D&D 3E/3.5 Homebrew D&D: 3.5/OSR Hybrid The Guts.

Zardnaar

Legend
Back in the 2006 or so I rewrote the fighter class for 3rd ed giving it a revamped skill list and more skills per level and monk saving throws. I later added a ban list of various broken things in 3rd ed so I did not let my players take things like natural spell, divine metamagic or persistent spell. Over the years I have added to this pile until around a year ago I was slowly writing my own version of D&D based on what my group likes. They are mostly d20 players, I like d20 but lean towards OSR games because I am the DM. I have enjoyed several retroclones and I see a few of them have been using ascending ACs. Rather than make another OSR clone using some d20 mechanics I thought I would make a d20 game but add elements from AD&D and BECMI to fix some issues 3.5 had. I think a few of the problems 3rd ed did have were due to the changes from 2nd ed AD&D (fighter nerf, spellcaster buffs). Even things like all classes progressing at the same rate and the removal of restrictions or even basic things like no ability caps and the way DCs worked in relation to saves contributed to things like CoDzilla. 3.5 tried to fix a few of these issue as 3.0 was even worse (Cleric Archer, Spelldancer, Incantrix, Shadow Adept, Red Wizard etc etc).

Basically my homebrew game has been slowly evolving into a hybrid of AD&D and 3rd ed with influences from retro clones, 4th ed and D&DN. Things like encounter powers do exist along with at wills do exist as some of my players like them but they have been added to feats. There is not a massive amount of things like that but if anyone wants to help me out, act as an editior or even design a class or 2 or help come up with a combat chapter feel free to join in. I'm trying to make a better balanced game than 3rd ed but I'm not going to try and carry it to extremes like 4th ed or D&DN. If a level 18 wizard is the most powerful class so be it. If a fighter can kill that wizard in a single round if he gets close enough it happens and that is what things like raise dead are for. Also I want to reduce complexity as well. Touch ACs are revamped, most monsters without class levels will not have feats, skill points are gone atm but may reappear etc. I'll also get rid of some of the stacking abuse that went on in 3.5.

It is quite incomplete atm as I will refer to 3.5 or PF where applicable for things like tables for ability scores. I'm also not planning on including every little rule from 3.x type games just fixing the classes, feats, spells for the most part and the combat chapter.
 
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Ability Scores/BAB

Ability scores are the same as 3.5 and PF including bonus spells, languages and skills. The Pathfinder PRD also has the ability scores information.

http://paizo.com/pathfinderRPG/prd/gettingStarted.html

Ability Scores.
Ability scores are capped at 20 for PCs and at 30 for monsters. Magic may be able to exceed these limits. Ability scores do not increase by level. Wish spells may increase an ability score by a point to a maximum of 16. The following methods may be used for ability score generation.

Method I
3d6 arrange how you like.


Method II
For a high powered game roll 4d6 and drop the lowest dice.


Method II
Roll 2d6 and add 6 to the result.


Method IV
You may chose the following array. 8, 10, 11,12,13,14.


Ability scores are identical to the tables found in Pathfinder and the 3.5 Players Handbook.


Base Attack Bonus (BAB)

BAB advances to a maximum of +20 at level 20 for certain classes. BAB no longer increases at all in the epic levels (level 21-30). As BAB increases additional attacks are gained. The extra attacks are without penalty.


BAB Attacks
+6 2
+11 3
+16 4
 
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Compared to the 3.5/PF core the races here have had their attribute modifiers reduced to +1/-1. Feel free to use +2/-2. This is an experiment atm and its not 100% set in stone. I have also used a floating ability score for some races and I will likely tweak the races again as I am not 100% happy with them ATM. I am tempted to rewrite the halfling as a cross between the feral Darksun Halfing and the dino riding Eberron ones.


Dwarf
[sblock] Ability Scores: Dwarves gain a +1 bonus to constitution, +1 bonus to strength or wisdom, -1 charisma
Size:Medium


Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor
or encumbrance.


Darkvision: Dwarves can see in the dark up to 60 feet.


Defensive Training: Giants have disadvantage on attack rolls vs Dwarves.


Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and
goblinoid subtypes due to special training against these hated foes.


Hardy: Dwarves receive advantage on all fortitude saves.


Stability: Dwarves cannot be knocked prone or tripped


Stonecunning: Dwarves gain advantage on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stonewalls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks,and warhammers.


Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence
scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.


Optional:A Dwarf can swap Weapon Familiarity for an increased hit dice. 1d6 becomes 1d8, 1d8 becomes 1d10 etc to a maximum of 1d12. If a Dwarf already has a 1d12 it becomes 2d6.

[/sblock]

Elf
[sblock]Ability Scores: Elves gain a +1 bonus to dexterity, +1 to intelligence or dexterity, -1constitution

Size:Medium

Darkvision60': Elves can see in the dark up to 60 feet.


Elven Immunities: Elves are immune to magic charm sleep effects and get a +2 racial saving throw bonus against
enchantment spells and effects.

KeenSenses: Elves receive a +2 racial bonus on Perception skill checks.


Weapon Familiarity: Elves are proficient with longbows (including composite longbows),longswords,
rapiers,and shortbows (including composite shortbows)

Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose
fromthe following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, andSylvan.


Optional:Elves can swap Weapon Familiarity for Elven Magic.
ElvenMagic: Spells cast by elves are difficult to resist and have a -1 saving throw penalty.[/sblock]

Gnome
[sblock]Ability Scores: +1 Constitution, +1 Charisma or Intelligence, –1 Strength

Small:Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1size bonus on attack rolls, and advantage on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.


Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.


Defensive Training: Giants have disadvantage on attack rolls vs Gnomes.


Gnome Magic: An opponent has a -1 saving throw penalty of any saving throws against illusion spells that a Gnome casts. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level to a maximum of DC 20.


Hatred:Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.


Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.


Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.


Obsessive:Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
.
Languages:Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.[/sblock]

Halfling


[sblock]Ability Scores: Halfling gain +1 Dexterity, +1 charisma or constitution, -1 strength.


Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, and advantage on Stealth checks.


Slow Speed: Halflings have a base speed of 20 feet.


Fearless: Halflings receive advantage on all saving throws against fear. This bonus stacks with the bonus
grantedby halfling luck.


Halfling Luck: Halflings receive a +1racial bonus on all saving throws.


Keen Senses: Halflings receive a +2 racial bonus on Perceptionskill checks.


Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.


Weapon Familiarity: Halflings are proficient with slings and daggers.


Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can
choose from the following: Dwarven, Elven, Gnome, and Goblin.[/sblock]

HalfElf
[sblock]Ability Scores: Half Elves gain a +1 wisdom bonus, +1 charisma or +1 constitution bonus


Medium:Half-elves are Medium creatures and have no bonuses or penalties due to their size.


Adaptability:Half-elves receive Skill Focus as a bonus feat at 1st level.


ElfBlood: Half-elves count as both elves and humans for any effect related to race.


Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against
enchantment spells and effects.


Elf Blood: Half-elves count as both elves and humans for any effect related to race.


Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against
enchantment spells and effects.


Languages:Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose
any languages they want (except secret languages, such as Druidic).[/sblock]

HalfOrc
[sblock]AbilityScores: Half Orcs gain a +1bonus to strength, +1 bonus to constitution, or dexterity, -1charisma


Medium:Half-orcs are Medium creatures and have no bonuses or penalties dueto their size.


NormalSpeed: Half-orcs have a base speed of 30 feet.


Darkvision:Half-orcs can see in the dark up to 60 feet.


Intimidating:Half-orcs receive a +2 racial bonus on Intimidate skill checks due totheir fearsome nature.
OrcBlood: Half-orcs count as both humans and orcs for any effect related to race.


Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one
more round as if weakened. At the end of his next turn, unless brought to above 0 hit points, he immediately
falls unconscious and begins dying.


Weapon Familiarity: Half-orcs are proficient with greataxes and falchions.


Languages:Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can
choosefrom the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.[/sblock]

Humans
[sblock]Ability Boost: Human characters get a +1 bonus to one ability score of their choice at creation to represent their varied nature.


Medium:Humans are Medium creatures and have no bonuses or penalties due to their size.


Normal Speed: Humans have a base speed of 30 feet.


Bonus Feat: Humans select one extra feat at 1st level.


Skilled:Humans gain an additional trained skill at first level.


Languages:Humans begin play speaking Common. Humans with high Intelligence scores can choose any
languages they want (except secret languages, such as Druidic).[/sblock]
 
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I only have 5 classes ATM. Fighter, Cleric, Rogue, Wizard and the Druid. The main changes I have made to the classes are to saving throws, spell DCs and Clerics and Druids lose access to level 8 and 9 spells. Druids also lose their animal companion and their abilities lean a bit more towards the 2nd ed Druid. Clerics only gain 1 domain as well. Also individual xp tables from OSR games return as IMHO that was a contributing factor towards breaking 3rd ed. Druids and Wizards however do not get rapid level progression at certain levels like they did in AD&D though.

Cleric
[sblock]HitDice: 1d8
Skills:3

Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, heavy armor and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.

Spells: To prepare or cast a spell, acleric must have a Wisdom score equal to at least 10 + thespell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level to a maximum of DC20.

Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

An evil cleric (or a neutral cleric who worships an evil deity) can’t convert prepared spells to cure spells but can convert them to inflict spells (an inf lict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells(player’s choice). Once the player makes this choice, it cannot be reversed.


[TABLE="width: 100%"][TR][TD="width: 6%"] Level[/TD][TD="width: 10%"] XP[/TD][TD="width: 5%"] BAB[/TD][TD="width: 5%"] Fort[/TD][TD="width: 5%"] Ref[/TD][TD="width: 5%"] Will[/TD][TD="width: 63%"] Special[/TD][/TR][TR][TD="width: 6%"] 1[/TD][TD="width: 10%"] 0[/TD][TD="width: 5%"] +0[/TD][TD="width: 5%"] +6[/TD][TD="width: 5%"] +4[/TD][TD="width: 5%"] +5[/TD][TD="width: 63%"] Channel Divinity, Domain, Spells Orisons, Spontaneous Casting [/TD][/TR][TR][TD="width: 6%"] 2[/TD][TD="width: 10%"] 1500[/TD][TD="width: 5%"] +1[/TD][TD="width: 5%"] +7[/TD][TD="width: 5%"] +4[/TD][TD="width: 5%"] +5[/TD][TD="width: 63%"]
[/TD][/TR][TR][TD="width: 6%"] 3[/TD][TD="width: 10%"] 3000[/TD][TD="width: 5%"] +2[/TD][TD="width: 5%"] +7[/TD][TD="width: 5%"] +5[/TD][TD="width: 5%"] +5[/TD][TD="width: 63%"]
[/TD][/TR][TR][TD="width: 6%"] 4[/TD][TD="width: 10%"] 6000[/TD][TD="width: 5%"] +3[/TD][TD="width: 5%"] +7[/TD][TD="width: 5%"] +5[/TD][TD="width: 5%"] +6[/TD][TD="width: 63%"]
[/TD][/TR][TR][TD="width: 6%"] 5[/TD][TD="width: 10%"] 12000[/TD][TD="width: 5%"] +3[/TD][TD="width: 5%"] +8[/TD][TD="width: 5%"] +5[/TD][TD="width: 5%"] +7[/TD][TD="width: 63%"]
[/TD][/TR][TR][TD="width: 6%"] 6[/TD][TD="width: 10%"] 25000[/TD][TD="width: 5%"] +4[/TD][TD="width: 5%"] +8[/TD][TD="width: 5%"] +6[/TD][TD="width: 5%"] +8[/TD][TD="width: 63%"]
[/TD][/TR][TR][TD="width: 6%"] 7[/TD][TD="width: 10%"] 50000[/TD][TD="width: 5%"] +5[/TD][TD="width: 5%"] +9[/TD][TD="width: 5%"] +6[/TD][TD="width: 5%"] +8[/TD][TD="width: 63%"]
[/TD][/TR][TR][TD="width: 6%"] 8[/TD][TD="width: 10%"] 100000[/TD][TD="width: 5%"] +6[/TD][TD="width: 5%"] +9[/TD][TD="width: 5%"] +7[/TD][TD="width: 5%"] +8[/TD][TD="width: 63%"]
[/TD][/TR][TR][TD="width: 6%"] 9[/TD][TD="width: 10%"] 200000[/TD][TD="width: 5%"] +6[/TD][TD="width: 5%"] +10[/TD][TD="width: 5%"] +7[/TD][TD="width: 5%"] +8[/TD][TD="width: 63%"]
[/TD][/TR][TR][TD="width: 6%"] 10[/TD][TD="width: 10%"] 300000[/TD][TD="width: 5%"] +7[/TD][TD="width: 5%"] +10[/TD][TD="width: 5%"] +8[/TD][TD="width: 5%"] +9[/TD][TD="width: 63%"]
[/TD][/TR][TR][TD="width: 6%"] 11[/TD][TD="width: 10%"] 400000[/TD][TD="width: 5%"] +8[/TD][TD="width: 5%"] +10[/TD][TD="width: 5%"] +8[/TD][TD="width: 5%"] +10[/TD][TD="width: 63%"]
[/TD][/TR][TR][TD="width: 6%"] 12[/TD][TD="width: 10%"] 500000[/TD][TD="width: 5%"] +9[/TD][TD="width: 5%"] +11[/TD][TD="width: 5%"] +8[/TD][TD="width: 5%"] +10[/TD][TD="width: 63%"]
[/TD][/TR][TR][TD="width: 6%"] 13[/TD][TD="width: 10%"] 600000[/TD][TD="width: 5%"] +9[/TD][TD="width: 5%"] +11[/TD][TD="width: 5%"] +9[/TD][TD="width: 5%"] +10[/TD][TD="width: 63%"]
[/TD][/TR][TR][TD="width: 6%"] 14[/TD][TD="width: 10%"] 700000[/TD][TD="width: 5%"] +10[/TD][TD="width: 5%"] +11[/TD][TD="width: 5%"] +9[/TD][TD="width: 5%"] +11[/TD][TD="width: 63%"]
[/TD][/TR][TR][TD="width: 6%"] 15[/TD][TD="width: 10%"] 800000[/TD][TD="width: 5%"] +11[/TD][TD="width: 5%"] +12[/TD][TD="width: 5%"] +9[/TD][TD="width: 5%"] +11[/TD][TD="width: 63%"]
[/TD][/TR][TR][TD="width: 6%"] 16[/TD][TD="width: 10%"] 900000[/TD][TD="width: 5%"] +12[/TD][TD="width: 5%"] +12[/TD][TD="width: 5%"] +10[/TD][TD="width: 5%"] +11[/TD][TD="width: 63%"]
[/TD][/TR][TR][TD="width: 6%"] 17[/TD][TD="width: 10%"] 1000000[/TD][TD="width: 5%"] +12[/TD][TD="width: 5%"] +12[/TD][TD="width: 5%"] +10[/TD][TD="width: 5%"] +12[/TD][TD="width: 63%"]
[/TD][/TR][TR][TD="width: 6%"] 18[/TD][TD="width: 10%"] 1100000[/TD][TD="width: 5%"] +13[/TD][TD="width: 5%"] +13[/TD][TD="width: 5%"] +11[/TD][TD="width: 5%"] +12[/TD][TD="width: 63%"]
[/TD][/TR][TR][TD="width: 6%"] 19[/TD][TD="width: 10%"] 1200000[/TD][TD="width: 5%"] +14[/TD][TD="width: 5%"] +13[/TD][TD="width: 5%"] +12[/TD][TD="width: 5%"] +12[/TD][TD="width: 63%"]
[/TD][/TR][TR][TD="width: 6%"] 20[/TD][TD="width: 10%"] 1300000[/TD][TD="width: 5%"] +15[/TD][TD="width: 5%"] +13[/TD][TD="width: 5%"] +12[/TD][TD="width: 5%"] +13[/TD][TD="width: 63%"]
[/TD][/TR][/TABLE]Chaotic,Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to her own or her deity’s (if she has one).Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.




[TABLE="width: 100%"][TR][TD="width: 100%, colspan: 9"] Spells Per Day[/TD][/TR][TR][TD="width: 11%"] Level[/TD][TD="width: 11%"] 0[/TD][TD="width: 11%"] 1[/TD][TD="width: 11%"] 2[/TD][TD="width: 11%"] 3[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 5[/TD][TD="width: 11%"] 6[/TD][TD="width: 11%"] 7[/TD][/TR][TR][TD="width: 11%"] 1[/TD][TD="width: 11%"] 3[/TD][TD="width: 11%"] 1+1[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][/TR][TR][TD="width: 11%"] 2[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 2+1[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][/TR][TR][TD="width: 11%"] 3[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 2+1[/TD][TD="width: 11%"] 1+1[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][/TR][TR][TD="width: 11%"] 4[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 3+1[/TD][TD="width: 11%"] 2+1[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][/TR][TR][TD="width: 11%"] 5[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 3+1[/TD][TD="width: 11%"] 2+1[/TD][TD="width: 11%"] 1+1[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][/TR][TR][TD="width: 11%"] 6[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 3+1[/TD][TD="width: 11%"] 3+1[/TD][TD="width: 11%"] 2+1[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][/TR][TR][TD="width: 11%"] 7[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 4+1[/TD][TD="width: 11%"] 3+1[/TD][TD="width: 11%"] 2+1[/TD][TD="width: 11%"] 1+1[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][/TR][TR][TD="width: 11%"] 8[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 4+1[/TD][TD="width: 11%"] 3+1[/TD][TD="width: 11%"] 2+1[/TD][TD="width: 11%"] 2+1[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][/TR][TR][TD="width: 11%"] 9[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 5+1[/TD][TD="width: 11%"] 4+1[/TD][TD="width: 11%"] 3+1[/TD][TD="width: 11%"] 2+1[/TD][TD="width: 11%"] 1+1[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][/TR][TR][TD="width: 11%"] 10[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 5+1[/TD][TD="width: 11%"] 4+1[/TD][TD="width: 11%"] 3+1[/TD][TD="width: 11%"] 3+1[/TD][TD="width: 11%"] 2+1[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][/TR][TR][TD="width: 11%"] 11[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 5+1[/TD][TD="width: 11%"] 5+1[/TD][TD="width: 11%"] 4+1[/TD][TD="width: 11%"] 3+1[/TD][TD="width: 11%"] 2+1[/TD][TD="width: 11%"] 1+1[/TD][TD="width: 11%"] -[/TD][/TR][TR][TD="width: 11%"] 12[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 6+1[/TD][TD="width: 11%"] 5+1[/TD][TD="width: 11%"] 4+1[/TD][TD="width: 11%"] 3+1[/TD][TD="width: 11%"] 3+1[/TD][TD="width: 11%"] 2+1[/TD][TD="width: 11%"] -[/TD][/TR][TR][TD="width: 11%"] 13[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 6+1[/TD][TD="width: 11%"] 5+1[/TD][TD="width: 11%"] 5+1[/TD][TD="width: 11%"] 4+1[/TD][TD="width: 11%"] 3+1[/TD][TD="width: 11%"] 2+1[/TD][TD="width: 11%"] 1+1[/TD][/TR][TR][TD="width: 11%"] 14[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 7+1[/TD][TD="width: 11%"] 6+1[/TD][TD="width: 11%"] 5+1[/TD][TD="width: 11%"] 4+1[/TD][TD="width: 11%"] 3+1[/TD][TD="width: 11%"] 3+1[/TD][TD="width: 11%"] 2+1[/TD][/TR][TR][TD="width: 11%"] 15[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 7+1[/TD][TD="width: 11%"] 6+1[/TD][TD="width: 11%"] 5+1[/TD][TD="width: 11%"] 5+1[/TD][TD="width: 11%"] 4+1[/TD][TD="width: 11%"] 3+1[/TD][TD="width: 11%"] 2+1[/TD][/TR][TR][TD="width: 11%"] 16[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 7+1[/TD][TD="width: 11%"] 7+1[/TD][TD="width: 11%"] 6+1[/TD][TD="width: 11%"] 5+1[/TD][TD="width: 11%"] 4+1[/TD][TD="width: 11%"] 3+1[/TD][TD="width: 11%"] 3+1[/TD][/TR][TR][TD="width: 11%"] 17[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 8+1[/TD][TD="width: 11%"] 7+1[/TD][TD="width: 11%"] 6+1[/TD][TD="width: 11%"] 5+1[/TD][TD="width: 11%"] 5+1[/TD][TD="width: 11%"] 4+1[/TD][TD="width: 11%"] 3+1[/TD][/TR][TR][TD="width: 11%"] 18[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 8+1[/TD][TD="width: 11%"] 7+1[/TD][TD="width: 11%"] 7+1[/TD][TD="width: 11%"] 6+1[/TD][TD="width: 11%"] 5+1[/TD][TD="width: 11%"] 4+1[/TD][TD="width: 11%"] 3+1[/TD][/TR][TR][TD="width: 11%"] 19[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 9+1[/TD][TD="width: 11%"] 8+1[/TD][TD="width: 11%"] 7+1[/TD][TD="width: 11%"] 6+1[/TD][TD="width: 11%"] 5+1[/TD][TD="width: 11%"] 5+1[/TD][TD="width: 11%"] 4+1[/TD][/TR][TR][TD="width: 11%"] 20[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 9+1[/TD][TD="width: 11%"] 8+1[/TD][TD="width: 11%"] 7+1[/TD][TD="width: 11%"] 7+1[/TD][TD="width: 11%"] 6+1[/TD][TD="width: 11%"] 5+1[/TD][TD="width: 11%"] 4+1[/TD][/TR][/TABLE]Channel Divinity
Acleric may channel divinity a number of times per day equal to 3 +her Charisma modifier. When you channel divinity you pick an option granted by your domain power. Channel divinity grants access to agranted power via your chosen domain.


Domain.A Cleric picks a single domain offered by her deity.


Orisons:Clerics can prepare a number of orisons, or 0-level spells, each day.These spells are cast like any other spell.


Domains


Evil
Granted Power: Rebuke Undead
Rebuke undead allows a cleric to dominate any undead within a 20'radius. A will saving throw is allowed with a DC of 10+ the clerics level. Acleric may control undead with a total hit dice equal to twice his level.
Domain Spells: 1st—protection from good, 2nd—align weapon (evil only), 3rd—magic circle against good, 4th—unholy blight, 5th—dispel good,6th—create undead, 7th—blasphemy




Good
Granted Power: Turn Undead
Turn Undead deals 1d6 damage to any undead within a 20' radius of thecleric. Surviving Undead effected must make a will save with a DC of10+ the clerics level or flee the area at maxium speed. Undead with twice as many hit dice as the cleric are immune to the flee effect but take damage regardless.
Domain Spells: 1st—protection from evil, 2nd—align weapon(good only), 3rd—magic circle against evil, 4th—holy
smite,5th—dispelevil, 6th—blade barrier, 7th—holyword


Healing
Granted Power: Empowered Healing
Any healing spell cast by the cleric is empowered. Empowered spells grant a 50% bonus to the total amount healed (rounded up).
Domain Spells: 1st—curelight wounds, 2nd—curemoderate wounds, 3rd—cureserious wounds, 4th—curecritical wounds, 5th—breathof life, 6th—heal,7th—regenerate


Luck
Granted Power: Fortunes Favor
Asa minor action you gain advantage on any ability check, attack roll,saving throw or skill check.
1st—truestrike, 2nd—aid, 3rd— protection from energy,4th—freedom of movement, 5th—break enchantment,6th—mislead, 7th—spell turning
Sun
Granted Power: Sunray
Sunray creates a beam of positive energy that heals the living and damages the undead. Against undead a touch attack roll is required. The beam deals 2d6 points of damage per level of the cleric and a reflex save for half damage is allowed. Living creatures are healed for 1d6 points of damage per level of the cleric.
1st—endure elements,2nd—heat metal, 3rd—searing light, 4th—fireshield, 5th—f lame strike, 6th—fire seeds,7th—sunbeam
War
Granted Power: Divine Wrath
Divine Wrath grants a bonus to damage equal to the clerics charisma modifier. The effect lasts for 1 round plus an additional round for each point of the clerics charisma modifier.
1st—magicweapon, 2nd—spiritualweapon, 3rd—magicvestment, 4th—divinepower, 5th—flame strike, 6th—bladebarrier, 7th—powerword blind

[/sblock]

Druid


[sblock] Alignment:Any neutral.
Hit Die: d8.
Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff,
scimitar,scythe, sickle,, 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. Druids are proficient with shields (except tower shields) but must use only those crafted from wood. A druid who wears prohibited armor or uses 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.

[TABLE="width: 100%"][TR][TD="width: 6%"] Level[/TD][TD="width: 9%"] XP[/TD][TD="width: 5%"] BAB[/TD][TD="width: 5%"] Fort[/TD][TD="width: 5%"] Ref[/TD][TD="width: 5%"] Will[/TD][TD="width: 64%"] Special[/TD][/TR][TR][TD="width: 6%"] 1[/TD][TD="width: 9%"] 0[/TD][TD="width: 5%"] +0[/TD][TD="width: 5%"] +6[/TD][TD="width: 5%"] +4[/TD][TD="width: 5%"] +5[/TD][TD="width: 64%"] Spells, Orisons, Nature Sense [/TD][/TR][TR][TD="width: 6%"] 2[/TD][TD="width: 9%"] 1500[/TD][TD="width: 5%"] +1[/TD][TD="width: 5%"] +7[/TD][TD="width: 5%"] +4[/TD][TD="width: 5%"] +5[/TD][TD="width: 64%"] Woodland Stride[/TD][/TR][TR][TD="width: 6%"] 3[/TD][TD="width: 9%"] 3000[/TD][TD="width: 5%"] +2[/TD][TD="width: 5%"] +7[/TD][TD="width: 5%"] +5[/TD][TD="width: 5%"] +5[/TD][TD="width: 64%"] Trackless Step[/TD][/TR][TR][TD="width: 6%"] 4[/TD][TD="width: 9%"] 6000[/TD][TD="width: 5%"] +3[/TD][TD="width: 5%"] +7[/TD][TD="width: 5%"] +5[/TD][TD="width: 5%"] +6[/TD][TD="width: 64%"] Resist Natures Lure, Wild shape 1/day[/TD][/TR][TR][TD="width: 6%"] 5[/TD][TD="width: 9%"] 12000[/TD][TD="width: 5%"] +3[/TD][TD="width: 5%"] +8[/TD][TD="width: 5%"] +5[/TD][TD="width: 5%"] +7[/TD][TD="width: 64%"]
[/TD][/TR][TR][TD="width: 6%"] 6[/TD][TD="width: 9%"] 25000[/TD][TD="width: 5%"] +4[/TD][TD="width: 5%"] +8[/TD][TD="width: 5%"] +6[/TD][TD="width: 5%"] +8[/TD][TD="width: 64%"] Wild shape 2/day[/TD][/TR][TR][TD="width: 6%"] 7[/TD][TD="width: 9%"] 50000[/TD][TD="width: 5%"] +5[/TD][TD="width: 5%"] +9[/TD][TD="width: 5%"] +6[/TD][TD="width: 5%"] +8[/TD][TD="width: 64%"]
[/TD][/TR][TR][TD="width: 6%"] 8[/TD][TD="width: 9%"] 100000[/TD][TD="width: 5%"] +6[/TD][TD="width: 5%"] +9[/TD][TD="width: 5%"] +7[/TD][TD="width: 5%"] +8[/TD][TD="width: 64%"] Wild shape 3/day[/TD][/TR][TR][TD="width: 6%"] 9[/TD][TD="width: 9%"] 200000[/TD][TD="width: 5%"] +6[/TD][TD="width: 5%"] +10[/TD][TD="width: 5%"] +7[/TD][TD="width: 5%"] +8[/TD][TD="width: 64%"] Venom Immunity[/TD][/TR][TR][TD="width: 6%"] 10[/TD][TD="width: 9%"] 300000[/TD][TD="width: 5%"] +7[/TD][TD="width: 5%"] +10[/TD][TD="width: 5%"] +8[/TD][TD="width: 5%"] +9[/TD][TD="width: 64%"] Wild shape 4/day[/TD][/TR][TR][TD="width: 6%"] 11[/TD][TD="width: 9%"] 400000[/TD][TD="width: 5%"] +8[/TD][TD="width: 5%"] +10[/TD][TD="width: 5%"] +8[/TD][TD="width: 5%"] +10[/TD][TD="width: 64%"]
[/TD][/TR][TR][TD="width: 6%"] 12[/TD][TD="width: 9%"] 500000[/TD][TD="width: 5%"] +9[/TD][TD="width: 5%"] +11[/TD][TD="width: 5%"] +8[/TD][TD="width: 5%"] +10[/TD][TD="width: 64%"] Wild shape 5/day[/TD][/TR][TR][TD="width: 6%"] 13[/TD][TD="width: 9%"] 600000[/TD][TD="width: 5%"] +9[/TD][TD="width: 5%"] +11[/TD][TD="width: 5%"] +9[/TD][TD="width: 5%"] +10[/TD][TD="width: 64%"] A thousand faces[/TD][/TR][TR][TD="width: 6%"] 14[/TD][TD="width: 9%"] 700000[/TD][TD="width: 5%"] +10[/TD][TD="width: 5%"] +11[/TD][TD="width: 5%"] +9[/TD][TD="width: 5%"] +11[/TD][TD="width: 64%"] Wild shape 6/day[/TD][/TR][TR][TD="width: 6%"] 15[/TD][TD="width: 9%"] 800000[/TD][TD="width: 5%"] +11[/TD][TD="width: 5%"] +12[/TD][TD="width: 5%"] +9[/TD][TD="width: 5%"] +11[/TD][TD="width: 64%"] Timeless body[/TD][/TR][TR][TD="width: 6%"] 16[/TD][TD="width: 9%"] 900000[/TD][TD="width: 5%"] +12[/TD][TD="width: 5%"] +12[/TD][TD="width: 5%"] +10[/TD][TD="width: 5%"] +11[/TD][TD="width: 64%"] Wild shape 7/day[/TD][/TR][TR][TD="width: 6%"] 17[/TD][TD="width: 9%"] 1000000[/TD][TD="width: 5%"] +12[/TD][TD="width: 5%"] +12[/TD][TD="width: 5%"] +10[/TD][TD="width: 5%"] +12[/TD][TD="width: 64%"]
[/TD][/TR][TR][TD="width: 6%"] 18[/TD][TD="width: 9%"] 1100000[/TD][TD="width: 5%"] +13[/TD][TD="width: 5%"] +13[/TD][TD="width: 5%"] +11[/TD][TD="width: 5%"] +12[/TD][TD="width: 64%"] Wild shape 8/day[/TD][/TR][TR][TD="width: 6%"] 19[/TD][TD="width: 9%"] 1200000[/TD][TD="width: 5%"] +14[/TD][TD="width: 5%"] +13[/TD][TD="width: 5%"] +12[/TD][TD="width: 5%"] +12[/TD][TD="width: 64%"]
[/TD][/TR][TR][TD="width: 6%"] 20[/TD][TD="width: 9%"] 1300000[/TD][TD="width: 5%"] +15[/TD][TD="width: 5%"] +13[/TD][TD="width: 5%"] +12[/TD][TD="width: 5%"] +13[/TD][TD="width: 64%"] Wild shape (At Will)[/TD][/TR][/TABLE]Spells:A druid casts divine spells. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance. To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid’s spell is 10 +the spell level to a maximum of DC 20.

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). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.


Orisons: Druids can prepare a number of orisons, or 0-level spells, each day,.These spells are cast like any other spell.

[TABLE="width: 100%"][TR][TD="width: 100%, colspan: 9"] Spells Per Day[/TD][/TR][TR][TD="width: 11%"] Level[/TD][TD="width: 11%"] 0[/TD][TD="width: 11%"] 1[/TD][TD="width: 11%"] 2[/TD][TD="width: 11%"] 3[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 5[/TD][TD="width: 11%"] 6[/TD][TD="width: 11%"] 7[/TD][/TR][TR][TD="width: 11%"] 1[/TD][TD="width: 11%"] 3[/TD][TD="width: 11%"] 1[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][/TR][TR][TD="width: 11%"] 2[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 2[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][/TR][TR][TD="width: 11%"] 3[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 2[/TD][TD="width: 11%"] 1[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][/TR][TR][TD="width: 11%"] 4[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 3[/TD][TD="width: 11%"] 2[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][/TR][TR][TD="width: 11%"] 5[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 3[/TD][TD="width: 11%"] 2[/TD][TD="width: 11%"] 1[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][/TR][TR][TD="width: 11%"] 6[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 3[/TD][TD="width: 11%"] 3[/TD][TD="width: 11%"] 2[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][/TR][TR][TD="width: 11%"] 7[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 3[/TD][TD="width: 11%"] 2[/TD][TD="width: 11%"] 1[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][/TR][TR][TD="width: 11%"] 8[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 3[/TD][TD="width: 11%"] 2[/TD][TD="width: 11%"] 2[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][/TR][TR][TD="width: 11%"] 9[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 5[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 3[/TD][TD="width: 11%"] 2[/TD][TD="width: 11%"] 1[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][/TR][TR][TD="width: 11%"] 10[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 5[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 3[/TD][TD="width: 11%"] 3[/TD][TD="width: 11%"] 2[/TD][TD="width: 11%"] -[/TD][TD="width: 11%"] -[/TD][/TR][TR][TD="width: 11%"] 11[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 5[/TD][TD="width: 11%"] 5[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 3[/TD][TD="width: 11%"] 2[/TD][TD="width: 11%"] 1[/TD][TD="width: 11%"] -[/TD][/TR][TR][TD="width: 11%"] 12[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 6[/TD][TD="width: 11%"] 5[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 3[/TD][TD="width: 11%"] 3[/TD][TD="width: 11%"] 2[/TD][TD="width: 11%"] -[/TD][/TR][TR][TD="width: 11%"] 13[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 6[/TD][TD="width: 11%"] 5[/TD][TD="width: 11%"] 5[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 3[/TD][TD="width: 11%"] 2[/TD][TD="width: 11%"] 1[/TD][/TR][TR][TD="width: 11%"] 14[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 7[/TD][TD="width: 11%"] 6[/TD][TD="width: 11%"] 5[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 3[/TD][TD="width: 11%"] 3[/TD][TD="width: 11%"] 2[/TD][/TR][TR][TD="width: 11%"] 15[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 7[/TD][TD="width: 11%"] 6[/TD][TD="width: 11%"] 5[/TD][TD="width: 11%"] 5[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 3[/TD][TD="width: 11%"] 2[/TD][/TR][TR][TD="width: 11%"] 16[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 7[/TD][TD="width: 11%"] 7[/TD][TD="width: 11%"] 6[/TD][TD="width: 11%"] 5[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 3[/TD][TD="width: 11%"] 3[/TD][/TR][TR][TD="width: 11%"] 17[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 8[/TD][TD="width: 11%"] 7[/TD][TD="width: 11%"] 6[/TD][TD="width: 11%"] 5[/TD][TD="width: 11%"] 5[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 3[/TD][/TR][TR][TD="width: 11%"] 18[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 8[/TD][TD="width: 11%"] 7[/TD][TD="width: 11%"] 7[/TD][TD="width: 11%"] 6[/TD][TD="width: 11%"] 5[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 3[/TD][/TR][TR][TD="width: 11%"] 19[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 9[/TD][TD="width: 11%"] 8[/TD][TD="width: 11%"] 7[/TD][TD="width: 11%"] 6[/TD][TD="width: 11%"] 5[/TD][TD="width: 11%"] 5[/TD][TD="width: 11%"] 4[/TD][/TR][TR][TD="width: 11%"] 20[/TD][TD="width: 11%"] 4[/TD][TD="width: 11%"] 9[/TD][TD="width: 11%"] 8[/TD][TD="width: 11%"] 7[/TD][TD="width: 11%"] 7[/TD][TD="width: 11%"] 6[/TD][TD="width: 11%"] 5[/TD][TD="width: 11%"] 4[/TD][/TR][/TABLE]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. 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.


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


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. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however,still affect her.


TracklessStep (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 and supernatural abilities of fey. This bonus also applies to spells and effects that utilize or target plants, such as blight,entangle, spike growth, and warp wood.


Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. 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 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.

Wildshape (Su) At 4th level, the druid receives the gift of wildshape. The druid can into the form of any non-magical reptile, bird and animal which hasno magical or supernatural powers. The druid may change her shape into any animal sized Tiny (e.g., snake, mouse or blue jay) to Medium(e.g., alligator, tiger or small bear). At6th level, a druid can also use wild shape to change into a Large animal. In animal form, the druid retains her hit points, saving throws, Intelligence and Wisdom. She takes on the animal’s Strength, Dexterity, Constitution, Charisma, movement speeds, modes of attack, damage, Armor Class and any special senses.. The druid’s clothing, worn gear and one held item meld into the new form and reappear only when the druid regains her normal form. Wildshape also heals some, but not all, wounds. One transformation from her normal form to an animal form in the day heals 50% of all incurred damage (rounded down). While in animal form the Druid is unable to cast spells.


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 and cannot
be magically aged. Any penalties she may have already incurred, however,remain in place. Bonuses still accrue, and the druid still dies ofold age when her time is up.[/sblock]

Fighter
[sblock]Hit Dice: d10
Skills:4
Weapon and Armor Proficiency: A fighter is proficient with all simpleand martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).


[TABLE="width: 100%"][TR][TD="width: 10%"] Level[/TD][TD="width: 12%"] XP[/TD][TD="width: 8%"] BAB[/TD][TD="width: 10%"] Fort[/TD][TD="width: 9%"] Ref[/TD][TD="width: 8%"] Will[/TD][TD="width: 42%"] Special[/TD][/TR][TR][TD="width: 10%"] 1[/TD][TD="width: 12%"] 0[/TD][TD="width: 8%"] +1[/TD][TD="width: 10%"] +5[/TD][TD="width: 9%"] +5[/TD][TD="width: 8%"] +4[/TD][TD="width: 42%"] Bonus Feat[/TD][/TR][TR][TD="width: 10%"] 2[/TD][TD="width: 12%"] 2000[/TD][TD="width: 8%"] +2[/TD][TD="width: 10%"] +6[/TD][TD="width: 9%"] +5[/TD][TD="width: 8%"] +4[/TD][TD="width: 42%"] Bonus Feat, Cleave 1/Round[/TD][/TR][TR][TD="width: 10%"] 3[/TD][TD="width: 12%"] 4000[/TD][TD="width: 8%"] +3[/TD][TD="width: 10%"] +6[/TD][TD="width: 9%"] +6[/TD][TD="width: 8%"] +5[/TD][TD="width: 42%"] Weapon Specialization[/TD][/TR][TR][TD="width: 10%"] 4[/TD][TD="width: 12%"] 8000[/TD][TD="width: 8%"] +4[/TD][TD="width: 10%"] +7[/TD][TD="width: 9%"] +6[/TD][TD="width: 8%"] +5[/TD][TD="width: 42%"] Bonus Feat [/TD][/TR][TR][TD="width: 10%"] 5[/TD][TD="width: 12%"] 16000[/TD][TD="width: 8%"] +5[/TD][TD="width: 10%"] +7[/TD][TD="width: 9%"] +7[/TD][TD="width: 8%"] +6[/TD][TD="width: 42%"] Cleave 2/Round[/TD][/TR][TR][TD="width: 10%"] 6[/TD][TD="width: 12%"] 32000[/TD][TD="width: 8%"] +6[/TD][TD="width: 10%"] +8[/TD][TD="width: 9%"] +7[/TD][TD="width: 8%"] +7[/TD][TD="width: 42%"] Bonus Feat[/TD][/TR][TR][TD="width: 10%"] 7[/TD][TD="width: 12%"] 64000[/TD][TD="width: 8%"] +7[/TD][TD="width: 10%"] +8[/TD][TD="width: 9%"] +8[/TD][TD="width: 8%"] +7[/TD][TD="width: 42%"] Weapon Master[/TD][/TR][TR][TD="width: 10%"] 8[/TD][TD="width: 12%"] 120000[/TD][TD="width: 8%"] +8[/TD][TD="width: 10%"] +9[/TD][TD="width: 9%"] +8[/TD][TD="width: 8%"] +8[/TD][TD="width: 42%"] Bonus Feat[/TD][/TR][TR][TD="width: 10%"] 9[/TD][TD="width: 12%"] 240000[/TD][TD="width: 8%"] +9[/TD][TD="width: 10%"] +9[/TD][TD="width: 9%"] +9[/TD][TD="width: 8%"] +8[/TD][TD="width: 42%"] Cleave 3/Round[/TD][/TR][TR][TD="width: 10%"] 10[/TD][TD="width: 12%"] 360000[/TD][TD="width: 8%"] +10[/TD][TD="width: 10%"] +10[/TD][TD="width: 9%"] +9[/TD][TD="width: 8%"] +9[/TD][TD="width: 42%"] Bonus Feat[/TD][/TR][TR][TD="width: 10%"] 11[/TD][TD="width: 12%"] 480000[/TD][TD="width: 8%"] +11[/TD][TD="width: 10%"] +10[/TD][TD="width: 9%"] +10[/TD][TD="width: 8%"] +10[/TD][TD="width: 42%"] Weapon Highmaster [/TD][/TR][TR][TD="width: 10%"] 12[/TD][TD="width: 12%"] 600000[/TD][TD="width: 8%"] +12[/TD][TD="width: 10%"] +11[/TD][TD="width: 9%"] +10[/TD][TD="width: 8%"] +10[/TD][TD="width: 42%"] Bonus Feat[/TD][/TR][TR][TD="width: 10%"] 13[/TD][TD="width: 12%"] 720000[/TD][TD="width: 8%"] +13[/TD][TD="width: 10%"] +11[/TD][TD="width: 9%"] +11[/TD][TD="width: 8%"] +11[/TD][TD="width: 42%"] Cleave 4/Round[/TD][/TR][TR][TD="width: 10%"] 14[/TD][TD="width: 12%"] 840000[/TD][TD="width: 8%"] +14[/TD][TD="width: 10%"] +12[/TD][TD="width: 9%"] +11[/TD][TD="width: 8%"] +11[/TD][TD="width: 42%"] Bonus Feat[/TD][/TR][TR][TD="width: 10%"] 15[/TD][TD="width: 12%"] 960000[/TD][TD="width: 8%"] +15[/TD][TD="width: 10%"] +13[/TD][TD="width: 9%"] +12[/TD][TD="width: 8%"] +12[/TD][TD="width: 42%"] Weapon Grandmaster[/TD][/TR][TR][TD="width: 10%"] 16[/TD][TD="width: 12%"] 1080000[/TD][TD="width: 8%"] +16[/TD][TD="width: 10%"] +13[/TD][TD="width: 9%"] +12[/TD][TD="width: 8%"] +13[/TD][TD="width: 42%"] Bonus Feat [/TD][/TR][TR][TD="width: 10%"] 17[/TD][TD="width: 12%"] 1200000[/TD][TD="width: 8%"] +17[/TD][TD="width: 10%"] +14[/TD][TD="width: 9%"] +13[/TD][TD="width: 8%"] +13[/TD][TD="width: 42%"] Cleave 5/round[/TD][/TR][TR][TD="width: 10%"] 18[/TD][TD="width: 12%"] 1320000[/TD][TD="width: 8%"] +18[/TD][TD="width: 10%"] +14[/TD][TD="width: 9%"] +13[/TD][TD="width: 8%"] +14[/TD][TD="width: 42%"] Bonus Feat [/TD][/TR][TR][TD="width: 10%"] 19[/TD][TD="width: 12%"] 1440000[/TD][TD="width: 8%"] +19[/TD][TD="width: 10%"] +14[/TD][TD="width: 9%"] +14[/TD][TD="width: 8%"] +14[/TD][TD="width: 42%"] Avatar of War[/TD][/TR][TR][TD="width: 10%"] 20[/TD][TD="width: 12%"] 1560000[/TD][TD="width: 8%"] +20[/TD][TD="width: 10%"] +15[/TD][TD="width: 9%"] +14[/TD][TD="width: 8%"] +14[/TD][TD="width: 42%"] Bonus Feat[/TD][/TR][/TABLE]Bonus Feat: The fighter gains a bonus martial feat.
Cleave:The fighter may cleave once per round gaining an extra attack when an enemy is reduced to 0 hitpoints. This ability increase to 2/round at level 5, 3/round at level10, 4/round at level 14 and 5 times per round at level 18. This ability stacks with the cleave feat.
Weapon Specialization: The fighter gains a +1 bonus to hit and a +2bonus on damage with any weapons he wields.
Weapon Master: The fighters weapon specialization bonus increases to +2 to hit and +3 damage
Weapon Highmaster: The fighters weapon specialization bonus increases to +3 to hit, +3 damage and the weapon dice increases by one step eg 1d8 becomes 1d10. 2D6 and 1d12 become 2d8.
Weapon Grandmaster: The fighter gains an extra attack per round with any weapon they use.
Avatar of War: The fighter gains advantage on all attack rolls and saving throws.[/sblock]


Rogue
[sblock]Hit Dice: d8
Skillls: 6
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier,
sap, shortbow, and short sword. They are proficient with light armor, but not with shields.


[TABLE="width: 100%"][TR][TD="width: 8%"] Level[/TD][TD="width: 10%"] XP[/TD][TD="width: 6%"] BAB[/TD][TD="width: 5%"] Fort[/TD][TD="width: 7%"] Ref[/TD][TD="width: 6%"] Will[/TD][TD="width: 58%"] Special[/TD][/TR][TR][TD="width: 8%"] 1[/TD][TD="width: 10%"] 0[/TD][TD="width: 6%"] 0[/TD][TD="width: 5%"] 4[/TD][TD="width: 7%"] 5[/TD][TD="width: 6%"] 4[/TD][TD="width: 58%"] Back stab, Sneak Attack +1d6, Trap finding, [/TD][/TR][TR][TD="width: 8%"] 2[/TD][TD="width: 10%"] 1200[/TD][TD="width: 6%"] 1[/TD][TD="width: 5%"] 5[/TD][TD="width: 7%"] 6[/TD][TD="width: 6%"] 4[/TD][TD="width: 58%"] Evasion[/TD][/TR][TR][TD="width: 8%"] 3[/TD][TD="width: 10%"] 2400[/TD][TD="width: 6%"] 2[/TD][TD="width: 5%"] 5[/TD][TD="width: 7%"] 6[/TD][TD="width: 6%"] 5[/TD][TD="width: 58%"] Sneak Attack +2d6[/TD][/TR][TR][TD="width: 8%"] 4[/TD][TD="width: 10%"] 4800[/TD][TD="width: 6%"] 3[/TD][TD="width: 5%"] 5[/TD][TD="width: 7%"] 7[/TD][TD="width: 6%"] 5[/TD][TD="width: 58%"] Bonus Feat[/TD][/TR][TR][TD="width: 8%"] 5[/TD][TD="width: 10%"] 9600[/TD][TD="width: 6%"] 3[/TD][TD="width: 5%"] 5[/TD][TD="width: 7%"] 7[/TD][TD="width: 6%"] 6[/TD][TD="width: 58%"] Sneak Attack +3d6[/TD][/TR][TR][TD="width: 8%"] 6[/TD][TD="width: 10%"] 20000[/TD][TD="width: 6%"] 4[/TD][TD="width: 5%"] 6[/TD][TD="width: 7%"] 8[/TD][TD="width: 6%"] 6[/TD][TD="width: 58%"] Uncanny Dodge[/TD][/TR][TR][TD="width: 8%"] 7[/TD][TD="width: 10%"] 40000[/TD][TD="width: 6%"] 5[/TD][TD="width: 5%"] 7[/TD][TD="width: 7%"] 8[/TD][TD="width: 6%"] 7[/TD][TD="width: 58%"] Sneak Attack +4d6[/TD][/TR][TR][TD="width: 8%"] 8[/TD][TD="width: 10%"] 80000[/TD][TD="width: 6%"] 6[/TD][TD="width: 5%"] 7[/TD][TD="width: 7%"] 9[/TD][TD="width: 6%"] 7[/TD][TD="width: 58%"] Bonus Feat[/TD][/TR][TR][TD="width: 8%"] 9[/TD][TD="width: 10%"] 160000[/TD][TD="width: 6%"] 6[/TD][TD="width: 5%"] 7[/TD][TD="width: 7%"] 9[/TD][TD="width: 6%"] 8[/TD][TD="width: 58%"] Sneak Attack +5d6[/TD][/TR][TR][TD="width: 8%"] 10[/TD][TD="width: 10%"] 240000[/TD][TD="width: 6%"] 7[/TD][TD="width: 5%"] 7[/TD][TD="width: 7%"] 10[/TD][TD="width: 6%"] 8[/TD][TD="width: 58%"] Artful Dodger[/TD][/TR][TR][TD="width: 8%"] 11[/TD][TD="width: 10%"] 320000[/TD][TD="width: 6%"] 8[/TD][TD="width: 5%"] 8[/TD][TD="width: 7%"] 10[/TD][TD="width: 6%"] 9[/TD][TD="width: 58%"] Sneak Attack +6d6[/TD][/TR][TR][TD="width: 8%"] 12[/TD][TD="width: 10%"] 400000[/TD][TD="width: 6%"] 9[/TD][TD="width: 5%"] 9[/TD][TD="width: 7%"] 11[/TD][TD="width: 6%"] 9[/TD][TD="width: 58%"] Bonus Feat Feat[/TD][/TR][TR][TD="width: 8%"] 13[/TD][TD="width: 10%"] 480000[/TD][TD="width: 6%"] 9[/TD][TD="width: 5%"] 9[/TD][TD="width: 7%"] 11[/TD][TD="width: 6%"] 10[/TD][TD="width: 58%"] Sneak Attack +7d6[/TD][/TR][TR][TD="width: 8%"] 14[/TD][TD="width: 10%"] 560000[/TD][TD="width: 6%"] 10[/TD][TD="width: 5%"] 9[/TD][TD="width: 7%"] 12[/TD][TD="width: 6%"] 10[/TD][TD="width: 58%"] Skirmisher[/TD][/TR][TR][TD="width: 8%"] 15[/TD][TD="width: 10%"] 640000[/TD][TD="width: 6%"] 11[/TD][TD="width: 5%"] 9[/TD][TD="width: 7%"] 12[/TD][TD="width: 6%"] 11[/TD][TD="width: 58%"] Sneak Attack +8d6[/TD][/TR][TR][TD="width: 8%"] 16[/TD][TD="width: 10%"] 720000[/TD][TD="width: 6%"] 12[/TD][TD="width: 5%"] 10[/TD][TD="width: 7%"] 13[/TD][TD="width: 6%"] 11[/TD][TD="width: 58%"] Bonus Feat[/TD][/TR][TR][TD="width: 8%"] 17[/TD][TD="width: 10%"] 800000[/TD][TD="width: 6%"] 12[/TD][TD="width: 5%"] 11[/TD][TD="width: 7%"] 13[/TD][TD="width: 6%"] 12[/TD][TD="width: 58%"] Sneak Attack +9d6[/TD][/TR][TR][TD="width: 8%"] 18[/TD][TD="width: 10%"] 880000[/TD][TD="width: 6%"] 13[/TD][TD="width: 5%"] 11[/TD][TD="width: 7%"] 14[/TD][TD="width: 6%"] 12[/TD][TD="width: 58%"] Lucky Gambit[/TD][/TR][TR][TD="width: 8%"] 19[/TD][TD="width: 10%"] 960000[/TD][TD="width: 6%"] 14[/TD][TD="width: 5%"] 11[/TD][TD="width: 7%"] 14[/TD][TD="width: 6%"] 13[/TD][TD="width: 58%"] Sneak Attack +10d6[/TD][/TR][TR][TD="width: 8%"] 20[/TD][TD="width: 10%"] 1040000[/TD][TD="width: 6%"] 15[/TD][TD="width: 5%"] 11[/TD][TD="width: 7%"] 15[/TD][TD="width: 6%"] 13[/TD][TD="width: 58%"] Bonus Feat, Supreme Trickster[/TD][/TR][/TABLE]Backstab: While flanking a Rogue gains an additional +2 bonus to hit for a total of +4 to hit.


Sneak Attack: If a rogue can gain combat advantage she can strike a vital spot for extra damage. This extra damage is 1d6 at 1st level,and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30feet. With a weapon that deals nonlethal damage (like a sap, whip, oran unarmed strike), a rogue can make a sneak attack that dealsnonlethal damage instead of lethal damage.
She cannot use a weapon that deals lethal damage to deal nonlethal damag ein a sneak attack, not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment. You can only sneak attack once per round.

Trap finding: A rogue gains advantage to Perception skill checks made to locate traps and to Thievery: Disable Device
skill checks. A rogue can use Disable Device to disarm magic traps.

Evasion:You can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.


Bonus Feat: The Rogue gains a bonus feat. This feat may be either skill training or skill focus.


Uncanny Dodge: The Rogue cannot be flanked


Artful Dodger : When a creature makes a melee or ranged attack against you, you can use a reaction to impose disadvantage on the attack roll.


Skirmisher:Your speed increases by 10' if you are wearing no armor or light armor. Additionally Once per encounter you can reroll an attack roll and take the better result.


Lucky Gambit: 3 times per day you may reroll an attack roll, skill check, ability check or saving throw.


Supreme Trickster: You no longer need to flank an opponent to sneak attack them. In addition immunity to sneak attack damage no longer applies. [/sblock]

Wizard
[sblock]HitDice: 1d6
Skills:2 per level
Weapon and Armor Proficiency: Wizards are proficient with the club,dagger, heavy crossbow, light crossbow, and
quarterstaff,but not with any type of armor or shield. Armor interferes with awizard’s movements, which will
cause his spells with somatic components to fail if he is not proficient in its use.


[TABLE="width: 100%"][TR][TD="width: 6%"] Level[/TD][TD="width: 9%"] XP[/TD][TD="width: 4%"] BAB[/TD][TD="width: 7%"] Fort[/TD][TD="width: 5%"] Ref[/TD][TD="width: 5%"] Will[/TD][TD="width: 64%"] Special[/TD][/TR][TR][TD="width: 6%"] 1[/TD][TD="width: 9%"] 0[/TD][TD="width: 4%"] 0[/TD][TD="width: 7%"] 4[/TD][TD="width: 5%"] 5[/TD][TD="width: 5%"] 6[/TD][TD="width: 64%"] Cantrips, Spells, Bonus Magic Feat[/TD][/TR][TR][TD="width: 6%"] 2[/TD][TD="width: 9%"] 2500[/TD][TD="width: 4%"] 1[/TD][TD="width: 7%"] 4[/TD][TD="width: 5%"] 5[/TD][TD="width: 5%"] 7[/TD][TD="width: 64%"]
[/TD][/TR][TR][TD="width: 6%"] 3[/TD][TD="width: 9%"] 5000[/TD][TD="width: 4%"] 1[/TD][TD="width: 7%"] 5[/TD][TD="width: 5%"] 5[/TD][TD="width: 5%"] 7[/TD][TD="width: 64%"]
[/TD][/TR][TR][TD="width: 6%"] 4[/TD][TD="width: 9%"] 10000[/TD][TD="width: 4%"] 2[/TD][TD="width: 7%"] 5[/TD][TD="width: 5%"] 6[/TD][TD="width: 5%"] 8[/TD][TD="width: 64%"]
[/TD][/TR][TR][TD="width: 6%"] 5[/TD][TD="width: 9%"] 20000[/TD][TD="width: 4%"] 2[/TD][TD="width: 7%"] 6[/TD][TD="width: 5%"] 6[/TD][TD="width: 5%"] 8[/TD][TD="width: 64%"] Bonus Magic Feat[/TD][/TR][TR][TD="width: 6%"] 6[/TD][TD="width: 9%"] 40000[/TD][TD="width: 4%"] 3[/TD][TD="width: 7%"] 6[/TD][TD="width: 5%"] 6[/TD][TD="width: 5%"] 9[/TD][TD="width: 64%"]
[/TD][/TR][TR][TD="width: 6%"] 7[/TD][TD="width: 9%"] 80000[/TD][TD="width: 4%"] 3[/TD][TD="width: 7%"] 6[/TD][TD="width: 5%"] 7[/TD][TD="width: 5%"] 9[/TD][TD="width: 64%"]
[/TD][/TR][TR][TD="width: 6%"] 8[/TD][TD="width: 9%"] 150000[/TD][TD="width: 4%"] 4[/TD][TD="width: 7%"] 6[/TD][TD="width: 5%"] 7[/TD][TD="width: 5%"] 10[/TD][TD="width: 64%"]
[/TD][/TR][TR][TD="width: 6%"] 9[/TD][TD="width: 9%"] 300000[/TD][TD="width: 4%"] 4[/TD][TD="width: 7%"] 7[/TD][TD="width: 5%"] 7[/TD][TD="width: 5%"] 11[/TD][TD="width: 64%"]
[/TD][/TR][TR][TD="width: 6%"] 10[/TD][TD="width: 9%"] 450000[/TD][TD="width: 4%"] 5[/TD][TD="width: 7%"] 7[/TD][TD="width: 5%"] 8[/TD][TD="width: 5%"] 11[/TD][TD="width: 64%"] Bonus Magic Feat[/TD][/TR][TR][TD="width: 6%"] 11[/TD][TD="width: 9%"] 600000[/TD][TD="width: 4%"] 5[/TD][TD="width: 7%"] 7[/TD][TD="width: 5%"] 8[/TD][TD="width: 5%"] 12[/TD][TD="width: 64%"]
[/TD][/TR][TR][TD="width: 6%"] 12[/TD][TD="width: 9%"] 750000[/TD][TD="width: 4%"] 6[/TD][TD="width: 7%"] 8[/TD][TD="width: 5%"] 8[/TD][TD="width: 5%"] 12[/TD][TD="width: 64%"]
[/TD][/TR][TR][TD="width: 6%"] 13[/TD][TD="width: 9%"] 900000[/TD][TD="width: 4%"] 6[/TD][TD="width: 7%"] 8[/TD][TD="width: 5%"] 9[/TD][TD="width: 5%"] 12[/TD][TD="width: 64%"]
[/TD][/TR][TR][TD="width: 6%"] 14[/TD][TD="width: 9%"] 1050000[/TD][TD="width: 4%"] 7[/TD][TD="width: 7%"] 8[/TD][TD="width: 5%"] 9[/TD][TD="width: 5%"] 13[/TD][TD="width: 64%"]
[/TD][/TR][TR][TD="width: 6%"] 15[/TD][TD="width: 9%"] 1200000[/TD][TD="width: 4%"] 7[/TD][TD="width: 7%"] 9[/TD][TD="width: 5%"] 9[/TD][TD="width: 5%"] 13[/TD][TD="width: 64%"] Bonus Magic Feat[/TD][/TR][TR][TD="width: 6%"] 16[/TD][TD="width: 9%"] 1350000[/TD][TD="width: 4%"] 8[/TD][TD="width: 7%"] 9[/TD][TD="width: 5%"] 10[/TD][TD="width: 5%"] 14[/TD][TD="width: 64%"]
[/TD][/TR][TR][TD="width: 6%"] 17[/TD][TD="width: 9%"] 1500000[/TD][TD="width: 4%"] 8[/TD][TD="width: 7%"] 9[/TD][TD="width: 5%"] 11[/TD][TD="width: 5%"] 14[/TD][TD="width: 64%"]
[/TD][/TR][TR][TD="width: 6%"] 18[/TD][TD="width: 9%"] 1650000[/TD][TD="width: 4%"] 9[/TD][TD="width: 7%"] 10[/TD][TD="width: 5%"] 11[/TD][TD="width: 5%"] 14[/TD][TD="width: 64%"]
[/TD][/TR][TR][TD="width: 6%"] 19[/TD][TD="width: 9%"] 1800000[/TD][TD="width: 4%"] 9[/TD][TD="width: 7%"] 10[/TD][TD="width: 5%"] 11[/TD][TD="width: 5%"] 14[/TD][TD="width: 64%"]
[/TD][/TR][TR][TD="width: 6%"] 20[/TD][TD="width: 9%"] 1,950,00[/TD][TD="width: 4%"] 10[/TD][TD="width: 7%"] 10[/TD][TD="width: 5%"] 11[/TD][TD="width: 5%"] 14[/TD][TD="width: 64%"] Bonus Magic Feat[/TD][/TR][/TABLE]Bonus Feat: You gain a bonus magic feat.


Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell.


Spells:To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10+ the spell level to a maximum of DC 20.


Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory. A wizard begins play with a spellbook containing 6 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice.The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new spell level, he gains a new spell of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. A specialist gains two new spells one of which must be from his specialist school. At any time, a wizard can also add spells found in other wizards’ spellbooks to his own.[/sblock]

Multiclass

[sblock]Straight Multi-Classing
The character starts at Level 1 with training in two or more classes.These classes merge to form a new character class. For example, aLevel 1 PC with training in the fighter and wizard classes would be aLevel 1 Fighter/Wizard. You may rename the combined class if you wish. In this example, Swordmage might fit. The combined class merges the abilities of all classes. Calculating the new bases for combat statistics and progression is slightly taxing. It may take some time,but it is not difficult. The following guidelines walk you through the process. You gain all class abilities from all classes. You may have up to 3 classes.


Restrictions and Requirements: All, race or alignment restrictions and requirements for all classes must be met.


Base Hit Points: Hit points are determined at each level by either a fixed amount or a die roll. The new class uses a rounded-down average for both. So at 1st level, if the new class is Fighter/Wizard (orSwordmage), the hit points would be 8 (average of d10 and d 6) and any levels thereafter would grant an additional 1d8 hit points. To average die types, average the number first (average of d6 and d10 is 9. Then,round down to the nearest standard die type.
Dice Type Averages
1d4= 2.5
1d6= 3.5
1d8=4.5
1d10=5.5
1d12=6.5



Base Attack Bonus (BAB): Take the average, rounded down.


Skills: Characters gain the skill points of their best class.


Special: The new class enjoys the special abilities of all classes unless certain abilities of one class are diametrically opposed to the tenets of another class. Check with your GM for a ruling if this occurs.


Saving Throws: Take the best saving throw from each class they do not stack.

Experience Points. Characters add the xp together and advance to the next level at the same time. Example a Fighter/Rogue needs 1200+2000xp (3200 total) to become a level 2 character.[/sblock]
 
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Consolidated the Skill list from 3.5 and more or less using half level +3 for skill checlks. With ability scores capped at 20 +18 is the highest you can get on a skill check at level 20. Skill focus now lets you roll twice and pick the best result. Skill DCs top out at 25 or 30 for the really nutty checks (swim up a waterfall).


[sblock]Each class gains an amount of skill points at level 1. These points are used to gain training in a skill. Characters trained in a skill gain a +3 bonus when using that skill. Skills gain a bonus of +1 for every 2 levels of the character, +1 at level 2, +2 at level 4, +3 at level 6 etc. You gain bonus skill points equal to your intelligence modifier.




Skill List
[TABLE="width: 100%"][TR][TD="width: 33%"] Skill[/TD][TD="width: 9%"] Ability[/TD][TD="width: 57%"] Example Checks[/TD][/TR][TR][TD="width: 33%"] Acrobatics[/TD][TD="width: 9%"] Dex[/TD][TD="width: 57%"] Balance, tumble, [/TD][/TR][TR][TD="width: 33%"] Athletics[/TD][TD="width: 9%"] Str[/TD][TD="width: 57%"] Climb, Jump, Swim[/TD][/TR][TR][TD="width: 33%"] Craft [/TD][TD="width: 9%"] Int[/TD][TD="width: 57%"] Weapon smith, blacksmith, carpenter[/TD][/TR][TR][TD="width: 33%"] Deception[/TD][TD="width: 9%"] Cha[/TD][TD="width: 57%"] Bluff, disguise[/TD][/TR][TR][TD="width: 33%"] Diplomacy[/TD][TD="width: 9%"] Cha[/TD][TD="width: 57%"] Persuade, intimifdate or influence someone[/TD][/TR][TR][TD="width: 33%"] Handle Animal[/TD][TD="width: 9%"] varies[/TD][TD="width: 57%"] Ride, train an animal, calm an animal[/TD][/TR][TR][TD="width: 33%"] Heal[/TD][TD="width: 9%"] Wis[/TD][TD="width: 57%"] Treat injury, identify a poison, injury or disease[/TD][/TR][TR][TD="width: 33%"] Knowledge (arcana)[/TD][TD="width: 9%"] Int[/TD][TD="width: 57%"] magical theory[/TD][/TR][TR][TD="width: 33%"] Knowledge (dungeoneering)[/TD][TD="width: 9%"] Int[/TD][TD="width: 57%"] Dungeon denizens habits and basic abilities.[/TD][/TR][TR][TD="width: 33%"] Knowledge (engineering)[/TD][TD="width: 9%"] Int[/TD][TD="width: 57%"] Identify construction and weak points.[/TD][/TR][TR][TD="width: 33%"] Knowledge (geography)[/TD][TD="width: 9%"] Int[/TD][TD="width: 57%"] Knowledge of landscape [/TD][/TR][TR][TD="width: 33%"] Knowledge (history)[/TD][TD="width: 9%"] Int[/TD][TD="width: 57%"] Knowledge of the past. [/TD][/TR][TR][TD="width: 33%"] Knowledge (local)[/TD][TD="width: 9%"] Int[/TD][TD="width: 57%"] Local rumors, history etc. Pick a region[/TD][/TR][TR][TD="width: 33%"] Knowledge (nature)[/TD][TD="width: 9%"] Int[/TD][TD="width: 57%"] The natural world and animals. [/TD][/TR][TR][TD="width: 33%"] Knowledge (nobility)[/TD][TD="width: 9%"] Int[/TD][TD="width: 57%"] Identify heraldry, aristocrats, bloodlines etc.[/TD][/TR][TR][TD="width: 33%"] Knowledge (planes)[/TD][TD="width: 9%"] Int[/TD][TD="width: 57%"] Identify planar realms and denizens[/TD][/TR][TR][TD="width: 33%"] Knowledge (religion)[/TD][TD="width: 9%"] Int[/TD][TD="width: 57%"] Identify holy symbols and rites of various religions.[/TD][/TR][TR][TD="width: 33%"] Language[/TD][TD="width: 9%"] Int[/TD][TD="width: 57%"] Gain fluency in written and spoken language. Decipher unknown script.[/TD][/TR][TR][TD="width: 33%"] Perception[/TD][TD="width: 9%"] Wis[/TD][TD="width: 57%"] Spot, listen and sense motive. [/TD][/TR][TR][TD="width: 33%"] Perform[/TD][TD="width: 9%"] Cha[/TD][TD="width: 57%"] Pick one (sing, dance, instrument etc. [/TD][/TR][TR][TD="width: 33%"] Profession[/TD][TD="width: 9%"] Int[/TD][TD="width: 57%"] Pick one (scribe, lawyer, etc)[/TD][/TR][TR][TD="width: 33%"] Thievery[/TD][TD="width: 9%"] Dex[/TD][TD="width: 57%"] Pick pockets, disable device, open lock, [/TD][/TR][TR][TD="width: 33%"] Spellcraft[/TD][TD="width: 9%"] Int[/TD][TD="width: 57%"] Identify magical effects[/TD][/TR][TR][TD="width: 33%"] Stealth[/TD][TD="width: 9%"] Dex[/TD][TD="width: 57%"] Move silently or hide[/TD][/TR][TR][TD="width: 33%"] Survival[/TD][TD="width: 9%"] Wis[/TD][TD="width: 57%"] Track and survive outside civilization[/TD][/TR][TR][TD="width: 33%"] Use Magic Device[/TD][TD="width: 9%"] Cha[/TD][TD="width: 57%"] Use a magical device prohibited by your class. [/TD][/TR][/TABLE]
SkillDifficulty


[TABLE="width: 162"][TR][TD="width: 82"] Difficulty[/TD][TD="width: 62"] Skill DC's[/TD][/TR][TR][TD="width: 82"] Very Easy[/TD][TD="width: 62"] 5[/TD][/TR][TR][TD="width: 82"] Easy[/TD][TD="width: 62"] 10[/TD][/TR][TR][TD="width: 82"] Modererate[/TD][TD="width: 62"] 15[/TD][/TR][TR][TD="width: 82"] Dificult[/TD][TD="width: 62"] 20[/TD][/TR][TR][TD="width: 82"] Very Difficult[/TD][TD="width: 62"] 25[/TD][/TR][TR][TD="width: 82"] Heroic[/TD][TD="width: 62"] 30[/TD][/TR][/TABLE] Some skills may also be opposed rolls depending on the situation. For example stealth can be opposed by perception of the DM can use a static DC. The DM can also set a DC for an opposed roll of DC 10+targets skill modifier in order to speed up play. [/sblock]
 
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Overhauled the feats. Tweaked a few of them, most no longer have feat trees. Eliminated a few as well along with item creation feats. Magic items are going back to AD&D rules but if you prefer 3rd ed item creation and wealth by level use that if you like.

Feats

[sblock]You gain a feat at level 1 and an additional feat at level 3,5,7,9 etc.Some feats have a requirement that must be met in order to take them.


Ambidexterity[martial]
The character does not have an offhand, thus no penalty is suffered when attacking with a weapon in either hand. The only exception to this rule is when two-weapon fighting, in which case whatever penalty normally applies is reduced by -2.


Armor Proficiency: Light [Martial]
You are proficient with light armor.


Armor Proficiency Medium [Martial]
Requirement:Armor Proficiency: Light
You are proficient with medium armor


Armor Proficiency: Heavy [Martial]
Requirement:Armor Proficiency: Medium
You are proficient with heavy armor


Armored Defense
Requirement:Proficient in Medium or Heavy Armor
You gain a +1 bonus to AC while wearing medium or heavy armor.


Blind Fighting
You may reroll an attack roll once if you miss against an opponent with concealment. You must accept the second result even if it is worse than the first dice ril.

Block
Once per encounter as a reaction you can impose disadvantage against a melee attack. You can select this feat multiple times, each time you do you can use it one additional time per encounter. You must be using a shield in order to use this feat.


Cats Feet
You may climb surfaces at full speed and have advantage on any climb checks.




Cleave[martial]
Once per round when you reduce an opponent to 0 hit points or less you can make an additional attack against an opponent within reach as part of the action.


Combat Casting
You gain advantage on any checks made to interrupt a spell via damage.


Combat Expertise
You gain disadvantage on your attack rolls. Your opponents gain disadvantage on attack rolls against you. You can only use this feat while making melee attacks.


Craven
Requirement:Sneak attack, cannot be immune to fear.
Benefit:You take a -2 penalty to saving throws against fear effects. However when making a sneak attack, you deal an extra 1 point of damage per character level.


Dagger Master [martial]
A character with this talent gains a +2 bonus to initiative and +1 bonus to hit when using daggers.


Die Hard
You remain conscious and automatically stabilize when reduced to negative hit points. You may move but opponents gain advantage to hit you and you have disadvantage on all attack rolls until you gain positive hit points. You still die if you are reduced to negative hit points where you die.


Dodge[Martial]
Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks.
Requirement: Dex 13.
Benefit:You gain a +1 dodge bonus to your AC.

Durable
You are uncommonly tough
Requirement:Con 11
Benefit:When you gain hit points (including by gaining a level) you roll twice and take the better result.


Dwarven Weapon Training [Dwarf, Martial)]
Requirement:Dwarf
Benefit:You gain proficiency and a +2 bonus to damage rolls with axes and hammers.


Dwarven Resilience
Dwarves gain advantage on saving throws vs magic. In addition they gain damage reduction 1/-.


Elven Soldier [Elf, Martial)
Requirement:Elf
Benefit:You gain proficiency and a +2 bonus to all damage rolls with long swords and all spears.


Elven Training (Elf, Martial)
Requirement:Elf
Benefit:You gain a +1 bonus to hit with the longsword, short sword, longbow and short bow.


Extra Channel Divinity [Divine]
Requirement:Channel divinity class feature.
You may use your channel divinity class feature an extra 3 times per day.


Fleet
Your base speed increases by 5'.


First Strike [martial]
You have advantage against anyone you beat for initiative in the first round of combat


Great Fortitude
You gain advantage on fortitude saves.


Great Weapon Style
You gain a +2 bonus to damage while using a two handed weapon.


Hold the Line [martial]
You can use your shield to stop oncoming enemies in their tracks.
Prerequisite:Proficiency with shields
Benefit:When a creature of your size or smaller moves within your reach while you are wielding a shield, you can use a reaction to cause the creature to end its movement for the turn.


Improved Critical.
Requirement:Level 8
You may score critical hit on a roll of 19 or 20 assuming your attack hit the target. If a weapon has this property a critical hit is scored on an attack roll of 18-20.


Improved Initiative [martial]
You have advantage on initiative rolls.


Improved Turning
Requirement:Turn undead class feature
You turn undead as a cleric 2 levels higher.


Improved Two Weapon Fighting [martial]
Requirement:Two Weapon Fighting
You suffer no penalty for fighting with two weapons as long as the offhand weapon is a light weapon. You can use a weapon of equal length but suffer a -2 penalty on your off hand attacks.


Interposing Shield
Once per round as a encounter you can impose disadvantage against a melee attack for an adjacent ally. You can select this feat multiple times, each time you do you can use it one additional time per encounter. You must be using a shield in order to use this feat.


Iron Will
You gain advantage on will saves.


Lady Luck
Fortune favors you
Benefit:Three timesper day you may reroll an ability check, attack roll, saving throw or skill check .


Lightning Reflexes
You gain advantage on reflex saves.


Martial Arts [martial]
Your unarmed strike functions as a light finesse weapon with which you have proficiency. Your unarmed strike deals 1d6 points of damage.


Militia
Requirement:Proficient with simple weapons
You are proficient with martial weapons.


Mobility
You gain a +4 AC bonus against attacks of opportunity.


Mounted Combat
Requirement:Trained in Handle Animal skill
Once per round an opponent gains disadvantage on any attack roll madeagainst your mount.


Other Wordly
You have a fey or outsider bloodline somewhere in your family tree.
Benefit:You gain darkvision 60'.


Noble Fencing Style [Martial]
Requirement: BAB +1
You may use your charisma to hit with light weapons instead of your strength modifier.


Parry
Once per round as a reaction you can impose a -2 penalty against an attacking opponent.


Precise Shot
Penalties for firing at a target with cover are reduced by 5.


Point Blank Shot
You gain a +1 to hit and damage with ranged weapons against targets within 30'.


Shield Wall
If you are adjacent to another being using a shield you gain +2 AC.


Toughness
You have enhanced physical stamina.
Benefit:You gain +5 hit points. For every Hit Die you possess beyond 5, you gain an additional +1 hit point. If you have more than 5 Hit Dice,you gain +1 hit points whenever you gain a Hit Die (such as when yougain a level).


Rapid Shot [Martial]
You can make two quick shots with a ranged weapon.
Requirement Dexterity 13+, BAB +1,
Benefit:When using a ranged weapon you may fire two shots as a standard action against a single target. You take a -2 penalty on your attack roll, but you deal +1 die of damage with a successful attack.


Skill Focus [Expert]
Pick a skill you are trained in. You gain advantage on that skill. You may take this feat multiple times


Skill Training [Expert]
Pick a skill you are not trained in. You are now considered trained You may take this feat multiple times


Second Chance [Halfling]
Requirement: Halfling
Benefit:Once per encounter as an reaction you can give an attacker disadvantage on their attack roll.


Spell Focus
The DC of any spell you cast increases by 1.


Spring Attack
Pick an opponent. They do not got to make an attack of opportunity against you this round.


Survivor[martial]
Requirement:This feat must be taken at level 1.
Your hit dice increases in size. A d6 becomes a d8, a d8 become a d10, ad10 becomes a d12. If you already have a d12 hit dice you can roll it twice and take the best result whenever you roll for hit points. If you have the durable feat as well you may roll 3 times and take the best result.


Swashbuckler Style
While wearing no armor or light armor and an empty off hand you gain a +2 bonus to AC. In addition you gain a +2 bonus to diplomacy rolls against members of the opposite sex and anyone else who would be attracted to you.




Two Weapon Fighting [Martial]
Your penalties on attack rolls for fighting with two weapons are reduced.You suffer no penalty for fighting with your primary weapon while your off hand penalty is reduced to -2 as long as the off hand weapon is a light weapon.
Special: Anyone can dual wield but each attack suffers a -5 penalty.


Toughness
Your constitution score is treated as 2 points higher in terms of bonus hit points and fort saves. If your con is 20 treat it as 22.


Weapon Finesse [Martial]
Requirement: BAB +1
You may use your dexterity to hit with light weapons instead of your strength modifier.


Weapon Focus
You gain a +1 bonus to hit with any weapon you are proficient with.


Weapon Mastery [Martial]
Benefit: When you attack with a weapon and roll its damage dice, roll an extra dieof the same type, drop the lowest roll, and then add up the damage.


Weapon Proficiency: Martial [Martial]
Pick an martial weapon. You are proficient with the chosen martial weapon.This feat may be taken more than once. Each time chose a different martial weapon.


Weapon Proficiency: Simple [Martial]
You are proficient with simple weapons


Whirlwind Attack
Requirement:Level 4, Dex 13+
As a standard action you may make an attack against anyone within 5'.


Magic Feats
Arcane Bolt [Magic]
Requirement:Able to cast 1st level arcane spells
You can use an arcane bolt of pure magical energy as an at will touch attack. The bolt deals 1d6 points of damage + an additional 1hp for every 2 caster levels you have (1d6 +2, 1d6+3 etc. You may use your charisma or intelligence modifier to modify the attack roll.


Arcane Dabbler [Magic]
Requirement:Int 11
You learn 2 arcane cantrips of your choice. And can cast each of them once per day.


Devout Healer [Magic]
This feat provides advantage to heal checks. When casting a healing spell this feat also adds+2 hit points per level of the spell cast.


Divine Conduit [Magic]
Requirements: Cleric minimum Level: 3
Some clerics spend considerable time training to channel as much divin ehealing as possible when transferring the life of their deity into the wounded. After a while, this training pays off and the cleric becomes a greater conduit of divine healing. All healing spells receive an additional 1d8 hit points of healing. This is a divine gift that is perfected by training.


Expeditious Healing [Magic]
The casting of all healing spells of Level 3 or lower is now a minor action.


Magical Rejuvenation [magic]
Requirements:Level 3, wisdom 13
Once per day you can cast cure light wounds or lesser restoration.


Pyromancer[Magic]
Requirement:Able to Cast 1st level spells.
Any fire based spell you cast gains a +1 damage bonus on each dice of damage.


Spell Penetration [Magic]
You gain a +2 bonus on rolls to overcome spell resistance.


Stormcaller[Magic]
Requirement:Druid
Youmay spontaneously caster any spell that effects the weather and anyspell dealing with electricity, thunder and lightning.[/sblock]
 
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