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the terms of the Open Game License v1.0a.
CLASSES
II
PALADIN
Alignment: Lawful
good.
Hit Die: d10.
Class Skills
The paladin’s class skills (and the key ability for each skill) are
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal
(Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int),
Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Skill Points at 1st
Level: (2 + Int modifier) x4.
Skill Points at Each Additional
Level: 2 + Int modifier.
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Table: The Paladin
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— Spells per Day —
|
|
Level
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Base Attack Bonus
|
Fort Save
|
Ref Save
|
Will Save
|
Special
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1st
|
2nd
|
3rd
|
4th
|
|
1st
|
+1
|
+2
|
+0
|
+0
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Aura of good, detect evil, smite evil 1/day
|
—
|
—
|
—
|
—
|
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2nd
|
+2
|
+3
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+0
|
+0
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Divine grace, lay on hands
|
—
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—
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—
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—
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3rd
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+3
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+3
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+1
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+1
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Aura of courage, divine health
|
—
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—
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—
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—
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4th
|
+4
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+4
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+1
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+1
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Turn undead
|
0
|
—
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—
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—
|
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5th
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+5
|
+4
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+1
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+1
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Smite evil 2/day, special mount
|
0
|
—
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—
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—
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6th
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+6/+1
|
+5
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+2
|
+2
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Remove disease 1/week
|
1
|
—
|
—
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—
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7th
|
+7/+2
|
+5
|
+2
|
+2
|
|
1
|
—
|
—
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—
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8th
|
+8/+3
|
+6
|
+2
|
+2
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|
1
|
0
|
—
|
—
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9th
|
+9/+4
|
+6
|
+3
|
+3
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Remove disease 2/week
|
1
|
0
|
—
|
—
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|
10th
|
+10/+5
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+7
|
+3
|
+3
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Smite evil 3/day
|
1
|
1
|
—
|
—
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11th
|
+11/+6/+1
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+7
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+3
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+3
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|
1
|
1
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0
|
—
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12th
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+12/+7/+2
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+8
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+4
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+4
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Remove disease 3/week
|
1
|
1
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1
|
—
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13th
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+13/+8/+3
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+8
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+4
|
+4
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1
|
1
|
1
|
—
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14th
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+14/+9/+4
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+9
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+4
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+4
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2
|
1
|
1
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0
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15th
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+15/+10/+5
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+9
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+5
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+5
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Remove disease 4/week, smite evil 4/day
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2
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1
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1
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1
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16th
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+16/+11/+6/+1
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+10
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+5
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+5
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2
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2
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1
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1
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17th
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+17/+12/+7/+2
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+10
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+5
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+5
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2
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2
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2
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1
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18th
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+18/+13/+8/+3
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+11
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+6
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+6
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Remove disease 5/week
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3
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2
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2
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1
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19th
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+19/+14/+9/+4
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+11
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+6
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+6
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3
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3
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3
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2
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20th
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+20/+15/+10/+5
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+12
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+6
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+6
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Smite evil 5/day
|
3
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3
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3
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3
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Class Features
All of the following are class features of the paladin.
Weapon and
Armor Proficiency: Paladins are proficient with all simple and martial
weapons, with all types of armor (heavy, medium, and light), and with shields
(except tower shields).
Aura of Good (Ex): The power of a
paladin’s aura of good (see the detect good spell) is equal to her
paladin level.
Detect Evil (Sp): At will, a paladin can use
detect evil, as the spell.
Smite Evil (Su): Once per day, a
paladin 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 level. If the paladin accidentally smites a creature that is not evil,
the smite has no effect, but the ability is still used up for that day.
At
5th level, and at every five levels thereafter, the paladin may smite evil one
additional time per day, as indicated on Table: The Paladin, to a maximum of
five times per day at 20th level.
Divine Grace (Su): At 2nd level, a
paladin gains a bonus equal to her Charisma bonus (if any) on all saving
throws.
Lay on Hands (Su): Beginning at 2nd level, a paladin with a
Charisma score of 12 or higher can heal wounds (her own or those of others) by
touch. Each day she can heal a total number of hit points of damage equal to her
paladin level x her Charisma bonus. A paladin may choose to divide her healing
among multiple recipients, and she doesn’t have to use it all at once.
Using lay on hands is a standard action.
Alternatively, a paladin can use any
or all of this healing power to deal damage to undead creatures. Using lay on
hands in this way requires a successful melee touch attack and doesn’t
provoke an attack of opportunity. The paladin decides how many of her daily
allotment of points to use as damage after successfully touching an undead
creature.
Aura of Courage (Su): Beginning at 3rd level, a paladin is
immune to fear (magical or otherwise). Each ally within 10 feet of her gains a
+4 morale bonus on saving throws against fear effects.
This ability functions
while the paladin is conscious, but not if she is unconscious or
dead.
Divine Health (Ex): At 3rd level, a paladin gains immunity to
all diseases, including supernatural and magical diseases.
Turn Undead
(Su):When a paladin reaches 4th level, she gains the supernatural ability to
turn undead. She may use this ability a number of times per day equal to 3 + her
Charisma modifier. She turns undead as a cleric of three levels lower
would.
Spells: Beginning at 4th level, a paladin gains the ability to
cast a small number of divine spells, which are drawn from the paladin spell
list. A paladin must choose and prepare her spells in advance.
To prepare or
cast a spell, a paladin must have a Wisdom score equal to at least 10 + the
spell level. The Difficulty Class for a saving throw against a paladin’s
spell is 10 + the spell level + the paladin’s Wisdom modifier.
Like
other spellcasters, a paladin can cast only a certain number of spells of each
spell level per day. Her base daily spell allotment is given on Table: The
Paladin. In addition, she receives bonus spells per day if she has a high Wisdom
score. When Table: The Paladin indicates that the paladin gets 0 spells per day
of a given spell level, she gains only the bonus spells she would be entitled to
based on her Wisdom score for that spell level The paladin does not have access
to any domain spells or granted powers, as a cleric does.
A paladin prepares
and casts spells the way a cleric does, though she cannot lose a prepared spell
to spontaneously cast a cure spell in its place. A paladin may prepare
and cast any spell on the paladin spell list, provided that she can cast spells
of that level, but she must choose which spells to prepare during her daily
meditation.
Through 3rd level, a paladin has no caster level. At 4th level
and higher, her caster level is one-half her paladin level.
Special
Mount (Sp): Upon reaching 5th level, a paladin gains the service of an
unusually intelligent, strong, and loyal steed to serve her in her crusade
against evil (see below). This mount is usually a heavy warhorse (for a Medium
paladin) or a warpony (for a Small paladin).
Once per day, as a full-round
action, a paladin may magically call her mount from the celestial realms in
which it resides. The mount immediately appears adjacent to the paladin and
remains for 2 hours per paladin level; it may be dismissed at any time as a free
action. The mount is the same creature each time it is summoned, though the
paladin may release a particular mount from service.
Each time the mount is
called, it appears in full health, regardless of any damage it may have taken
previously. The mount also appears wearing or carrying any gear it had when it
was last dismissed. Calling a mount is a conjuration (calling) effect.
Should
the paladin’s mount die, it immediately disappears, leaving behind any
equipment it was carrying. The paladin may not summon another mount for thirty
days or until she gains a paladin level, whichever comes first, even if the
mount is somehow returned from the dead. During this thirty-day period, the
paladin takes a –1 penalty on attack and weapon damage
rolls.
Remove Disease (Sp): At 6th level, a paladin can produce
a remove disease effect, as the spell, once per week. She can use this
ability one additional time per week for every three levels after 6th (twice per
week at 9th, three times at 12th, and so forth).
Code of Conduct: A
paladin must be of lawful good alignment and loses all class abilities if she
ever willingly commits an evil act.
Additionally, a paladin’s code
requires that she respect legitimate authority, act with honor (not lying, not
cheating, not using poison, and so forth), help those in need (provided they do
not use the help for evil or chaotic ends), and punish those who harm or
threaten innocents.
Associates: While she may adventure with
characters of any good or neutral alignment, a paladin will never knowingly
associate with evil characters, nor will she continue an association with
someone who consistently offends her moral code. A paladin may accept only
henchmen, followers, or cohorts who are lawful good.
Ex-Paladins
A paladin who ceases to be lawful good, who willfully commits an evil act,
or who grossly violates the code of conduct loses all paladin spells and
abilities (including the service of the paladin’s mount, but not weapon,
armor, and shield proficiencies). She may not progress any farther in levels as
a paladin. She regains her abilities and advancement potential if she atones for
her violations (see the atonement spell description), as
appropriate.
Like a member of any other class, a paladin may be a multiclass
character, but multiclass paladins face a special restriction. A paladin who
gains a level in any class other than paladin may never again raise her paladin
level, though she retains all her paladin abilities.
THE PALADIN’S
MOUNT
The paladin’s mount is superior to a normal mount of its kind and
has special powers, as described below. The standard mount for a Medium paladin
is a heavy warhorse, and the standard mount for a Small paladin is a warpony.
Another kind of mount, such as a riding dog (for a halfling paladin) or a Large
shark (for a paladin in an aquatic campaign) may be allowed as well.
A
paladin’s mount is treated as a magical beast, not an animal, for the
purpose of all effects that depend on its type (though it retains an
animal’s HD, base attack bonus, saves, skill points, and
feats).
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Paladin Level
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Bonus HD
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Natural Armor Adj.
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Str Adj.
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Int
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Special
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5th–7th
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+2
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+4
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+1
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6
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Empathic link, improved evasion, share spells, share saving
throws
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8th–10th
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+4
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+6
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+2
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7
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Improved speed
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11th–14th
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+6
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+8
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+3
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8
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Command creatures of its kind
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15th–20th
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+8
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+10
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+4
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9
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Spell resistance
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Paladin’s Mount Basics: Use the base statistics for a
creature of the mount’s kind, but make changes to take into account
the attributes and characteristics summarized on the table and described
below.
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains
a Constitution modifier, as normal. Extra Hit Dice improve the mount’s
base attack and base save bonuses. A special mount’s base attack bonus is
equal to that of a cleric of a level equal to the mount’s HD. A mount has
good Fortitude and Reflex saves (treat it as a character whose level equals the
animal’s HD). The mount gains additional skill points or feats for bonus
HD as normal for advancing a monster’s Hit Dice.
Natural Armor Adj.:
The number on the table is an improvement to the mount’s existing
natural armor bonus.
Str Adj.: Add this figure to the mount’s
Strength score.
Int: The mount’s Intelligence
score.
Empathic Link (Su): The paladin has an empathic link with her
mount out to a distance of up to 1 mile. The paladin cannot see through the
mount’s eyes, but they can communicate empathically.
Note that even
intelligent mounts see the world differently from humans, so misunderstandings
are always possible.
Because of this empathic link, the paladin has the same
connection to an item or place that her mount does, just as with a master and
his familiar (see Familiars).
Improved Evasion (Ex): When subjected to
an attack that normally allows a Reflex saving throw for half damage, a mount
takes no damage if it makes a successful saving throw and half damage if the
saving throw fails.
Share Spells: At the paladin’s option, she
may have any spell (but not any spell-like ability) she casts on herself also
affect her mount.
The mount must be within 5 feet at the time of casting to
receive the benefit. If the spell or effect has a duration other than
instantaneous, it stops affecting the mount if it moves farther than 5 feet away
and will not affect the mount again even if it returns to the paladin before the
duration expires. Additionally, the paladin may cast a spell with a target of
“You” on her mount (as a touch range spell) instead of on herself. A
paladin and her mount can share spells even if the spells normally do not affect
creatures of the mount’s type (magical beast).
Share Saving Throws:
For each of its saving throws, the mount uses its own base save bonus or the
paladin’s, whichever is higher. The mount applies its own ability
modifiers to saves, and it doesn’t share any other bonuses on saves that
the master might have.
Improved Speed (Ex): The mount’s speed
increases by 10 feet.
Command (Sp): Once per day per two paladin
levels of its master, a mount can use this ability to command other any normal
animal of approximately the same kind as itself (for warhorses and warponies,
this category includes donkeys, mules, and ponies), as long as the target
creature has fewer Hit Dice than the mount. This ability functions like the
command spell, but the mount must make a DC 21 Concentration check to
succeed if it’s being ridden at the time. If the check fails, the ability
does not work that time, but it still counts against the mount’s daily
uses. Each target may attempt a Will save (DC 10 + 1/2 paladin’s level +
paladin’s Cha modifier) to negate the effect.
Spell Resistance (Ex):
A mount’s spell resistance equals its master’s paladin level +
5. To affect the mount with a spell, a spellcaster must get a result on a caster
level check (1d20 + caster level) that equals or exceeds the mount’s spell
resistance.
RANGER
Alignment:
Any.
Hit Die: d8.
Class Skills
The ranger’s class skills (and the key ability for each skill) are
Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis),
Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography)
(Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession
(Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use
Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier)
x4.
Skill Points at Each Additional Level: 6 + Int
modifier.
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Table: The Ranger
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—Spells per Day—
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Level
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Base Attack Bonus
|
Fort Save
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Ref Save
|
Will Save
|
Special
|
1st
|
2nd
|
3rd
|
4th
|
|
1st
|
+1
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+2
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+2
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+0
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1st favored enemy, Track, wild empathy
|
—
|
—
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—
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—
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2nd
|
+2
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+3
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+3
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+0
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Combat style
|
—
|
—
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—
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—
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3rd
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+3
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+3
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+3
|
+1
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Endurance
|
—
|
—
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—
|
—
|
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4th
|
+4
|
+4
|
+4
|
+1
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Animal companion
|
0
|
—
|
—
|
—
|
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5th
|
+5
|
+4
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+4
|
+1
|
2nd favored enemy
|
0
|
—
|
—
|
—
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6th
|
+6/+1
|
+5
|
+5
|
+2
|
Improved combat style
|
1
|
—
|
—
|
—
|
|
7th
|
+7/+2
|
+5
|
+5
|
+2
|
Woodland stride
|
1
|
—
|
—
|
—
|
|
8th
|
+8/+3
|
+6
|
+6
|
+2
|
Swift tracker
|
1
|
0
|
—
|
—
|
|
9th
|
+9/+4
|
+6
|
+6
|
+3
|
Evasion
|
1
|
0
|
—
|
—
|
|
10th
|
+10/+5
|
+7
|
+7
|
+3
|
3rd favored enemy
|
1
|
1
|
—
|
—
|
|
11th
|
+11/+6/+1
|
+7
|
+7
|
+3
|
Combat style mastery
|
1
|
1
|
0
|
—
|
|
12th
|
+12/+7/+2
|
+8
|
+8
|
+4
|
|
1
|
1
|
1
|
—
|
|
13th
|
+13/+8/+3
|
+8
|
+8
|
+4
|
Camouflage
|
1
|
1
|
1
|
—
|
|
14th
|
+14/+9/+4
|
+9
|
+9
|
+4
|
|
2
|
1
|
1
|
0
|
|
15th
|
+15/+10/+5
|
+9
|
+9
|
+5
|
4th favored enemy
|
2
|
1
|
1
|
1
|
|
16th
|
+16/+11/+6/+1
|
+10
|
+10
|
+5
|
|
2
|
2
|
1
|
1
|
|
17th
|
+17/+12/+7/+2
|
+10
|
+10
|
+5
|
Hide in plain sight
|
2
|
2
|
2
|
1
|
|
18th
|
+18/+13/+8/+3
|
+11
|
+11
|
+6
|
|
3
|
2
|
2
|
1
|
|
19th
|
+19/+14/+9/+4
|
+11
|
+11
|
+6
|
|
3
|
3
|
3
|
2
|
|
20th
|
+20/+15/+10/+5
|
+12
|
+12
|
+6
|
5th favored enemy
|
3
|
3
|
3
|
3
|
Class Features
All of the following are class features of the ranger.
Weapon and
Armor Proficiency: A ranger is proficient with all simple and martial
weapons, and with light armor and shields (except tower shields).
Favored
Enemy (Ex): At 1st level, a ranger may select a type of creature from among
those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on
Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills
against creatures of this type. Likewise, he gets a +2 bonus on weapon damage
rolls against such creatures.
At 5th level and every five levels thereafter
(10th, 15th, and 20th level), the ranger may select an additional favored enemy
from those given on the table. In addition, at each such interval, the bonus
against any one favored enemy (including the one just selected, if so desired)
increases by 2.
If the ranger chooses humanoids or outsiders as a favored
enemy, he must also choose an associated subtype, as indicated on the table. If
a specific creature falls into more than one category of favored enemy, the
ranger’s bonuses do not stack; he simply uses whichever bonus is
higher.
|
Table: Ranger Favored Enemies
|
|
Type (Subtype)
|
Type (Subtype)
|
|
Aberration
|
Humanoid (reptilian)
|
|
Animal
|
Magical beast
|
|
Construct
|
Monstrous humanoid
|
|
Dragon
|
Ooze
|
|
Elemental
|
Outsider (air)
|
|
Fey
|
Outsider (chaotic)
|
|
Giant
|
Outsider (earth)
|
|
Humanoid (aquatic)
|
Outsider (evil)
|
|
Humanoid (dwarf)
|
Outsider (fire)
|
|
Humanoid (elf)
|
Outsider (good)
|
|
Humanoid (goblinoid)
|
Outsider (lawful)
|
|
Humanoid (gnoll)
|
Outsider (native)
|
|
Humanoid (gnome)
|
Outsider (water)
|
|
Humanoid (halfling)
|
Plant
|
|
Humanoid (human)
|
Undead
|
|
Humanoid (orc)
|
Vermin
|
Track: A ranger gains Track as a bonus feat.
Wild Empathy
(Ex): A ranger can improve the attitude of an animal. This ability functions
just like a Diplomacy check to improve the attitude of a person. The ranger
rolls 1d20 and adds his ranger level and his Charisma bonus to determine the
wild empathy check result. The typical domestic animal has a starting attitude
of indifferent, while wild animals are usually unfriendly.
To use wild
empathy, the ranger and the animal must be able to study each other, which means
that they must be within 30 feet of one another under normal visibility
conditions. Generally, influencing an animal in this way takes 1 minute, but, as
with influencing people, it might take more or less time.
The ranger can also
use this ability to influence a magical beast with an Intelligence score of 1 or
2, but he takes a –4 penalty on the check.
Combat Style (Ex): At
2nd level, a ranger must select one of two combat styles to pursue: archery or
two-weapon combat. This choice affects the character’s class features but
does not restrict his selection of feats or special abilities in any way.
If
the ranger selects archery, he is treated as having the Rapid Shot feat, even if
he does not have the normal prerequisites for that feat.
If the ranger
selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat,
even if he does not have the normal prerequisites for that feat.
The benefits
of the ranger’s chosen style apply only when he wears light or no armor.
He loses all benefits of his combat style when wearing medium or heavy
armor.
Endurance: A ranger gains Endurance as a bonus feat at 3rd
level.
Animal Companion (Ex): At 4th level, a ranger gains an animal
companion selected from the 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 creatures may be added to the ranger’s list of
options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal
companion that accompanies the ranger on his adventures as appropriate for its
kind.
This ability functions like the druid ability of the same name, except
that the ranger’s effective druid level is one-half his ranger level. A
ranger may select from the alternative lists of animal companions just as a
druid can, though again his effective druid level is half his ranger level. Like
a druid, a ranger cannot select an alternative animal if the choice would reduce
his effective druid level below 1st.
Spells: Beginning at 4th level, a
ranger gains the ability to cast a small number of divine spells, which are
drawn from the ranger spell list. A ranger must choose and prepare his spells in
advance (see below).
To prepare or cast a spell, a ranger must have a Wisdom
score equal to at least 10 + the spell level. The Difficulty Class for a saving
throw against a ranger’s spell is 10 + the spell level + the
ranger’s Wisdom modifier.
Like other spellcasters, a ranger can cast
only a certain number of spells of each spell level per day. His base daily
spell allotment is given on Table: The Ranger. In addition, he receives bonus
spells per day if he has a high Wisdom score. When Table: The Ranger indicates
that the ranger gets 0 spells per day of a given spell level, he gains only the
bonus spells he would be entitled to based on his Wisdom score for that spell
level. The ranger does not have access to any domain spells or granted powers,
as a cleric does.
A ranger prepares and casts spells the way a cleric does,
though he cannot lose a prepared spell to cast a cure spell in its place.
A ranger may prepare and cast any spell on the ranger spell list, provided that
he can cast spells of that level, but he must choose which spells to prepare
during his daily meditation.
Through 3rd level, a ranger has no caster level.
At 4th level and higher, his caster level is one-half his ranger
level.
Improved Combat Style (Ex): At 6th level, a ranger’s
aptitude in his chosen combat style (archery or two-weapon combat) improves. If
he selected archery at 2nd level, he is treated as having the Manyshot feat,
even if he does not have the normal prerequisites for that feat.
If the
ranger selected two-weapon combat at 2nd level, he is treated as having the
Improved Two-Weapon Fighting feat, even if he does not have the normal
prerequisites for that feat.
As before, the benefits of the ranger’s
chosen style apply only when he wears light or no armor. He loses all benefits
of his combat style when wearing medium or heavy armor.
Woodland Stride
(Ex): Starting at 7th level, a ranger may move through any sort of
undergrowth (such as natural thorns, briars, overgrown areas, and similar
terrain) at his normal speed and without taking damage or suffering any other
impairment.
However, thorns, briars, and overgrown areas that are enchanted
or magically manipulated to impede motion still affect him.
Swift Tracker
(Ex): Beginning at 8th level, a ranger can move at his normal speed while
following tracks without taking the normal –5 penalty. He takes only a
–10 penalty (instead of the normal –20) when moving at up to twice
normal speed while tracking.
Evasion (Ex): At 9th level, a ranger can
avoid even magical and unusual attacks with great agility. If he makes a
successful Reflex saving throw against an attack that normally deals half damage
on a successful save, he instead takes no damage. Evasion can be used only if
the ranger is wearing light armor or no armor. A helpless ranger does not gain
the benefit of evasion.
Combat Style Mastery (Ex): At 11th level, a
ranger’s aptitude in his chosen combat style (archery or two-weapon
combat) improves again. If he selected archery at 2nd level, he is treated as
having the Improved Precise Shot feat, even if he does not have the normal
prerequisites for that feat.
If the ranger selected two-weapon combat at 2nd
level, he is treated as having the Greater Two-Weapon Fighting feat, even if he
does not have the normal prerequisites for that feat.
As before, the benefits
of the ranger’s chosen style apply only when he wears light or no armor.
He loses all benefits of his combat style when wearing medium or heavy
armor.
Camouflage (Ex): A ranger of 13th level or higher can use the
Hide skill in any sort of natural terrain, even if the terrain doesn’t
grant cover or concealment.
Hide in Plain Sight (Ex): While in any
sort of natural terrain, a ranger of 17th level or higher can use the Hide skill
even while being
observed.
ROGUE
Alignment: Any.
Hit
Die: d6.
Class Skills
The rogue’s class skills (and the key ability for each skill) are
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher
Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape
Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate
(Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex),
Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive
(Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic
Device (Cha), and Use Rope (Dex).
Skill Points at 1st Level: (8 + Int
modifier) x4.
Skill Points at Each Additional Level: 8 + Int
modifier.
|
Table: The Rogue
|
|
Level
|
Base Attack Bonus
|
Fort Save
|
Ref Save
|
Will Save
|
Special
|
|
1st
|
+0
|
+0
|
+2
|
+0
|
Sneak attack +1d6, trapfinding
|
|
2nd
|
+1
|
+0
|
+3
|
+0
|
Evasion
|
|
3rd
|
+2
|
+1
|
+3
|
+1
|
Sneak attack +2d6, trap sense +1
|
|
4th
|
+3
|
+1
|
+4
|
+1
|
Uncanny dodge
|
|
5th
|
+3
|
+1
|
+4
|
+1
|
Sneak attack +3d6
|
|
6th
|
+4
|
+2
|
+5
|
+2
|
Trap sense +2
|
|
7th
|
+5
|
+2
|
+5
|
+2
|
Sneak attack +4d6
|
|
8th
|
+6/+1
|
+2
|
+6
|
+2
|
Improved uncanny dodge
|
|
9th
|
+6/+1
|
+3
|
+6
|
+3
|
Sneak attack +5d6, trap sense +3
|
|
10th
|
+7/+2
|
+3
|
+7
|
+3
|
Special ability
|
|
11th
|
+8/+3
|
+3
|
+7
|
+3
|
Sneak attack +6d6
|
|
12th
|
+9/+4
|
+4
|
+8
|
+4
|
Trap sense +4
|
|
13th
|
+9/+4
|
+4
|
+8
|
+4
|
Sneak attack +7d6, special ability
|
|
14th
|
+10/+5
|
+4
|
+9
|
+4
|
—
|
|
15th
|
+11/+6/+1
|
+5
|
+9
|
+5
|
Sneak attack +8d6, trap sense +5
|
|
16th
|
+12/+7/+2
|
+5
|
+10
|
+5
|
Special ability
|
|
17th
|
+12/+7/+2
|
+5
|
+10
|
+5
|
Sneak attack +9d6
|
|
18th
|
+13/+8/+3
|
+6
|
+11
|
+6
|
Trap sense +6
|
|
19th
|
+14/+9/+4
|
+6
|
+11
|
+6
|
Sneak attack +10d6, special ability
|
|
20th
|
+15/+10/+5
|
+6
|
+12
|
+6
|
—
|
Class Features
All of the following are class features of the rogue.
Weapon and
Armor Proficiency: Rogues are proficient with all simple weapons, plus the
hand crossbow, rapier, shortbow, and short sword. Rogues are proficient with
light armor, but not with shields.
Sneak Attack: If a rogue can catch
an opponent when he is unable to defend himself effectively from her attack, she
can strike a vital spot for extra damage.
The rogue’s attack deals
extra damage any time her target would be denied a Dexterity bonus to AC
(whether the target actually has a Dexterity bonus or not), or when the rogue
flanks her target. This extra damage is 1d6 at 1st level, and it increases by
1d6 every two rogue levels thereafter. Should the rogue score a critical hit
with a sneak attack, this extra damage is not multiplied.
Ranged attacks can
count as sneak attacks only if the target is within 30 feet.
With a sap
(blackjack) or an unarmed strike, a rogue can make a sneak attack that deals
nonlethal damage instead of lethal damage. She cannot use a weapon that deals
lethal damage to deal nonlethal damage in a sneak attack, not even with the
usual –4 penalty.
A rogue 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 to critical
hits is not vulnerable to sneak attacks. The rogue must be able to see the
target well enough to pick out a vital spot and must be able to reach such a
spot. A rogue cannot sneak attack while striking a creature with concealment or
striking the limbs of a creature whose vitals are beyond
reach.
Trapfinding: Rogues (and only rogues) can use the Search skill
to locate traps when the task has a Difficulty Class higher than 20.
Finding
a nonmagical trap has a DC of at least 20, or higher if it is well hidden.
Finding a magic trap has a DC of 25 + the level of the spell used to create
it.
Rogues (and only rogues) can use the Disable Device skill to disarm magic
traps. A magic trap generally has a DC of 25 + the level of the spell used to
create it.
A rogue who beats a trap’s DC by 10 or more with a Disable
Device check can study a trap, figure out how it works, and bypass it (with her
party) without disarming it.
Evasion (Ex): At 2nd level and higher, a
rogue can avoid even magical and unusual attacks with great agility. If she
makes a successful Reflex saving throw against an attack that normally deals
half damage on a successful save, she instead takes no damage. Evasion can be
used only if the rogue is wearing light armor or no armor. A helpless rogue does
not gain the benefit of evasion.
Trap Sense (Ex): At 3rd level, a
rogue gains an intuitive sense that alerts her to danger from traps, giving her
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 to +2 when the rogue reaches
6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level,
to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from
multiple classes stack.
Uncanny Dodge (Ex): Starting at 4th level, a
rogue can react to danger before her senses would normally allow her to do so.
She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed
or struck by an invisible attacker. However, she still loses her Dexterity bonus
to AC if immobilized.
If a rogue already has uncanny dodge from a different
class she automatically gains improved uncanny dodge (see below)
instead.
Improved Uncanny Dodge (Ex): A rogue of 8th level or higher
can no longer be flanked.
This defense denies another rogue the ability to
sneak attack the character by flanking her, unless the attacker has at least
four more rogue levels than the target does.
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 rogue level required to flank the
character.
Special Abilities: On attaining 10th level, and at every
three levels thereafter (13th, 16th, and 19th), a rogue gains a special ability
of her choice from among the following options.
Crippling Strike (Ex):
A rogue with this ability can sneak 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 of Strength damage. Ability points lost to damage
return on their own at the rate of 1 point per day for each damaged
ability.
Defensive Roll (Ex): The rogue can roll with a potentially
lethal blow to take less damage 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 a
weapon or other blow, not a spell or special ability), the rogue can attempt to
roll with the damage. To use this ability, the rogue must attempt a Reflex
saving throw (DC = damage dealt). If the save succeeds, she takes only half
damage from the blow; if it fails, she takes full damage. She must be aware 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 to make a Reflex
save for half damage, the rogue’s evasion ability does not apply to the
defensive roll.
Improved Evasion (Ex): This ability works like
evasion, except that while the rogue still takes no damage on a successful
Reflex saving throw against attacks henceforth she henceforth takes only half
damage on a failed save. A helpless rogue does not gain the benefit of improved
evasion.
Opportunist (Ex): Once per round, the rogue can make an
attack of opportunity against an opponent who has just been struck for damage in
melee by another character. This attack counts as the rogue’s attack of
opportunity for that round. Even a rogue with the Combat Reflexes feat
can’t use the opportunist ability more than once per round.
Skill
Mastery: The rogue becomes so certain in the use of certain skills that she
can use them reliably even under adverse conditions.
Upon gaining this
ability, she selects a number of skills equal to 3 + her Intelligence modifier.
When making a skill check with one of these skills, she may take 10 even if
stress and distractions would normally prevent her from doing so. A rogue may
gain this special ability multiple times, selecting additional skills for it to
apply to each time.
Slippery Mind (Ex): This ability represents the
rogue’s ability to wriggle free from magical effects that would otherwise
control or compel her. If a rogue with slippery mind is affected 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
on
her saving throw.
Feat: A rogue may gain a bonus feat in place
of a special ability.
SORCERER
Alignment:
Any.
Hit Die: d4.
Class Skills
The sorcerer’s class skills (and the key ability for each skill) are
Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int),
Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2
+ Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int
modifier.
|
Table: The Sorcerer
|
|
|
|
|
|
|
——––———————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
|
+0
|
+0
|
+2
|
Summon familiar
|
5
|
3
|
—
|
—
|
—
|
—
|
—
|
—
|
—
|
—
|
|
2nd
|
+1
|
+0
|
+0
|
+3
|
|
6
|
4
|
—
|
—
|
—
|
—
|
—
|
—
|
—
|
—
|
|
3rd
|
+1
|
+1
|
+1
|
+3
|
|
6
|
5
|
—
|
—
|
—
|
—
|
—
|
—
|
—
|
—
|
|
4th
|
+2
|
+1
|
+1
|
+4
|
|
6
|
6
|
3
|
—
|
—
|
—
|
—
|
—
|
—
|
—
|
|
5th
|
+2
|
+1
|
+1
|
+4
|
|
6
|
6
|
4
|
—
|
—
|
—
|
—
|
—
|
—
|
—
|
|
6th
|
+3
|
+2
|
+2
|
+5
|
|
6
|
6
|
5
|
3
|
—
|
—
|
—
|
—
|
—
|
—
|
|
7th
|
+3
|
+2
|
+2
|
+5
|
|
6
|
6
|
6
|
4
|
—
|
—
|
—
|
—
|
—
|
—
|
|
8th
|
+4
|
+2
|
+2
|
+6
|
|
6
|
6
|
6
|
5
|
3
|
—
|
—
|
—
|
—
|
—
|
|
9th
|
+4
|
+3
|
+3
|
+6
|
|
6
|
6
|
6
|
6
|
4
|
—
|
—
|
—
|
—
|
—
|
|
10th
|
+5
|
+3
|
+3
|
+7
|
|
6
|
6
|
6
|
6
|
5
|
3
|
—
|
—
|
—
|
—
|
|
11th
|
+5
|
+3
|
+3
|
+7
|
|
6
|
6
|
6
|
6
|
6
|
4
|
—
|
—
|
—
|
—
|
|
12th
|
+6/+1
|
+4
|
+4
|
+8
|
|
6
|
6
|
6
|
6
|
6
|
5
|
3
|
—
|
—
|
—
|
|
13th
|
+6/+1
|
+4
|
+4
|
+8
|
|
6
|
6
|
6
|
6
|
6
|
6
|
4
|
—
|
—
|
—
|
|
14th
|
+7/+2
|
+4
|
+4
|
+9
|
|
6
|
6
|
6
|
6
|
6
|
6
|
5
|
3
|
—
|
—
|
|
15th
|
+7/+2
|
+5
|
+5
|
+9
|
|
6
|
6
|
6
|
6
|
6
|
6
|
6
|
4
|
—
|
—
|
|
16th
|
+8/+3
|
+5
|
+5
|
+10
|
|
6
|
6
|
6
|
6
|
6
|
6
|
6
|
5
|
3
|
—
|
|
17th
|
+8/+3
|
+5
|
+5
|
+10
|
|
6
|
6
|
6
|
6
|
6
|
6
|
6
|
6
|
4
|
—
|
|
18th
|
+9/+4
|
+6
|
+6
|
+11
|
|
6
|
6
|
6
|
6
|
6
|
6
|
6
|
6
|
5
|
3
|
|
19th
|
+9/+4
|
+6
|
+6
|
+11
|
|
6
|
6
|
6
|
6
|
6
|
6
|
6
|
6
|
6
|
4
|
|
20th
|
+10/+5
|
+6
|
+6
|
+12
|
|
6
|
6
|
6
|
6
|
6
|
|