recursal/Fanatic-Fandom huggingface dataset:
Clarity

Caster Level(s): Shaman 2, Psychology 4

Innate Level: 3

School: Abjuration

Descriptor(s): Mind-Affecting

Component(s): Somatic

Range: Medium

Area of Effect / Target: Single

Duration: 5 Rounds + 1 Round / Level

Additional Cost: Shaman - 1 DEX

Save: No

Spell Resistance: No

This spell removes the effects of Daze, Sleep, Confusion, Stun, and Charm, and protects against all mind-affecting effects until it expires. For every effect removed by the spell, the target creature sustains 1 point of damage.
Death Armor

Caster Level(s): Shaman 2

Innate Level: 2

School: Evocation

Descriptor(s): Magical Armor

Component(s): Verbal, Somatic

Range: Personal

Area of Effect / Target: Caster

Duration: 1 round / level

Additional Cost: Shaman - 1 CHA

Save: None

Spell Resistance: Yes

A magical aura surrounds the caster -- injuring creatures that touch it. Any creature striking the caster takes 1d4+3 points of magical damage.
Noble

*Nobles have the ability to use their background, education, natural charm, and skills in social maneuvering to their advantage in day-to-day lives and on the battlefield to inspire their troops to victory.*

**Requirements:**

Skills: 8 ranks Knowledge(Nobility and Royalty), 5 ranks Knowledge(Politics), 4 ranks Bluff, 4 ranks Persuade, 2 ranks Appraise.

**Class Specifics:**

* Hit Die: d8.
* Armor proficiencies: Light and medium.
* Shield proficiencies: Small and large.
* Weapon proficiencies: All simple and martial weapons.
* Skill Points: 4 + Int Modifier.
* High Saves: Reflex and Will.
* BAB progression: +3/4.
* Class Skills: Appraise, Bluff, Discipline, Intimidate, Knowledge - Architecture & Engineering/Geography/History/Nobility & Royalty/Politics/Religion/War, Parry, Persuade, Ride, Sense Motive, Speak Language.

**Level by level breakdown:**

* 1: Breadth of Knowledge, Rallying Cry
* 2: Inspire courage.
* 3: Bonus feat, Duelist.
* 4: Oath of wrath.
* 5: Last stand.

**Special Abilities:**

* Rallying Cry: Once every 10 rounds, a noble can utter a powerful shout that gives all allies a +1 bonus to attack and a 20% bonus to land speed for 2 rounds
* Inspire Courage: Once every 5 turns, a noble can inspire his troops in combat. All affected creatures gain a +1 bonus to attack and damage, and a +2 bonus against mind-affecting spells. These bonuses last for 10 rounds.
* Duelist: A noble adds their modified skill in parry divided by 5 to their AC when wielding a weapon. This is a dodge AC bonus.
* Oath of Wrath: Once per hour, a noble may swear to defeat a single opponent. He gains a +2 bonus to attack, damage, saves, and skills vs. that opponent's race. This lasts for a number of rounds equal to twice his class level.
* Final stand: Once per hour, a noble can inspire his troops to a heroic effort. Each ally in the area gains 2d10 hit points. This ability can affect a number of people equal to his noble level + charisma modifier, and lasts for the same number of rounds.
Camoflage

Caster Level(s): Shaman 1, Covert 2

Innate Level: 1

School: Transmutation

Descriptor(s):

Component(s): Verbal, Somatic

Range: Personal

Area of Effect / Target: Caster

Duration: 10 Turns / Level

Additional Cost: Shaman - 1 CHA

Save: None

Spell Resistance: No

The caster applies accessories to better match the surroundings, gaining a +10 competence bonus to any Hide checks.

When a medic with the covert specialisation casts this ability, the ability is an area of effect with a size of colossal.
Ride

Number of Ranks: 0

Skill Modifier: 3

Skill Check: 3

Ability: Dexterity

Requires Training: No

Classes: All

The character has spent time training to use a horse in combat, and can perform actions unskilled people cannot.

Note: Horses and the Ride skill are only used in the Premium Module "Neverwinter Nights - Wyvern Crown of Cormyr" and specific community made modules.
Heal

Number of Ranks: 0

Skill Modifier: 2

Skill Check: 2

Ability: Wisdom.

Requires Training: No

Classes: All

With this skill a character can use a healing kit to cure wounds and heal poisons and diseases.

Check: To heal poisons and diseased, the healer must make a successful check against their DC. If he is successful, the target is healed and is cured a number of HP equal to the skill roll, plus all modifiers. If the target suffers from no poison or diseases, it is still cured of damage.

Use: Use healing kit on a wounded creature.
Ode of the Shawm

Caster Level(s): Bard 1

Innate Level: 1

School: Enchantment

Descriptor(s): Mind-Affecting

Component(s): Verbal

Range: Personal

Area of Effect / Target: Large

Duration: 1 Turn

Save: None

Spell Resistance: No

The tune grates on the ears of the bard's enemies granting a -1 penalty to attack rolls for every 10 points of perform the bard has.

This counts toward the number of uses of bard song per day and toward the 2 active song limit.

Lingering song and Lasting inspiration do affect the duration of this ability.
Stoneskin

Caster Level(s): Shaman 4

Innate Level: 4

School: Abjuration

Descriptor(s):

Component(s): Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: 1 Hour / Level

Additional Cost: Shaman - 2 STR

Save: Harmless

Spell Resistance: No

This spell grants the target creature damage reduction 5/+5. The spell absorbs 5 points of melee damage per caster level, to a maximum of 50, before collapsing.
The Unquiet Grave

Caster Level(s): Bard 3

Innate Level: 3

School: Enchantment

Descriptor(s): Mind-Affecting

Component(s): Verbal

Range: Personal

Area of Effect / Target: Large

Duration: 1 Turn

Save: None

Spell Resistance: No

This macabre piece depicts the enemies of the bard as grotesque creatures of the night and all the horrid things such creatures deserve, granting all enemies a 1d2 penalty to constitution, dexterity or strength chosen at random, a -1 penalty attack rolls for every 10 points of perform the bard has and a -1 bonus to spot, listen, sense motive, and discipline for every 4 points of perform the bard has.

This counts toward the number of uses of bard song per day and toward the 2 active song limit.

Lingering song and Lasting inspiration do affect the duration of this ability.
Domination du pouvoir magique

Contrôle non seulement le corps, mais aussi la puissance magique externe.

Type : Continu

Évaluation: Unique

Compétence : F

Effet: La consommation d’énergie magique est réduite de 30%. La puissance de la puissance magique est augmentée de 30%. Augmentez la vitesse de récupération de puissance magique de 30%.
Expeditious Retreat

Caster Level(s): Shaman 1

Innate Level: 1

School: Transmutation

Descriptor(s):

Component(s): Verbal, Somatic

Range: Personal

Area of Effect / Target: Caster

Duration: 1 round / level

Additional Cost: Shaman - 1 INT

Save: None

Spell Resistance: No

The caster becomes 150% faster than their normal movement rate, allowing them to flee from dangerous encounters. This spell has no effect if the caster is already hasted.
Humours Specialisation

*Medics specialised in Hippocratic medicine believe that the four humours of Hippocratic medicine are black bile, yellow bile, phlegm, and blood. Each corresponds to one of the traditional four temperaments. Based on Hippocratic medicine, it was believed that the four humours were to be in balanced proportions with regard to amount and strength of each humour for a body to be healthy.*

**Specialisation Abilities and Bonus Slotted Abilities:**

Medics with this specialisation double the amount absorbed by their specialisation abilities before they collapse.

The medic gains access to the following abilities at the specified ability level:

* 2: Endure Elements
* 3: Resist Elements
* 4: Protection from Elements
* 6: Superior Protection from Elements
The Ring of Mjolnir

Caster Level(s): Bard 4

Innate Level: 4

School: Enchantment

Descriptor(s): Mind-Affecting

Component(s): Verbal

Range: Personal

Area of Effect / Target: Large

Duration: 1 Turn

Save: Harmless

Spell Resistance: No

This piece tells an epic of the dwarven forging and wielding of the legendary weapon, Mjolnir granting all allies the feat blindfight, 1d2 bonus to constitution, dexterity, or strength chosen at random, and a +1 bonus to attack rolls and damage rolls for every 7 points of perform the bard has.

This counts toward the number of uses of bard song per day and toward the 2 active song limit.

Lingering Song and Lasting Inspiration do affect the duration of this ability.
Use Rope

**Ability:** Dexterity.

**Requires Training:** No.

**Classes:** All.

With this skill, you can grappling hooks to climb, and bind prisoners with ropes.

**Check:** Most tasks with a rope are relatively simple. The DCs for various tasks utilizing this skill are summarized on the table below:

DC 10 +2 per 10ft - Secure a grappling hook. Failure by 4 or less - secure fails.  Failure by 5 or more - fall hazard.

DC Opposing Escape Artist check- Bind a character. Check made with a +10 to the roll.

**Use:** Automatic with use of appropriate items.
Scaling

Caster Level(s): Bard 0

Innate Level: 0

School: Enchantment

Descriptor(s): Mind-Affecting

Component(s): None

Range: Personal

Area of Effect / Target: Caster

Duration: 1 Turn

Save: Harmless

Spell Resistance: No

The bard uses a breathing technique to focus on the sound of their own movements as to quiet them down granting the caster a +1 to hide and move silently for every 10 points of perform they have.

This does not count toward the number of uses of bard song per day nor does it count toward the 2 active song limit.

Lingering song and Lasting inspiration do affect the duration of this ability.
Winterwolf

Caster Level(s): Bard 2

Innate Level: 2

School: Enchantment

Descriptor(s): Mind-Affecting

Component(s): Verbal

Range: Personal

Area of Effect / Target: Large

Duration: 1 Turn

Save: None

Spell Resistance: No

This chilling piece depicts the howl and hunt of a wolf in the winter granting all enemies a -1 penalty to attack rolls for every 10 points of perform the bard has and a -1 penalty to spot and listen for every 4 points of perform the bard has.

This counts toward the number of uses of bard song per day and toward the 2 active song limit.

Lingering song and Lasting inspiration do affect the duration of this ability.
Listen

Number of Ranks: 0

Skill Modifier: 2

Skill Check: 2

Ability: Wisdom

Requires Training: No

Classes: All

Listen alerts a character to hidden creature that may be nearby.

Check: Listen detects hidden creatures by opposing their Move Silently check. A successful check renders the the hidden creature visible, and makes it valid target for the listener.

Special: Standing still provides a +5 bonus to a Listen Check. A character with the Alertness feat gains a +2 bonus on Listen checks. Rangers gain a bonus when Listening against a favoured enemy. Elves, gnomes, and halflings gain a +2 racial bonus to Listen checks. Half-elves receive a +1 racial bonus.

Use: Listen is a part of the Detect modal action. In Passive Detect mode, checks are made automatically every round. Active Detect mode is a modal action that reduces the normal movement rate and makes the character perform an Active Listen, as well as Spot and Search Checks.
War Cry

Caster Level(s): Shaman 4, Offence 5

Innate Level: 4

School: Enchantment

Descriptor(s): Mind-Affecting, Sonic

Component(s): Verbal, Somatic

Range: Personal

Area of Effect / Target: Colossal

Duration: 1 Round / Level

Additional Cost: Shaman - 2 DEX

Save: Will Negates

Spell Resistance: Yes

The caster lets out a powerful shout that grants the caster a +2 bonus to attack and damage. All enemies within the area of effect are stricken with fear.

Medics with the Offence domain gain an addition +1 to damage.
Defence Specialisation

*Medics specialized in defense are able to call upon the abilities to bolster themselves and the ranks of allies in order to prevent harm from coming to those in their care.*

**Specialisation Abilities and Bonus Slotted Abilities:**

Medics with this specialisation gain an addition +1 dodge AC for their specialisation abilities.

The medic gains access to the following abilities at the specified ability level:

* 2: Defense
* 4: Bolster the Defense
* 6: Defensive Battle Awareness
Mass Owls Wisdom

Caster Level(s): Shaman 6

Innate Level: 6

School: Transmutation

Descriptor(s):

Component(s): Verbal, Somatic

Range: Touch

Area of Effect / Target: Friendly Creatures in a 20' radius burst

Duration: 1 Hour / Level

Additional Cost: Shaman - 3 INT

Save: Harmless

Spell Resistance: No

All friendly creatures in the area of effect have their Wisdom increased by 1d4+1.
Templar

*Templars are the first line defense again those whom would use the corruption and in doing so condemn all to oblivion or so is the belief.  Much like fighters, templars train with weapons to become skilled in combat, however, unlike fighters, they forego some of that training to focus on perfecting the stated of being and thus work to keep themselves pure of the corruption.  Templars take a vow to never use corruption and have themselves cleansed of any taint before taking on the mantle of Templar. Once done, The first skill they learn is how to stop an offender form accessing corruption.*

**Class Specifics:**

* Hit Die: d10.
* Armor proficiencies: Light, medium, and heavy.
* Shield proficiencies: Small and Large.
* Weapon proficiencies: All simple and martial weapons.
* Skill Points (Int Modifier \* 4 at 1st level): 2 + Int Modifier.
* High Save: Fortitude.
* BAB progression: +1.
* Class Skills: Animal Empathy, Concentration, Discipline, Heal, Knowledge - History/Religion, Parry, Persuade, Ride, Sense Motive, Speak Language, Spellcraft, Taunt

**Level by level breakdown:**

* 1: Throat Punch.
* 2: Aura of Courage.
* 3: Perfect Health.
* 4: Divine Grace.
* 5:
* 6: Diamond Soul.

* 7:
* 8: Improved Diamond Soul.
* 9:
* 10: Greater Diamond Soul.
* 11: Perfected Diamond Soul
Greater Stoneskin

Caster Level(s): Shaman 6

Innate Level: 6

School: Transmutation

Descriptor(s):

Component(s): Verbal, Somatic

Range: Personal

Area of Effect / Target: Caster

Duration: 1 Hour / Level

Additional Cost: Shaman - 3 STR

Save: Harmless

Spell Resistance: No

Grants the caster a damage reduction of 10/+5. The spell absorbs 5 points of melee damage per caster level, to a maximum of 100, before fading.
Set Trap

Number of Ranks: 0

Skill Modifier: 3

Skill Check: 0

Ability: Dexterity

Requires Training: Yes

Classes: All

This skill allows a character to place trap kits.

Check: When a trap kit is used, the character makes a skill check. The DC of the task is determined by the power of the trap.

Special: 5 or more ranks in Disable Traps grants a +2 synergy bonus on Set Trap checks. Any party members are able to see traps that one character has set.

Spectacular Failure: If a skill check is failed by 10 or more, the trap goes off in the attempt to set it. This can only occur if you are in combat when trying to set the trap.

Use: Use a trap kit from your inventory. An icon visible to you and your party will appear on the ground to represent the trap.
Lords of Iron

Caster Level(s): Bard 3

Innate Level: 3

School: Enchantment

Descriptor(s): Mind-Affecting

Component(s): Verbal

Range: Personal

Area of Effect / Target: Large

Duration: 1 Turn

Save: Harmless

Spell Resistance: No

This piece depicts the heroic deeds of the warriors down the battle of Caraduil granting all allies the feat improved disarm and a +1 bonus to attack rolls and damage rolls for every 10 points of perform the bard has.

This counts toward the number of uses of bard song per day and toward the 2 active song limit.

Lingering song and Lasting inspiration do affect the duration of this ability.
Mass Foxs Cunning

Caster Level(s): Shaman 6

Innate Level: 6

School: Transmutation

Descriptor(s):

Component(s): Verbal, Somatic

Range: Touch

Area of Effect / Target: Friendly Creatures in a 20' radius burst

Duration: 1 Hour / Level

Additional Cost: Shaman - 3 CHA

Save: Harmless

Spell Resistance: No

All friendly creatures in the area of effect have their Intelligence increased by 1d4+1.
Paragon

*An exemplary of their kind, paragons exhibit the best traits of their race resulting in being a cut above the rest.*

**Requirements:**

* Skills: 5 Knowledge(Geography), 11 ranks Knowledge (History).
* Class: Cannot qualify for a Racial Prestige Class.

**Class Specifics:**

* Hit Die: d8.
* Armor proficiencies: None.
* Shield proficiencies: None.
* Weapon proficiencies: None.
* Skill Points: 4 + Int Modifier.
* High Saves: Reflex and Will.
* BAB progression: +1.
* Class Skills: Animal Empathy, Appraise, Bluff, Concentration, Decipher Script, Disable Trap, Discipline, Escape Artist, Heal, Hide, Intimidate, Knowledge - All, Listen, Move Silently, Open Lock, Parry, Perform, Persuade, Pick Pocket, Ride, Search, Sense Motive, Set Trap, Speak Language, Spellcraft, Spot, Survival, Taunt, Tumble, Use Rope.

**Level by level breakdown:**

* 1: Bonus skill focus feat.
* 2: Bonus feat.
* 3: Ability Boost.

**Bonus Slots:**

At every odd level, the character gains new castings per day as if he or she had also gained a level in his or her chosen class (Bard, medic, shaman, warlock, and/or witch).

**Special Abilities:**

Ability boost: The paragon gains a +2 bonus to a single ability score based on their race: +2 STR (Half-Giants), +2 DEX (Elves and Orcs), +2 CON (Dwarves). Humans and those of Half-Elven heritage are more versatile and thus are able to pick what ability score is boosted.  Humans can choose between any of the ability scores and Half - Elves can choose between +2 INT or +2 CHA.
The Harps Transit

Caster Level(s): Bard 1

Innate Level: 1

School: Enchantment

Descriptor(s): Mind-Affecting

Component(s): Verbal

Range: Personal

Area of Effect / Target: Large

Duration: 1 Turn

Save: Harmless

Spell Resistance: No

The bard uses a harp to coordinate the movement of those about them granting a 5% bonus to movement speed plus an additional +1% for every 5 points of perform the bard has.

This counts toward the number of uses of bard song per day and toward the 2 active song limit.

Lingering song and Lasting inspiration do affect the duration of this ability.
Taunt

Number of Ranks: 0

Skill Modifier: 1

Skill Check: 1

Ability: Charisma

Requires Training: No

Classes: All

Taunt is used to provoke an enemy into dropping his guard for a short time.

Check: The DC is a concentration check made by the target against the character's Taunt skill roll. It is considered an attack. If the taunt is successful, the opponent suffers an Armor Class Penalty equal to the difference between the taunt roll and the defenders roll (to a max of a -6 penalty) for 5 rounds. The target will also suffer a 30% chance of spell failure, if they don't resist the taunt.

Special: Taunt penalties are not cumulative.

Use: Select skill and then target creature.
Darkfire

Caster Level(s): Shaman 3

Innate Level: 3

School: Evocation

Descriptor(s): Fire

Component(s): Verbal, Somatic

Range: Touch

Area of Effect / Target: Creature, Melee Weapon

Duration: 1 Turn/ Level

Additional Cost: Shaman - 2 DEX

Save: None

Spell Resistance: No

This spell allows the caster to immolate a non-magical weapon. The weapon will do 1d6  points of damage, +1 per two caster levels (maximum of +10) of fire damage. The caster can either target a specific melee weapon in his inventory or a creature to enchant the weapon the creature is wielding.
Veterinary Specialisation

*Medics specialised in veterinary arts are more adept in dealing with animals on the battlefield and know how to make such creatures almost harmless.*

**Specialisation Abilities and Bonus Slotted Abilities:**

The medic gains access to the following abilities at the specified ability level:

* 1: Defang
* 2: Declaw
* 3: Silence
* 6: Slay Animal
Assassin

*The assassin is a master of dealing quick, lethal blows. Assassins often function as spies, informants, killers for hire, or agents of vengeance. Their skill in a variety of dark arts allows them to carry out missions of death with shocking, terrifying precision.*

**Requirements:**

Skills: 7 ranks Hide, 7 ranks Move Silently.

**Class Specifics:**

* Hit Die: d6.
* Armor proficiencies: Light.
* Shield proficiencies: None.
* Weapon proficiencies: All simple weapons.
* Skill Points: 6 + Int Modifier.
* High Saves: Fortitude and Reflex.
* BAB progression: +3/4.
* Class Skills: Appraise, Bluff, Decipher Script, Disable Trap, Escape Artist, Hide, Intimidate, Listen, Move Silently, Open Lock, Parry, Persuade, Pick Pocket, Search, Sense Motive, Set Trap, Speak Language, Spot, Tumble, Use Rope.

**Level by level breakdown:**

* 1: +1d6 Death Attack, Use Poison.
* 2: Uncanny Dodge, Evasion, Poison Save.
* 3: +1d6 Sneak Attack.
* 4:
* 5: +2d6 Sneak Attack, Haze of Nightshade.
* 6: Improved Uncanny Dodge.
* 7: +3d6 Sneak Attack.

S**pecial Abilities:**

* Death Attack: At first level, an assassin may use a death attack, which functions similarly to a sneak attack. A successful attack, while the target is not in combat,  forces the target to make a fortitude save or become paralyzed.  This stacks with any sneak attack dice for the purposes of sneak attacks.
* Poison Save: Starting at second level, an assassin gains a natural saving throw bonus to all poisons of +1 for every 2 levels.
* Haze of Nightshade: Once per day the assassin may inflict an airborn poison-induced hallucinogenic daze upon a target
Mass Eagles splendor

Caster Level(s): Shaman 6

Innate Level: 6

School: Transmutation

Descriptor(s):

Component(s): Verbal, Somatic

Range: Touch

Area of Effect / Target: Friendly Creatures in a 20' radius burst

Duration: 1 Hour / Level

Additional Cost: Shaman - 3 CON

Save: Harmless

Spell Resistance: No

All friendly creatures in the area of effect have their Charisma increased by 1d4+1.
Mass Haste

Caster Level(s): Shaman 6

Innate Level: 6

School: Enchantment

Descriptor(s):

Component(s): Verbal, Somatic

Range: Short

Area of Effect / Target: Large

Duration: 1 Round / Level

Additional Cost: Shaman - 3 STR

Save: Harmless

Spell Resistance: No

All allies within the area of effect gain 1 extra action per round (allowing an additional attack or spell casting) and have their movement speed increased by 50%.
Barkskin

Caster Level(s): Shaman 2

Innate Level: 2

School: Transmutation

Descriptor(s): None

Component(s): Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: 1 Hour / Level

Additional Cost: Shaman - 1 STR

Save: Harmless

Spell Resistance: No

Barkskin hardens the target creature's skin, granting a natural armor bonus to Armor Class based on the caster's level:

Level 1-6: +3

Level 7-11: +4
Freedom of Movement

Caster Level(s): Shaman 4

Innate Level: 4

School: Abjuration

Descriptor(s):

Component(s): Verbal, Somatic

Range: Medium

Area of Effect / Target: Single

Duration: 1 Turn / Level

Additional Cost: Shaman - 2 INT

Save: None

Spell Resistance: No

The target creature becomes immune to paralysis, slow, and entanglement spells and effects.
Ethereal Visage

Caster Level(s): Shaman 5

Innate Level: 5

School: Illusion

Descriptor(s):

Component(s): Verbal, Somatic

Range: Personal

Area of Effect / Target: Caster

Duration: 1 Round / Level

Additional Cost: Shaman - 3 STR

Save: Harmless

Spell Resistance: No

The caster is surrounded by a ghostly nimbus of light that grants damage reduction 10/+3, prevents all spells of level 2 or lower from affecting the caster and provides a 25% concealment bonus.
Seaside Tavern

Caster Level(s): Bard 2

Innate Level: 2

School: Enchantment

Descriptor(s): Mind-Affecting

Component(s): Verbal

Range: Personal

Area of Effect / Target: Large

Duration: 1 Turn

Save: None

Spell Resistance: No

This piece depicts a tavern brawl granting all allies +1 bonus to attack rolls for every 10 points of perform the bard has  while imposing a penalty of the same magnitude to all enemies.

This counts toward the number of uses of bard song per day and toward the 2 active song limit.

Lingering song and Lasting inspiration do affect the duration of this ability.
Animal Empathy

Number of Ranks: 0

Skill Modifier: 1

Skill Check: 0

Ability: Charisma

Requires Training: Yes

Classes: Druid and Ranger

A successful check allows a character to charm or dominate certain creatures.

Check: Animals and dire animals have a DC of 15 + the creatures hit die. For beasts and magical beasts, the DC is 19+ the creatures hit die. If the check succeeds, the creatures is dominated.

Special: If the character fails their check by five or more, the creature will go hostile.

Use: Select this skill then select the target creature. Dominated creatures are commanded as if they were henchmen. The creature will remain dominated for one turn per level of the character using the skill.
Sniper

*Anyone can pick up a bow and learn how to use one. Then there those who can actually use one with some degree of skill. But once in a generation there are those who aspire to have absolute mastery of these weapons and yet countless other ranged weapons. These are Snipers. They blend a mixture of sheer accuracy and a love of far reaches, and create a master of potent extreme ranged attacks.*

**Requirements:**

* Base Attack Bonus: +6.
* Feats: Point blank shot and either weapon focus longbow, or weapon focus shortbow.

**Class Specifics:**

* Hit Die: d10.
* Armor proficiencies: None.
* Shield proficiencies: None.
* Weapon proficiencies: None.
* Skill Points: 2 + Int Modifier.
* High Saves: Reflex and Will.
* BAB progression: +1.
* Class Skills: Discipline, Hide, Knowledge - Architecture & Engineering, Listen, Move Silently, Ride, Speak Language, Spot, Survival, Use Rope.

**Level by level breakdown:**

* 1: Sharp Shooter I.
* 2: Explosive Arrow.
* 3: Sharp Shooter II.
* 4:
* 5: Sharp Shooter III.

**Special Abilities:**

* Sharp Shooter: Every arrow a sniper nocks and lets fly gets a +1 enhancement bonus. This bonus only works for the sniper. For every two levels of sniper past 1st, the enhancement goes up by +1.
* Explosive Arrow: A sniper has learned the ability to prepare explosive arrowheads and fire said arrows at an enemy. If it hits, it explodes, doing fire damage to all hostile creatures in the area of effect
War Drums

Caster Level(s): Bard 1

Innate Level: 1

School: Enchantment

Descriptor(s): Mind-Affecting

Component(s): Verbal

Range: Personal

Area of Effect / Target: Large

Duration: 1 Turn

Save: None

Spell Resistance: No

The bard plays an eerie tune on the drums to unnerve their enemies granting a -1 penalty to all saving throws for every 7 points of perform the bard has.

This counts toward the number of uses of bard song per day and toward the 2 active song limit.

Lingering song and Lasting inspiration do affect the duration of this ability.
Hip Pat

Caster Level(s): Bard 0

Innate Level: 0

School: Enchantment

Descriptor(s): Mind-Affecting

Component(s): Somatic

Range: Personal

Area of Effect / Target: Caster

Duration: 1 Turn

Save: Harmless

Spell Resistance: No

The beat of the tap steals the caster against attacks granting the caster a +1 dodge AC bonus.

This does not count toward the number of uses of bard song per day nor does it count toward the 2 active song limit.

Lingering song and Lasting inspiration do affect the duration of this ability.
Endure Elements

Caster Level(s): Shaman 1, Humours 2

Innate Level: 1

School: Abjuration

Descriptor(s):

Component(s): Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: 1 Turn / Level

Additional Cost: Shaman - 1 CON

Save: Harmless

Spell Resistance: No

The target creature gains damage resistance 10/- against all elemental forms of damage. The spell ends after absorbing 20 points of damage from any single elemental type.

Medics with the humours specialisation double the amount absorbed resulting in the spell lasting until 40 points of damage from any single elemental type is absorbed.
Bless Weapon

Caster Level(s): Shaman 1

Innate Level: 1

School: Transmutation

Descriptor(s): Weapon Enchantment

Component(s): Verbal, Somatic

Range: Touch

Area of Effect / Target: Creature or Melee Weapon

Duration: 1 Minute / Level

Additional Cost: Shaman - 1 CON

Save: None

Spell Resistance: No

You empower the touched melee weapon with a +1 enhancement bonus, and a 2d6 damage bonus vs. undead. You can also target another creature to enchant its worn melee weapon.
Weapon Proficiency (Shaman)

**Type of Feat:** Special

**Prerequisite:** Shaman Level 1.

**Specifics:** This feat allows the character to use the club, dagger, dart, katar, quarterstaff, scimitar, sickle, spear, and sling.

**Normal:** A character who uses a weapon with which he or she is not proficient takes a -4 penalty on attack rolls.

**Use:** All shamans start with this feat and cannot gain weapon proficiency with any other weapons.
Tumble

Number of Ranks: 0

Skill Modifier: 3

Skill Check: 0

Ability: Dexterity

Requires Training: Yes

Classes: All

The character with high tumbling is able to roll away from attacks during combat, positioning themselves safely at all times. Anytime the character might receive an attack of opportunity for moving past enemies, they will automatically attempt a tumble check against a DC of 15. If successful the attack is avoided. For every five ranks in this skill (not including the Dexterity bonus) the characters armor class is also improved by +1.

Check: DC 15 to avoid attack of opportunity while moving

Use: Auromatic
Warlock

*Warlocks are the result of men and women whom have heard the Faded Brother's temptress tongue and heeded it's seductive murmurings entering a pact with the Faded Brother and becoming a conduit of corruption within the mortal world.  These conduits of corruption are able to conjure horrid displays of raw power at the tips of there fingers. However it is only to late that they learn that there is always a cost for such power.*

**Class Specifics:**

* Hit Die: d4.
* Armor proficiencies: None.
* Shield proficiencies: None.
* Weapon proficiencies: All simple weapons.
* Skill Points (Int Modifier \* 4 at 1st level): 2 + Int Modifier.
* High Save: Will.
* BAB progression: +1/2.
* Class Skills: Bluff, Concentration, Intimidate, Knowledge - Occult/Religion, Persuade, Sense Motive, Speak Language, Spellcraft

**- Note:** A warlock must have a Charisma of 10 + spell level to cast a specific spell.

**Level by level breakdown:**

* 1: Summon Familiar.
* 2-11:

**Note:** When a warlock casts a spell it takes damage equal to the spell's level.  This damage cannot be healed except by resting.  Level 0 spells do not incur this damage.

**Disclaimer:** Spells for the witch will also show up on the warlock spell list, however, if selected, the PC will be de-leveled to ensure only warlock spells are chosen.

* Ray of Frost
* Acid Splash
* Electric Jolt

*Level 1:*

* Burning Hands
* Magic Missile
* Horizikauls Boom
* Lesser Acid Orb
* Lesser Cold Orb
* Lesser Electric Orb
* Lesser Fire Orb
* Lesser Sonic Orb

*Level 2:*

* Flame Lash
* Lesser Dispel
* Melfs Acid Arrow
* Combust
* Gedlees Electric Loop
* Agnazzars Scorcher
* Fireburst

*Level 3:*

* Call Lightning
* Dispel Magic
* Fireball
* Flame Arrow
* Lightning Bolt
* Searing Light
* Scintillating Sphere

*Level 4:*

* Flame Strike
* Hammer of the Gods
* Lesser Spell breach
* Wall of Fire
* Ice Storm
* Isaacs Lesser Missile Storm
* Acid Orb
* Cold Orb
* Electric Orb
* Fire Orb
* Sonic Orb
* Flame Spear
* Hail of Fire

*Level 5:*

* Cloudkill
* Cone of Cold
* Firebrand
* Inferno
* Ball Lightning

* Cacophonic Burst
Court Mistrel

Caster Level(s): Bard 2

Innate Level: 2

School: Enchantment

Descriptor(s): Mind-Affecting

Component(s): Verbal

Range: Personal

Area of Effect / Target: Large

Duration: 1 Turn

Save: None

Spell Resistance: No

This reenactment of court proceedings is meant to inspire those loyal to the bard while unnerving the bard's enemies at the same time  granting a +1 bonus  for every 10 points of perform the bard has to all saving throws for all allies in range while imposing a penalty of the same magnitude to all enemies.

This counts toward the number of uses of bard song per day and toward the 2 active song limit.

Lingering song and Lasting inspiration do affect the duration of this ability.
Toe Tap

Caster Level(s): Bard 0

Innate Level: 0

School: Enchantment

Descriptor(s): Mind-Affecting

Component(s): Somatic

Range: Personal

Area of Effect / Target: Caster

Duration: 1 Turn

Save: Harmless

Spell Resistance: No

The beat of the tap helps the bard time the force behind their attacks granting the caster a +1 bonus to all damage rolls.

This does not count toward the number of uses of bard song per day nor does it count toward the 2 active song limit.

Lingering song and Lasting inspiration do affect the duration of this ability.
Pride of Blacksteel

Caster Level(s): Bard 4

Innate Level: 4

School: Enchantment

Descriptor(s): Mind-Affecting

Component(s): Verbal

Range: Personal

Area of Effect / Target: Large

Duration: 1 Turn

Save: Harmless

Spell Resistance: No

This piece is a regaling of all the prominent noble houses in Blacksteel as to inspire others granting all allies the feat defensive roll, 1d4+1 bonus to constitution, dexterity, or strength chosen at random, a +1 bonus to damage rolls for every 7 points of perform the bard has and 10 temporary hit points plus an additional +1 for every 3 points of perform the bard has.

This counts toward the number of uses of bard song per day and toward the 2 active song limit.

Lingering song and Lasting inspiration do affect the duration of this ability.
Inspire Self

Caster Level(s): Bard 0

Innate Level: 0

School: Enchantment

Descriptor(s): Mind-Affecting

Component(s): None

Range: Personal

Area of Effect / Target: Caster

Duration: 1 Turn

Save: Harmless

Spell Resistance: No

The internal tune inspires the bard to be motivated to accomplish physical tasks granting the caster a +1d2 bonus to constitution, dexterity, or strength choosen randomly.

This does not count toward the number of uses of bard song per day nor does it count toward the 2 active song limit.

Lingering song and Lasting inspiration do affect the duration of this ability.
Search

Number of Ranks: 0

Skill Modifier: 1

Skill Check: 1

Ability: Intelligence

Requires Training: No

Classes: All

Search is used to detect traps.

Check: Detecting a trap is an opposed test, pitting the characters Search check against a DC equal to the Set Trap skill check, plus the strength of the trap. Only rogues may detect traps with a DC greater than 35.

Special: Elves and Dwarves receive a +2 bonus to their Search checks, and Half-elves gain a +1 bonus.
Greensleeves on the Psaltery

Caster Level(s): Bard 1

Innate Level: 1

School: Enchantment

Descriptor(s): Mind-Affecting

Component(s): Verbal

Range: Personal

Area of Effect / Target: Large

Duration: 1 Turn

Save: Harmless

Spell Resistance: No

The tune steals the listeners against attacks granting all within range of the bard a +1 dodge AC bonus for every 10 points of perform the bard has.

This counts toward the number of uses of bard song per day and toward the 2 active song limit.

Lingering song and Lasting inspiration do affect the duration of this ability.
Woodland Mary

Caster Level(s): Bard 3

Innate Level: 3

School: Enchantment

Descriptor(s): Mind-Affecting

Component(s): Verbal

Range: Personal

Area of Effect / Target: Large

Duration: 1 Turn

Save: Harmless

Spell Resistance: No

This piece depicts a beautiful epic of the crag cats transversing the snow capped mountains granting all 5 temporary hit points plus an additional +1 for every 5 points of perform the bard has, and a +1 bonus to all saving throws for every 10 points of perform the bard has and a +1 bonus to spot, listen, and survival for every 4 points of perform the bard has.

This counts toward the number of uses of bard song per day and toward the 2 active song limit.

Lingering song and Lasting inspiration do affect the duration of this ability.
Martial Artist

*Martial artists train endlessly in unorthodox ways of using their body and mind to be honed into an effective weapon.  In their physical training they focus on how to break wood and bone with their bare fists.  In their spiritual training, they focus on ways to be able to protect themselves both from physical attacks by anticipation and those of a corrupted nature as to maintain a pure state of being.*

**Class Specifics:**

* Hit Die: d8.
* Armor proficiencies: None.
* Shield proficiencies: None.
* Weapon proficiencies: Baghnakhs, clubs, crossbows, daggers, handaxes, kamas, katars, nunchaku, quarterstaves, shurikens, slings, and wind-fire wheels.
* Skill Points (Int Modifier \* 4 at 1st level): 4 + Int Modifier.
* High Save: Reflex.
* BAB progression: +3/4.
* Class Skills: Concentration, Discipline, Escape Artist, Hide, Knowledge - History/Religion/War, Listen, Move Silently, Parry, Perform, Sense Motive, Speak Language, Spot, Tumble

**Level by level breakdown:**

* 1: Cleave, flurry of blows, improved unarmed strike, stunning fist.
* 2: Evasion, Unarmored AC Bonus.
* 3: Increased Speed, Still Mind.
* 4: Deflect Arrows.
* 5: Purity of body.
* 6: Improved Knockdown.
* 7: Diamond Body
* 8: Ki Strike +1
* 9: Improved Evasion
* 10: Bonus feat.
* 11: Diamond Soul
Intimidate

Number of Rank: 0

Skill Modifier: 1

SkillCheck: 1

Ability: Charisma

Requires Training: No

Classes: All

Acharacter can use this skill to get a bully to back down or make a prisoner give the information he wants to have.

Check: The Character can use this skill to change the others' behaviour with a successful check.

Use: Selected.
Wounding Whispers

Caster Level(s): Shaman 3

Innate Level: 3

School: Abjuration

Descriptor(s): Sonic

Component(s): Verbal, Somatic

Range: Personal

Area of Effect / Target: Caster

Duration: 1 round / level

Additional Cost: Shaman - 2 CON

Save: None

Spell Resistance: No

The caster is surrounded with whispers that injure any creature that hits the caster for 1d6 + 1 / level points of sonic damage.
Resist Elements

Caster Level(s): Shaman 2, Humours 3

Innate Level: 1

School: Abjuration

Descriptor(s):

Component(s): Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: 1 Turn / Level

Additional Cost: Shaman - 1 CON

Save: Harmless

Spell Resistance: No

The target creature gains damage resistance 20/- against all elemental forms of damage. The spell ends after absorbing 30 points of damage from any single elemental type.

Medics with the humours specialisation double the amount absorbed resulting in the spell lasting until 60 points of damage from any single elemental type is absorbed.
Magic Weapon

Caster Level(s): Shaman 1

Innate Level: 1

School: Transmutation

Descriptor(s): Weapon Enchantment

Component(s): Verbal, Somatic

Range: Touch

Area of Effect / Target: Melee Weapon or Creature

Duration: 1 Hour / Level

Additional Cost: Shaman - 1 INT

Save: None

Spell Resistance: No

You empower the touched weapon with a +1 enhancement bonus.
Elemental Shield

Caster Level(s): Shaman 4

Innate Level: 4

School: Evocation

Descriptor(s): Cold, Fire

Component(s): Verbal, Somatic

Range: Personal

Area of Effect / Target: Caster

Duration: 1 Round / Level

Additional Cost: Shaman - 2 CON

Save: None

Spell Resistance: None

The caster is surrounded by a ring of fire that damages all opponents who make a successful melee attack on the caster. The damage inflicted is 1d4 +1 point per 3 caster levels. The caster also gains 50% immunity to cold and fire.
Light

Caster Level(s): Shaman 0, Witch 0

Innate Level: 0

School: Evocation

Descriptor(s):

Component(s): Verbal

Range: Touch

Area of Effect / Target: Single

Duration: 1 Hour / Level

Save: Harmless

Spell Resistance: No

Creates a small light source above the target creature's head. The light travels with the target and is capable of illuminating a small area. It can be cast on any item the character can equip to make it glow for the spells duration like a natural source of light.

Note: Selecting this spell on a warlock level will result in having to redo the level.
Open Lock

Number of Ranks: 0

Skill Modifier: 3

Skill Check: 0

Ability: Dexterity

Requires Training: Yes

Classes: All

This skill allows the character to enter locked rooms and open locked containers.

Check: The DC is determined by the lock's difficulty rating. A successful check opens the lock.

Special: Theives tools can be used to provide bonuses to a character's Open Lock attempt. But are destroyed in the attempt whether successful or not.

Use: Select the skill and then target a locked object.
Knowledge

**Ability:** Intelligence.

**Requires Training:** No.

**Classes:** All.

Knowledge represents a study of some body of lore, possibly an academic or even scientific discipline.

**Check:** Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions). In many cases, you can use this skill to identify monsters and their special powers or vulnerabilities. In general, the DC of such a check equals 10 + the monster's HD. A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information.

**Use:** Automatic every time the character examines an item.

**Fields of Study:**

* Archt. and Engineering
* Geography
* History
* Nature
* Nobility and Royalty
* Occult
* Politics
* Religion
* War
Greater Magic Weapon

Caster Level(s): Shaman 3

Innate Level: 3

School: Transmutation

Descriptor(s): Weapon Enchantment

Component(s): Verbal, Somatic

Range: Short

Area of Effect / Target: Creature or  Melee Weapon

Duration: 1 Hour / Level

Additional Cost: Shaman - 2 INT

Save: None

Spell Resistance: No

You empower the touched weapon with a +1 enhancement bonus per 3 caster levels (maximum of +3). You can either directly target the weapon you want to cast this spell on, or you can target a creature, affecting the creature's main hand weapon.
Recovery Specialisation

*Medics specialised in recovery are better able to speed along the healing process of a wound and thus the regenerative application of such curatives is more effective.*

**Specialisation Abilities and Bonus Slotted Abilities:**

Medics with this specialisation half the interval between regeneration ticks while maintaining the over all duration.

The medic gains access to the following abilities at the specified ability level:

* 1: Mend Moderate Wounds
* 2: Mend Serious Wounds
* 3: Mend Critical Wounds
* 4: Mend Light Wounds, Triage
* 5: Heal
* 6: Mend Critical Wounds, Triage
Covert Specialisation

*Medics specialised in covert operations work to conceal themselves and their allies from having to operate in a hot zone thus minimising casualties*.

**Specialisation Abilities and Bonus Slotted Abilities:**

Medics with this specialisation can use an area of effect version of their specialisation abilities.

The medic gains access to the following abilities at the specified ability level:

* 2: Camouflage
* 4: Recall Covert Training
Gothic Winds

Caster Level(s): Bard 1

Innate Level: 1

School: Enchantment

Descriptor(s): Mind-Affecting

Component(s): Verbal

Range: Personal

Area of Effect / Target: Large

Duration: 1 Turn

Save: Harmless

Spell Resistance: No

The tune amplifies the sounds around granting all within range of the bard a +1 bonus to spot and listen for every 5 points of perform the bard has.

This counts toward the number of uses of bard song per day and toward the 2 active song limit.

Lingering song and Lasting inspiration do affect the duration of this ability.
Life Shift

Caster Level(s): Shaman 5

Innate Level: 5

School: Necromancy

Descriptor(s): Negative, Death

Component(s): Verbal, Somatic

Range: Touch

Area of Effect / Target: Single

Duration: Instant

Additional Cost: Shaman - 3 CHA

Save: Harmless

Spell Resistance: No

The target creature is healed of 4d8 points of damage, + 1 point per caster level to a maximum of +20. The caster loses the same amount in hit points. The caster cannot be reduced lower than 1 HP, so if the amount of HP healed on the target is greater than the HP of the caster, they are healed for the remainder instead. This cannot be used on the caster. If cast upon an undead, whether friendly or hostile, they are healed at the same cost.
Speak Language

**Ability:** None.

**Requires Training:** Yes.

**Classes:** All.

This skill represents the proficency at a particular language the character has.

**Check:** The following are the proficency ranks when using this skill:

1 - Elementary.

2 - Limited Working.

3 - Professional Working.

4 - Full Professional.

5 - Native / Bilingual .

**Use:** Automatic when speaking in character.

**Available Languages:**

* Brovosian (Human)
* Elven
* Dwarven
* Juton (Giants)
* Orcish
Mass Ultravision

Caster Level(s): Shaman 4

Innate Level: 4

School: Transmutation

Descriptor(s):

Component(s): Verbal, Somatic

Range: Short

Area of Effect / Target: Friendly Creatures in a 20' radius burst

Duration: 1 Hour / Level

Additional Cost: Shaman - 2 CHA

Save: Harmless

Spell Resistance: No

The target creature's ability to see in complete darkness is improved beyond that of Darkvision. When this spell is applied even the effects of magical darkness are pierced
Wild Boar's Inn

Caster Level(s): Bard 2

Innate Level: 2

School: Enchantment

Descriptor(s): Mind-Affecting

Component(s): Verbal

Range: Personal

Area of Effect / Target: Large

Duration: 1 Turn

Save: Harmless

Spell Resistance: No

The tune inspires those that hear it to think more like that of a boar granting all that hear it  a 10% bonus to movement speed plus an additional +1% for every 5 points of perform the bard has and a +1 bonus to damage rolls for every 10 points of perform the bard has.

This counts toward the number of uses of bard song per day and toward the 2 active song limit.

Lingering song and Lasting inspiration do affect the duration of this ability.
Corrupted Trickster

*Corrupted tricksters combine their knowledge of spells with a taste for intrigue, larceny, or just plain mischief. They are among the most adaptable of adventurers.*

**Requirements:**

* Spellcasting: Ability to cast 2nd level arcane spells or 2nd level songs.
* Skills: 8 ranks Decipher Script, 8 ranks Disable Traps, 8 ranks Escape Artist, 4 ranks Knowledge (Occult).
* Special:+1d6 Sneak Attack.

**Class Specifics:**

* Hit Die: d6.
* Armor proficiencies: Light.
* Shield proficiencies: None.
* Weapon proficiencies: None.
* Skill Points: 6 + Int Modifier.
* High Saves: Reflex, and Will.
* BAB progression: +1/2.
* Class Skills: Appraise, Bluff, Concentration, Decipher Script, Disable Trap, Escape Artist, Hide, Knowledge - All, Listen, Move Silently, Open Lock, Parry, Persuade, Pick Pocket, Search, Sense Motive, Set Trap, Speak Language, Spellcraft, Spot, Tumble, Use Rope.

**Level by level breakdown:**

* 1: +1d6 Sneak Attack.
* 2: Impromptu Sneak Attack 1/day.
* 3: +2d6 Sneak Attack.
* 4:
* 5: +3d6 Sneak Attack.
* 6: Impromptu Sneak Attack 2/day.

**Bonus Spells:**

Upon each odd level, the character gains new spells per day as if he had also gained a level in his highest caster class (bard, witch, or warlock). He does not learn any new spells through this ability, however.

**Special Abilities:**

*Impromptu Sneak Attack:* Beginning at 2nd level, once per day, a corrupted trickster can declare one melee or ranged attack he makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack). An additional use per day is gained at level 6.
The Piper's Song

Caster Level(s): Bard 1

Innate Level: 1

School: Enchantment

Descriptor(s): Mind-Affecting

Component(s): Verbal

Range: Personal

Area of Effect / Target: Large

Duration: 1 Turn

Save: Harmless

Spell Resistance: No

The tune helps the bard to keep those about them from being influenced by others granting the feat slippery mind to all within range for the duration of the song.

This counts toward the number of uses of bard song per day and toward the 2 active song limit.

Lingering song and Lasting inspiration do affect the duration of this ability.