3 rd and 3.5 Edition Classes

Size: px
Start display at page:

Download "3 rd and 3.5 Edition Classes"

Transcription

1 3 rd and 3.5 Edition Classes The following classes come from the original (non-ogl) 3 rd and 3.5 Editions of Dungeons and Dragons. Some of these classes, however, were quite interesting and offered additional player choice and flavor with very little in the way of drawbacks. Beguiler (Player's Handbook II) The beguiler is an interesting class that mixes rogue abilities with magic, specifically illusion and enchantment magics. It is similar to the bard in this way, but unlike the bard, the beguiler IS a rouge with magic, much like a duskblade is a fighter with magic. Alignment: Any Hit Die: d8 Starting Wealth: 3d6 x 10 gp (average 105 gp) Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha) Skill Ranks per Level: 6 + Int modifier Lvl BAB Fort Ref Will Special 1 st 2 nd 3 rd 4 th 5 th 6 th 1 st Armored Mage, Trapfinding nd Cloaked Casting (+1) rd Advanced Learning th Sneak Attack +1d th Silent Spell th Improved Feint th Advanced Learning th +6/ Cloaked Casting (+2), Sneak Attack +2d th +6/ th +7/ Still Spell th +8/ Advanced Learning th +9/ Sneak Attack +3d th +9/ th +10/ Cloaked Casting (+3) th +11/+6/ Advanced Learning th +12/+7/ Sneak Attack +4d th +12/+7/ th +13/+8/ th +14/+9/ Advanced Learning th +15/+10/ Cloaked Casting (+4), Sneak Attack +5d Class Features: All of the following are class features of the beguiler. 1

2 Weapon and Armour Proficiency: A beguiler is proficient with all simple weapons, plus hand crossbow, rapier, sap, shortsword, and shortbow. Beguilers are also proficient with light armor but not with shields. Spells: A beguiler casts arcane spells drawn from the beguiler spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a beguiler must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a beguiler s spell is 10 + the spell level + the beguiler s Charisma modifier. Like other spellcasters, a beguiler can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given in the table. In addition, he receives bonus spells per day if he has a high Charisma score. The beguiler s selection of spells is extremely limited. A beguiler begins play knowing four 0-level spells and two 1 st level spells of the beguiler s choice. At each new beguiler level, he gains one or more new spells, as the bard does. (Unlike spells per day, the number of spells a beguiler knows is not affected by his Charisma score. Upon reaching 5 th level, and at every third beguiler level after that (8 th, 11 th, and so on), a beguiler can choose to learn a new spell in place of one he already knows. In effect, the beguiler 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 one level lower than the highest-level beguiler spell the beguiler can cast. A beguiler may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. A beguiler need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell s level. Cantrips (Sp): Beguilers learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again. Armored Mage (Ex): At 1 st level, a beguiler is proficient with casting with limited mobility, allowing him to cast arcane spells with somatic components while wearing light armor, but not while using a shield (even if he is proficient with it). This training does not extend to other types of armor, nor does it apply to any arcane spells gained from another casting class. Trapfinding (Ex): A beguiler adds ½ his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A beguiler can use Disable Device to disarm magic traps. Cloaked Casting (Ex): Starting at 2 nd level, a beguiler's spells become more effective when cast against an unwary foe. The beguiler gains +1 to the spell's save DC and gains a +1 to overcome the spell resistance of any affected target. This bonus is only in effect against a foe who would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not). This bonus gains an additional +1 every six beguiler levels thereafter (8 th, 14 th, 20 th ). Advanced Learning (Ex): At 3 rd level and every 4 th level thereafter (7 th, 11 th, 15 th, 19 th ) a beguiler may add a new spell to his list from the Sorcerer/Wizard spell list. This spell must be of a level no higher than that of the highest-level spell you already know, and once added is considered a beguiler spell for the intents of any other beguiler abilities. Sneak Attack (Ex): If a beguiler can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. The beguiler's attack deals extra damage 2

3 anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the beguiler flanks his target. This extra damage is 1d6 at 4 th level, and increases by 1d6 every four beguiler levels thereafter. Should the beguiler score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a beguiler can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual 4 penalty. The beguiler must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A beguiler cannot sneak attack while striking a creature with concealment. Silent Spell (Ex): At 5 th level you gain Silent Spell as a bonus feat, even if you do not meet the prerequisites otherwise. Beguiler spells effected by this metamagic feat are not treated as if they were 1 level higher for spells per day, although they are still subject to the increased casting time normal for spontaneously casting metamagic enhanced spells. Improved Feint (Ex): At 6 th level you gain Improved Feint as a bonus feat, even if you do not meet the prerequisites otherwise. If the beguiler has already taken Improved Feint, the he gains Greater Feint instead. Still Spell (Ex): At 10 th level you gain Still Spell as a bonus feat, even if you do not meet the prerequisites otherwise. Beguiler spells effected by this metamagic feat are not treated as if they were 1 level higher for spells per day, although they are still subject to the increased casting time normal for sponta - neously casting metamagic enhanced spells. Beguiler Spell List The following are the spells available to the beguiler. Cantrips: Dancing Lights, Daze, Detect Magic, Flare, Ghost Sound, Haunted Fey Aspect, Know Direction, Light, Lullaby, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Read Magic, Resistance, Unwitting Ally 1 st Level Spells: Alarm, Anticipate Peril, Beguiling Gift, Borrow Skill, Call Weapon, Cause Fear, Charm Person, Compel Hostility, Comprehend Languages, Cultural Adaptation, Dancing Lantern, Delusional Pride, Disguise Self, Erase, Flare Burst, Fumbletongue, Haze of Dreams, Hideous Laughter, Hypnotism, Identify, Innocence, Lesser Confusion, Lock Gaze, Magic Mouth, Memory Lapse, Magic Aura, Negative Reaction, Obscure Object, Remove Fear, Share Language, Silent Image, Sleep, Swallow Your Fear, Tap Inner Beauty, Touch of Gracelessness, Unbreakable Heart, Undetectable Alignment, Unnatural Lust, Unprepared Combatant, Vanish, Ventriloquism, Vocal Alteration, Youthful Appearance 2 nd Level Spells: Alter Self, Animal Trance, Blindness/Deafness, Blistering Invective, Blur, Calm Emotions, Charitable Impulse, Communal Share Language, Compassionate Ally, Darkness, Daze Monster, Delay Pain, Detect Thoughts, Determine Depth, Disguise Other, Dust of Twilight, Enter Image, Enthrall, Ghostly Disguise, Glitterdust, Haunting Mists, Heroism, Hidden Speech, Hold Person, Honeyed Tongue, Hypnotic Pattern, Invisibility, Locate Object, Mad Hallucination, Minor Image, Mirror Image, Misdirection, Miserable Pity, Oppressive Boredom, Pilfering Hand, Pyrotechnics, Qualm, Reckless Infatuation, Retrieve Item, Scare, Seducer's Eyes, Share Memory, Silence, Steal Voice, Suggestion, Tongues, Trail of the Rose, Unadulterated Loathing, Whispering Wind 3

4 3 rd Level: Aura of the Unremarkable, Blink, Blot, Charm Monster, Clairaudience/Clairvoyance, Confusion, Crushing Despair, Curse of Disgust, Daylight, Deep Slumber, Dispel Magic, Displacement, False Alibi, Fear, Glibness, Good Hope, Illusory Script, Invisibility Sphere, Lesser Geas, Major Image, Malicious Spite, Martial Marionette, Overwhelming Grief, Remove Curse, Scrying, Secret Page, See Invisibility, Seek Thoughts, Slow, Smug Narcissism, Terrible Remorse, Vision of Hell, Witness 4 th Level: Apparent Master, Break Enchantment, Denounce, Detect Scrying, Dominate Person, Envious Urge, Freedom of Movement, Greater Invisibility, Hallucinatory Terrain, Hold Monster, Locate Creature, Mass Daze, Modify Memory, Primal Scream, Rainbow Pattern, Repel Vermin, Serenity, Shadow Conjuration, Shadow Step, Utter Contempt, Wandering Star Motes, Zone of Silence 5 th Level: Cloak of Dreams, Covetous Aura, Dream, False Vision, Foe to Friend, Greater Dispel Magic, Greater Heroism, Joyful Rapture, Mass Suggestion, Mind Fog, Mirage Arcana, Mislead, Persistent Image, Phantasmal Web, Seeming, Shadow Evocation, Shadow Walk, Unwilling Shield, Vengeful Outrage 6 th Level: Euphoric Tranquility, Eyebite, Find the Path, Fool's Forbiddance, Geas/Quest, Greater Scrying, Irresistible Dance, Mass Charm Monster, Overwhelming Presence, Permanent Image, Programmed Image, Project Image, Unconscious Agenda, Veil, Waves of Ecstasy 4

5 Dragon Shaman (Player's Handbook II) The Dragon Shaman is a cool class that really throws a wrench in the classic Paths to Power char - acter build ideology. They provide buffs like a bard, and damage effects like an arcane spell caster, but have the sturdiness to get into the fray of battle to spread some hurt face to face like a cleric. This build really just tightens up their focus, adjusts their aura progression to give them more variety, and gives them a little more melee ability in a thematic way. Alignment: Any, although often in line with their chosen dragon totem. Hit Die: d8 Starting Wealth: 2d6 x 10 gp (average 70 gp) Class Skills: Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (All) (Int), Linguistics (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha). Skill Ranks per Level: 4 + Int Modifier Lvl BAB Fort Ref Will Special Aura Bonus Auras Known 1 st Dragon Totem, Dragon Claw 1d nd Breath Weapon +1d rd Draconic Adaptation, Natural Armor th Breath Weapon +2d6, Energy Resistance th Dragon Claw 1d th Breath Weapon +3d th Natural Armor th +6/ Breath Weapon +4d th +6/ Draconic Resolve th +7/ Breath Weapon +5d6, Dragon Claw 1d th +8/ Natural Armor th +9/ Breath Weapon +6d th +9/ Energy Immunity th +10/ Breath Weapon +7d th +11/+6/ Natural Armor +4, Dragon Claw 1d th +12/+7/ Breath Weapon +8d th +12/+7/ Dragonic Wings th +13/+8/ Breath Weapon +9d th +14/+9/ Natural Armor th +15/+10/ Breath Weapon +10d6, Dragon Claw 1d Class Features: All of the following are class features of the dragon shaman. Weapon and Armour Proficiency: Dragon shamans are proficient with all simple weapons, and light and medium armor. Dragon Totem: A dragon shaman's fascination with true dragons and their power. At first level, a dragon shaman must decide which type of dragon to emulate, choosing among the chromatic (black, blue, 5

6 green, red, white) or metallic (brass, bronze, copper, gold, silver). Once chosen, this choice cannot be changed, as the totem informs most other aspects of the class. Type Energy Adaptation Type Energy Adaptation Brass Fire Spider Climb, Endure Elements Black Acid Water Born, Bog Walker Bronze Electricity Water Breathing, Disguise Self Blue Electricity Ventriloquism, Endure Elements Copper Acid Spider Climb, Uncanny Dodge Green Acid Water Born, Camouflage Gold Fire Draconic Luck Red Fire Detect Magic, Ash Born Silver Cold Feather Fall, Cloud Born White Cold Endure Elements, Ice Born Draconic Aura (Su): A dragon shaman can channel the mighty powers of dragonkind to project an aura that grants the shaman and her allies special benefits. Projecting an aura is a swift action, and only one aura can be projected at a time. An aura remains in effect until you use a free action to dismiss it, activate another in its place, or fall asleep or otherwise lose consciousness. A draconic aura affects the dragon shaman, and any allies within 10 feet of the dragon shaman. The bonus granted by a draconic aura begins as a +1 and increases by 1 every 5 th level thereafter (+2 at 5 th, +3 at 10 th, +4 at 15 th, +5 at 20 th ). This bonus stacks with everything but the aura of a second dragon shaman. In the case of a character being affected by two dragon shamans simultaneously, the aura and bonus of the highest-level dragon shaman is the one that affects the character. In the case of two shamans of equal power, the affected character may choose the aura to receive. The following is the list of possible draconic auras a dragon shaman may learn. Accuracy: Bonus on attack rolls equal to her draconic aura bonus. Agility: The dragon shaman receives a bonus on all Dexterity based skill checks and Reflex saves equal to her draconic aura bonus. Energy Shield: Any creature striking the dragon shaman (or those affected by her aura) with a natural or melee weapon are dealt an amount of energy damage equal to 2 x her aura bonus. This damage is of the same energy type as her breath weapon. Insight: The dragon shaman receives a bonus on all Intelligence based skill checks equal to her draconic aura bonus. Power: The dragon shaman gains a bonus on all Strength based skill checks and melee damage rolls equal to her draconic aura bonus. Presence: The dragon shaman receives a bonus on all Charisma based skill checks equal to her draconic aura bonus. Prowess: The dragon shaman gains a bonus on all Acrobatics, Climb, or Swim skill checks equal to her draconic aura bonus. Resistance: The dragon shaman gains resistance to your totem dragon's energy type equal to 5 x her aura bonus. Resolve: The dragon shaman receives a bonus on all Wisdom based skill checks and Will saves equal to her draconic aura bonus. Sense: The dragon shaman gains a bonus on Perception and Sense Motive checks as well as initiative checks equal to her draconic aura bonus. Stamina: The dragon shaman receives temporary hit-points equal to her draconic aura bonus per level and Fortitude saves equal to her draconic aura bonus. Swiftness: The dragon shaman increases his base speed (including climb, fly, and swim speeds) by 5 x her draconic aura bonus (in other words +5 feet for a +1 bonus; +10 feet for a +2 bonus; 6

7 etc.). The aura does not grant a fly or swim speed, but provides a bonus if the dragon shaman otherwise has one. Toughness: The dragon shaman gains DR 1/magic for each point of her aura bonus. Vigor: The dragon shaman gains Fast Healing equal to her draconic aura bonus. Dragon Claw (Ex): A dragon shaman's hands and feet gradually scale over and become more dragon-like in appearance. All unarmed strikes performed by the dragon shaman do lethal damage do not and provoke attacks of opportunity just as weapon based strikes would. In addition, the damage of her unarmed strikes increases by one die size every 5 levels (1d6 at 5th, 1d8 at 10th, 1d10 at 15th, and 1d12 at 20th). Breath Weapon (Su): Starting at 2 nd level, a dragon shaman gains a breath weapon corresponding to her totem dragon (see above). Regardless of the totem dragon, type of energy, or shape of the breath weapon, the dragon shaman deals 1d6 points of damage per 2 dragon shaman levels she has each time she breathes. Creatures and objects caught in the area of effect can make a Reflex save to instead take half the damage rolled. The DC for this save is 10 + one-half the dragon shaman's level + her Constitution modi - fier. Like true dragons, the dragon shaman must wait 1d4 rounds before he can use his breath weapon again. Cone shaped breath weapons have a range of 5 feet per d6 of damage. Line shaped breath weapons have a range of 10 feet per d6 of damage. Draconic Adaptation (Su): At third level, a dragon shaman takes on another iconic trait of their draconic totem, called an adaptation. These adaptations take the form of constant effect abilities based on the abilities of dragons. The above table lays out what adaptations each totem receives, and the following is an in depth discussion of them: Ash Born: The dragon shaman is unhindered by smoke, ash, or other fiery atmospheric effect, including those like a pyrotechnics spell or inside the caldera of a volcano. The ash born suffer no perception or attack penalties nor do they have trouble breathing in these conditions. Bog Walker: The dragon shaman is unhindered by swampy, boggy terrain, and can move unhindered through it as if it were solid, clear ground. Camouflage: The dragon shaman is able to use stealth or conceal themselves in any sort of natural terrain, even if the terrain does not grant cover or concealment Cloud Born: The dragon shaman is unhindered by mist, cloud, or vapor and suffer no penalties to perception or attack in these conditions. Detect Magic: The dragon shaman may use the detect magic spell as a spell-like ability at will. Disguise Self: The dragon shaman may use the disguise self spell as a spell-like ability. Draconic Luck: The dragon shaman may re-roll a single d20 roll a day, although she must take the second result, even if it is worse. Endure Elements: The dragon shaman is under the effects of the endure elements spell at all times. Feather Fall: The dragon shaman is under the effects of the feather fall spell at all times. Ice Born: The dragon shaman is unhindered by ice and snow, taking no penalties to movement or any other skill when trying to cross them. Spider Climb: The dragon shaman is under the effects of the spider climb spell at all times. Uncanny Dodge: The dragon shaman can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the 7

8 attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A dragon shaman with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her. If a dragon shaman already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead. Ventriloquism: The dragon shaman may use the ventriloquism spell as a spell-like ability. Water Born: The dragon shaman is unhindered by the effects of being underwater, no longer needing to breathe air and gaining a swim speed equal to their normal movement speed. Water Breathing: The dragon shaman is under the effects of the water breathing spell at all times. Natural Armor (Ex): At 3 rd level the dragon shaman's skin begins to take on a scaly appearance which grants her natural armor +1. This effect grows by 1 point every 4 levels thereafter (+2 at 7 th, +3 at 11 th, +4 at 15 th, +5 at 19 th ). Energy Resistance (Ex): At 4 th level, the dragon shaman has become inured to some of the effects of her totem's energy type, gaining energy resistance equal to her class level to that energy type. Draconic Resolve (Ex): At 9 th level, the dragon shaman is no longer plagued by the weakness of her humanoid body, becoming immune to paralysis and sleep effects, and the fear effects of dragons. Energy Immunity (Su): At 13 th level, the dragon shaman has become entirely immune to the elemental energy type of her totem dragon. Dragon Wings (Ex): At 17 th level, the dragon shaman grows a pair of wings that resemble those of your totem dragon. They allow her a fly speed of 60 feet with good manuverablity. 8

9 Duskblade (Player's Handbook II) There are many ways to build the archetypical warrior/mage hybrid character, most of them involving cross classing and prestige classes. Which is why the duskblade was such an intriguing character class to begin with. Combine that with the fact that it was a 20 level class that really made both halves of the equation make sense, and it was a no-brainer to update. The biggest thing done to pump up the original was to combine it with the best elements of the warmage class from Complete Arcane, runner up for the best way to create this archtype. Hit Die: d8 Starting Wealth: 4d6 x 10 gp (average 140 gp) Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Swim (Str) Skill Ranks per Level: 4 + Int Modifier Lvl BAB Fort Ref Will Special 1 st 2 nd 3 rd 4 th 5 th 6 th 1 st Edge, Armored Mage (Light) nd Arcane Channeling (1 Attack) rd Spell Power (+1) th Advanced Learning th Armored Mage (Medium) th +6/ Arcane Channeling (2 Attacks) th +7/ Spell Power (+2) th +8/ Advanced Learning th +9/ Armored Mage (Heavy) th +10/ th +11/+6/ Spell Power (+3) th +12/+7/ Advanced Learning th +13/+8/ Arcane Channeling (3 Attacks) th +14/+9/ th +15/+10/ Spell Power (+4) th +16/+11/+6/ Advanced Learning th +17/+12/+7/ Arcane Channeling (Full Attack) th +18/+13/+8/ th +19/+14/+9/ Spell Power (+5) th +20/+15/+10/ Advanced Learning Class Features: All of the following are class features of the duskblade. Weapon and Armour Proficiency: A duskblade is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (except tower shields). Spells: A duskblade casts arcane spells which are drawn from the duskblade spell list. A duskblade can cast any spell known without having to prepare it ahead of time. To learn or cast a spell, a duckblade must have an Intelligence score equal to at least 10 + the spells 9

10 level. The Difficulty Class for a saving throw against a duskblade's spell is 10 + the spell level + Int modifier. A duskblade can cast only a certain number of spells of each level per day. In addition the duskblade receives bonus spells per day with a high Intelligence score. For more information, see the Pathfinder Core Rulebook. Spells Known: A duskblade s selection of spells is extremely limited. A duskblade begins play knowing all of their 0-level spells and one 1 st level spell of their choice. At each new duskblade level, they gains one new spell of any level they can cast, chosen from the duskblade spell list. (Unlike spells per day, the number of spells a duskblade knows is not affected by her Intelligence score; the numbers are fixed.) Cantrips: Duskblades learn cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again. Eschew Materials (Ex): At first level, a duskblade can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, the duskblade must have the material component on hand to cast the spell, as normal. Edge (Ex): A duskblade is specialized in dealing damage with his spells. Whenever a duskblade casts a spell that deals hit points damage, he adds his Intelligence bonus (if any) to the amount of damage dealt. This bonus only applies to spells cast as a duskblade, and not to any that he may have by virtue of another spellcasting class. A single spell can never gain this extra damage more than once per casting, although area effect spells would deal the extra damage to all creatures in the effected area. A spell which produced to sepa - rate effects, however would only receive the bonus to one effect, even if both targeted the same enemy. Spells that deal damage for more than one round deal the extra damage each round until the effect fades. Scrolls scribed by a duskblade do not gain any benefit from edge, nor do scrolls activated by a duskblade. Only staves activated by the duskblade gain the advantage of edge, if applicable otherwise. Armored Mage (Ex): At 1 st level, the duskblade ignores arcane spell failure when wearing light armor and/or wielding a light shield. At 5 th level, the duskblade ignores arcane spell failure when wearing medium armor. At 9 th level, the duskblade ignores arcane spell failure when wearing heavy armor and/or wielding a heavy shield. This ability does not grant the duskblade the ability to cast spells from classes other than duskblade in armor. Arcane Channeling (Su): Beginning at 2 nd level, a duskblade can deliver a touch spell through their weapon with a melee attack as part of a standard or full attack action, but only for one attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved. If the attack misses, the spell still remains charged on the weapon until a successful melee attack is made, or until another spell is channeled through the weapon. If the touch spell has a longer duration, then the spell remains channeled in the weapon until that duration ends, or until a duskblade casts another spell. A duskblade cannot channel spells for attacks of opportunity. At 6 th level, a duskblade can channel a second touch spell as part of a full attack action, although a duskblade cannot channel the same spell twice during a round. At 13 th level, a duskblade can channel a third touch spell as part of a full attack action. At 17 th level, a duskblade can channel a touch spell into each melee attack they make during that 10

11 round Spell Power (Ex): At 3 rd level, the duskblade s spells that deal damage gain a +1 bonus to their save DC, if any. This bonus increases to by +1 for each 4 levels thereafter (7 th, 11 th, 15 th, and 19 th ). Advanced Learning (Ex): At 4 th level and every 4 th level thereafter (8 th, 12 th, 16 th, 20 th ) a duskblade may add one spell from the Sorcerer/Wizard list whose level she can cast to her list of spells known. Duskblade Spell List The following are the spells available to the duskblade. Cantrips: Acid Splash, Dancing Lights, Detect Magic, Disrupt Undead, Flare, Ghost Sounds, Ray of Frost, Read Magic, Touch of Fatigue 1 st Level: Blade Of Blood, Burning Hands, Cause Fear, Chill Touch, Color Spray, Fire Bolt, Jump, Lesser Deflect, Magic Weapon, Obscuring Mist, Ray Of Enfeeblement, Resist Energy, Rouse, Shocking Grasp, Stand, Swift Expedious Retreat, Tripping Hand, True Strike 2 nd Level: Acid Arrow, Animalistic Power, Bear's Endurance, Bull's Strength, Cat's Grace, Darkvision, Deflect, Dimension Hop, Ghoul Touch, Scorching Ray, See Invisibility, Seeking Ray, Spider Climb, Stretch Weapon, Striking Fist, Sure Strike, Swift Fly, Swift Invisibility, Touch Of Idiocy 3 rd Level: Crown Of Might, Crown Of Protection, Dispelling Touch, Doom Scarabs, Energy Aegis, Energy Surge, Greater Magic Weapon, Halt, Keen Edge, Protection From Energy, Ray Of Exhaustion, Regroup, Vampiric Touch 4 th Level: Channeled Pyroburst, Dimension Door, Dispel Magic, Enervate, Fire Shield, Interposing Hand, Phantasmal Killer, Shout, Toxic Weapon 5 th Level: Chain Lightning, Clenched Fist, Disintegrate, Hold Monster, Poison, Slashing Dispel, Sonic Shield, Waves Of Fatigue 6 th Level: Finger Of Death, Horrid Wilting, Greater Shout, Polar Ray, Waves Of Exhaustion, Sunburst, Wail Of The Banshee, Weird 11

12 Hexblade (Complete Warrior) The hexblade class is one of those extended classes that really had a cool idea, but a frankly terrible execution. This then is not just a Pathfinder update, but a complete overhaul to get more of the meat of the concept. This remake is not mine, but by a fellow named master arminas here on the official pathfinder forums: Alignment: Any non-lawful Hit Die: d10 Starting Wealth: 4d6 x 10 gp (average 140 gp) Class Skills: Bluff (Cha); Climb (Str); Craft (Int); Fly (Dex); Intimidate (Cha); Knowledge (Arcana) (Int); Perception (Wis); Profession (Wis), Ride (Dex); Spellcraft (Int); Stealth (Dex); and Swim (Str) Skill Ranks per Level: 4 + Intelligence modifier Lvl BAB Fort Ref Will Special 1 st 2 nd 3 rd 4 th 1 st Hex Pool, Curse nd Arcane Grace rd Harrier, Stalwart th Familiar th Bonus Feat, Quickcast th +6/ Aura of Unluck th +7/ Cursed Blade th +8/ Fighter Training th +9/ Greater Curse th +10/ Bonus Feat, Dispelling Hex th +11/+6/ Mass Curse th +12/+7/ Improved Aura of Unluck th +13/+8/ Counter Hex th +14/+9/ Stolen Luck th +15/+10/ Bonus Feat th +16/+11/+6/ Hexblade Insight th +17/+12/+7/ Dire Curse th +18/+13/+8/ Greater Aura of Unluck th +19/+14/+9/ th +20/+15/+10/ Bonus Feat, Witchlord Class Features: All of the following are class features of the hexblade. Weapon and Armour Proficiency: Hexblades are proficient with all simple and martial weapons. They are proficient in light and medium armor, but not with shields. He can cast hexblade spells while wearing light or medium armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a hexblade wearing heavy armor, or a using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass hexblade still incurs the normal arcane spell failure chance for arcane spells received from other classes. Hex Pool (Su): At 1 st level, the hexblade gains a reservoir of mystical arcane energy that he can 12

13 draw upon to fuel his powers and enhance his weapon. This hex pool has a number of points equal to his hexblade level (minimum 1) + his Charisma modifier. The pool refreshes once per day when the hexblade refreshes his spell slots. At 1 st level, the hexblade can expend 1 point from his hex pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1 st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17 th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5 th level, these bonuses can be used to add any one of the following weapon properties: flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, or thundering. Adding these properties consumes an amount of bonus equal to the property s base price modifier. The hexblade can add only a single magical property to his weapon at any one time, regardless of the hexblade s class level. Adding a second property while another is still in effect immediately ends the first property. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the hex pool point is spent and cannot be changed until the next time the hexblade uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the hexblade. A hexblade can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends. Curse (Su): At 1 st level, the hexblade is able to bestow a curse on a person of his choice. He may unleash a curse by spending 1 point of his hex pool on a target that the hexblade can see and is within 60 feet of; this is a swift action and the hexblade may only bestow a single curse each round. Spell resistance does not apply to a curse, but the target does get a Will save (DC 10 plus ½ the hexblade s level plus the hexblade s Charisma modifier) to partially negate the effect. If the target fails his saving throw, he suffers a penalty of -2 on all attack rolls, damage rolls, saving throws, skill checks, ability checks, CMB, CMD, and armor class for the next hour. A successful save by the target reduces the penalties to -1 and cuts the dura - tion to just one round. A curse can by ended prematurely by any effect that can remove a curse. The effect of a curse does not stack, but the duration can be extended through multiple uses. Arcane Grace (Su): At 2 nd level, the hexblade gains a bonus equal to his Charisma bonus (if any) on all saving throws. Harrier (Ex): At 3 rd level, when an opponent tries to cast an arcane spell within a hexblade's threatened area, the DC for that caster to cast defensively increases by 2. At 10 th level, and again at 17 th level, the DC to cast defensively increases by an additional 2, to a maximum DC increase of 6 at 17 th level. Stalwart (Ex): A hexblade receives training in not only delivering spells while in combat, but in resisting them. Similar to the evasion ability possessed by rogues, stalwart allows a hexblade to shrug off the effects of spells that have a Fortitude or Will saving throw that have a reduced effect on a successful save (such as Will half or Fortitude partial). A successful saving throw by the hexblade against these types of spells results in no effect to the hexblade. Hexblade s Familiar (Ex): At 4 th level, the hexblade forms a powerful bond with an animal, magical beast, outsider, or elemental that becomes his constant companion and partner. The hexblade can choose any of the standard wizard familiars, treating his hexblade class level as his wizard level for this purpose only. The hexblade s familiar gains all of the standard familiar abilities, but the rate of progression is slower 13

14 than that of a wizard or sorcerer. The hexblade's familiar improves as if he were a wizard three levels lower. In addition, the hexblade s familiar gains a +1 enhancement bonus on all attack and damage rolls. This enhancement bonus increases by +1 at 8 th level, and every four hexblade levels gained thereafter, to a maximum of +5 at 20 th level. In all other respects, treat the hexblade s familiar as a normal familiar. Spellcasting: Beginning at 4 th level, a hexblade gains the ability to cast a small number of arcane spells which are drawn from hexblade spell list. A hexblade can cast any spell he knows without preparing ahead of time. To learn or cast a spell, a hexblade must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a hexblade s spell is 10 + the spell level + the hexblade s Charisma modifier. Like other spellcasters, a hexblade can cast only a certain number of spells of each spell level per day. His base daily allotment is given on the class table above. In addition, he receives bonus spells per day if he has a high Charisma score. A hexblade s selection of spells in extremely limited. At 4 th level, a hexblade gains knowledge of two 0- and two 1 st level spells of his choice. At each new hexblade level, he gains knowledge of one or more new spells from the hexblade spell list, as indicated on the table below. Upon reaching 7 th level, and every three hexblade levels gained thereafter (10 th ; 13 th ; 16 th ; and 19 th ), a hexblade can choose to learn a new spell in place of one he already knows. In effect, the hexblade 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. A hexblade may swap only a single spell at any given time, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. Unlike a paladin or a ranger, a hexblade need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. To regain his daily spell slots, a hexblade must spend 1 hour each day in quiet meditation where he clears his mind and refreshes his arcane energies. Through 3 rd level, a hexblade has no caster level. At 4 th level and higher, his caster level is equal to his hexblade level -3. Cantrips: Hexblades learn cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again. Bonus Feats: At 5 th level, and every five hexblade levels gained thereafter, a hexblade gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats, as well as the following feats: Ability Focus (Curse); Extra Hex*; Greater Spell Focus; Greater Spell Penetration; Improved Familiar; Spell Focus; and Spell Penetration. He must meet the prerequisites for these feats as normal. *Extra Hex is a feat that adds +2 points to his hex pool. This feat may be taken multiple times and its benefits stack. Quickcast (Ex): At 5 th level, a hexblade gains the ability to quicken a limited number of his spells each day. By spending 1 point from his hex pool, any hexblade spell cast by the hexblade with a casting time of one standard action or less can instead be cast as a swift action. Unlike the quicken spell feat, the use of this ability does not require the hexblade to use a higher level spell slot in order to cast this spell. Aura of Unluck (Su): At 6 th level, a hexblade can spend 1 point from his hex pool to invoke an aura around himself that causes any melee or ranged attack (including spells) made against the hexblade to suffer a 20% miss chance (similar to concealment) and any sneak attacks or critical hits inflicted on the 14

15 hexblade have a 20% chance to be negated (similar to fortification). The hexblade can activate this aura in an instant as a reaction to an attack upon them. Activating the aura of unluck is an immediate action, and the aura lasts for 3 rounds plus 1 round per point of the hexblade s Charisma modifier (minimum of 1). Cursed Blade (Su): At 7 th level, a hexblade can spend 2 points from his hex pool as a swift action to curse the wounds inflicted by his melee attacks for one round. Any creature injured by a melee weapon wielded by the hexblade must make a Will save (DC 10 + ½ the hexblade s level + the hexblade s Charisma modifier) or suffer a cursed wound. The cursed wound cannot be healed until the curse has removed via a remove curse, break enchantment, or similar effect. All creature s injured by the hexblade during the round the cursed blade is active must save versus this effect. Like all damage, the damage inflicted by a cursed blade stacks with itself. Fighter Training (Ex): At 8 th level, a hexblade counts ½ his total hexblade level as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, these levels stack. Greater Curse (Su): At 9 th level, the hexblade s curse ability improves. If the target fails his saving throw, he suffers a penalty of -4 on all attack rolls, damage rolls, saving throws, skill checks, ability checks, CMB, CMD, and armor class for the next hour. A successful save by the target reduces the penalties to -2 and cuts the duration to just one round. Dispelling Curse (Su): At 10 th level, whenever the hexblade hits an opponent in melee, and that opponent has one or more magical effects currently active on their person, the hexblade can expend 2 points from his hex pool to trigger a targeted dispel magic on his opponent. Mass Blight (Su): At 11 th level, the hexblade can choose to affect all targets in a 20-foot radius burst with his curse ability (but not his greater curse ability). At 19 th level, the hexblade can choose to affect all targets in a 20-foot radius burst with his greater curse ability (but not his dire curse ability). Improved Aura of Unluck (Su): At 12 th level, when the hexblade activates his Aura of Unluck ability, the miss chance is 35% and he gains a 35% to negate sneak attacks and critical hits. Counter Curse (Su): At 13 th level, the hexblade can expend 2 points from his hex pool as an immediate action to force one opponent within 60 feet to reroll an attack roll or saving throw he has just made. Stolen Luck (Ex): At 14 th level, the hexblade can, as a free action once per day, reroll any d20 roll that he has just made. The hexblade must take the results of the second roll, even if they are worse than the previous roll. At 20 th level, he may use this ability three times per day. Hexblade s Insight (Ex): At 16 th level, the hexblade gains arcane insight into the ways of magic. He can select eight new spells from the abjuration, enchantment, necromancy, or transmutation schools of the sorcerer/wizard spell list and add them to his spells known. He gains two spells each of 1 st, 2 nd, 3 rd, and 4 th level. Dire Curse (Su): At 17 th level, the hexblade s curse ability once again grows more potent. If the target fails his saving throw, he suffers a penalty of -6 on all attack rolls, damage rolls, saving throws, skill checks, ability checks, CMB, CMD, and armor class for the next hour. A successful save by the target reduces the penalties to -3 and cuts the duration to just one round. Greater Aura of Unluck (Su): At 18 th level, when the hexblade activates his aura of unluck ability, the miss chance is 50% and he gains a 50% to negate sneak attacks and critical hits. Witchlord: At 20 th level, the hexblade s ability to meld sword and sorcery becomes seamless. When the hexblade scores a critical hit with a melee weapon on an opponent, he may (as a free action, but no 15

16 more than once per round) cast any spell that he knows and has a spell slot available to cast at the opponent who suffered the critical hit. The hexblade receives a competence bonus of +4 on the save DC (if any) of the spell that he casts when using this ability. He also gains a competence bonus of +4 on any caster level check made to overcome any spell resistance that his opponent might have. Hexblade Spell List The following are the spells available to the hexblade. Cantrips: Bleed; Dancing Lights; Detect Magic; Detect Poison; Light; Mage Hand; Mending; Open/Close; Prestidigitation; Read Magic 1 st level Spells: Alarm; Bleed; Cause Fear; Charm Person; Comprehend Languages; Disguise Self; Endure Elements; Expeditious Retreat; Feather Fall; Hideous Laughter; Hold Portal; Identify; Jump; Magic Aura; Mount; Obscuring Mist; Protection from Alignment; Sleep; Undetectable Alignment; Unseen Servant 2 nd level Spells: Alter Self; Arcane Lock; Bear s Endurance; Blindness/Deafness; Bull s Strength; Darkness; Darkvision; Eagle s Splendor; Enthrall; False Life; Fog Cloud; Glitterdust; Invisibility; Knock; Levitate; Locate Object; Make Whole; Mirror Image; Obscure Object; Phantom Trap; Protection from Arrows; Pyrotechnics; Rage; Resist Energy; Scare; See Invisibility; Shatter; Spider Climb; Summon Swarm; Touch of Idiocy; Whispering Wind 3 rd level Spells: Arcane Sight; Beast Shape I; Clairaudience/Clairvoyance; Charm Monster; Confusion; Deep Slumber; Dispel Magic; Fly; Invisibility Sphere; Magic Circle against Alignment; Nondetection; Phantom Steed; Poison; Protection from Energy; Ray of Exhaustion; Repel Vermin; Slow; Stinking Cloud; Vampiric Touch; Wind Wall 4 th level Spells: Baleful Polymorph; Beast Shape II; Bestow Curse; Contact Other Plane; Crushing Despair; Detect Scrying; Dimension Door; Dominate Person; Elemental Body I; Enervation; Fear; Invisibility, Greater; Locate Creature; Phantasmal Killer; Rusting Grasp; Scrying; Sending; Solid Fog 16

17 Manifest Blade Manifest Blades are a specialized arcane class that channels arcane talent directly into the creation of a semisolid magical blade which they utilize in combat, rather than spells. They have been adapted from the Soulknives from Expanded Psionics Handbook for use in non-psionic settings. Alignment: Any Hit Die: d10 Starting Wealth: 2d6 x 10 gp (average 70 gp) Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Knowledge (arcane) (Int), Perception (Wis), Profession (Wis), and Stealth (Dex). Skill Ranks per Level: 6 + Int Modifier Lvl BAB Fort Ref Will Special 1 st Bonus Feat, Arcane Blade, Throw Blade, Shape Blade 2 nd Blade Skill 3 rd Arcane Strike (+1d8) 4 th Blade Skill, Enhance Blade +1 5 th Free Draw 6 th +6/ Blade Skill 7 th +7/ Arcane Strike (+2d8) 8 th +8/ Blade Skill, Enhance Blade +2 9 th +9/ th +10/ Blade Skill 11 th +11/+6/ Arcane Strike (+3d8) 12 th +12/+7/ Blade Skill, Enhance Blade th +13/+8/ th +14/+9/ Blade Skill 15 th +15/+10/ Arcane Strike (+4d8) 16 th +16/+11/+6/ Blade Skill, Enhance Blade th +17/+12/+7/ th +18/+13/+8/ Blade Skill 19 th +19/+14/+9/ Arcane Strike (+5d8) 20 th +20/+15/+10/ Blade Skill, Enhance Blade +5 Class Features: All of the following are class features of the manifest blade. Weapon and Armour Proficiency: All simple weapons, their own arcane blades, light armor, and shields (except tower shields). Bonus Feat (Ex): The manifest blade may choose Power Attack, Two-Weapon Fighting, or Weapon Focus (arcane blade) as a bonus feat at 1 st level. Arcane Blade (Su): As a move action, a manifest blade can create a semisolid blade composed of arcane energy. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium manifest blade materializes a Medium arcane blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19 20/ 2). Manifest blades who are 17

18 smaller or larger than Medium create arcane blades identical to short swords appropriate for their size, with a corresponding change to the blade s damage. The wielder of an arcane blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus. Regardless of the weapon form a manifest blade has chosen, her arcane blade does not have a set damage type. When shaping her weapon and assigning abilities to it, the manifest blade chooses whether it will deal bludgeoning, piercing, or slashing damage. The manifest blade may change the damage type of an existing arcane blade, or may summon a new arcane blade with a different damage type, as a full-round action; otherwise, the arcane blade retains the last damage type chosen every time it is summoned. The blade can be broken (it has hardness 10 and 10 hit points); however, a manifest blade can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). An arcane blade is considered a magic weapon for the purpose of overcoming damage reduction. A manifest blade can use feats such as Power Attack or Combat Expertise in conjunction with the arcane blade just as if it were a normal weapon. He can also choose arcane blade for feats requiring a specific weapon choice, such as Weapon Specialization. Spells or abilities that upgrade weapons can be used on an arcane blade. A manifest blade s arcane blade improves as the character gains higher levels. At 4 th level and every four levels thereafter, the arcane blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8 th level, +3 at 12 th level, +4 at 16 th level, and +5 at 20 th level). Even in places where arcane effects do not normally function, a manifest blade can attempt to sustain his arcane blade by making a DC 20 Will save. On a successful save, the manifest blade maintains his arcane blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the arcane blade vanishes. As a move action on his turn, the manifest blade can attempt a new Will save to re-materialize his arcane blade while he remains within the arcane negating effect. Throw Arcane Blade (Ex): A manifest blade can throw his arcane blade as a ranged weapon with a range increment of 30 feet. Whether or not the attack hits, a thrown arcane blade then dissipates. A mani - fest blade of 3 rd level or higher can make an arcane strike (see below) with a thrown arcane blade and can use the blade in conjunction with other special abilities. When thrown, an arcane blade always deals 1d6 damage, as if it was formed in the light weapon configuration, regardless of the form it was in just before being thrown. Shape Arcane Blade (Su): A manifest blade gains the ability to change the form of his arcane blade. As a full-round action, he can change his arcane blade to replicate a longsword (damage 1d8 for a Medium weapon wielded as a one-handed weapon) or a bastard sword (damage 1d10 for a Medium weapon, but he must wield it as a two-handed weapon unless he knows the Exotic Weapon Proficiency (bastard sword) feat). If a manifest blade shapes his arcane blade into the form of a bastard sword and wields it two-handed, he adds 1-1/2 times his Strength bonus to his damage rolls, just like when using any other two-handed weapon. Alternatively, a manifest blade can split his arcane blade into two identical short swords, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, both arcane blades have an enhancement bonus 1 lower than the manifest blade would otherwise create with a single arcane blade. Blade Skills (Su): Beginning at 2 nd level and every even manifest blade level thereafter, a manifest 18

DRACONIANS IN PATHFINDER

DRACONIANS IN PATHFINDER DRACONIANS IN PATHFINDER DRACONIAN TRAITS Disease Immunity (Ex) All draconians possess immunity to disease. Dragon Sight All draconians possess darkvision 120 ft., low-light vision, blindsense 60 ft.,

More information

Starting Wealth: 5d6 10 gil (average 175 gil.) In addition, each character begins play with an outfit worth 10 gil or less.

Starting Wealth: 5d6 10 gil (average 175 gil.) In addition, each character begins play with an outfit worth 10 gil or less. Holy Knight The compassion to pursue good, the will to uphold law, and the power to defeat evil these are the three weapons of the holy knight. Few have the purity and devotion that it takes to walk the

More information

Alignment: Any Chaotic alignment. Hit Die: d6.

Alignment: Any Chaotic alignment. Hit Die: d6. Illusionist Some hold truth to be the greatest virtue, but it can do more damage than fiction. Everyone lives in a constant state of deception. White lies, false smiles, and secret thoughts keep society

More information

The Card-Mage A Homebrew D&D 3.5e Base Class, by Tristan Payne.

The Card-Mage A Homebrew D&D 3.5e Base Class, by Tristan Payne. The Card-Mage A Homebrew D&D 3.5e Base Class, by Tristan Payne. NOTE: Class requires player to use a standard 52 deck-of-cards, (+2 Optional Jokers). Recommended Abilities: CHA (Spell-casting modifier),

More information

CONDITIONAL MODIFIERS

CONDITIONAL MODIFIERS CHARACTER NAME PLAYER NAME FACTION CLASS GENDER ALIGNMENT DEITY LEVEL RACE AGE HEIGHT EYES HAIR NAME STR STRENGTH HP HIT POINTS NON LETHAL WOUNDS ELEMENTAL RESISTANCE REDUCTION TERITY CON INT INTELLIGENCE

More information

Linguistics +2 INT (0) 2 Perception +8 WIS (1) 4. Spellcraft +4 INT (0) 1 Stealth +3 DEX (2) 1. Damage / Current HP. Survival +5 WIS (1) 1

Linguistics +2 INT (0) 2 Perception +8 WIS (1) 4. Spellcraft +4 INT (0) 1 Stealth +3 DEX (2) 1. Damage / Current HP. Survival +5 WIS (1) 1 Male human ranger 5 - CR 4 Lawful Good Humanoid (Human); Age: 18; Height: 5' 9"; Weight: 175lb. STR STRENGTH 16 +3 DEX DEXTERITY 15 CON CONSTITUTION 14 Endurance: +4 to continue running, vs. nonlethal

More information

This file uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy.

This file uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. SANDMAN CR 3 NE Medium outsider (earth, elemental, extraplanar) Init +5; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +7 Aura sleep (20 ft., DC 14) AC 15, touch 11, flat-footed 14 (+1 Dex,

More information

This file uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy.

This file uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. TOWER GUARDS CR 3 Ratfolk fighter 2/rogue 2 (Pathfinder RPG Bestiary 3 231) N Small humanoid (ratfolk) Init +8; Senses darkvision 60 ft.; Perception +10 AC 19, touch 15, flat-footed 15 (+3 armor, +4 Dex,

More information

Damage / Current HP. Crit: x2 1-Hand, B. Crit: 19-20/x2 Rng: 10' Light, P/S. Alertness. Crit: 19-20/x2 Rng: 120' 2-Hand, P

Damage / Current HP. Crit: x2 1-Hand, B. Crit: 19-20/x2 Rng: 10' Light, P/S. Alertness. Crit: 19-20/x2 Rng: 120' 2-Hand, P Icobus Basilisk Player: Chris Kanute Male Human (Taldan) Oracle 3 - CR 2 Chaotic Good Humanoid (Human); Deity: Azathoth; Age: 18; Height: 5' 10" ; Weight: 135lb.; Eyes: Green; Hair: Red; Skin: Pale Ability

More information

Initiative. Hit-Points

Initiative. Hit-Points Name Classes/Levels Character Level Race Alignment Height Weight Description Campaign Ability Scores STR CON MOD Temp Score Temp Initiative ifier Misc HitPoints HitDice Max Wounds Healing ( / ) Nonlethal

More information

Table: The Kingsglaive. Glaive Maximum Enhancement Bonus. Base Attack Bonus. Fort Save. Ref Save. Will Save. Special. Level

Table: The Kingsglaive. Glaive Maximum Enhancement Bonus. Base Attack Bonus. Fort Save. Ref Save. Will Save. Special. Level Kingsglaive Trained from an early age in the art of war and sworn to the service of a king, the kingsglaive holds a position of power and respect in many lands, often serving as the voice and justice of

More information

DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC Character Sheet Dev Ashish Warlock,99 Character Name Level Class Paragon Path Epic Destiny Total XP Human Medium Male 4 lb. Unaligned Race Size Age Gender Height Weight Alignment Deity Adventuring Company

More information

Logo and Ampersand TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

Logo and Ampersand TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use. ATK DAMAGE TYPE / WEIGHT + 0 ++ 7 9 0 DRAGON ANCESTOR DRACONIC RESILIENCE ELEMENTAL AFFINITY DRAGON WINGS DRACONIC PRESENCE AC WEIGHT RESOURCE CURRENT / Logo and Ampersand TM & 0 Wizards of the Coast LLC.

More information

Swords Against Owlbears Print Book Errata - 17 June 2017

Swords Against Owlbears Print Book Errata - 17 June 2017 Swords Against Owlbears Print Book Errata - 17 June 2017 Revised Monster Mutant Boar Piggy shouldn t be! Piggy shouldn t be! Large 7th level wrecker [BEAST] Initiative: +10 Smash and Gore +12 vs. AC (two

More information

0-LEVEL RED MAGE SPELLS

0-LEVEL RED MAGE SPELLS Red Mage Spell List 0-LEVEL RED MAGE SPELLS Alleviate: Ends a sickened condition for a target. Burst of Light: Dazzles one creature (-1 on attack rolls). Daze: A single humanoid creature with 4 HD or less

More information

Athletics - climb, jump, and swim.

Athletics - climb, jump, and swim. mini_screen5ev2.fm Page 1 Monday, March 16, 2015 8:45 AM Strength skills Athletics - climb, jump, and swim. Dexterity skills Acrobatics - balance and tumble Sleight of Hand - pick pockets and manual trickery.

More information

Danelle 12 Paladin Justiciar Character Name Level Class Paragon Path Epic Destiny Total XP

Danelle 12 Paladin Justiciar Character Name Level Class Paragon Path Epic Destiny Total XP Danelle Page Roy Character Sheet Player Name Roy Danelle Justiciar 3.000 Character Name Level Class Paragon Path Epic Destiny Total XP Human Medium Female.67m 6kg Lawful Good Habbakuk Chester Race Size

More information

Everyman Unchained: Unchained Rage

Everyman Unchained: Unchained Rage Everyman Unchained: Unchained Rage Author: Alexander Augunas Cover Design: Alexander Augunas Cover Art: Jacob Blackmon Interior Art: Jacob Blackmon Designation of Product Identity All company names, logos,

More information

Damage / Current HP. Crit: 2 Rng: 20' Light, P. Crit: N/A Ammo

Damage / Current HP. Crit: 2 Rng: 20' Light, P. Crit: N/A Ammo Pippa Locksley Player: Abbie Lammel Female halfling rogue 2/sorcerer 1 - CL3 - CR 2 Chaotic Good Humanoid (Halfling); Deity: Calistria; Age: 35; Height: 2' 8"; Weight: 30 lb.; Eyes: Green; Hair: Blond;

More information

SorCerer Card deck SPeLLS CLaSS features * talents

SorCerer Card deck SPeLLS CLaSS features * talents SorCerer Card deck SPeLLS CLaSS features talents Customizable Character Class Deck compatible with 13th Age, and The Archmage Engine Sorcerer Card deck Design by Kazekami kazekami303@gmail.com Version

More information

Class: Level: Height: 5' 8" Weight: 170 Class: Level: Hair: Black Eyes: Brown Class: Level: Skin: Tan Size: Medium

Class: Level: Height: 5' 8 Weight: 170 Class: Level: Hair: Black Eyes: Brown Class: Level: Skin: Tan Size: Medium Tlilpotonqui Name: Race: Human Alignment: Origin/Birthland: Chichimenca Religion: Xbalanque LG Class: Cleric Level: 2 Gender: M Age: 32 Class: Level: Height: 5' 8" Weight: 7 Class: Level: Hair: Black Eyes:

More information

DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC Ginn & Tonique Page Character Sheet Player Name Ginn & Tonique 8,000 Character Name Level Class Paragon Path Epic Destiny Total XP Kalashtar Medium Ioun Race Size Age Gender Height Weight Alignment Deity

More information

Pabst B. Ribbit 8 Assassin 13,000 Character Name Level Class Paragon Path Epic Destiny Total XP

Pabst B. Ribbit 8 Assassin 13,000 Character Name Level Class Paragon Path Epic Destiny Total XP Pabst B. Ribbit Page Character Sheet Player Name Pabst B. Ribbit 8 3,000 Character Name Level Class Paragon Path Epic Destiny Total XP Bullywug Medium Race Size Age Gender Height Weight Alignment Deity

More information

DARK CREEPER Death Throes (Su) Poison Use (Ex) HUMAN ZOMBIE

DARK CREEPER Death Throes (Su) Poison Use (Ex) HUMAN ZOMBIE DARK CREEPER CN Small humanoid (dark folk) Init +3; Senses see in darkness; Perception +4 AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size) hp 19 (3d8+6) Fort +3, Ref +6, Will +1 Weaknesses light

More information

Wayfarer Cirqueliste (Prestige Class)

Wayfarer Cirqueliste (Prestige Class) Wayfarer Cirqueliste (Prestige Class) Travelers of a thousand lands. Performers of ancient legends and living myths. Those who are above borders. The Wayfarer Cirque has turned its humble beginning as

More information

EMERALD SPIRE LEVEL 7 SHRINE OF THE AWAKENER

EMERALD SPIRE LEVEL 7 SHRINE OF THE AWAKENER EMERALD SPIRE LEVEL 7 SHRINE OF THE AWAKENER These stat blocks and other notes were compiled by James McTeague. If you notice any errors, please contact me at iammars21@gmail.com. This document uses trademarks

More information

# of minis. Minis. Base Size. Vulture. Small Medium Medium Medium Large Large Medium Large. Bandits Dogs Horses. Part. Part 2. Part Part Part.

# of minis. Minis. Base Size. Vulture. Small Medium Medium Medium Large Large Medium Large. Bandits Dogs Horses. Part. Part 2. Part Part Part. Prep Checklist Minis Base Size # of minis I I 3 3 4 * Optional Vulture Goblin Dogs* Bandits Dogs Horses Assassin Vine Harpy Animated Object Small Large Large Large 4 4 3 This file uses trademarks and/or

More information

This file uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy.

This file uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. Gray Ooze XP 1,200 N Medium ooze Init 5; Senses blindsight 60 ft.; Perception 5 AC 5, touch 5, flat-footed 5 ( 5 Dex) hp 50 (4d8+32) Fort +9, Ref 4, Will 4 Defensive Abilities ooze traits; Immune cold,

More information

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. EPIC PRESTIGE CLASS PROGRESSIONS

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. EPIC PRESTIGE CLASS PROGRESSIONS This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. EPIC PRESTIGE CLASS PROGRESSIONS EPIC ARCANE ARCHER Hit Die: d8. Skill Points at Each

More information

DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC Character Sheet Player Name Brian S. Stephan Shael Aethellosuir 6,44 Character Name Level Class Paragon Path Epic Destiny Total XP Eladrin Medium 4 Male 6'0" 66 lb. Unaligned Kord 40400 Race Size Age Gender

More information

PALADIN. quick reference D &D 5 E

PALADIN. quick reference D &D 5 E PALADIN quick reference D &D 5 E Prof. Bonus st nd rd th st + Divine Sense, Lay on Hands nd + Fighting Style, Spellcasting, Divine Smite rd + Divine Health, Sacred Oath th + Ability Score Increase + Extra

More information

Converting to SEG. The following is a correlation between CoC Characteristics and SEG Attributes:

Converting to SEG. The following is a correlation between CoC Characteristics and SEG Attributes: Converting to SEG Call of Cthulu Attributes Divide all attribute scores by 2 and round fractions down. The following is a correlation between CoC Characteristics and SEG Attributes: CoC Characteristic

More information

Prototype Character Creation

Prototype Character Creation Prototype Character Creation Even for a 1 st -level character, the process of character creation can be an involved one, which requires lots of decisions. While some players, particularly those who have

More information

Class Information The following information pertains to the Technomancer advanced class.

Class Information The following information pertains to the Technomancer advanced class. The Technomancer The Technomancer is a Mage who specializes in magic that interacts with technology. He casts arcane spells and builds powerful magic items. This interaction between magic and technology

More information

HS Dungeons A dungeon crawl game by Matt InfinityMax Drake With special thanks to the guys at Heroscapers.com

HS Dungeons A dungeon crawl game by Matt InfinityMax Drake With special thanks to the guys at Heroscapers.com HS Dungeons A dungeon crawl game by Matt InfinityMax Drake With special thanks to the guys at Heroscapers.com This game is playable by 1-4 people. There are a total of four characters, divided evenly between

More information

Version Character Creation

Version Character Creation Version 1.85 Character Creation 1. Pick a race. Choose any race that fits your character concept. Races have no effect on ingame stats and exist only for roleplaying purposes. 2. Pick a class. Each class

More information

D&D 5th Edition: THE WITCHER CLASS

D&D 5th Edition: THE WITCHER CLASS D&D 5th Edition: THE WITCHER CLASS Indeed, naught is more repulsive than these monsters that defy nature and are known by the name of witcher, as they are the offspring of foul sorcery and witchcraft.

More information

DEFENSE AC 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 shield, +1 size) hp 6 (1d10+1) Fort +3, Ref +2, Will 1

DEFENSE AC 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 shield, +1 size) hp 6 (1d10+1) Fort +3, Ref +2, Will 1 Goblin Warriors (L) LOCAL DC (Goblin) XP 135 Goblin warrior 1 NE Small humanoid (goblinoid) Init +; Senses darkvision 0 ft.; Perception 1 AC 1, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 shield, +1

More information

Rng: 20 ft./60 ft. Finesse, Light, Thrown. All Eyes On You. Cunning Action. Rng: 150 ft./600 ft. Ammunition, Heavy, Two-Handed.

Rng: 20 ft./60 ft. Finesse, Light, Thrown. All Eyes On You. Cunning Action. Rng: 150 ft./600 ft. Ammunition, Heavy, Two-Handed. Player: Zack Mullenix Male High Elf Rogue 5 - CR 2 Chaotic Good Humanoid; Atheist; Background: Far Traveller; Age: 27; Height: 6'; Weight: 170lb. Ability Score Modifier Saving Throw STR 8-1 STRENGTH -1

More information

Alignment: Any non-good alignment. Hit Die: d6.

Alignment: Any non-good alignment. Hit Die: d6. Necromancer A practitioner of vile and forbidden arts, the necromancer roots about in graveyards, searching out moldering components for her obscene spells. She calls upon restless, tormented spirits of

More information

DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC Character Sheet Player Name Brian S. Stephan Bon Odori 4 Invoker,9 Character Name Level Class Paragon Path Epic Destiny Total XP Human Medium 9 Male '0" 4 lb. Lawful Good Bahamut Scions of Possession Race

More information

Blackguard/Necromancer Spell List:

Blackguard/Necromancer Spell List: Blackguard/Necromancer Spell List: Minor Life Tap: Damages a Living creature for 5 points of damage and heals you for 2 Hit Points. Open Lock: Able to instantly unlock any lock that has a level of 3 or

More information

Spellcaster This term is used throughout the book to refer to situations that are true for both wizards and apprentices.

Spellcaster This term is used throughout the book to refer to situations that are true for both wizards and apprentices. Errata, Clarifications, and FAQ Spellcaster This term is used throughout the book to refer to situations that are true for both wizards and apprentices. Chapter 1: Wizards and Warbands Shooting Stat The

More information

Prof Features SK Class Features Hit Dice: Hit Points at 1st Level: Hit Points at Higher Levels: Armor: Weapons:

Prof Features SK Class Features Hit Dice: Hit Points at 1st Level: Hit Points at Higher Levels: Armor: Weapons: The Ranger ----Spell Slots---- Lvl Prof Features SK 1 2 3 4 5 1 st +2 Natural Explorer, Hunter s Mark - 2 nd +2 Fighting Styles, Spellcasting 2 2 3 rd +2 Natural Physician, Ranger Archetype 3 3 4 th +2

More information

Ayrzul Novice s Cleric Spells (Tier 1-2)

Ayrzul Novice s Cleric Spells (Tier 1-2) Ayrzul Novice s Cleric Spells (Tier 1-2) Domain Spell-Like Abilities (CL 2nd; concentration +5) 6/day Acid Dart (Sp): (1d6+1 acid) As a standard action, you can unleash an acid dart targeting any foe within

More information

CR1 N Small magical beast Init +6; Senses blindsight 90 ft., darkvision 60 ft., low light vision; Perception +4

CR1 N Small magical beast Init +6; Senses blindsight 90 ft., darkvision 60 ft., low light vision; Perception +4 Godsmouth Heresy Monsters Darkmantle CR1 N Small magical beast Init +6; Senses blindsight 90 ft., darkvision 60 ft., low light vision; Perception +4 AC 15, touch 13, flat footed 13 (+2 Dex, +2 natural,

More information

Spellbow. Class Features As a Spellbow, you gain the following class features. Calm Warriors. Creating a Spellbow. Deadly Assassins.

Spellbow. Class Features As a Spellbow, you gain the following class features. Calm Warriors. Creating a Spellbow. Deadly Assassins. Spellbow Watching as the opposing army invades her castle, the noble elf knocks a bow glimmering with magic and shoots it into the generals back as he crosses the threshold into her keep. As the arrow

More information

Illustration by Mark Zug

Illustration by Mark Zug ementia invokers are trained by the Cabal to reach into the deepest depths of their psyche and unleash horrific monsters based on their own innermost fears and darkest imagination. These magicians travel

More information

Concealment. Ambush. (total) Ambush (darkness) Cover. Bog. Cover (soft) Concealment. Cover (total)

Concealment. Ambush. (total) Ambush (darkness) Cover. Bog. Cover (soft) Concealment. Cover (total) Ambush The monsters gain a +4 circumstance bonus to all Hide and Move Silently checks prior to initiative. Concealment (total) gain the benefits of total concealment (hiding in shadows, etc.), unless they

More information

The magicite knight is an archetype of the knight class.

The magicite knight is an archetype of the knight class. Magicite Knight Magicite knights are knights who have learned to utilize materia to their greatest potential. They have formed some sort of link to the magicite within the materia, upgrading the materia

More information

DWA R F! CLERIC! Cool! Here are some of the things you can do: You gain 1d10 HP at every level!

DWA R F! CLERIC! Cool! Here are some of the things you can do: You gain 1d10 HP at every level! DWA R F! Cool! Here are some of the things you can do: You gain 1d10 HP at every level! You can wield a battleaxe, club, dagger, handaxe, longsword, mace, short sword, spear, two-handed sword, warhammer,

More information

14: Dragon Disciple. Written By Michael R. Kimmel NEW FEATS

14: Dragon Disciple. Written By Michael R. Kimmel NEW FEATS undefeatable 14: Dragon Disciple LPJ9562 NEW FEATS The following feats are all considered draconic bloodline feats and may be taken as bonus feats whenever you gain a bloodline feat. You must meet the

More information

PFS 04-01: Rise of the Goblin Guild. A1. Sentry Point

PFS 04-01: Rise of the Goblin Guild. A1. Sentry Point PFS 04-01: Rise of the Goblin Guild A1. Sentry Point GOBLIN TOUGH CR 1/3 Goblin warrior 1 NE Small humanoid (goblinoid) Init +6; Senses darkvision 60 ft.; Perception 1 AC 16, touch 13, flat-footed 14 (+2

More information

Armor Token Pool. Granted by Armiger class (a la Mellowship Slinky)

Armor Token Pool. Granted by Armiger class (a la Mellowship Slinky) Armor Token Pool Granted by Armiger class (a la Mellowship Slinky) The Armiger gains Armor tokens. An armiger spends these tokens to power Armor abilities and may not possess more than his armiger level

More information

New Hybrid and Multiclass Options

New Hybrid and Multiclass Options Updated 8/10/11 New Hybrid and Multiclass Options By Mike Mearls Illustrations by William O Connor, Howard Lyon, Goran Josic, Ben Wootten, and Andrew Silver With the release of Player s Option: Heroes

More information

Morale Programmed to destroy the Pathfinders of Heidmarch Manor, the angelic guardians fight until destroyed. ANGELIC GUARDIANS CR 5

Morale Programmed to destroy the Pathfinders of Heidmarch Manor, the angelic guardians fight until destroyed. ANGELIC GUARDIANS CR 5 ANGELIC GUARDIANS CR 5 (5-6) x3 (x2 for 4-players) (8-9) x4 (remove hazard for 4-players) N Medium construct Init +2; Senses darkvision 60 ft., low-light vision; Perception +0 AC 18, touch 12, flat-footed

More information

Everyman Unchained: Unchained Cunning

Everyman Unchained: Unchained Cunning Everyman Unchained: Unchained Cunning Author: Alexander Augunas Cover Design: Alexander Augunas Cover Art: Jacob Blackmon Interior Art: Jacob Blackmon Designation of Product Identity All company names,

More information

Compiled DUNGEON MASTER s Guide Errata Dungeon Master s Uncanny Dodge:

Compiled DUNGEON MASTER s Guide Errata Dungeon Master s Uncanny Dodge: Compiled DUNGEON MASTER s Guide Errata Here are the rules corrections and official errata for the Dungeon Master s Guide. These corrections are being incorporated into the 2nd printing of the book. Additional

More information

Table of Contents. Section 1 The Basics Character Creation 4 Starting Equipment 4 Speed 5 Animal Companion 5. Section 8 Magic

Table of Contents. Section 1 The Basics Character Creation 4 Starting Equipment 4 Speed 5 Animal Companion 5. Section 8 Magic Table of Contents Introduction and Disclaimer 3 Overview 3 Section 1 The Basics Character Creation 4 Starting Equipment 4 Speed 5 Animal Companion 5 Section 2 Races Human 5 Dwarves 5 Elves 5 Gnomes 5 Half-elves

More information

Assault on the Wound Subtier 6-7

Assault on the Wound Subtier 6-7 Assault on the Wound Subtier 6-7 These stat blocks and other notes were compiled by J. McTeague. If you notice any errors, please contact me at iammars21@gmail.com. This document uses trademarks and/or

More information

This file uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy.

This file uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. SPIDER SWARM CR 1 N Diminutive vermin (swarm) Init +3; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +4 AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size) hp 9 (2d8) (or subtier 1, 4 PCs: hp

More information

Creeley Greeves. Male human fighter 6 LE Medium humanoid (human) Init +5; Senses Perception +7

Creeley Greeves. Male human fighter 6 LE Medium humanoid (human) Init +5; Senses Perception +7 Creeley Greeves Male human fighter 6 LE Medium humanoid (human) Init +5; Senses Perception +7 AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex) hp 49 (6d10+12) Fort +8, Ref +4, Will +6; +2 vs. fear, Defensive

More information

DEFENSES DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 18 AC DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 15 FORT

DEFENSES DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 18 AC DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 15 FORT Jason Doolis Page Character Sheet Player Name Jason Doolis,00 Character Name Level Class Paragon Path Epic Destiny Total XP Human Medium Male Lawful Good Pelor Race Size Age Gender Height Weight Alignment

More information

ANDROID NOVICE. Attack: Constitution + your level vs. Fortitude

ANDROID NOVICE. Attack: Constitution + your level vs. Fortitude ANDROID COCKROACH ANDROID TRAITS Mutant Type: Intelligence; Dark; +2 to dark overcharge. Skill Bonus (Level 1): Gain a +4 bonus to Science checks. Built to Last (Level 1): Gain a +2 bonus to Fortitude.

More information

BULETTE CR 7 N Huge magical beast Init +6; Senses darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.; Perception +11 DEFENSE AC 22, touch

BULETTE CR 7 N Huge magical beast Init +6; Senses darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.; Perception +11 DEFENSE AC 22, touch BULETTE CR 7 N Huge magical beast Init +6; Senses darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.; Perception +11 AC 22, touch 10, flat-footed 20 (+2 Dex, +12 natural, 2 size) hp 84 (8d10+40)

More information

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. EPIC FEATS

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. EPIC FEATS This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. EPIC FEATS ACQUIRING EPIC FEATS Characters gain epic feats in the following ways: At 21st

More information

Rules Cyclopedia Addendum

Rules Cyclopedia Addendum Rules Cyclopedia Addendum The purpose of this document is to detail how race and class can be separated when using the D&D Rules Cyclopedia. This document also details very simple class options that can

More information

DEX INT /2 LVL STR CON RACIAL CLASS FEAT ENH /2 LVL DEX INT /2 LVL WIS CHA ABILITY RACIAL CLASS FEAT ENH /2 LVL

DEX INT /2 LVL STR CON RACIAL CLASS FEAT ENH /2 LVL DEX INT /2 LVL WIS CHA ABILITY RACIAL CLASS FEAT ENH /2 LVL Character Name Level Player Name Class Paragon Path Epic Destiny Experience Points 4TH EDITION RACTER FOLIO Race Size Alignment Deity Adventuring Company SENSES SCORES STR STRENGTH BASE DEFENSES AC CLASS

More information

DUNGEONS & DRAGONS ERICK LEE EDWARDS F I F T H E D I T I O N BASED ON THE WORKS OF

DUNGEONS & DRAGONS ERICK LEE EDWARDS F I F T H E D I T I O N BASED ON THE WORKS OF DUNGEONS & DRAGONS FIFTH EDITION by Erick Lee Edwards DUNGEONS & DRAGONS F I F T H E D I T I O N BY ERICK LEE EDWARDS BASED ON THE WORKS OF E. GARY GYGAX, DAVE ARNESON, MONTE COOK, JONATHAN TWEET, SKIP

More information

Chapter 3 - Classes ASSASSIN Alignment: Any. Hit Die: d8.

Chapter 3 - Classes ASSASSIN Alignment: Any. Hit Die: d8. Chapter 3 - Classes ASSASSIN Alignment: Any. Hit Die: d8. Class Skills The assassin s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Disguise (Cha), Escape

More information

NAME PLAYERNAME DEITY ALIGNMENT. Ftr6 Wiz Gray Elf Medium 5 5" 100 lbs. Low-light CLASS EXPERIENCE RACE SIZE HEIGHT WEIGHT VISION

NAME PLAYERNAME DEITY ALIGNMENT. Ftr6 Wiz Gray Elf Medium 5 5 100 lbs. Low-light CLASS EXPERIENCE RACE SIZE HEIGHT WEIGHT VISION Xerdon, Naduk-Sim NPG Neutral Good NAME PLAYERNAME DEITY ALIGNMENT Ftr6 Wiz6 66000 Gray Elf Medium 5 5" 100 lbs. Low-light CLASS EXPERIENCE RACE SIZE HEIGHT WEIGHT VISION 12 78000 156 Maschio dark blu

More information

The Witcher. A Homebrew Class for D&D 5th Edition based on Sapkowski and CDProjekt's works. by Yollo the Dwarf

The Witcher. A Homebrew Class for D&D 5th Edition based on Sapkowski and CDProjekt's works. by Yollo the Dwarf The Witcher A Homebrew Class for D&D 5th Edition based on Sapkowski and CDProjekt's works by Yollo the Dwarf The Witcher In a world where beasts, monsters and terrible creatures are an ever-present threath,

More information

DEFENSE AC 14, touch 10, flat-footed 14 (+4 armor) hp 5 (1d8+1) fort +4, Ref +1, Will +5; +2 vs. enchantment Immune magical sleep effects

DEFENSE AC 14, touch 10, flat-footed 14 (+4 armor) hp 5 (1d8+1) fort +4, Ref +1, Will +5; +2 vs. enchantment Immune magical sleep effects Muminah (L) Local DC 6(Half-Elf) Female half-elf cleric of Nethys 1 N Medium humanoid (elf) Init +0; Senses low-light vision; Perception +7 AC 14, touch 10, flat-footed 14 (+4 armor) hp 5 (1d8+1) fort

More information

WIZARD. The Power Gamer s 3.5. Strategy Guide. Credits. The 100% Official Guide to Kicking Monster Butt and Winning the Game _ Mage Style!

WIZARD. The Power Gamer s 3.5. Strategy Guide. Credits. The 100% Official Guide to Kicking Monster Butt and Winning the Game _ Mage Style! The Power Gamer s 3.5 WIZARD Strategy Guide The 100% Official Guide to Kicking Monster Butt and Winning the Game _ Mage Style! Concept Joseph Goodman Credits Cover & Interior Diagrams Andy Hopp Project

More information

Draconian, Aurak CR 9 Init Senses Fort Ref Will Immune Speed Melee Special Attacks Spell-Like Abilities Sorcerer Spells Known STATISTICS Str Dex Con

Draconian, Aurak CR 9 Init Senses Fort Ref Will Immune Speed Melee Special Attacks Spell-Like Abilities Sorcerer Spells Known STATISTICS Str Dex Con This PDF includes the Pathfinder stat blocks for all of the monsters contained in the Dragonlance Campaign Setting, plus a conversion for the dragon vassal template found in the Bestiary of Krynn Revised.

More information

DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

DEFENSES SCORE 10 + ARMOR/ DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC Maugrim Page Brian Barrier Character Sheet Player Name Brian Barrier Maugrim 0 3,0 Character Name Level Class Paragon Path Epic Destiny Total XP Changeling Medium Male '" lb. Unaligned Sehanine Assassin

More information

Base Attack Fort Ref Will Invocations Level Bonus Save Save Save Special Known CLASS FEATURES Weapon and Armor Proficiency: Eldritch Blast (Sp):

Base Attack Fort Ref Will Invocations Level Bonus Save Save Save Special Known CLASS FEATURES Weapon and Armor Proficiency: Eldritch Blast (Sp): WARLOCK Base Attack Fort Ref Will Invocations Level Bonus Save Save Save Special Known 1st +0 +0 +0 +2 Eldritch blast 1d6, invocations, pact 1 2nd +1 +0 +0 +3 Damage Reduction, detect magic 2 3rd +2 +1

More information

Read Aloud. Into the Darkness. Room 1: The Silent Dead.

Read Aloud. Into the Darkness. Room 1: The Silent Dead. Into the Darkness Once each player has selected a hero, you're ready to begin. Refer to the map printed on this page as you play. Use the battle mat to show your players what their characters see as the

More information

1 1 NA NA NA NA NA NA NA NA NA NA NA NA 4. Hunter NA 5 NA NA 5 NA NA 6 NA 8 7

1 1 NA NA NA NA NA NA NA NA NA NA NA NA 4. Hunter NA 5 NA NA 5 NA NA 6 NA 8 7 At 6 th level, each chooses to specialize in one of the following fields: Battle, Healer, or Monster Hunter; once chosen, this specialization may never be changed. Damage Level Melee Damage Marginal Archery

More information

Table of Contents. TABLE OF CONTENTS 1-2 INTRODUCTION 3 The Tomb of Annihilation 3. GAME OVERVIEW 3 Exception Based Game 3

Table of Contents. TABLE OF CONTENTS 1-2 INTRODUCTION 3 The Tomb of Annihilation 3. GAME OVERVIEW 3 Exception Based Game 3 Table of Contents TABLE OF CONTENTS 1-2 INTRODUCTION 3 The Tomb of Annihilation 3 GAME OVERVIEW 3 Exception Based Game 3 WINNING AND LOSING 3 TAKING TURNS 3-5 Initiative 3 Tiles and Squares 4 Player Turn

More information

Bard Card deck BattLe CrIeS * SongS * SPeLLS CLaSS features * talents

Bard Card deck BattLe CrIeS * SongS * SPeLLS CLaSS features * talents Bard Card deck BattLe CrIeS SongS SPeLLS CLaSS features talents Customizable Character Class Deck compatible with 13th Age, and The Archmage Engine Bard Card deck Design by Kazekami kazekami303@gmail.com

More information

How to Use This Book. How to Use This Book

How to Use This Book. How to Use This Book How to Use This Book How to Use This Book So you have purchased the Psionics Handbooks, and one of your players has decided to use a psionic class. You want psionics to be part of your world. The problem

More information

A1 Friend or Foe 7-8

A1 Friend or Foe 7-8 A1 Friend or Foe 7-8 Tower Guards (6) CR 3 Ratfolk fighter 2/rogue 2 (Pathfinder RPG Bestiary 3 231) N Small humanoid (ratfolk) Init +8; Senses darkvision 60 ft.; Perception +10 DEFENSE AC 19, touch 15,

More information

HORDES OF CHAOS: PATH TO GLORY

HORDES OF CHAOS: PATH TO GLORY HORDES OF CHAOS: PATH TO GLORY Champion M WS BS S T W I A LD 4 5 3 4 4 2 6 2 8 Equipment: Hand weapon, Chaos armour and shield and either a great weapon or a flail or an additional hand weapon or a halberd

More information

:D\ RI WKH :DUULRU. This source book contains information on the fighting classes, i.e. the fighter, the samurai, and their ilk.

:D\ RI WKH :DUULRU. This source book contains information on the fighting classes, i.e. the fighter, the samurai, and their ilk. :D\ RI WKH :DUULRU This source book contains information on the fighting classes, i.e. the fighter, the samurai, and their ilk. Currently, it focuses on prestige classes that give your fighting character

More information

Eye Color: Survival MOONSHADOW. Linguistics. Ride Sail. Socialize WILLPOWER ESSENCE ANIMA BANNER. ([Essence x 3] + Willpower)

Eye Color: Survival MOONSHADOW. Linguistics. Ride Sail. Socialize WILLPOWER ESSENCE ANIMA BANNER. ([Essence x 3] + Willpower) Name: ABYSSAL Player: Caste: Circle: Motivation: Concept: Nationality: Hair Color: Eye Color: EXPERIENCE SECOND EDITION Spent Skin Color: Gender: Deathlord: ATTRIBUTES Strength Dexterity Stamina PHYSICAL

More information

D&D MINIATURES SET 2: DRAGONEYE UNOFFICIAL SPOILERS

D&D MINIATURES SET 2: DRAGONEYE UNOFFICIAL SPOILERS D&D MINIATURES SET 2: DRAGONEYE UNOFFICIAL SPOILERS List compiled by ROBYSDC - http://myminiaturesite.altervista.org Cleric of Moradin #1/60; Dragoneye; Uncommon; LG; 14 pts LVL 2; SPD 4; AC 17; HP 15

More information

Hits & Misses This document is a compilation of all clarifications to the v7.0 rule set that the FRC has received since its release.

Hits & Misses This document is a compilation of all clarifications to the v7.0 rule set that the FRC has received since its release. Hits & Misses This document is a compilation of all clarifications to the v7.0 rule set that the FRC has received since its release. Change Log: Date: Action: Rep. Party 8/28/16 Reformatted and added changelog

More information

Trajet s Druid Spells (Grove)

Trajet s Druid Spells (Grove) Trajet s Druid Spells (Grove) Domain Spell-Like Abilities (CL 3rd; concentration +5) Air Gnome Spell-Like Abilities (CL 3rd; concentration +5) Druid Spells Prepared (CL 3rd; concentration +5) Lightning

More information

Critical Archery Damage

Critical Archery Damage At 6 th level, each Thief chooses to specialize in one of the following fields: Assassin, Infiltrator, or Scout; once chosen, this specialization may never be changed. Damage Level Melee Damage Marginal

More information

Rules Cyclopedia Addendum

Rules Cyclopedia Addendum Rules Cyclopedia Addendum The purpose of this document is to detail how race and class can be separated when using the D&D Rules Cyclopedia. This document also details very simple class options that can

More information

ARBALESTER +6 (10) TYPE: Construct SPECIALABILITIES: Construct Traits; Fearless; Arcane Aim (has blindsight while a spellcaster ally is adjacent)

ARBALESTER +6 (10) TYPE: Construct SPECIALABILITIES: Construct Traits; Fearless; Arcane Aim (has blindsight while a spellcaster ally is adjacent) ABOTH SLIME MAGE 67 LG ARBASTER ASPECT OF VECNA 62 SPD: F4 HP: 75 +/+ (15 magic) TYPE: Large Aberration COMMANDER EFFECT: Enemies take 5 acid damage when they activate SPECIALABILITIES: Blindsight; Flight;

More information

The Basic System. Stun Points (SP) Natural Abilities

The Basic System. Stun Points (SP) Natural Abilities Star Wars: Force War Conversion Notes: When creating characters for Star Wars using The Basic System, you might need to do some conversions. Remember, some Feats now become skills. See the skill list for

More information

Classic D&D Skills. A d% System. Rules by: Havard Frosta and Brian Mathers. When you are attempting any non-combat action, roll a d% below a number.

Classic D&D Skills. A d% System. Rules by: Havard Frosta and Brian Mathers. When you are attempting any non-combat action, roll a d% below a number. Classic D&D Skills A d% System Rules by: Havard Frosta and Brian Mathers Basic Mechanics When you are attempting any non-combat action, roll a d% below a number. Unskilled (Ability Check): Roll below your

More information

ALIEN AI POWERS. At-Will Psi, Psychic Standard Action. Close blast 3 Target: Each creature in blast

ALIEN AI POWERS. At-Will Psi, Psychic Standard Action. Close blast 3 Target: Each creature in blast AI AI TRAITS Mutant Type: Intelligence; Psi; +2 to psi overcharge. Skill Bonus (Level 1): Gain a +2 bonus to Conspiracy, Mechanics, Nature, and Science checks. Encrypted Mind (Level 1): Gain a +2 bonus

More information

Primo Victoria. A fantasy tabletop miniatures game Expanding upon Age of Sigmar Rules Compatible with Azyr Composition Points

Primo Victoria. A fantasy tabletop miniatures game Expanding upon Age of Sigmar Rules Compatible with Azyr Composition Points Primo Victoria A fantasy tabletop miniatures game Expanding upon Age of Sigmar Rules Compatible with Azyr Composition Points The Rules Creating Armies The first step that all players involved in the battle

More information

Player s Handbook Errata

Player s Handbook Errata Player s Handbook Errata The second printing of the new Player s Handbook is on its way to stores, and we ve made a number of corrections. For those of you who bought the first printing, check out this

More information

ATARU STRIKER SEEKER QUICK DRAW PARRY JUMP UP CONDITIONED REFLECT QUICK STRIKE DODGE ATARU TECHNIQUE PARRY QUICK STRIKE REFLECT IMPROVED PARRY

ATARU STRIKER SEEKER QUICK DRAW PARRY JUMP UP CONDITIONED REFLECT QUICK STRIKE DODGE ATARU TECHNIQUE PARRY QUICK STRIKE REFLECT IMPROVED PARRY ATARU STRIKER Ataru Striker Bonus Career Skills: Athletics, Coordination, Lightsaber, Perception Force Sensitive only CONDITIONED PARRY JUMP UP QUICK DRAW Conditioned from Athletics and Coordination checks.

More information

Dungeons & Dragons 3.5 Edition Index Base Classes

Dungeons & Dragons 3.5 Edition Index Base Classes Dungeons & Dragons 3.5 Edition Index Base Classes http://www.crystalkeep.com/d20 Collected by Chet Erez (cerez@crystalkeep.com) Report Suggestions or Errors at http://www.crystalkeep.com/forum/index.php

More information

Foes of the Fiends. A Web Enhancement for the Book of Fiends

Foes of the Fiends. A Web Enhancement for the Book of Fiends 1The Book of Fiends: Foes of the Fiends Foes of the Fiends A Web Enhancement for the Book of Fiends Original Design: Jim Bishop Revision and Expansion: Robert J Schwalb Development: Chris Pramas Editing:

More information