Thandoria Core Classes

"All the world is a drama of beings developing talents, preparing for destinies.  The few brave ones are the heroic characters of life who have been blessed with the courage to cross the unknown sea and face mythic dangers.  The rest of us, we are mere spectators."

Andolbrott, Magisharian Sage


The core classes listed below exist in any World of Thandoria fantasy campaign.  In this fantasy campaign the core classes max out at 12th level.  In this way 6th level magic is the highest possible power an individual can summon.  Higher level spells have been transformed into rituals that require multiple casters (see Arcanology).  I like to encourage unique characterization, which multiclassing does perfectly.  Besides, most higher level powers a character gets with twenty levels boil down to doing lower level powers more times per day.  Click here for more on my RPG philosophy.

In addition to regular Core Classes, a Thandorian character also gains Cultural Classes as explained below.


Cultural Classes

In order to further characterize a hero in Thandoria, characters gain a cultural rank each time they gain a class level and make a successful  training check. Cultural Class ranks can come from a variety of sources: Race, Region, Guild, Social Class, Martial Arts Style, Astrological Influences, etc. As a character gains cultural levels he also receives bonus skill points, bonus feats, and even special features. For example, a 3rd level elf fighter has gained three cultural ranks. He could be a 1st rank Commoner of Meldran, a 1st rank wood elf paragon, and a 1st rank member of a craft guild, in addition to his three class levels.

For more info on Training Checks and Cultural Classes click here.


The Core Classes

Standard Core Classes

Barbarian
Bard
Druid
Fighter
Monk
Mystic
Oracle
Paladin
Psion
Ranger
Rogue
Sorcerer
Spy
Thrillseeker
Wizard

Multiclass Characters

Exotic Core Classes
Permission must be obtained from your Gamemaster to take levels in an Exotic Core Class.

Ninja
Noble
Valtaeyan (Psychic Warrior)
Rune Wizard coming soon!
Sabermage coming soon!
Samurai coming soon!
Seer oming soon!
Shugenja coming soon!
Shaman coming soon!
Wu Jen coming soon!


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Barbarian

From the frosty grasslands of the Vargenda north and the frozen wastelands of Southern Ryuken to the tropical jungles of Aklesora and Keshzakra, the fearless warriors known as barbarians come.  They are reckless, fierce berserkers skilled at tearing into enemy ranks and delivering victory on fields of battle.

Barbarians have the following game statistics in the World of Thandoria.

Alignment:  Any nonlawful.
Hit Die:
d12

Class Skills

The barbarians 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) * 4.
Skill Points at Each Additional Level: 4 + Int Modifier.

Class Features

All of the following are the class skills 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 then norm for his race by +10 feet.  This benefit applies only when he is wearing medium armor or less and not carrying a heavy load.  Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn.

The Barbarian
Level BaB Fort
Save
Ref
Save
Will
Save
Special
1 +1 +2 +0 +0 Fast Movement, Illiteracy, Rage 1/day
2 +2 +3 +0 +0 Uncanny Dodge
3 +3 +3 +1 +1 Trap Sense +1
4 +4 +4 +1 +1 Rage 2/day
5 +5 +4 +2 +2 Improved Uncanny Dodge
6 +6/+1 +5 +2 +2 Trap Sense +2
7 +7/+2 +5 +2 +2 Damage Reduction 1/-
8 +8/+3 +6 +3 +3 Rage 3/day
9 +9/+4 +6 +3 +3 Trap Sense +3
10 +10/+5 +7 +3 +3 Damage Reduction 2/-
11 +11/+6/+1 +7 +4 +4 Greater Rage
12 +12/+7/+2 +8 +4 +4 Rage 4/day, Trap Sense +4,
Tireless Rage

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 can speak.  A barbarian who gains a level in any other class automatically gains literacy.

Rage (Ex):  A barbarian can fly into a screaming blood frenzy a certain number of times per day.  In a rage, a barbarian gains phenomenal strength and durability but becomes reckless and less able to defend himself.  He 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 two points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal.  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 trigger, or a spell completion 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 this 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.
   A barbarian can fly into a rage once per encounter.  At 1st level he can use his rage once per day.  At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of 4/day at 12th 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 gains the ability to react to danger before his senses would normally allow him to do so.  He retains his Dexterity bonus to AC 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 another class, he automatically gains Improved Uncanny Dodge instead.

Trap Sense (Ex):  Starting at 3rd level, a barbarian has an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made from traps.  These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, and 12th).  trap Sense bonuses gained from multiple classes stack.

Improved Uncanny Dodge (Ex):  At 5th level and higher, a barbarian can no longer be flanked; he can react to opponents on both sides of himself as easily as he could react to a single attacker.  This defense denies the a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the barbarian has barbarian levels.

Damage Reduction (Ex):  At 7th level, a barbarian gains the ability to shrug off some amount of injury from each blow or attack.  Subtract 1 from from the damage the barbarian suffers each time he is dealt damage from a weapon or natural attack.  At 10th level, this damage reduction rises to by one point.

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.

Tireless Rage (Ex):  At 12th level, a barbarian has reached the peak of his rage ability and no longer tires and becomes fatigued when his rage ends. 

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Bard

The Bard is a storyteller, poet, musician, dancer, diplomat, and artist all in one.  They specialize in the ability to evoke magical power from the sheer force of creativity running in streams through the soul.  They use music, poetry, and movement to create magical effects.  Some bards are more scholarly in that their focus is not to entertain, but to accumulate knowledge and to disseminate what they have found.  They may acquire positions at prestigious Colleges where they can teach in between adventures, or some travel the lands teaching as they go.  Some focus primarily on storytelling and oratory, often leaving behind great works of epic fiction. 

Bards have the following game statistics.

Alignment:  Any nonlawful
Hit Die: 
d6

Class Skills

The bards class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (any) (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (any) (Int), Listen (Wis), Move Silently (Dex), Perform (any) (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (none), Spellcraft (Int), Survival (Wis), Swim (Str), Swim (Str), Tumble (Dex), Use Magic Device (Cha).

Skill Points at 1st Level: (6 + Int modifier) * 4.
Skill Points at Each Additional Level: 6 + Int Modifier.

Class Features

All of the following are the class skills of the bard.

Weapon and Armor Proficiency:  A bard is proficient with all simple weapons.  Additionally, the bard is proficient with one of the following weapons: Longbow, composite longbow, longsword, rapier, sap, composite shortbow, short sword, short bow, or whip.  Bards are proficient with light armor, medium armor, or shields.  Unlike traditional arcane spellcasters, a bard can cast spells while wearing armor or using a shield suffering no chance of spell failure if the total armor check penalty is -3 or better.
 

The Bard

-Spells per Day*-

Level BaB Fort
Save
Ref
Save
Will
Save
Special 0 1st 2nd 3rd 4th
1 +0 +0 +2 +2 Bardic Knowledge
Bardic Inspiration
2 - -    
2 +1 +0 +3 +3   3 0 -    
3 +2 +1 +3 +3   3 1 -    
4 +3 +1 +4 +4   3 2 0    
5 +3 +2 +4 +4 Spellweave 3 3 1    
6 +4 +2 +5 +5   3 3 2    
7 +5 +2 +5 +5   3 3 3 0  
8 +6/+1 +3 +6 +6   3 3 3 1  
9 +6/+1 +3 +6 +6 Evasion 3 3 3 2  
10 +7/+2 +3 +7 +7   3 3 3 3 0
11 +8/+3 +4 +7 +7   3 3 3 3 1
12 +9/+4 +4 +8 +8   3 3 3 3 2

Spells While Bards can cast spells like other spellcasters, they also have the ability to summon their magic with music, poetics, dance, or even inspiring oratory.  Every bard spell has a verbal component (singing, reciting, or music)  Instead of the runic language points from Spellcraft used to gain spell access to colleges of magic, bards gain runic language points from either their highest Perform skill or their highest Knowledge (arcana) skill plus their Charisma bonus. The bard's class college's are Divination, Illusion, and Enchantment.  The bard's cross-class colleges are Conjuration, Oracular, Celestial, and Transmutation.    
   At 1st level a bard begins play with 4 0-level spells from any college he has gained access to through runic languages.
   To learn to cast a spell, a bard must have a Charisma score equal to 10 + the spell level.  The DC 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 only cast a certain number of spells of each spell level per day according to the Table : The Bard.  In addition, he receives bonus spells per day if he has a high Charisma score. 
   The bard's selection of spells is extremely limited.  A bard begins play knowing only four cantrips (0-level spells) from the colleges he understands.  Upon reaching 5th level, and at every third bard level after that (8th and 11th), a bard can choose to learn a new spell in place of one he already knows.  In effect, the bard "loses" an old spell in exchange for a new one.  The new spell's level must be the same as that of the spell's level being exchanged, and it must be two levels lower than the highest level the bard can cast.

Bardic Knowledge: 
A bard picks up a lot of stray knowledge while wandering the land and learning stories from other bards.  He 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.

DC

Type of Knowledge Examples
10 common, known by at least a substantial minority of the local population. A local mayor's reputation for drinking; common legends about a powerful place of mystery
20 Uncommon but available, known by only
a few people in the area.
A local priest's shady past; legends about a powerful magic item.
25 Obscure, known by a few,
but hard to come by.
A knight's family history; legends about a minor place of mystery or magic item.
30 Extremely Obscure, known by very few, possibly forgotten by most who once knew it, possibly known by those who don't understand the significance of the knowledge A mighty wizard's childhood nickname; the history of a petty magic item.

A successful bardic knowledge check will not reveal the powers of a magic item but may hint at its general function.  A bard may not take 10 or 20 on this check, as this sort of knowledge is essentially random.

Bardic Inspiration: 
Once per day per bard level, a bard can use his song, music, poetics, or oratory to produce magical effects on those around him (usually including himself, if desired).  Each ability requires a minimum bard level as well as a minimum number of ranks in a perform skill to qualify.
   Starting a bardic inspiration effect is a standard action.  Some bardic inspiration abilities require concentration, which means the bard must take a standard action each round to maintain the ability.  Even while using bardic inspiration that does not require concentration, a bard cannot cast spells or activate magic items by spell completion or command words.  A deaf bard has a 20% chance to fail when attempting to use bardic inspiration.
   Countersong (Su):  A bard with 3 or more ranks in a Perform skill can use his bardic inspiration to counter the magical effects that depend on sound.  Each round of the countersong, he makes a perform check.  Any creature within 30 feet of the bard that is affected by a sonic or language-dependant magical attack (like a sound burst or command spell) may use the bard's Perform check result in place of its saving throw, if after the saving throw is rolled, the Perform check is higher.  Creatures within range who are already under a non-instantaneous magical sound effect gain an additional saving throw each round they are exposed to 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.  A bard may keep up a countersong for 10 rounds.
   Fascinate (Sp)
:  A bard with 3 or more ranks in a Perform skill can use his bardic inspiration o 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 be able to pay attention to him.  The distraction of a nearby combat prevents this ability from working.  The bard must also be able to see the creature.  For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability (two at 4th, three at 7th, and four at 10th).
   To use this ability the bard must use a Perform check.  His check result is the DC for each affected creature's Will save against the effect.  If the creature's saving throw succeeds, the bard cannot attempt to fascinate him again for 24 hours.  If its saving throw fails, the creature sits quietly and listens to the bard intently, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of of 1 round per bard level).  While fascinated, a creature takes a -4 penalty on skill checks made as reactions, such as listen and spot checks.  Any potential threat, such as an ally of the bard approaching the creature, 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 at least 3 ranks in a Perform skill can use bardic inspiration to inspire courage in his allies, bolstering them against fear and improving their combat abilities.  To be affected, an ally must be able to hear the bard sing, chant, or recite.  The effect lasts as long as the ally hears the bard  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 12th level this bonus increases by +1 again (+2 at 8th level, +3 at 12th level).  Inspire courage is a mind-affecting ability.
   Inspire Competence (Su):  A bard of 3rd level or higher with at least 6 ranks in a Perform skill can use bardic inspiration to help an ally succeed at a task.  The ally must be within 30 feet and be able to see and hear the bard and the bard must be able to see the ally.  The bard uses his inspiration to lift the allies spirits to help him focus.  The ally gains a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard.  The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes.  A bard cannot 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 has already been fascinated.  Making a Suggestion does not count against the bard's daily allotment of inspirations.  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.  Suggestion is an enchantment (compulsion), mind-affecting, language-dependant ability.
   Inspire Greatness (Su):  A bard of 9th level or higher with 12 or more ranks in a Perform skill can use inspiration to inspire greatness in himself or a single willing ally within 30 feet, granting him extra fighting capability.  At 12th level the bard can inspire greatness in two beings.  The bard must sing or perform poetics or oratory and the ally must be able to hear him.  The effect lasts for as long as the ally hears the bard perform 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 targets Con mod if any), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves.  Inspire Greatness is a mind-affecting ability.
   Song of Freedom (Sp):  A bard of 12th level or higher with 15 ranks in any Perform skill can use inspiration to create an effect equivalent to the break enchantment spell (caster level equals the bard's level).  Using this ability requires 1 minute of uninterrupted concentration and performance, and it functions on a single target within 30 feet.  A bard cannot use song of freedom on himself.

 Spellweave At 5th level a bard can expend two spell slots of any level he knows to cast a spell of the same level with one of the following three enhancements:

1. A 50% increase in the duration and range.
2. A +2 bonus to the saving throw Difficulty Class.
3. A 50% increase in damage.

Evasion (Ex):  At 9th level and up, a bard can dodge and avoid even magical and unusual attacks with agility.  If a bard makes a successful Reflex save against an attack that normally inflicts half-damage on a successful save, the bard instead suffers no damage.  Evasion applies only if the bard wears light armor or less.  A helpless bard does not gain the benefit of evasion.

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Druid

A druid is a spiritual oracle devoted to nature.  Every druid has sworn an oath to protect nature.  Druids are trained within druidic circles and each circle focuses on the defense and maintenance of a particular tract of wilderness.  A druid is a specialist of the College of Naturopathy Magic.

Druids have the following game statistics in the World of Thandoria.

Alignment:  Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil.
Hit Die: 
d8

Class Skills

The druids 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) * 4.
Skill Points at Each Additional Level: 4 + Int Modifier.

Class Features

All of the following are the class skills of the druid.

Weapon and Armor Proficiency:  A druid is proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, short bow, short spear, sling, and spear.  They are also proficient with natural attacks (claw, bite, etc.) of any form they assume with wild shape.  Druids are proficient with light and medium armor, but are prohibited from wearing metal armor, thus, they may only wear padded, leather, or hide armor.  A druid may also wear wooden armor that has been hardened by the ironwood spell so that it functions as if it was steel.  Druids are proficient with shields (except tower shields) but must only use wooden ones.  A druid who wears prohibited armor or who carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like abilities for doing so and for 24 hours afterward.

The Druid

-----Spells per Day*-----

Level BaB Fort
Save
Ref
Save
Will
Save
Special 0 1st 2nd 3rd 4th 5th 6th
1 +0 +2 +0 +2 Animal Companion
Nature Sense
Wild Empathy
3 1          
2 +1 +3 +0 +3 Woodland Stride 4 2          
3 +2 +3 +1 +3 Trackless Step 4 2 1        
4 +3 +4 +1 +4 Resist nature's Lure 5 3 2        
5 +3 +4 +2 +4 Wild Shape (1/day) 5 3 2 1      
6 +4 +5 +2 +5 Wild Shape (2/day) 5 3 3 2      
7 +5 +5 +2 +5 Wild Shape (3/day) 6 4 3 2 1    
8 +6/+1 +6 +3 +6 Wild Shape (Large) 6 4 3 3 2    
9 +6/+1 +6 +3 +6 Venom Immunity 6 4 4 3 2 1  
10 +7/+2 +7 +3 +7 Wild Shape (4/day) 6 4 4 3 3 2  
11 +8/+3 +7 +4 +7 Wild Shape (Tiny) 6 5 4 4 3 2 1
12 +9/+4 +8 +4 +8 Wild Shape (Plant)
A Thousand Faces
6 5 4 4 3 3 2

Spells A druid casts divine spells and has only one class college, the College of Naturopathy.  All other colleges of magic are exotic.  Her alignment may restrict her from casting spells opposed to her moral or ethical beliefs just like an oracle.
   To cast a spell a druid must have a wisdom score equal to at least 10 + the spell level.  The DC for a saving throw against a druid spell is 10 + the spell level + the druid's wisdom modifier.
   Like other casters a druid can only cast a certain number of spells of each spell level per day.  She must meditate on nature for at least 30 minutes each day to receive her spells.


Bonus Languages: 
A druid's bonus language options include Sylvan, the language of woodland creatures.  A druid also knows Tharic, a secret language known only to druids, which she learns upon becoming 1st level.  Tharic is a free language for a druid.  Druids are forbidden to teach Tharic to nondruids.  Tharic even has its own alphabet.

Animal Companion (Ex): 
A druid may begin play with 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.  In watery environs a druid may also have a crocodile, porpoise, Medium shark, or squid.  This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind. 
   A 1st level druid's companion is completely typical for its kind, except as noted on the table below.  As a druid advances in level, the animal's power increases.

Class
Level
Bonus
HD
Natural
Armor
Str/Dex
Adjustment
Bonus
Tricks
Special
1st-2nd +0 +0 +0 1 Link,
Share Spells
3rd-5th +2 +2 +1 2 Evasion
6th-8th +4 +4 +2 3 Devotion
9th-11th +6 +6 +3 4 Multiattack
12th +8 +8 +4 5 Improved Evasion

If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of meditation and prayer.  This ceremony can also replace a companion that has perished.
   A druid of 4th level or higher may select from an alternative list of animals.  Should she select an animal companion from an alternative list, the creature gains abilities as if the character's druid level were lower than it is.  Subtract the value indicated in the appropriate list header from the character's druid level and compare the result with the druid level entry on the table above to determine the animal companion's powers.  If this adjustment would lower the druid's effective level to zero, then she cannot have that particular animal yet.
   A druid's animal companion is different from a normal animal of its kind in many ways.  The companion is treated as a magical beast, not an animal, for the purposes of all effects that depend on its type.  It is superior to a normal animal of its kind and has special powers from the table above.  Use the basic stats for a creature of the companions kind modified by the changes in the table.

Link (Ex):  A druid can handle her animal as a free action, or push it as a move action, even if she doesn't have the ranks in Handle Animal.  The druid gains a +4 circumstance bonus on all Wild Empathy checks made regarding her animal companion.

Share Spells (Ex):  A druid may have any spell she casts upon herself also affect her animal companion if the animal is within 5 feet of her at the time of casting.  if the duration is longer than instantaneous, then the animal must remain within five feet to keep receiving the effects of the spell.  Additionally the druid may cast a spell with a target of "you" on her animal (as a range touch spell) instead of herself.  A druid and her animal can share spells even if the spell does not normally affect creatures of the companion's type.

Evasion (Ex):  If an animal companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if the save is successful.

Devotion (Ex):  An animal companion's devotion to its master is so complete that it gains a +4 morale bonus on Will saves against enchantment spells and effects.

Multiattack:  An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks.  If it does not have at least three attacks then the animal gains a second attack with its primary natural weapon albeit at -5 to hit.

Improve Evasion (Ex):  When subjected to an attack that normally allows a Reflex save for half damage, an animal companion takes no damage if it makes the save and only half damage if it fails.

ALTERNATIVE ANIMAL COMPANIONS

A druid of sufficiently high level can select her animal companion from one of the following lists, applying the indicated adjustment to the druid’s level (in parentheses) for purposes of determining the companion’s characteristics and special abilities.

4th Level or Higher (Level –3)

Ape (animal), Bear, black (animal), Bison (animal), Boar (animal), Cheetah (animal), Crocodile (animal)1, Dire badger, Dire bat, Dire weasel, Leopard (animal), Lizard, monitor (animal), Shark, Large1 (animal), Snake, constrictor (animal), Snake, Large viper (animal), Wolverine (animal)

7th Level or Higher (Level –6)

Bear, brown (animal), Dire wolverine, Crocodile, giant (animal), Dire ape, Dire boar, Dire wolf, Lion (animal), Rhinoceros (animal), Snake, Huge viper (animal), Tiger (animal)

10th Level or Higher (Level –9)

Bear, polar (animal), Dire lion, Shark, Huge1 (animal), Snake, giant constrictor (animal), Whale, orca1 (animal)
 

Nature Sense (Ex):  A druid gains a +2 bonus on Knowledge (nature) and Survival skill checks.

Wild Empathy (Ex):  A druid can use body language, vocalizations, and demeanor to improve the attitude of an animal.  This ability functions like a diplomacy check made to improve the attitude of a person.  the druid rolls a d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.  The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.  A druid can also use this ability to affect a magical beast with an Intelligence score of 1 or 2, but takes a -4 penalty on the check.

Woodland Stride (Ex):  At 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, and overgrown areas) at her normal speed and without taking damage or suffering any other impairment.  However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Trackless Step (Ex):  At 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked unless she chooses to leave a trail.

Resist Nature's Lure (Ex):  At 4th level, a druid gains a +4 bonus on saving throws against spell-like abilities of fey.

Wild Shape (Su):  At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day.  Her options include creatures within the animal type.  This ability functions like the polymorph spell, except as noted here.  the effect lasts 1 hour per druid level, or until she changes back.  Changing form is a standard action and doesn't provoke an attack of opportunity.  The form chosen must be that of an animal the druid is familiar with.  A druid loses her ability to speak while in animal form, but she can communicate normally with other animals of the same type.  A druid can use this ability an additional time per day at 6th, 7th, and 10th levels.  In addition, she gains the ability to take the shape of a large animal at 8th level and a Tiny animal at 11th level.  the new form's HD cannot exceed the druid's level.  At 12th level, a druid becomes able to use wild shape to change into a plant creature, such as a shambling mound, with the same size restrictions as for animal forms.

Venom Immunity (Ex):  At 9th level, a druid gains immunity to all poisons.

A Thousand Faces (Su):  At 12th level, a druid gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form.

Ex-Druids:  A druid who ceases to revere nature, changes to a prohibited alignment, or teaches Tharic to a nondruid loses all spells and druid abilities, including her animal companion, but not including armor, shield, and simple weapon proficiencies.  She cannot thereafter gain further levels in the druid class until he atones.

 

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Fighter

Fighters have the following game statistics.

Alignment:  Any
Hit Die:  d10

Class Skills

The fighters class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).

Skill Points at 1st Level: (2 + Int modifier) * 4.
Skill Points at Each Additional Level: 2 + Int Modifier.

Class Features

All of the following are the class skills of the Fighter.

Weapon and Armor Proficiency:  A Fighter is proficient with all simple and martial weapons and with all armor and shields.

Bonus Feats:  At 1st level, a fighter gets a bonus combat-oriented feat in addition to the normal 1st level feat and the bonus feat for being human.  The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, and 12th).  These bonus feats must be drawn from the feats noted as fighter bonus feats.  A fighter must still meet all the prerequisites for a bonus feat, including ability score and base attack bonus minimums.
   These feats are in addition to the feat a character of any class level gets every three levels.

The Fighter
Level BaB Fort
Save
Ref
Save
Will
Save
Special
1 +1 +2 +0 +0 Bonus Feat
2 +2 +3 +0 +0 Bonus Feat
3 +3 +3 +1 +1  
4 +4 +4 +1 +1 Bonus Feat
5 +5 +4 +2 +2  
6 +6/+1 +5 +2 +2 Bonus Feat
7 +7/+2 +5 +2 +2  
8 +8/+3 +6 +3 +3 Bonus Feat
9 +9/+4 +6 +3 +3  
10 +10/+5 +7 +3 +3 Bonus Feat
11 +11/+6/+1 +7 +4 +4  
12 +12/+7/+2 +8 +4 +4 Bonus Feat

 

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Monk

Ever since the Ryukenese Dragon magi invaded two centuries ago, the Land of Magishar has been dotted with monasteries, small, walled cloisters inhabited by monks who pursue personal perfection through action as well as contemplation.  They train themselves to be versatile warriors skilled at fighting without weapons or armor.  The inhabitants of monasteries headed by good masters serve to protect the people.  Ready for battle even when barefoot and dressed in peasants clothes, monks can travel unnoticed among the populace, catching bandits, warlords, and corrupt nobles unawares.  In contrast, the residents of evil monasteries ruel the surrounding lands in fear, serving as a source of ideal spies, infiltrators, and assassins.  An individual monk is unlikely to care passionately about championing commoners or amassing wealth.  She cares primarily for the perfection of the body and her art.  her goal is to achieve a lasting state that is beyond the realm of mortals.

Monks have the following game statistics.

Alignment: Any lawful
Hit Die:
d8

Class Skills

The monks class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

Skill Points at 1st Level: (4 + Int modifier) * 4.
Skill Points at Each Additional Level: 4 + Int Modifier.

Class Features

All of the following are the class skills of the monk.

Weapon and Armor Proficiency:  A monk is proficient with certain basic peasant weapons and some special weapons that are part of monk training.  These weapons are: club, crossbow (light or heavy), dagger, hand axe, javelin, kama, nunchaka, quarterstaff, sai, shuriken, siangham and sling.  Monks are not proficient with any armor or shields.  Many of the monks special skills require unfettered movement.  When wearing armor, using a shield, or carrying a medium or heavy load the monk loses her AC bonus, as well as her fast movement and flurry of blows.

AC Bonus (Ex):  A monk is highly trained at dodging blows and has a sixth sense that lets her avoid even unanticipated attacks.  When unarmored and unencumbered, a monk adds her Wisdom bonus to AC.  In addition, the monk gains a +1 bonus to AC at 5th level and a +2 bonus to AC at 10th level.  These bonuses to AC apply even against touch attacks or when the monk is flat-footed.  She loses these bonuses when she is immobilized or helpless, when she wears armor, carries a shield, or carries a medium or heavy load. 

The Monk
Level BaB Fort
Save
Ref
Save
Will
Save
Special Flurry
Bonus
Unarmed
Damage
AC
Bonus
Speed
Bonus
1 +0 +2 +0 +0 Bonus Feat
Flurry of Blows
Unarmed Strike
-2/-2 Small d4
Medium d6
Large d8
+0 +0 ft.
2 +1 +3 +0 +0 Bonus Feat, Evasion
Martial
Arts Style
-1/-1 Small d4
Medium d6
Large d8
+0 +0 ft.
3 +2 +3 +1 +1 Bonus Feat +0/+0 Small d4
Medium d6
Large d8
+0 +10 ft.
4 +3 +4 +1 +1 Bonus Feat
Slow Fall 20'
+1/+1 Small d6
Medium d8
Large 2d6
+0 +10 ft
5 +3 +4 +2 +2 Bonus Feat +2/+2 Small d6
Medium d8
Large 2d6
+1 +10 ft
6 +4 +5 +2 +2 Bonus Feat
Slow Fall 30'
+3/+3 Small d6
Medium d8
Large 2d6
+1 +20 ft
7 +5 +5 +2 +2 Bonus Feat +4/+4 Small d6
Medium d8
Large 2d6
+1 +20 ft
8 +6/+1 +6 +3 +3 Bonus Feat
Slow Fall 40'
+5/+5/+0 Small d8
Medium d10
Large 2d8
+1 +20 ft
9 +6/+1 +6 +3 +3 Bonus Feat Improved Evasion +6/+6/+1 Small d8
Medium d10
Large 2d8
+1 +30 ft
10 +7/+2 +7 +3 +3 Bonus Feat
Slow Fall 50'
+7/+7/+2 Small d8
Medium d10
Large 2d8
+2 +30 ft
11 +8/+3 +7 +4 +4 Bonus Feat,
Greater Flurry
+8/+8/+8/+3 Small d8
Medium d10
Large 2d8
+2 +30 ft
12 +9/+4 +8 +4 +4 Bonus Feat
Slow Fall 60'
+9/+9/+9/+4 Small d10
Medium 2d6
Large 3d6
+2 +40 ft

Flurry of Blows (Ex)When unarmored, a monk may strike with a flurry of blows at the expense of accuracy.  When doing so, she may take one extra attack in a round at her highest base attack bonus, but both attacks incur a -2 penalty.  The resulting modified base attack bonuses are shown in the Monk table above.  This penalty applies for one round, and so also affects any attack of opportunity the monk might make.  At 5th level the penalty drops to -1 per attack, and at 9th level it disappears.  A monk must use a full attack action to strike with a flurry of blows.
   When using a Flurry of Blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaka, quarterstaff, sai, shuriken, and siangham).  She may attack with unarmed strikes and monk weapons interchangeably as desired.
   When a monk reaches  11th level, her flurry of blows ability improves.  In addition to the standard single attack she gets from flurry of blows, she gets a second extra attack at her full base attack from greater flurry.


Unarmed Strike: 
Monks are highly trained in fighting unarmed, giving them considerable advantages when doing so.  At 1st level, the monk gains Improved unarmed Strike as a bonus feat.  A monk's attacks may be with either fist interchangeably or even from elbows, knees, and feet.  this means a monk may even make unarmed attacks with her hands full.  There is no such thing as an off-hand attack for a monk striking unarmed.  A monk may thus apply her full Strength bonus on damage rolls for all unarmed attacks.
   Usually a monk's unarmed strikes do lethal damage, but she may choose to do nonlethal damage instead with no penalty on her attack roll.  She has the same choice to do lethal or nonlethal damage when grappling as well.  A monk's unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve them (such as magic fang or magic weapon spells).  A monk also deals more damage with her unarmed strikes than normal people do, according to the table above.  A small monk does less damage than a medium monk and a large monk does more damage than a medium monk, all indicated on the Monk table above. 


Bonus Feat: 
At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat.  All other bonus feats granted at various levels must be selected from the monk's chosen Martial Arts Style.

Martial Arts Style:  At 2nd level a monk declares his martial arts style and selects a bonus feat from one of the initial feats available through the style.  For a list of Martial Arts Styles and feats go here.

Evasion (Ex):  At 2nd level and up, a monk can dodge and avoid even magical and unusual attacks with agility.  If a monk makes a successful Reflex save against an attack that normally inflicts half-damage on a successful save, the monk instead suffers no damage.  Evasion applies only if the monk wears light armor or less.  A helpless monk does not gain the benefit of evasion.

Stunning Attack: The monk can use this ability once per round, but no more than once per level per day. The monk must declare she is using a stun attack before making the attack roll (thus, a missed attack roll ruins the attempt). A foe struck by the monk is forced to make a Fortitude saving throw (DC 10 + one-half the monk's level + Wisdom modifier). In addition to receiving normal damage, If the saving throw fails, the opponent is stunned for 1 round. The stunning attack is a supernatural ability.

Fast Movement: At 3rd level and higher, a monk moves faster than normal. A monk in armor (even light armor) or carrying a medium or heavy load loses this extra speed. A dwarf or a Small monk moves more slowly than a Medium-size monk.  From 9th level on, the monk's running ability is actually a supernatural ability.

Slow Fall: At 4th level, the monk takes damage as if a fall were 20 feet shorter than it actually is. At 12th level, the monk can fall up to 60 feet and sustain no damage.

Ex-Monks:  A monk who becomes nonlawful cannot gain new levels as a monk but retains all monk abilities.  Like a member of any other class, a monk may be a multiclass character, but multiclass monks face a special restriction. A monk who gains a new class or (if already multiclass) raises another class by a level may never again raise her monk level, though she retains all her monk abilities.

 

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Mystic

There are a few blessed souls who have been given insight into the secret workings of the universe, who contemplate the very fabric of the infinite, seeing into the creative void that birthed the universe.  Whether they pursue their quest for insight on a mountain top, in a cave, or as a wandering vagabond, mystics are often bereft of the trappings of normal civilization.  They want only one thing: deeper access to the mind of their deity so they can see into the nature of the cosmos.  To mystics, even the gods and goddesses are simply extensions of the unified field of divine love.  However, they still honor a patron deity.  Legends are full of stories about mystics wrestling with their deities in order to gain profound wisdom.  They come away with deep humility as well, for they have been touched by the gods.  As such spellcasting is second nature to mystics.  They can tap into divine power with ease and channel it into the world of forms to produce what most would call miracles.  To mystics the realm of the miraculous is really all that exists.  Even creation is just a rising phantom on the edge of the great sphere of life.

Mystics have the following game statistics.

Alignment:  Any good
Hit Die: 
d8

Class Skills

The mystics class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Jump (Str), Knowledge (arcana) (Int), Perform (oratory) (Cha), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Points at 1st Level: (2 + Int modifier) * 4.
Skill Points at Each Additional Level: 2 + Int Modifier.

Class Features

All of the following are the class skills of the mystic.

Weapon and Armor Proficiency:  A mystic is proficient with all simple weapons, with light and medium armor, and shields (except tower shields)A mystic is also proficient with the favored weapon of his deity.  Armor does not interfere with a mystic's spellcasting ability. 

The Mystic

-----Spells per Day*-----

Level BaB Fort
Save
Ref
Save
Will
Save
Special 0 1st 2nd 3rd 4th 5th 6th
1 +0 +2 +2 +2 Eschew Materials 5 3          
2 +1 +3 +3 +3   6 4          
3 +2 +3 +3 +3 Deity's
Weapon Focus
6 5          
4 +3 +4 +4 +4   6 6 3        
5 +3 +4 +4 +4 Divine Blessing 6 6 4        
6 +4 +5 +5 +5   6 6 5 3      
7 +5 +5 +5 +5 Divine Blessing 6 6 6 4      
8 +6/+1 +6 +6 +6   6 6 6 5 3    
9 +6/+1 +6 +6 +6 Divine Blessing 6 6 6 6 4    
10 +7/+2 +7 +7 +7   6 6 6 6 5 3  
11 +8/+3 +7 +7 +7 Divine Blessing 6 6 6 6 6 4  
12 +9/+4 +8 +8 +8   6 6 6 6 6 5 3

Eschew Materials At 1st level, the mystic gains the Eschew Materials feat as a bonus feat.

Spells: 
A mystic has only the colleges of Celestial Magic & Oracular Magic as class colleges.  The college of Naturopathy is a cross-class college to mystics.  All other colleges of magic are exotic.
   To cast a spell, a mystic must have a Charisma score of 10 + the spell's level.  The DC for a saving throw against a mystic's spell is 10 + spell's level + mystic's Wisdom bonus.

 
 Like other spellcasters, a mystic can only cast a certain number of spell of each spell level per day.  Her base allotment is given on the Table: The Mystic above.  In addition, she receives bonus spells for a high Charisma. 
  
A mystic’s selection of spells is extremely limited. A mystic begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new mystic level, she gains only 2 Spell Acquisition Points.  She may not learn spells in any other way.
  
Upon reaching 4th level, and at every even-numbered mystic level after that (6th, 8th, and so on), a mystic can choose to learn a new spell in place of one she already knows. In effect, the mystic “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 mystic spell the mystic can cast. A mystic 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 she gains new spells known for the level.

Deity's Weapon Focus At 3rd level, the mystic gains the Weapon Focus feat for her deity's favored weapon.  If the character already has this feat then this becomes a bonus feat instead.

Divine Blessing (Su) At 5th level and every other level after that (7th, 9th, and 11th) the mystic gains a divine blessing, and may select one of the following supernatural abilities as a gift of her divine beings power.

Energy Resistance (Su):  The mystic gains resistance 10 against one type of energy.  This may be selected multiple times as a divine blessing.

Hands of Light (Su):  Once per day and once more for each time the mystic chooses this divine blessing, the mystic may touch another being and focus divine energy into their aura.  This acts a cure serious wounds spell combined with a cure disease and neutralize poison spell.  This is a full round action.

Divine Power (Su):  The mystic can use a standard action to say a silent prayer of divine power and add +2 to any one ability score for each time she selects this divine blessing.

Blessed Weapon (Su):  Any weapon wielded by the mystic is treated as a good-aligned weapon for overcoming damage reduction.

Divine Fury (Su):  A mystic may say a silent prayer to her deity as a free action and imbue any weapon with a +1 divine bonus, as if it were a magical weapon.  If this ability is selected twice or if the ability is used on a weapon already enchanted, the mystic can give the weapon an additional +1 bonus or imbue it with a magical quality like Flame, Frost, Shock, etc.

 

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Oracle (Cleric)

An oracle is a divine spellcaster devoted to a a spiritual tradition.  They are the voices and instruments of the eternal deities, and are attuned to a spiritual power (God/Goddess/Spirit) defined by a religious sect or order.  An oracle by definition is a specialist of the College of Oracular Magic.
   An oracle must declare a spiritual tradition at 1st level by selecting a deity to revere.  If she ever switches traditions, she loses one level automatically.  Oracles utilize their holy symbols as focus components instead of spell crystals, like other casters.  A holy symbol is a wondrous magical item that can be crafted using the Craft Wondrous Item feat.  Such a holy symbol acts as a dragonshard with a  +1 bonus to the DC of any Oracular spell at 3rd level and an additional +1 magical imbuement for every three levels thereafter (6th, 9th, and 12th.)  It can also be used to cast one laden spell per day for each bonus it has gained.  A holy symbol acts as a normal spell crystal below 3rd level.
   Holy symbols take one month to craft and cost 1000 gp.  They have a hardness of 12, 50 hit points, and a break DC of 30.  At 1st level an oracle is provided with a holy symbol by his spiritual tradition.  The symbols hit points increase by +5 every other level beyond 3rd (5th, 7th, 9th, 11th) and its hardness and break DC gain 1 point every 3 levels past 3rd (6th, 9th, 12th).  An oracle can only have one holy symbol attuned to him at a time.  If the holy symbol is destroyed, then the oracle is stunned for 1D4 rounds and loses his ability to cast spells or Turn/Rebuke undead until it is replaced.

Oracles have the following game statistics.

Alignment:  An Oracle's alignment must be within one step of his deities.  An Oracle can only be neutral if his deities alignment is neutral.
Hit Die:  d8

Class Skills

The oracles 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:  An Oracle who chooses the Animal or Plant domain adds Knowledge (nature) (Int) to the cleric class skills listed above.  An Oracle who chooses the Knowledge domain adds all Knowledge (Int) skills to the list.  An oracle who chooses the Travel domain adds Survival (Wis) to the list.  An Oracle who chooses the Trickery domain adds Bluff (Cha) to the list.

Skill Points at 1st Level: (2 + Int modifier) * 4.
Skill Points at Each Additional Level: 2 + Int Modifier.

Class Features

All of the following are the class skills of the oracle.

Weapon and Armor Proficiency:  An oracle is proficient with all simple weapons, with all types of armor and with shields (except tower shields).  Every deity has a favored weapon and his or her oracles consider it a point of pride to wield that weapon.  An oracle who chooses the War domain receives the Weapon Focus feat related to that sacred 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):  An Oracle of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment.  Oracles who do not worship a deity, but choose the Lawful, Chaotic, Evil, or Good domain have a similarly powerful aligned aura.

The Oracle

-----Spells per Day*-----

Level BaB Fort
Save
Ref
Save
Will
Save
Special 0 1st 2nd 3rd 4th 5th 6th
1 +0 +2 +0 +2 Turn or rebuke undead 3 1+1          
2 +1 +3 +0 +3   4 2+1          
3 +2 +3 +1 +3   4 2+1 1+1