prerequisites: Character Level 15,
Rogue Special Ability II.

Class Levels: None.

Prerequisites: Character Level 15,
Hierophant Special Ability II.

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

Ability Type: Varies.
Class Levels: None.

SLOW FALL VII

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

Prerequisites: Character Level 15,
Slow Fall VI.
Ability Type: Extraordinary.

HIGH ARCANA III
Prerequisites: Character Level 15,
High Arcana II.

KI STRIKE: ADAMANTITE
Prerequisites: Character Level 15,
Ki Strike: Lawful.

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

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

Class Levels: None.
Description:
The character’s
unarmed attacks are empoweredwith ki. Her unarmed attacks aretreated as magic weapons andlawful weapons for the purpose of
dealing damage to creatures withdamage reduction.
Also, herunarmed attacks are treated asadamantine weapons for the
purpose of dealing damage tocreatures with damage reduction
and bypassing hardness.

RAGE V
Prerequisites: Character Level 15,
non-lawful alignment, Rage IV.

Class Levels: None.
Description: If the character iswithin arm’s reach of a wall, she canuse it to slow her descent. Whenfalling, she takes damage as if thefall were 80 feet shorter than it
actually is. This distance replaces
the distance gained from Slow FallVI.

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

Ability Type: Extraordinary.
Class Levels: None.

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

54

Ability Type: Supernatural.

Enhance Arrow V.

Class Levels: None.

Class Levels: Druid.

Ability Type: Spell-Like.

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

Class Levels: None.

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

17TH-LEVEL SPECIALABILITIESARROW OF DEATH
Prerequisites: Character Level 16,

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

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

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

55

PRECISE STRIKE II

RANGED LEGERDEMAIN III

Prerequisites: Character Level 16,
Precise Strike I.

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

Ability Type: Extraordinary.

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

Ability Type: Natural.
Class Levels: None.
Class Levels: None.
Description:
The character’sdamage bonus from a precise strikeincreases to +2d6.
This bonus
replaces the bonus granted by
Precise Strike I.

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

HIDE IN PLAIN SIGHT
Prerequisites: Character Level 16,
Camouflage.

SHADOW JUMP IV

TIRELESS RAGE

Prerequisites: Character Level 16,
Shadow Jump III.

Prerequisites: Character Level 16,
non-lawful alignment, Indomitable
Will.

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

HIEROPHANT SPECIALABILITY IV

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

Prerequisites: Character Level 16,
Hierophant Special Ability III.

SNEAK ATTACK IX

Ability Type: Varies.

Prerequisites: Character Level 16,
Sneak Attack VIII.

Class Levels: None.
Description: The character gains
another special ability of his choicefrom among those listed underHierophant Special Ability I.

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

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

TONGUE OF THE SUN AND
THE MOON
Prerequisites: Character Level 16,
Diamond Soul.
Ability Type: Extraordinary.

Ability Type: Natural.

Class Levels: None.

Class Levels: None.

Description: The character canspeak with any living creature.

Description: The character’s sneak
attack now deals 9d6 extra damage(instead of 8d6).

TIMELESS BODY: ASCETIC

Ability Type: Varies.

Prerequisites: Character Level 16,
Diamond Soul.

Class Levels: None or Archmage.

Ability Type: Extraordinary.

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

Class Levels: None.

TRUE LORE
Prerequisites: Character Level 16,
Loremaster Secret V.
Ability Type: Extraordinary.
Class Levels: None.

56

Description: The character nolonger takes penalties to her ability

Description: Once per day thecharacter can use her knowledge togain the effect of a legend lore spellor an analyze dweomer spell.

18TH-LEVEL SPECIALABILITIESBESTOW CURSE V
Prerequisites: Character Level 17,
Aura of Alignment (Chaos), Bestow
Curse IV.

Description: The character can
inflict disease with her touch (as thecontagion spell), five times per
week (instead of four times perweek).

FIGHTING MASTERY X

Ability Type: Spell-Like.

Prerequisites: Character Level 17,
Fighting Mastery IX.

Class Levels: None.

Ability Type: Natural.

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

Class Levels: None.

CAUSE DISEASE V
Prerequisites: Character Level 17,
Aura of Alignment (Evil), Cause
Disease IV.
Ability Type: Spell-Like.
Class Levels: None.

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

HIEROPHANT SPECIALABILITY V
Prerequisites: Character Level 17,
Hierophant Special Ability IV.
Ability Type: Varies.
Class Levels: None.
Description: The character gains
another special ability of his choicefrom among those listed underHierophant Special Ability I.

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

57

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

the spell, five times per week
(instead of four times per week).

SLOW FALL VIII
Prerequisites: Character Level 17,
Slow Fall VII.
Ability Type: Extraordinary.
Class Levels: None.
Description: If the character iswithin arm’s reach of a wall, she canuse it to slow her descent. Whenfalling, she takes damage as if thefall were 90 feet shorter than it
actually is. This distance replaces
the distance gained from Slow FallVII.

WILD SHAPE VI
Prerequisites: Character Level 17,
Wild Shape V.
Ability Type: Supernatural.
Class Levels: Druid.
Description: The character gains
the ability to use wild shape six
times per day.

WILD SHAPE: ELEMENTAL II
Prerequisites: Character Level 17,
Wild Shape: Elemental I.
Ability Type: Supernatural.
Class Levels: Druid.

SPEED BONUS VI
Prerequisites: Character Level 17,
Speed Bonus V.

Description: The character gains
the ability to use Wild Shape:
Elemental twice per day.

Ability Type: Extraordinary.
Class Levels: None.

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

REMOVE DISEASE V
Prerequisites: Character Level 17,
Aura of Alignment (Good), Remove
Disease IV.
Ability Type: Spell-Like.
Class Levels: None.
Description: The character can
produce a remove disease effect, as

58

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

19TH-LEVEL SPECIALABILITIESTRAP SENSE VI

DAMAGE REDUCTION V

Prerequisites: Character Level 17,
Trap Sense V.

Prerequisites: Character Level 18,
Damage Reduction IV.

Ability Type: Extraordinary.

Ability Type: Extraordinary.

Class Levels: None.

Class Levels: None.

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

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

EMPTY BODY
Prerequisites: Character Level 18,
Timeless Body: Ascetic.
Ability Type: Supernatural.
Class Levels: Monk.
Description: The character gains
the ability to assume an ethereal
state for 1 round per monk classlevel per day, as though using thespell etherealness. She may go
ethereal on a number of different
occasions during any single day, as
long as the total number of rounds
spent in an ethereal state does notexceed her monk class level.

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

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

FIGHTING MASTERY XI

Ability Type: Varies (See Below).

Prerequisites: Character Level 19,
Fighting Mastery X.

Class Levels: None.

Ability Type: Natural.

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

Class Levels: None.

SNEAK ATTACK X
Prerequisites: Character Level 18,
Sneak Attack IX.
Ability Type: Natural.
Class Levels: None.
Description: The character’s sneak
attack now deals 10d6 extra damage(instead of 9d6).

20TH-LEVEL SPECIALABILITIES

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

Prerequisites: Character Level 19,
Favored Enemy IV.
Ability Type: Extraordinary.

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

MIGHTY RAGE
Prerequisites: Character Level 19,
non-lawfulalignment,
Tireless
Rage.
Ability Type: Extraordinary.
Class Levels: None.
Description:
The character’sbonusestoStrengthandConstitution during his rage eachincrease to +8, and his morale
bonus on Will saves increases to +4.
The penalty to AC remains at -2.

INSPIRE COURAGE IV
Prerequisites: Character Level 19,
Mass Suggestion.
Ability Type: Supernatural.
Class Levels: None.

FAVORED ENEMY V

INTUITIVE DEFENSE V

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

PERFECT SELF
Prerequisites: Character Level 19,
Empty Body.
Ability Type: Natural.
Class Levels: None.

59

Description:
The character
becomes a magical creature. She isforevermore treated as an outsider
rather than as a humanoid (orwhatever the character’s creature
type was) for the purpose of spells
and magical effects. Additionally,thecharactergains
damagereduction 10/magic, which allows
her to ignore the first 10 points ofdamage from any attack made by anonmagical weapon or by any
natural attack made by a creaturethat doesn’t have similar damage
reduction. Unlike other outsiders,the character can still be broughtback from the dead as if she were amember of her previous creature
type.

RAGE VI
Prerequisites: Character Level 19,
non-lawful alignment, Rage V.
Ability Type: Extraordinary.
Class Levels: None.
Description: The character can
now rage six times per day. See
Rage I for details.

SMITE CHAOS V
Prerequisites: Character Level 19,
Smite Chaos IV.

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

damage. A small character now
deals 2d8 damage with unarmed
strikes, a medium character 2d10
damage, and a large character 4d8
damage.

SMITE GOOD V

WILD SHAPE: ELEMENTAL III

Prerequisites: Character Level 19,
Smite Good IV.

Prerequisites: Character Level 19,
Wild Shape: Elemental II.

Ability Type: Supernatural.

Ability Type: Supernatural.

Class Levels: Paladin.

Class Levels: Druid.

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

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

SMITE LAW V

WILD SHAPE: ELEMENTAL(HUGE)

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

SLOW FALL IX
Prerequisites: Character Level 19,
Slow Fall VIII.

Ability Type: Supernatural.
Class Levels: Druid.
Description: The character gains
the ability to take the shape of a
Huge elemental when using Wild
Shape: Elemental.

WIZARDRY V

Ability Type: Extraordinary.

Prerequisites: Character Level 19,
Wizardry IV.

Class Levels: None.

Ability Type: Natural.

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

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

Class Levels: None.

SMITE EVIL V

UNARMED STRIKE VI

Prerequisites: Character Level 19,
Smite Evil IV.

Prerequisites: Character Level 19,
Unarmed Strike V.

Ability Type: Supernatural.

Ability Type: Natural.

Class Levels: Paladin.

Class Levels: None.

Ability Type: Supernatural.
Class Levels: Paladin.

Description:
The character’s
unarmedstrikesincrease
in60

Prerequisites: Character Level 19,
Wild Shape: Elemental I.

Description: The character gains abonus feat. She can choose ametamagic feat, an item creation
feat, or Spell Mastery. The charactermust still meet all prerequisites fora bonus feat, including caster level
minimums.

ADDING NEW SPECIALABILITIES
Adding new special abilities is quite
simple.
First determine theminimumcharacterlevelacharacter can get the special ability
under the standard rules. This will
become the level of the special
ability.
Then, determine what
prerequisites are required. Usually,
prerequisites are based on how
related special abilities are gained
as a character progresses. Lowerlevel special abilities having thesame name or effect as higher-levelspecial abilities should be madeprerequisites of the higher-level
abilities. Special abilities that seemto be more powerful than otherspecial abilities in your campaign
should have more prerequisites.
Ensure that any requirements forentry into a prestige class are madeprerequisites.
Determining thelevel of special abilities that appear
in prestige class descriptions can betricky.
Just find the minimum
character level that a character
could enter the prestige class and
use
that
as
a
basis
for
determination.
After that, determine whether the
special ability is an extraordinary,spell-like, or supernatural ability. If
it is not one of these, make it“natural.” If class levels are used todetermine the effectiveness of thespecialability,includetheappropriate classes in the special
ability description.
Determining the appropriate costfor other types of special abilities
and spellcasting, such as draconic
auras for the dragon shaman classor the spellcasting ability of thebeguiler class (both from Player’s
Handbook II) is easy, as well.
Simply add up the XP costs for all
traits that you do have costs for(such as base attack bonus, basesave bonuses, etc.) and thensubtract this total from 20,000 XP.

This is the amount of experience
points a character would have toinvest to get 20 levels of thatparticularspecialabilityorthspellcasting. For example, at 20
level, the dragon shaman has a +15
base attack bonus (4,500 XP), a
total of +30 in saves (3,000 XP),
20d10 hit points (5,000 XP for
maximum), 40 skill ranks (1,000XP), 29 special abilities (2,900 XP),seven base feats (700 XP) and fiveability score increases (750 XP).
This totals 17,850 XP.
The
difference is 2,150 XP. By the timeth
the dragon shaman reaches 20
level, he knows seven dragon auras.
Therefore, each aura should cost
about 300 XP (2,150 XP / 7). Thestfirst three dragon auras are 1 levelrdabilities. The fourth aura is a 3
level ability (since the dragonrdshaman gains it at 3 level). The
fifth, sixth, and seventh auras areththth
5 , 7 , and 9level abilities,
respectively.

61

CHANGES TO CORE RULES
THE BASICS, RACES, AND
DECRIPTION
There are a few changes to ability
scores in this ruleset.
Negative Constitution modifiers do
not affect the number of hit points
a character gains at each level.
Positive Constitution modifiers
continue to grant additional hit
points at each character level.

contrast, casting a wish spell
requires 5,000 thaums. Thus, onethaum is exactly equivalent to one
XP for the purposes of casting spells
and creating magic items.

SKILLS

DM’s should determine appropriate
sources of external power for his or
her campaign.
Some possible
sources are listed below, withcampaign guidelines.

There are no changes to the skills
section.

FEATS

Negative Intelligence modifiers do
not affect the number of skill points
a character gains at each level.
Positive
Intelligencemodifiers
continue to grant additional skill
points at each character level.

Change the Martial
Proficiency feat to read:To make the odd ability scores
worth purchasing, the save bonuses
for odd numbered ability scores areequal to one higher than thosefound in the SRD. For example, a
Dexterity of 11 gives a +1 to Reflex
saves instead of +0, and aConstitution of 17 grants a +4 bonus
to Fortitude saves instead of +3.
Furthermore, save bonuses are
determined by the higher of two
different ability scores. The higherof the Strength and Constitution
bonuses adds to the Fortitude save,the higher of the Dexterity andIntelligence bonuses adds to Reflex,
and the higher of Wisdom andCharisma adds to the Will saving
throw. These rule changes will tend
to make saving throw bonuses
higher, since odd numbered ability
scores now grant an additional +1
bonus and the character gets thehigher of two different ability scorebonuses.

Prerequisite:
Proficiency.

CLASSES
There are no classes in this edition.
All character traits (such as baseattack bonus, saves, special abilities,
spells, and the like) are bought
directly with experience points.

62

Experience points are spent toimprove character traits (much like
XP can be spent in the creation ofmagical items).

CREATURES
WeaponMARTIAL WEAPONPROFICIENCY [GENERAL]
Simple Weapon

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

MAGIC ITEMS
Instead of using an XP component
for spells and XP for the creation ofmagic items, one campaign option
is to replace all XP costs withexternal power (also known as ‘XP’).
Only the most powerful spells
require external power.
Magic
items always require external power
for their creation. External power
can come in many forms. The bodyparts of certain creatures, magicalsubstances, alchemical processes,
eldritch power sources, and othermaterials or energies can be used asexternal power.
The basic unit for external power isthe thaum, a unit of magical power
equal to 1 XP. One thaum provides
enough magical power for a potionthor scroll holding a 0 level spell. In

Aberrations, dragons, elementals,
fey, magical beasts, outsiders,
undead, and other highly magicalcreatures are all suitable sources ofexternal power. A suitable deadcreature can provide up to 100
thaums per Hit Die. However, thecreature need not be killed toharvest the external power. A living
creature can provide up to 10
thaums per Hit Die per monthwithout harm to the creature. For
example, an astral deva may reward
a faithful cleric by giving her one of
his wing feathers (worth 120
thaums). Or perhaps a wizard has
worked out a deal with a great
wyrm red dragon who provides 400
thaums worth of material every
month. Making such deals should
always be extremely difficult(requiring a commensurate sacrificefrom the recipient of the external
power) and creatures will neverwillingly give enough external
power to harm themselves, nomatter what the agreement.
Ultimately, it is up to the DM todetermine how many thaums areavailable from each type of creature
and what form this external powertakes. The forms should makesense for the creature in question.
Vampire fangs and vampire blood
are more likely sources of external
power than vampire toes, forinstance.
The DM may require a Knowledge
check at a DC equal to 10 plus thecreature’s Hit Dice to determine if
the character knows how toproperly extract a creature’s
external power.
The specificKnowledge skill is based on thecreature type: Knowledge (arcana)for dragons and magical beasts,
Knowledge (dungeoneering) for
aberrations, Knowledge (nature) for
fey, Knowledge (religion) for
undead, and Knowledge (theplanes)forelementals
andoutsiders. A character can take 10on this roll, but cannot take 20.

MAGICAL SUBSTANCES
If external power in animal form
comes from creatures, magicalsubstances normally take a plant or
mineral form. Once again, the DM
should determine the exact form
and amount of external power forany magical substances included in
the campaign. Since one thaum isequal to one XP, magical substances
should be as difficult to harvest or
gather as the amount of external
power would suggest. For example,
if the DM has determined that acertain magical metal known as“xenium” exists in his campaign and
one pound of it contains 100
thaums, then gaining ten pounds of
xenium (1,000 thaums) should bejust as dangerous or difficult as anencounter where the PC’s would
gain 1,000 XP. For a low level party,
this could be a very difficult
proposition, for a higher level party,
a much easier one.
Knowing how to harvest, mine, orotherwisecollectamagicalsubstance is based on its rarity.
Common substances should be theleast powerful, and vice versa. The
Knowledge check has a DC or 15 forcommon magical substances, 20 for
uncommon magical substances, and30 for rare magical substances. A
good rule of thumb is that acharacter can find 50 thaums persite for a common magical, 100
thaums per site for uncommon
magical substances, and 500
thaums per site for rare magicalsubstances. It takes 1d4+1 days tolocate a site containing a magicalsubstance, minus one day for every
5 points by which the Knowledge
check exceeds the DC (minimum of
one day).
For example, if acharacter is searching for acommon magical substance and theKnowledge skill check results in a
26, then it will take that character
1d4-1 days to find the substance(normally 1d4+1 days with -2 daysfor exceeding the DC of 15 by 11).
The specific Knowledge skill
depends on the form of the magicalsubstance. Magical minerals would
requireKnowledge(dungeoneering) and magical plants
would require Knowledge (nature),for example.

ALCHEMICAL PROCESSES
If the DM allows, external power
may
be
drawn
from
the
environment and infused into a
vessel through some sort of process.
The nature of the process itself is
unimportant
from
a
rules
standpoint, but should be described
for roleplaying purposes. The mostefficient process would allow acharacter to generate a maximum of
200 thaums per day at a cost of 500
gp. The basic ratio is 1 thaum of
external power costs 2 gp 5 sp tocreate.
Less efficient processes
should certainly be available in the
campaign, but more efficient
processes should not. Regardless of
the amount of external power
infused, the process takes one
whole day. The end product of aprocessissomematerial
component infused with external
power.
For example, a small
gemstone might be infused with200 thaums of external power. The
cost of the vessel holding theexternal power has nothing to dowith the cost of the infusion. It will
cost 500 gp to infuse 200 thaums
into a diamond and the sameamount to infuse 200 thaums into a
copper coin.

POWER SOURCES
Power sources are defined by how
much external power they give overwhat time interval. One powersource may generate 100 thaums permonth while another, extremely
powerful source, may create 1,000
thaums per day. The exact natureof the power source will, of course,
be determined by the DM. Magicalsprings, mana generators, sorcerous
windmills, magical creature farms,
and photosynthetic powerstones
could all be possible sources ofexternal power.

LIFE FORCEThe DM can also incorporate theold system into this new one bygiving spellcasters the ability to tap
their own life force as a source of
external power. In this case, forevery XP sacrificed, one thaum ismade available immediately for use
in a spell or magic item.

ATTUNED POWER
To add further color (and further
complexity) to the campaign, theDM may rule that certain sources ofexternal power are only suitable forcertain uses.
Perhaps external
power gained from undead can only
be used for magic items containing
necromantic effects, or the external
power gathered from a magicalspring is only good for water magic.
A demon’s carcass could provide
external power for creating evilmagic items, or for creating good
magic items designed to harmdemons. The nature of the source
will certainly give a clue as to what
applications its external power isbest suited for.

THAUMS AS CURRENCY
External power can be used as aform of currency among creaturesthat have a use for it. The basic
value of one thaum is 5 gp (double
the cost it takes to make it in an63alchemical process). This is thevalue for one thaum in portable
form.
There may also be an
additional cost for the vessel that
holds this external power.
Magic item prices are calculated
according to the rules for magic
items.
Magic item creators
typically charge 5 gp for every extra
thaum they have to use to create
the magic item.
So, using an
exchange rate of one thaum equals
five gold pieces coincides with themagic item creation rules.

example, a 10th level magic item
creator may only use up to 10,000
thaums on a single effect for amagic item. If he desired to make amagic item requiring 15,000 thaums
for a single effect, he would have to
wait until 15th level. However, if hewanted to create a magic item
having three effects, each requiring
5,000 thaums, he could do so
because each effect requires lessthan the maximum amount of
external power he can use for one
effect. This limit should probably
never come into play.

EQUIPMENT & SPECIAL
MATERIALS
Apply the Arcane Spell Failure
Chance only if the arcane
spellcaster is not proficient with thearmor or shield.

COMBAT
There are no changes to the combat
section.

CONDITION SUMMARYDIVISIBILITY AND
EXTERNAL POWER
In general, spellcasters have thenecessary knowledge and ability to
use the amount of external powerthat they require for a certain
endeavor without having to worry
about divisibility. For example, if
the cleric in the previous example
wishes to use only 2 thaums of
power from the astral deva’sfeather, she can use it, leaving her
with a feather containing 118
thaums. She does not have to use
the whole feather at one time.
Remember that when making
magic items all external power mustbe spent at the beginning of theconstruction process (just like XP
must be spent at the beginning of
the construction process under thenormal magic item creation rules).
In other words, the magic item
creator must have all the external
power he needs before beginning
construction on any magic item.
This external power can come frommany different sources and be in avariety of forms, however.

MAXIMUM EXTERNALPOWER USAGE
A character may only use amaximum number of thaums ofexternal power equal to 1,000 times
character level on a single spell orforasingleeffectwhen
constructing a magic item. For

64

METAGAME ANALYSISThis variant negates an irritating
feature of the standard D&D game:using up precious XP for magic item
creation. However, the charactersmust still use an equivalent to XP in
the form of external power, which
requires monetary expenditure,
dangerous quests, or risky combat
to acquire. Seeking out external
power for magic item construction
is an easy story hook, which makes
the DM’s job easier.
If the DM allows external power tobe gathered from creatures, expect
after-combat dissections to becomecommonplace. Also, be aware thatextra XP are essentially being
awarded for encounters with any
creatures having external powerthat can be harvested (not tomention the extra treasure gained if
the PCs decide to sell external
power to NPC magic item creators).
Limiting creature-based external
power to a few rare or dangerous
creatures is an easy way to prevent
the PCs from becoming a troupe of
hunters.
In a campaign that uses this variant,
PCs will more likely to create magic
items since there is no need tosacrifice hard-earned experience.
PCs will not be able to make more
powerful magic items under thissystem than they would under thenormal rules due to the restriction
on the maximum external powerusage per effect rule above.

There are no changes to this section

SPECIAL ABILITIESThere are no changes to thissection.

MAGIC OVERVIEW
Druids are spontaneous divine
casters under this ruleset (seeVariant Rules, below).

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

spellcasters of your class. A lesser
legerdemain can do the following.
• Duplicate any spell on your spellthlist of 0 level.
A duplicated spell allows saving
throws and spell resistance asnormal (but the save DC is for a 1stlevel spell). The casting time for thisspell is one standard action or the
duplicated spell’s casting time,
whichever is longer. When a lesser
legerdemain duplicates a spell thathas an XP cost, you must pay thatcost. When a lesser legerdemain
duplicates a spell with a material
component , you must provide thatcomponent. If a lesser legerdemain
duplicates a spell with a focus, youmust provide that focus.

LEGERDEMAIN
UNIVERSALSPELLS
The changes to paladin and ranger
spells are detailed in Spell Lists &Domains (above).
If the DM wishes to incorporate thelimited,free-form
spellcasting
system described under these rules(Theurgy), then add the following
spells to every spell list found in the
SRD up to the maximum spell levelthfound on that list (e.g., 6 level forthbards and 9 level for all otherspellcasters).

LEGERDEMAIN, LESSER
UNIVERSAL
Level: Spellcaster 1
Components: V, S, (See text)
Casting Time: 1 standard action(See text)
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: None; see text
Spell Resistance: See text
Spell Points: 1
A lesser legerdemain lets you
duplicate any cantrip available toLevel: Spellcaster 2
Components: V, S, (See text)
Casting Time: 1 standard action(See text)
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: None; see text
Spell Resistance: See text
Spell Points: 3
A legerdemain lets you duplicate
any cantrip or basic class spell. A
legerdemain can do the following.
• Duplicate any spell on your spell
list with a casting cost of one spellthpoint or any 0 level spell on yourspell list.
A duplicated spell allows saving
throws and spell resistance asnormal (but the save DC is for a
2nd-level spell). The casting time
for this spell is one standard actionor the duplicated spell’s castingtime, whichever is longer. When alegerdemain duplicates a spell thathas an XP cost, you must pay thatcost. When a legerdemain duplicatesa spell with a material component ,you must provide that component.
If a legerdemain duplicates a spellwith a focus, you must provide that
focus.

LEGERDEMAIN, GREATER
UNIVERSAL
Level: Spellcaster 3
Components: V, S, (See text)
Casting Time: 1 standard action(See text)
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: None; see text
Spell Resistance: See text
Spell Points: 5
A greater legerdemain lets you
duplicate an extremely small
number of basic spells and cantrips.
A greater legerdemain can duplicate
any spell on your spell list with acasting cost of two spell points or
less.
A duplicated spell allows saving
throws and spell resistance asnormal (but the save DC is for a
3rd-level spell). The casting time forthis spell is one standard action or
the duplicated spell’s casting time,
whichever is longer.
When agreater legerdemain duplicates aspell that has an XP cost, you must
pay that cost. When a greaterlegerdemain duplicates a spell with amaterial component , you must
provide that component.
If agreater legerdemain duplicates aspell with a focus, you must providethat focus.

THAUMATURGY, LESSER
UNIVERSAL
Level: Spellcaster 4
Components: V, S, (See text)
Casting Time: 1 standard action(See text)
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: None; see text
Spell Resistance: See text
Spell Points: 7
A lesser thaumaturgy lets you
duplicate an extremely small
number of spells. A lesser

65thaumaturgy can duplicate any spellon your spell list with a casting costof three spell points or less.
A duplicated spell allows saving
throws and spell resistance asnormal (but the save DC is for a
4th-level spell). The casting time forthis spell is one standard action or
the duplicated spell’s casting time,
whichever is longer. When a lesser
thaumaturgy duplicates a spell thathas an XP cost, you must pay thatcost. When a lesser thaumaturgy
duplicates a spell with a material
component , you must provide thatcomponent. If a lesser thaumaturgy
duplicates a spell with a focus, youmust provide that focus.

THAUMATURGY
UNIVERSAL
Level: Spellcaster 5
Components: V, S, (See text)
Casting Time: 1 standard action(See text)
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: None; see text
Spell Resistance: See text
Spell Points: 9
A thaumaturgy lets you duplicate asmall number of spells. A
thaumaturgy can duplicate any spellon your spell list with a casting costof four spell points or less.
A duplicated spell allows saving
throws and spell resistance asnormal (but the save DC is for a
5th-level spell). The casting time forthis spell is one standard action or
the duplicated spell’s casting time,
whichever is longer.
When athaumaturgy duplicates a spell thathas an XP cost, you must pay that
cost.
When
a
thaumaturgy
duplicates a spell with a material
component , you must provide thatcomponent.
If athaumaturgy
duplicates a spell with a focus, youmust provide that focus.

66

THAUMATURGY,
GREATER
UNIVERSAL
Level: Spellcaster 6
Components: V, S, (See text)
Casting Time: 1 standard action(See text)
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: None; see text
Spell Resistance: See text
Spell Points: 11
A greater thaumaturgy lets you
duplicate a number of spells. A
greater thaumaturgy can duplicate
any spell on your spell list with acasting cost of five spell points or
less.
A duplicated spell allows saving
throws and spell resistance asnormal (but the save DC is for a
6th-level spell). The casting time forthis spell is one standard action or
the duplicated spell’s casting time,
whichever is longer. When greater
thaumaturgy duplicates a spell thathas an XP cost, you must pay thatcost. When a greater thaumaturgy
duplicates a spell with a material
component , you must provide thatcomponent.
If agreaterthaumaturgy duplicates a spell witha focus, you must provide that
focus.

THEURGY, LESSER
UNIVERSAL
Level: Spellcaster 7
Components: V, S, (See text)
Casting Time: 1 standard action(See text)
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: None; see text
Spell Resistance: See text
Spell Points: 13
A lesser theurgy lets you duplicate agreat number of spells. A lesser
theurgy can duplicate any spell on

your spell list with a casting cost of
six spell points or less.
A duplicated spell allows saving
throws and spell resistance asnormal (but the save DC is for a
7th-level spell). The casting time forthis spell is one standard action or
the duplicated spell’s casting time,
whichever is longer. When a lesser
theurgy duplicates a spell that has
an XP cost, you must pay that cost.
When a lesser theurgy duplicates aspell with a material component ,you must provide that component.
If a lesser theurgy duplicates a spellwith a focus, you must provide that
focus.

THEURGY
UNIVERSAL
Level: Spellcaster 8
Components: V, S, (See text)
Casting Time: 1 standard action(See text)
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: None; see text
Spell Resistance: See text
Spell Points: 15
A theurgy lets you duplicate an
extremely large number of spells. A
theurgy can duplicate any spell on
your spell list with a casting cost ofseven spell points or less.
A duplicated spell allows saving
throws and spell resistance asnormal (but the save DC is for a
8th-level spell). The casting time forthis spell is one standard action or
the duplicated spell’s casting time,
whichever is longer.
When atheurgy duplicates a spell that has
an XP cost, you must pay that cost.
When a theurgy duplicates a spellwith a material component , youmust provide that component. If atheurgy duplicates a spell with afocus, you must provide that focus.

THEURGY, GREATER
UNIVERSAL
Level: Spellcaster 9Components: V, S, (See text)
Casting Time: 1 standard action(See text)
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: None; see text
Spell Resistance: See text
Spell Points: 17; see text
A greater theurgy lets you duplicate
nearly any spell. A greater theurgy
can duplicate any spell on your spell
list with a casting cost of eight spell
points or less.
For every two additional spell points
added to the casting cost of thisspell, the spellcaster adds one spell
point to the total number of spell
points available for the duplicatedspell. Remember that you cannot
spend more spell points on a spellthan your caster level.
A duplicated spell allows saving
throws and spell resistance asnormal (but the save DC is for a
9th-level spell). The casting time forthis spell is one standard action or
the duplicated spell’s casting time,
whichever is longer.
When agreater theurgy duplicates a spellthat has an XP cost, you must paythat cost. When a greater theurgy
duplicates a spell with a material
component , you must provide thatcomponent. If a greater theurgy
duplicates a spell with a focus, youmust provide that focus.

MONSTERS
There are no changes to thissection.

MONSTER FEATSThere are no changes to thissection.

MONSTERS AS RACES
There are no changes to thissection.

Feats involving power points areapplied to spell points as well.

CARRYING, MOVEMENT,& EXPLORATIONEXPERIENCEAWARDS

There are no changes to thissection.

SIMPLIFIED XP AWARDSSURROUNDINGS,WEATHER, &ENVIRONMENT
There are no changes to thissection.

TRAPS
There are no changes to thissection.

TREASURE
There are no changes to thissection.

PLANES
There are no changes to thissection.

TYPES & SUBTYPESEPIC RULES

There are no changes to thissection.

There are no changes to this section(yet).

IMPROVING MONSTERSPSIONIC RULES

There are no changes to thissection.

and psychic warrior power lists),
the power keeps its psion level. If
the power is not part of the originalpsion power list, it becomes a psion
power at the same level it had as a
psychic warrior power.

All psychic warrior powers are now
part of the psion power list. Whena power is duplicated (i.e., thepower appears in both the psion

All experience awards are derived
from Table 11: XP Awards. This
table shows the amount ofexperience points to award eachcharacter, individually, based onthedifference
betweenthechallenge rating of the encounter(CR) and the character’s character
level (CL).
Three different
advancement rates are offered:normal, reduced, and slow. The
normal advancement rate assumes
that a character will gain a “level’s
worth” of experience points after
about thirteen evenly-matchedencounters.
The reduced rateincreases that number to 20 evenlymatched encounters.
The slowadvancement rate requires 40
evenly-matched encounters. The
DM should choose the column that
grants an appropriate advancement
rate for his campaign. The normal
advancement rate should be thedefault since this corresponds tothe advancement rate found in
standard D&D.
In standard D&D, experience point
awards increase as the character’slevel increase. This is because anincreasing number of experience
points are required to reachsuccessive levels (1,000 XP times thecurrent character level). Under thissystem, however, a “level’s worth” ofexperience is always 1,000 XP. As aresult of this restructuring, all trait
advancement costs found in the
D&D5E ruleset do not need to be67multiplied by character level. Thus,
all skill ranks cost 25 XP per rank,
regardless of whether the characterstthis 1 level or 15 level. Base attack
bonus always costs 300 XP per +1.
Every trait has a fixed cost that does
not depend on the character’s level.
TABLE 11: XP AWARDS
CRCL
-7
-6
-5
-4
-3
-2
-1
0
+1
+2
+3
+4
+5
+6
+7

Normal
XP
6
9
12
18
25
38
50
75
100
150
200
300
400
600
800

Reduced
XP
4
6
9
12
18
25
38
50
75
100
150
200
300
400
600

Slow
XP
2
3
4
6
9
12
18
25
38
50
75
100
150
200
300

To use Table 11, simply subtract thecharacter’s level from the challenge
rating of the encounter to get a
number from -7 to +7. Numbers
less than -7 result in no experienceaward and numbers greater than +7
should be treated as +7 (but thecharacters shouldn’t be able tosuccessfully
resolvethose
encounters anyway).
Once youhave the difference between the CR
and the CL, find the row
corresponding to this difference.
The experience award for thatcharacter is found in the column
corresponding to the advancement
rate of the campaign (normal,
reduced, or slow). For example, athrd
4 level character, two 3 levelndcharacters, and a 2 level character
successfully complete a CR 3
encounter. The DM is using thethnormal advancement rate. The 4
level character receives 50 XP (the -1rdrow), the two 3 level characters
receive 75 XP each (the 0 row), andnd
the 2 level character receives 100
XP (the +1 row). When using Table
11, you never have to divide the XP
award by the number of surviving

68

characters. The table shows theindividual XP awards for characters.
Characters who do not survive an
encounter do not gain anexperience award.
The normal advancement rate
allows a character to gain 75 XP per
evenly-matched encounter that was
successfully overcome.
After 13such encounters, the character has
earned 975 XP, just 25 XP short of a“level’s worth” of experience. Once
XP has been earned, it can be used
immediately, subject to the dictatesof the DM. The DM may only allow
XP to be spent at the end of thegaming session or at the beginningof a session (giving the player timeto think about how he wants tospend his XP). The DM could allow
XP to be spent as soon as it isearned, but need not do this. After
successfully overcoming an evenlymatched encounter, a character hasenough experience points to gain
three hit points, three skill ranks. It
takes
four
evenly-matchedencounters to gain a +1 base attack
bonus. After seven evenly-matchedencounters,a wizard can gain
another level of spellcasting ability.
If this advancement rate seems too
fast, it’s only because in the normal
system, level abilities are granted all
at once, after thirteen or fourteen
encounters have been completed.
The DM always has the option touse
thereducedorslow
advancement rates, if desired.
Stepping through an example may
stprove helpful. Let’s say that a 1
level character begins his career.
The character is a knight,
concentrating on warfare and its
relateddisciplines.
Duringcharacter creation, the playerpurchases a +1 base attack bonus(300 XP); light, medium, and heavyarmor proficiencies (300 XP); shieldproficiency (100 XP); he gives him a+2 base Fortitude save bonus (200XP); eleven hit points (275 XP); oneclass level in fighter (25 XP); four
skill ranks in Ride (100 XP); four
skill ranks in Knowledge (nobility
and royalty) (100 XP); four skill
ranks in Perform (oratory) (100 XP);simpleandmartialweaponproficiencies (200 XP); Mounted
Combat feat (100 XP); Ride-By
Attack feat (100 XP); and theSpirited Charge feat (100 XP) for a
total of 2,000 XP.
Our knight begins his adventuring
career in a war against gnolls whoareravaging
hisbaron’scountryside.
Gnolls are CR 1
creatures, so for every gnoll theknight defeats, he will receive 75 XPst(as long as the knight remains a 1
level character).
After a shortgaming session, the knight defeats
four gnolls. The DM awards theplayer 300 XP and tells the playerthat he’ll give him time to think
about how he wants to spend his
XP. He asks him to e-mail his planon spending the XP, so that the DM
can approve it before the next gamesession. The player goes home andthinks it over. If he immediately
gains a trait that makes his knight and
2 level character, he will only
receive 50 XP per defeated gnoll
during the next game session. The
player decides to spend his XP on
traits that will not raise his
character’s level. His knight alreadyhas a +1 base attack bonus, 12 hit
points, a +2 Fortitude base savebonus, and a class level in fighter.
Obviously, he cannot raise these
traits if he wants his knight tostremain at 1 level. Looking over thestlist of feats and 1 level special
abilities, he notices that he could
gain Favored Enemy (gnolls)ndwithout becoming a 2levelstcharacter (since this is a 1 levelspecial ability). This would help
him defeat more gnolls and thus
gain more experience. He could
also
take
WeaponFocus(longsword) to grant his knight a +1
bonus to attack rolls. Since this is
not an increase to the base attack
bonus, taking this feat would notincrease his character level. Finally,
he decides that Toughness would bea good feat to have, since it gives his
knight +3 hit points (not base hit
points). So, our player has found a
way to spend his 300 XP on threefeats (costing 100 XP each) which
will grant him a +1 attack bonus

with his favorite weapon, +2
damage against enemies that heknows he will encounter, and +3 hit
points so that he is better able tosurvive the encounters. The beststpart is that he’s still a 1 level
character. He sends his plan to hisDM, who replies that he’s a minmaxing fool, but approves it
anyway. But the DM can always
cause the knight to lose hislongsword and have to fight orcs
next week.
Changing the experience point
system in this way greatly simplifies
charactercreationandadvancement.
By making every“level’s worth” of experience equal
1,000 XP, the XP Award chart is now
much simpler.
Increasing thecharacter level of your character
lowers the amount of experience
you receive for same type of
encounters. For example, if you areth
a 4 level character, you would
receive 50 XP for an ogre (CR 3)
when
using
the
normaladvancement rate. Once you reachth
5 character level, overcoming anogre now grants you 38 XP.
Experience awards are reduced.
th
The 4 level character uses the “-1”row to find experience (since 3
minus 4 is -1). He uses the “-2” row
once his level increases (3 minus 5
equals -2).
Regardless of thecharacter’s level, skill ranks cost 25
XP each, feats cost 100 XP, hit
points cost 25 XP each, and so on,
according to the trait cost tables
found in this ruleset.
This new system makes it easier tocreate higher-level characters since
the XP costs for traits never change.
In normal D&D, 120,000 XP could
be used to create a character that isththe equivalent of a 16
levelcharacter. Now, you need 16,000
XP to create the same character(1,000 XP per level) and the trait
costs never change. If you want togive that character a +16 base attack
bonus, it will cost 4800 XP (16 times
300 XP).
If the normal D&D
experience system were used, itwould cost 300 XP for the first +1,
300 XP for the second, 600 XP for

the third, 900 XP for the fourth, andso on, which is a much moredifficult math problem.
Since the experience award is basedon the difference between thechallenge rating of the encounterand the character level, fractional
CR’s must be handled a bit
differently when using this system.
It doesn’t make sense to subtract acharacter’s level from the challenge
rating of a fractional CR encounter.
Depending on your rounding
convention, you would always end
up on the row equal to either thenegative of the character’s level, or
the row below it. For this system,
all fractional CR’s (such as ½ and¼) are converted to integers.
A simple table summarizes theconversion of old, fractional CR’s tothe new, integer CR’s.
TABLE 12: CONVERTING CR
Old CR
1/2
1/3
1/4 and 1/5
1/6 and 1/7
1/8 and 1/9
1/10 and less

New CR
0
-1
-2
-3
-4
-5

This new system of treating every
level as having 1,000 XP requires a
few changes when it comes tospending or losing experience
points. First, if a character mustever spend experience points (suchas when casting a spell or making amagic item), divide the amount thatmust be spent by the character level(round up). Second, if any effectcauses a character to lose a level,that character should lose 1,000 XP.
This loss should be applied as
evenly as possible across thecharacter’s traits in order to lower
his character level by one. Thesechanges are necessary to ensurethat the experience point amounts
are still equal to the same
percentage of experience points
required for advancement.
For
example, if a 20th level wizard casts
a wish spell, normally costing 5,000

XP, then he need only to spend 250
XP (5,000 XP divided by 20). Under
standard D&D3.5E, 5,000 XP
represents 25% of the character’sadvancement toward 21st level.
When levels only cost 1,000 XP,
then 250 XP represents 25% of thecharacter’s advancement towards
21st level (or any level for thatmatter). It’s the percentage that’s
important, not the amount.
Losing a number of experience
points per class level (such as whena sorcerer or wizard loses theirfamiliar)
requiresaspecialcalculation. Consider the case of
losing a familiar, which causes acharacter to lose 200 XP per
sorcerer or wizard class level. Thismeans that the character will lose a
total of 20% of the amount ofexperience points it takes to reachhis next level (assuming all of his
character levels are class levels insorcerer or wizard). The amount ofexperience lost is equal to the baseamount lost (without considering
the multiplication of class levels)
times the number of class levels
divided by the number of characterthlevels. For example, a 20 levelwizard’s familiar is killed. Under
the standard rules, he would lose
4,000 XP (200 XP times his 20 levels
in wizard). Under this system, heloses 200 XP (200 XP times 20 classlevels divided by 20 characterththlevels). If he were a 10 fighter/10
level wizard, he would lose 100 XP(200 XP times 10 wizard levels
divided by 20 character levels),
which is 10% of a “level’s worth” ofexperience points, the same
percentage he would lose instandard D&D.
Luckily,themostcomplexcalculations are required for themost infrequently encounteredsituations in the game (casting aspell with an XP component, losing
a level, having a familiar die).
Using this new XP award greatly
simplifies encounter creation, NPC
creation, awarding XP, and raising
traits.
If the normal D&D3.5E
system were used, all trait costs

69

would have to be multiplied by thecharacter’s level. This would makeit difficult to advance traits and
make
high
level
characters.
However,thisnewsystemcomplicates spellcasting with XPcomponents and magical item
creation. If the external powersystem is used for spellcasting andmagical item creation, then the
problem is solved.

“BLUE-BOOKING”
ADVANCEMENT
In addition to the rules forexperience awards found in thisrulebook, experience can also beawarded on the basis of nonadventuring pursuits. Suitable for
NPCs and campaigns whereadventures may be separated by
years of inactivity, these experienceawards are based on the characters
engaging in the normal, day-to-day
activities to advance themselves
along their chosen career path. A
simple rule is to assume that thecharacter earns 500 XP per year ifthey are actively working on
advancing themselves. Table 13:
Career Experience Points shows
the total amount of experience
points characters of different races
can earn, assuming 500 XP eachyear for every year from adulthoodto venerable age categories. The
expected character level that eachrace can attain at the onset of thevenerable age category is shown as
well.
The figure of 500 XP per year can be
adjusted based on the quality of
instruction and materials available
to the character. Poor conditions
might result in the character
receiving only 250 XP per year (ornone at all), while formal tutoringwith a mentor dedicated only to thecharacter’s instruction could yield
up to 1,000 XP per year (but should
be gained at exorbitant cost).
These “time-based” experienceawards can be used to figure out
how many experience points a nonadventuring NPC should have or

70such awards could be used to create
starting characters who are older
than the norm. If characters take agreat deal of time off between
adventures,
theseexperienceawards could be used to simulate
the slow, steady advancement thatcomes over time.
Adventuring
should always result in experienceawards much greater than thoseshown here.
TABLE 13: CAREER
EXPERIENCE POINTS
Race

XP

Human
Dwarf
Elf
Gnome
Half-elf
Half-orc
Halfling

27,500105,000
120,000
80,00052,50023,00040,000Character
Level
th
7
th
15
th
16
th
13
th
10
th
7
th
9

Because this advancement systemrepresents the slow, methodical
advancement that comes with time,
the costs to raise traits must bechanged somewhat to prevent
sedentary and unmotivated NPCs
from surpassing heroic adventurers.
It is assumed that great levels ofskill and power are more difficult toattain when a character “plays it
safe” so all trait costs must be
multiplied by the character level
required to have a trait at that level.
Using Table 2: Character Level
Determination find the character
level required to have a certain trait.
Multiply the cost to raise that traitfrom the previous level by thecharacter level shown.
For
example, if an NPC has a baseattack bonus of +5, it will cost that
NPC 1,800 XP to raise it to +6. This
represents an investment of overthree-and-a-half years of practicing
combat. Each trait must be steppedthrough, one at a time, so the NPC
above would have had to pay a totalof 4,500 XP to raise his base attack
bonus from +0 to +5 (300 XP for the+1, 600 XP to raise it to +2, 900 XP
to further raise it to +3, and so on).
This represents about nine years ofeffort, but it assumes that the NPC

never really got into a fight thatwhole time. These increasing trait
costs are taken into account whencalculating the levels shown in
Table 13.

INSTANCE-BASEDADVANCEMENT
This option almost completely
eliminates
experience
pointsaltogether. Under this system, acharacter advances traits that heuses during an adventure. Thus, if
you resort to fighting most of thetime, you will become a very goodfighter. If you use magic more
often than not, you will become agreat wizard.
What you do
determines how you advance.
After each encounter, the DM will
determine
what
traitseach
characterusedduringthatparticular encounter. For each trait
that was successfully used to resolve
the encounter, the player is eligible
to make a check to see if thatparticular instance of trait-use gave
his character a useful insight. If thecheck is successful, the character
gains a “step” in that trait.
Advancing a trait to the next higher
level costs a certain number of steps(one to 40). Each step is theequivalent of 25 XP. The player
may make up to three checks after
each encounter, but no more.
Table
14:
Instance-Based
Advancement Costs shows thenumber of steps that are needed toadvance a certain trait (listed in thefirst column) by a certain level(listed in the last column). The
player must specify the trait thecharacter is working towards when
making the check if more than one
specific trait could be chosen (suchas when buying a feat or advancing
an ability score).
For each trait, there is arequirement that must be met
before the player can attempt togain a step with that instance oftrait-use.
If the character
successfully completed (remained
alive after) an encounter deemedsignificant by the DM and thecharacter met the criterion listed
for that trait on Table 15: InstanceBased Advancement Criteria andChecks, then he is eligible to makea check after that particularinstance. If eligible, he can only
make one check, regardless of how
many times he may have met thecriterion.
For example, if thecharacter had to make three Will
saves during the encounter, he canonly make a check to gain one stepfor his Will save. If, during the next
encounter, he must make a Will
save again, that counts as anotherinstance. The “generic criterion” is
met when a character successfullycompletes a significant encounter(regardless of how he completed
the encounter). If the check on aparticular instance is successful, thecharacter gains a step in that trait.
So, for a character to raise his baseattack bonus by +1, he must earn 12
steps in that trait. The criterion foreach of these steps is “deal weaponor unarmed damage three times”
during an encounter that wascompleted successfully.
Dealing
damage three times makes thecharacter eligible for one check. If
the check on each instance issuccessful, the character earns one
step towards the next higher levelin base attack bonus (i.e., a +1).
After 12 successful checks, thecharacter will gain a +1 to baseattack bonus.
Checks are conducted by rolling a
d20 against the DC given in the
Advancement Check column ofTable 15. For our example above,
the player must roll a d20 and scorea result equal to or higher than his
character’s current base attack
bonus when making a check. As
you
can
see,
it
becomes
progressively harder to earn a
success on an instance of trait-use(and turn it into an advancement“step”) since the advancement
check DC will rise as the character’slevels rise. Rolling a natural 20 (i.e.,a “20” shows on the face of the die)always results in a successful check
regardless of the DC. Also, forevery previously failed checkagainst a certain trait, the player
adds +4 to the next advancement
check on that trait until a step isearned (then the bonus iseliminated).

Because some game mechanics use
XP expenditure (such as magicalitem creation and spellcasting), theplayer may convert any instance of
eligibility into XP. One instanceconverts to 25 times the character
level of the character in XP. The
player
need
not
roll
an
advancement check, the instance isenough. This creates a pool of XP
that can be used for any gamemechanic requiring XP expenditure.

If Instance-Based Advancement isused, the tables below replace those
found
in
the
Character
Advancement section. The XP costs
for traits are listed for reference andcomparison.

Character level is still determinedby Table 2: Character Level
Determination when using thissystem. The character’s highest
level trait is used, just like in thenormal XP advancement system. It
is always up to the player to decide
if he wants to make anadvancement check to earn steps.
If earning a step would advance a
trait causing a character level
increase, the player does not haveto roll if he doesn’t want his
character to level to increase (forsome reason).

The “generic criterion” has anotherimportant use in this systembesides being used for certain traits.
Any trait that is deemed a starting
trait by the DM can be bought withsteps earned from the genericcriterion.
For example, if yourcharacter has absolutely no ability
to cast wizard spells, how would
you ever gain that ability? Under
this system, the only way to getbetter at wizard spellcasting is tocast wizard spells. If you can’t cast
wizard spells, you can’t advanceyour wizard spellcasting trait, but
obviously people learn how to do
new things. By using steps earned
by the generic criterion, a charactercan become a wizard.
These
generic criterion steps can also be
used to get special abilities without
prerequisites (because normally you
have to earn steps by using
prerequisites before you can gain aspecial ability). The advancement
check for these steps is equal tocurrent character level.

This advancement system is aradical departure from the normal
XP-and-level advancement systemfound in most D&D games.
Normally, XP are earned and theplayermakes
advancement
decisions based on the career
progression he wants for his
character.
Under this system,
career progression is based solely
on the actions of the character.
Regardless of the player’s initialconception of the character, thecharacter will advance along acareer path determined by theopportunities available.

Starting characters receive 80 steps
to purchase initial traits, which may
not exceed the maximums found on
Table 1: Starting Character Traits.

71

TABLE 14: INSTANCE-BASED ADVANCEMENT COSTS
Basic Traits
Step Cost
XP CostBase Attack Bonus (BAB)
12300
Base Save Bonuses
4100
Base Hit Points
1
25
Skills
1
25
Feats
4
100
Special Abilities
4
100
Class Levels
125
Ability Scores
6150
Spellcasting Traits
Bard Spellcasting
6
150
Cleric Spellcasting
12300
Druid Spellcasting
8
200
Psion Manifesting
20
500
Sorcerer Spellcasting
20
500
Wizard Spellcasting
20
500
Optional Basic Traits
Base Attack Bonus (Melee)
6150Base Attack Bonus (Ranged)
6150
Base Attack Bonus (Weapon Group)3
75
Base Attack Bonus (Specific Weapon)
125
Weapon Group Feats
1
25
Class Level Package
40
1000
Level Adjustment
40
1000
Optional Spellcasting Traits
Bard Spellcasting3
75
Cleric Spellcasting
6
150
Druid Spellcasting
4
100
Psion Manifesting
10
250
Sorcerer Spellcasting
10
250
Wizard Spellcasting
10
250
Bard Spellcasting
1 or 2*
25/50
Cleric Spellcasting
3
75
Druid Spellcasting2
50
Psion Manifesting
5
125
Sorcerer Spellcasting
5
125
Wizard Spellcasting
5
125
Component Spellcasting Traits
Spellcaster Level
4100
Spell Points
4100
Spell Points
250
Spell Points
125
Spell List
250
Spell List
375
Spell List
5125
Spell List
4
100
Power List
8200
Spell List
8200
Spell List
8200
Spell List
125
Spell List
15375
Spell Knowledge
250* The cost is 1 for every ¼ and ¾ level and 2 for every ½ and whole level.

72

Per
+1
+1
Hit Point
Skill Rank
Feat
Special Ability
Class Level+1 to Score
Whole Level
Whole Level
Whole Level
Whole Level
Whole Level
Whole Level
+1
+1
+1
+1
Feat
Level
Level
Half-Level
Half-Level
Half-Level
Half-Level
Half-Level
Half-Level
Quarter-Level
Quarter-Level
Quarter-Level
Quarter-Level
Quarter-Level
Quarter-Level
Caster Level
Whole Level
Half-Level
Quarter-Level
School-Level
Bard Spell Level
Cleric Spell Level
Druid Spell Level
Psion Power Level
Sorcerer Spell Level
Wizard Spell Level
Five Spells
Every Spell for Level
Spell

TABLE 15: INSTANCE-BASED ADVANCEMENT CRITERIA AND CHECKS

Base Attack Bonus
Base Save Bonuses
Base Hit Points
SkillsFeats
Special Abilities
Class Levels
Ability Scores

Criterion (per Encounter)
Deal weapon or unarmed damage three times
Roll a save (successful or not)Be reduced to below 75% maximum hit points
Significant and successful use of the skill
Generic criterion
Use of a special ability prerequisite
Generic criterion
Generic criterion

Advancement Check (DC)
Current Base Attack Bonus
Current Base Save Bonus times two
Current Base Hit Points divided by 10
Current number of skill ranks
Current number of base feats
Level of special ability minus one
Current class levels
Current ability score

Bard Spellcasting
Cleric Spellcasting
Druid Spellcasting
Psion Manifesting
Sorcerer Spellcasting
Wizard Spellcasting

Use of bard spellcasting
Use of cleric spellcasting
Use of druid spellcasting
Use of psion manifesting
Use of sorcerer spellcasting
Use of wizard spellcasting

Current bard caster level
Current cleric caster level
Current druid caster level
Current psion manifester level
Current sorcerer caster level
Current wizard caster level

BAB (Melee)
BAB (Ranged)
BAB (Weapon Group)
BAB (Specific Weapon)
Weapon Group FeatsClass Level Package
Level Adjustment

Deal melee weapon/unarmed damage 3 times
Deal ranged weapon damage three times
Deal damage with a group weapon three times
Deal damage with that weapon three times
Generic criterion
Generic criterion
Generic criterion

Current BAB (Melee)
Current BAB (Ranged)
Current BAB for that weapon group
Current BAB for that specific weapon
Current character level
Current character level
Current character level

Bard Spellcasting
Cleric Spellcasting
Druid Spellcasting
Psion Manifesting
Sorcerer Spellcasting
Wizard Spellcasting
Bard Spellcasting
Cleric Spellcasting
Druid Spellcasting
Psion Manifesting
Sorcerer Spellcasting
Wizard Spellcasting

Use of bard spellcasting
Use of cleric spellcasting
Use of druid spellcasting
Use of psion manifesting
Use of sorcerer spellcasting
Use of wizard spellcasting
Use of bard spellcasting
Use of cleric spellcasting
Use of druid spellcasting
Use of psion manifesting
Use of sorcerer spellcasting
Use of wizard spellcasting

Current bard caster level
Current cleric caster level
Current druid caster level
Current psion manifester level
Current sorcerer caster level
Current wizard caster level
Current bard caster level
Current cleric caster level
Current druid caster level
Current psion manifester level
Current sorcerer caster level
Current wizard caster level

Spellcaster Level
Spell Points
Spell Points
Spell Points
Spell List
Spell List
Spell List
Spell List
Power List
Spell List
Spell List
Spell List
Spell List
Spell Knowledge

Use spellcastingUse 25% maximum spell points
Use 25% maximum spell points
Use 25% maximum spell points
Generic criterion or use spellcasting
Generic criterion or use spellcasting
Generic criterion or use spellcasting
Generic criterion or use spellcasting
Generic criterion or use spellcasting
Generic criterion or use spellcasting
Generic criterion or use spellcasting
Generic criterion or use spellcasting
Generic criterion or use spellcasting
Generic criterion or use spellcasting

Current spellcaster level
Current maximum spell points / 10
Current maximum spell points / 10
Current maximum spell points / 10
Level of spell list times two
Level of spell list times two
Level of spell list times two
Level of spell list times two
Level of spell list times two
Level of spell list times two
Level of spell list times two
Level of highest level spell times two
Level of spell list times two
Level of spell times two73

An extensive walkthrough example
is most certainly necessary at thispoint. Let’s say that a group of fourcharacters; Jozan, Tordek, Lidda,
and Mialee; are on an adventure.
Their first encounter is pretty toughand the DM decides that it was asignificant encounter. During theencounter, Tordek fought and killed
four foes (hitting at least threetimes before dropping each enemy).
He also lost half of his normal
amount of base hit points. Jozan
cast two healing spells, hit one foe
five times, and turned undead once.
Jozan lost one-third of his fullyhealed base hit points. Lidda madea successful Move Silently skill
check that was critical to thesuccess of the encounter, fought
two enemies (hitting at least threetimes on each one), and used hersneak attack special ability once.
Mialee cast six wizard spells, madea successful Concentration skill
check, and lost one-quarter of herbase hit points.
Tordek is eligible to roll an
advancement check one time forbase attack bonus (he made way
more than three successful hits)
and one time for base hit points(since he was reduced to below 75%
of his base hit point maximum).
Even though he killed four enemies,
he’s only allowed one check for baseattack bonus per encounter.
Characters are allowed a maximumof three checks per encounter, but
Tordek did not meet any of theother criteria except for the genericcriterion. Tordek’s player decides
to make the generic criterion for
the Strength ability score his third
check. The player looks on Table
15 and finds that he must rollagainst a DC equal to Tordek’s baseattack bonus in order to receive a
step. Tordek’s base attack bonus is74

five, the player rolls an 11, easily
making this check.
The player
notes somewhere that Tordek has
one step towards increasing hisbase attack bonus by +1. Next, hewill roll a check to earn a step for
Tordek’s base hit points. Tordek
has 50 base hit points when fullyhealed, so this check is also at DC 5.
The player rolls a 13, resulting in a
success. The player sees that only
one step is required to raise
Tordek’s base hit points by one.
Tordek’s new base hit point total is
now 51. Tordek’s Strength is 17, so
the player is not confident about
earning a step for this trait. The DC
for the roll is 17. The player rolls an
8. Tordek does not earn a step
towards advancing his Strength.
Jozan’s player now resolves his
advancement checks.
Jozan iseligible to roll for a base attack
bonus step. Even though he only
dropped one opponent, he had fivesuccessful hits. Jozan’s current baseattack bonus is +3 so theadvancement check DC is 3. The
player rolls an 18, so Jozan gets a
step. Jozan cast two healing spells
during the encounter. Since heused cleric spellcasting during asignificant encounter, he is eligible
for a check to advance his clericspellcasting. He already has 11 steps
in cleric spellcasting, so if Jozan
earns another step, he will becometha 6 level cleric spellcaster. The DC
for this roll is 5. Jozan’s player rolls
a 9, thus earning a step. Jozan nowthhas 6 cleric spellcasting ability.
Even though Jozan is eligible toearn a step for base hit points, theplayer decides to attempt a Wisdom
ability score step. Jozan’s Wisdom
is 16. The player rolls a 19 on the
check and Jozan earns a step
towards Wisdom. After five more
successful steps, Jozan’s Wisdom

will increase by one (sinceincreasing an ability score by one
requires six steps).
Lidda’s player decides to rolladvancement checks for base attack
bonus, the Sneak Attack III special
ability (since she doesn’t have ityet), and a Dexterity ability scorestep. She decides not to roll for theuse of Move Silently, since Lidda
has eight ranks already. Skills only
require one step for advancement(to the next rank) and Lidda’s
player wants her character tothremain at 5
character level(because she feels her hit point are
still too low). If she succeeded at
the Move Silently advancement
check, Lidda would then have ninethranks and would become a 6 level
character.
Players are neverobligated to make advancement
rolls if advancement is not desired,for whatever reason.
Mialee’s player is eligible to makethree advancement rolls in wizard
spellcasting, the Concentration
skill, base hit points, or any one
other trait using the genericcriterion. Even though Mialee’s
player really wants to increase
Mialee’s base attack bonus, hecannot make an advancement rollfor this trait, since Mialee did notresort to physical combat during
this encounter.
Since each step represents a 2.5%
advancement towards the next
“level” and three steps can beearned per encounter, it will stilltake a party approximately 13 or 14
challenging encounters to advance
one level equivalent under the
Instance-Based
Advancement
system, just like in normal D&D.

BASIC CHARACTER CLASS BUILDS
Inquisitive players and DM’s may beinterested in seeing how the basic
character classes offered in thePlayer’s Handbook turn out whenconstructed using the character
advancement system contained inthis ruleset.
The number ofexperience points required topurchase the base attack bonus,
base save bonuses, skill points, classspecial abilities, spellcasting, andability score increases appropriate
to each character class at each classlevel are assumed in the calculation.
Theexperience
point
cost
representing the maximum numberof hit points that could be rolled oneach hit die (per class level) is

includedin
thesebuilds.
Furthermore, the experience point
costs to raise traits have been
multiplied by the character level as
appropriate to show the equivalentexperience points that would haveto be earned in normal D&D toattain each level in the indicatedclasses.

standard are in italics. For example,thbuilding an 18 level barbarian
requires 172,450 XP when using thisruleset. This XP total is greaterththan 171,000, the minimum for a 19
level character under the normal
rules. As you can see, fighters mostoften require less XP than otherclasses to reach the same character
level. The XP amount in the firstrow shows how much additional XP
stis needed to build a 1 level
character of that class, over the
2,000 XP granted during character
creation. Positive numbers indicatethat more XP is needed, while
negative numbers show that less XP
is required.

All experience point totals for eachclass fall within the normal XP
ranges given in the SRD with a few
exceptions. Experience point totals
that are one level higher thanstandard are shown in bold black,
while experience point totals
indicated one level lower than

TABLE 16: EXPERIENCE POINT COSTS FOR BASIC CHARACTER CLASS BUILDS

Level

C

L

A

S

S

E

S

Ftr

Mnk

Pal

Rgr

Rog

Sor

Wiz

Standard

Bbn

Brd

Clr

Drd

1

0

(+125)(+400)(-100)(+100)

(-25)

(-75)

(+75)

(+425)(-125)(-600)(-500)

2

1,000

1,550

1,600

1,800

1,900

1,350

1,950

1,500

1,600

1,450

1,600

1,600

3

3,000

4,625

4,450

4,650

4,900

3,825

4,425

4,500

4,150

4,675

3,950

3,950

4

6,000

8,025

7,950

8,550

9,000

6,825

9,025

7,000

7,650

7,875

7,650

7,650

5

10,00012,60010,80011,75012,55010,40012,30011,45011,85010,900

11,15011,6506

15,00019,65018,00018,95020,05016,85019,95018,65019,05017,65018,75019,2507

21,00025,125

22,95024,60026,05020,92524,72523,60024,70022,77522,80023,3008

28,00032,22531,05032,70034,55027,22533,42530,10032,80029,47530,70031,200936,00043,40039,00040,50042,90036,60040,30041,50043,30038,60040,10040,6001045,00052,35048,20050,70053,60044,55052,25050,70053,50047,05050,10051,60011

55,00061,12556,15059,75063,20051,12561,02558,65062,55055,27556,75058,25012

66,00076,72570,85074,45078,50064,32577,82573,35076,05069,07572,45073,95013

78,00089,10078,50083,25088,05074,10085,20084,75088,75078,40082,35083,85014

91,000101,750

92,90097,650103,150

85,35099,25096,350101,750

88,95096,55098,050120,850

98,925

114,325

114,800

117,200

106,275

110,300

113,300

128,100

132,100

119,975

126,600

129,600

15

105,000

118,325

108,350

113,100

16

120,000

134,425

123,250

129,600

138,150

111,825

133,62517

136,000

150,700

133,300

141,200

149,000

124,700

145,000

143,100

148,800

130,500

139,700

142,700

18

153,000

172,450

155,500

163,400

173,900

144,650

166,750

165,300

169,200

151,350

163,500

166,500

19

171,000

187,825

169,450

179,250

188,800

156,225

180,225

179,250

183,150

167,675

175,350

178,35020

190,000

208,025

190,150

199,950

212,500

172,425

204,425

197,950

203,850

182,875

195,850

200,85075

VARIANT RULES
RACES

MAGIC

Characters can always spend 1,000
XP outright to reduce a leveladjustement. They need not buy off
level adjustments at set character
levels. This changes the system
foundinReducing
Level
Adjustments.
Characters withbloodlines must spend 1,000 XP
before reaching the character levels
shown in Bloodlines.

The spell points system is adopted
from this section to facilitate moreincremental
developmentof
magical power for characters.
Additional rules regarding theapplication of the spell points
system is detailed below.

CLASSES
Druids are spontaneous divine
casters under this ruleset. Clerics
remainpreparation-based
spellcasters.
The new class features and classvariants included in this section canbe bought with experience points
just as core special abilities arebought.
It is interesting to note that gestalt
characters can be built with thisruleset and that such charactersmust pay for all of the extra abilities
they receive.

BUILDING CHARACTERS
Taking a Character Flaw during
character creation grants thatcharacter an extra 100 XP to spend
on traits.

ADVENTURING
If Defense Bonus is used, it should
cost 300 XP per +1. If the Vitality
and Wound Points system is used,vitality points cost the same as hit
points (25 XP).

76

Use the vitalizing variant of thespell point system with thefollowing changes to the Recovering
Spell Points paragraph.
A
character’s spell point total is nottied to his level of fatigue. Thus,
spells that remove fatigue andexhaustion (such as heal andrestoration) do not alter therecipient’s
spell
point
total.
Characters do not lose spell points
if they are subjected to some othereffect that would make themfatigued or exhausted either.
Spell points are recovered only by
rest.
The first two-thirds of acharacter’s
spell
pointsarerecovered over the first two hours
of rest.
The last third of acharacter’s
spell
pointsarerecovered after an additional six
hours of rest. Put another way,spell point recovery proceeds at a
rate of one-third the character’s
maximum spell point pool per hour
as long as the character’s current
spell point total is two-thirds
maximum or less.
Spell point
recovery proceeds at a rate of onethird the character’s maximum spellthpoint pool for every six hours (1/18
maximum spell point pool perhour) if the character’s current
spell point total is greater than twothirds maximum.
For example, let’s say a characterwith a maximum pool of 36 spell
points uses all those spell points incombat. By the end of combat, hewill be exhausted, since his spell
points dropped to below onequarter of his maximum. The party

decides to rest for three hours
before continuing on. In the firsthour, the character recovers 12 spell
points (one-third his maximum).
He also happens to recover from his
exhausted condition and moves up
to a fatigued condition because herested for one hour. During thesecond hour, he recovers another 12spell points (the “second” third of
his maximum pool of 36 spell
points).
He keeps his fatigued
condition because one hour of rest
does not remove this condition.
For the last hour, his spell point
recovery rate becomes 2 spell points
per hour (since spellcasters recover
their last third, in his case 12 spell
points, over the course of six
additional hours).
Since thecharacter is only resting for one
additional hour, he recovers two
spell points. So, after three hours ofrest, he has recovered 26 spell
points and is fatigued.
Theremaining 10 spell points remain
uncovered as the party members
ready themselves to continue on
their way. The fatigued condition
can only be removed by anadditional six hours of rest (since he
did rest for two hours after his
condition was changed fromexhausted to fatigued).
Had the spellcaster finished combat
with 18 spell points, he would havebeen fatigued. The first half-hourof rest would have allowed him torecover six spell points (since hewas below two-thirds his normal
maximum). The remaining twoand-a-half hours of rest would haveallowed him to recover five spell
points (since the rate of recovery
changed to two spell points perhour).
His new total upon
resuming exploration would be 29
spell points in this example.
All spellcasters gain bonus spell
points based on their Constitution
scores rather than the ability scorethat normally grants bonus spells.

Characters can exceed their normal
pool of spell points as described by
the second variant found in
Optional Vitalizing Variants.
Metamagic feats can be applied tospells at an additional spell pointcost. This corresponds to the first
option listed in the Spell Points
Variant rules.
Ifthecampaign
uses
theComponent Spellcasting Traits
found above (thus, completely
eliminating any differences between

spellcasters), then eliminate theMulticlass Spellcasters section.
Each character has one pool of spell
points which can be used for any of
the spells they know.
The System Reference Document
section on Spell Points is reprinted
in this ruleset for convenience.
Note that the Spell Points per Day
and Bonus Spell Points tablesfrom the SRD have been expanded
and are included in this document
as Table 17: Expanded SpellcasterLevel Chart, Table 18: Expanded

Bonus
Spell
Points(Spellcasters), and Table 19:
Expanded Bonus Spell Points(Bard). Additions and changes to
the SRD text are noted by brackets
containing italicized text.

CAMPAIGNS
No variant rules in this section are
included as necessary parts of thisruleset.

77

SPELL POINTSThe spell point system presented
here allows casters to more freely
pick and choose which spells they
cast each day.
Every spellcaster has a reserve of
spell points based on class and level(see Table: Spell Points Per Day).
[See
Table
17:
ExpandedSpellcaster Level Chart in thisdocument] Characters also gain
bonus spell points from a highability score (just as a normal
spellcaster would gain bonus spells
from a high ability score; see Bonus
Spell Points and Bonus Spells,
below). These spell points provide
the magical power behind thecaster’s spells: He spends a numberof spell points appropriate to thespell’s level to cast the spell (seeCasting Spells, below). Once spent,spell points are expended until thecaster has sufficient time to rest andprepare new spells (see Preparing
Spells, below).

PREPARING SPELLSWith this variant, spellcasters still
prepare spells as normal (assuming
they normally prepare spells). In
effect, casters who prepare spells
are setting their list of “spells
known” for the day. They need notprepare multiple copies of the samespell, since they can cast any
combination of their preparedspells each day (up to the limit of
their spell points).
For example, Gusto the 4th-levelwizard has an Intelligence score of
16. When using the spell point
system, he would prepare four 0level spells, four 1st-level spells(three plus his bonus spell for highInt), and three 2nd-level spells (twoplus his bonus spell for high Int).
These spells make up his entire listof spells that he can cast during theday, though he can cast any
combination of them, as long as hehas sufficient spell points.

78

BONUS SPELL POINTS AND
BONUS SPELLS
Anyspellcaster
who
would
normally receive bonus spells for ahigh ability score receives bonus
spell points instead. In effect, thecharacter can simply cast more ofhis spells each day.
To determine the number of bonus
spell points gained from a highability score, first find the row for
the character’s ability score on
Table: Bonus Spell Points. [SeeTable 18: Expanded Bonus Spell
Points (Spellcasters) and Table 19:
Expanded Bonus Spell Points(Bard) in this document] Use
whichever ability score would
normally award bonus spells for thecharacter’s class (Wisdom forclerics and druids, Intelligence forwizards, and so forth).
Next, find the column for thehighest level of spell the character iscapable of casting based on his classlevel (even if he doesn’t have a highenough ability score to cast spells ofthat level). [On Table 18 and Table
19 you find the column for thecharacter’s caster level] At the point
where the row and column
intersect, you find the bonus spell
points the character gains. Thisvalue can change each time hisabilityscore
undergoesapermanent change (such from an
ability score increase due tocharacter level or one from a wish
spell) and each time his levelchanges.
For example, Gusto the 4th-levelwizard has an Intelligence score of
16 and is capable of casting 2ndlevel spells. The number on Table:
Bonus Spell Points at theintersection of the 16-17 row and the
2nd column is 4, so Gusto has 4
extra spell points to spend each day(in addition to the 11 points he getsfor being a 4th-level wizard). If

Gusto’s Intelligence were increased
to 20 because of a fox’s cunningspell or a headband of intellect +4,
he wouldn’t gain any additional
bonus spell points, since thoseeffects produce temporary changes,
not permanent changes. However,when he reaches 5th level, hisbonus spell points would increase
from 4 to 9 (since he is now capableof casting 3rd-level spells and thus
uses that column), and his overall
total would increase from 15 to 25.
A character who would normallyreceive bonus spells from a classfeature (such as from wizard
specialization or access to adomain) can instead prepare extra
spells of the appropriate levels,
domains, and/or schools. The
character doesn’t get any extra spell
points (and thus can’t cast any more
spells than normal), but the added
flexibility of being able to use thebonus spell more than once per day
makes up for that.
For instance, a specialist wizard can
prepare one extra spell from thechosen school of each spell levelthat he can cast. A cleric canprepare one domain spell (chosenfrom among his domain spells
available) of each spell level that hecan cast.
For example, if Gusto were atransmuter, he could prepare one
additional spell per level, but thatspell would have to be from thetransmutation school. Once it isprepared, he can use that spell justlike any of his other spells, casting it
as often as he has spell points.
Another example: At 1st level,
Kemper the cleric gains a bonus 1stlevel spell, which must be selectedfrom one of his two domains. Once
it is prepared, he can use thatdomain spell just like any of hisother spells, casting it as often as hehas spell points.

For class features that grant bonus
spells of a nonfixed spell level (suchas the dragon disciple’s bonus
spells), the character instead gains a
number of bonus spell points equal
to twice the highest spell level hecan cast, minus 1 (minimum 1 point)
each time he gains a bonus spell.
This is a fixed value—it doesn’t
increase later as the character gains
levels—though later rewards may
be larger as appropriate to thecharacter’s spellcasting ability.
For
example,a4th-levelfighter/4th-level sorcerer who gains
a level of dragon disciple gets abonus spell. Since the character iscapable of casting 2nd-level spells,
he receives 3 bonus spell points (2 ×
2 = 4, 4 - 1 = 3).

SPONTANEOUS
SPELLCASTING
Characters who cast all their spells
spontaneously—such as bards andsorcerers—don’t have to prepare
spells. They can cast any spell theyknow by spending the requisite
number of spell points.
Characters with the ability to cast alimitednumberofspellsspontaneously (such as druids, who
can spontaneously cast a summon
nature’s ally spell in place ofanother spell of the same level) arealways treated as having thosespells prepared, without spending
any spell slots to do so. Thus, they
can cast such spells any time they
have sufficient spell points.
Under this system, the Healing
domain becomes a relatively poor
choice for good-aligned clerics,
since they gain less of a benefit forthat domain. See Spontaneous
Divine Casters for ways to solve that
dilemma.

REGAINING SPELL POINTS
Spellcasters regain lost spell points
whenever they could normallyregain spells. Doing this requires

the same amount of rest andpreparation or concentration time
as normal for the class. Without
this period of rest and mental
preparation, the caster’s mind isn’t
ready to regain its power. Spell
points are not divorced from thebody; they are part of it. Using spell
points is mentally tiring, andwithout the requisite period of rest,
they do not regenerate. Any spell
points spent within the last 8 hours
count against a character’s daily
limit and aren’t regained. [The Spell
Point Variant: Vitalizing is used bythis ruleset. This changes they way
spell points are recovered.]

CASTING SPELLSEach spell costs a certain number ofspell points to cast. The higher thelevel of the spell, the more points it
costs. Table: Spell Point Costs
describes each spell’s cost. [A spell’scost is equal to twice its level minusthone. A 0 level spell costs 0.5 spell
points]Spellcasters use their full normal
caster level for determining theeffects of their spells in this system,with one significant exception.
Spells that deal a number of dice ofdamage based on caster level (suchas magic missile, searing light, orlightning bolt) deal damage as if
cast by a character of the minimum
level of the class capable of casting
the spell. Spells whose damage ispartially based on caster level, butthat don’t deal a number of dice ofdamage based on caster level (suchas produce flame or an inflict spell)use the spellcaster’s normal casterlevel to determine damage. Use thecharacter’s normal caster level forall other effects, including range
and duration.
For example, a fireball deals a
number of dice of damage based on
the caster’s level, so when cast by a
wizard using this system, it deals
5d6 points of damage (as if cast by a
5th-level wizard, which is theminimum level of wizard capable ofcasting fireball). A sorcerer who

casts the same spell deals 6d6
points of damage, since theminimum level of sorcerer capableof casting fireball is 6th.
A character can pay additional spell
points to increase the dice ofdamage dealt by a spell. Every 1extra spell point spent at the time ofcasting increases the spell’s effective
caster level by 1 for purposes ofdealing damage. A character can’t
increase a damage-dealing spell’scaster level above his own casterlevel, or above the normal
maximum allowed by the spell.
For example, even at 7th level,
Gusto’s lightning bolts deal only
5d6 points of damage (just like a
5th-level wizard) unless he spends
extra spell points. If he spends 1
extra spell point (making thelightning bolt cost 6 points rather
than 5), the spell deals 6d6 points ofdamage. A second extra spell point
would increase the damage to 7d6
points, but he can’t spend morepoints than this, since his casterlevel is only 7th. Were he 10th levelor higher, he could spend a
maximum of 5 extra spell points on
this spell, raising the damage up to
10d6, the maximum allowed for alightning bolt spell.
Similarly, his magic missile spell
only shoots one missile unless hespends extra spell points. An extra 2
spell points increases the casterlevel from 1st to 3rd, granting his
one additional missile. He canspend a maximum of 6 additional
spell points in this manner,increasing his effective caster levelto 7th for damage purposes andgranting his a total of four missiles.
If he were 9th level or higher, he
could spend a maximum of 8 extra
spell points, granting his five
missiles (just like a 9th-level caster).

METAMAGIC AND SPELL
POINTSIn the spell point system, a GM has
two options for how to adjudicate
metamagic effects. In either case,79casters need not specially prepare
metamagic versions of their spells—
they can simply choose to apply themetamagic effect at the time ofcasting. Doing this does notincrease the spell’s casting time.
The first option is to apply an
additional spell point cost to any
spell cast with a metamagic feat.
This option allows a character
maximum flexibility in his choice ofspellcasting.
Effectively,thecharacter must pay for the spell as if
it were a higher-level spell, basedon the adjustment from themetamagic feat. If the metamagiceffect(s) would increase the spell’s
effective level above what he iscapable of casting, he can’t cast thespell in that way. [This option isused by this ruleset.]
For example, at 7th level Gusto iscapable of casting 4th-level spells.
He could empower a 2nd-level spell,or still a 3rd-level spell, or empowerand still a 1st-level spell. He
couldn’t empower a 3rd-level spellor still a 4th-level spell (since doing
either of those things would raise
either spell’s effective spell level to
5th).
The spell’s caster level for purposesof damage-dealing effects (seeabove) doesn’t change, even if themetamagic effect increases theminimum caster level of that spell.
For instance, a quickened fireballstill deals damage as if cast by a 5thlevel caster unless the casterchooses to pay additional spell
points to increase the caster level.
For example, if Gusto empowered
his magic missile, it would cost his 5spell points (as if it were a 3rd-level
spell) but would shoot only one
missile and deal (1d4+1 × 1.5) pointsof damage.
If he spent an additional 6 spell
points (for a total of 11), the casterlevel of the magic missile would
increase to 7th, and the spell would
shoot four missiles dealing a total of(4d4+4 × 1.5) points of damage.

80

The second option is simpler but
less flexible. In this option, eachselection of a metamagic feat allows
a character to apply the feat’s
effects three times per day at no
additional spell point cost. The
normal limit for maximum spelllevel applies (a 7th-level wizard
can’t empower any spell higher
than 2nd level, for instance). [Thisoption is not used by this ruleset.]
You could even combine these
options, allowing a spellcaster witha metamagic feat to use the featthree times per day for free, but any
additional uses in the same day
would cost extra spell points. Only
choose this combination approach
ifyou’recomfortablewithcharacters throwing around a lot of
metamagic spells.

MULTICLASSSPELLCASTERS
A character with nonstacking
spellcasting ability from multiple
classes (such as a cleric/wizard) has
a separate pool of spell points foreach spellcasting class. Suchcharacters may only spend spell
points on spells granted by thatclass. Bonus spell points from ahigh ability score apply to each poolseparately, even if the same ability
score is tied to more than one
spellcasting class. In the raresituations when a character has
prepared or knows the same spell in
two different slots (such as a
druid/ranger
preparingdelay
poison as both a 2nd-level druid
spell and a 1st-level ranger spell),the character can cast the spellusing either pool of spell points, but
the spell is treated as being cast by acaster of the level of the class fromwhich the spell points are drawn.
For example, a 5th-level cleric/2ndlevel bard has 15 spell points (plusbonus spell points for highWisdom) for his cleric spells and 0
spell points (plus bonus spell points
for high Charisma) for his bardspells. When he casts curemoderate wounds, the points forthat spell must be drawn from hispool of cleric spell points. If heknows cure light wounds as a bardspell and has also prepared it as acleric spell, he may cast it either asa cleric or as a bard. As a clericspell, the spell is cast at 5th level
and heals 1d8+5 points of damage;as a bard spell, it is cast at 2nd level
and heals 1d8+2 points of damage.
[If the Component Spellcasting
Traits are used, there is only one
source of magic, so there are no
multiclass spellcasters.]

MISCELLANEOUS ISSUES
When a character would lose a spell
slot (such as from gaining anegative level), he instead loses thenumber of spell points required tocast his highest-level spell.
Spells that allow a character torecall or recast a spell don’tfunction in this system. (It doesn’t
make any sense to have a spell thatgives you more spell points, since
you’re either paying more than you
get, getting nothing, or getting
more than you paid.) Items thatfunction similarly can work, butdifferently— they restore a numberof spell points required to cast aspell of that level. A pearl of powerfor 3rd-level spells, for instance,
would restore 5 spell points to acharacter’s pool of available points
when activated.

SPELL POINT VARIANT:VITALIZINGIn the vitalizing system, spellcasters
can potentially cast a great numberof spells in a day, but every spell
cast is a potential burden on thecaster’s
healthandvitality.
Reaching for and directing magicalenergy is a dangerous and taxing
exercise, at least as difficult as heavylabor or prolonged exertion.
This variant of the spell point
system does not change the way acharacter prepares spells, casts
spells, regains spell points, or any of

the other rules from that system.
However, the spellcaster’s pool ofspell points represents a physical,
not just mental, limit on his
spellcasting power.
When a spellcaster’s spell point
pool falls to half of his maximum orless, he becomes fatigued.
When his spell points drop to onequarter of his maximum or less, hebecomes exhausted.
For example, at 1st level Kemper thecleric has 3 spell points (2 from hislevel, +1 bonus point for highWisdom). He enters a fight bycasting bless on his allies, spending
1 of his 3 spell points. Doing this has
no ill effect on Kemper, since hestill has more than half of his
maximum spell points remaining.
If, during the fight, he then casts
divine favor, spending another spell
point, he now becomes fatigued,
since he has only one-third of his
spell points remaining. After thefight, he spontaneously casts curelight wounds on Quint, spending
his last spell point. Not only has heexhausted his spells for the day, but
he has exhausted his body as well.

RECOVERING SPELL POINTSIn the vitalizing system, spellcasters
must rest to recover their spell
points and restore their physicalwell-being. A character’s spell point
total is tied directly to his level offatigue. If an exhausted character
rests for 1 hour, he becomesfatigued—and his spell point totalrises to one-third of his normal
maximum (round fractions down).
A second hour of rest increases thespellcaster’s spell point total to twothirds of his maximum. It takes

another 6 hours of rest to replenish
the last one-third of his spell points
and shake the physical effects of thespellcasting. Spells that remove
fatigue and exhaustion (such as heal
and restoration) leave the recipientwith a spell point total equal to
two-thirds of his normal maximum.
As in the standard rules, aspellcaster must rest for a full 8hours before preparing a fresh
allotment of spells for the day. Even
if an exhausted spellcaster regains
his lost energy and spell points, hecan’t change the spells he has
prepared without 8 hours of rest.
If a spellcaster is subjected to someother effect that would make him
fatigued or exhausted, he loses spell
points accordingly. If he becomesfatigued, his spell point total drops
to one-half his normal maximum(round down), and if he becomes
exhausted, his spell point total
drops to one-quarter his normal
maximum.
[In this ruleset, a character’s spell
point total is not tied to his level offatigue. Thus, spells that remove
fatigue and exhaustion (such as heal
and restoration) do not alter therecipient’s
spell
point
total.
Characters do not lose spell points ifthey are subjected to some othereffect that would make themfatigued or exhausted either.
Spell points are recovered only by
rest.
The first two-thirds of acharacter’s spell points are recovered
over the first two hours of rest. The
last third of a character’s spell points
are recovered after an additional six
hours of rest. Put another way, spell
point recovery proceeds at a rate of
one-third the character’s maximum
spell point pool per hour as long as

the character’s current spell point
total is two-thirds maximum or less.
Spell point recovery proceeds at a
rate of one-third the character’s
maximum spell point pool for everyth
six hours (1/18 maximum spell
point pool per hour)
if thecharacter’s current spell point totalisgreater
than
two-thirds
maximum.]

OPTIONAL VITALIZINGVARIANTS
As a further variant of this system,
all spellcasters gain bonus spell
points based on their Constitution
scores rather than the ability scorethat normally grants bonus spells.
This variant reflects the idea thatspellcasting power is tied to thecaster’s physical health. It alsoessentially requires spellcasters tohave two high ability scores, thoughmost spellcasters are happy to havea high Constitution score anyway.
[This option is used by this ruleset.]
A second optional variant would
allow a spellcaster to exceed his
normal pool of spell points, but atgreat personal risk. Doing so
successfully
requiresaConcentration check (DC 20 + spelllevel). Each time a character casts a
spell for which he does not havesufficientspell
pointsandsubsequently
fails
the
Concentration check, he takes bothlethal and nonlethal damage equal
to the level of the spell cast. A
desperate (or unwary) spellcastercan literally cast himself into
unconsciousness in this manner.
[This option is used by this ruleset.]81

TABLE 17: EXPANDED SPELLCASTER LEVEL CHART

Bard

82

Cleric & Wizard

Druid

Psion

SorcererLevel

Maximum
Spell Level

Spell
PointsMaximum
Spell Level

Spell
PointsMaximum
Spell Level

Spell
PointsMaximum
Power Level

Power
PointsMaximum
Spell Level

Spell
Points

1/4

--

--

0

0.5

0

0.5

--

--

0

0.5

1/2

--

--

0

1

0

1

--

--

0

1

3/4

--

--

0

1.5

0

2

--

--

0

2

1

0

0

1

2

1

2.5

1

2

1

3

1 1/4

0

0

1

2.5

1

3

1

3

1

3.5

1 1/2

0

0

1

3

1

3.5

1

4

1

4

1 3/4

0

0

1

3.5

1

4

1

5

1

4.5

2

1

0

1

4

1

4.5

1

6

1

5

2 1/4

1

0

1

4.5

1

5

1

7

1

5.5

2 1/2

1

0

1

5

1

6

1

8

1

6

2 3/4

1

0.5

1

6

1

7

1

9

1

7

3

1

1

2

7

2

8

2

11

1

8

3 1/4

1

2

2

8

2

9

2

12

1

9

3 1/2

1

3

2

9

2

10

2

14

1

11

3 3/4

1

4

2

10

2

11

2

15

1

12

4

2

5

2

11

2

13

2

17

2

14

4 1/4

2

5

2

12

2

14

2

19

2

15

4 1/2

2

5

2

13

2

15

2

21

2

16

4 3/4

2

5.5

2

14

2

16

2

23

2

17

5

2

6

3

16

3

18

3

25

2

19

5 1/4

2

6.5

3

18

3

20

3

27

2

21

5 1/2

2

7

3

20

3

22

3

30

2

24

5 3/4

2

8

3

22

3

24

3

32

2

26

6

2

9

3

24

3

27

3

35

3

29

6 1/4

2

10

3

26

3

29

3

37

3

31

6 1/2

2

11

3

28

3

31

3

40

3

33

6 3/4

2

12

3

30

3

33

3

43

3

35

7

3

14

4

33

4

35

4

46

3

37

TABLE 17: EXPANDED SPELLCASTER LEVEL CHART (CONT.)

Bard

Cleric & Wizard

Druid

Psion

SorcererLevel

Maximum
Spell Level

Spell
PointsMaximum
Spell Level

Spell
PointsMaximum
Spell Level

Spell
PointsMaximum
Power Level

Power
PointsMaximum
Spell Level

Spell
Points

7

3

14

4

33

4

35

4

46

3

37

7 1/4

3

14

4

35

4

38

4

49

3

40

7 1/2

3

15

4

38

4

41

4

52

3

44

7 3/4

3

16

4

41

4

44

4

55

3

47

8

3

17

4

44

4

48

4

58

4

51

8 1/4

3

18

4

47

4

51

4

61

4

54

8 1/2

3

19

4

50

4

54

4

65

4

57

8 3/4

3

20

4

53

4

57

4

68

4

60

9

3

22

5

56

5

60

5

72

4

63

9 1/4

3

23

5

60

5

64

5

76

4

67

9 1/2

3

25

5

64

5

68

5

80

4

72

9 3/4

3

27

5

68

5

72

5

84

4

76

10

4

29

5

72

5

77

5

88

5

81

10 1/4

4

30

5

76

5

81

5

92

5

85

10 1/2

4

31

5

80

5

85

5

97

5

89

10 3/4

4

32

5

84

5

89

5

101

5

93

11

4

34

6

88

6

93

6

106

5

97

11 1/4

4

35

6

92

6

97

6

111

5

101

11 1/2

4

37

6

96

6

101

6

116

5

106

11 3/4

4

39

6

100

6

105

6

121

5

110

12

4

41

6

104

6

110

6

126

6

115

12 1/4

4

43

6

108

6

114

6

131

6

119

12 1/2

4

45

6

112

6

118

6

136

6

123

12 3/4

4

47

6

116

6

122

6

141

6

127

13

5

50

7

120

7

126

7

147

6

131

13 1/4

5

51

7

124

7

130

7

152

6

135

13 1/2

5

53

7

128

7

134

7

158

6

140

13 3/4

5

55

7

132

7

138

7

164

6

144

14

5

57

7

136

7

143

7

170

7

149

83

TABLE 17: EXPANDED SPELLCASTER LEVEL CHART (CONT.)

Bard

84

Cleric & Wizard

Druid

Psion

SorcererLevel

Maximum
Spell Level

Spell
PointsMaximum
Spell Level

Spell
PointsMaximum
Spell Level

Spell
PointsMaximum
Power Level

Power
PointsMaximum
Spell Level

Spell
Points

14

5

57

7

136

7

143

7

170

7

149

14 1/4

5

59

7

140

7

147

7

176

7

153

14 1/2

5

62

7

144

7

151

7

182

7

157

14 3/4

5

64

7

148

7

155

7

188

7

161

15

5

67

8

152

8

159

8

195

7

165

15 1/4

5

70

8

156

8

163

8

201

7

169

15 1/2

5

74

8

160

8

167

8

208

7

174

15 3/4

5

77

8

164

8

171

8

214

7

178

16

6

81

8

168

8

176

8

221

8

183

16 1/4

6

84

8

172

8

180

8

228

8

187

16 1/2

6

88

8

176

8

184

8

235

8

191

16 3/4

6

91

8

180

8

188

8

242

8

195

17

6

95

9

184

9

192

9

250

8

199

17 1/4

6

99

9

188

9

196

9

257

8

203

17 1/2

6

104

9

192

9

200

9

265

8

208

17 3/4

6

108

9

196

9

204

9

272

8

212

18

6

113

9

200

9

209

9

280

9

217

18 1/4

6

118

9

204

9

213

9

287

9

221

18 1/2

6

123

9

208

9

217

9

295

9

225

18 3/4

6

128

9

212

9

221

9

303

9

229

19

6

133

9

216

9

225

9

311

9

233

19 1/4

6

135

9

220

9

229

9

319

9

237

19 1/2

6

138

9

224

9

233

9

327

9

241

19 3/4

6

141

9

228

9

237

9

335

9

245

20

6

144

9

232

9

241

9

343

9

249

TABLE 18: EXPANDED BONUS SPELL POINTS (SPELLCASTERS)

Caster Level (Cleric, Druid, Sorcerer*, and Wizard)
Score

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17+

12

1

1

1

1

1

1

1

1

1

1

1

1

1

1

1

1

1

13

1

1

2

2

2

2

2

2

2

2

2

2

2

2

2

2

2

14

1

2

4

4

4

4

4

4

4

4

4

4

4

4

4

4

4

15

1

2

4

5

6

6

6

6

6

6

6

6

6

6

6

6

6

16

1

2

4

6

9

9

9

9

9

9

9

9

9

9

9

9

9

17

1

2

4

6

9

10

12

12

12

12

12

12

12

12

12

12

12

18

1

2

4

6

9

12

16

16

16

16

16

16

16

16

16

16

16

19

1

2

4

6

9

12

16

18

21

21

21

21

21

21

21

21

21

20

2

3

5

7

10

13

17

21

26

26

26

26

26

26

26

26

26

21

2

4

6

8

11

14

18

22

27

30

33

33

33

33

33

33

33

22

2

5

8

10

13

16

20

24

29

34

40

40

40

40

40

40

40

23

2

5

8

11

15

18

22

26

31

36

42

45

49

49

49

49

49

24

2

5

8

13

18

21

25

29

34

39

45

51

58

58

58

58

58

25

2

5

8

13

18

23

28

32

37

42

48

54

61

65

69

69

69

26

2

5

8

13

18

25

32

36

41

46

52

58

65

72

80

80

80

27

2

5

8

13

18

25

32

39

46

51

57

63

70

77

85

89

93

28

3

6

9

14

19

26

33

42

51

56

62

68

75

82

90

98

107

29

3

6

10

15

20

27

34

43

52

60

69

75

82

89

97

105

114

30

3

7

12

17

22

29

36

45

54

65

76

82

89

96

104

112

121

* Treat the sorcerer level as one level less for the purposes of this chart (except at 1st level). For example, an 8th levelsorcerer uses the “7” column to find bonus spell points. A 1st level sorcerer uses the “1” column; a 2nd level sorcerer alsouses the “1” column.

85

TABLE 19: EXPANDED BONUS SPELL POINTS (BARD)

Caster Level (Bard)

86

Score

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16+

12

0

1

1

1

1

1

1

1

1

1

1

1

1

1

1

1

13

0

1

1

2

2

2

2

2

2

2

2

2

2

2

2

2

14

0

1

2

4

4

4

4

4

4

4

4

4

4

4

4

4

15

0

1

2

4

4

5

6

6

6

6

6

6

6

6

6

6

16

0

1

2

4

5

7

9

9

9

9

9

9

9

9

9

9

17

0

1

2

4

5

7

9

10

11

12

12

12

12

12

12

12

18

0

1

2

4

5

7

9

11

13

16

16

16

16

16

16

16

19

0

1

2

4

5

7

9

11

13

16

17

19

21

21

21

21

20

0

2

3

5

6

8

10

12

14

17

20

23

26

26

26

26

21

0

2

4

6

7

9

11

13

15

18

21

24

27

29

31

33

22

0

2

5

8

9

11

13

15

17

20

23

26

29

32

36

40

23

0

2

5

8

10

12

15

17

19

22

25

28

31

34

38

42

24

0

2

5

8

11

14

18

20

22

25

28

31

34

37

41

45

25

0

2

5

8

11

14

18

21

24

28

31

34

37

40

44

48

26

0

2

5

8

11

14

18

22

27

32

35

38

41

44

48

52

27

0

2

5

8

11

14

18

22

27

32

36

41

46

49

53

57

28

0

3

6

9

12

15

19

23

28

33

39

45

51

54

58

62

29

0

3

6

10

13

16

20

24

29

34

40

46

52

57

63

69

30

0

3

7

12

15

18

22

26

31

36

42

48

54

61

68

76

TABLE 20: EXPANDED BONUS POWER POINTS (PSION)

Manifester Level (Psion)
Score

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

12

0

1

1

2

2

3

3

4

4

5

5

6

6

7

7

8

8

9

9

10

13

0

1

2

3

3

4

5

6

6

7

8

9

9

10

11

12

12

13

14

15

14

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

15

1

2

3

5

6

7

8

10

11

12

13

15

16

17

18

20

21

22

23

25

16

1

3

4

6

7

9

10

12

13

15

16

18

19

21

22

24

25

27

28

30

17

1

3

5

7

8

10

12

14

15

17

19

21

22

24

26

28

29

31

33

35

18

2

4

6

8

10

12

14

16

18

20

22

24

26

28

30

32

34

36

38

40

19

2

4

6

9

11

13

15

18

20

22

24

27

29

31

33

36

38

40

42

45

20

2

5

7

10

12

15

17

20

22

25

27

30

32

35

37

40

42

45

47

50

21

2

5

8

11

13

16

19

22

24

27

30

33

35

38

41

44

46

49

52

55

22

3

6

9

12

15

18

21

24

27

30

33

36

39

42

45

48

51

54

57

60

23

3

6

9

13

16

19

22

26

29

32

35

39

42

45

48

52

55

58

61

65

24

3

7

10

14

17

21

24

28

31

35

38

42

45

49

52

56

59

63

66

70

25

3

7

11

15

18

22

26

30

33

37

41

45

48

52

56

60

63

67

71

75

26

4

8

12

16

20

24

28

32

36

40

44

48

52

56

60

64

68

72

76

80

27

4

8

12

17

21

25

29

34

38

42

46

51

55

59

63

68

72

76

80

85

28

4

9

13

18

22

27

31

36

40

45

49

54

58

63

67

72

76

81

85

90

29

4

9

14

19

23

28

33

38

42

47

52

57

61

66

71

76

80

85

90

95

30

5

10

15

20

25

30

35

40

45

50

55

60

65

70

75

80

85

90

95

100

87

APPENDIX I: A RADICAL DEPARTURE
This section will detail how a
Dungeon Master might organize acampaign using these rules and theoptions presented herein. It is
assumed that our DM is bold anddaring and will create a campaign
which is a radical departure fromthe way D&D is played normally.

Using Optional Bonus Featsremoves base feats from theCharacter Level Determinationtable.

It may be useful to first list a
number of ways these rules andoptions could be employed. Let’s
start with the “Basic System” that ispresented in this ruleset. The Basic
D&D5E system allows traits fromthe Basic Traits and the Spellcasting
Traits sections only. The Character
Level Determination table is usedwith all of the level-determining
traits (including base feats). The
experience award system follows
the normal D&D3.5E rules. The
Basic System is the “tightest” of thesystems and more closely adheresto 3.5E than any other version.

Optional
Level
Determination
makes a character’s level dependent
on the amount of experience points
spent on traits, rather thandependent on the actual traits
themselves.

If the Spell Points Variant is usedfrom Unearthed Arcana, then the
Optional Partial-Level Spellcasting
TraitssectionreplacestheSpellcasting Traits section from the
Basic System. Theurgy spells can be
added if desired. Class spellcasting
distinctions remain.
If the Spell Points Variant is used,theOptional
Component
Spellcasting Traits section can also
be used to replace the Spellcasting
Traits section from the Basic
System. In this case, the theurgy
spells should be used.
Class
spellcasting
distinctions
areeliminated.
If changes to the rules governing
the base attack bonus are desired,
there are a number of options. One
is to use the changes found in
Optional Base Traits. Another is to
use the Optional Weapon Skills
section. In these cases, the Base
Attack Bonus trait from Basic Traits
in the Basic System are eliminated.
The Martial Training feat should be
adopted.

88

Another option is to eliminate theClass Level traits by expanding theProfession skill.

The Blue-Booking Advancement
system can be used alongside thenormal advancement system. The
Instance-Based
Advancement
systemreplacesthenormaladvancement system.
Looking over all of these variants,
our DM decides to employ thefollowing options. He decides to
use the Optional Component
Spellcasting
Traits,
Optional
Weapon Skills, Optional Bonus
Feats, and the expansion of theProfession skill to cover class levels.
He also wants to reduce the numberof categories that traits fall under.
First, he notices that the cost toraise the base attack bonus by +1 isequal to 300 XP per CL. This is theequivalent of twelve weapon skills.
He decides to create a Use Weapon
skill that functions much like
Knowledge and Perform. This skill
will have twelve sub-skills which
will cover all types of weapons. He
will also include the Martial
Training feat.
He rewrites the description of theProfession skill to include how classlevels are obtained from this skill.
Class level will be equal to thenumber of skill ranks minus three(minimum of one class level).
Looking
overtheOptional
Component Spellcasting Traits
section, he realizes that he wants tosimplify this greatly. He wants todetermine how spell lists arebought and not leave it up to theplayers. The first thing that henotices is the buying all of the spellsof a particular level from aparticular school costs the sameamount as buying two ranks in askill. Since access to a new level ofspells normally comes every twolevels for a spellcaster, he decides tocome up with two Magic skills thatwill give characters access to spells(i.e.,
allow
characterstosystematically add spells to theirown personal spell list). He creates
these skills using Knowledge as amodel, including ten sub-skills,
each one based on a school ofmagic. He includes “universal” as aschool and groups all conjuration(healing) spells together calling it
the “restoration” school.
Two existing feats inspire him tochange the way the spells arelearned and spell points are
acquired. Since gaining a “level’s
worth” of spell points costs 100 XP
per CL, just like a feat, heintroduces the Magical Talent feat,which is based on the Psionic
Talent feat from the System
Reference Document. He realizes
then that he must use the Optional
Bonus Feats section from thisruleset to eliminate base feats as alevel-determining trait. He also
notices that learning spells costs 50
XP per CL and the epic feat Spell
Knowledge allows a character tolearn two new spells. Since all feats
cost 100 XP per CL, the Spell
Knowledge feat is easily adapted for
non-epic use. Thus, gaining spell
points and learning new spells are
now governed by feats in his rulesystem and can be eliminated as
separate traits. Lastly, after a few
calculations, he realizes that he canderive caster levels from his new
Magical Theory skill. Now he hascompletely redesigned the magic
system of the entire game andreduced it to one skill and two feats.

Since the cost to increase a basesaving throw by +1 is the same as
the cost to buy a feat, he introduces
three new feats that can be used toincrease saving throws. He also
notices that buying four hit points
costs the same as buying one feat,so he rewrites the Toughness feat toallow four hit points to be gained
instead of three. Special abilities
also cost the same as feats, so heredefines all special abilities,
making them “feats” now. He also
devises a feat to govern ability scoreincreases. In this way, he has
eliminated four traits, but these
traits can be advanced bypurchasing feats now.
Now, players in his campaign need
only concern themselves with twotraits: skills and feats. The baseattack bonus, class levels, casterlevels, spell lists, and skills fallunder the Skills category. Class
special abilities, hit points, spell
points, base saving throw bonuses,
spell knowledge, ability scoreincreases, and feats all fall under
the Feats category. He realizes thatsome players may abuse thefreedom that this system offers, so
he decides to use the Character
Level
Determinationalittledifferently. Instead of allowing theplayers to freely advance traits anddetermine their characters’ levels,
he will set the maximum character
level of the campaign at the
beginning of the campaign and thenadvance that maximum level as thecampaign progresses.
Duringst
character generation, he makes 1
level the maximum character level.
This means that players may notadvance their characters’ traitsstbeyond the limits shown for 1 level
characters. After play begins, hendsets the maximum at the 2character level. He decides thatafter every dozen encounters, hewill raise the maximum character
level by one. At that time, allcharacters will receive bonus hit
points and skill points (due to Con
and Int).

New tables, skills, and feats arelisted below.
TABLE 21: CHARACTER LEVELLIMITS
Character
Level

Skill Rank
Maximum

¼

1

½

2

¾

3

1

4

2

5

3

6

4

7

5

8

6

9

7

10

8

11

9

12

10

13

11

14

12

15

13

16

14

17

15

18

16

19

17

20

18

21

19

22

20

23

These tables replace all other tables
found in this ruleset. Table 21:
Character Level Limits shows the
maximum
skill
ranks
that
characters can have based on the
maximum character level the DM
has set for the campaign.
Characters can purchase any
number of feats unless the featdescription says otherwise. Table
22: Basic Traits replaces all trait
cost tables.

TABLE 22: BASIC TRAITS
Trait
SkillsFeats

XP Cost25
100

Per
Skill Rank
Feat

89

NEW SKILLS
These new skills eliminate the needfor separate base attack bonus,
spellcaster level, spell list, and classlevel traits.

ARCANE MAGIC (SPECIAL;TRAINED ONLY)
Like the Craft, Knowledge, andProfession skills, Arcane Magic
actually encompasses a number ofrelated skills. Each Arcane Magicskill represents the character’sknowledge and mastery of one of
the schools of arcane magic. These
schools with their key abilities andassociated spells are:
 Abjuration(Charisma;allarcane spells of the abjuration
school) Conjuration (Intelligence; allarcane spells of the conjuration
school except those of thehealing subschool) Divination (Wisdom; all arcane
spells of the divination school) Enchantment (Charisma; allarcanespellsoftheenchantment school) Evocation (Constitution; allarcane spells of the evocation
school) Illusion (Dexterity; all arcane
spells of the illusion school) Necromancy (Constitution; allarcane spells of the necromancy
school) Restoration(Wisdom;allarcane spells of the healing
subschool of conjuration)
 Transmutation (Dexterity; allarcanespellsofthetransmutation school)
 Universal (Intelligence; nottechnically a school, but thisskill covers all arcane universal
spells, including theurgy spells)
Check: Normally associated withcaster level checks only. The key
ability does not figure into casterlevel checks. The key ability does

90

affect the saving throw DC for spellsof that school.
Action: Not Applicable.
Try Again: Not Applicable.
The Arcane Magic skill doesn’t work
like other skills. Arcane Magic
grants the character the following
advantages:
Arcane Spellcaster Level:thecharacter’s level for the purposes ofarcane spellcasting is equal to thenumber of skill ranks the character
has in Arcane Magic minus three(but see note below). Each Arcane
Magic(school)skill
countsseparately. Thus, a character canpotentially have ten different arcane
spellcaster levels, since there are ten
different Arcane Magic (school)skills. Spellcaster level governs thehighest level of arcane spell thecharacter can use, the maximum
number of spell points thecharacter can use for one spell, andis used for all situations where an
arcane caster level is required. The
character’s arcane caster level ineach school is based on the numberof skill ranks in Arcane Magic thecharacter has in that particularschool. For game effects requiring
an arcane class caster level (or someother “generic” caster level), use thehighest caster level from among thecharacter’s ten different Arcane
Magic (school) skills. For example,
the character’s highest caster levelis used when meeting theprerequisites for Item Creation
feats. For caster level checks, use
the appropriate Arcane Magic skill
to determine caster level.
Note that a character having two or
three ranks in this skill can use up
to ½ a spell point per spell and isconsidered a ½ level spellcaster.
Thus, having two ranks in an
Arcane Magic skill allows thethcharacter to use 0 level arcane
spells.
Spell Lists: Each Arcane Magic skill
allows the character to accessarcane spells of the appropriateschool. These spells become part ofthe character’s personal spell list,
representing the breadth of thecharacter’s magical knowledge andtraining. All of these spells do not
become known automatically by thecharacter, but they can be learned
through normal means. All spells of
the appropriate school up to a level
equal to the number of Arcane
Magic skill ranks divided by two,minus one, become part of thecharacter’s spell list. See the chart
below.
Ranks

Spell
Ranks
Spell
Level
Level
th
th
2
0
12
5
st
th
4
1
14
6
nd
th
6
2
16
7
rd
th
8
3
18
8
th
th
10
4
20
9
For example, a character with 10
ranks in Arcane Magic (evocation)
would include all arcane evocation
spells up to 4th level on his
personal spell list.
In order to cast spells, the charactermust take either the Spell
Preparation feat which allows thespellcaster to prepare spells for
casting or the Spell Knowledge feat
in
order
to
cast
spellsspontaneously(without
preparation). Access to spell lists is
simply a prerequisite to learning or
preparing spells. To prepare andcast an arcane spell, the charactermust have an Intelligence scoreequal to 10 + the arcane spell level.
To learn and cast an arcane spell,the character must have a Charisma
score equal to 10 + the arcane spelllevel.

DIVINE MAGIC (SPECIAL;TRAINED ONLY)
Like the Craft, Knowledge, andProfession skills, Divine Magic
actually encompasses a number ofrelated skills. Each Divine Magicskill represents the character’sknowledge and mastery of one of
the schools of divine magic. These
schools with their key abilities andassociated spells are: Abjuration(Charisma;all
divine spells of the abjuration
school) Conjuration (Intelligence; alldivine spells of the conjuration
school except those of thehealing subschool) Divination (Wisdom; all divine
spells of the divination school) Enchantment (Charisma; alldivinespellsoftheenchantment school) Evocation (Constitution; alldivine spells of the evocation
school) Illusion (Dexterity; all divine
spells of the illusion school) Necromancy (Constitution; alldivine spells of the necromancy
school) Restoration(Wisdom;alldivine spells of the healing
subschool of conjuration)
 Transmutation (Dexterity; alldivinespellsofthetransmutation school)
 Universal (Intelligence; nottechnically a school, but thisskill covers all divine universal
spells, including theurgy spells)

different Divine Magic (school)skills. Spellcaster level governs thehighest level of divine spell thecharacter can use, the maximum
number of spell points thecharacter can use for one spell, andis used for all situations where an
divine caster level is required. The
character’s divine caster level ineach school is based on the numberof skill ranks in Divine Magic thecharacter has in that particularschool. For game effects requiring a
divine class caster level (or someother “generic” caster level), use thehighest caster level from among thecharacter’s ten different Divine
Magic (school) skills. For example,
the character’s highest caster levelis used when meeting theprerequisites for Item Creation
feats. For caster level checks, use
the appropriate Divine Magic skill
to determine caster level.

Check: Normally associated withcaster level checks only. The key
ability does not figure into casterlevel checks. The key ability does
affect the saving throw DC for spellsof that school.

Spell Lists: Each Divine Magic skill
allows the character to access divine
spells of the appropriate school.
These spells become part of thecharacter’s personal spell list,
representing the breadth of thecharacter’s magical knowledge andtraining. All of these spells do not
become known automatically by thecharacter, but they can be learned
through normal means. All spells of
the appropriate school up to a level
equal to the number of Divine
Magic skill ranks divided by two,minus one, become part of thecharacter’s spell list. See the chart
below.

Action: Not Applicable.
Try Again: Not Applicable.
The Divine Magic skill doesn’t work
like other skills.
Divine Magic
grants the character the following
advantages:
Divine Spellcaster Level:thecharacter’s level for the purposes of
divine spellcasting is equal to thenumber of skill ranks the character
has in Divine Magic minus three(but see note below). Each Divine
Magic(school)skill
countsseparately. Thus, a character canpotentially have ten different divine
spellcaster levels, since there are ten

Note that a character having two or
three ranks in this skill can use up
to ½ a spell point per spell and isconsidered a ½ level spellcaster.
Thus, having two ranks in a Divine
Magic skill allows the character tothuse 0 level divine spells.

Ranks
2
4
6
8
10

Spell
Level
th
0
st
1
nd
2
rd
3
th
4

Ranks
12
14
16
18
20

Spell
Level
th
5
th
6
th
7
th
8
th
9

For example, a character with 10
ranks in Divine Magic (restoration)
would include all divine conjuration(healing) spells up to 4th level on
his personal spell list.
In order to cast spells, the charactermust take either the Spell
Preparation feat which allows thespellcaster to prepare spells for
casting or the Spell Knowledge feat
in
order
to
cast
spellsspontaneously(without
preparation). Access to spell lists is
simply a prerequisite to learning or
preparing spells. To prepare, learn,or cast a divine spell, the charactermust have a Wisdom score equal to
10 + the divine spell level.

PROFESSION (WIS; TRAINED
ONLY)
Like
Craft,
Knowledge,
andPerform, Profession is actually a
number of separate skills. You could
have several Profession skills, eachwith its own ranks, each purchased
as a separate skill. While a Craft
skill represents ability in creating or
making an item, a Profession skill
represents an aptitude in a vocation
requiring a broader range of lessspecific knowledge.
Traditional character classes canalso be chosen for the Profession
skill. In this case, the character isconsidered to have a number ofclass levels in that class equal to his
Profession skill ranks in that classminus three (with a minimum of
one level).
For example, if acharacter has six ranks in Profession(cleric), that character is considered
to be a 3rd level cleric for the
purposesofmeetingfeatprerequisites, special abilities, andthe like. Note that this skill does
not grant the character spellcasting
ability, turn undead ability, or any
other ability of a 3rd level cleric. If
the character does possess theability to turn undead, he will turnas if he were a 3rd level cleric.
Upon gaining an additional rank in
Profession (cleric), he will turnundead as a 4th level cleric.

91Check: You can practice your tradeand make a decent living, earning
about half your Profession check
result in gold pieces per week ofdedicated work. You know how to
use the tools of your trade, how to
perform the profession’s daily tasks,
how to supervise helpers, and how
to handle common problems.
Action: Not applicable. A single
check generally represents a weekof work.
Try Again: Varies. An attempt touse a Profession skill to earn an
income cannot be retried. You arestuck with whatever weekly wage
your check result brought you.
Another check may be made after aweek to determine a new income
for the next period of time. An
attempt to accomplish somespecific task can usually be retried.
Untrained:
Untrained laborers
and assistants (that is, characterswithout any ranks in Profession)
earn an average of 1 silver piece perday.

USE WEAPON (STR OR DEX)
Like the Craft, Knowledge, andProfession skills, Use Weapon
actually encompasses a number ofrelated skills. Each Use Weapon
skill represents the character’s
practical ability to use weapons
from one of a number of groups.
These weapon groups are:
 Axes(handaxe,
battleaxe,
greataxe, dwarven waraxe [onehanded and two-handed use],orc double axe, dwarvenurgrosh [uses lower of this or
Use Weapon (spears) skill]) Bows (shortbow, longbow,
composite shortbow, composite
longbow, elven double bow,greatbow, composite greatbow)
 Crossbows (heavy crossbow,
light crossbow, ray [ranged
touch attack], repeating heavy
crossbow,repeating
light

92

crossbow, great crossbow, handcrossbow) Flails (light flail, heavy flail,dire flail, nunchaku, gyrspike[uses lower of this or Use
Weapon (heavy blades) skill],
chain-and-dagger,scourge,spiked chain, three-section staff,
whip, whipdagger) Hammers (light pick, heavy
pick,
light
hammer,warhammer, sickle, scythe,kama, maul [one-handed andtwo-handed
use],
doublehammer,gnome
hookedhammer, dire pick, gnome
battlepick) Heavy Blades (longsword,
greatsword, falchion, scimitar,bastard sword [one-handed andtwo-handed
use],
doublescimitar, two-bladed sword,
gyrspike [uses lower of this or
Use Weapon (flails) skill],
khopesh, mercurial longsword,
mercurial greatsword, butterfly
sword)
 Light Blades (dagger, punchingdagger, rapier, short sword, sai,
kukri, siangham, sapara, triple
dagger, war fan)
 Maces (club, light mace, heavymace, morningstar, greatclub,quarterstaff, sap, warmace [onehanded and two-handed use],
double mace, tonfa)
 Polearms (glaive, guisarme,
halberd, ranseur, heavy poleaxe)
 Spears (javelin, lance, spear,
longspear, shortspear, trident,
dwarven urgrosh [uses lower ofthis or Use Weapon (axes) skill],duom, greatspear, harpoon,
manti, spinning javelin) Thrown Weapons (dart, sling,
throwing axe, bolas, net,chakram,gnome
calculus,
halfling skiprock, orc shotput,
shuriken, throwing iron) Unarmed (unarmed strike,grapple, touch attacks, lightshield, heavy shield, punchingdagger, spiked gauntlet, bladedgauntlet, claw bracer, pantherclaw, stump knife, tiger claws,
ward cestus)
Check: Normally associated with
attack rolls only. The Strength
modifier is used with melee attacks,
while the Dexterity modifier is usedwith ranged attacks. The DC istypically the AC of the target.
Action: None. Weapons are usedin combat. There is no reason to
make a skill check with this skill,other than using the skill in place ofthe base attack bonus.
Try Again: Not Applicable. You
may continue fighting as long as
you are alive.
The Use Weapon skill works a little
differently than other skills. Thisskill is used in place of the baseattackbonus.
Characterscompletely unskilled in the use of aweapon (i.e., having no ranks in theskill pertaining to that particular
weapon) have a -4 penalty on attackrolls when using that weapon. Eachskill rank in a weapon gives thecharacter a +1 to his attack bonuswith that weapon. So, the first rank
in a weapon skill causes you to havea -3 attack bonus with that weapon,
the second rank gives you a -2
attack bonus, the third a -1 attack
bonus, and upon purchasing thefourth rank in that weapon skill, thepenalty is negated entirely. Fifth
and successive skill ranks give you abonus on attack rolls with that
weapon.
Multiple
attacks
aregainednormally. When the number ofskill ranks (plus the attack penalty)
reaches +6, one additional attack at
a -5 penalty to the attack roll isgained. When this total reaches +11,
an additional attack at a -10 penalty
to the attack roll is gained. At +16,
another attack at a -15 penalty on
the attack roll is gained for a total offour attacks.
Any new type of weapon added to
the game must be put into one of
the twelve categories above.

NEW FEATS
These new feats eliminate the base
hit point, base save bonus, ability
score, spell knowledge, ability scoreincrease, and spell point traits.

ENHANCED ABILITY[GENERAL]
Prerequisite: None.
Benefit: Choose one ability (suchas Strength or Intelligence).
Increase that ability by one point.
Special:Duringcharacter
generation, you may take this featany number of times. After play
begins, you may take this feat anumber of times equal to thecampaign’s maximum character
level divided by four (round down).
Its effects stack.

FORTITUDE [GENERAL]
Prerequisite: None.
Benefit: You gain +1 to your baseFortitude save.
Special: You can take this feat anumber of times equal to two plus
half of the campaign’s maximum
character level (round down). Its
effects stack.

GENERAL TRAINING[GENERAL]
Prerequisites: None.
Benefit: You gain a number of skill
ranks, hit points, or spells. You
have four units with which topurchase either skill ranks, hit
points, or spells. Each skill rank
costs one unit. Each hit point costs
one unit. Each spell costs twounits. You need not purchase fromeach category. If you purchase aspell, you may learn a new spell of
any level up to the maximum level
you can cast.
This spell must
appear on your spell list.

Special: You can gain this featmultiple times. Base hit points
cannot exceed twelve times yourcampaign’s maximum character
level. Ranks in a skill cannot exceed
three plus the maximum character
level of the campaign.

MAGICAL TALENT[GENERAL]
You gain additional spell points.

ranks. Skill ranks in Use Weapon(group) are added to this penalty todetermine a character’s attack
bonus with weapons in that group.

REFLEX [GENERAL]
Prerequisite: None.
Benefit: You gain +1 to your baseReflex save.

Prerequisite: Having at least one
base spell point. Note that all
characters begin play with one basespell point.

Special: You can take this feat anumber of times equal to two plus
half of the campaign’s maximum
character level (round down). Its
effects stack.

Benefit: When you take this featfor the first time, you gain two basespell points.

SPELL KNOWLEDGE[GENERAL]Special: You can take this feat anumber of times equal to yourcampaign’s maximum character
level. Each time you take this featafter the first, the number of basespell points you gain increases by
one. For example, to take this feat asecond time, a character must atndleast 2 character level and thecharacter will receive an additional
three base spell points. To take thisfeat a third time, the character mustrd
be at least 3 character level andthe character will receive anadditional four base spell points. Atth
4 character level, the character cantake this feat a fourth time and add
five base spell points to his total.

Prerequisite: Two ranks in Arcane
Magic or Divine Magic.

MARTIAL TRAINING[GENERAL]

Prerequisite: Two ranks in Arcane
Magic.

Prerequisites: Four ranks in eachof four different Use Weapon skills.
Benefit: You have a -3 penalty on
attack rolls when using a weapon inwhich you have no weapon skill
ranks. This replaces the -4 penalty
on attack rolls for using a weapon
unskilled.
Normal: All characters receive a -4
penalty on attack rolls when using
weapons in which they have no skill

Benefit: You learn two new spellsof any level up to the maximum
level you can cast. These spells
must appear on your spell list.
Once learned, these spells can becast without preparation, following
the normal rules for spellcasting.
This feat does not grant any
additional spell points.
Special: You can gain this featmultiple times.

SPELL PREPARATION(ARCANE) [GENERAL]

Benefit: You are able to prepare anumber of arcane spells per day.
Consult the table below, crossreferencing the number of times
this feat has been taken with eachspell level to see how many spells ofthat level can be prepared.
Special: You can take this feat anumber of times equal to yourcampaign’s maximum character
level. It is left to the discretion of
the DM as to how the character
acquires and prepares spells.

93

SPELL PREPARATION(DIVINE) [GENERAL]
Prerequisite: Two ranks in Divine
Magic.
Benefit: You are able to prepare anumber of divine spells per day.
Consult the table below, crossreferencing the number of times
this feat has been taken with eachspell level to see how many spells ofthat level can be prepared.

Special: You can take this feat anumber of times equal to yourcampaign’s maximum character
level. It is left to the discretion of
the DM as to how the character
acquires and prepares spells.

replaces the old version of theToughness feat.

TOUGHNESS [GENERAL]

Benefit: You gain +1 to your baseWill save.

WILL [GENERAL]
Prerequisite: None.

Prerequisite: None.
Benefit:points.

Choose two domains. You may
prepare one additional spell forevery spell level that you can cast.
This additional spell must be one or
your domain spells.

Special: You can take this feat anumber of times equal to two plus
half of the campaign’s maximum
character level (round down). Its
effects stack.

You gain +4 base hit

Special: You can gain this featmultiple times. Its effects stack.
Your base hit points cannot exceed
twelve times your campaign’s
maximum character level.
Thisversion of the Toughness featTABLE 23: SPELL PREPARATION (ARCANE) FEAT (SPELLS PER DAY)

Feats
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

94

0th
3
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4

1st
1
2
2
3
3
3
4
4
4
4
4
4
4
4
4
4
4
4
4
4

2nd

3rd

4th

5th

6th

7th

8th

9th

1
2
2
3
3
3
4
4
4
4
4
4
4
4
4
4
4
4

1
2
2
3
3
3
4
4
4
4
4
4
4
4
4
4

1
2
2
3
3
3
4
4
4
4
4
4
4
4

1
2
2
3
3
3
4
4
4
4
4
4

1
2
2
3
3
3
4
4
4
4

1
2
2
3
3
3
4
4

1
2
2
3
3
4

1
2
3
4

TABLE 24: SPELL PREPARATION (DIVINE) FEAT (SPELLS PER DAY)

Feats
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

0th
3
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4
4

1st
1+1
2+1
2+1
3+1
3+1
3+1
4+1
4+1
4+1
4+1
4+1
4+1
4+1
4+1
4+1
4+1
4+1
4+1
4+1
4+1

2nd

3rd

4th

5th

6th

7th

8th

9th

1+1
2+1
2+1
3+1
3+1
3+1
4+1
4+1
4+1
4+1
4+1
4+1
4+1
4+1
4+1
4+1
4+1
4+1

1+1
2+1
2+1
3+1
3+1
3+1
4+1
4+1
4+1
4+1
4+1
4+1
4+1
4+1
4+1
4+1

1+1
2+1
2+1
3+1
3+1
3+1
4+1
4+1
4+1
4+1
4+1
4+1
4+1
4+1

1+1
2+1
2+1
3+1
3+1
3+1
4+1
4+1
4+1
4+1
4+1
4+1

1+1
2+1
2+1
3+1
3+1
3+1
4+1
4+1
4+1
4+1

1+1
2+1
2+1
3+1
3+1
3+1
4+1
4+1

1+1
2+1
2+1
3+1
3+1
4+1

1+1
2+1
3+1
4+1

PUTTING IT ALL
TOGETHER
So, how will our intrepid DM use
this minimalist system? First, theDM sets the maximum character
level for character generation. Instmost cases, the 1 character levelshould be chosen.
To play
characters that are just beginningtheir professional training, the DM
may set the maximum character
level at one of the fractional levels(¼, ½, or ¾). To create charactersthat are more experienced than
those
who
normally
begin
adventuring, the DM can set the
maximum character level to a levelsthigher than 1 . Once the maximum
character level has been set forcharacter generation, the players
determine their characters’ ability
scores through whatever method
the DM decides is appropriate.

Race, alignment, vital statistics, andstarting wealth are determined
next. Each character receives one
base hit point and one base spell
point without XP cost. After this,each player is given 2,000 XP tostspend on his character’s traits if 1
levelcharacters
are
being
generated.
For characters offractional level, the amount of XPavailable to purchase traits is equal
to the fractional level multiplied by
2,000 XP. For characters higherndthan 2 level, 2,000 XP plus 1,000
XP for each additional level abovest
1 level is given. Regardless of thecharacter’s starting level, each skill
rank costs 25 XP and each feat costs
100 XP during character generation.
During the character generation
process, no skills can have moreranks than those shown in Table 21:
Character Level Limits.
The
descriptions for the new feats alsodetail the limitations on thenumber of times those feats can bechosen. Note that the Enhanced
Ability feat may be taken any
number of times during thecharacter generation process, but
can only be taken a limited numberof times after play begins.
As an example, let’s say that the DM
stwants players to generate 1 level
characters. This means that thecharacters are limited to a
maximum of four skill ranks in allof the skills they possess. They arealso limited to twelve base hit
points since the description of theToughness feat says that characters
are limited to a number of base hit
points equal to twelve times theircharacter level. Each character canhave up to a +2 base save bonus foreach of his saving throws. This isdue to the fact that the saving
throw feats (Fortitude, Reflexes,

95and Will) can be taken a number oftimes equal to two plus half thecharacter’s level (round down).
Characters can take only onest
Magical Talent feat as 1 level
characters per the feat description.
Characters can take as many
General Training feats as they
desire as long as they abide by thelimitations on base hit points andskill ranks. Characters may takeany number of Spell Knowledge andEnhanced Ability feats during
character generation. Characters
are not limited in the number offeats they may purchase unless thefeat description says so. Since theDM has determined that all special
abilities are now feats, characters
can take those as well, but onlystthose that are available to 1 level
characters.
Once the characters have beencreated, the DM announces thatplay will begin. The maximumndcharacter level is raised to 2 levelat the start of the campaign. This
allows the characters to purchasend
traits available to 2
levelcharacters as soon as they startearning XP. Once 1,000 XP havebeen earned by the characters, therdDM will raise the maximum to 3
character level.
When another
1,000 XP have been earned, he willthraise the limit to 4 level. When
1,000 XP more have been earned(for a career total of 3,000 XP), hethwill increase the limit to 5 and soon. It is important to note that the
maximum character level of thecampaign does not determine thecharacter level of each individual
character.
Maximum character
level determines the maximum
number of skill ranks the DM isallowing
characterstohave(character level plus three). Eachcharacter has a character level equal
to the highest skill rank hepossesses (in any skill) minus three.
Thus, even though the maximum
character level allowable in thethcampaign may be 10 (with an
upper limit of 13 skill ranks), athcharacter could still be 6 level aslong as he had no skill ranks higher
than 9, for example.

96

A few character creation examples
may be useful at this point. Let’s
start with the creation of a simple
warrior. The player chooses to playa human and generates ability
scores for his character. He ends up
with Str 15, Dex 13, Con 14, Int 8,
Wis 12, and Cha 11. He decides tomake his character neutral goodand he rolls for height, weight, andstarting wealth. The DM sets theststarting character level at 1 andgives the player 2,000 XP to spend
on skill ranks and feats. The player
wants to make a traditional fighter.
He buys all three armor proficiencyfeats and both shield proficiencyfeats for 500 XP. He decides to buy
four ranks each in four different
Use Weapon skills (bows, heavy
blades, light blades, and unarmed).
This costs 400 XP. This makes his
fighter eligible to buy the Martial
Training feat, which he does, for 100
XP. He takes the Toughness feattwo times giving his fighter ninebase hit points (don’t forget thatthe first base hit point is free).
With his Constitution bonus, thecharacter will have eleven hit
points. These two feats cost 200
XP. He buys Fortitude twice for 200
XP. He purchases an additionaleight skill ranks in various skills for
200 XP. He also puts four skill
ranks into Profession (fighter) for
100 XP. He has spent a total of
1,600 XP so far. He spends his
remaining 400 XP taking Enhanced
Ability (Strength) three times,
raising his Strength from 15 to 18.
He also takes Enhanced Ability(Dexterity) one time, raising his
Dexterity from 13 to 14. Since his
character is human, he gains anadditional feat and four skill ranks
without cost.
Another player wants to create aspellcaster. He decides to play achaotic good elf. He rolls for his
ability scores and gets Str 10, Dex 14,
Con 11, Int 15, Wis 13, and Cha 12.
This player also receives 2,000 XP.
He decides to spend 1,000 XP rightaway getting four ranks in all ten
versions of Arcane Magic.
Hespends another 100 XP taking
Magical Talent. This gives him two

more base spell points above theone free base spell point he receives
at start for a total of three. His
Constitution score does not givehim any bonus spell points. He
takes Spell Preparation once (togive himself some spellcastingflexibility and versatility) and Spell
Knowledge once (giving him two
spells that he doesn’t have toprepare each day). This costs 200
XP. He buys eight ranks in various
skills for 200 XP. He takes theToughness feat once, giving him a
new base hit point total of five for
100 XP. He buys the Will feat twicefor 200 XP. So far, the player has
spent 1,800 XP. To finish up, hebuys four ranks in Use Weapon(heavy blades) and the Armor
Proficiency (light) feat.
The next player wants to play a
traditional thief.
She rolls theability scores for her character andcomes up with Str 12, Dex 17, Con 13,
Int 12, Wis 18, and Cha 16. With her
2,000 XP, she buys four ranks ineach of the traditional thieving
skills (Climb, Decipher Script,
Disable Device, Hide, Listen, Move
Silently, Open Lock, and Sleight ofHand). This costs 800 XP. She
takes Armor Proficiency (light)
along with four ranks in Use
Weapon (heavy blades) and Use
Weapon (light blades). These cost
300 XP. She takes Toughness twicefor 200 XP. She buys Reflexes twotimes for 200 XP. So far, she has
spent 1,500 XP. Further expanding
her character’s skill base, she buys
four ranks each in Search, Spot,
Bluff, Gather Information, and
Sense
Motive,spending
herremaining 500 XP.
The last player, surprisingly, wants
to play a character much like a
traditional cleric. He gets Str 13,
Dex 10, Con 12, Int 12, Wis 17, andCha 15. He buys Armor Proficiency(light),Armor
Proficiency(medium), and Shield Proficiency.
These feats cost 300 XP. He takes
four ranks in Use Weapon (maces)
and Use Weapon (crossbows). This
costs 200 XP. He buys eight ranks
in various skills for 200 XP. He

takes Toughness twice for 200 XP.
He buys the Will and Fortitude
feats twice each for 400 XP. He
now has 700 XP left. He decides totake four ranks in Divinie Magical(restoration and abjuration) for 200
XP. He takes the Magical Talentfeat once for 100 XP. He takes four
ranks in Profession (cleric) for 100
XP and buys the Turn Undead featfor 100 XP. Finally, he takes Spell
Knowledge two times for 200 XP.
As you can see, the four basic
characterclassescanbeapproximated fairly well during thecharacter generation process. The
spellcaster above will not benefit
immediately from his ranks in allten versions of Arcane Magic, but it
will make it easier for him toadvance his knowledge in all ten
areas after play begins. The clericdoes not get proficiency with heavyarmor at start, but that situation iseasily remedied after he starts toearn XP.
And what of earning XP? How
would the DM award experience
points in this campaign?
The
normalsystemofawarding
experience points can be used.
Since a character’s level is simply
the highest number of skill ranks he
has in any one skill minus three,this number is used for all
calculations requiring character
level. Thus, a character with eightskill ranks in Diplomacy would be ath
5 level character (assuming that
Diplomacy is the highest ranking
skill he has). If this character
single-handedly defeats a creature
with a CR of 3, he will earn 38 XP as
normal. Note that it doesn’t matter
if the character’s highest number ofskill ranks is in Diplomacy, Use
Weapon (heavy blades) or Arcane
Magic (evocation).
The highest
ranked skill is used to determine
character level, no matter how

useful it may or may not be incombat.
Other factors are dependent on thischaracter level also. A charactercannot have more than twelve times
his character level in base hit
points. The Constitution bonus
provides an additional amount of
hit points equal to the positive
modifier
multipliedbythecharacter’s level. These extra hit
points are not “base” hit points, andare not governed by the rule above.
Negative Constitution modifiers do
not affect a character’s hit point
total.
Base saving throws are limited to a
maximum of two plus half of thecharacter’s level (per the featdescriptions). The higher of thecharacter’s Strength or Constitution
modifier is applied to the Fortitude
save. The higher of the character’sIntelligence or Dexterity modifier isapplied to the Reflexes save. The
higher of the character’s Wisdom orCharisma modifier is applied to theWill save. A character’s total savebonus is not limited, only the “base”
saving throw bonus.
Every time the character gains
another character level, he also
receives a number of free skill ranks
equal to his Intelligence bonus (ifany). Only a positive Intelligencemodifiercounts.
Negative
Intelligence modifiers have noeffect on the number of skill ranks acharacter has.
The character
receives these free skill ranks
immediately upon attaining the
new level.
Increases to theIntelligence bonus do not translate
to additional free skill ranks.
Characters receive free skill ranks
according to their Intelligencebonus at the time of “leveling up.”Intelligence increases do not
retroactively grant free skill ranks.

Our DM also employs the “oddability score rule” which states thatthe saving throw bonuses granted
by ability scores are one higher for
odd ability scores.
Thus, aConstitution of 13 will grant a +2
bonus to the Fortitude save insteadof a +1 and a Wisdom of 17 will
grant a +4 bonus to Will saves
instead of a +3.
This makes
purchasing odd-numbered ability
scores worthwhile.
Because there are essentially twenty
different versions of the Magic skill,specialists are simply charactersthat choose to specialize in certain
schools and sources of power.
Characters can specialize in one
school by taking ranks only in the
Arcane Magic or Divine Magic skill
pertaining to that school.
Stillothers may choose to ignore two or
three schools and concentrate on
the rest. Spellcasters can also be
generalists, advancing all ten
schools equally throughout theircareers across both sources ofpower. The two Magic skills are
expedients and are used simply togovern which spell lists areavailable to a certain character.
There really is no difference
betweenarcaneanddivinespellcasters now, since characters
can freely advance one, some, or allof the twenty Magic skills. Theremay be in-game differences,
however, that are used simply tocolor the setting. A variety of
traditions may exist (and give color
to an individual character) but therules for magic work the same. It
doesn’t matter if the character
learns his spells from books, lab
journals, demonic familiars, direct
implantation by gods, nature spirits
or all of the above. Sources are
simply part of the setting, but thesame rules govern all magic-use
within the context of the gamesystem.

97

98

INDEX OF SPECIAL ABILITIESA Thousand Faces ........................................................... 45
Abundant Step ................................................................ 43
Acrobatic Charge ........................................................... 46
Animal Companion ........................................................ 19
Arrow of Death ............................................................... 55
Augment Summoning .................................................... 36
Aura of Alignment .......................................................... 19
Aura of Courage ..............................................................26
Aura of Debilitation ........................................................26
Aura of Despair ...............................................................26
Aura of Resolve ...............................................................26
Bardic Knowledge ........................................................... 19
Bardic Music ....................................................................20
Bestow Curse I.................................................................29
Bestow Curse II ............................................................... 36
Bestow Curse III .............................................................. 43
Bestow Curse IV ..............................................................50
Bestow Curse V ............................................................... 57
Bonus Language I............................................................ 41
Bonus Language II ..........................................................50
Camouflage..................................................................... 46
Canny Defense ................................................................ 33
Cause Disease I ............................................................... 30
Cause Disease II .............................................................. 36
Cause Disease III ............................................................ 44
Cause Disease IV .............................................................50
Cause Disease V .............................................................. 57
Combat Style
Archery........................................................................24
Two-Weapon ..............................................................24
Combat Style Mastery
Archery........................................................................ 41
Two-Weapon .............................................................. 41
Contingent Conjuration ................................................. 41
Countersong ....................................................................20
Damage Reduction I ....................................................... 32
Damage Reduction II...................................................... 38
Damage Reduction III ................................................... 46
Damage Reduction IV .................................................... 53
Damage Reduction V......................................................58
Damage Reduction VI .................................................... 55
Darkvision ....................................................................... 36
Deadly Touch .................................................................. 25
Death Attack ................................................................... 30
Defender AC Bonus I ...................................................... 33
Defender AC Bonus II..................................................... 41
Defender AC Bonus III ...................................................47
Defender AC Bonus IV ................................................... 55
Defensive Stance I........................................................... 33
Defensive Stance II ......................................................... 38
Defensive Stance III ....................................................... 44
Defensive Stance IV ........................................................47
Defensive Stance V ......................................................... 53

Deflect Arrows
Duelist ........................................................................ 53
Detect Alignment ........................................................... 20
Diamond Body ................................................................. 41
Diamond Soul ................................................................. 46
Divine Grace ................................................................... 25
Divine Health ................................................................. 26
Elaborate Parry ............................................................... 47
Empty Body..................................................................... 59
Endurance ....................................................................... 26
Enhance Arrow I............................................................. 34
Enhance Arrow II ........................................................... 38
Enhance Arrow III .......................................................... 44
Enhance Arrow IV .......................................................... 47
Enhance Arrow V ........................................................... 53
Enhanced Mobility ......................................................... 38
Evasion ............................................................................ 25
Extend Summoning ....................................................... 38
Fascinate ......................................................................... 20
Fast Movement ................................................................ 21
Favored Enemy I.............................................................. 21
Favored Enemy II ........................................................... 28
Favored Enemy III .......................................................... 38
Favored Enemy IV .......................................................... 50
Favored Enemy V ........................................................... 59
Fiendish Servant ............................................................. 42
Fighting Mastery I ........................................................... 21
Fighting Mastery II ......................................................... 25
Fighting Mastery III ....................................................... 27
Fighting Mastery IV ....................................................... 30
Fighting Mastery IX ....................................................... 53
Fighting Mastery V ......................................................... 34
Fighting Mastery VI ....................................................... 38
Fighting Mastery VII ...................................................... 44
Fighting Mastery VIII ..................................................... 47
Fighting Mastery X ......................................................... 57
Fighting Mastery XI ....................................................... 59
Flurry of Blows I .............................................................. 21
Flurry of Blows II ............................................................ 28
Flurry of Blows III........................................................... 36
Grace................................................................................ 42
Greater Flurry ................................................................. 42
Greater Lore .................................................................... 46
Greater Rage ................................................................... 42
Hail of Arrows................................................................. 50
Hide in Plain Shadow .................................................... 34
Hide in Plain Sight ......................................................... 56
Hierophant Special Ability I .......................................... 47
Hierophant Special Ability II ......................................... 51
Hierophant Special Ability III ....................................... 54
Hierophant Special Ability IV ....................................... 56
Hierophant Special Ability V ........................................ 57
High Arcana I ................................................................. 48

99

High Arcana II ..................................................................51
High Arcana III ............................................................... 54
High Arcana IV ...............................................................56
High Arcana V ................................................................. 57
Imbue Arrow ................................................................... 36
Impromptu Sneak Attack I ............................................42
Impromptu Sneak Attack II ............................................51
Improved Ally.................................................................. 34
Improved Combat Style
Archery........................................................................ 30
Two-Weapon .............................................................. 30
Improved Evasion ........................................................... 36
Improved Reaction I ....................................................... 36
Improved Reaction II.......................................................51
Improved Uncanny Dodge.............................................28
Indomitable Will............................................................ 49
Inspire Confidence..........................................................26
Inspire Courage I ............................................................ 21
Inspire Courage II ........................................................... 34
Inspire Courage III ......................................................... 49
Inspire Courage IV ..........................................................59
Inspire Greatness ............................................................ 36
Inspire Heroics .................................................................51
Intuitive Defense I .......................................................... 21
Intuitive Defense II .........................................................28
Intuitive Defense III ....................................................... 38
Intuitive Defense IV.........................................................51
Intuitive Defense V .........................................................59
Ki Strike
Adamantite ................................................................. 54
Lawful.......................................................................... 38
Magic ........................................................................... 27
Lay on Hands .................................................................. 25
Loremaster Secret I......................................................... 34
Loremaster Secret II ....................................................... 39
Loremaster Secret III ..................................................... 44
Loremaster Secret IV ......................................................50
Loremaster Secret V ....................................................... 54
Martial Arts I
Improved Grapple ...................................................... 22
Stunning Fist .............................................................. 22
Martial Arts II
Combat Reflexes......................................................... 25
Deflect Arrows............................................................ 25
Martial Arts III
Improved Disarm ....................................................... 30
Improved Trip ............................................................ 30
Mass Suggestion..............................................................58
Mighty Rage ....................................................................59
Mobile Defense ................................................................51
Nature Sense ................................................................... 22
Perfect Self .......................................................................59
Phase Arrow ................................................................... 46
Planar Cohort ................................................................. 44
Planar Terrain Mastery I ................................................42
Planar Terrain Mastery II .............................................. 44
Planar Terrain Mastery III............................................. 46
Planar Terrain Mastery IV..............................................50

100

Planar Terrain Mastery V ............................................... 51
Poison Resistance I......................................................... 32
Poison Resistance II ....................................................... 37
Poison Resistance III ...................................................... 43
Poison Resistance IV ...................................................... 46
Poison Resistance V ........................................................ 51
Poison Use ...................................................................... 30
Precise Strike I ................................................................ 44
Precise Strike II............................................................... 56
Purity of Body ................................................................. 28
Quivering Palm ............................................................... 51
Rage I ............................................................................... 22
Rage II ............................................................................. 27
Rage III ............................................................................ 35
Rage IV ............................................................................ 44
Rage V ............................................................................. 54
Rage VI ............................................................................ 60
Ranged Legerdemain I ................................................... 37
Ranged Legerdemain II.................................................. 46
Ranged Legerdemain III ................................................ 56
Rebuke Undead .............................................................. 22
Remove Curse I................................................................ 31
Remove Curse II ............................................................. 37
Remove Curse III ............................................................ 45
Remove Curse IV ............................................................ 52
Remove Curse V ............................................................. 58
Remove Disease I ............................................................ 31
Remove Disease II .......................................................... 37
Remove Disease III ......................................................... 45
Remove Disease IV ......................................................... 52
Remove Disease V .......................................................... 58
Resist Nature’s Lure ....................................................... 27
Rogue Special Ability I ................................................... 39
Rogue Special Ability II ................................................. 47
Rogue Special Ability III ................................................ 54
Rogue Special Ability IV ................................................ 59
Seeker Arrow .................................................................. 43
Shadow Illusion .............................................................. 39
Shadow Jump I................................................................ 43
Shadow Jump II .............................................................. 47
Shadow Jump III ............................................................. 52
Shadow Jump IV ............................................................. 56
Slow Fall I ........................................................................ 27
Slow Fall II ....................................................................... 31
Slow Fall III ..................................................................... 35
Slow Fall IV ..................................................................... 39
Slow Fall IX ..................................................................... 60
Slow Fall V ...................................................................... 45
Slow Fall VI ..................................................................... 50
Slow Fall VII .................................................................... 54
Slow Fall VIII .................................................................. 58
Smite Chaos I .................................................................. 22
Smite Chaos II ................................................................ 28
Smite Chaos III ............................................................... 40
Smite Chaos IV ............................................................... 52
Smite Chaos V ................................................................ 60
Smite Evil I ...................................................................... 22
Smite Evil II .................................................................... 28

Smite Evil III ................................................................... 40
Smite Evil IV .................................................................... 52
Smite Evil V .................................................................... 60
Smite Good I.................................................................... 23
Smite Good II ..................................................................28
Smite Good III ................................................................ 40
Smite Good IV ................................................................. 52
Smite Good V ................................................................. 60
Smite Law I ...................................................................... 23
Smite Law II ....................................................................28
Smite Law III .................................................................. 40
Smite Law IV ................................................................... 52
Smite Law V.................................................................... 60
Sneak Attack I ................................................................. 23
Sneak Attack II ................................................................ 27
Sneak Attack III ..............................................................29
Sneak Attack IV .............................................................. 33
Sneak Attack IX...............................................................56
Sneak Attack V ................................................................ 37
Sneak Attack VI .............................................................. 43
Sneak Attack VII .............................................................47
Sneak Attack VIII ............................................................ 52
Sneak Attack X ................................................................59
Song of Freedom ............................................................. 45
Special Mount .................................................................29
Speed Bonus I .................................................................. 27
Speed Bonus II .................................................................31
Speed Bonus III ............................................................... 37
Speed Bonus IV ............................................................... 45
Speed Bonus V ................................................................ 52
Speed Bonus VI ...............................................................58
Still Mind ......................................................................... 27
Suggestion ........................................................................31
Summon Familiar ........................................................... 23
Summon Shadow ........................................................... 40
Swift Tracker ................................................................... 35
Terrain Mastery I .............................................................31
Terrain Mastery II ........................................................... 33
Terrain Mastery III.......................................................... 35
Terrain Mastery IV.......................................................... 37
Terrain Mastery V ........................................................... 41
Timeless Body
Ascetic .........................................................................56
Druidic ........................................................................ 53

Tireless Rage ................................................................... 56
Tongue of the Sun and the Moon ................................. 56
Track................................................................................ 23
Trackless Step ................................................................. 27
Trap Sense I .................................................................... 27
Trap Sense II ................................................................... 32
Trap Sense III .................................................................. 37
Trap Sense IV .................................................................. 45
Trap Sense V ................................................................... 53
Trap Sense VI .................................................................. 58
Trapfinding ..................................................................... 23
True Lore......................................................................... 56
Turn Undead .................................................................. 24
Unarmed Strike I ............................................................ 24
Unarmed Strike II........................................................... 27
Unarmed Strike III ......................................................... 35
Unarmed Strike IV ......................................................... 45
Unarmed Strike V........................................................... 54
Unarmed Strike VI ......................................................... 60
Uncanny Dodge .............................................................. 25
Venom Immunity ........................................................... 37
wholeness of Body ...........................................................33
Wild Empathy................................................................. 24
Wild Shape
Elemental (Huge) ...................................................... 60
Elemental I ................................................................. 54
Elemental II................................................................ 58
Elemental III .............................................................. 60
Huge ........................................................................... 53
Large ........................................................................... 35
Plant............................................................................ 45
Tiny ............................................................................. 43
Wild Shape I ................................................................... 29
Wild Shape II .................................................................. 32
Wild Shape III ..................................................................33
Wild Shape IV .................................................................. 41
Wild Shape V .................................................................. 50
Wild Shape VI ................................................................. 58
Wizardry I ....................................................................... 24
Wizardry II ...................................................................... 29
Wizardry III ..................................................................... 41
Wizardry IV .................................................................... 53
Wizardry V ...................................................................... 60
Woodland Stride ............................................................ 26101