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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.
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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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NPC Classes
Adept
Aristocrat
Commoner
Expert
Sage
Thug
Warrior
|
| |
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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.
____________________________________________
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.
____________________________________________
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.
____________________________________________
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 |
____________________________________________
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.
____________________________________________
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.
____________________________________________
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 |
|
|
| |