This material is Open Game Content, and is licensed for public use under
the terms of the Open Game License v1.0a.
CLASSES I
BARBARIAN
Alignment: Any nonlawful.
Hit Die: d12.
Class
Skills
The barbarian’s class skills (and the key ability for each
skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump
(Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill
Points at 1st Level: (4 + Int modifier) x4.
Skill Points at
Each Additional Level: 4 + Int modifier.
|
Table: The Barbarian
|
|
Level
|
Base Attack Bonus
|
Fort Save
|
Ref Save
|
Will Save
|
Special
|
|
1st
|
+1
|
+2
|
+0
|
+0
|
Fast movement, illiteracy, rage 1/day
|
|
2nd
|
+2
|
+3
|
+0
|
+0
|
Uncanny dodge
|
|
3rd
|
+3
|
+3
|
+1
|
+1
|
Trap sense +1
|
|
4th
|
+4
|
+4
|
+1
|
+1
|
Rage 2/day
|
|
5th
|
+5
|
+4
|
+1
|
+1
|
Improved uncanny dodge
|
|
6th
|
+6/+1
|
+5
|
+2
|
+2
|
Trap sense +2
|
|
7th
|
+7/+2
|
+5
|
+2
|
+2
|
Damage reduction 1/—
|
|
8th
|
+8/+3
|
+6
|
+2
|
+2
|
Rage 3/day
|
|
9th
|
+9/+4
|
+6
|
+3
|
+3
|
Trap sense +3
|
|
10th
|
+10/+5
|
+7
|
+3
|
+3
|
Damage reduction 2/—
|
|
11th
|
+11/+6/+1
|
+7
|
+3
|
+3
|
Greater rage
|
|
12th
|
+12/+7/+2
|
+8
|
+4
|
+4
|
Rage 4/day, trap sense +4
|
|
13th
|
+13/+8/+3
|
+8
|
+4
|
+4
|
Damage reduction 3/—
|
|
14th
|
+14/+9/+4
|
+9
|
+4
|
+4
|
Indomitable will
|
|
15th
|
+15/+10/+5
|
+9
|
+5
|
+5
|
Trap sense +5
|
|
16th
|
+16/+11/+6/+1
|
+10
|
+5
|
+5
|
Damage reduction 4/—, rage 5/day
|
|
17th
|
+17/+12/+7/+2
|
+10
|
+5
|
+5
|
Tireless rage
|
|
18th
|
+18/+13/+8/+3
|
+11
|
+6
|
+6
|
Trap sense +6
|
|
19th
|
+19/+14/+9/+4
|
+11
|
+6
|
+6
|
Damage reduction 5/—
|
|
20th
|
+20/+15/+10/+5
|
+12
|
+6
|
+6
|
Mighty rage, rage 6/day
|
Class Features
All of the following are class features of the barbarian.
Weapon and
Armor Proficiency: A barbarian is proficient with all simple and martial
weapons, light armor, medium armor, and shields (except tower
shields).
Fast Movement (Ex): A barbarian’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 and not carrying a heavy load.
Apply this bonus before modifying the barbarian’s speed because of any
load carried or armor worn.
Illiteracy: Barbarians are the only
characters who do not automatically know how to read and write. A barbarian may
spend 2 skill points to gain the ability to read and write all languages he is
able to speak.
A barbarian who gains a level in any other class automatically
gains literacy. Any other character who gains a barbarian level does not lose
the literacy he or she already had.
Rage (Ex): A barbarian can fly
into a rage a certain number of times per day. In a rage, a barbarian
temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2
morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The
increase in Constitution increases the barbarian’s hit points by 2 points
per level, but these hit points go away at the end of the rage when his
Constitution score drops back to normal. (These extra hit points are not lost
first the way temporary hit points are.) While raging, a barbarian cannot use
any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance,
Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities
that require patience or concentration, nor can he cast spells or activate magic
items that require a command word, a spell trigger (such as a wand), or spell
completion (such as a scroll) to function. He can use any feat he has except
Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts
for a number of rounds equal to 3 + the character’s (newly improved)
Constitution modifier. A barbarian may prematurely end his rage. At the end of
the rage, the barbarian loses the rage modifiers and restrictions and becomes
fatigued (–2 penalty to Strength, –2 penalty to Dexterity,
can’t charge or run) for the duration of the current encounter (unless he
is a 17th-level barbarian, at which point this limitation no longer applies; see
below).
A barbarian can fly into a rage only once per encounter. At 1st level
he can use his rage ability once per day. At 4th level and every four levels
thereafter, he can use it one additional time per day (to a maximum of six times
per day at 20th level). Entering a rage takes no time itself, but a barbarian
can do it only during his action, not in response to someone else’s
action.
Uncanny Dodge (Ex): At 2nd level, a barbarian retains his
Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an
invisible attacker. However, he still loses his Dexterity bonus to AC if
immobilized. If a barbarian already has uncanny dodge from a different class, he
automatically gains improved uncanny dodge (see below) instead.
Trap Sense
(Ex): Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves
made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.
These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th,
12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes
stack.
Improved Uncanny Dodge (Ex): At 5th level and higher, a
barbarian can no longer be flanked. This defense denies a rogue the ability to
sneak attack the barbarian by flanking him, unless the attacker has at least
four more rogue levels than the target has barbarian levels. If a character
already has uncanny dodge (see above) from a second class, the character
automatically gains improved uncanny dodge instead, and the levels from the
classes that grant uncanny dodge stack to determine the minimum level a rogue
must be to flank the character.
Damage Reduction (Ex): At 7th level, a
barbarian gains Damage Reduction. Subtract 1 from the damage the barbarian takes
each time he is dealt damage from a weapon or a natural attack. At 10th level,
and every three barbarian levels thereafter (13th, 16th, and 19th level), this
damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but
not below 0.
Greater Rage (Ex): At 11th level, a barbarian’s
bonuses to Strength and Constitution during his rage each increase to +6, and
his morale bonus on Will saves increases to +3. The penalty to AC remains at
–2.
Indomitable Will (Ex): While in a rage, a barbarian of 14th
level or higher gains a +4 bonus on Will saves to resist enchantment spells.
This bonus stacks with all other modifiers, including the morale bonus on Will
saves he also receives during his rage.
Tireless Rage (Ex): At 17th
level and higher, a barbarian no longer becomes fatigued at the end of his
rage.
Mighty Rage (Ex): At 20th level, a barbarian’s bonuses to
Strength and Constitution during his rage each increase to +8, and his morale
bonus on Will saves increases to +4. The penalty to AC remains at
–2.
Ex-Barbarians
A barbarian who becomes lawful loses the ability to rage and cannot gain
more levels as a barbarian. He retains all the other benefits of the class
(damage reduction, fast movement, trap sense, and uncanny
dodge).
BARD
Alignment: Any
nonlawful.
Hit Die: d6.
Class Skills
The bard’s class skills (and the key ability for each skill) are
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con),
Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape
Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all
skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform
(Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak
Language (n/a), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device
(Cha).
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill
Points at Each Additional Level: 6 + Int modifier.
|
Table: The Bard
|
|
|
|
|
|
|
––—— Spells per Day
——–—
|
|
Level
|
Base Attack Bonus
|
Fort Save
|
Ref Save
|
Will Save
|
Special
|
0
|
1st
|
2nd
|
3rd
|
4th
|
5th
|
6th
|
|
1st
|
+0
|
+0
|
+2
|
+2
|
Bardic music, bardic knowledge, countersong, fascinate, inspire
courage +1
|
2
|
—
|
—
|
—
|
—
|
—
|
—
|
|
2nd
|
+1
|
+0
|
+3
|
+3
|
|
3
|
0
|
—
|
—
|
—
|
—
|
—
|
|
3rd
|
+2
|
+1
|
+3
|
+3
|
Inspire competence
|
3
|
1
|
—
|
—
|
—
|
—
|
—
|
|
4th
|
+3
|
+1
|
+4
|
+4
|
|
3
|
2
|
0
|
—
|
—
|
—
|
—
|
|
5th
|
+3
|
+1
|
+4
|
+4
|
|
3
|
3
|
1
|
—
|
—
|
—
|
—
|
|
6th
|
+4
|
+2
|
+5
|
+5
|
Suggestion
|
3
|
3
|
2
|
—
|
—
|
—
|
—
|
|
7th
|
+5
|
+2
|
+5
|
+5
|
|
3
|
3
|
2
|
0
|
—
|
—
|
—
|
|
8th
|
+6/+1
|
+2
|
+6
|
+6
|
Inspire courage +2
|
3
|
3
|
3
|
1
|
—
|
—
|
—
|
|
9th
|
+6/+1
|
+3
|
+6
|
+6
|
Inspire greatness
|
3
|
3
|
3
|
2
|
—
|
—
|
—
|
|
10th
|
+7/+2
|
+3
|
+7
|
+7
|
|
3
|
3
|
3
|
2
|
0
|
—
|
—
|
|
11th
|
+8/+3
|
+3
|
+7
|
+7
|
|
3
|
3
|
3
|
3
|
1
|
—
|
—
|
|
12th
|
+9/+4
|
+4
|
+8
|
+8
|
Song of freedom
|
3
|
3
|
3
|
3
|
2
|
—
|
—
|
|
13th
|
+9/+4
|
+4
|
+8
|
+8
|
|
3
|
3
|
3
|
3
|
2
|
0
|
—
|
|
14th
|
+10/+5
|
+4
|
+9
|
+9
|
Inspire courage +3
|
4
|
3
|
3
|
3
|
3
|
1
|
—
|
|
15th
|
+11/+6/+1
|
+5
|
+9
|
+9
|
Inspire heroics
|
4
|
4
|
3
|
3
|
3
|
2
|
—
|
|
16th
|
+12/+7/+2
|
+5
|
+10
|
+10
|
|
4
|
4
|
4
|
3
|
3
|
2
|
0
|
|
17th
|
+12/+7/+2
|
+5
|
+10
|
+10
|
|
4
|
4
|
4
|
4
|
3
|
3
|
1
|
|
18th
|
+13/+8/+3
|
+6
|
+11
|
+11
|
Mass suggestion
|
4
|
4
|
4
|
4
|
4
|
3
|
2
|
|
19th
|
+14/+9/+4
|
+6
|
+11
|
+11
|
|
4
|
4
|
4
|
4
|
4
|
4
|
3
|
|
20th
|
+15/+10/+5
|
+6
|
+12
|
+12
|
Inspire courage +4
|
4
|
4
|
4
|
4
|
4
|
4
|
4
|
|
Table: Bard Spells Known
|
|
————— Spells Known
—————
|
|
Level
|
0
|
1st
|
2nd
|
3rd
|
4th
|
5th
|
6th
|
|
1st
|
4
|
—
|
—
|
—
|
—
|
—
|
—
|
|
2nd
|
5
|
21
|
—
|
—
|
—
|
—
|
—
|
|
3rd
|
6
|
3
|
—
|
—
|
—
|
—
|
—
|
|
4th
|
6
|
3
|
21
|
—
|
—
|
—
|
—
|
|
5th
|
6
|
4
|
3
|
—
|
—
|
—
|
—
|
|
6th
|
6
|
4
|
3
|
—
|
—
|
—
|
—
|
|
7th
|
6
|
4
|
4
|
21
|
—
|
—
|
—
|
|
8th
|
6
|
4
|
4
|
3
|
—
|
—
|
—
|
|
9th
|
6
|
4
|
4
|
3
|
—
|
—
|
—
|
|
10th
|
6
|
4
|
4
|
4
|
21
|
—
|
—
|
|
11th
|
6
|
4
|
4
|
4
|
3
|
—
|
—
|
|
12th
|
6
|
4
|
4
|
4
|
3
|
—
|
—
|
|
13th
|
6
|
4
|
4
|
4
|
4
|
21
|
—
|
|
14th
|
6
|
4
|
4
|
4
|
4
|
3
|
—
|
|
15th
|
6
|
4
|
4
|
4
|
4
|
3
|
—
|
|
16th
|
6
|
5
|
4
|
4
|
4
|
4
|
21
|
|
17th
|
6
|
5
|
5
|
4
|
4
|
4
|
3
|
|
18th
|
6
|
5
|
5
|
5
|
4
|
4
|
3
|
|
19th
|
6
|
5
|
5
|
5
|
5
|
4
|
4
|
|
20th
|
6
|
5
|
5
|
5
|
5
|
5
|
4
|
|
1 Provided the bard has a high enough Charisma score to have a
bonus spell of this level.
|
Class Features
All of the following are class features of the bard.
Weapon and Armor
Proficiency: A bard is proficient with all simple weapons, plus the
longsword, rapier, sap, short sword, shortbow, and whip. Bards are proficient
with light armor and shields (except tower shields). A bard can cast bard spells
while wearing light armor without incurring the normal arcane spell failure
chance. However, like any other arcane spellcaster, a bard wearing medium or
heavy armor or using a shield incurs a chance of arcane spell failure if the
spell in question has a somatic component (most do). A multiclass bard still
incurs the normal arcane spell failure chance for arcane spells received from
other classes.
Spells: A bard casts arcane spells, which are drawn
from the bard spell list. He can cast any spell he knows without preparing it
ahead of time. Every bard spell has a verbal component (singing, reciting, or
music). To learn or cast a spell, a bard must have a Charisma score equal to at
least 10 + the spell. The Difficulty Class for a saving throw against a
bard’s spell is 10 + the spell level + the bard’s Charisma
modifier.
Like other spellcasters, a bard can cast only a certain number of
spells of each spell level per day. His base daily spell allotment is given on
Table: The Bard. In addition, he receives bonus spells per day if he has a high
Charisma score. When Table: Bard Spells Known indicates that the bard gets 0
spells per day of a given spell level, he gains only the bonus spells he would
be entitled to based on his Charisma score for that spell level.
The
bard’s selection of spells is extremely limited. A bard begins play
knowing four 0-level spells of your choice. At most new bard levels, he gains
one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells
per day, the number of spells a bard knows is not affected by his Charisma
score; the numbers on Table: Bard Spells Known are fixed.)
Upon reaching 5th
level, and at every third bard level after that (8th, 11th, and so on), a bard
can choose to learn a new spell in place of one he already knows. In effect, the
bard “loses” the old spell in exchange for the new one. The new
spell’s level must be the same as that of the spell being exchanged, and
it must be at least two levels lower than the highest-level bard spell the bard
can cast. A bard may swap only a single spell at any given level, and must
choose whether or not to swap the spell at the same time that he gains new
spells known for the level.
As noted above, a bard need not prepare his
spells in advance. He can cast any spell he knows at any time, assuming he has
not yet used up his allotment of spells per day for the spell’s level.
Bardic Knowledge: A bard may make a special bardic knowledge check
with a bonus equal to his bard level + his Intelligence modifier to see whether
he knows some relevant information about local notable people, legendary items,
or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history),
he gains a +2 bonus on this check.)
A successful bardic knowledge check will
not reveal the powers of a magic item but may give a hint as to its general
function. A bard may not take 10 or take 20 on this check; this sort of
knowledge is essentially random.
DC
|
Type of Knowledge
|
|
10
|
Common, known by at least a substantial minority drinking; common legends
of the local population.
|
|
20
|
Uncommon but available, known by only a few people legends.
|
|
25
|
Obscure, known by few, hard to come by.
|
|
30
|
Extremely obscure, known by very few, possibly forgotten by most who once
knew it, possibly known only by those who don’t understand the
significance of the knowledge.
|
Bardic Music: Once per day per bard level, a bard can use his
song or poetics to produce magical effects on those around him (usually
including himself, if desired). While these abilities fall under 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 with some spoken performance. Each ability requires both a minimum
bard level and a minimum number of ranks in the Perform skill to qualify; if a
bard does not have the required number of ranks in at least one Perform skill,
he does not gain the bardic music ability until he acquires the needed
ranks.
Starting a bardic music effect is a standard action. Some bardic music
abilities require concentration, which means the bard must take a standard
action each round to maintain the ability. Even while using bardic music that
doesn’t require concentration, a bard cannot cast spells, activate magic
items by spell completion (such as scrolls), or activate magic items by magic
word (such as wands). Just as for casting a spell with a verbal component, a
deaf bard has a 20% chance to fail when attempting to use bardic music. If he
fails, the attempt still counts against his daily limit.
Countersong (Su):
A bard with 3 or more ranks in a Perform skill can use his music or poetics
to counter magical effects that depend on sound (but not spells that simply have
verbal components). Each round of the countersong, he makes a Perform check. Any
creature within 30 feet of the bard (including the bard himself ) that is
affected by a sonic or language-dependent magical attack may use the
bard’s Perform check result in place of its saving throw if, after the
saving throw is rolled, the Perform check result proves to be higher. If a
creature within range of the countersong is already under the effect of a
noninstantaneous sonic or language-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 no
effect against effects that don’t allow saves. The bard may keep up the
countersong for 10 rounds.
Fascinate (Sp): A bard with 3 or more ranks
in a Perform skill can use 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 the bard, and able to pay attention to him. The bard
must also be able to see the creature. The distraction of a nearby combat or
other dangers prevents the ability from working. For every three levels a bard
attains beyond 1st, he can target one additional creature with a single use of
this ability.
To use the ability, a bard makes a Perform check. His check
result is the DC for each affected creature’s Will save against the
effect. If a creature’s saving throw succeeds, the bard 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 no other actions, for as
long as the bard continues to play and concentrate (up to a maximum of 1 round
per bard level). While fascinated, a target takes a –4 penalty on skill
checks made as reactions, such as Listen and Spot checks. Any potential threat
requires the bard to make another Perform check and allows the creature a new
saving throw against a DC equal to the new Perform check result.
Any obvious
threat, such as someone drawing a weapon, casting a spell, or aiming a ranged
weapon at the target, automatically breaks the effect. Fascinate is an
enchantment (compulsion), mind-affecting ability.
Inspire Courage (Su):
A bard with 3 or more ranks in a Perform skill can use song or poetics to
inspire courage in his allies (including himself ), bolstering them against fear
and improving their combat abilities. To be affected, an ally must be able to
hear the bard sing. The effect lasts for as long as the ally hears the bard sing
and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on
saving throws against charm and fear effects and a +1 morale bonus on attack and
weapon damage rolls. At 8th level, and every six bard levels thereafter, this
bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is
a mind-affecting ability.
Inspire Competence (Su): A bard of 3rd level
or higher with 6 or more ranks in a Perform skill can use his music or poetics
to help an ally succeed at a task. The ally must be within 30 feet and able to
see and hear the bard. The bard must also be able to see the ally.
The ally
gets a +2 competence bonus on skill checks with a particular skill as long as he
or she continues to hear the bard’s music. Certain uses of this ability
are infeasible. The effect lasts as long as the bard concentrates, up to a
maximum of 2 minutes. A bard can’t inspire competence in himself. Inspire
competence is a mind-affecting ability.
Suggestion (Sp): A bard of 6th
level or higher with 9 or more ranks in a Perform skill can make a suggestion
(as the spell) to a creature that he has already fascinated (see above).
Using this ability does not break the bard’s concentration on the
fascinate effect, nor does it allow a second saving throw against the
fascinate effect.
Making a suggestion doesn’t count
against a bard’s daily limit on bardic music performances. A Will saving
throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the
effect. This ability affects only a single creature (but see mass
suggestion, below). Suggestion is an enchantment (compulsion),
mind-affecting, language dependent ability.
Inspire Greatness (Su): A
bard of 9th level or higher with 12 or more ranks in a Perform skill can use
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 levels a
bard attains beyond 9th, he can target one additional ally with a single use of
this ability (two at 12th level, three at 15th, four at 18th). To inspire
greatness, a bard must sing and an ally must hear him sing. The effect lasts for
as long as the ally hears the bard sing and for 5 rounds thereafter. A creature
inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number
of temporary hit points (apply the target’s Constitution modifier, if any,
to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1
competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit
Dice for determining the effect of spells that are Hit Dice dependant. Inspire
greatness is a mind-affecting ability.
Song of Freedom (Sp): A bard of
12th level or higher with 15 or more ranks in a Perform skill can use music or
poetics to create an effect equivalent to the break enchantment spell
(caster level equals the character’s bard level). Using this ability
requires 1 minute of uninterrupted concentration and music, and it functions on
a single target within 30 feet. A bard can’t use song of freedom on
himself.
Inspire Heroics (Su): A bard of 15th level or higher with 18
or more ranks in a Perform skill can use music or poetics to inspire tremendous
heroism in himself or a single willing ally within 30 feet. For every three bard
levels the character attains beyond 15th, he can inspire heroics in one
additional creature. To inspire heroics, a bard must sing and an ally must hear
the bard sing for a full round. A creature so inspired gains a +4 morale bonus
on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the
ally hears the bard sing and for up to 5 rounds thereafter. Inspire heroics is a
mind-affecting ability.
Mass Suggestion (Sp): This ability functions
like suggestion, above, except that a bard of 18th level or higher with
21 or more ranks in a Perform skill can make the suggestion
simultaneously to any number of creatures that he has already fascinated
(see above). Mass suggestion is an enchantment (compulsion),
mind-affecting, language-dependent ability.
Ex-Bards
A bard who becomes lawful in alignment cannot progress in levels as a bard,
though he retains all his bard
abilities.
CLERIC
Alignment: A
cleric’s alignment must be within one step of his deity’s (that is,
it may be one step away on either the lawful–chaotic axis or the
good–evil axis, but not both). A cleric may not be neutral unless his
deity’s alignment is also neutral.
Hit Die: d8.
Class Skills
The cleric’s class skills (and the key ability for each skill) are
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge
(arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge
(the planes) (Int), Profession (Wis), and Spellcraft (Int).
Domains and
Class Skills: A cleric who chooses the Animal or Plant domain adds Knowledge
(nature) (Int) to the cleric class skills listed above. A cleric who chooses the
Knowledge domain adds all Knowledge (Int) skills to the list. A cleric who
chooses the Travel domain adds Survival (Wis) to the list. A cleric who chooses
the Trickery domain adds Bluff (Cha), Disguise (Cha), and Hide (Dex) to the
list. See Deity, Domains, and Domain Spells, below, for more
information.
Skill Points at 1st Level: (2 + Int modifier)
x4.
Skill Points at Each Additional Level: 2 + Int
modifier.
|
Table: The Cleric
|
|
|
|
|
|
|
———————— Spells per
Day1
——–—————
|
|
Level
|
Base Attack Bonus
|
Fort Save
|
Ref Save
|
Will Save
|
Special
|
0
|
1st
|
2nd
|
3rd
|
4th
|
5th
|
6th
|
7th
|
8th
|
9th
|
|
1st
|
+0
|
+2
|
+0
|
+2
|
Turn or rebuke undead
|
3
|
1+1
|
—
|
—
|
—
|
—
|
—
|
—
|
—
|
—
|
|
2nd
|
+1
|
+3
|
+0
|
+3
|
|
4
|
2+1
|
—
|
—
|
—
|
—
|
—
|
—
|
—
|
—
|
|
3rd
|
+2
|
+3
|
+1
|
+3
|
|
4
|
2+1
|
1+1
|
—
|
—
|
—
|
—
|
—
|
—
|
—
|
|
4th
|
+3
|
+4
|
+1
|
+4
|
|
5
|
3+1
|
2+1
|
—
|
—
|
—
|
—
|
—
|
—
|
—
|
|
5th
|
+3
|
+4
|
+1
|
+4
|
|
5
|
3+1
|
2+1
|
1+1
|
—
|
—
|
—
|
—
|
—
|
—
|
|
6th
|
+4
|
+5
|
+2
|
+5
|
|
5
|
3+1
|
3+1
|
2+1
|
—
|
—
|
—
|
—
|
—
|
—
|
|
7th
|
+5
|
+5
|
+2
|
+5
|
|
6
|
4+1
|
3+1
|
2+1
|
1+1
|
—
|
—
|
—
|
—
|
—
|
|
8th
|
+6/+1
|
+6
|
+2
|
+6
|
|
6
|
4+1
|
3+1
|
3+1
|
2+1
|
—
|
—
|
—
|
—
|
—
|
|
9th
|
+6/+1
|
+6
|
+3
|
+6
|
|
6
|
4+1
|
4+1
|
3+1
|
2+1
|
1+1
|
—
|
—
|
—
|
—
|
|
10th
|
+7/+2
|
+7
|
+3
|
+7
|
|
6
|
4+1
|
4+1
|
3+1
|
3+1
|
2+1
|
—
|
—
|
—
|
—
|
|
11th
|
+8/+3
|
+7
|
+3
|
+7
|
|
6
|
5+1
|
4+1
|
4+1
|
3+1
|
2+1
|
1+1
|
—
|
—
|
—
|
|
12th
|
+9/+4
|
+8
|
+4
|
+8
|
|
6
|
5+1
|
4+1
|
4+1
|
3+1
|
3+1
|
2+1
|
—
|
—
|
—
|
|
13th
|
+9/+4
|
+8
|
+4
|
+8
|
|
6
|
5+1
|
5+1
|
4+1
|
4+1
|
3+1
|
2+1
|
1+1
|
—
|
—
|
|
14th
|
+10/+5
|
+9
|
+4
|
+9
|
|
6
|
5+1
|
5+1
|
4+1
|
4+1
|
3+1
|
3+1
|
2+1
|
—
|
—
|
|
15th
|
+11/+6/+1
|
+9
|
+5
|
+9
|
|
6
|
5+1
|
5+1
|
5+1
|
4+1
|
4+1
|
3+1
|
2+1
|
1+1
|
—
|
|
16th
|
+12/+7/+2
|
+10
|
+5
|
+10
|
|
6
|
5+1
|
5+1
|
5+1
|
4+1
|
4+1
|
3+1
|
3+1
|
2+1
|
—
|
|
17th
|
+12/+7/+2
|
+10
|
+5
|
+10
|
|
6
|
5+1
|
5+1
|
5+1
|
5+1
|
4+1
|
4+1
|
3+1
|
2+1
|
1+1
|
|
18th
|
+13/+8/+3
|
+11
|
+6
|
+11
|
|
6
|
5+1
|
5+1
|
5+1
|
5+1
|
4+1
|
4+1
|
3+1
|
3+1
|
2+1
|
|
19th
|
+14/+9/+4
|
+11
|
+6
|
+11
|
|
6
|
5+1
|
5+1
|
5+1
|
5+1
|
5+1
|
4+1
|
4+1
|
3+1
|
3+1
|
|
20th
|
+15/+10/+5
|
+12
|
+6
|
+12
|
|
6
|
5+1
|
5+1
|
5+1
|
5+1
|
5+1
|
4+1
|
4+1
|
4+1
|
4+1
|
|
1 In addition to the stated number of spells per day for 1st-
through 9th-level spells, a cleric gets a domain spell for each spell level,
starting at 1st. The “+1” in the entries on this table represents
that spell. Domain spells are in addition to any bonus spells the cleric may
receive for having a high Wisdom score.
|
Class Features
All of the following are class features of the cleric.
Weapon and
Armor Proficiency: Clerics are proficient with all simple weapons, with all
types of armor (light, medium, and heavy), and with shields (except tower
shields).
A cleric who chooses the War domain receives the Weapon Focus feat
related to his deity’s weapon as a bonus feat. He also receives the
appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls
into that category.
Aura (Ex): A cleric of a chaotic, evil, good, or
lawful deity has a particularly powerful aura corresponding to the deity’s
alignment (see the detect evil spell for details). Clerics who
don’t worship a specific deity but choose the Chaotic, Evil, Good, or
Lawful domain have a similarly powerful aura of the corresponding
alignment.
Spells: A cleric casts divine spells, which are drawn from
the cleric spell list. However, his alignment may restrict him from casting
certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good,
and Lawful Spells, below. A cleric must choose and prepare his spells in advance
(see below).
To prepare or cast a spell, a cleric must have a Wisdom score
equal to at least 10 + the spell level. The Difficulty Class for a saving throw
against a cleric’s spell is 10 + the spell level + the cleric’s
Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain
number of spells of each spell level per day. His base daily spell allotment is
given on Table: The Cleric. In addition, he receives bonus spells per day if he
has a high Wisdom score. A cleric also gets one domain spell of each spell level
he can cast, starting at 1st level. When a cleric prepares a spell in a domain
spell slot, it must come from one of his two domains (see Deities, Domains, and
Domain Spells, below).
Clerics meditate or pray for their spells. Each cleric
must choose a time at which he must spend 1 hour each day in quiet contemplation
or supplication to regain his daily allotment of spells. Time spent resting has
no effect on whether a cleric can prepare spells. A cleric may prepare and cast
any spell on the cleric spell list, provided that he can cast spells of that
level, but he must choose which spells to prepare during his daily
meditation.
Deity, Domains, and Domain Spells: A cleric’s deity
influences his alignment, what magic he can perform, his values, and how others
see him. A cleric chooses two domains from among those belonging to his deity. A
cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his
alignment matches that domain.
If a cleric is not devoted to a particular
deity, he still selects two domains to represent his spiritual inclinations and
abilities. The restriction on alignment domains still applies.
Each domain
gives the cleric access to a domain spell at each spell level he can cast, from
1st on up, as well as a granted power. The cleric gets the granted powers of
both the domains selected.
With access to two domain spells at a given spell
level, a cleric prepares one or the other each day in his domain spell slot. If
a domain spell is not on the cleric spell list, a cleric can prepare it only in
his domain spell slot.
Spontaneous Casting: A good cleric (or a
neutral cleric of a good deity) can channel stored spell energy into healing
spells that the cleric did not prepare ahead of time. The cleric can
“lose” any prepared spell that is not a domain spell in order to
cast any cure spell of the same spell level or lower (a cure spell
is any spell with “cure” in its name).
An evil cleric (or a
neutral cleric of an evil deity), can’t convert prepared spells to cure
spells but can convert them to inflict spells (an inflict
spell is one with “inflict” in its name).
A cleric who is
neither good nor evil and whose deity is neither good nor evil can convert
spells to either cure spells or inflict spells (player’s
choice). Once the player makes this choice, it cannot be reversed. This choice
also determines whether the cleric turns or commands undead (see
below).
Chaotic, Evil, Good, and Lawful Spells: A cleric can’t
cast spells of an alignment opposed to his own or his deity’s (if he has
one). Spells associated with particular alignments are indicated by the chaos,
evil, good, and law descriptors in their spell descriptions.
Turn or
Rebuke Undead (Su): Any cleric, regardless of alignment, has the power to
affect undead creatures by channeling the power of his faith through his holy
(or unholy) symbol (see Turn or Rebuke Undead).
A good cleric (or a neutral
cleric who worships a good deity) can turn or destroy undead creatures. An evil
cleric (or a neutral cleric who worships an evil deity) instead rebukes or
commands such creatures. A neutral cleric of a neutral deity must choose whether
his turning ability functions as that of a good cleric or an evil cleric. Once
this choice is made, it cannot be reversed. This decision also determines
whether the cleric can cast spontaneous cure or inflict spells
(see above).
A cleric may attempt to turn undead a number of times per day
equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge
(religion) gets a +2 bonus on turning checks against undead.
Bonus
Languages: A cleric’s bonus language options include Celestial,
Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil
outsiders, respectively). These choices are in addition to the bonus languages
available to the character because of his race.
Ex-Clerics
A cleric who grossly violates the code of conduct required by his god loses
all spells and class features, except for armor and shield proficiencies and
proficiency with simple weapons. He cannot thereafter gain levels as a cleric of
that god until he atones (see the atonement spell
description).
DRUID
Alignment: Neutral good, lawful neutral, neutral, chaotic neutral,
or neutral evil.
Hit Die: d8.
Class Skills
The druid’s class skills (and the key ability for each skill) are
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal
(Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex),
Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skill
Points at 1st Level: (4 + Int modifier) x4.
Skill Points at
Each Additional Level: 4 + Int modifier.
|
Table: The Druid
|
|
|
|
|
|
|
———————— Spells per Day
——–—————
|
|
Level
|
Base Attack Bonus
|
Fort Save
|
Ref Save
|
Will Save
|
Special
|
0
|
1st
|
2nd
|
3rd
|
4th
|
5th
|
6th
|
7th
|
8th
|
9th
|
|
1st
|
+0
|
+2
|
+0
|
+2
|
Animal companion, nature sense, wild empathy
|
3
|
1
|
—
|
—
|
|