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<blockquote data-quote="Olgar Shiverstone" data-source="post: 942264" data-attributes="member: 5868"><p>2. Classes</p><p></p><p> a. Bards get 6 skill points per level, no longer suffer from arcane spell failure in light armor (but not Shields, Medium Armor, or Heavy Armor, and only with regard to Bard spells), and have increased musical abilities (3.5 Bard Songs are Countersong, Fascinate, Inspire Courage (give +1 on Atk and Damage and +1 vs Charm and Fear spells; increase by +1 at 8th level and every 6 levels thereafter), Inspire Competence, Suggestion, Inspire Greatness, Song of Freedom, Inspire Heroics, and Mass Suggestion. Song of Freedom is the equivalent of a Break Enchantments spell that he cannot target himself with. Inspire Heroics gives 1 Target +1/3 levels over 15th +4 on all Saves and +4 AC. Mass Suggestions uses the suggestion effect on every creature that he already has fascinated. Perform Ranks required are: Countersong: 3, Fascinate: 3, Inspire Courage: 3, Inspire Competence: 3, Suggestion: 6th Level and 9, Inspire Greatness: 9th Level and 12, Song of Freedom: 12th Level and 15, Inspire Heroics 15th level and 18; Mass Suggestion: 18th Level and 21). Bards swap spells at 5th level and every 3 levels thereafter. Bards do not have Medium armor proficiency in 3.5.</p><p></p><p>1: Countersong, Fascinate (1 creature), Inspire Courage +1, Inspire Competence, Bardic Knowledge</p><p>2: </p><p>3: </p><p>4: Fascinate (2 creatures) </p><p>5: </p><p>6: Suggestion </p><p>7: Fascinate (3 creatures) </p><p>8: Inspire Courage +2 </p><p>9: Inspire Greatness </p><p>10: Fascinate (4 creatures) </p><p>11: </p><p>12: Song of Freedom </p><p>13: Fascinate (5 creatures) </p><p>14: Inspire Courage +3 </p><p>15: Inspire Heroics (1 creature) </p><p>16: Fascinate (6 creatures) </p><p>17: </p><p>18: Mass Suggestion, Inspire Heroics (2 creatures) </p><p>19: Fascinate (7 creatures) </p><p>20: Inspire Courage +4</p><p></p><p>Spell list: </p><p>0-LEVEL BARD SPELLS (CANTRIPS): Dancing Lights, Daze , Detect Magic , Flare , Ghost Sound, Know Direction , Light , Lullaby , Mage Hand , Mending , Message, Open/Close , Prestidigitation , Read Magic , Resistance , Summon Instrument</p><p></p><p>1st-LEVEL BARD SPELLS: Alarm, Animate Rope, Cause Fear , Charm Person </p><p>Comprehend Languages, Cure Light Wounds , Detect Secret Doors , Disguise Self , Erase </p><p>Expeditious Retreat , Feather Fall , Grease , Hypnotism , Identify , Lesser Confusion, Magic Mouth , Nystul's Magic Aura, Obscure Object, Remove Fear, Silent Image , Sleep , Summon Monster I , Tasha's, Hideous Laughter, Undetectable Alignment, Unseen Servant , Ventriloquism </p><p></p><p>2nd-LEVEL BARD SPELLS: Alter Self, Animal Messenger , Animal Trance , Blindness/Deafness , Blur , Calm Emotions, Cat's Grace , Cure Moderate Wounds , Darkness , Daze Monster , Delay Poison , Detect, Thoughts , Eagle's Splendor, Enthrall , Fox's Cunning, Glitterdust , Heroism , Hold Person , Hypnotic, Pattern , Invisibility , Locate Object , Magic Mouth , Minor Image , Mirror Image , Misdirection , Pyrotechnics , Rage , Scare , Shatter , Silence , Sound Burst , Suggestion , Summon Monster II , Summon, Swarm , Tongues , Whispering Wind </p><p></p><p>3rd-LEVEL BARD SPELLS: Blink , Charm Monster , Clairaudience/Clairvoyance , Confusion , Crushing Despair, Cure Serious Wounds , Dispel Magic , Displacement , Fear , Gaseous Form </p><p>Geas, Lesser ,Glibness, Good Hope, Haste , Illusory Script , Invisibility Sphere , Leomund's Tiny Hut , Major Image , Phantom Steed , Remove Curse , Scrying , Sculpt Sound , Secret Page See Invisiblity, Sepia, Snake Sigil, Slow, Speak with Animals , Summon Monster III </p><p></p><p>4th-LEVEL BARD SPELLS: Break Enchantment, Cure Critical Wounds, Detect Scrying , Dimension Door , Dominate Person , Freedom of Movement , Hallucinatory Terrain, Hold Monster , Invisibility, Greater , Legend Lore , Leomund's Secure Shelter , Locate Creature , Modify Memory , Neutralize Poison , Rainbow Pattern , Shadow Conjuration, Shout , Speak with Plants, Summon Monster IV, Zone of Silence</p><p></p><p>5th-LEVEL BARD SPELLS: Cure Light Wounds, Mass; Dispel Magic, Greater ; Dream ; False Vision ; Heroism, Greater; Mind Fog ; Mirage Arcana ; Mislead ; Nightmare ; Persistent Image ; Seeming; Shadow; Evocation; Shadow Walk; Suggestion, Mass; Summon Monster V </p><p></p><p>6th-LEVEL BARD SPELLS: Analyze Dweomer; Animate Object; Cat's Grace, Mass; Charm Monster, Mass ; Cure Moderate Wounds, Mass; Eagle's Splendor, Mass; Eyebite; Find the Path; Fox's Cunning, Mass ; Geas/Quest ; Heroes' Feast; Otto's Irresistible Dance ; Permanent Image ; Programmed Image ; Project Image ; Scrying, Greater; Shout, Greater; Summon Monster VI; Sympathetic Vibration; Veil</p><p></p><p>Bard Starting Weapons: All Simple + Longsword, Rapier, Sap, Short Sword, Shortbow, and whip.</p><p></p><p> b. Ranger: The ranger class philosophy says he is no longer a lightly armored fighter, he is a skill-using hunter.</p><p></p><p>· Skill points changed to 6</p><p>· Hit die changed to d8</p><p>· Class skills: Climb, Concentration, Craft, Handle Animal, Heal, Hide, Jump, Knowledge (Dungeonering), Knowledge (Geography), Knowledge (Nature), Listen, Move Silently, Profession, Ride, Search, Spot, Survival, Swim, and Use Rope.</p><p>· Favored enemy bonus now gives +2 (it is no longer precision damage, it is an untyped bonus; it applies to all types of creatures, even undead and oozes, and is not limited to 30' range for ranged weapons.)</p><p>· New favored enemy at levels 1, 5, 10, 15, 20 with graduated increases (first enemy at +2; add an enemy at +2 then increase any other favored enemy by +2)</p><p>· Wild Empathy ability at level 1 (replaces the Animal Empathy skill, works like Diplomacy)</p><p>· Gain a 2-weapon OR archery feat at levels 2, 6 and 11</p><p>o TWF at 2d, ITWF at 6th, GTWF at 11th, or </p><p>o Rapid Shot at 2d, Manyshot at 6th, Improved Precise Shot at 11th.</p><p>· Endurance at level 3</p><p>· Animal Companion at level 4</p><p>· Woodland stride at level 7</p><p>· Swift tracker at level 8 (move normal speed while tracking)</p><p>· Evasion at level 9</p><p>· Camouflage at level 13 (hide in any terrain even without cover or concealment)</p><p>· Hide in plain sight at level 17 (in natural surroundings)</p><p>· Additions to spell list: charm animal as a 1st level spell choice, a better barkskin at 2nd, darkvision at 3rd, and animal growth at 4th.</p><p>· The ranger’s TWF skills include double weapons like the quarterstaff.</p><p>· Rangers get good save progressions for both Fort and Reflex saves.</p><p>· Rangers no longer get medium armor proficiency. They are proficient in light armor and shields only.</p><p>· If the ranger takes “outsider” as a favored enemy, he ranger picks one of nine outsider subtypes as a favored enemy: either one of the four alignment types, one of the four elements, or "native."</p><p>· The ranger no longer has to be evil to select his own race as a favored enemy. Humanoid types include: Aquatic, dwarf, elf, goblinoid, gnoll, gnome, halfling, human, orc, reptilian.</p><p>· Ranger Spell List:</p><p>o 1st: Alarm, charm animal, delay poison, detect poison, detect animals or plants, detect snares and pits, entangle, endure elements, hide from animals, jump, longstrider, magic fang, pass without trace, read magic, resist energy, speak with animals, summon nature’s ally I</p><p>o 2d: barkskin, Bear’s endurance, Cat’s Grace, Cure Light Wounds, Detect chaos/good/evil/law, Owl’s Wisdom, Hold Animal, protection from elements, snare, speak with plants, spike growth, summon nature’s ally II, wind wall</p><p>o 3rd: Command Plants, Cure Moderate Wounds, darkvision, diminish plants, greater magic fang, neutralize poison, plant growth, remove disease, remove paralysis, repel vermin, summon nature’s ally III, tree shape, water walk</p><p>o 4th: Animal growth, Commune with Nature, cure serious wounds, freedom of movement, nondetection, summon nature’s ally IV, tree stride</p><p></p><p></p><p> c. Barbarian changes include:</p><p></p><p>· Trap sense at level 3 (bonus to reflex saves vs traps)</p><p>· Trap sense improves by +1 every 3rd level</p><p>· DR 1/- at level 7</p><p>· DR improves by 1 at levels 10, 13, 16 and 19</p><p>· Greater Rage at level 11</p><p>· Indomitable Will at level 14 (+4 to Will saves vs enchantments)</p><p>· Tireless Rage at level 17</p><p>· Mighty Rage at level 20 (Rage bonus increases to +8 Str, +8 Con, +4 Will)</p><p>· A barbarian who gains a level in another class automatically becomes literate.</p><p></p><p> d. The druid spell list is revised (includes all animal “buff” spells). Druids have the following game statistics.</p><p>Abilities: Wisdom determines how powerful a spell a druid can cast, how many spells she can cast per day, and how hard those spells are to resist. To cast a spell, a druid must have a Wisdom score of 10 + the spell's level. A druid gets bonus spells based on Wisdom. The Difficulty Class of a saving throw against a druid's spell is 10 + the spell's level + the druid's Wisdom modifier. </p><p>Since a druid wears only light or medium armor, a high Dexterity score greatly improves her defensive ability.</p><p>Alignment: Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil.</p><p>Hit Die: d8.</p><p>Class Skills</p><p>The druid's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str). See Chapter 4: Skills for skill descriptions.</p><p>Skill Points at 1st Level: (4 + Int modifier) x 4.</p><p>Skill Points at Each Additional Level: 4 + Int modifier.</p><p>Class Features</p><p>All of the following are class features of the druid.</p><p>Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description.) Druids are proficient with shields (except tower shields) but must use only wooden ones.</p><p>A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.</p><p>Spells: A druid casts divine spells (the same type of spells available to the cleric, paladin, and ranger), which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A druid must choose and prepare her spells in advance (see below).</p><p>To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier.</p><p>Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 3–8: The Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–1: Ability Modifiers and Bonus Spells). She does not have access to any domain spells or granted powers, as a cleric does.</p><p>A druid prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.</p><p>Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can "lose" a prepared spell in order to cast any summon nature's ally spell of the same level or lower. For example, a druid who has prepared repel vermin (a 4th-level spell) may lose repel vermin in order to cast summon nature's ally IV (also a 4th-level spell). </p><p>Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). For example, a neutral good druid cannot cast evil spells. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions (see Chapter 11: Spells).</p><p>Bonus Languages: A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race (see Race and Languages and the Speak Language skill).</p><p>A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to non-druids. Druidic has its own alphabet.</p><p>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. If the DM's campaign takes place wholly or partly in an aquatic environment, the DM may add the following creatures to the druid's list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind.</p><p>A 1st-level druid's companion is completely typical for its kind except as noted in the sidebar on page 36. As a druid advances in level, the animal's power increases as shown on the table in the sidebar.</p><p>If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.</p><p>A druid of 4th level or higher may select from alternative lists of animals (see the sidebar). Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character's druid level were lower than it actually 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 in the sidebar to determine the animal companion's powers. (If this adjustment would reduce the druid's effective level to 0 or lower, she can't have that animal as a companion.) For example, a 6th-level druid could select a leopard as an animal companion. The leopard would have characteristics and special abilities as if the druid were 3rd level (taking into account the -3 adjustment) instead of 6th level.</p><p>Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks. </p><p>Wild Empathy (Ex): A druid can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions just like a Diplomacy check made to improve the attitude of a person (see Chapter 4: Skills). The druid rolls 1d20 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.</p><p>To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.</p><p>A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2 (such as a basilisk or a girallon), but she takes a -4 penalty on the check.</p><p>Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) 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.</p><p>Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.</p><p>Resist Nature's Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey (such as dryads, pixies, and sprites).</p><p>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 for new forms include all creatures with the animal type (see the Monster Manual). This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity.</p><p>The form chosen must be that of an animal the druid is familiar with. For example, a druid who has never been outside a temperate forest could not become a polar bear. </p><p>A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)</p><p>A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table 3–8: The Druid. In addition, she gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level. The new form's Hit Dice can't exceed the character's druid level. For instance, a druid can't take the form of a dire bear (a Large creature that always has at least 12 HD) until 12th level, even though she can begin taking Large forms at 8th level.</p><p>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. (A druid can't use this ability to take the form of a plant that isn't a creature, such as a tree or a rose bush.)</p><p>At 16th level, a druid becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the druid gains all the elemental's extraordinary, supernatural, and spell-like abilities. She also gains the elemental's feats for as long as she maintains the wild shape, but she retains her own creature type (humanoid, in most cases).</p><p>At 18th level, a druid becomes able to assume elemental form twice per day, and at 20th level she can do so three times per day. At 20th level, a druid may use this wild shape ability to change into a Huge elemental.</p><p>Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.</p><p>A Thousand Faces (Su): At 13th 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.</p><p>Timeless Body (Ex): After attaining 15th level, a druid no longer takes ability score penalties for aging (see Table 6–5: Aging Effects) and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.</p><p>Ex-Druids</p><p>A druid who ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a non-druid loses all spells and druid abilities (including her animal companion, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a druid until she atones (see the atonement spell description).</p><p></p><p>Spell List:</p><p>0-LEVEL DRUID SPELLS (Orisons): Create Water ; Cure Minor Wounds ; Detect Magic ; Detect Poison ; Flare ; Guidance ; Know Direction ; Light; Mending ; Purify Food and Drink ; Read Magic ; Resistance ; Virtue </p><p></p><p>1st-LEVEL DRUID SPELLS: Calm Animals ; Charm Animal ; Cure Light Wounds ; Detect Animals or Plants ; Detect Snares and Pits ; Endure Elements ; Entangle ; Faerie Fire ; Goodberry </p><p>Hide from Animals ; Jump; Longstrider ; Magic Fang ; Magic Stone ; Obscuring Mist ; Pass without Trace ; Produce Flame; Shillelagh ; Speak with Animals; Summon Nature's Ally I </p><p></p><p>2nd-LEVEL DRUID SPELLS: Animal Messenger ; Animal Trance ; Barkskin ; Bear's Endurance; Bull's Strength; Cat's Grace; Chill Metal ; Delay Poison ; Fire Trap . ; Flame Blade ; Flaming Sphere ; Fog Cloud; Gust of Wind ; Heat Metal ; Hold Animal ; Owl's Wisdom; Reduce Animal; Resist Energy; Restoration, Lesser; Soften Earth and Stone ; Spider Climb; Summon Nature's Ally II ; Summon Swarm ; Tree Shape ; Warp Wood ; Wood Shape </p><p></p><p>3rd-LEVEL DRUID SPELLS: ; Call Lightning ; Contagion ; Cure Moderate Wounds ; Daylight ; Diminish Plants ; Dominate Animal ; Magic Fang, Greater ; Meld into Stone ; Neutralize Poison ; Plant Growth ; Poison ; Protection from Elements ; Quench ; Remove Disease ; Sleet Storm; Snare ; Speak with Plants ; Spike Growth ; Stone Shape ; Summon Nature's Ally III ; Water Breathing ; Wind Wall </p><p></p><p>4th-LEVEL DRUID SPELLS: Air Walk; Antiplant Shell ; Blight; Command Plants ; Control Water; Cure Serious Wounds ; Dispel Magic ; Flame Strike ; Freedom of Movement ; Giant Vermin ; Ice Storm ; Reincarnate ; Repel Vermin ; Rusting Grasp ; Scrying ; Spike Stones ; Summon Nature's Ally IV </p><p></p><p>5th-LEVEL DRUID SPELLS: Animal Growth ; Atonement ; Awaken ; Baleful Polymorph; Call Lightning Storm; Commune with Nature ; Control Winds ; Cure Critical Wounds ; Death Ward ; Hallow ; Insect Plague ; Stoneskin; Summon Nature's Ally V ; Transmute Mud to Rock ; Transmute Rock to Mud ; Tree Stride ; Unhallow ; Wall of Fire ; Wall of Thorns </p><p></p><p>6th-LEVEL DRUID SPELLS: Antilife Shell ; Bear's Endurance, Mass; Bull's Strength, Mass; Cat's Grace, Mass; Cure Light Wounds, Mass; Dispel Magic, Greater; Find the Path ; Fire Seeds ; Ironwood ; Liveoak ; Move Earth; Owl's Wisdom, Mass; Repel Wood; Spellstaff ; Stone Tell ; Summon Nature's Ally VI ; Transport via Plants ; Wall of Stone </p><p></p><p>7th-LEVEL DRUID SPELLS: Animate Plants; Changestaff ; Control Weather </p><p>Creeping Doom ; Cure Moderate Wounds, Mass; Fire Storm ; Heal ; Scrying, Greater; Summon Nature's Ally VII ; Sunbeam ; Transmute Metal to Wood ; True Seeing ; Wind Walk </p><p></p><p>8th-LEVEL DRUID SPELLS: Animal Shapes ; Control Plants ; Cure Serious Wounds, Mass; Earthquake; Finger of Death ; Repel Metal or Stone ; Reverse Gravity ; Summon Nature's Ally VIII ; Sunburst; Whirlwind ; Word of Recall </p><p></p><p>9th-LEVEL DRUID SPELLS: Antipathy ; Cure Critical Wounds, Mass ; Elemental Swarm ; Foresight ; Regenerate; Shambler ; Shapechange ; Storm of Vengeance ; Summon Nature's Ally IX ; Sympathy</p><p></p><p> e. Fighters receive Intimidate as a class skill. New feats are added to the fighter list (below).</p><p></p><p> f. Additional PrCs go into the DMG, to include (* indicates new to DMG):</p><p>Arcane Archer: Master of the elven warbands, the arcane archer is a warrior skilled in using magic to supplement her combat prowess. Beyond the woods, arcane archers gain renown throughout entire kingdoms for their supernatural accuracy with a bow and their ability to imbue their arrows with magic.</p><p>*Arcane Trickster: Arcane tricksters combine their knowledge of spells with a taste for intrigue, larceny, or just plain mischief. They are among the most adaptable of adventurers. The arcane trickster now grants +1 spellcasting level at each class level, which is crucial since the character has given up at least 3 levels in his spellcasting class to qualify (2d6 sneak attack required).</p><p>*Archmage: The highest art is magic -- often referred to as the Art. Its most advanced practitioners are frequently archmages, characters who bend spells in ways unavailable to other spellcasters. An archmage gains strange powers and the ability to alter spells in remarkable ways, but must sacrifice some of her spell capability in order to master these arcane secrets. The Archmage’s Spell Power ability is a true caster level increase, and the effects aren't unintended. It'll help duration, range, damage, dispel checks, spell penetration checks, and any other factor based on caster level.</p><p>Assassin: The assassin is the master of dealing quick, lethal blows. Assassins also excel at infiltration and disguise. Assassins often function as spies, informants, killers for hire, or agents of vengeance. Their training in anatomy, stealth, poison, and the dark arts allows them to carry out missions of death with shocking, terrifying precision. The assassin becomes a spontaneous caster. The 3.5 assassin gains hide in plain sight at 8th level.</p><p>Blackguard: The blackguard epitomizes evil. He is nothing short of a mortal fiend. The quintessential black knight, this villain carries a reputation of the foulest sort that is very well deserved. Consorting with demons and devils and serving dark deities, the blackguard is hated and feared by all. Some people call these villains antipaladins due to their completely evil nature.</p><p>*Dragon Disciple: It is known that certain dragons can take humanoid form and even have humanoid lovers. Sometimes a child is born of this union, and every child of that child unto the thousandth generation claims a bit of dragon blood, be it ever so small. Usually, little comes of it, though mighty sorcerers occasionally credit their powers to draconic heritage. For some, however, dragon blood beckons irresistibly. These characters become dragon disciples, who use their magical power as a catalyst to ignite their dragon blood, realizing its fullest potential. Instead of getting bigger, the dragon disciple gains blindsense. Dragon disciples get wings at 9th level regardless of size.</p><p>*Duelist: The duelist (sometimes known as the swashbuckler) is a nimble, intelligent fighter trained in making precise attacks with light weapons, such as the rapier. He always takes full advantage of his quick reflexes and wits in a fight. Rather than wearing bulky armor, a duelist feels the best way to protect himself is not to get hit at all. Canny defense, for example, allows you to add your Int bonus to AC when unarmored and wielding a melee weapon, but only up to a maximum value equal to your duelist level. HD d10; prereq: Base Attack +6, Perform 3 ranks, Tumble 5 ranks, Feats Dodge, Mobility, Weapon Finesse; skill points 4+int; Base Attack of a fighter; Ref save is good; 1st canny defense; 2nd improved reaction +2; 3rd Enhanced Mobility; 4th Grace; 5th Precise strike +1d6; 6th Acrobatic Charge; 7th Elaborate parry; 8th improved reaction +4; 9th deflect arrows; 10th precise strike.</p><p>Dwarven Defender: The defender is a sponsored champion of a dwarven cause, a dwarf aristocrat, a dwarven deity, or the dwarven way of life. As the name might imply, this character is a skilled combatant trained in the arts of defense. A line of dwarven defenders is a far better defense than a 10-foot-thick wall of stone, and much more dangerous.</p><p>*Eldritch Knight: Studying the martial and arcane arts to equal degree, the eldritch knight is a versatile combatant who can cast a fireball on his foes or charge them with sword drawn. The eldritch knight takes pride in his ability to use the right technique for the job: spells against physically tough foes and force of arms against spellcasting enemies. (EK requires 3rd level arcane spells and martial weapon proficiency to enter; gains +1/level BAB, d6 HD, 9/10 +1 spellcasting levels(all except 1st)). The eldritch knight doesn’t ignore any arcane spell failure. Bonus fighter feat at 1st level, Skills 2 + Int; Concentration, Craft, Decipher Script, Jump, Knowledge (arcana), Knowledge (nobility and royalty), Ride, Sense Motive, Spellcraft, Swim.</p><p>*Hierophant: A divine spellcaster who rises high in the service of his deity gains access to spells and abilities of which lesser faithful can only dream. The hierophant prestige class is open to powerful divine spellcasters who are approaching access to the strongest and most difficult divine spells. They delay the acquisition of these greatest gifts in exchange for a deeper understanding of and ability to control the power they channel.</p><p>*Horizon Walker: The horizon walker is an unceasing traveler to the universe's most dangerous places. As her journeys take her from place to place, she adapts to become one with her environment. In time, she develops a mystic connection with the ground beneath her. But she is by no means tied to a particular place; her restless feet are ever leading her toward the horizon, where new adventures await. Horizon Walker is essentially an explorer who at each level gains power from terrain. Example: you could chose "Forest" as your terrain at first level, and get +4 to Hide checks as well as +1 to-hit and damage on any creatures with "Forest" listed as their environment in the Monster Manual. The Hide bonus applies anywhere, not just when you're in a forest. Reqs are Endurance and Knowledge: Geography.</p><p>Loremaster: Loremasters are spellcasters who concentrate on knowledge, valuing lore and secrets over gold. They uncover secrets that they then use to better themselves mentally, physically, and spiritually.</p><p>*Mystic Theurge: Blurring the line between divine and arcane, mystic theurges draw power from divine sources and musty tomes alike. While most spellcasters choose one path to magical power, mystic theurges walk two roads at once, simultaneously mastering spells common to clerics and wizards.</p><p>*Red Wizard: The Red Wizards are the masters of Thay, the would-be magical overlords of the land of Faerun (in the Forgotten Realms campaign setting). They focus on a school of magic more intently than any specialist, achieving incredible mastery of magic within a very narrow focus. Seen as cruel and evil tyrants by people across the worl of Toril, a few choose to leave their region, assume secret identities, and practice magic without having to worry about political alliances and possible slave uprisings.</p><p>Shadowdancer: Operating in the border between light and darkness, shadowdancers are nimble artists of deception. They are mysterious and unknown, never completely trusted but always inducing wonder when met. </p><p>*Thaumaturgist: The thaumaturgist reaches out with divine power to other planes of existence, calling creatures there to do his bidding. Evil thaumaturgists conspire with demons and devils to gain power on the Material Plane, while good thaumaturgists send powerful angels or eladrins on holy quests. The thaumaturgist has full clerical spell progression and an emphasis on summoning. Req's: Spell Focus (conjuration), Able to cast lesser planar ally.It's a 5 lvl PrC with wizard attack and saves and HD. All levels are +1 caster level.</p><p>1. Improved Ally: diplomacy check to convince a creature called with a planar ally spell to aid him for a reduced payment</p><p>2. Augment Summoning: +4 Str and Con</p><p>3. Extended Summoning: double duration</p><p>4. Contingent Conjuration: sort of a contingency for conjuration spells only</p><p>5. Planar Cohort: use planar ally casting to get a cohort</p><p></p><p></p><p> g. Paladins don’t get Divine Grace until 2d level. Paladins get additional holy smite abilities as they advance: Smite Evil is gained at 1/day at 1st level, 2/day at 5th level, 3/day at 10th level, 4/day at 15th level, and 5/day at 20th level.</p><p></p><p>Smite Evil (Su): Once per day, a paladin may attempt to site evil with one normal melee attack. She adds her Charsima bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. For example, a 13th-level paladin armed with a longsword would deal 1d8+13 points of damage, plus any additional bonuses for high Strength or magical effects that would normally apply. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.</p><p>At 5th level, and every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on table 3-12: The Paladin, to a maximum of five times per day at 20th level. </p><p></p><p>The Paladin’s mount gets a +10 bonus to movement at 8th level, and the Paladin can call a warhorse for 2 hr/level (level gained unknown) – if the mount is killed, the paladin suffers –1 to attacks and damage for 30 days during which time a new mount cannot be called. </p><p></p><p>Paladin spells: </p><p>Full list: </p><p>Level 1: Bless, Bless Water, Bless Weapon, Create Water, Cure Light Wounds, Detect Poison, Detect Undead, Divine Favor, Endure Elements, Magic Weapon, Protection from Chaos/Evil, Read Magic, Resistance, Restoration, Lesser, Virture</p><p>Level 2: Bull's Strength, Delay Poison, Eagle's Splendor, Owl's Wisdom, Remove Paralysis, Resist Energy, Shield Other, Undetectable Alignment, Zone of Truth</p><p>Level 3: Cure Moderate Wounds, Daylight, Discern Lies, Dispel Magic, Heal Mount, Magic Circle against Chaos, Magic Circle against Evil, Magic Weapon, Greater, Prayer, Remove Blindness/Deafness, Remove Curse</p><p>Level 4: Break Enchantment, Cure Serious Wounds, Death Ward, Dispel Evil, Holy Sword, Mark of Justice, Neutralize Poison , Restoration</p><p></p><p>Paladin Skills: Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (Nobility and Royalty), Knowledge (Religion), Profession, Ride, and Sense Motive.</p><p></p><p> h. Sorcerers can swap out a spell at 4th level and then at each even level thereafter (6th, 8th etc.). Bards swap spells at 5th level and every 3 levels thereafter. The spell must be two levels lower than the highest spell you can cast.</p><p></p><p> i. Animal companions: The animal companion rules have changed; it's no longer purely a "HD = level" link. (There's a lot more to it than that, of course.) Since an awakened animal isn't an animal any more (it's a magical beast), it won't be able to serve as an animal companion (or a familiar or paladin's mount, for that matter). The animal friendship spell is no longer on spell lists. Characters with the animal companion class feature will only have one animal companion at a time. Rangers use the druid rules for animal companions, at ½ their ranger level. Animal Companion ability changes by level (Bonus tricks required no training time):</p><p></p><p>1-2: HD+0 AC+0 Str/Dex+0 Bonus Tricks 1 Link (+4 Wild Empathy and Handle Animal checks), Share Spells</p><p>3-5: HD+2 AC+2 Str/Dex+1 Bonus Tricks 2 Evasion</p><p>6-8: HD+4 AC+4 Str/Dex+2 Bonus Tricks 3 Devotion (+4 Save vs. Enchantments)</p><p>9-11: HD+6 AC+6 Str/Dex+3 Bonus Tricks 4 Multiattack (if no multiple attack forms the creature gets an addition strike at -5)</p><p>12-14: HD+8 AC+8 Str/Dex+4 Bonus Tricks 5</p><p>15-17: HD+10 AC+10 Str/Dex+5 Bonus Tricks 6 Improved Evasion</p><p>18-20: HD+12 AC+12 Str/Dex+6 Bonus Tricks 7</p><p></p><p>Higher level Animal Companions (treat gaining level as Level 1):</p><p>Level 4: Ape, Black Bear, Bison, Boar, Cheetah, Crocodile, Dire Badger, Dire Rat, Dire Weasel, Leopard, Monitor Lizard, Large Shark, Constrictor Snake, Large Viper Snake, Wolverine.</p><p>Level 7: Brown Bear, Giant Crocodile, Deinonychus, Dire Ape, Dire Boar, Dire Wolf, Dire Wolverine, Elasmosaurus, Lion, Rhinoceros, Huge Viper Snake, Tiger.</p><p>Level 10: Polar Bear, Dire Lion, Megaraptor, Huge Shark, Giant Constictor Snake, Orca Whale.</p><p>Level 13: Dire Bear, Giant Octopus, Elephant</p><p>Level 16: Dire Shark, Dire Tiger, Giant Squid, Triceratops, Tyrannosaurus.</p><p></p><p> j. Costs for wizards scribing spells to spell books: </p><p>Time: The process takes 24 hours, regardless of the spell's level.</p><p>Space in the Spellbook: A spell takes up one page of the spellbook per spell level, so a 2nd-level spell takes two pages, a 5th-level spell takes five pages, and so forth. Even a 0-level spell (cantrip) takes one page. A spellbook has one hundred pages.</p><p>Materials and Costs: Materials for writing the spell (special quills, inks, and other supplies) cost 100gp per page.</p><p>Note that a wizard does not have to pay these costs in time or gold for the spells she gains for free at each new level. She simply adds these to her spellbook as part of her ongoing research</p><p></p><p> k. Changes to wizard specialization: Wizards who Specialize gain +2 on Spellcraft checks when dealing with their school and have to choose 2 other schools (any to) that they will be unable to use. They cannot however choose Divination. Diviners only give up one school. Most spell schools have been strengthened.</p><p></p><p>Wizard Spells by school:</p><p>Enchantment:</p><p>0-daze</p><p>1-charm person; hypnotism; sleep</p><p>2-daze monster; tasha's h.l.; touch of idiocy</p><p>3-deep slumber; heroism; hold person; rage; suggestion</p><p>4-charm monster; confusion; crushing despair; geas, lesser</p><p>5-dominate person; feeblemind; hold monster; mind fog; symbol of sleep</p><p>6-geas/quest; heroism, greater; suggestion, mass; symbol of persuasion</p><p>7-hold person, mass; insanity; power word blind; symbol of stunning</p><p>8-antipathy; binding; charm monster, mass; demand; otto's i.d.; power word stun; symbol of insanity; sympathy</p><p>9- dominate monster; hold monster, mass; power word kill</p><p></p><p>Necromancy: </p><p>0-disrupt undead; touch of fatigue</p><p>1-cause fear; chill touch; ray of enfeeblement</p><p>2-blindness/deafness; command undead; false life; ghoul touch; scare; spectral hand</p><p>3-gentle repose; halt undead; ray of exhaustion; vampiric touch</p><p>4-animate dead; bestow cures; contagion; enervation; fear</p><p>5-blight; magic jar; symbol of pain; waves of fatigue</p><p>6-circle of death; create undead; eyebite; symbol of fear; undeath to death</p><p>7-control undead; finger of death; symbol of weakness; waves of exhaustion</p><p>8-clone; create greater undead; horrid wilting; symbol of death</p><p>9-astral projection; energy drain; soul bind; wail of the banshee</p><p></p><p>Universal Spells: Arcane Mark, Prestidigitation, Permanency, Limited Wish, Wish</p><p></p><p>Divination:</p><p>0th: Detect Poison, Detect Magic, Read Magic; </p><p>1st: Comprehend Languages, Detect Secret Doors, Detect Secret Doors, Identify, Truestrike</p><p>2nd: Detect Thoughts, Locate Object, See Invisibility</p><p>3rd: Arcane Sight, Clairaudience/Clairvoyance, Tongues</p><p>4th: Arcane Eye, Detect Scrying, Locate Creature, Scrying</p><p>5th: Contact other Plane, Prying Eyes, Rary's Telepathic Bond</p><p>6th: Analyze Dweomer, Legend Lore, True Seeing</p><p>7th: Greater Arcane Sight, Greater Scrying, Vision</p><p>8th: Discern Location, Moment of Prescience, Greater Prying Eyes</p><p>9th: Foresight</p><p></p><p> l. Many of the Monk’s feat replacement special abilities (Stunning Fist, Deflect Arrows) have been changed into bonus Feats with 2 options as to what to take. For example at 1st level a Monk can take either Stunning Fist (results in target at –2 AC) or Improved Grapple (no AoO when starting a Grapple), at 2nd: Combat Reflexes/Deflect Arrows; 6th: Improved Disarm/Improved Trip. Flurry of Blows at 1st level works like Two-Weapon Fighting; you get a single extra attack with a -2 Penalty to each attack. At 5th level it becomes a -1 Penalty and at 9th the penalty goes away completely (basically you get a free extra attack). At 11th level the Monk gets another attack at his full BAB. New Ki Strike works like: at 4th level it counts as a Magic weapon, at 10th it counts as a Lawful weapon, and at 16th it counts as a Adamantine weapon. Quarterstaff and Sai are both on the monks weapon list now. Monk armed and unarmed BAB stack; there is no longer a separate BAB for armed and un-armed monks. Monk damage values (for medium monks) are:</p><p>1-3: 1d6</p><p>4-7: 1d8</p><p>8-11: 1d10</p><p>12-15: 2d6</p><p>16-19: 2d8</p><p>20: 2d10</p><p>Empty Body at 19th allows your monk to become Ethereal for 1 round/monk level/day.</p><p>Perfect Self: At 20th level, a monk has tuned her body with skill and quasi-magical abilities to the point that she becomes a magical creature. She is forevermore treated as an outsider (an extraplanar creature) rather than as a humanoid for the purpose of spells and magical effects. For instance, charm person does not affect her. Additionally, the monk gains damage reduction 10/magic, which allows her to ignore (instantly regenerate) the first 10 points of damage from any attack made by a creature that dosn't have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if she were a member of her previous creature type.</p><p></p><p>Monk speed is now expressed as a bonus to speed, rather than a new speed. Thus, all races will increase their speed by the same amount.</p><p></p><p>Monk's unarmed strike is treated as both manufactured weapon and natural weapon for purposes of spells or effects that improve them.</p><p></p><p> m. Rogue Abilities: Uncanny Dodge (L4) and Improved Uncanny Dodge (L8) work just like the 1st to levels of UD used to, trapsense has just been split off from it (bonus to saves vs. traps). Trapfinding allows rogues to find traps greater than DC20 with Search (as before – now it’s just pointed out more clearly).</p><p></p><p>1: Sneak Attack (SA) +1d6, trapfinding</p><p>2: Evasion</p><p>3: SA +2d6, Trap Sense (TS) +1</p><p>4: Uncanny Dodge (Always receive Dex bonus)</p><p>5: SA +3d6</p><p>6: TS +2</p><p>7: SA +4d6</p><p>8: Improved Uncanny Dodge (Can't be flanked)</p><p>9: SA +5d6, TS +3</p><p>10: Special Ability</p><p>11: SA +6d6</p><p>12: TS +4</p><p>13: SA +7d6, Special Ability</p><p>14: </p><p>15: SA +8d6, TS +5</p><p>16: Special Ability</p><p>17: SA +9d6</p><p>18: TS +6</p><p>19: SA +10d6, Special Ability</p><p>20:</p><p></p><p>Rogue Skill list: Appraise, Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (Local), Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Slight of Hand, Spot, Swim, Tumble, Use Magic Devise, and Use Rope.</p><p></p><p>Rogues are proficient with all simple weapons plus hand crossbow, rapier, shorbow, and shortsword.</p><p></p><p> n. Sorcerers receive Bluff as a class skill.</p><p></p><p> o. Cleric Spell List: </p><p>0th-LEVEL CLERIC SPELLS: Create Water;Cure Minor Wounds;Detect Magic;Detect Poison;Guidance; Inflict Minor Wounds;Light; Mending;Purify Food and Drink;Read Magic;Resistance; Virtue</p><p></p><p>1st-LEVEL CLERIC SPELLS: Bane ; Bless ; Bless Water; Cause Fear ; Command ; Comprehend Languages ; Cure Light Wounds ; Curse Water ; Deathwatch ; Detect Chaos/Evil/Good/Law ; Detect Undead ; Divine Favor; Doom ; Endure Elements ; Entropic Shield ; Hide from Undead; Inflict Light Wounds ; Magic Stone ; Magic Weapon ; Obscuring Mist ; Protection from Chaos/Evil/Good/Law ; Remove Fear; Sanctuary ; Shield of Faith ; Summon Monster I </p><p></p><p>2nd-LEVEL CLERIC SPELLS ; Aid ; Align Weapon; Augury ; Bear's Endurance; Bull's Strength ; Calm; Emotions ; Consecrate ; Cure Moderate Wounds ; Darkness ; Death Knell ; Delay Poison ; Desecrate ; Eagle's Splendor ; Enthrall ; Find Traps ; Gentle Repose ; Hold Person ; Inflict Moderate Wounds ; Make Whole ; Owl's Wisdom; Remove Paralysis ; Resist Energy; Restoration, Lesser ; Shatter ; Shield Other ; Silence ; Sound Burst ; Spiritual Weapon; Status ; Summon Monster II ; Undetectable Alignment ; Zone of Truth </p><p></p><p>3rd-LEVEL CLERIC SPELLS ; Animate Dead ; Bestow Curse ; Blindness/Deafness ; Contagion ; Continual Flame ; Create Food and Water ; Cure Serious Wounds ; Daylight ; Deeper Darkness ; Dispel Magic ; Glyph of Warding ; Helping Hand ; Inflict Serious Wounds ; Invisibility Purge ; Locate Object ; Magic Circle against Chaos/Evil/Good/Law ; Magic Vestment ; Meld into Stone ; Obscure Object ; Prayer ; Protection from Energy ; Remove Blindness/Deafness ; Remove Curse ; Remove Disease ; Searing Light ; Speak with Dead ; Stone Shape ; Summon Monster III ; Water Breathing ; Water Walk ; Wind Wall </p><p></p><p>4th-LEVEL CLERIC SPELLS ; Air Walk ; Control Water ; Cure Critical Wounds ; Death Ward ; Dimensional Anchor ; Discern Lies ; Dismissal ; Divination ; Divine Power ; Freedom of Movement ; Giant Vermin ; Imbue with Spell Ability ; Inflict Critical Wounds ; Magic Weapon, Greater ; Neutralize Poison ; Planar Ally, Lesser; Poison ; Repel Vermin ; Restoration ; Sending ; Spell Immunity ; Summon Monster IV ; Tongues </p><p></p><p>5th-LEVEL CLERIC SPELLS ; Atonement ; Break Enchantment ; Command, Greater; Commune ; Cure Light Wounds, Mass; Dispel Chaos/Evil/Good/Law ; Disrupting Weapon; Flame Strike ; Hallow ; Inflict Light Wounds, Mass; Insect Plague ; Mark of Justice ; Plane Shift ; Raise Dead ; Righteous Might ; Scrying ; Slay Living ; Spell Resistance ; Summon Monster V ; Symbol of Pain; Symbol of Sleep; True Seeing ; Unhallow ; Wall of Stone </p><p></p><p>6th-LEVEL CLERIC SPELLS ; Animate Objects ; Antilife Shell ; Banishment; Bear's Endurance, Mass </p><p>Blade Barrier ; Bull's Strength, Mass ; Create Undead ; Cure Moderate Wounds, Mass; Dispel Magic, Greater; Eagle's Splendor, Mass ; Find the Path ; Forbiddance ; Geas/Quest ; Glyph of Warding, Greater ; Harm ; Heal ; Heroes' Feast ; Planar Ally ; Summon Monster VI ; Symbol of Fear; Symbol of Persuasion; Undeath to Death; Wind Walk ; Word of Recall </p><p></p><p>7th-LEVEL CLERIC SPELLS ; Blasphemy ; Control Weather ; Cure Serious Wounds, Mass ; Destruction ; Dictum ; Ethereal Jaunt ; Holy Word ; Inflict Serious Wounds, Mass; Refuge ; Regenerate ; Repulsion ; Restoration, Greater ; Resurrection ; Scrying, Greater ; Summon Monster VII ; Symbol of Stunning; Symbol of Weakness; Word of Chaos </p><p></p><p>8th-LEVEL CLERIC SPELLS ; Antimagic Field ; Cloak of Chaos ; Create Greater Undead; Cure Critical Wounds, Mass; Dimensional Lock ; Discern Location ; Earthquake ; Fire Storm ; Holy Aura ; Planar Ally, Greater; Inflict Critical Wounds, Mass; Shield of Law ; Spell Immunity, Greater; Summon Monster VIII ; Symbol of Death; Symbol of Insanity ; Unholy Aura </p><p></p><p>9th-LEVEL CLERIC SPELLS ; Astral Projection ; Energy Drain ; Etherealness ; Gate ; Heal, Mass ; Implosion ; Miracle ; Soul Bind ; Storm of Vengeance ; Summon Monster IX ; True Resurrection</p></blockquote><p></p>
[QUOTE="Olgar Shiverstone, post: 942264, member: 5868"] 2. Classes a. Bards get 6 skill points per level, no longer suffer from arcane spell failure in light armor (but not Shields, Medium Armor, or Heavy Armor, and only with regard to Bard spells), and have increased musical abilities (3.5 Bard Songs are Countersong, Fascinate, Inspire Courage (give +1 on Atk and Damage and +1 vs Charm and Fear spells; increase by +1 at 8th level and every 6 levels thereafter), Inspire Competence, Suggestion, Inspire Greatness, Song of Freedom, Inspire Heroics, and Mass Suggestion. Song of Freedom is the equivalent of a Break Enchantments spell that he cannot target himself with. Inspire Heroics gives 1 Target +1/3 levels over 15th +4 on all Saves and +4 AC. Mass Suggestions uses the suggestion effect on every creature that he already has fascinated. Perform Ranks required are: Countersong: 3, Fascinate: 3, Inspire Courage: 3, Inspire Competence: 3, Suggestion: 6th Level and 9, Inspire Greatness: 9th Level and 12, Song of Freedom: 12th Level and 15, Inspire Heroics 15th level and 18; Mass Suggestion: 18th Level and 21). Bards swap spells at 5th level and every 3 levels thereafter. Bards do not have Medium armor proficiency in 3.5. 1: Countersong, Fascinate (1 creature), Inspire Courage +1, Inspire Competence, Bardic Knowledge 2: 3: 4: Fascinate (2 creatures) 5: 6: Suggestion 7: Fascinate (3 creatures) 8: Inspire Courage +2 9: Inspire Greatness 10: Fascinate (4 creatures) 11: 12: Song of Freedom 13: Fascinate (5 creatures) 14: Inspire Courage +3 15: Inspire Heroics (1 creature) 16: Fascinate (6 creatures) 17: 18: Mass Suggestion, Inspire Heroics (2 creatures) 19: Fascinate (7 creatures) 20: Inspire Courage +4 Spell list: 0-LEVEL BARD SPELLS (CANTRIPS): Dancing Lights, Daze , Detect Magic , Flare , Ghost Sound, Know Direction , Light , Lullaby , Mage Hand , Mending , Message, Open/Close , Prestidigitation , Read Magic , Resistance , Summon Instrument 1st-LEVEL BARD SPELLS: Alarm, Animate Rope, Cause Fear , Charm Person Comprehend Languages, Cure Light Wounds , Detect Secret Doors , Disguise Self , Erase Expeditious Retreat , Feather Fall , Grease , Hypnotism , Identify , Lesser Confusion, Magic Mouth , Nystul's Magic Aura, Obscure Object, Remove Fear, Silent Image , Sleep , Summon Monster I , Tasha's, Hideous Laughter, Undetectable Alignment, Unseen Servant , Ventriloquism 2nd-LEVEL BARD SPELLS: Alter Self, Animal Messenger , Animal Trance , Blindness/Deafness , Blur , Calm Emotions, Cat's Grace , Cure Moderate Wounds , Darkness , Daze Monster , Delay Poison , Detect, Thoughts , Eagle's Splendor, Enthrall , Fox's Cunning, Glitterdust , Heroism , Hold Person , Hypnotic, Pattern , Invisibility , Locate Object , Magic Mouth , Minor Image , Mirror Image , Misdirection , Pyrotechnics , Rage , Scare , Shatter , Silence , Sound Burst , Suggestion , Summon Monster II , Summon, Swarm , Tongues , Whispering Wind 3rd-LEVEL BARD SPELLS: Blink , Charm Monster , Clairaudience/Clairvoyance , Confusion , Crushing Despair, Cure Serious Wounds , Dispel Magic , Displacement , Fear , Gaseous Form Geas, Lesser ,Glibness, Good Hope, Haste , Illusory Script , Invisibility Sphere , Leomund's Tiny Hut , Major Image , Phantom Steed , Remove Curse , Scrying , Sculpt Sound , Secret Page See Invisiblity, Sepia, Snake Sigil, Slow, Speak with Animals , Summon Monster III 4th-LEVEL BARD SPELLS: Break Enchantment, Cure Critical Wounds, Detect Scrying , Dimension Door , Dominate Person , Freedom of Movement , Hallucinatory Terrain, Hold Monster , Invisibility, Greater , Legend Lore , Leomund's Secure Shelter , Locate Creature , Modify Memory , Neutralize Poison , Rainbow Pattern , Shadow Conjuration, Shout , Speak with Plants, Summon Monster IV, Zone of Silence 5th-LEVEL BARD SPELLS: Cure Light Wounds, Mass; Dispel Magic, Greater ; Dream ; False Vision ; Heroism, Greater; Mind Fog ; Mirage Arcana ; Mislead ; Nightmare ; Persistent Image ; Seeming; Shadow; Evocation; Shadow Walk; Suggestion, Mass; Summon Monster V 6th-LEVEL BARD SPELLS: Analyze Dweomer; Animate Object; Cat's Grace, Mass; Charm Monster, Mass ; Cure Moderate Wounds, Mass; Eagle's Splendor, Mass; Eyebite; Find the Path; Fox's Cunning, Mass ; Geas/Quest ; Heroes' Feast; Otto's Irresistible Dance ; Permanent Image ; Programmed Image ; Project Image ; Scrying, Greater; Shout, Greater; Summon Monster VI; Sympathetic Vibration; Veil Bard Starting Weapons: All Simple + Longsword, Rapier, Sap, Short Sword, Shortbow, and whip. b. Ranger: The ranger class philosophy says he is no longer a lightly armored fighter, he is a skill-using hunter. · Skill points changed to 6 · Hit die changed to d8 · Class skills: Climb, Concentration, Craft, Handle Animal, Heal, Hide, Jump, Knowledge (Dungeonering), Knowledge (Geography), Knowledge (Nature), Listen, Move Silently, Profession, Ride, Search, Spot, Survival, Swim, and Use Rope. · Favored enemy bonus now gives +2 (it is no longer precision damage, it is an untyped bonus; it applies to all types of creatures, even undead and oozes, and is not limited to 30' range for ranged weapons.) · New favored enemy at levels 1, 5, 10, 15, 20 with graduated increases (first enemy at +2; add an enemy at +2 then increase any other favored enemy by +2) · Wild Empathy ability at level 1 (replaces the Animal Empathy skill, works like Diplomacy) · Gain a 2-weapon OR archery feat at levels 2, 6 and 11 o TWF at 2d, ITWF at 6th, GTWF at 11th, or o Rapid Shot at 2d, Manyshot at 6th, Improved Precise Shot at 11th. · Endurance at level 3 · Animal Companion at level 4 · Woodland stride at level 7 · Swift tracker at level 8 (move normal speed while tracking) · Evasion at level 9 · Camouflage at level 13 (hide in any terrain even without cover or concealment) · Hide in plain sight at level 17 (in natural surroundings) · Additions to spell list: charm animal as a 1st level spell choice, a better barkskin at 2nd, darkvision at 3rd, and animal growth at 4th. · The ranger’s TWF skills include double weapons like the quarterstaff. · Rangers get good save progressions for both Fort and Reflex saves. · Rangers no longer get medium armor proficiency. They are proficient in light armor and shields only. · If the ranger takes “outsider” as a favored enemy, he ranger picks one of nine outsider subtypes as a favored enemy: either one of the four alignment types, one of the four elements, or "native." · The ranger no longer has to be evil to select his own race as a favored enemy. Humanoid types include: Aquatic, dwarf, elf, goblinoid, gnoll, gnome, halfling, human, orc, reptilian. · Ranger Spell List: o 1st: Alarm, charm animal, delay poison, detect poison, detect animals or plants, detect snares and pits, entangle, endure elements, hide from animals, jump, longstrider, magic fang, pass without trace, read magic, resist energy, speak with animals, summon nature’s ally I o 2d: barkskin, Bear’s endurance, Cat’s Grace, Cure Light Wounds, Detect chaos/good/evil/law, Owl’s Wisdom, Hold Animal, protection from elements, snare, speak with plants, spike growth, summon nature’s ally II, wind wall o 3rd: Command Plants, Cure Moderate Wounds, darkvision, diminish plants, greater magic fang, neutralize poison, plant growth, remove disease, remove paralysis, repel vermin, summon nature’s ally III, tree shape, water walk o 4th: Animal growth, Commune with Nature, cure serious wounds, freedom of movement, nondetection, summon nature’s ally IV, tree stride c. Barbarian changes include: · Trap sense at level 3 (bonus to reflex saves vs traps) · Trap sense improves by +1 every 3rd level · DR 1/- at level 7 · DR improves by 1 at levels 10, 13, 16 and 19 · Greater Rage at level 11 · Indomitable Will at level 14 (+4 to Will saves vs enchantments) · Tireless Rage at level 17 · Mighty Rage at level 20 (Rage bonus increases to +8 Str, +8 Con, +4 Will) · A barbarian who gains a level in another class automatically becomes literate. d. The druid spell list is revised (includes all animal “buff” spells). Druids have the following game statistics. Abilities: Wisdom determines how powerful a spell a druid can cast, how many spells she can cast per day, and how hard those spells are to resist. To cast a spell, a druid must have a Wisdom score of 10 + the spell's level. A druid gets bonus spells based on Wisdom. The Difficulty Class of a saving throw against a druid's spell is 10 + the spell's level + the druid's Wisdom modifier. Since a druid wears only light or medium armor, a high Dexterity score greatly improves her defensive ability. Alignment: Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil. Hit Die: d8. Class Skills The druid's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str). See Chapter 4: Skills for skill descriptions. Skill Points at 1st Level: (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier. Class Features All of the following are class features of the druid. Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description.) Druids are proficient with shields (except tower shields) but must use only wooden ones. A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter. Spells: A druid casts divine spells (the same type of spells available to the cleric, paladin, and ranger), which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A druid must choose and prepare her spells in advance (see below). To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier. Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 3–8: The Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–1: Ability Modifiers and Bonus Spells). She does not have access to any domain spells or granted powers, as a cleric does. A druid prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can "lose" a prepared spell in order to cast any summon nature's ally spell of the same level or lower. For example, a druid who has prepared repel vermin (a 4th-level spell) may lose repel vermin in order to cast summon nature's ally IV (also a 4th-level spell). Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). For example, a neutral good druid cannot cast evil spells. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions (see Chapter 11: Spells). Bonus Languages: A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race (see Race and Languages and the Speak Language skill). A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to non-druids. Druidic 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. If the DM's campaign takes place wholly or partly in an aquatic environment, the DM may add the following creatures to the druid's list of options: crocodile, porpoise, Medium shark, and 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 in the sidebar on page 36. As a druid advances in level, the animal's power increases as shown on the table in the sidebar. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished. A druid of 4th level or higher may select from alternative lists of animals (see the sidebar). Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character's druid level were lower than it actually 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 in the sidebar to determine the animal companion's powers. (If this adjustment would reduce the druid's effective level to 0 or lower, she can't have that animal as a companion.) For example, a 6th-level druid could select a leopard as an animal companion. The leopard would have characteristics and special abilities as if the druid were 3rd level (taking into account the -3 adjustment) instead of 6th level. Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks. Wild Empathy (Ex): A druid can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions just like a Diplomacy check made to improve the attitude of a person (see Chapter 4: Skills). The druid rolls 1d20 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. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2 (such as a basilisk or a girallon), but she takes a -4 penalty on the check. Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) 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): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired. Resist Nature's Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey (such as dryads, pixies, and sprites). 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 for new forms include all creatures with the animal type (see the Monster Manual). This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) 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. For example, a druid who has never been outside a temperate forest could not become a polar bear. A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table 3–8: The Druid. In addition, she gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level. The new form's Hit Dice can't exceed the character's druid level. For instance, a druid can't take the form of a dire bear (a Large creature that always has at least 12 HD) until 12th level, even though she can begin taking Large forms at 8th 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. (A druid can't use this ability to take the form of a plant that isn't a creature, such as a tree or a rose bush.) At 16th level, a druid becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the druid gains all the elemental's extraordinary, supernatural, and spell-like abilities. She also gains the elemental's feats for as long as she maintains the wild shape, but she retains her own creature type (humanoid, in most cases). At 18th level, a druid becomes able to assume elemental form twice per day, and at 20th level she can do so three times per day. At 20th level, a druid may use this wild shape ability to change into a Huge elemental. Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons. A Thousand Faces (Su): At 13th 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. Timeless Body (Ex): After attaining 15th level, a druid no longer takes ability score penalties for aging (see Table 6–5: Aging Effects) and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up. Ex-Druids A druid who ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a non-druid loses all spells and druid abilities (including her animal companion, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a druid until she atones (see the atonement spell description). Spell List: 0-LEVEL DRUID SPELLS (Orisons): Create Water ; Cure Minor Wounds ; Detect Magic ; Detect Poison ; Flare ; Guidance ; Know Direction ; Light; Mending ; Purify Food and Drink ; Read Magic ; Resistance ; Virtue 1st-LEVEL DRUID SPELLS: Calm Animals ; Charm Animal ; Cure Light Wounds ; Detect Animals or Plants ; Detect Snares and Pits ; Endure Elements ; Entangle ; Faerie Fire ; Goodberry Hide from Animals ; Jump; Longstrider ; Magic Fang ; Magic Stone ; Obscuring Mist ; Pass without Trace ; Produce Flame; Shillelagh ; Speak with Animals; Summon Nature's Ally I 2nd-LEVEL DRUID SPELLS: Animal Messenger ; Animal Trance ; Barkskin ; Bear's Endurance; Bull's Strength; Cat's Grace; Chill Metal ; Delay Poison ; Fire Trap . ; Flame Blade ; Flaming Sphere ; Fog Cloud; Gust of Wind ; Heat Metal ; Hold Animal ; Owl's Wisdom; Reduce Animal; Resist Energy; Restoration, Lesser; Soften Earth and Stone ; Spider Climb; Summon Nature's Ally II ; Summon Swarm ; Tree Shape ; Warp Wood ; Wood Shape 3rd-LEVEL DRUID SPELLS: ; Call Lightning ; Contagion ; Cure Moderate Wounds ; Daylight ; Diminish Plants ; Dominate Animal ; Magic Fang, Greater ; Meld into Stone ; Neutralize Poison ; Plant Growth ; Poison ; Protection from Elements ; Quench ; Remove Disease ; Sleet Storm; Snare ; Speak with Plants ; Spike Growth ; Stone Shape ; Summon Nature's Ally III ; Water Breathing ; Wind Wall 4th-LEVEL DRUID SPELLS: Air Walk; Antiplant Shell ; Blight; Command Plants ; Control Water; Cure Serious Wounds ; Dispel Magic ; Flame Strike ; Freedom of Movement ; Giant Vermin ; Ice Storm ; Reincarnate ; Repel Vermin ; Rusting Grasp ; Scrying ; Spike Stones ; Summon Nature's Ally IV 5th-LEVEL DRUID SPELLS: Animal Growth ; Atonement ; Awaken ; Baleful Polymorph; Call Lightning Storm; Commune with Nature ; Control Winds ; Cure Critical Wounds ; Death Ward ; Hallow ; Insect Plague ; Stoneskin; Summon Nature's Ally V ; Transmute Mud to Rock ; Transmute Rock to Mud ; Tree Stride ; Unhallow ; Wall of Fire ; Wall of Thorns 6th-LEVEL DRUID SPELLS: Antilife Shell ; Bear's Endurance, Mass; Bull's Strength, Mass; Cat's Grace, Mass; Cure Light Wounds, Mass; Dispel Magic, Greater; Find the Path ; Fire Seeds ; Ironwood ; Liveoak ; Move Earth; Owl's Wisdom, Mass; Repel Wood; Spellstaff ; Stone Tell ; Summon Nature's Ally VI ; Transport via Plants ; Wall of Stone 7th-LEVEL DRUID SPELLS: Animate Plants; Changestaff ; Control Weather Creeping Doom ; Cure Moderate Wounds, Mass; Fire Storm ; Heal ; Scrying, Greater; Summon Nature's Ally VII ; Sunbeam ; Transmute Metal to Wood ; True Seeing ; Wind Walk 8th-LEVEL DRUID SPELLS: Animal Shapes ; Control Plants ; Cure Serious Wounds, Mass; Earthquake; Finger of Death ; Repel Metal or Stone ; Reverse Gravity ; Summon Nature's Ally VIII ; Sunburst; Whirlwind ; Word of Recall 9th-LEVEL DRUID SPELLS: Antipathy ; Cure Critical Wounds, Mass ; Elemental Swarm ; Foresight ; Regenerate; Shambler ; Shapechange ; Storm of Vengeance ; Summon Nature's Ally IX ; Sympathy e. Fighters receive Intimidate as a class skill. New feats are added to the fighter list (below). f. Additional PrCs go into the DMG, to include (* indicates new to DMG): Arcane Archer: Master of the elven warbands, the arcane archer is a warrior skilled in using magic to supplement her combat prowess. Beyond the woods, arcane archers gain renown throughout entire kingdoms for their supernatural accuracy with a bow and their ability to imbue their arrows with magic. *Arcane Trickster: Arcane tricksters combine their knowledge of spells with a taste for intrigue, larceny, or just plain mischief. They are among the most adaptable of adventurers. The arcane trickster now grants +1 spellcasting level at each class level, which is crucial since the character has given up at least 3 levels in his spellcasting class to qualify (2d6 sneak attack required). *Archmage: The highest art is magic -- often referred to as the Art. Its most advanced practitioners are frequently archmages, characters who bend spells in ways unavailable to other spellcasters. An archmage gains strange powers and the ability to alter spells in remarkable ways, but must sacrifice some of her spell capability in order to master these arcane secrets. The Archmage’s Spell Power ability is a true caster level increase, and the effects aren't unintended. It'll help duration, range, damage, dispel checks, spell penetration checks, and any other factor based on caster level. Assassin: The assassin is the master of dealing quick, lethal blows. Assassins also excel at infiltration and disguise. Assassins often function as spies, informants, killers for hire, or agents of vengeance. Their training in anatomy, stealth, poison, and the dark arts allows them to carry out missions of death with shocking, terrifying precision. The assassin becomes a spontaneous caster. The 3.5 assassin gains hide in plain sight at 8th level. Blackguard: The blackguard epitomizes evil. He is nothing short of a mortal fiend. The quintessential black knight, this villain carries a reputation of the foulest sort that is very well deserved. Consorting with demons and devils and serving dark deities, the blackguard is hated and feared by all. Some people call these villains antipaladins due to their completely evil nature. *Dragon Disciple: It is known that certain dragons can take humanoid form and even have humanoid lovers. Sometimes a child is born of this union, and every child of that child unto the thousandth generation claims a bit of dragon blood, be it ever so small. Usually, little comes of it, though mighty sorcerers occasionally credit their powers to draconic heritage. For some, however, dragon blood beckons irresistibly. These characters become dragon disciples, who use their magical power as a catalyst to ignite their dragon blood, realizing its fullest potential. Instead of getting bigger, the dragon disciple gains blindsense. Dragon disciples get wings at 9th level regardless of size. *Duelist: The duelist (sometimes known as the swashbuckler) is a nimble, intelligent fighter trained in making precise attacks with light weapons, such as the rapier. He always takes full advantage of his quick reflexes and wits in a fight. Rather than wearing bulky armor, a duelist feels the best way to protect himself is not to get hit at all. Canny defense, for example, allows you to add your Int bonus to AC when unarmored and wielding a melee weapon, but only up to a maximum value equal to your duelist level. HD d10; prereq: Base Attack +6, Perform 3 ranks, Tumble 5 ranks, Feats Dodge, Mobility, Weapon Finesse; skill points 4+int; Base Attack of a fighter; Ref save is good; 1st canny defense; 2nd improved reaction +2; 3rd Enhanced Mobility; 4th Grace; 5th Precise strike +1d6; 6th Acrobatic Charge; 7th Elaborate parry; 8th improved reaction +4; 9th deflect arrows; 10th precise strike. Dwarven Defender: The defender is a sponsored champion of a dwarven cause, a dwarf aristocrat, a dwarven deity, or the dwarven way of life. As the name might imply, this character is a skilled combatant trained in the arts of defense. A line of dwarven defenders is a far better defense than a 10-foot-thick wall of stone, and much more dangerous. *Eldritch Knight: Studying the martial and arcane arts to equal degree, the eldritch knight is a versatile combatant who can cast a fireball on his foes or charge them with sword drawn. The eldritch knight takes pride in his ability to use the right technique for the job: spells against physically tough foes and force of arms against spellcasting enemies. (EK requires 3rd level arcane spells and martial weapon proficiency to enter; gains +1/level BAB, d6 HD, 9/10 +1 spellcasting levels(all except 1st)). The eldritch knight doesn’t ignore any arcane spell failure. Bonus fighter feat at 1st level, Skills 2 + Int; Concentration, Craft, Decipher Script, Jump, Knowledge (arcana), Knowledge (nobility and royalty), Ride, Sense Motive, Spellcraft, Swim. *Hierophant: A divine spellcaster who rises high in the service of his deity gains access to spells and abilities of which lesser faithful can only dream. The hierophant prestige class is open to powerful divine spellcasters who are approaching access to the strongest and most difficult divine spells. They delay the acquisition of these greatest gifts in exchange for a deeper understanding of and ability to control the power they channel. *Horizon Walker: The horizon walker is an unceasing traveler to the universe's most dangerous places. As her journeys take her from place to place, she adapts to become one with her environment. In time, she develops a mystic connection with the ground beneath her. But she is by no means tied to a particular place; her restless feet are ever leading her toward the horizon, where new adventures await. Horizon Walker is essentially an explorer who at each level gains power from terrain. Example: you could chose "Forest" as your terrain at first level, and get +4 to Hide checks as well as +1 to-hit and damage on any creatures with "Forest" listed as their environment in the Monster Manual. The Hide bonus applies anywhere, not just when you're in a forest. Reqs are Endurance and Knowledge: Geography. Loremaster: Loremasters are spellcasters who concentrate on knowledge, valuing lore and secrets over gold. They uncover secrets that they then use to better themselves mentally, physically, and spiritually. *Mystic Theurge: Blurring the line between divine and arcane, mystic theurges draw power from divine sources and musty tomes alike. While most spellcasters choose one path to magical power, mystic theurges walk two roads at once, simultaneously mastering spells common to clerics and wizards. *Red Wizard: The Red Wizards are the masters of Thay, the would-be magical overlords of the land of Faerun (in the Forgotten Realms campaign setting). They focus on a school of magic more intently than any specialist, achieving incredible mastery of magic within a very narrow focus. Seen as cruel and evil tyrants by people across the worl of Toril, a few choose to leave their region, assume secret identities, and practice magic without having to worry about political alliances and possible slave uprisings. Shadowdancer: Operating in the border between light and darkness, shadowdancers are nimble artists of deception. They are mysterious and unknown, never completely trusted but always inducing wonder when met. *Thaumaturgist: The thaumaturgist reaches out with divine power to other planes of existence, calling creatures there to do his bidding. Evil thaumaturgists conspire with demons and devils to gain power on the Material Plane, while good thaumaturgists send powerful angels or eladrins on holy quests. The thaumaturgist has full clerical spell progression and an emphasis on summoning. Req's: Spell Focus (conjuration), Able to cast lesser planar ally.It's a 5 lvl PrC with wizard attack and saves and HD. All levels are +1 caster level. 1. Improved Ally: diplomacy check to convince a creature called with a planar ally spell to aid him for a reduced payment 2. Augment Summoning: +4 Str and Con 3. Extended Summoning: double duration 4. Contingent Conjuration: sort of a contingency for conjuration spells only 5. Planar Cohort: use planar ally casting to get a cohort g. Paladins don’t get Divine Grace until 2d level. Paladins get additional holy smite abilities as they advance: Smite Evil is gained at 1/day at 1st level, 2/day at 5th level, 3/day at 10th level, 4/day at 15th level, and 5/day at 20th level. Smite Evil (Su): Once per day, a paladin may attempt to site evil with one normal melee attack. She adds her Charsima bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. For example, a 13th-level paladin armed with a longsword would deal 1d8+13 points of damage, plus any additional bonuses for high Strength or magical effects that would normally apply. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day. At 5th level, and every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on table 3-12: The Paladin, to a maximum of five times per day at 20th level. The Paladin’s mount gets a +10 bonus to movement at 8th level, and the Paladin can call a warhorse for 2 hr/level (level gained unknown) – if the mount is killed, the paladin suffers –1 to attacks and damage for 30 days during which time a new mount cannot be called. Paladin spells: Full list: Level 1: Bless, Bless Water, Bless Weapon, Create Water, Cure Light Wounds, Detect Poison, Detect Undead, Divine Favor, Endure Elements, Magic Weapon, Protection from Chaos/Evil, Read Magic, Resistance, Restoration, Lesser, Virture Level 2: Bull's Strength, Delay Poison, Eagle's Splendor, Owl's Wisdom, Remove Paralysis, Resist Energy, Shield Other, Undetectable Alignment, Zone of Truth Level 3: Cure Moderate Wounds, Daylight, Discern Lies, Dispel Magic, Heal Mount, Magic Circle against Chaos, Magic Circle against Evil, Magic Weapon, Greater, Prayer, Remove Blindness/Deafness, Remove Curse Level 4: Break Enchantment, Cure Serious Wounds, Death Ward, Dispel Evil, Holy Sword, Mark of Justice, Neutralize Poison , Restoration Paladin Skills: Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (Nobility and Royalty), Knowledge (Religion), Profession, Ride, and Sense Motive. h. Sorcerers can swap out a spell at 4th level and then at each even level thereafter (6th, 8th etc.). Bards swap spells at 5th level and every 3 levels thereafter. The spell must be two levels lower than the highest spell you can cast. i. Animal companions: The animal companion rules have changed; it's no longer purely a "HD = level" link. (There's a lot more to it than that, of course.) Since an awakened animal isn't an animal any more (it's a magical beast), it won't be able to serve as an animal companion (or a familiar or paladin's mount, for that matter). The animal friendship spell is no longer on spell lists. Characters with the animal companion class feature will only have one animal companion at a time. Rangers use the druid rules for animal companions, at ½ their ranger level. Animal Companion ability changes by level (Bonus tricks required no training time): 1-2: HD+0 AC+0 Str/Dex+0 Bonus Tricks 1 Link (+4 Wild Empathy and Handle Animal checks), Share Spells 3-5: HD+2 AC+2 Str/Dex+1 Bonus Tricks 2 Evasion 6-8: HD+4 AC+4 Str/Dex+2 Bonus Tricks 3 Devotion (+4 Save vs. Enchantments) 9-11: HD+6 AC+6 Str/Dex+3 Bonus Tricks 4 Multiattack (if no multiple attack forms the creature gets an addition strike at -5) 12-14: HD+8 AC+8 Str/Dex+4 Bonus Tricks 5 15-17: HD+10 AC+10 Str/Dex+5 Bonus Tricks 6 Improved Evasion 18-20: HD+12 AC+12 Str/Dex+6 Bonus Tricks 7 Higher level Animal Companions (treat gaining level as Level 1): Level 4: Ape, Black Bear, Bison, Boar, Cheetah, Crocodile, Dire Badger, Dire Rat, Dire Weasel, Leopard, Monitor Lizard, Large Shark, Constrictor Snake, Large Viper Snake, Wolverine. Level 7: Brown Bear, Giant Crocodile, Deinonychus, Dire Ape, Dire Boar, Dire Wolf, Dire Wolverine, Elasmosaurus, Lion, Rhinoceros, Huge Viper Snake, Tiger. Level 10: Polar Bear, Dire Lion, Megaraptor, Huge Shark, Giant Constictor Snake, Orca Whale. Level 13: Dire Bear, Giant Octopus, Elephant Level 16: Dire Shark, Dire Tiger, Giant Squid, Triceratops, Tyrannosaurus. j. Costs for wizards scribing spells to spell books: Time: The process takes 24 hours, regardless of the spell's level. Space in the Spellbook: A spell takes up one page of the spellbook per spell level, so a 2nd-level spell takes two pages, a 5th-level spell takes five pages, and so forth. Even a 0-level spell (cantrip) takes one page. A spellbook has one hundred pages. Materials and Costs: Materials for writing the spell (special quills, inks, and other supplies) cost 100gp per page. Note that a wizard does not have to pay these costs in time or gold for the spells she gains for free at each new level. She simply adds these to her spellbook as part of her ongoing research k. Changes to wizard specialization: Wizards who Specialize gain +2 on Spellcraft checks when dealing with their school and have to choose 2 other schools (any to) that they will be unable to use. They cannot however choose Divination. Diviners only give up one school. Most spell schools have been strengthened. Wizard Spells by school: Enchantment: 0-daze 1-charm person; hypnotism; sleep 2-daze monster; tasha's h.l.; touch of idiocy 3-deep slumber; heroism; hold person; rage; suggestion 4-charm monster; confusion; crushing despair; geas, lesser 5-dominate person; feeblemind; hold monster; mind fog; symbol of sleep 6-geas/quest; heroism, greater; suggestion, mass; symbol of persuasion 7-hold person, mass; insanity; power word blind; symbol of stunning 8-antipathy; binding; charm monster, mass; demand; otto's i.d.; power word stun; symbol of insanity; sympathy 9- dominate monster; hold monster, mass; power word kill Necromancy: 0-disrupt undead; touch of fatigue 1-cause fear; chill touch; ray of enfeeblement 2-blindness/deafness; command undead; false life; ghoul touch; scare; spectral hand 3-gentle repose; halt undead; ray of exhaustion; vampiric touch 4-animate dead; bestow cures; contagion; enervation; fear 5-blight; magic jar; symbol of pain; waves of fatigue 6-circle of death; create undead; eyebite; symbol of fear; undeath to death 7-control undead; finger of death; symbol of weakness; waves of exhaustion 8-clone; create greater undead; horrid wilting; symbol of death 9-astral projection; energy drain; soul bind; wail of the banshee Universal Spells: Arcane Mark, Prestidigitation, Permanency, Limited Wish, Wish Divination: 0th: Detect Poison, Detect Magic, Read Magic; 1st: Comprehend Languages, Detect Secret Doors, Detect Secret Doors, Identify, Truestrike 2nd: Detect Thoughts, Locate Object, See Invisibility 3rd: Arcane Sight, Clairaudience/Clairvoyance, Tongues 4th: Arcane Eye, Detect Scrying, Locate Creature, Scrying 5th: Contact other Plane, Prying Eyes, Rary's Telepathic Bond 6th: Analyze Dweomer, Legend Lore, True Seeing 7th: Greater Arcane Sight, Greater Scrying, Vision 8th: Discern Location, Moment of Prescience, Greater Prying Eyes 9th: Foresight l. Many of the Monk’s feat replacement special abilities (Stunning Fist, Deflect Arrows) have been changed into bonus Feats with 2 options as to what to take. For example at 1st level a Monk can take either Stunning Fist (results in target at –2 AC) or Improved Grapple (no AoO when starting a Grapple), at 2nd: Combat Reflexes/Deflect Arrows; 6th: Improved Disarm/Improved Trip. Flurry of Blows at 1st level works like Two-Weapon Fighting; you get a single extra attack with a -2 Penalty to each attack. At 5th level it becomes a -1 Penalty and at 9th the penalty goes away completely (basically you get a free extra attack). At 11th level the Monk gets another attack at his full BAB. New Ki Strike works like: at 4th level it counts as a Magic weapon, at 10th it counts as a Lawful weapon, and at 16th it counts as a Adamantine weapon. Quarterstaff and Sai are both on the monks weapon list now. Monk armed and unarmed BAB stack; there is no longer a separate BAB for armed and un-armed monks. Monk damage values (for medium monks) are: 1-3: 1d6 4-7: 1d8 8-11: 1d10 12-15: 2d6 16-19: 2d8 20: 2d10 Empty Body at 19th allows your monk to become Ethereal for 1 round/monk level/day. Perfect Self: At 20th level, a monk has tuned her body with skill and quasi-magical abilities to the point that she becomes a magical creature. She is forevermore treated as an outsider (an extraplanar creature) rather than as a humanoid for the purpose of spells and magical effects. For instance, charm person does not affect her. Additionally, the monk gains damage reduction 10/magic, which allows her to ignore (instantly regenerate) the first 10 points of damage from any attack made by a creature that dosn't have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if she were a member of her previous creature type. Monk speed is now expressed as a bonus to speed, rather than a new speed. Thus, all races will increase their speed by the same amount. Monk's unarmed strike is treated as both manufactured weapon and natural weapon for purposes of spells or effects that improve them. m. Rogue Abilities: Uncanny Dodge (L4) and Improved Uncanny Dodge (L8) work just like the 1st to levels of UD used to, trapsense has just been split off from it (bonus to saves vs. traps). Trapfinding allows rogues to find traps greater than DC20 with Search (as before – now it’s just pointed out more clearly). 1: Sneak Attack (SA) +1d6, trapfinding 2: Evasion 3: SA +2d6, Trap Sense (TS) +1 4: Uncanny Dodge (Always receive Dex bonus) 5: SA +3d6 6: TS +2 7: SA +4d6 8: Improved Uncanny Dodge (Can't be flanked) 9: SA +5d6, TS +3 10: Special Ability 11: SA +6d6 12: TS +4 13: SA +7d6, Special Ability 14: 15: SA +8d6, TS +5 16: Special Ability 17: SA +9d6 18: TS +6 19: SA +10d6, Special Ability 20: Rogue Skill list: Appraise, Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (Local), Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Slight of Hand, Spot, Swim, Tumble, Use Magic Devise, and Use Rope. Rogues are proficient with all simple weapons plus hand crossbow, rapier, shorbow, and shortsword. n. Sorcerers receive Bluff as a class skill. o. Cleric Spell List: 0th-LEVEL CLERIC SPELLS: Create Water;Cure Minor Wounds;Detect Magic;Detect Poison;Guidance; Inflict Minor Wounds;Light; Mending;Purify Food and Drink;Read Magic;Resistance; Virtue 1st-LEVEL CLERIC SPELLS: Bane ; Bless ; Bless Water; Cause Fear ; Command ; Comprehend Languages ; Cure Light Wounds ; Curse Water ; Deathwatch ; Detect Chaos/Evil/Good/Law ; Detect Undead ; Divine Favor; Doom ; Endure Elements ; Entropic Shield ; Hide from Undead; Inflict Light Wounds ; Magic Stone ; Magic Weapon ; Obscuring Mist ; Protection from Chaos/Evil/Good/Law ; Remove Fear; Sanctuary ; Shield of Faith ; Summon Monster I 2nd-LEVEL CLERIC SPELLS ; Aid ; Align Weapon; Augury ; Bear's Endurance; Bull's Strength ; Calm; Emotions ; Consecrate ; Cure Moderate Wounds ; Darkness ; Death Knell ; Delay Poison ; Desecrate ; Eagle's Splendor ; Enthrall ; Find Traps ; Gentle Repose ; Hold Person ; Inflict Moderate Wounds ; Make Whole ; Owl's Wisdom; Remove Paralysis ; Resist Energy; Restoration, Lesser ; Shatter ; Shield Other ; Silence ; Sound Burst ; Spiritual Weapon; Status ; Summon Monster II ; Undetectable Alignment ; Zone of Truth 3rd-LEVEL CLERIC SPELLS ; Animate Dead ; Bestow Curse ; Blindness/Deafness ; Contagion ; Continual Flame ; Create Food and Water ; Cure Serious Wounds ; Daylight ; Deeper Darkness ; Dispel Magic ; Glyph of Warding ; Helping Hand ; Inflict Serious Wounds ; Invisibility Purge ; Locate Object ; Magic Circle against Chaos/Evil/Good/Law ; Magic Vestment ; Meld into Stone ; Obscure Object ; Prayer ; Protection from Energy ; Remove Blindness/Deafness ; Remove Curse ; Remove Disease ; Searing Light ; Speak with Dead ; Stone Shape ; Summon Monster III ; Water Breathing ; Water Walk ; Wind Wall 4th-LEVEL CLERIC SPELLS ; Air Walk ; Control Water ; Cure Critical Wounds ; Death Ward ; Dimensional Anchor ; Discern Lies ; Dismissal ; Divination ; Divine Power ; Freedom of Movement ; Giant Vermin ; Imbue with Spell Ability ; Inflict Critical Wounds ; Magic Weapon, Greater ; Neutralize Poison ; Planar Ally, Lesser; Poison ; Repel Vermin ; Restoration ; Sending ; Spell Immunity ; Summon Monster IV ; Tongues 5th-LEVEL CLERIC SPELLS ; Atonement ; Break Enchantment ; Command, Greater; Commune ; Cure Light Wounds, Mass; Dispel Chaos/Evil/Good/Law ; Disrupting Weapon; Flame Strike ; Hallow ; Inflict Light Wounds, Mass; Insect Plague ; Mark of Justice ; Plane Shift ; Raise Dead ; Righteous Might ; Scrying ; Slay Living ; Spell Resistance ; Summon Monster V ; Symbol of Pain; Symbol of Sleep; True Seeing ; Unhallow ; Wall of Stone 6th-LEVEL CLERIC SPELLS ; Animate Objects ; Antilife Shell ; Banishment; Bear's Endurance, Mass Blade Barrier ; Bull's Strength, Mass ; Create Undead ; Cure Moderate Wounds, Mass; Dispel Magic, Greater; Eagle's Splendor, Mass ; Find the Path ; Forbiddance ; Geas/Quest ; Glyph of Warding, Greater ; Harm ; Heal ; Heroes' Feast ; Planar Ally ; Summon Monster VI ; Symbol of Fear; Symbol of Persuasion; Undeath to Death; Wind Walk ; Word of Recall 7th-LEVEL CLERIC SPELLS ; Blasphemy ; Control Weather ; Cure Serious Wounds, Mass ; Destruction ; Dictum ; Ethereal Jaunt ; Holy Word ; Inflict Serious Wounds, Mass; Refuge ; Regenerate ; Repulsion ; Restoration, Greater ; Resurrection ; Scrying, Greater ; Summon Monster VII ; Symbol of Stunning; Symbol of Weakness; Word of Chaos 8th-LEVEL CLERIC SPELLS ; Antimagic Field ; Cloak of Chaos ; Create Greater Undead; Cure Critical Wounds, Mass; Dimensional Lock ; Discern Location ; Earthquake ; Fire Storm ; Holy Aura ; Planar Ally, Greater; Inflict Critical Wounds, Mass; Shield of Law ; Spell Immunity, Greater; Summon Monster VIII ; Symbol of Death; Symbol of Insanity ; Unholy Aura 9th-LEVEL CLERIC SPELLS ; Astral Projection ; Energy Drain ; Etherealness ; Gate ; Heal, Mass ; Implosion ; Miracle ; Soul Bind ; Storm of Vengeance ; Summon Monster IX ; True Resurrection [/QUOTE]
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