ADVANCEMENT
Characters advance 'one level at a time', similar to 3rd Edition. A character that starts as a 1st level fighter and then takes a level of rogue is a 2nd level character who is a fighter 1/rogue 1. However, it is worth noting that you gain noticeably more as a 1st level character than you do for taking a 1st level in another class.
When you gain a level, you can choose to advance a base class you have, to gain a racial paragon level or to take a level in a prestige class. If you wish to take 1st level in a base class you do not have, you must first train in that class- a process that takes a month and costs 1000 gp.
In addition to the basic classes and racial paragon classes, characters can take levels in prestige classes. Prestige classes are usually 3 levels long, but a character might have one (or more) levels in many prestige classes, and each offers new ways to customize a character.
Several things are worth noting in discussion advancement. First, it is more difficult to gain a new base class at 1st level than any other sort of level. This is because base classes are fundamental. Once a character has gained a base class, not only do further levels in that class open up, but it offers access to many possible prestige class options.
A second thing to note is that racial paragon paths generally give a character the most hit points, as they accrue at every level. However, they advance your stats at a more specialized but generally lower rate than other classes.
Prestige classes offer ways to replicate many traditional character types from D&D's history, as well as offering flavorful ways to specialize your character in new and unusual ways. Some have tough entry requirements, while others are very easy to enter. Generally speaking, prestige classes advance your hit points and attacks slowly, while they tend to advance your defenses relatively quickly. Each prestige class offers unique abilities and options.
GAINING HIT POINTS
Whenever you gain hit points by gaining a level, roll all your Hit Dice and take the total rolled if it is higher than your previous hit point total; otherwise, keep your previous total.
PRESTIGE CLASSES
Abjurer
An abjurer learns ever greater forms of magical protection. To become an abjurer, you must already be a mage of the abjuration school (and thus have access to the 4th valence of that spell's schools).
ABJURER ADVANCEMENT
When you gain an abjurer level, add 3d10% to your Wisdom and 2d10% to your Constitution. Once this reaches 100%, your ability score increases by one point.
Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- None --- +1 Will --- None --- Archmage of abjuration
2 --- None --- +1 Will --- None --- Abjurer's stance
3 --- +1 spell --- None --- +1d4 --- Expert abjurer's stance
Archmage of Abjuration: You gain access to the 5th valence of the abjuration school's spells.
Abjurer's Stance
You gain a +2 bonus to all defenses.
Expert: When you cast an abjuration spell that gives the target a bonus temporary hit points or resistance to damage, the bonus, temporary hit points or resistance increases by 1.
Acrobat
An acrobat is a master of balance and tumbling. To become an acrobat, you must have a +2 base Reflex defense.
ACROBAT ADVANCEMENT
When you gain an acrobat level, add 3d10% to your Dexterity and 2d10% to your Strength. Once this reaches 100%, your ability score increases by one point.
Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- None --- +1 Ref --- None --- Acrobatics
2 --- None --- +1 Ref --- None --- Defensive tumble
3 --- +1 melee --- None --- +1d6 --- Offensive tumble
Acrobatics: You get a +2 bonus to skill checks involving balance, jumping, acrobatics and tumbling.
Defensive Tumble (recharges on a 17+): Trigger (interrupt): An enemy moves adjacent to you. Effect: You shift half your speed.
Offensive Tumble (recharges on a 13+): As a move action, you shift your speed. You gain combat advantage against enemies adjacent to you at the end of this shift.
Archer
An archer focuses on the bow. To become an archer, you must be proficient in bows, must know the missile weapon fighting style and must have a base ranged attack of at least +1.
ARCHER ADVANCEMENT
When you gain an archer level, add 3d10% to your Dexterity and 2d10% to your Wisdom. Once this reaches 100%, your ability score increases by one point.
Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- None --- +1 Ref --- None --- Expert missile attack
2 --- None --- +1 AC --- None --- Rapid shot
3 --- +1 ranged --- None --- +1d8 --- Rapid shot improves
Expert Missile Attack: When you use your missile weapon fighting style, all the bonuses it gives you increase by 1.
Rapid Shot: As a full action, you may make two ranged attacks with a bow at a -2 penalty. At 3rd level, you may instead make three ranged attacks with a bow at a -2 penalty.
Assassin
An assassin is trained to kill by stealth and surprise. Becoming an assassin requires that you kill someone for your master as an initiation. You must also have the sneak attack ability.
ASSASSIN ADVANCEMENT
When you gain an assassin level, add 3d10% to your Dexterity and 2d10% to either your Strength or Intelligence. Once this reaches 100%, your ability score increases by one point.
Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- None --- +1 Ref --- None --- Death attack
2 --- None --- +1 Ref --- None --- Stealthy
3 --- +1 melee or ranged --- None --- +1d6 --- Poison master
Death Attack (recharges on a 17+): If you have combat advantage, you may make a death attack as a standard action. Make a melee or ranged attack vs. Fortitude. If you hit, you deal double damage and the target is dazed until the end of the next round.
Stealthy: You gain a +2 bonus on skill checks involving being sneaky or stealthy.
Poison Master: You never risk poisoning yourself when you handle poisons. You gain resist 1 poison. Enemies take a -2 penalty to saving throws to throw off the effects of your poisons.
Axeman
An axeman focuses on axes (some axemen call themselves “halberdiers” or the like instead). To become an axeman, you must know the axeman's stance.
AXEMAN ADVANCEMENT
When you gain an axeman level, add 3d10% to your Strength and 2d10% to your Constitution. When this reaches 100%, your ability score increases by one point.
Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- None --- +1 Fort --- None --- Axe brute
2 --- None --- +1 AC --- None --- Aggressive move
3 --- +1 melee --- None --- +1d10 --- Devastating blow
Axe Brute: You get a +1 bonus to attacks and damage with axes.
Aggressive Move (recharges on a 13+): As a move action, you move up to your speed. If any creatures take opportunity attacks against you during this movement, you may make a melee attack as a reaction against one of them.
Devastating Blow (recharge 18+): As a full action, make a melee attack vs. AC with an axe. If you hit, you deal triple damage.
Bard
Bards are master musicians. They can use their magic to inspire their allies. Bards are jacks of all trades; to become a bard, all of your base attack bonuses must be +1 or higher.
BARD ADVANCEMENT
When you gain a bard level, add 3d10% to your Charisma and 2d10% to one other ability score of your choice. Once this reaches 100%, your ability score increases by one point.
Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- None --- +1 primary --- None --- Bardic music
2 --- None --- +1 secondary --- None --- Song of glory
3 --- +1 to any one --- None --- +1d6 --- Song of endurance
Defenses: When you take your first bard level, decide whether your primary bard defense is Reflex or Will. The other is your secondary.
Bardic Music: You get a +2 bonus on skill checks involving music. In addition, as a minor action, you can sing or perform, giving yourself and allies within 60' of you a +1 bonus on attacks, damage and defenses until the end of the next round.
Song of Glory (recharges on a 16+): As a standard action, you can sing a song of glory about one creature within 60'. Until the end of the next round, that creature gains a +4 bonus on attacks, resist 5 all and its critical range doubles.
Song of Endurance (recharges on a 16+): As a standard action, you can sing a song of endurance about one creature within 60'. That creature gains 10 temporary hit points and a +2 bonus on all defenses until the end of the next round.
Battlepriest
A battlepriest is a cleric who chooses to emphasize the Battle domain. To become a battlepriest, you must have access to the third valence of the Battle domain.
BATTLEPRIEST ADVANCEMENT
When you gain a bard level, add 3d10% to your Strength and 2d10% to your Dexterity. Once this reaches 100%, your ability score increases by one point.
Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- None --- +1 Fort --- None --- Battle competence
2 --- None --- +1 AC --- None --- Battle domain advances
3 --- +1 melee --- None --- +1d8 --- Battle domain advances
Battle Competence: You get a +1 bonus to melee and spell attacks.
Battle Domain Advances: You become a priest of the Battle domain at 2nd level (gaining access to the 4th valence of the domain) and a high priest at 3rd level (gaining access to the 5th valence of the domain).
Berserker
Barely able to tell friend from foe, berserkers let the red rage overtake them and don't even notice the wounds that they take, taking superhuman amounts of punishment. To become a berserker, you must know the Reckless Offense stance.
BERSERKER ADVANCEMENT
When you gain a berserker level, add 3d10% to your Strength and 2d10% to your Constitution. Once this reaches 100%, your ability score increases by one point.
Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- None --- +1 Fort --- None --- Rage stance
2 --- None --- +1 Fort --- None --- Expert rage stance
3 --- +1 melee --- None --- +1d12 --- Master rage stance
Rage Stance
Special: You cannot use this stance if you are unwounded. You may not end this stance if an enemy is within sight. If no enemy is within sight at the end of your turn, you may attempt a save to end this stance (10+ succeeds). If you roll a 5 or lower, on your next turn you attack or charge the nearest creature instead.
You gain temporary hit points equal to your Constitution score that last until the rage ends. You grant combat advantage until the rage ends. On your turn, you must attack an enemy if possible. If you cannot reach an enemy, you must double move towards the closest visible enemy.
Expert: You get a +3 to melee damage and +1d6 severity to crits your inflict.
Master: You gain resist 3 bludgeoning, piercing and slashing.
Blood Magus
Wizards who specialize in the dagger as an implement can learn to use blood magic, sacrificing their own vitality for enhanced magical effects. To become a blood magus, you must have a base spell attack bonus of +1 and a Constitution score of 13.
BLOOD MAGUS ADVANCEMENT
When you gain a blood magus level, add 3d10% to your Constituiton and 2d10% to your Strength. Once this reaches 100%, your ability score increases by one point.
Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- None --- +1 Fort --- None --- Blood magic
2 --- None --- +1 Will --- None --- Blood magic improves
3 --- +1 spell --- None --- +1d6 --- Blood magic improves
Blood Magic: When you cast a spell while you wield a dagger as an implement, you may deal 1d4 damage to yourself in order to gain a +3 bonus on spell attacks, spell damage and spell and metamagic recharge rolls until the end of the next round. At 2nd level, you only need to deal 1d3 damage to yourself. At 3rd level, you only need to deal 1d2 damage to yourself.
Cavalier
A cavalier focuses on mounted combat. To become a cavalier, you must have a mount that is trained for battle.
CAVALIER ADVANCEMENT
When you gain a cavalier level, add 3d10% to your Strength and 2d10% to your Dexterity. When this reaches 100%, your ability score increases by one point.
Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- None --- +1 AC --- None --- Cavalier style
2 --- None --- +1 Ref --- None --- Expert cavalier style
3 --- +1 melee --- None --- +1d10 --- Master cavalier style
Cavalier Style
When you are mounted, you and your mount gain a +2 bonus to AC and to melee attacks. If you charge, your critical range doubles.
Expert: When you are mounted, you and your mount gain a +2 bonus to melee damage.
Master: When you are mounted, your mount gains a +1 bonus to initiative and a +5' bonus to speed, and you and your mount gain a +2 bonus to Fortitude, Reflex and Will.
Crusher
A crusher focuses on bludgeoning weapons (some crushers call themselves “maulers,” “macement” or the like instead). To become a crusher, you must know the crusher stance.
CRUSHER ADVANCEMENT
When you gain a crusher level, add 3d10% to your Constitution and 2d10% to your Strength. When this reaches 100%, your ability score increases by one point.
Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- None --- +1 Fort --- None --- Avalanche strike
2 --- None --- +1 Fort --- None --- Clear the way
3 --- +1 melee --- None --- +1d10 --- Bell ringer
Avalanche Strike (recharges on a 16+): As a standard action, make a melee attack vs. Fortitude with a bludgeoning weapon. If you hit, you deal normal damage and knock the target prone.
Clear the Way (recharges on a 17+): As a full action, make a melee attack vs. Fortitude with a bludgeoning weapon against each enemy within reach. Each enemy you hit takes normal damage and is knocked prone.
Bell Ringer (recharges on a 17+): As a standard action, make a melee attack vs. Fortitude with a bludgeoning weapon. If you hit, the target takes double damage and is stunned (save ends on a 6+).
Dagger Master
A dagger master focuses on light blades (some dagger masters call themselves “knife masters” or the like instead). To become a dagger master, you must know the knife stance.
DAGGER MASTER ADVANCEMENT
When you gain a dagger master level, add 3d10% to your Dexterity and 2d10% to your Intelligence. When this reaches 100%, your ability score increases by one point.
Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- None --- +1 AC --- None --- Swift blade
2 --- None --- +1 Ref --- None --- Swift throw
3 --- +1 melee or ranged --- +1d10 --- Lethal skill
Swift Blade: While you wield a light blade, you gain a +1 bonus to initiative and Reflex.
Swift Throw: As a full action, you can make two ranged light blade attacks. If both hit the same target, you gain combat advantage against it until the end of the next round.
Lethal Skill: Your critical range doubles with light blades, and when you score a critical hit with a light blade you gain a +1d8 bonus to severity.
Dragonslayer
A dragonslayer is an adventurer who has survived an encounter with a dragon and subsequently dedicated himself to slaying them. To become a dragonslayer, you must have a +1 base melee attack bonus and a +1 base Reflex defense, and you must have survived an encounter with a dragon.
DRAGONSLAYER ADVANCEMENT
When you gain a dragonslayer level, add 3d10% to your Strength and 2d10% to your Constitution. When this reaches 100%, your ability score increases by one point.
Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- None --- +1 Ref --- None --- Dragonslayer stance
2 --- None --- +1 AC --- None --- Expert dragonslayer stance
3 --- +1 melee --- None --- +1d10 --- Master dragonslayer stance
Dragonslayer Stance
You gain a +3 bonus to attacks and defenses against creatures with the dragon keyword.
Expert: You gain immunity to fear effects produced by dragons.
Master: You gain resist 10 against the breath weapons of dragons.
Druid
A druid is a priest of nature, whose reverence is more for the sky and trees than for the gods themselves. Animals and spirits are a druid's concern, rather than people and souls. To become a druid, you must either have the wilderness lore ability or have access to one of the following domains: Animal, Plant and/or Weather. Additionally, you must undergo a period of meditation, purification and initiation that takes 1 month and requires 100 gp in various sacrifices to the spirits of nature.
DRUID ADVANCEMENT
When you gain a druid level, add 3d10% to your Wisdom and 2d10% to your Constitution. When this reaches 100%, your ability score increases by one point.
Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- None --- +1 Fort --- None --- Nature domains, nature's tongue, nature's vow
2 --- None --- +1 Will --- None --- Wilderness lore
3 --- +1 spell --- None --- +1d8 --- Nature domains improve
Nature Domains: You gain access to two of the following domains: Animal, Plant and/or Weather. If you already have access to one or more of these domains, you may instead advance it to the next level. At 3rd level, the two domains you chose at 1st level advance. (If you already have access to the fifth valence of one or more of them, you instead gain access to, or advance, the domain you didn't choose at 1st level.)
Nature's Tongue: You learn the Druidic tongue.
Nature's Vow: As part of the initiation into druidism that you undergo, you foreswear metal armor. If you wear metal armor, you suffer a -4 penalty to spell attacks and all defenses.
Wilderness Lore: You gain a +1 bonus to skill checks involving the wilderness. If you already have wilderness lore, this stacks.
Enchanter
An enchanter delves deeper into the mysteries of the school of enchantment. To become an enchanter, you must already be a mage of the enchantment school (and thus have access to the 4th valence of that spell's schools).
ENCHANTER ADVANCEMENT
When you gain an enchanter level, add 3d10% to your Charisma and 2d10% to your Intelligence. Once this reaches 100%, your ability score increases by one point.
Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- None --- +1 Will --- None --- Archmage of enchantment
2 --- None --- +1 Will --- None --- Enchanter's stance
3 --- +1 spell --- None --- +1d4 --- Expert enchanter's stance
Archmage of Enchantment: You gain access to the 5th valence of the enchantment school's spells.
Enchanter's Stance
You gain a +2 bonus to spell attacks with enchantment spells. Enemies take a -2 penalty to end effects you impose with enchantment spells.
Expert: You gain a +4 bonus to the recharge rolls of your enchantment spells.
Evoker
An evoker is a master of the lore of the evocation wizard school and is able to unleash devastating magical energies. To become an evoker, you must already be a mage of the evocation school (and thus have access to the 4th valence of that spell's schools).
EVOKER ADVANCEMENT
When you gain an evoker level, add 3d10% to your Constitution and 2d10% to your Strength. Once this reaches 100%, your ability score increases by one point.
Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- None --- +1 Fort --- None --- Archmage of Evocation
2 --- None --- +1 Will --- None --- Evoker's stance
3 --- +1 spell --- None --- +1d4 --- Expert evoker's stance
Archmage of Evocation: You gain access to the 5th valence of the evocation school's spells.
Evoker's Stance
You gain a +2 bonus to spell attacks with evocation spells, and your evocation spells deal one extra die of damage. (If an evocation spell doesn't deal dice of damage, the latter effect does not apply.)
Expert: You gain a +4 bonus to the recharge rolls of your evocation spells.
Exemplar
An exemplar focuses on skills. To become an exemplar, you must have the skill mastery ability.
EXEMPLAR ADVANCEMENT
When you gain an exemplar level, add 3d10% to your highest abiltiy score and 2d10% to your lowest ability score. Once this reaches 100%, your ability score increases by one point.
Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- None --- +1 Fort, Ref or Will --- None --- Skill exemplar
2 --- None --- +1 Fort, Ref or Will --- None --- Skill exemplar improves
3 --- +1 melee or ranged --- None --- +1d6 --- Skill exemplar improves
Skill Exemplar: Trigger (interrupt): You roll a skill check and don't like it. Effect: Reroll the skill check. You may only use this ability once per hour. At 2nd level, you can use it twice per hour. At 3rd level, you can use it thrice per hour.
Guardian
A guardian is a cleric who chooses to emphasize the Protection domain. To become a guardian, you must have access to the third valence of the Protection domain.
GUARDIAN ADVANCEMENT
When you gain a guardian level, add 3d10% to your Wisdom and 2d10% to your Constitution. Once this reaches 100%, your ability score increases by one point.
Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- None --- +1 Will --- None --- Guardian aura
2 --- None --- +1 Fort --- None --- Protection domain advances
3 --- +1 spell --- None --- +1d8 --- Protection domain advances
Guardian Aura: Allies within 10' of you (but not you) gain a +1 bonus to all defenses and to saving throws.
Protection Domain Advances: You become a priest of the Protection domain at 2nd level (gaining access to the 4th valence of the domain) and a high priest at 3rd level (gaining access to the 5th valence of the domain).
Healer
A healer is a cleric who chooses to emphasize the Healing domain. To become a healer, you must have access to the third valence of the Healing domain.
HEALER ADVANCEMENT
When you gain a healer level, add 3d10% to your Charisma and 2d10% to your Wisdom. Once this reaches 100%, your ability score increases by one point.
Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- None --- +1 Fort --- None --- Master healer
2 --- None --- +1 Will --- None --- Healing domain advances
3 --- +1 spell --- None --- +1d8 --- Healing domain advances
Master Healer: You get a +1 bonus to skill checks involving healing. Whenever you use a prayer that restores hit points or nonlethal damage, you restore an extra 4 points.
Healing Domain Advances: You become a priest of the Healing domain at 2nd level (gaining access to the 4th valence of the domain) and a high priest at 3rd level (gaining access to the 5th valence of the domain).
Hunter of the Dead
Hunters of the dead are dedicated to slaying undead. To become a hunter of the dead, you must have suffered terribly at the hands of the undead- either been rendered unconscious, killed, paralyzed, suffered a critical hit or abilty drain, etc. You must also be able to turn undead (usually through the second valence prayer of the Sun domain).
HUNTER OF THE DEAD ADVANCEMENT
When you gain a hunter of the dead level, add 3d10% to your Charisma and 2d10% to your Wisdom. Once this reaches 100%, your ability score increases by one point.
Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- None --- +1 Will --- None --- Undead slayer
2 --- None --- +1 Fort --- None --- Resist necrotic 5
3 --- +1 melee --- None --- +1d8 --- Radiant burst
Undead Slayer: You get a +2 bonus to attack, damage and all defenses against undead.
Radiant Burst (recharges on a 17+): As a full action, you can unleash a burst of radiant energy in a 20' radius around yourself. Make an attack vs. Reflex against each enemy in the burst; on a hit the target takes 2d10 radiant damage. A miss deals half damage. Undead that you hit are also blinded (save ends on a 12+).
Iconist
An iconist is someone who focuses on their holy symbol, mastering it in order to boost their mystical powers. Some iconists call themselves by names appropriate to their deity's symbol (for instance, some Dexterite iconists call themselves “blind priests” because they use a blindfold as their symbol).
ICONIST ADVANCEMENT
When you gain an iconist level, add 3d10% to your Wisdom and 2d10% to your Constitution. Once this reaches 100%, your ability score increases by one point.
Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- None --- +1 Will --- None --- Holy symbol expertise
2 --- None --- +1 Will --- None --- Holy symbol expertise improves
3 --- +1 spell --- None --- +1d8 --- Holy symbol expertise improves
Holy Symbol Expertise: While you wield a holy symbol, you gain a +1 bonus to spell attacks and AC. At 2nd level, you also gain a +4 bonus to recharge rolls of your prayers. At 3rd level, you also gain a +2 bonus to saving throws and a +1 bonus to AC and Fortitude.
Impositionist
Wizards who specialize in the orb, seeking to ensure that their spells cling to enemies, are called impositionists. To become an impositionist you must have a base spell attack bonus of +1 and you must be proficient in the orb.
IMPOSITIONIST ADVANCEMENT
When you gain an impositionist level, add 3d10% to your Wisdom and 2d10% to your Intelligence. Once this reaches 100%, your ability score increases by one point.
Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- None --- +1 Will --- None --- Imposition
2 --- None --- +1 Will --- None --- Spell tenacity
3 --- +1 spell --- None --- +1d4 --- Imposition improves
Imposition: Enemies take a -1 penalty to saving throws against effects imposed by your spells when you wield an orb. At 3rd level, this penalty increases to -2.
Spell Tenacity (recharges on an 18+): Trigger (interrupt): An enemy within 30' makes a saving throw against an effect imposed by one of your spells while you wield an orb. Effect: The enemy must reroll that saving throw.
Iron Mage
An iron mage focuses on the rod as an implement. To become an iron mage, you must be proficient in the rod and you must have a +1 base spell attack.
IRON MAGE ADVANCEMENT
When you gain an iron mage level, add 3d10% to your Constitution and 2d10% to your Strength. Once this reaches 100%, your ability score increases by one point.
Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- None --- +1 Fort --- None --- Iron strike
2 --- None --- +1 Fort --- None --- Iron thunder
3 --- +1 spell --- None --- +1d6 --- Master of the rod
Iron Strike (recharges on a 12+): When you hit a creature with a spell attack using your rod, you deal an extra 1d6 bludgeoning damage.
Iron Thunder (recharges on a 10+): When you hit a target with a spell attack using your rod, you also deal 1d6 points of thunder damage to each creature adjacent to the target.
Master of the Rod: While you wield a rod, you gain a +1 bonus to initiative and to Will.
Martial Artist
A martial artist focuses on unarmed combat, learning to fight with surprising skill with no weapons. Becoming a martial artist requires six months of dedicated training.
MARTIAL ARTIST ADVANCEMENT
When you gain a martial artist level, add 3d10% to your Dexterity and 2d10% to your Strength. Once this reaches 100%, your ability score increases by one point.
Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- None --- +1 Ref --- None --- Unarmed combat style
2 --- None --- +1 Fort --- None --- Expert unarmed combat style
3 --- +1 melee --- None --- +1d10 --- Master unarmed combat style
Unarmed Combat Style
When you fight unarmed, you gain a +3 proficiency bonus and deal 1d8 bludgeoning damage with your unarmed strike.
Expert: When you fight unarmed, you may make a melee attack as a minor action (recharges on a 6+).
Master: When you fight unarmed, you may shift 10' before or after each melee attack you make.
Monk
A monk focuses on physical and mental mastery of himself, becoming more and more impervious over time. Becoming a monk requires six months of dedicated training.
MONK ADVANCEMENT
When you gain a monk level, add 3d10% to your Wisdom and 2d10% to your lowest score. Once this reaches 100%, your ability score increases by one point.
Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- None --- +1 any except AC --- None --- Physical and mental mastery
2 --- None --- +1 any except AC --- None --- Physical and mental mastery improves
3 --- +1 any --- None --- +1d8 --- Physical and mental mastery improves
Physical and Mental Mastery: Your mastery of yourself gives you a +2 bonus to saving throws (including death saves). At 2nd level, you gain resist 2 against ability damage and drain. At 3rd level, you gain a +1 bonus to all defenses.
Necromancer
A necromancer is a master of the lore of the necromancy wizard school and is able to manipulate the power of death itself. To become a necromancer you must already be a mage of the necromancy school (and thus have access to the 4th valence of that spell's schools).
NECROMANCER ADVANCEMENT
When you gain a necromancer level, add 3d10% to your Constitution and 2d10% to your Wisdom. Once this reaches 100%, your ability score increases by one point.
Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- None --- +1 Fort --- None --- Archmage of Necromancy
2 --- None --- +1 Will --- None --- Ritual of animation
3 --- +1 spell --- None --- +1d4 --- Command undead
Archmage of Necromancy: You gain access to the 5th valence of the necromancy school's spells.
Ritual of Animation: You learn a ritual of animation that you can use to animate zombies and skeletons of up to half your level. Each animation requires an onyx worth 50 gp plus components worth 100 gp per level of the creature to be animated. The ritual requires 4 hours for each animation. Although each skeleton or zombie you animate must be half your level or lower, you can control a total number of skeleton and zombie levels equal to your Wisdom score plus your level. If you animate more creatures, you lose control of some at random.
Command Undead (recharges on a 15+): As a standard action, you issue a command to an undead creature within 30'. Make a spell attack vs. Will against the target; if you hit, it takes a standard action of your choice.
Orator
An orator focuses on persuasion. To become an orator, you must have a Charisma of 13 or higher.
ORATOR ADVANCEMENT
When you gain an orator level, add 3d10% to your Charisma and 2d10% to your Intelligence. Once this reaches 100%, your ability score increases by one point.
Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- None --- +1 Will --- None --- Oratory
2 --- None --- +1 Will --- None --- Oratory improves
3 --- +1 any --- None --- +1d6 --- Oratory improves
Oratory: You get a +2 bonus on skill checks involving oratory, including verbal persuasion, bluffs and intimidation. At 2nd level this bonus increases to +3, and at 3rd level it increases to +4.
Paladin
A holy warrior who fights for a sacred cause, a paladin generally sees himself as a heroic figure. Depending on the faith he follows, however, others might view him more darkly. To become a paladin, a character must have a base melee attack of +1, a base spell attack of +1 and must know the paladin fighting style.
PALADIN ADVANCEMENT
When you gain a paladin level, add 3d10% to your Charisma and 2d10% to your Strength. Once this reaches 100%, your ability score increases by one point.
Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- None --- +1 Will --- None --- Lay on hands
2 --- None --- +1 AC --- None --- Protective aura
3 --- +1 melee --- +1 Fort --- +1d10 --- Smite
(*NOTE: It is indeed intentional that paladins get more bonuses to defenses than other prestige classes, since their powers largely don't help them out, only their allies, and sometimes even hurt them.)
Lay on Hands: As a standard action, you touch an ally and give it up to half of your current hit points. Each creature can only be subject to this ability once per day. (You lose the hit points you give.)
Protective Aura: Adjacent allies get a +2 bonus to AC, Fortitude and Will.
Smite (recharge 16+): As a full action, make a melee attack vs. Fortitude. If you hit, you knock the target prone and deal double damage.
Ranger
A ranger focuses on wilderness skills and mobility. To become a ranger, your base melee and ranged attack bonuses must both be +1.
RANGER ADVANCEMENT
When you gain a ranger level, add 3d10% to your Dexterity and 2d10% to your Constitution. Once this reaches 100%, your ability score increases by one point.
Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- None --- +1 Ref --- None --- Wilderness lore
2 --- None --- +1 Fort --- None --- Ranger's stance
3 --- +1 melee or ranged --- None --- +1d8 --- Expert ranger's stance
Wilderness Lore: You gain a +1 bonus to skill checks involving the wilderness. If you already have wilderness lore, this stacks.
Ranger's Stance
As a move action, you may shift half your speed.
Expert: You gain a +2 bonus to initiative. When you are at least 15' from where you started your turn, you gain a +2 bonus to all defenses until the end of the round.
Shield Bearer
A shield bearer focuses on using a shield in combat. To become a shield bearer, you must know the weapon and shield fighting style.
SHIELD BEARER ADVANCEMENT
When you gain a shield bearer level, add 3d10% to your Wisdom and 2d10% to your Intelligence. When this reaches 100%, your ability score increases by one point.
Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- None --- +1 AC --- None --- Shield expertise
2 --- None --- +1 AC --- None --- Shield expertise improves
3 --- +1 melee --- None --- +1d8 --- Shield expertise improves
Shield Expertise: While you wear a shield, you gain a +1 bonus to AC and Reflex. At 2nd level, you also reduce the severity of critical hits from attacks vs. AC, Fortitude or Reflex by 2d6. At 3rd level, you also reduce the distance an enemy maneuvers you by 10' and your bonus to AC and Reflex improves to +2.
Slayer
A slayer focuses on weapon skill. To become a slayer, you must have a +1 base melee and ranged attack bonus.
SLAYER ADVANCEMENT
When you gain a slayer level, add 3d10% to your Strength and 2d10% to your Dexterity. When this reaches 100%, your ability score increases by one point.
Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- None --- +1 AC --- None --- Weapon mastery
2 --- None --- +1 AC --- None --- Weapon mastery improves
3 --- +1 melee --- None --- +1d8 --- Weapon mastery improves
Weapon Mastery: You get a +1 bonus to initiative and attacks when wielding a weapon you are proficient with. At 2nd level, you also get a +1 bonus to damage when wielding a weapon you are proficient with. At 3rd level, your bonus to attacks increases to +2 when wielding a weapon you are proficient with.
Slinger
A slinger focuses on becoming an expert with the sling- an unlikely choice, but one that a dedicated individual can make pay off. To become a slinger, you must be proficient in the sling, have the missile weapon fighting style and have a +1 base ranged attack.
SLINGER ADVANCEMENT
When you gain a slinger level, add 3d10% to your Dexterity and 2d10% to your Wisdom. Once this reaches 100%, your ability score increases by one point.
Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- None --- +1 Ref --- None --- Rapid reload, rapid shot
2 --- None --- +1 AC --- None --- Expert slinger
3 --- +1 ranged --- None --- +1d10 --- Slinger's headshot
Rapid Reload: When you use a missile weapon that has reload standard, you can instead reload it with a minor action. When you use a missile weapon that has reload minor, you can instead reload it with a free action.
Rapid Shot: You can make a ranged attack with a sling as a minor action.
Expert Slinger: When you use a sling, you double your basic critical range and get a +1 bonus on attacks and damage.
Slinger's Headshot (recharges on a 12+): When you hit with a ranged attack with a sling, the target is also dazed until the end of the next round.
Sniper
A sniper focuses on making ranged attacks from hiding. To become a sniper, you must know the sneaky stance and have a +1 base ranged attack.
SNIPER ADVANCEMENT
When you gain a sniper level, add 3d10% to your Dexterity and 2d10% to your Wisdom. Once this reaches 100%, your ability score increases by one point.
Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- None --- +1 Ref --- None --- Sniper
2 --- None --- +1 Ref --- None --- Hidden shot
3 --- +1 ranged --- None --- +1d6 --- Sneaky
Sniper: When you are hidden and you miss with a ranged attack, you may make a Dexterity check against each potential observer's Wisdom check to remain hidden (you choose the dice).
Hidden Shot: When you are hidden and you hit an enemy with a ranged attack, you deal an extra 1d6 points of damage.
Sneaky: You gain a +1 bonus to skill checks involving being sneaky or hiding.
Spearman
A spearman focuses on spears (some spearmen call themselves “pikesmen” or the like instead). To become a spearman, you must know the long stance.
SPEARMAN ADVANCEMENT
When you gain a spearman level, add 3d10% to your Dexterity and 2d10% to your Strength. When this reaches 100%, your ability score increases by one point.
Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- None --- +1 AC --- None --- Tripping thrust
2 --- None --- +1 Ref --- None --- Fend
3 --- +1 melee --- None --- +1d10 --- Spear Expert
Tripping Thrust (recharges on a 10+): You must be wielding a spear. As a standard action, make a melee attack. If you hit, in addition to dealing damage, you knock the target prone.
Fend (recharges on a 6+): As an interrupt, when an enemy enters a square adjacent to you while you are wielding a spear, you may make an attack vs. Reflex. If you hit, you deal no damage but push the enemy out of your spear's reach. (If the target has movement remaining, it may still be able to close with you.)
Spear Expert: When you wield a spear, you gain a +2 bonus to attacks and a +1d8 severity bonus to critical hits.
Spy
A spy focuses on disguise and information gathering. To become a spy, you must know the liar stance.
SPY ADVANCEMENT
When you gain an iron mage level, add 3d10% to your Charisma and 2d10% to your Wisdom. Once this reaches 100%, your ability score increases by one point.
Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- None --- +1 Will --- None --- Spy skills
2 --- None --- +1 Ref --- None --- Empty mind
3 --- +1 melee or ranged --- None --- +1d6 --- Escape artist
Spy Skills: You get a +2 bonus on skill checks to disguise yourself and to notice or find things.
Empty Mind: Trigger (interrupt): A creature attempts to read your mind. Effect: You make a Wisdom check opposed by its Charisma check to prevent the mindreading attempt (you choose the dice). If you win, the triggering enemy cannot preceive your thoughts. If you beat the target by at least 5, it cannot succeed at attempts to read your mind for 1 day.
Escape Artist: You get a +4 bonus on skill checks to escape bonds or grabs. Additionally, when making an opposed check to escape a grab, you always choose the dice.
Staff Savant
A staff savant focuses on the staff as an implement, using it to improve her defensive abilities. To become a staff savant, you must be proficient in the staff as an implement and you must have a +1 base spell attack.
STAFF SAVANT ADVANCEMENT
When you gain a staff savant level, add 3d10% to your Dexterity and 2d10% to your Intelligence. Once this reaches 100%, your ability score increases by one point.
Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- None --- +1 AC --- None --- Staff defense
2 --- None --- +1 Ref --- None --- Deflect
3 --- +1 spell --- None --- +1d4 --- Staff defense improves
Staff Defense: While you wield a staff, you gain a +1 bonus to all defenses. At 3rd level, this bonus also applies to adjacent allies.
Deflect (recharges on a 15+): Trigger (interrupt): A ranged or ranged spell attack hits you. Effect: The attack instead hits a different creature of your choice within 20'. (If there is no other creature within 20', you may not use this power.)
Sunpriest
A sunpriest is a cleric who chooses to emphasize the Sun domain. To become a sunpriest, you must have access to the third valence of the Sun domain.
SUNPRIEST ADVANCEMENT
When you gain a sunpriest level, add 3d10% to your Charisma and 2d10% to your Intelligence. Once this reaches 100%, your ability score increases by one point.
Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- None --- +1 Will --- None --- Daunting radiance
2 --- None --- +1 Fort --- None --- Sun domain advances
3 --- +1 spell --- None --- +1d8 --- Sun domain advances
Daunting Radiance: Whenever you hit with an attack that deals radiant damage, the target grants combat advantage until the end of the next round.
Sun Domain Advances: You become a priest of the sun domain at 2nd level (gaining access to the 4th valence of the domain) and a high priest at 3rd level (gaining access to the 5th valence of the domain).
Swordsman
A swordsman focuses on heavy blades (some swordsmen call themselves “glaivemen” or the like instead). To become a swordsman, you must know the swordsman stance.
SWORDSMAN ADVANCEMENT
When you gain a swordsman level, add 3d10% to your Strength and 2d10% to your Dexterity. When this reaches 100%, your ability score increases by one point.
Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- None --- +1 AC --- None --- Heavy blade mastery
2 --- None --- +1 AC --- None --- Heavy blade mastery improves
3 --- +1 melee --- None --- +1d10 --- Heavy blade mastery improves
Heavy Blade Mastery: Your critical range doubles while you wield a heavy blade. At 2nd level, the bonuses your swordsman stance grant increase by +1. At 3rd level, you gain a +1d8 severity bonus when you score a critical hit with a heavy blade.
Tamer of Beasts
A tamer of beasts has a companion creature that fights alongside it. In order to become a tamer of beasts, you must singlehandedly subdue a beast two (or more) levels lower than you with an Intelligence of 3 or lower.
TAMER OF BEASTS ADVANCEMENT
When you gain a tamer of beasts level, add 3d10% to your Charisma and 2d10% to your Strength. Once this reaches 100%, your ability score increases by one point.
Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- None --- +1 Will --- None --- Beast companion
2 --- None --- +1 Fort --- None --- Beast companion improves
3 --- +1 any --- None --- +1d8 --- Beast companion improves
Beast companion: The beast you subdues accompanies you and more or less obeys your commands (although it is a beast, and still follows its instincts). Although your beast prefers to avoid a fight, you may spend a minor action each round in combat to get your companion to join in the fight. At 2nd level and 3rd level, your beast companion gains a level (the dm will adjudicate this).
Thief
A thief focuses on stealing. To become a thief, you must know two of the following stances: stealthy stance, thief's stance and trapfinder stance.
THIEF ADVANCEMENT
When you gain a thief level, add 3d10% to your Dexterity and 2d10% to your Intelligence. Once this reaches 100%, your ability score increases by one point.
Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- None --- +1 Ref --- None --- Thief skills
2 --- None --- +1 Ref --- None --- Thief skills improve
3 --- +1 melee or ranged --- None --- +1d6 --- Thief skills improve
Thief Skills: You get a +1 bonus on skill checks to be sneaky, pick pockets, open locks and find and disable traps. At 2nd level this bonus improves to +2, and at 3rd level it improves to +3.
Tome Initiate
A tome initiate is someone who focuses on the tome as an implement, mastering it in order to boost their mystical powers.
TOME INITIATE ADVANCEMENT
When you gain a tome initiate level, add 3d10% to your Intelligence and 2d10% to your Wisdom. Once this reaches 100%, your ability score increases by one point.
Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- None --- +1 Will --- None --- Grimoire knowledge
2 --- None --- +1 Will --- None --- Gain 1 school
3 --- +1 spell --- None --- +1d4 --- Overwhelming knowledge
Grimoire Knowledge: Scribing a spell into your spellbook costs you only 50 gp x the highest level valence you can cast. You get a +2 bonus on skill checks involving books.
Gain 1 School: You gain access to a new school of magic. Unlike gaining a school as a wizard, you need not have access to a spell of that school, but you must have had some contact with that school. You may choose instead to advance one of your existing schools to the next valence (up to 3rd).
Overwhelming Knowledge (recharges on a 14+): Trigger: You hit an enemy with a spell attack. Effect: That enemy is also dazed (save ends on a 15+).
Wand Magus
A wand magus focuses on the wand as an implement, improving his accuracy. To become a wand magus, you must be proficient in the wand and you must have a +1 base spell attack.
WAND MAGUS ADVANCEMENT
When you gain a tome initiate level, add 3d10% to your Intelligence and 2d10% to your Wisdom. Once this reaches 100%, your ability score increases by one point.
Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- None --- +1 Will --- None --- Wand of accuracy
2 --- None --- +1 AC --- None --- Conduct magic
3 --- +1 spell --- None --- +1d4 --- Lethal accuracy
Wand of Accuracy (recharges on a 16+): When you miss with a spell attack using your wand, you may reroll the attack.
Conduct Magic (recharges on a 10+): As a minor action, make a recharge roll for one of your spells or metamagic abilities.
Lethal Accuracy: Your spell attacks' base critical range doubles.
Warlock
A warlock is a creature that has gained magical powers through a pact with supernatural forces. To become a warlock, you must make such a bargain, offering service and soul to a powerful entity of your choice via a ritual that takes a day and requires 1000 gp in components. Your new supernatural patron periodically makes demands of you in return for the magical might that it gives you.
WARLOCK ADVANCEMENT
When you gain a warlock level, add 3d10% to your Charisma and 2d10% to your Intelligence. Once this reaches 100%, your ability score increases by one point.
Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- None --- +1 Will --- None --- Eldritch blast
2 --- None --- +1 Will --- None --- Pact sacrifice
3 --- +1 spell --- None --- +1d6 --- Eldritch blast improves
Eldritch Blast: As a standard action, you can make a spell attack vs. Reflex against an enemy within a range of 60'. If you hit, you deal 1d10 points of force damage. Your eldritch blast is subject to metamagic as if it were a spell. At 3rd level, your damage increases to 2d8 and you get a +2 bonus to hit with your eldritch blast.
Pact Sacrifice: When you kill a creature, you regain hit points equal to its level.
Warlord
A warlord is a warrior who inspires and aids his allies. To become a warlord, you must have a Charisma of 11 and a base melee attack of +1.
WARLORD ADVANCEMENT
When you gain a warlord level, add 3d10% to your Charisma and 2d10% to your Strength. Once this reaches 100%, your ability score increases by one point.
Level --- Attacks --- Defenses --- Hit Points --- Features
1 --- None --- +1 Will --- None --- Inspiring Word
2 --- None --- +1 Fort --- None --- Stand Tough
3 --- +1 melee --- None --- +1d10 --- Commander's Strike
Inspiring Word (recharges on a 10+): One ally within 60' gains 5 temporary hit points that last until the end of the next round.
Stand Tough: You and allies within 25' get a +2 bonus on saving throws.
Commander's Strike: As a standard action, choose an ally and an enemy that are each within 30' of you. That ally makes an attack against that enemy.