Doublehex Posted November 28, 2008 Share Posted November 28, 2008 [CENTER][IMG]http://img.photobucket.com/albums/v143/Doublehex/nwn2officialthread/header.jpg[/IMG][/CENTER] [IMG]http://img.photobucket.com/albums/v143/Doublehex/nwn2officialthread/basicinfo.jpg[/IMG] [B]Developer:[/B] Obsidian Entertainment [B]Publisher:[/B] Atari [B]Website:[/B] [URL="http://www.atari.com/nwn2/"][COLOR="RoyalBlue"]www.atari.com/nwn2[/COLOR][/URL] [B]Price:[/B] Neverwinter Nights 2 GOLD (Includes Neverwinter Nights 2 and the Mask of the Betrayer Expansion): $40.00 Mask of the Betrayer [Expansion Pack]: $30.00 Storms of Zehir [Expansion Pack]: $30.00 [B]Platform:[/B] Windows, Mac (No Expansions) [B]Release Date:[/B] October 21, 2006 [February 26, 2008 for Mac] Mask of the Betrayer: October 27, 2007 Storm of Zehir: November 19, 2008 [B]System Requirements:[/B] Windows XP, Pentium 4 2.4 GHz or Athlon XP 2000 or equivalent, 512 MB RAM, 5.5 GB hard disk space, DirectX 9.0c, GeForce 6600 or Radeon 9700 Pro graphics card with PS 2.0 or better Mac OS X 10.4.10, 1.83 GHz Intel Chipset, 1 GB Ram, 6.5 GB Hard Drive Space, Radeon X1600, GeForce 7300 [IMG]http://img.photobucket.com/albums/v143/Doublehex/nwn2officialthread/races.jpg[/IMG] [B]Dwarves[/B] are known for their skill in warfare, their ability to withstand physical and magical punishment, their knowledge of the earth's secrets, their hard work and their capacity for drinking ale. Their mysterious kingdoms, carved out from the insides of mountains, are renowned for the marvelous treasures that they produce as gifts or for trade. There are three dwarven subraces: shield dwarves, gold dwarves, and gray dwarves (also known as duergar). Shield dwarves, the most common race of dwarves, are physically stout but rough around the edges, receiving +2 Consitution and -2 Charisma. Gold dwarves lack the poor charisma of shield dwarves but are less agile. Gray dwarves are even less charismatic than shield dwarves, but make up for it with natural talents and spell-like abilities. [INDENT][B]Shield Dwarves:[/b] The dwarven kingdoms of long ago became locked in eternal wars with goblin-kind and other dwellers in the Underdark. One by one, the dwarven empires of the north failed, leaving only scattered survivors in the mountains or unconquered sections of the Underdark. The clans that survived these battles are the shield dwarves, and they are the most common type of dwarf seen throughout the Realms. Racial Traits · Ability Adjustment: +2 Constitution, -2 Charisma. · Darkvision: Dwarves can see in the dark up to 60 feet. · Stonecunning: +2 bonus to Search checks when inside. · Lore Affinity: +2 bonus to Lore checks. · Weapon Familiarity: Dwarven waraxes are treated as martial rather than exotic weapons. · Hardiness vs. Poisons: +2 racial bonus to saving throws against poison. · Hardiness vs. Spells: +2 racial bonus to saving throws against spell and spell-like effects. · Battle Training vs. Giants: +4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls, and hill giants) · Battle Training vs. Orcs and Goblinoids: +1 racial bonus to attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears). · Favored Class: Fighter. A multiclass shield dwarf's fighter class does not count when determining whether he takes and experience point penalty for multiclassing. Dwarven culture extols the virtues of battle, and the vocation comes easily to dwarves. [B]Gold Dwarves:[/B] The gold dwarves maintained their great kingdom in the Great Rift and managed to survive terrible wars against evil humanoids. While they practiced some magic, they never acquired the hubris that caused the downfall of some human nations. Confident and secure in their remote home, the gold dwarves gained a reputation for haughtiness and pride. Since the Thunder Blessing, many young gold dwarves have left the Great Rift and are exploring the rest of the region. The folk of other lands have learned that while some gold dwarves are aloof and suspicious, for the most part they are forthright warriors and shrewd traders. Racial Traits · Ability Adjustments: +2 Constitution, -2 Dexterity. · Darkvision: Dwarves can see in the dark up to 60 feet. · Stonecunning: +2 bonus to Search checks when inside. · Lore Affinity: +2 bonus to Lore checks. · Weapon Familiarity: Dwarven waraxes are treated as martial weapons, rather than exotic weapons. · Hardiness vs. Poisons: +2 racial bonus to saving throws against poison. · Hardiness vs. Spells: +2 racial bonus to saving throws against spells and spell-like effects. · Battle Training vs. Giants: +4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls, and hill giants). · Battle Training vs. Aberrations: +1 racial bonus on attack rolls against aberrations. · Favored Class: Fighter. A multiclass gold dwarf's fighter class does not count when determining whether he takes and experience point penalty for multiclassing. Dwarven culture extols the virtues of battle, and the vocation comes easily to dwarves. [B]Gray Dwarves [Duergar][/B] After rising up against their mind flayer enslavers, the gray dwarves, or duergar, emerged as a new subrace of dwarf with limited mental powers. Duergar on the whole are evil, but some turn their backs on their fellows and seek a different sort of life. Male and female duergar are bald, and women do not grow beards. They are much thinner then other dwarves, with severe facial expressions, gray hair and gray skin. Racial Traits · Ability Adjustments: +2 Constitution, -4 Charisma. · Darkvision: Duergar can see in the dark up to 120 feet. · Weapon Familiarity: Dwarven waraxes are treated as martial weapons rather than exotic weapons. · Stonecunning: +2 bonus to Search checks when inside. · Immunity to Poison: Immunity to all poisons. · Immunity to Phantasms: Immune to the spells phantasmal killer and wierd. · Immunity to Paralysis: Duergar cannot be paralyzed. · Hardiness vs. Spells: +2 racial bonus to saving throws against spells and spell-like effects. · Battle Training vs. Giants: +4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls and hill giants). · Battle Training vs. Orcs and Goblinoids: +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears). · Stealthy: +4 racial bonus to Move Silently checks. · Keen Senses: +1 racial bonus to Listen and Spot checks. · Spell-Like Abilities: 1/day - Enlarge as a wizard twice the duergar's level (minimum 3rd level). 1/day - Invisibility as a wizard twice the duergar's level (minimum 3rd level). · Light Sensitivity: -2 circumstance penalty to attack rolls, saves and checks in bright sunlight. · Favored Class: Fighter. A multiclass duergar's fighter class does not count when determining whether he takes and experience point penalty for multiclassing. Dwarven culture extols the virtues of battle, and the vocation comes easily to dwarves. · Level Adjustment +2: Duergar are more powerful and gain levels more slowly than other races. It will take much more experience for a duergar to reach level 2 then it would for normal races, for example. [/INDENT] [B]Elves[/B] mingle freely in human lands, always welcome yet never at home there. They are well known for their poetry, dance, song, lore, and magical arts. Elves favor things of natural and simple beauty. When danger threatens their homes, however, elves reveal a more martial side, demonstrating skill with sword, bow, and battle strategy. There are a number of elven subraces: moon elves, sun elves, wood elves, and dark elves (also known as drow). Moon elves, the most common race of elves, are graceful but frail, with +2 Dexterity and -2 Constitution. Sun elves lack their cousins' agility but have powerful intellect instead. The reclusive wood elves are stronger than other elves but less cerebral and intuitive. The drow of the underdark are blessed with great intellect and charm, though they are hindered by daylight. With the Mask of the Betrayer expansion installed, players also have the ability to choose between the half-drow and wild elf. [INDENT][B]Moon Elves:[/B] Moon elves are the most common sort of elves in Faerûn. Also called silver elves, they have fair skin (sometimes tinged with blue) and hair of silver-white, black, or blue. Their eyes are blue or green, with gold flecks. They are the elven subrace most tolerant of humankind, and most half-elves are descended from moon elves. Racial Traits · Ability Adjustments: +2 Dexterity, -2 Constitution. · Hardiness vs. Enchantments: Immunity to magic sleep effects, +2 racial bonus to saving throws against enchantment spells or effects. · Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. · Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. · Keen Senses: +2 racial bonus to Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. · Favored Class: Wizard. A multiclass moon elf's wizard class does not count when determining whether she takes an experience point penalty for multiclassing. Wizardry comes naturally to elves - indeed, they sometimes claim to have invented it, and fighter/wizards are especially common among them. [B]Sun Elves:[/B]Sun elves are less common across Faerûn then moon elves, because most live on Evermeet, where nonelves are not allowed. Also called gold elves, they have bronze skin, golden blond, copper, or black hair, and green or gold eyes. These are seen as the most civilized and haughty elves, preferring to remain separate from nonelven races. Racial Traits · Ability Adjustments: +2 Intelligence, -2 Constitution. · Hardiness vs. Enchantments: Immunity to magic sleep effects, +2 racial bonus to saving throws against enchantment spells or effects. · Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. · Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. · Keen Senses: +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. · Favored Class: Wizard. A multiclass sun elf's wizard class does not count when determining whether she takes an experience point penalty for multiclassing. Wizardry comes naturally to elves - indeed, the sometimes claim to have invented it, and fighter/wizards are especially common among them. [B]Wood Elves:[/B] Wood elves are reclusive, but less so than the almost feral wild elves. Also called copper elves, they have coppery skin tinged with green, and brown, green, or hazel eyes. Their hair is usually brown or black, with blond and coppery-red occasionally found. Racial Traits · Ability Adjustments: +2 Strength, +2 Dexterity, -2 Constitution, -2 Intelligence. · Hardiness vs. Enchantments: Immunity to magic sleep effects, +2 racial bonus to saving throws against enchantment spells or effects. · Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. · Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), shortbow (including composite shortbow) as bonus feats. · Keen Senses: +2 racial bonus to Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. · Favored Class: Ranger. A multiclass wood elf's ranger class does not count when determining whether she takes and experience point penalty for multiclassing. [B]Dark Elves [Drow][/B] Descended from the original dark-skinned elven subrace called the Illythiiri, the drow were cursed into their present appearance by the good elven deities for following the goddess Lolth down the path to evil and corruption. Also called dark elves, the drow have black skin that resembles polished obsidian and stark white or pale yellow hair. They commonly have very pale eyes in shades of lilac, silver, pink and blue. They also tend to be smaller and slimmer than most elves. Racial Traits · Ability Adjustments: +2 Dexterity, +2 Intelligence, +2 Charisma, -2 Constitution. · Hardiness vs. Enchantments: Immunity to magical sleep effects, +2 racial bonus to saving throws against enchantment spells or effects. · Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. · Keen Senses: +2 racial bonus to Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. · Spell-Like Abilities: 1/day - Darkness as sorcerer of equal level. 1/day - See invisibility as sorcerer of equal level. · Darkvision: Drow can see in the dark up to 120 feet. This replaces the low-light vision ability most elves receive. · Spell Resistant: Spell resistance of 11+ character level. · Strong Will: +2 racial bonus to Will saves against spells and spell-like abilities. · Light Sensitivity: Drow suffer -2 circumstance penalty to attack rolls, saves, and checks in bright sunlight. · Favored Class: Wizard. A multiclass drow's wizard class does not count when determining whether she take an experience point penalty for multiclassing. · Level Adjustment +2: Drow are more powerful and gain levels more slowly than other races. It will take more experience for a drow to reach level 2 then it would for normal races, for example. [B]Half-Drow: [Mask of the Betrayer required][/B] Half-drow are often just as dark-hearted as their elven parents, but with a bitter resentment that comes from knowing that they are considered second-class members of drow society. Despite this, good half-drow are much less rare than good drow. Half-drow have dusky skin, silver or white hair, and a broad range of eye colors. Racial Traits · Special Abilities: Immunity to Sleep, Hardiness vs. Enchantments, Lesser Skill Affinity (Listen), Lesser Skill Affinity (Search), Lesser Skill Affinity (Spot), Skill Affinity (Diplomacy), Skill Affinity (Bluff), Darkvision. · Favored Class: Any. When determining whether a multiclass half-drow takes an experience point penalty, her highest-level class does not count. [B]Wild Elves [Mask of the Betrayer required]:[/B] The wild elves were always close to nature, even more so than other elves, but they have forgotten many of the high arts and lore of their people, choosing stealth and survival over building and book learning. Wild elves are stocky and strongly built for elves. Their skin tends to be dark brown, and their hair ranges from black to light brown, lightening to silvery white with age. Racial Traits · Ability Adjustments: +2 Dexterity, -2 Intelligence. · Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow, and shortbow as bonus feats. · Special Abilities: Immunity to Sleep, Hardiness vs. Enchantments, Lesser Skill Affinity (Listen), Lesser Skill Affinity (Search), Lesser Skill Affinity (Spot), Low-light Vision. · Favored Class: Sorcerer. A multiclass wild elf’s sorcerer class does not count when determining whether he takes an experience point penalty. Despite their lack of learning and skill, wild elves are just as naturally talented at arcane magic as most other elves. [/INDENT] [B]Gnomes:[/B] Gnomes are welcome everywhere as technicians, alchemists, and inventors. Despite the demand for their skills, most gnomes prefer to remain among their own kind, living in comfortable burrows beneath rolling, wooded hills where animals abound. There are two races of gnomes: the rock gnome and far less common deep gnome (also known as svirfneblin). Rock gnomes are small but hardy, with +2 Constitution and -2 Strength. The deep gnomes are equally small but lack the hardiness of other gnomes. Instead, they have heightened agility and wisdom at the expense of stunted social skills. [INDENT][B]Rock Gnomes: Rock gnomes are the most common type of gnomes in the region, and are usually just called gnomes, since they are the only sort that surface dwellers ever see. Equipped by nature with keen curiosity and a knack for mechanical workings, gnomes excel at intricate crafts such as gemcutting, toy making, and clockwork engineering. Racial Traits · Ability Adjustment: +2 Constitution, -2 Strength. · Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus to attack rolls, and a +4 size bonus to Hide checks, but she uses smaller weapons then humans use, and her lifting and carrying limits are three-quarters of those of Medium character. · Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. · Hardiness vs. Illusions. +2 racial bonus to saving throws against illusions. · Illusion Affinity: +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects, such as the Spell Focus feat. · Battle Training vs. Goblinoids: +1 racial bonus to attack rolls against goblinoids (including goblins, hobgoblins, and bugbears). · Battle Training vs. Reptilians: +1 racial bonus to attack rolls against kobolds. · Battle Training vs. Giants: +4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls, and hill giants) · Keen Hearing: +2 racial bonus to Listen checks. · Keen Smell: +2 racial bonus to Craft Alchemy Checks. · Favored Class: Bard. A multiclass gnome's bard class does not count when determining whether he takes an experience point penalty.[/B] [B]Deep Gnome:[/B] Hidden in the depths of the Underdark live the svirfneblin, or deep gnomes. Reclusive, suspicious, and resentful of intrusion into their cavern homes, the deep gnomes share little of the humor of openness of their surface cousins. The deep gnomes may be the world's stealthiest and most elusive folk. Centuries upon centuries of surviving the deadly perils of the Underdark have bred in this race an amazing gift for avoiding attention. Racial Traits · Ability Adjustments: +2 Dexterity, +2 Wisdom, -2 Strength, -4 Charisma. · Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons then humans use, and his lifting and carrying limits are three-quarters of those of a Medium character. · Darkvision: Deep gnomes can see in the dark up to 120 feet. · Stonecunning: +2 bonus to Search checks when inside. · Illusion Affinity: Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects, such as the Spell Focus feat. · Battle Training vs. Goblinoids: +1 racial bonus to attack rolls against goblinoids (including goblins, hobgoblins, and bugbears). · Battle Training vs. Reptilians: +1 racial bonus on attack rolls against kobolds. · Slippery Defense: +4 dodge bonus to Armor Class against all opponents. · Durability: +2 racial bonus to all saving throws. · Keen Hearing: +2 racial bonus to Listen checks. · Keen Smell: +2 racial bonus to Craft Alchemy checks.[/INDENT] [B]Half-Elves:[/B] Humans and elves sometimes wed, the elf attracted to the human's energy and the human to the elf's grace. These marriages end quickly as elves count years because a human's life is so brief, but they leave an enduring legacy - half-elf children. The life of a half-elf can be hard. If raised by elves, the half-elf seems to grow with astounding speed, reaching maturity within two decades. If, on the other hand, she is raised by humans, the half-elf finds herself different from her peers, more aloof, more sensitive, less ambitious, and slower to mature. Racial Traits · Hardiness vs. Enchantments: Immunity to magical sleep effects, +2 racial bonus to saving throws against enchantment spells or effects. · Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. · Keen Senses: +1 racial bonus to Listen, Search, and Spot checks. · Amiable: +2 racial bonus to Diplomacy and Bluff checks. · Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count. [B]Half-Orc:[/B] In the wild frontiers, tribes of human and orc barbarians live in uneasy balance, fighting in times of war and trading in times of peace. Half-orcs who are born in the frontier may live with either human or orc parents, but they are nevertheless exposed to both cultures. Some, for whatever reason, leave their homeland and travel to civilized lands, bringing with them the tenacity, courage, and combat prowess that they developed in the wilds. Racial Traits · Ability Adjustments: +2 Strength, -2 Intelligence, -2 Charisma. · Darkvision: Half-orcs can see in the dark up to 60 feet. · Favored Class: Barbarian: A multiclass half-orc's barbarian class does not count when determining whether he takes an experience point penalty. Ferocity runs in a half-orc's veins. [B]Halfling:[/B] Halflings are cleaver, capable opportunists. Halfling individuals and clans find room for themselves wherever they can. Often they are strangers and wanderers, and others react to them with suspicion or curiosity. Depending on the clan, halflings might be reliable, hard-working (if clannish) citizens, or they might be thieves just waiting for the opportunity to make a big score and disappear in the dead of night. Regardless, halflings are cunning, resourceful survivors. There are two races of halflings: the lightfoot halfling and the less common strongheart halfling. Both races of halflings are smaller than most humanoids but exceptionally quick, with +2 Dexterity and -2 Strength. [INDENT][B]Lightfoot Halflinf:[/B] The most common type of halflings seen in the world, the lightfoots are the most likely to give in to their desire to wander. They are at home living side by side with folk of many different races and cultures. Racial Traits · Ability Adjustment: +2 Dexterity, -2 Strength. · Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus to attack rolls, and a +3 size bonus to Hide checks, but she uses smaller weapons then humans use, and her lifting and carrying limits are three-quarters of those of Medium character. · Stealthy: +2 racial bonus to Move Silently checks. · Fearless: +2 morale bonus to saving throws against fear. · Good Aim: +1 racial bonus to attack rolls with thrown weapons and slings. · Keen Hearing: +2 racial bonus to Listen checks. · Lucky: +1 racial bonus to all saving throws. · Favored Class: Rogue. A multiclass halfling's rogue class does not count when determining whether she takes an experience point penalty for multiclassing. Halflings have long had to rely on stealth, wit, and skill, and the vocation of rogues comes naturally to them. [B]Strongheart Halfling:[/B] While the lightfoot halflings value the experience of travel and the sight of new lands and peoples, the stronghearts are a more organized, orderly, and industrious race. They are built to last, and fiercely defend their homelands against threats from which their lightfoot kin would simply flee. Strongheart halflings enjoy athletic contests and value exceptional skill of all kinds. Racial Traits · Ability Adjustment: +2 Dexterity, -2 Strength. · As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus to attack rolls, and a +4 size bonus to Hide checks, but she uses smaller weapons then humans use, and her lifting and carrying limits are three-quarters of those of Medium character. · Stealthy: +2 racial bonus to Move Silently checks. · Fearless: +2 morale bonus to saving throws against fear. · Good Aim: +1 racial bonus to attack rolls with thrown weapons and slings. · Keen Hearing: +2 racial bonus to Listen checks. · Quick to Master: One extra feat at 1st level. · Favored Class: Rogue. A multiclass halfling's rogue class does not count when determining whether she takes an experience point penalty for multiclassing. Halflings have long had to rely on stealth, wit, and skill, and the vocation of rogue comes naturally to them.[/INDENT] [B]Humans:[/B] Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest mean they are very physical diverse as well. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair (for men) from sparse to thick. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos and the like. Racial Traits · Quick to Master: One extra feat at 1st level. · Skilled: 4 extra skill points at 1st level, plus 1 additional skill point at each following level. · Favored Class: Any. When determining whether a multiclass human suffers an XP penalty, his highest-level class does not count. [B]Planetouched:[/B] Planetouched is a general word to describe someone who can trace his or her bloodline back to an outsider, usually a fiend or celestial. The effects of having a supernatural being in one's heritage last for many generations. Although not as dramatically altered as half-celestial or a half-fiend, planetouched still retain some special qualities. The two most common varieties of planetouched are aasimars and tieflings. Aasimars are humans with some trace of celestial blood in their veins, and tieflings have some fiendishness in their family tree. With the Mask of the Betrayer expansion installed, players also have the ability to choose between the air genasi, earth genasi, fire genasi, and water genasi. [INDENT][B]Aasimar:[/B] Carrying the blood of a celestial, an aasimar typically fights against evil in the world. Some have a minor physical trait suggesting their heritage, such as silver hair, golden eyes or an unnaturally intense stare. Those descended from a celestial minion often carry a birthmark in the shape of the deity’s holy symbol or some other mark significant to that faith. Racial Traits · Ability Adjustments: +2 Wisdom, +2 Charisma. · Darkvision: Aasimar can see in the dark up to 60 feet. · Celestial Resistance: Acid, cold and electricity resistance 5. · Spell-like abilities: 1/day - Light as sorcerer of equal level. · Keen Senses: +2 racial bonus to Listen and Spot checks. · Favored Class: Paladin. A multiclass aasimar's paladin class does not count when determining whether she takes an experience point penalty for multiclassing. · Level Adjustment +1: Aasimar are slightly more powerful and gain levels more slowly than other races. It will take more experience for an aasimar to reach level 2 then it would for normal races, for example. [B]Tiefling:[/B] Because they are descended from evil outsiders, those who know their ancestry immediately consider most tieflings evil and untrustworthy. Not all tieflings are evil or untrustworthy, but enough are that the prejudice tends to cling. Some tieflings have a minor physical trait suggesting their heritage, such as pointed teeth, red eyes, small horns, the odor of brimstone, cloven feet, or just an unnatural aura of wrongness. Those descended from an infernal minion often carry a birthmark of the deity’s holy symbol or another trait related to that evil faith. Racial Traits · Ability Adjustments: +2 Dexterity, +2 Intelligence, -2 Charisma. · Darkvision: Tieflings can see in the dark up to 60 feet. · Infernal Resistance: Cold, fire, and electricity resistance 5. · Spell-Like Abilities: 1/day - Darkness as a sorcerer of equal level. · Skill Affinities: +2 racial bonus to Bluff and Hide checks. · Favored Class: Rogue. A multiclass tiefling's rogue class does not count when determining whether she takes an experience point penalty for multiclassing. · Level Adjustment +1: Tieflings are slightly more powerful and gain levels more slowly than other races. It will take more experience for a tiefling to reach level 2 then it would for normal races, for example. [B]Air Genasi [Mask of the Betrayer required]:[/B] Air genasi see themselves as the inheritors of the sky, the wind, and the very air of the world. They appear mostly human, with one or two unusual traits reflecting their quasi-elemental nature, such as a light blue color to their skin or hair, a slight breeze in their presence at all times, or flesh that is cool to the touch. Racial Traits · Ability Adjustments: +2 Dexterity, +2 Intelligence, -2 Wisdom, -2 Charisma. · Special Abilities: Darkvision, Air Resistance (electricity resistance 5). · Summon Gale: Once per day, an air genasi can call upon his elemental nature and summon a powerful blast of wind which can knock over foes who fail a Fortitude save as well as disperse any harmful cloud effects in its path. · Level Adjustment +1: Air genasi are slightly more powerful and gain levels more slowly than other races. · Favored Class: Fighter. An air genasi’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing. [B]Earth Genasi [Mask of the Betrayer required][/B]: Earth genasi are slow to act, ponderous in thought, and set in their ways. They appear mostly human, with one or two unusual traits reflecting their quasi-elemental nature, such as earthlike skin, rough facial features, or eyes like black pits. Racial Traits · Ability Adjustments: +2 Strength, +2 Constitution, -2 Wisdom, -2 Charisma. · Special Abilities: Darkvision, Earth Resistance (acid resistance 5). · Merge with Stone: Once per day, an earth genasi can call upon his elemental nature to make his skin as hard as stone, gaining damage reduction 5/ adamantine. The effect lasts for 5 rounds or until it has absorbed 20 points of damage, whichever comes first. · Level Adjustment +1: Earth genasi are slightly more powerful and gain levels more slowly than other races. · Favored Class: Fighter. An earth genasi’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing. [B]Fire Genasi: [Mask of the Betrayer Required]:[/B] Fire genasi are hot-blooded and quick to anger, proud and unafraid to take action. They appear mostly human, with one or two unusual traits reflecting their quasi-elemental nature, such as skin the color of burnt coal, red hair that waves like flames, or eyes that glow when the genasi is angry. Racial Traits · Ability Adjustments: +2 Intelligence, -2 Charisma. · Special Abilities: Darkvision, Fire Resistance (fire resistance 5). · Reach to the Blaze: Once per day, a fire genasi can call upon his elemental nature and radiate flames which damage all those within 5 feet, doing 2d4 points of fire damage per round (Reflex save for half damage). This effect lasts for 5 rounds. · Level Adjustment +1: Fire genasi are slightly more powerful and gain levels more slowly than other races. · Favored Class: Fighter. A fire genasi’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing. [B]Water Genasi: [Mask of the Betrayer Required]:[/B] Water genasi are patient and slow to change, preferring to wear away opposition slowly, but are capable of great violence in extreme situations. They appear mostly human, with one or two unusual traits reflecting their quasi-elemental nature, such as lightly scaled skin, clammy flesh, blue-green skin or hair, or hair that waves as if underwater. Racial Traits · Ability Adjustments: +2 Constitution, -2 Charisma. · Special Abilities: Darkvision, Water Resistance (cold resistance 5). · Shrouding Fog: Once per day, a water genasi can call upon his elemental nature to summon a dense fog that provides concealment. This effect lasts 5 rounds. · Level Adjustment +1: Water genasi are slightly more powerful and gain levels more slowly than other races. · Favored Class: Fighter. A water genasi’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing.[/INDENT] [IMG]http://img.photobucket.com/albums/v143/Doublehex/nwn2officialthread/classes.jpg[/IMG] [B]Barbarian[/B] Barbarian From the frozen wastes of the north and the hellish jungles of the south come brave, even reckless, warriors. Civilized people call them barbarians or berserkers and suspect them of mayhem, impiety, and atrocities. These “barbarians,” however, have proven their mettle and value to their allies. To enemies who underestimated them, they have proved their cunning, resourcefulness, persistence, and mercilessness. The barbarian is an excellent warrior. A barbarian can enter a berserk rage in which he becomes stronger and tougher, better able to defeat his foes and withstand their attacks. These rages leave him winded, and he has the energy for only a few such spectacular displays per day, but those are usually sufficient. He is at home in the wild, and he runs at great speed. Class Features · Alignment Restrictions: Any nonlawful - barbarians are wild at heart. · Hit Die: d12 · Base Attack Bonus: High · High Saves: Fortitude · Weapon Proficiencies: Simple and martial weapons. · Armor Proficiencies: Light armor, medium armor, and shields (except tower shields). · Skill Points: (4 + Int modifier x 4 at first level) 4 + Int modifier · Class Skills: Craft Armor, Craft Trap, Craft Weapon, Intimidate, Listen, Parry, Survival, and Taunt. · Rage: A barbarian can fly into a screaming blood frenzy a certain number of times per day. In a rage, a barbarian gains phenomenal strength and durability but becomes reckless and less able to defend himself. He temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. Rage lasts for 3 + Constitution bonus (including bonus from rage) rounds. After rage expires, the barbarian is tired and suffers -2 Strength, -2 Dexterity, and a -10% movement penalty for 5 rounds. · Fast Movement: A barbarian has a 10% bonus to his movement rate. · Uncanny Dodge: At 2nd level, a barbarian gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. · Trap Sense: Starting at 3rd level, a barbarian has an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). · Damage Reduction: At 7th level, a barbarian gains the ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. · Greater Rage: At 11th level, a barbarian's bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at -2. · Indomitable Will: While in a rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist mind-affecting spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage. · Tireless Rage: When a barbarian reaches 17th level, he no longer gets fatigued from using rage and can ignore the penalties to Strength, Dexterity, and movement. · Mighty Rage: At 20th level, a barbarian's bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at -2. Epic Level Benefits [MotB Only] · New feats are gained every other level instead of every third level (levels 21, 23, 25, 27, 29). These feats are in addition to the bonus feats for specific classes. · Ability score improvements continue every 4 levels (levels 24, 28). · Base Attack Bonus and Base Saves continue as normal. · Additional attacks per round with every 5 points of Base Attack Bonus, unlike in tabletop D&D where the base number of attacks is capped at 4. · +1 rage per day at levels 24 and 28 (every 4 levels). · +1 trap sense at levels 21, 24, 27, 30 (every 3 levels). · +1 damage reduction at levels 22, 25, 28 (every 3 levels). · +1 feat at levels 24 and 28 (every 4 levels). [B]Bard:[/B] It is said that music has a special magic, and the bard proves that saying true. Wandering across the land, gathering lore, telling stories, working magic with his music, and living on the gratitude of his audience—such is the life of a bard. When chance or opportunity draws them into a conflict, bards serve as diplomats, negotiators, messengers, scouts, and spies. A bard’s magic comes from the heart. If his heart is good, a bard brings hope and courage to the downtrodden and uses his tricks, music, and magic to thwart the schemes of evildoers. If the nobles of the land are corrupt, the good bard is an enemy of the state, cunningly evading capture and raising the spirits of the oppressed. But music can spring from an evil heart as well. Evil bards forego blatant violence in favor of manipulation, holding sway over the hearts and minds of others and taking what enraptured audiences “willingly” give. Class Features · Alignment Restrictions: Any nonlawful - bards are wanderers, guided by whim and intuition. · Hit Die: d6 · Base Attack Bonus: Medium · High Saves: Reflex and Will · Weapon Proficiencies: Simple weapons plus longsword, rapier, short sword, and shortbow. · Armor Proficiencies: Light armor and shields (except tower shields). · Skill Points: (6 + Int modifier x 4 at first level) 6 + Int modifier · Class Skills: Appraise, Bluff, Concentration, Craft Alchemy, Craft Armor, Craft Trap, Craft Weapon, Diplomacy, Hide, Listen, Lore, Move Silently, Parry, Perform, Sleight of Hand, Spellcraft, Taunt, Tumble, and Use Magic Device. · Spells: A bard casts arcane spells, which are drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). Starting at 8th level, and every three levels after, bards can replace one known spell with a new spell of the same level. The spell that can be replaced must be two spell levels below what the bard can currently cast (1st level spell at 8, 1st or 2nd level spell at 11, 1st or 2nd or 3rd level spell at 14, and so forth). Bards do not suffer from arcane spell failure when wearing light armor; medium and heavy armors, and shields still incur the normal failure chance. · Bardic Knowledge: A bard picks up a lot of stray knowledge while wandering the land and learning stories from other bards. Whenever a bard makes a Lore check, he adds his bard level to the result. · Inspiration: The very presence of a bard is a constant inspiration to his companions. Unlike bardic music, bardic inspirations are always active and do not have a limited number of uses, however, the bard may only use one inspiration at any given time. At 1st level, the bard can only inspire courage, but as he increases in level, he gains access to a variety of inspirations from which his companions (and himself) may benefit. There are seven types of inspirations: * Inspire Courage (1st level): This gives a bonus to hit and damage. It starts at +1, and becomes +2 at 8th level, +3 at 14th level, and +4 at 20th level. * Inspire Competence (2nd level): This gives a skill bonus to all allies. It starts at +2 and becomes +4 at 11th level and +6 at 19th level. * Inspire Defense (5th level): This gives a dodge AC bonus to all allies. It starts at +2 and becomes +3 at 10th level, +4 at 15th level, and +5 at 20th level. * Inspire Regeneration (7th level): This heals all party members a certain number of hit points every two rounds. This starts at 1 hit point and becomes 2 at 12th level, and 3 at 17th level. * Inspire Toughness (8th level): This gives a bonus to saving throws for all allies. It starts at +1, then +2 at 13th level, and then +3 at 18th level. * Inspire Slowing (11th level): All enemies that come within 20 feet of the bard have to make a Will save (DC 13 + = Bard level + CHA modifier) otherwise they will be slowed down. Initially, they are slowed down 15% but at 16th level they are slowed by 30%. There are no further penalties besides movement, unlike the slow spell. * Inspire Jarring (14th level): All enemies within 20' of the bard suffer a -4 penalty to all Concentration checks and -2 to all Will saves. · Bardic Music: Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). The bard's ranks in the Perform skill, and in some cases his bard level, determine what bard songs he can use. Bardic music has a duration of 10 rounds, unless an individual song specifies otherwise. · Countersong (Req: Perform 3): This song puts a buff on the targeted ally that lasts for 10 rounds or until discharged. Any hostile magic spell that would affect the countersong's target has to make a Spell Resistance check of 10 + levels of bard the singer possesses. Whether the spell is blocked or not, the countersong is discharged. · Fascinate (Req: Perform 3): Every hostile creature within 90 feet must make a Will save (against a DC of 11 + 1/2 the bard's level + the bard's Charisma modifier). This is an enchantment (compulsion) mind-affecting ability. If the target fails this save, then they are dazed for as long as the song is playing and the bard is within 90 feet of them. If a creature is attacked, or is within 10 feet of a creature being attacked, the effect ends for that creature, though anyone who fails their saving throw will be dazed for at least one round. There is a cool down of 10 rounds before this ability can be used again. Fascinate affects up to one enemy per level of the bard. · Haven Song (Req: 3rd level, Perform 6): This song renders all enemies who fail a Will save (DC 11 + 1/2 the bard's level + the bard's Charisma modifier) to be unable to attack the bard, unless the bard takes hostile action against them or their allies (for example, attacking or casting a harmful spell). The Fascinate and Cloud Mind songs do not count as hostile actions. · Cloud Mind (Req: 6th level, Perform 9): This is a more potent, single-target version of the Fascinate bard song. The saving throw DC is increased to 14 + 1/2 the bard's level + the bard's Charisma modifier, and enemies being attacked nearby don't break the effect. There is a 5-round cool down before this ability can be used again. · Ironskin Chant (Req: 9th level, Perform 12): This song provides damage reduction 5/- to the party for 4 rounds. · Song of Freedom (Req: 12th level, Perform 15): At 12th level, a bard gains a song that will break curses and enchantments on allies with a check of the bard's level at DC (11 + caster level of the effect to be dispelled). · Song of Heroism (Req: 15th level, Perform 18): This song inspires wither the bard or a single targeted ally. For 5 rounds, the inspired creature gains +4 dodge bonus to AC and +4 morale bonus to saving throws. Additionally, the inspired creature gains +4 temporary hit points per level. There is a cool down of 20 seconds before this ability can be used again. · Legionnaire's March (Req: 18th level, Perform 21): This song inspires all allies within 60 feet. The game determines the highest base attack bonus of all allies in the area of effect, and all affected characters now use this as their new base attack. All affected characters get a +4 competence bonus to damage rolls, as well. This ability lasts for 10 rounds. There is a cool down of 5 minutes (game time) before this ability can be used again. Epic Level Benefits [MotB Only] · New feats are gained every other level instead of every third level (levels 21, 23, 25, 27, 29). These feats are in addition to the bonus feats for specific classes. · Ability score improvements continue every 4 levels (levels 24, 28). · Base Attack Bonus and Base Saves continue as normal. · Additional attacks per round with every 5 points of Base Attack Bonus, unlike in tabletop D&D where the base number of attacks is capped at 4. · +1 DC to all spells every third epic level (23, 26, 29). · Caster level = class level. · Bardic Knowledge continues to increase with bard level. · +1 Inspire Courage at level 26 (every 6 levels). · +1 Inspire Toughness at levels 23 and 28 (every 5 levels). · +1 Inspire Regeneration at levels 22 and 27 (every 5 levels). · +2 Inspire Competence at level 27 (every 8 levels). · +1 Inspire Defense at levels 25 and 30 (every 5 levels). · +1 feat at levels 23, 26, 29 (every 3 levels). [B]Cleric:[/B] Cleric The handiwork of the gods is everywhere—in places of natural beauty, in mighty crusades, in soaring temples, and in the hearts of worshipers. Like people, gods run the range from benevolent to malicious, reserved to intrusive, simple to inscrutable. The gods, however, work mostly through intermediaries—their clerics. Good clerics heal, protect, and avenge. Evil clerics pillage, destroy, and sabotage. A cleric uses the power of his god to make the god’s will manifest. Clerics are masters of divine magic, which is especially good at healing. Even an inexperienced cleric can bring people back from the brink of death. As channelers of divine energy, clerics can affect undead creatures, weakening or even destroying them. Clerics have some combat training. Class Features · Hit Die: d8 · Bast Attack Bonus: Medium · High Saves: Fortitude and Will · Weapon Proficiencies: Simple weapons · Armor Proficiencies: Light, medium, and heavy armor and shields (except tower shields). · Skill Points: (2 + Int modifier x 4 at first level) 2 + Int modifier. · Class Skills: Concentration, Craft Alchemy, Craft Armor, Craft Weapon, Diplomacy, Heal, Lore, Parry, and Spellcraft. · Spells: A cleric casts divine spells, which are drawn from the cleric spell list. A cleric must choose and prepare his spells in advance. To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st levle spells, and so forth). · Domains: Clerics specialize in two areas of magical expertise called domains. These domains are selected when first becoming a cleric and cannot be changed. Domains grant added spells and sometimes a free feat or special ability. · Spontaneous Casting: A cleric can channel stored energy into healing spells that the cleric did not prepare ahead of time. The cleric can "lose" any prepared spell in order to cast any cure spell of the same spell level. · Turn Undead: Any cleric has the power to affect undead creatures (such as skeletons, zombies, ghosts, and vampires) by channeling the power of his faith through his holy (or unholy) symbol. A cleric can rebuke or destroy undead creatures. Epic Level Benefits [MotB Only] · New feats are gained every other level instead of every third level (levels 21, 23, 25, 27, 29). These feats are in addition to the bonus feats for specific classes. · Ability score improvements continue every 4 levels (levels 24, 28). · Base Attack Bonus and Base Saves continue as normal. · Additional attacks per round with every 5 points of Base Attack Bonus, unlike in tabletop D&D where the base number of attacks is capped at 4. · +1 DC to all spells every third epic level (23, 26, 29). · Caster level = class level. · Turn Undead level continues to increase with class level. · +1 feat at levels 23, 26, 29 (every 3 levels). [B]Druid:[/B] Druid The fury of a storm, the gentle strength of the morning sun, the cunning of the fox, the power of the bear—all these and more are at the druid’s command. The druid, however, claims no mastery over nature. That claim, she says, is the empty boast of a city dweller. The druid gains her power not by ruling nature but by being at one with it. To trespassers in a druid’s sacred grove, and to those who feel her wrath, the distinction is overly fine. Druids cast divine spells much the same way clerics do, though most get their spells from the power of nature rather than from deities. Their spells are oriented toward nature and animals. In addition to spells, druids gain an increasing array of magical powers, including the ability to take the shapes of animals. Class Features · Alignment Restrictions: Any neutral - druids, in keeping with nature's ultimate indifference, must maintain at least some measure of dispassion. · Hit Die: d8 · Base Attack Bonus: Medium · High Saves: Fortitude and Will · Weapon Proficiencies: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape. · Armor Proficiencies: Light and medium as well as shield (except for tower shields). · Class Skills: Concentration, Craft Alchemy, Diplomacy, Heal, Listen, Lore, Parry, Spellcraft, Spot, and Survival. · Spells: A druid casts divine spells, which are drawn from the druid spell list. 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 (Wis 10 for 0-level spells, Wis 11 for 1st level spells, and so forth). · Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can "lose" a prepared spell in order to cast any summon monster spell of the same level or lower. · Animal Companion: A druid begins the game with an animal companion. · Nature Sense: A druid gains a +2 bonus to Survival and a +2 bonus to Search and Spot while in wilderness areas. · Woodland Stride: Starting at 2nd level, a druid gains a +10% movement increase when in outdoor, natural environments. · Trackless Step: At 3rd level, a druid gains a +4 competence bonus to Hide and Move Silently checks when in wilderness areas. · Resist Nature's Lure: Starting at 4th level, a druid gains a +2 bonus on saving throws against all Fear spells and effects. · Wild Shape: At 5th level, a druid gains the ability to turn herself into an animal and back again once per day. A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level. At 16th level, a druid becomes able to use wild shape to change into an elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the druid gains all the elemental's extraordinary, supernatural, and spell-like abilities. At 18th level, a druid becomes able to assume elemental form twice per day, and at 20th level she can do so three times per day. · Venom Immunity: At 9th level, a druid gains immunity to all poisons. Epic Level Benefits [MotB Only] · New feats are gained every other level instead of every third level (levels 21, 23, 25, 27, 29). These feats are in addition to the bonus feats for specific classes. · Ability score improvements continue every 4 levels (levels 24, 28). · Base Attack Bonus and Base Saves continue as normal. · Additional attacks per round with every 5 points of Base Attack Bonus, unlike in tabletop D&D where the base number of attacks is capped at 4. · +1 DC to all spells every third epic level (23, 26, 29). · Caster level = class level. · +1 Wild Shape per day at levels 22, 26, 30 (every 4 levels). · The druid’s animal companion continues to improve: 21-23 +14 HD +14 Natural Armor +7 Str/Dex 24-26 +16 HD +16 Natural Armor +8 Str/Dex 27-29 +18 HD +18 Natural Armor +9 Str/Dex 30-33 +20 HD +20 Natural Armor +10 Str/Dex 34-36 +22 HD +22 Natural Armor +11 Str/Dex · +1 feat at levels 24, 28 (every 4 levels). [b]Favored Soul[/b](Requires Mask of the Betrayer) The favored soul follows the path of the cleric but is able to channel divine power with surprising ease. She is able to perform the same tasks as her fellow divine spellcasters but with virtually no study. Favored souls cast their spells naturally, as much through force of personality as through study. Though this gives them extraordinary divine abilities no normal person could ever match, they see their gift as a call to action, and so in some ways may lag behind their more studious colleagues. Class Features · Hit Die: d8 · Base Attack Bonus: Medium · High Saves: All · Base Skill Points: 2 + Int Modifier per Level, x4 at first level. · Class Skills: Concentration, Craft Alchemy, Craft Armor, Craft Weapon, Diplomacy, Heal, Lore, Parry, and Spellcraft. · Spells: A favored soul casts divine spells which are drawn from the cleric spell list. She can cast any spell she knows without preparing it ahead of time the way a cleric must. To cast a spell, a favored soul must have a Charisma score of 10 + the spell’s level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a favored soul’s spell is 10 + the spell’s level + the favored soul’s Wisdom modifier. Unlike a cleric, a favored soul’s selection of spells is limited, but at 4th level, and at every even-numbered favored soul level after that, the favored soul may swap a spell she already knows for another spell of the same level. In effect, the favored soul “loses” the old spell in exchange for the new one. · Deity’s Weapon Proficiency: Favored souls gain a weapon proficiency feat that allows them to use their deity’s favored weapon. (For example, favored souls of Kelemvor will gain the Exotic Weapon Proficiency feat, enabling them to use a bastard sword.) · Deity’s Weapon Focus: At 3rd level, a favored soul gains the Weapon Focus feat with her deity’s favored weapon. · Energy Resistance: At 5th level, a favored soul chooses an energy type and gains resistance 10 against that type. At 10th level and 15th level, the character gains resistance 10 against another energy type of her choosing. · Deity’s Weapon Specialization: At 12th level, a favored soul gains the Weapon Specialization feat with her deity’s favored weapon. · Haste: At 17th level, a favored soul can cast haste 3 times/day. · Damage Reduction: At 20th level, a favored soul gains damage reduction. She may choose between damage reduction 10/silver or damage reduction 10/cold iron. Epic Level Benefits · New feats are gained every other level instead of every third level (levels 21, 23, 25, 27, 29). These feats are in addition to the bonus feats for specific classes. · Ability score improvements continue every 4 levels (levels 24, 28). · Base Attack Bonus and Base Saves continue as normal. · Additional attacks per round with every 5 points of Base Attack Bonus, unlike in tabletop D&D where the base number of attacks is capped at 4. · +1 DC to all spells every third epic level (23, 26, 29). · Caster level = class level. · +1 feat at levels 23, 26, and 29 (every 3 levels). [b]Fighter[/b] The questing knight, the conquering overlord, the king’s champion, the elite foot soldier, the hardened mercenary, and the bandit king — all are fighters. Fighters can be stalwart defenders of those in need, cruel marauders, or gutsy adventurers. Some are among the land’s best souls, willing to face death for the greater good. Others are among the worst, with no qualms about killing for private gain or even for sport. Fighters who are not actively adventuring may be soldiers, guards, bodyguards, champions, or criminal enforcers. An adventuring fighter might call himself a warrior, a mercenary, a thug, or simply an adventurer. Of all the classes, the fighter has the best all-around combat capabilities. Fighters are familiar with all the standard weapons and armors. In addition to general fighting prowess, each fighter develops particular specialties of his own. A given fighter may be especially capable with certain weapons; another might be trained to execute specific fancy manoeuvers. As fighters gain experience, they get more opportunities to develop their combat skills. Class Features · Hit Die: d10 · Base Attack Bonus: High · High Saves: Fortitude · Weapon Proficiencies: Simple and martial weapons. · Armor Proficiencies: All armor (light, medium, and heavy) and all shields (including tower shields). · Skill Points: (2 + Int modifier x 4 at first level) 2 + Int modifier. · Class Skills: Craft Armor, Craft Weapon, Intimidate, Parry, and Taunt. · Bonus Feats: At 1st lvel, a fighter gets a bonus combat oriented feat in addition to the feat that any 1st level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. Epic Level Benefits [MotB Only] · New feats are gained every other level instead of every third level (levels 21, 23, 25, 27, 29). These feats are in addition to the bonus feats for specific classes. · Ability score improvements continue every 4 levels (levels 24, 28). · Base Attack Bonus and Base Saves continue as normal. · Additional attacks per round with every 5 points of Base Attack Bonus, unlike in tabletop D&D where the base number of attacks is capped at 4. · +1 feat at levels 22, 24, 26, 28, 30 (every 2 levels). [b]Monk[/b] Dotted across the landscape are monasteries—small, walled cloisters inhabited by monks who pursue personal perfection through action as well as contemplation. They train themselves to be versatile warriors skilled at fighting without weapons or armor. The inhabitants of monasteries headed by good masters serve as protectors of the people. Ready for battle even when barefoot and dressed in peasant clothes, monks can travel unnoticed among the populace, catching bandits, warlords, and corrupt nobles unawares. In contrast, the residents of monasteries headed by evil masters rule the surrounding lands through fear, as an evil warlord and his entourage might. Evil monks make ideal spies, infiltrators, and assassins. The key feature of the monk is her ability to fight unarmed and unarmored. Thanks to her rigorous training, she can strike as hard as if she were armed and strike faster than a warrior with a sword. Though a monk casts no spells, she has a magic of her own. She channels a subtle energy, called ki, which allows her to perform amazing feats. The monk’s best-known feat is her ability to stun an opponent with an unarmed blow. A monk also has a preternatural awareness that allows her to dodge an attack even if she is not consciously aware of it. Class Features · Alignment Restrictions: Any lawful - a monk's training requires strict discipline. · Hit Die: d8 · Base Attack Bonus: Medium · High Saves: All · Weapon Proficiencies: Monks are proficient with certain basic peasant weapons and some special weapons that are part of monk training. The weapons with which a monk is proficient are club, crossbow (light or heavy), dagger, handaxe, javelin, kama, quarterstaff, shuriken, and sling. · Armor Proficiencies: Monks are not proficient with any armor or shields - in fact, many o the monk's special powers require unfettered movement. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities. · Skill Points: (4 + Int modifier x 4 at first level) 4 + Int modifier · Class Skills: Concentration, Craft Alchemy, Craft Trap, Diplomacy, Hide, Listen, Lore, Move Silently, Parry, Spot, and Tumble. · AC Bonus: A monk has a sixth sense that lets her avoid even unanticipated attacks. When unarmored, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). She loses these bonuses when she is immobilized or helpless, when she wears any armor, or when she carries a shield. · Flurry of Blows: When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). · Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. · Evasion: A monk of 2nd level or higher 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 (such as a red dragon's fiery breath or a fireball), she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. · Fast Movement: At 3rd level, a monk gains an enhancement bonus to her speed. A monk in armor (even light armor) loses this extra speed. · Still Mind: A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment. · Ki Strike: At 4th level, a monk's unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character's monk level, becoming lawful for purposes of damage reduction at level 10 and adamantine for purposes of damage reduction at level 16. · Purity of Body: At 5th level, a monk gains immunity to all diseases. · Wholeness of Body: At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day. · Improved Evasion: At 9th level, a monk's evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks such as a dragon's breath weapon or a fireball, but henceforth she takes only half damage on a failed save. · Diamond Body: At 11th level, a monk gains immunity to poisons of all kinds. · Diamond Soul: At 13th level, a monk gains spell resistance equal to her current monk level + 10. · Quivering Palm: Starting at 15th level, a monk can set up fatal vibrations within the body of another creature once per day. Unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk's level + the monk's Wis modifier), it dies. · Empty Body: At 19th level, a monk gains the ability to fade from sight twice per day. The monk gains a 50% concealment bonus for a number of rounds equal to his class level. · Perfect Self: At 20th level, a monk has tuned her body with skill and quasi-magical abilities to the point that she becomes a magical creature. The monk gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a non-magical weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Epic Level Benefits [MotB Only] · New feats are gained every other level instead of every third level (levels 21, 23, 25, 27, 29). These feats are in addition to the bonus feats for specific classes. · Ability score improvements continue every 4 levels (levels 24, 28). · Base Attack Bonus and Base Saves continue as normal. · Additional attacks per round with every 5 points of Base Attack Bonus, unlike in tabletop D&D where the base number of attacks is capped at 4. · +1 AC at levels 25 and 30 (every 5 levels). · Stunning Attack DC continues to increase (DC = 10 + 0.5*class level + Wis modifier). · Wholeness of Body continues to improve (heal 2*class level 1/day). · Diamond Soul continues to improve (SR = 10 + class level). · Quivering Palm DC continues to increase (DC = 10 + 0.5*class level + Wis modifier). · Empty Body’s duration continues to increase (duration = 1 round/class level). · Unarmed Strike continues to increase as follows: 20-23 2d10 (medium) 2d8 (small) 24-27 3d8 (medium) 2d10 (small) 28-30 3d10 (medium) 3d8 (small) · +1 feat at levels 25 and 30 (every 5 levels). [b]Paladin[/b] The compassion to pursue good, the will to uphold law, and the power to defeat evil — these are the three weapons of the paladin. Few have the purity and devotion that it takes to walk the paladin’s path, but those few are rewarded with the power to protect, to heal, and to smite. In a land of scheming wizards, unholy priests, bloodthirsty dragons, and infernal fiends, the paladin is the final hope that cannot be extinguished. Divine power protects the paladin and gives her special powers. It wards off harm, protects her from disease, lets her heal herself, and guards her heart against fear. A paladin can also direct this power to destroy evil or to help others, healing their wounds or curing diseases. Even a novice paladin can detect evil, and more experienced paladins can smite evil foes and turn away undead. Class Features · Alignment Restrictions: Lawful good. Paladins must be lawful good, and they lose their divine powers if they deviate from that alignment. · Hit Die: d10 · Base Attack Bonus: High · High Saves: Fortitude · Weapon Proficiencies: Simple and martial weapons · Armor Proficiencies: All types of armor (heavy, medium, and light) and shields (except tower shields). · Skill Points: (2 + Int modifier x 4 at first level) 2 + Int modifier · Class Skills: Concentration, Craft Armor, Craft Weapon, Diplomacy, Heal, Lore, and Parry. · Smite Evil: Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day. At 5th level, and every five levels thereafter, the paladin may smite evil one additional time per day, to a maximum of five times per day at 20th level. · Divine Grace: At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws. · Lay on Hands: Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level times her Charisma bonus. For example, a 7th level paladin with a 16 Charisma (+3 bonus) can heal 21 points of damage per day. · Aura of Courage: Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. · Divine Health: At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy). · Turn Undead: When a paladin reaches 4th level, she gains the ability to rebuke or destroy undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would. · Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance. To prepare or cast a spell, a paladin must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st level spells, and so forth). · Remove Disease: At 6th level, a paladin can remove disease once per day. At 9th level and every three levels after that, the paladin can cure disease one more time per day. Epic Level Benefits [MotB Only] · New feats are gained every other level instead of every third level (levels 21, 23, 25, 27, 29). These feats are in addition to the bonus feats for specific classes. · Ability score improvements continue every 4 levels (levels 24, 28). · Base Attack Bonus and Base Saves continue as normal. · Additional attacks per round with every 5 points of Base Attack Bonus, unlike in tabletop D&D where the base number of attacks is capped at 4. · +1 DC to all spells every third epic level (23, 26, 29). · Caster level = 0.5 * class level. · Lay on Hands continues to improve (heal class level * Cha modifier 1/day). · Smite Evil continues to improve: +1 use per day at levels 25 and 30 (every 5 levels). Damage bonus = class level. · Turn Undead level continues to increase with class level. · +1 Remove Disease per day at levels 21, 24, 27, and 30 (every 3 levels). · +1 feat at levels 23, 26, and 29 (every 3 levels). [b]Ranger[/b] The forests and hills are home to fierce and cunning creatures, such as bloodthirsty owlbears and malicious displacer beasts. But more cunning and powerful than these monsters is the ranger, a skilled hunter and stalker. He knows the woods as if they were his home (as indeed they are), and he knows his prey in deadly detail. A ranger can use a variety of weapons and is quite capable in combat. His skills allow him to survive in the wilderness, to find his prey, and to avoid detection. He also has special knowledge about certain types of creatures, which makes it easier for him to find and defeat such foes. Finally, an experienced ranger has such a tie to nature that he can actually draw upon natural power to cast divine spells, much as a druid does. Class Features · Hit Die: d8 · Base Attack Bonus: High · High Saves: Fortitude and Reflex · Weapon Proficiencies: Simple and martial weapons · Armor Proficiencies: Light armor and shields (except tower shields). · Skill Points: (6 + Int modifier x 4 at first level) 6 + Int modifier · Class Skills: Concentration, Craft Alchemy, Craft Armor, Craft Trap, Craft Weapon, Heal, Hide, Listen, Lore, Move Silently, Parry, Search, Set Trap, Spot, and Survival. · Track: A ranger has the ability to find and read tracks, but he moves slowly when doing so. · Favored Enemy: At 1st level, a ranger may select a type of creature as his favored enemy. The ranger gains a +1 bonus on Bluff, Listen, Spot, and Taunt checks, and also a +1 bonus on weapon damage rolls against their favored enemy. At 5th level, and every five levels after that, the ranger can choose an additional favored enemy and gains +1 to all favored enemy bonuses. · Combat Style: At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The benefits of the ranger's chosen style appear only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor. · Toughness: At 3rd level the ranger gains Toughness as a bonus feat. · Animal Companion: At 4th level, a ranger gains an animal companion. · Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance. To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st level spells, and so forth). · Improved Combat Style: At 6th level, a ranger's aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. If the ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the ranger's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor. · Woodland Stride: Starting at 7th level, a ranger gains a +10% movement increase when in outdoor, natural environments. · Swift Tracker: At 8th level, a ranger can use their tracking skill and move at normal speed. · Evasion: At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. · Combat Mastery: At 11th level, a ranger's aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the ranger selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the ranger's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor. · Camouflage: At 13th level the ranger does not suffer a movement penalty for using stealth mode when in outdoor areas. · Hide in Plain Sight: When outdoors, a 17th level ranger has the ability to use the Hide skill even when being watched and in combat. Epic Level Benefits [MotB Only] · New feats are gained every other level instead of every third level (levels 21, 23, 25, 27, 29). These feats are in addition to the bonus feats for specific classes. · Ability score improvements continue every 4 levels (levels 24, 28). · Base Attack Bonus and Base Saves continue as normal. · Additional attacks per round with every 5 points of Base Attack Bonus, unlike in tabletop D&D where the base number of attacks is capped at 4. · +1 DC to all spells every third epic level (23, 26, 29). · Caster level = 0.5*class level. · +1 favored enemy at levels 25 and 30. · Bonus feat at level 21 based upon combat style: Perfect Two-Weapon Fighting or One Shot. · +1 feat at levels 23, 26, and 29 (every 3 levels). [b]Rogue[/b] Rogue Rogues have little in common with one another. Some are stealthy thieves. Others are silver-tongued tricksters. Still others are scouts, infiltrators, spies, diplomats, or thugs. What they do share is versatility, adaptability, and resourcefulness. In general, rogues are skilled at getting what others don’t want them to get: entrance into a locked treasure vault, safe passage past a deadly trap, secret battle plans, a guard’s trust, or some random person’s pocket money. Rogues are highly skilled, and they can concentrate on developing any of several categories of skills. While not equal to members of many other classes in combat, a rogue knows how to hit where it hurts, and she can dish out a lot of damage with a sneak attack. Rogues have a sixth sense when it comes to avoiding danger. Experienced rogues develop mystical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells, rogues can “fake it” well enough to cast spells from scrolls, activate wands, and use just about any other magic item. Class Features · Hit Die: d6 · Base Attack Bonus: Medium · High Saves: Reflex · Weapon Proficiencies: Rogues are proficient with all simple weapons, plus the rapier, shortbow, and short sword. · Armor Proficiencies: Light armor · Skill Points: (8 + Int modifier x 4 at first level) 8 + Int modifier · Class Skills: Appraise, Bluff, Craft Alchemy, Craft Trap, Craft Weapon, Diplomacy, Disable Device, Hide, Intimidate, Listen, Lore, Move Silently, Open Lock, Parry, Search, Set Trap, Sleight of Hand, Spot, Taunt, Tumble, and Use Magic Device. · Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, 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. · Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. · Evasion: At 2nd level and higher, a rogue can avoid even magical unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on successful save (such as a red dragon's fiery breath or a fireball), she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. · Trap Sense: At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. · Uncanny Dodge: Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. · Improved Uncanny Dodge: At 8th level a rogue cannot be sneak attacked by another rogue, unless the attacker has at least four more rogue levels than the target. · Special Abilities: On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a rogue gains a special ability of her choice from among the following options: - Crippling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. - Defensive Roll (Ex): The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and be able to react to it in order to execute her defensive roll - if she is denied her Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue's evasion ability does not apply to the defensive roll. - Improved Evasion (Ex): This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks such as dragon's breath weapon or a fireball, she henceforth takes only half damage on a failed save. - Opportunist (Ex): The rogue automatically gains a +4 competence bonus to attack rolls when making an attack of opportunity. - Skill Mastery: The rogue cannot roll less than 5 whenever using the Disable Device, Open Lock, or Set Trap skills, even if in combat. - Slippery Mind (Ex): This ability represents the rogue's ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she automatically gets one reroll. - Feat: A rogue may gain a bonus feat in place of a special ability. Epic Level Benefits [MotB Only] · New feats are gained every other level instead of every third level (levels 21, 23, 25, 27, 29). These feats are in addition to the bonus feats for specific classes. · Ability score improvements continue every 4 levels (levels 24, 28). · Base Attack Bonus and Base Saves continue as normal. · Additional attacks per round with every 5 points of Base Attack Bonus, unlike in tabletop D&D where the base number of attacks is capped at 4. · +1d6 sneak attack damage at levels 21, 23, 25, 27, and 29 (every 2 levels). · +1 bonus feat at levels 24 and 28 (every 4 levels). These bonus feats can be from the rogue’s special list. [b]Sorceror[/b] Sorcerers create magic the way a poet creates poems, with inborn talent honed by practice. They have no books, no mentors, no theories—just raw power that they direct at will. Some sorcerers claim that the blood of dragons courses through their veins. That claim may be true in some cases — it is common knowledge that certain powerful dragons can take humanoid form and even have humanoid lovers, and it’s difficult to prove that a given sorcerer does not have a dragon ancestor. It’s true that sorcerers often have striking good looks, usually with a touch of the exotic that hints at an unusual heritage. Others hold that the claim is either an unsubstantiated boast on the part of certain sorcerers or envious gossip on the part of those who lack the sorcerer’s gift. Sorcerers cast spells through innate power rather than through careful training and study. Their magic is intuitive rather than logical. Sorcerers know fewer spells than wizards do and acquire powerful spells more slowly than wizards, but they can cast spells more often and have no need to select and prepare their spells ahead of time. Sorcerers cannot specialize in schools of magic the way wizards can. However, they do have more time to learn fighting skills, and they are proficient with simple weapons. Class Features · Hit Die: d4 · Base Attack Bonus: Low · High Saves: Will · Weapon Proficiencies: Simple weapons · Armor Proficiencies: None. Armor of any type interferes with a sorcerer's arcane gestures, which can cause his spells to fail. · Skill Points: (2 + Int modifier x 4 at first level) 2 + Int modifier · Class Skills: Bluff, Concentration, Craft Alchemy, Lore, and Spellcraft. · Spells: A sorcerer casts arcane spells, which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level (Cha 10 for 0-level spells, Cha 11 for 1st level spells, and so forth). Starting at 6th level, and every two levels after, sorcerers can replace one known spell with a new spell of the same level. The spell that can be replaced must be two spell levels below what the sorcerer can currently cast (1st level spell at 6, 1st or 2nd level spell at 8, 1st or 2nd or 3rd level spell at 10, and so forth). · Familiar: A sorcerer can obtain a familiar. Epic Level Benefits [MotB Only] · New feats are gained every other level instead of every third level (levels 21, 23, 25, 27, 29). These feats are in addition to the bonus feats for specific classes. · Ability score improvements continue every 4 levels (levels 24, 28). · Base Attack Bonus and Base Saves continue as normal. · Additional attacks per round with every 5 points of Base Attack Bonus, unlike in tabletop D&D where the base number of attacks is capped at 4. · +1 DC to all spells every third epic level (23, 26, 29). · Caster level = class level. · The sorcerer or wizard’s familiar continues to improve: 21-22 +11 Natural armor 23-24 +12 Natural armor 25-26 +13 Natural armor 27-28 +14 Natural armor 29-30 +15 Natural armor · +1 feat at levels 23, 26, and 29 (every 3 levels). [b]Spirit Shaman[/b] Master of the spirit world, the spirit shaman follows a different divine tradition than the cleric or druid. Her world is filled with powerful, living spirits, some helpful and some malign. By bargaining with these spirits, the spirit shaman gains power over the natural world and mighty divine magic with which to aid her comrades or smite her enemies. Creatures that are considered spirits include fey, elementals, and incorporeal undead such as wraiths and shadows. Class Features · Hit Die: d8 · Base Attack Bonus: Medium · High Saves: Fortitude and Will · Base Skill Points: 4 · Class Skills: Concentration, Craft Alchemy, Diplomacy, Heal, Lore, Listen, Spellcraft, Spot, and Survival. · Spells: A spirit shaman casts divine spells, which are drawn from the druid spell list. Unlike the druid, a spirit shaman does not have to memorize his spells in advance, but he is only able to learn a limited number of spells. To cast a spell, a spirit shaman must have a Wisdom score equal to at least 10 + the spell level. A spirit shaman’s Charisma determines the Difficulty Class of his spells. · Spirit Guide: Spirit shamans have a spirit guide, a personification of the spirit world, which exists only inside her mind and soul. The spirit guide grants the spirit shaman the Alertness feat at 1st level. · Chastise Spirits: Beginning at 2nd level, a spirit shaman can deal 1d4 damage/shaman level to all spirits within 30 feet of herself. The affected spirits get a Will save (DC 10 + spirit shaman level + Charisma modifier) for half damage. This ability can be used a number of times per day equal to 3 + the shaman’s Charisma modifier. · Detect Spirits: At 3rd level, the spirit shaman gains the ability to use her spirit guide to detect any nearby spirits. Detected spirits will appear on the minimap. This effect lasts for 10 minutes. · Blessing of the Spirits: At 4th level, the spirit shaman gains a +2 deflection bonus to AC and a +2 resistance bonus on saves against attacks and effects made by spirits. This effect may be dispelled, but the spirit shaman can reactivate it at will. · Follow the Guide: A spirit shaman’s spirit guide helps her maintain control of her mind. At 5th level, if a spirit shaman is targeted by a mind-affecting spell or effect and fails her saving throw, she can attempt it again immediately at the same DC. She only gets this one extra chance to succeed on each saving throw. This ability does not stack with similar abilities granted by other classes the spirit shaman may have. · Ghost Warrior: At 6th level, the spirit shaman is able to strike spirits with unerring accuracy. The spirit shaman ignores all concealment and miss chance effects when fighting against spirits. · Warding of the Spirits: At 7th level, the spirit shaman is able to grant his party members a +2 deflection bonus to AC and a +2 resistance bonus on saves against attacks and effects made by spirits. This ability is usable once per day and lasts for 10 minutes per shaman level. The effects from this ability do not stack with the spirit shaman’s Blessing of the Spirits effect. · Spirit Form: At 9th level, the spirit shaman gains the ability to become temporarily incorporeal once per day, gaining a 50% concealment bonus for 5 rounds. The spirit shaman can use this ability twice per day at 15th level, and three times per day at 20th level. · Recall Spirit: At 11th level, the spirit shaman gains the ability to restore life to the recently deceased once per day. This effect is similar to the raise dead spell. · Weaken Spirits: At 16th level, the spirit shaman can choose to strip all spirits within 30 feet of herself of their defensive abilities by expending a daily use of her Chastise Spirits ability. When a spirit is weakened, it loses its spell resistance, any damage reduction, and any miss chance or concealment effect it may have. This weakening effect lasts for 1 round plus 1 additional round for every 3 spirit shaman levels. Spirits that make their Will save (DC 10 + spirit shaman level + Charisma modifier) are unaffected by the weakening effect. · Spirit Journey: At 17th level, the spirit shaman gains the ability to vanish bodily into the spirit world once per day. This effect lasts for 1 round per spirit shaman level, and during this time the spirit shaman cannot attack or be attacked. · Favored of the Spirits: At 19th level, the spirit shaman can perform a special rite to guard herself from death. Under this protection, the spirit shaman instantly heals 10 hit points per spirit shaman level, up to 150 hit points, if she is reduced to 0 hit points. Once the rite’s protection has been discharged, the spirit shaman must rest to regain the favor of the spirits. · Spirit Who Walks: At 20th level, the spirit shaman becomes one with the spirit world. She gains damage reduction 5/cold iron, a +3 resistance bonus to saves against enchantments, and the Low-light Vision feat if she doesn’t already have it. Epic Level Benefits · New feats are gained every other level instead of every third level (levels 21, 23, 25, 27, 29). These feats are in addition to the bonus feats for specific classes. · Ability score improvements continue every 4 levels (levels 24, 28). · Base Attack Bonus and Base Saves continue as normal. · Additional attacks per round with every 5 points of Base Attack Bonus, unlike in tabletop D&D where the base number of attacks is capped at 4. · +1 DC to all spells every third epic level (23, 26, 29). · Caster level = class level. · Chastise spirits continues to improve (1d4 damage/class level). · +1 Spirit Form use at levels 25 and 30 (every 5 levels). · +1 feat at levels 23, 26, and 29 (every 3 levels). [b]Warlock[/b] Born of a supernatural bloodline, a warlock seeks to master the perilous magic that suffuses his soul. Unlike sorcerers or wizards, who approach arcane magic through the medium of spells, a warlock invokes powerful magic through nothing more than an effort of will. By harnessing his innate magical gift through fearsome determination, a warlock can perform feats of supernatural stealth, beguile the weakminded, or scour his foes with blasts of eldritch power. Warlocks harbour great reserves of mystical energy. The font of dark magic burning in their souls makes them resistant to many forms of attack and arms them with dangerous power. Warlocks learn to harness their power to perform a small number of specific attacks and tricks called invocations. Warlocks make up for their lack of versatility by being tougher and more resilient than sorcerers or wizards. Class Features · Alignment: Any evil or any chaotic. · Hit Die: d6 · Base Attack Bonus: Medium · High Saves: Will · Weapon Proficiencies: Simple weapons · Armor Proficiencies: Light armor. A warlock cna use any of his invocations while wearing light armor without incurring the normal arcane spell failure chance. A warlock wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure. · Skill Points: (2 + Int modifer x 4 at first level) 2 + Int modifier · Class Skills: Bluff, Concentration, Craft Alchemy, Craft Armor, Craft Trap, Craft Weapon, Heal, Intimidate, Lore, Spellcraft, Taunt, and Use Magic Device. · Invocations: A warlock does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his soul. A warlock can use any invocation he knows at will. · Eldritch Blast: A warlock attacks his foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects. An eldritch blast deals 1d6 points of damage at 1st level and increases in power as the warlock rises in level. There is no saving throw with this attack, but spell resistance can negate it. This power can be used at will. · Eldritch Lore: At 2nd level the warlock gains a +2 bonus to his Lore and Spellcraft skills. · Damage Reduction: Fortified by the supernatural power flowing in his body, a warlock becomes resistant to physical attacks at 3rd leven and above, gaining damage reduction 1/cold iron (damage from attacks are reduced by 1 point unless the damage comes from cold iron). At 7th level and every four levels thereafter, a warlock's damage reduction improves. · Deceive Item: At 4th level, a warlock gains a +4 bonus to his Use Magic Device skill. · Fiendish Resilience: Beginning at 8th level, a warlock can activate this ability once per day. For 20 rounds, the warlock heals 1 hit point a round. This improves at 13th level to 2 hit points of healing a round, then at 18th level it becomes 5 hit points a round. · Energy Resistance: At 10th level and higher, a warlock has resistance 5 against any two of the following energy tpyes: acid, cold, electricity, fire, and sonic. Once the types are chosen, the resistances can't be changed. At 20th level, a warlock gains resistance 10 to his chosen energy types. · Eldritch Essence: Some of a warlock's invocations, such as frightful blast, modify the damage or other effects of the warlock's eldritch blast. Unless otherwise noted, the eldritch blast deals normal damage in addition to the effect of the essence. The warlock can apply only one essence to a blast at a time. · Blast Shape: These invocations modify the range, target(s), or area of a warlock's eldritch blast. Unless otherwise noted, the eldritch blast does normal damage. Epic Level Benefits [MotB Only] · New feats are gained every other level instead of every third level (levels 21, 23, 25, 27, 29). These feats are in addition to the bonus feats for specific classes. · Ability score improvements continue every 4 levels (levels 24, 28). · Base Attack Bonus and Base Saves continue as normal. · Additional attacks per round with every 5 points of Base Attack Bonus, unlike in tabletop D&D where the base number of attacks is capped at 4. · +1 damage reduction at levels 23 and 27 (every 4 levels). · +1d6 Eldritch blast damage at levels 22, 24, 26, 28, and 30 (every 2 levels). · At level 30, the Warlock’s energy resistance increases to 15. · +1 feat at levels 23, 26, and 29 (every 3 levels). Link to comment Share on other sites More sharing options...
Doublehex Posted November 28, 2008 Author Share Posted November 28, 2008 [b]Wizard[/b] A wizard’s few unintelligible words and fleeting gestures can carry more power than a battleaxe. These simple acts make magic seem easy, but they only hint at the time the wizard must spend poring over her spellbook preparing each spell for casting, and the years before that spent in apprenticeship to learn the arts of magic. Wizards depend on intensive study to create their magic. They examine musty old tomes, debate magical theory with their peers, and practice minor magics whenever they can. The wizard’s strength is her spells. Everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition to learning new spells, a wizard can, over time, learn to manipulate her spells so they go farther, work better, or are improved in some other way. Some wizards prefer to specialize in a certain type of magic. Specialization makes a wizard more powerful in her chosen field, but it denies her access to some of the spells that lie outside it. Class Features · Hit Die: d4 · Base Attack Bonus: Low · High Saves: Will · Weapon Proficiencies: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff. · Armor Proficiencies: None. Armor of any type interferes with a wizard's movements, which can cause her spells to fail. · Skill Points: (2 + Int modifier x 4 at first level) 2 + Int modifier · Class Skills: Concentration, Craft Alchemy, Craft Armor, Craft Weapon, Lore, and Spellcraft. · Spells: A wizard casts arcane spells, which are drawn from the sorcerer/wizard spell list. A wizard must choose and prepare her spells ahead of time. To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st level spells, and so forth). · Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. · Familiar: A wizard can obtain a familiar. · Spellbook: A wizard must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook. A wizard begins play with a spellbook containing all 0-level wizard spells (except those from her prohibited school or schools, if any) plus three 1st level spells of your choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st level spell of your choice. At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. For example, when a wizard attains 5th level, she can cast 3rd level spells. At this point, she can add two new 3rd level spells to her spellbook, or one 2nd level spell and one 3rd level spell, or any combination of two spells between 1st and 3rd level. At any time, a wizard can also add spells found in other wizards' spellbooks to her own. Epic Level Benefits [MotB Only] · New feats are gained every other level instead of every third level (levels 21, 23, 25, 27, 29). These feats are in addition to the bonus feats for specific classes. · Ability score improvements continue every 4 levels (levels 24, 28). · Base Attack Bonus and Base Saves continue as normal. · Additional attacks per round with every 5 points of Base Attack Bonus, unlike in tabletop D&D where the base number of attacks is capped at 4. · +1 DC to all spells every third epic level (23, 26, 29). · Caster level = class level. · The sorcerer or wizard’s familiar continues to improve: 21-22 +11 Natural armor 23-24 +12 Natural armor 25-26 +13 Natural armor 27-28 +14 Natural armor 29-30 +15 Natural armor · +1 feat at levels 23, 26, and 29 (every 3 levels). [center][b][i]The Prestige Classes[/b][/i][/center] [b]Arcane Archer[/b] Master of the elven warbands, the arcane archer is a warrior skilled in using magic to supplement her combat prowess. Beyond the woods, arcane archers gain renown throughout entire kingdoms for their supernatural accuracy with a bow and their ability to imbue their arrows with magic. In a group, they can strike fear into an entire enemy army. Fighters, rangers, paladins, and barbarians become arcane archers to add a little magic to their combat abilities. Conversely, wizards and sorcerers may take this prestige class to add combat capabilities to their repertoire. Monks, clerics, druids, rogues, and bards rarely become arcane archers. Requirements · Race: Elf or Half-Elf · Base Attack Bonus: +6 · Feats: Point Blank Shot, Weapon Focus (Longbow or Shortbow). · Spellcasting: Ability to cast 1st level arcane spells. Class Features · Hit Die: d8 · Base Attack Bonus: High · High Saves: Fortitude and Reflex · Weapon Proficiencies: Simple and martial weapons · Armor Proficiencies: Light and medium armor and all shields (excluding tower shields) · Skill Points: 4 + Int modifier · Class Skills: Craft Alchemy, Craft Weapon, Heal, Hide, Listen, Move Silently, Spot, and Survival · Enhance Arrow: Beginning at 1st level, the arcane archer imbues every arrow she fires with an enhancement bonus. This bonus is +1 at 1st level, +2 at 3rd level, +3 at 5th level, +4 at 7th level, and +5 at 9th level. · Imbue Arrow: Three times per day, a 2nd level arcane archer may choose to fire a special arrow imbued with the fireball spell. When the arrow hits its target, the fireball spell detonates from that point, inflicting damage as per the spell as though it were cast by a wizard of the arcane archer's class level. · Seeker Arrow: Once per day, a 3rd level arcane archer may fire an arrow that unerringly flies to its target, ignoring any and all cover, concealment, or other factors. When this ability is used, no attack roll is made; the target is automatically hit and takes damage as normal. At 6th level, this ability may be used twice per day. · Hail of Arrows: At 8th level, the arcane archer gains the ability to perform this special ability, which automatically fires one arrow at every target within range as a full-round action. This ability may be used once per day. · Arrow of Death: The pinnacle of the arcane archer's ability, at 10th level she may fire a special arrow imbued with powerful necromantic magic. If the target is hit, it must immediately make a Fortitude save (DC 20) or be slain. Even if it passes its saving throw, it takes damage from the arrow as normal. This ability may be used once per day. [b]Arcane Scholar of Candlekeep[/b] (Requires Mask of the Betrayer)[ Arcane scholars seek to raise the study of magic to the level of an academic discipline. Their interest is not in researching new spells or finding more specialized uses for their craft, but in understanding the fundamental processes of magic and the inner workings of the Weave, which is the fabric that underlies all magic. The first arcane scholars emerged from the dusty libraries of Candlekeep, where they pored through the writings of a thousand long-dead mages, seeking the unifying principles that underlie all magic. But even the archives of Candlekeep have their limits, and not all practitioners of magic have the means or the desire to record their experiences with the Art. So arcane scholars dispersed into the wider world, observing and recording all the various expressions of magic they could find. Their tradition has gradually spread, and some mages who have never set foot in Candlekeep have adopted their disciplined and systematic approach to magic. By gaining a deeper understanding of magic, and by discerning its underlying principles, arcane scholars become specialists in metamagic. Their spells are more powerful, last longer, and can be cast more quickly than those of their peers. Arcane scholars have also become especially adept at explaining the workings of magic to ordinary folk. Those who travel with arcane scholars gain the benefit of their considerable knowledge and are better able to evade hostile magic. Arcane scholars do not limit themselves to studying particular sorts of arcane magic. To truly understand the Art, they believe that one must understand all its expressions. Thus, all arcane casters are equally welcome to join their fellowship. Indeed, the insights of sorcerers and bards are particularly prized by arcane scholars, as such casters rarely have the patience to discuss the deeper workings of magic. Requirements · Skills: Spellcraft 8 ranks · Feats: Empower Spell, Skill Focus (Concentration), and Skill Focus (Spellcraft). · Spellcasting: Able to cast 3rd-level arcane spells. Class Features · Hit Die: d4 · Base Attack Bonus: Low · High Saves: Will · Base Skill Points: 2 · Class Skills: Appraise, Concentration, Craft Alchemy, Diplomacy, Lore, Search, and Spellcraft. · Spells Per Day/Spells Known: When a new arcane scholar level is gained, the character gains new spells per day (and spells known, if applicable) as though he had gained a level in an arcane spellcasting class. · Bonus Metamagic Feats: At 1st level, the arcane scholar gains the Maximize Spell feat. At 5th level, he gains the Quicken Spell feat. · Spell Knowledge: At 2nd level, the arcane scholar and any party members gain a +1 bonus to their saves versus spells. This bonus increases to +2 at 8th level. · Improved Empower Spell: At 3rd level, the arcane scholar becomes especially adept at empowering spells. Empowered spells now only use up a spell slot one level higher than the spell’s actual level. · Improved Maximize Spell: At 7th level, the arcane scholar becomes especially adept at maximizing spells. Maximized spells now only use up a spell slot two levels higher than the spell’s actual level. · Improved Quicken Spell: At 10th level, the arcane scholar becomes especially adept at quickening spells. Quickened spells now only use up a spell slot three levels higher than the spell’s actual level. [b]Arcane Trickster[/b] Arcane tricksters combine their knowledge of spells with a taste for intrigue, larceny, or just plain mischief. They are among the most adaptable of adventurers. Arcane spellcasting and the sneak attack ability are needed to qualify for this class, making it a natural choice for multiclass wizard/rogues or sorcerer/rogues. Assassins occasionally opt for this class, but usually only if they already have wizard or sorcerer levels. Requirements · Alignment: Any nonlawful · Skills: Lore 7 ranks, Disable Device 7 ranks, Tumble 7 ranks, Spellcraft 4 ranks · Spellcasting: Ability to cast at least one arcane spell of 3rd level or higher. · Special: Sneak Attack +2d6 Class Features · Hit Die: d4 · Base Attack Bonus: Low · High Saves: Reflex and Will · Weapon Proficiencies: None · Armor Proficiencies: None · Skill Points: 4 + Int modifier · Class Skills: Appraise, Bluff, Concentration, Craft Alchemy, Craft Trap, Craft Weapon, Diplomacy, Disable Device, Hide, Listen, Lore, Move Silently, Open Lock, Parry, Search, Set Trap, Sleight of Hand, Spellcraft, Spot, Taunt, and Tumble. · Spells Per Day/Spells Known: When a new arcane trickster level is gained, the character gains new spells per day (and spells known, if applicable) as though he had gained a level in whatever arcane spellcasting class gave him access to 3rd level arcane spells. If the character has more than one applicable spellcasting class, he must pick one to improve. · Pilfer Magic: At 1st level, once per day, the arcane trickster can dispel a magical effect on a target and receive statistical bonuses from it. The ability is a touch attack "lesser" dispel that affects the most powerful effect currently on the target. If successful, the effect vanishes from the target and the arcane trickster receives a +2 bonus to attack rolls and all saving throws for the next ten rounds. He can use this ability twice per day at 5th level and three times per day at 9th level. · Sneak Attack: At every even-numbered level (2nd, 4th, 6th, 8th, and 10th), the arcane trickster gains an additional +1d6 to his sneak attack damage. This ability stacks with sneak attack dice from other classes. · Impromptu Sneak Attack: Once per day, a 3rd level arcane trickster can use this ability to deny an enemy his Dexterity bonus to AC for one round, allowing the target to be sneak attacked. The arcane trickster gains an additional daily use of this ability at 7th level, and again at 9th level. [b]Assassin[/b] The assassin is the master of dealing quick, lethal blows. Assassins also excel at infiltration and disguise. Assassins often function as spies, informants, killers for hire, or agents of vengeance. Their training in anatomy, stealth, poison, and the dark arts allows them to carry out missions of death with shocking, terrifying precision. Most rogues, monks, and bards who choose this class become examples of the classic assassin skulking in the shadows with a blade carrying certain death. Fighters, expaladins, rangers, druids, and barbarians operate as warrior assassins, with as much ability to kill in combat as from the shadows. Sorcerers, wizards, and clerics may be the most terrifying assassins of all, for with their spells they can infiltrate and slay with even greater impunity. Requirements · Alignment: Any evil. · Skills: Hide 8 ranks, Move Silently 8 ranks. Class Features · Hit Die: d6 · Base Attack Bonus: Medium · High Saves: Reflex · Weapon Proficiencies: Simple weapons · Armor Proficiencies: Light armor · Skill Points: 4 + Int modifier · Class Skills: Bluff, Craft Alchemy, Craft Trap, Craft Weapon, Diplomacy, Disable Device, Hide, Intimidate, Listen, Move Silently, Open Lock, Parry, Search, Set Trap, Sleight of Hand, Spot, Tumble, and Use Magic Device. · Death Attack: At 1st level, the assassin can make a special sneak attack called a death attack. This ability adds to the rogue's sneak attack ability, adding an extra 1d6 points of damage. This bonus rises to +2d6 at 3rd level, +3d6 at 5th level, +4d6 at 7th level, and +5d6 at 9th level. If used against an opponent not already in combat, a successful Death Attack forces the victim to make a Fortitude save or become paralyzed. · Poison Resistance: The assassin's expertise with deadly toxins gives him an unnatural resistance to poisons of all types. The assassin gains a +1 bonus on Fortitude saves against poison at 2nd level. This bonus increases to +2 at 4th level, +3 at 6th level, +4 at 8th level, and +5 at 10th level. · Uncanny Dodge: At 2nd level, the assassin retains his Dexterity bonus to AC even when caught flat-footed. · Improved Uncanny Dodge: At 5th level, the assassin can no longer be sneak attacked except by a rogue 4 or more levels higher than him. · Hide in Plain Sight: At 8th level, the assassin may enter stealth mode even while being observed. · Spells: At 2nd level, the assassin gains the ability to cast ghostly visage once per day. At 5th level, the assassin gains the ability to cast darkness once per day. At 6th level, the assassin gains the ability to cast invisibility once per day. At 9th level, the assassin gains the ability to cast improved invisibility once per day. [b]Blackguard[/b] A blackguard epitomizes evil. He is nothing short of a mortal fiend, a black knight with the foulest sort of reputation. A blackguard is an evil villain of the first order, equivalent in power to the righteous paladin, but devoted to the powers of darkness. No one class makes the best blackguard — all that is required is a willingness to serve the forces of darkness. Requirements · Alignment: Any evil. · Base Attack Bonus: +6 · Skills: Hide 5 ranks · Feats: Cleave and Power Attack Class Features · Hit Die: d10 · Base Attack Bonus: High · High Saves: Fortitude · Weapon Proficiencies: Simple and martial weapons. · Armor Proficiencies: All types of armor (light, medium, and heavy) and shields (except for tower shields). · Skill Points: 2 + Int modifier. · Class Skills: Concentration, Craft Armor, Craft Trap, Craft Weapon, Diplomacy, Heal, Hide, Intimidate, Lore, and Parry. · Smite Good: Once a day, a blackguard of 2nd level or higher may attempt to smite a good-aligned enemy with one normal melee attack. The blackguard adds their Charisma bonus to the attack roll and adds 1 extra point of damage per class level. · Dark Blessing: At 2nd level, the blackguard adds his Charisma bonus to all saving throws. · Aura of Despair: Beginning at 3rd level, the blackguard radiates a malign aura that causes enemies within 10 feet of him to take a -2 penalty on all saving throws. · Turn Undead: At 3rd level, the blackguard gains the ability to rebuke or destroy undead as a paladin of his class level. · Create Undead: At 3rd level, the blackguard can use create undead as a spell-like ability once per day. · Summon Fiend: At 5th level, the blackguard can summon a fiendish animal servant. · Sneak Attack: At 4th level, the blackguard gains the sneak attack ability. This ability functions exactly like the rogue ability of the same name. The bonus damage is +1d6 at 4th level, +2d6 at 7th level, and +3d6 at 9th level. · Spells: At 2nd level, the blackguard gains the ability to cast bull's strength once per day. At 6th level, he may also cast inflict serious wounds once per day. At 7th level, the blackguard gains the ability to cast contagion once per day, and at 8th level, he may cast inflict critical wounds once per day. [b]Divine Champion[/b] A divine champion is the strong arm of her deity. She serves as a guardian of holy sites, a protector of pilgrims, and a leader of crusaders. Though paladins fill these roles in many good-aligned churches, a divine champion can take up the banner of any deity, regardless of alignment or ethos. Rivalries between divine champions of opposing faiths have been the stuff of legends told by bards for centuries. These holy warriors are loved by their patron’s worshippers and hated by the church’s enemies in equal measure. Most divine champions come from a combat or militant background. Barbarians, fighters, paladins and rangers are the most common candidates, though monks, clerics and the more militant druids frequently pursue this path as well. Requirements · Base Attack Bonus: +7 · Feats: Weapon Focus (Any) Class Features · Hit Die: d10 · Base Attack Bonus: High · High Saves: Fortitude · Weapon Proficiencies: Simple and martial weapons · Armor Proficiencies: None · Skill Points: 2 + Int modifier · Class Skills: Craft Alchemy, Craft Armor, Craft Trap, Craft Weapon, Lore, and Parry. · Lay on Hands: Once per day, a 1st level divine champion may lay on hands to heal damage equal to his Charisma bonus x his divine champion level. If the character already has a lay on hands ability (for example, thanks to paladin levels), his divine champion level and his class level in whatever other class gives him the lay on hands ability stack. · Bonus Feat: At 2nd level, the divine champion may select a bonus feat from the following list: Blind Fight, Combat Expertise, Dodge, Exotic Weapon Proficiency, Extra Turning, Improved Combat Expertise, Improved Critical (any), Improved Initiative, Improved Parry, Weapon Focus (any). At his 4th, 6th, 8th, and 10th levels, the divine champion may choose another bonus feat from this list. · Sacred Defense: A divine champion of 2nd level gains a +1 sacred bonus on all saves. This bonus increases to +2 at 4th level, +3 at 6th level, +4 at 8th level, and +5 at 10th level. · Smite Infidel: At 3rd level, the divine champion gains the ability to make a special attack against creatures of differing Good/Evil alignments. WHen using Smite Infidel, the divine champion applies his Charisma modifier to their attack roll, and his class level to the damage delivered. Smite Infidel may be used once per day. · Divine Wrath: At 5th level, once per day, the divine champion is capable of channeling the awesome fury of his patron deity, granting him considerable bonuses in combat. He gains damage reduction 5/- and a +3 sacred bonus on attack rolls, weapon damage, and saving throws. The divine fury lasts for one round per point of Charisma bonus the divine champion has. [b]Duelist[/b] The duelist is a nimble, intelligent fighter trained in making precise attacks with light weapons, such as the rapier. She always takes full advantage of her quick reflexes and wits in a fight. Rather than wearing bulky armor, a duelist feels the best way to protect herself is not to get hit at all. Duelists are most often fighters or rangers, but rogues and bards are also common. Wizards, sorcerers, and monks make surprisingly good duelists due to those classes’ lack of reliance on armor. They benefit greatly from the weapon skill the duelist offers. Some paladins and barbarians who deviate a good deal from their archetypes become duelists. Requirements · Base Attack Bonus: +6 · Skills: Parry 5 ranks, Tumble 5 ranks · Feats: Dodge, Mobility, Weapon Finesse. Class Features · Hit Die: d10 · Base Attack Bonus: High · High Saves: Reflex · Weapon Proficiencies: Simple and martial weapons · Armor Proficiencies: None · Skills Points: 4 + Int modifier · Class Skills: Bluff, Craft Weapon, Listen, Parry, Spot, Taunt, and Tumble. · Canny Defense: When not wearing armor or using a shield, the duelist adds her intelligence bonus to her AC, with a maximum bonus equal to her Duelist level. · Improved Reaction: At 2nd level, the duelist can improve her speed and reaction time, triggering the equivalent of the haste spell as if cast by a sorcerer of the duelist's class level. This ability can be used once per day at 2nd level, three times per day at 4th level, four times per day at 6th level, five times per day at 8th level, and six times per day at 10th level. · Enhanced Mobility: At 3rd level, the duelist gains an additional +4 dodge bonus to AC against attacks of opportunity provoked by movement. This bonus stacks with that granted by the Mobility feat. · Grace: At 4th level, the duelist gains a +2 bonus on Reflex saves. · Precise Strike: At 5th level, the duelist's skill and precision allows her to inflict much more grievous wounds than her weapon might suggest. Whenever the duelist attacks with a light or one-handed piercing weapon, she adds 1d6 to her damage. This bonus increases to 2d6 at 10th level. · Flourish: A 6th level duelist can make an impressive, flashy attack with a light or one-handed piercing weapon that catches her foe off guard. This attack deals 2d6 additional points of piercing damage. There is no limit to the number of times per day the duelist may use this ability, but a 30-second "cool down" period is required between uses. · Elaborate Parry: At 7th level, the duelist masters the art of defense with her blade. Whenever she wields a light or one-handed piercing weapon, she adds her duelist level to Parry checks. · Deflect Arrows: A 9th level duelist gains Deflect Arrows as a bonus feat. [b]Dwarven Defender[/b] The defender is a sponsored champion of a dwarven cause, a dwarf aristocrat, a dwarven deity, or the dwarven way of life. As the name might imply, this character is a skilled combatant trained in the arts of defense. A line of dwarven defenders is a far better defense than a 10- foot-thick wall of stone – and much more dangerous. Most dwarven defenders are fighters, paladins, rangers, or clerics, although exbarbarians, sorcerers, wizards, and druids can certainly all benefit from the defensive capabilities of this prestige class. Rogues, bards, and monks usually depend too heavily on mobility to use the abilities of the dwarven defender class to their fullest. Requirements · Race: Dwarf · Alignment: Any lawful · Base Attack Bonus: +7 · Feats: Dodge, Toughness Class Features · Hit Die: d12 · Base Attack Bonus: High · High Saves: Fortitude and Will · Weapon Proficiencies: Simple and martial weapons · Armor Proficiencies: All types of armor (light, medium, and heavy) as well as shields (except for tower shields). · Weapon and Armor Proficiency: A dwarven defender is proficient with all simple and martial weapons, all types of armor and shields. · Skill Points: 2 + Int modifier · Class Skills: Craft Alchemy, Craft Armor, Craft Weapon, Listen, Parry, and Spot. · Defensive Stance: The dwarven defender can become a bastion of defense. He cannot move from the spot he's defending, but he gains +2 Strength, +4 Constitution, and a +2 bonus to all saves. A 1st level dwarven defender cna use this ability once per day. He gains an additional use every two levels beyond 1st. · Improved Defense: The dwarven defender receives a +1 dodge bonus to AC at 1st level. This bonus improved by an additional +1 at 4th, 7th, and 10th level. · Uncanny Dodge: At 2nd level the dwarven defender retains his Dexterity bonus to AC even when caught flat-footed. · Trap Sense: At 4th level the dwarven defender gets a +1 Reflex bonus against all traps. At 9th level this bonus increases by an additional +1. · Damage Reduction: At 6th level, the dwarven defender gains DR 3/-. This increases to DR 6/- at 10th level. · Improved Uncanny Dodge: At 6th level the dwarven defender can no longer be sneak attacked except by a rogue 4 or more levels higher than him. [b]Eldritch Knight[/b] Studying the martial and arcane arts to equal degrees, the eldritch knight is a versatile combatant who can cast a fireball on her foes or charge them with sword drawn. Eldritch knights split their time between physical training to become better soldiers and arcane study to learn more powerful spells. They tend to be driven individuals, because simultaneously perfecting their spellcasting and combat prowess requires immense time and effort. Every would-be eldritch knight must demonstrate both skill with a broad array of weapons and mastery of the basics of arcane spellcasting. Thus, almost all eldritch knights are multiclass characters already, with fighter/wizard the most common. Requirements · Feats: Weapon Proficiency (Martial) · Spellcasting: Able to cast 3rd level arcane spells. Class Features · Hit Die: d6 · Base Attack Bonus: High · High Saves: Fortitude · Weapon Proficiencies: None · Armor Proficiencies: None · Skill Points: 2 + Int modifier · Class Skills: Concentration, Craft Alchemy, Craft Armor, Craft Trap, Craft Weapon, Lore, Parry, and Spellcraft. · Bonus Feats: The eldritch knight gains Combat Casting and Skill Focus (Concentration) at first level. · Arcane Spellcasting: At each level (except 1st level) an eldritch knight gains new spells per day, plus another effective casting level, as if he progressed in an arcane spellcasting class that he had prior to becoming an eldritch knight. If a character has multiple arcane spellcasting classes when becoming an eldritch knight. If a character has multiple arcane spellcasting classes when becoming an eldritch knight, he must choose which arcane spellcasting class will benefit from all levels of eldritch knight. [b]Frenzied Berserker[/b] The madness and unpredictability of a thunderstorm is the soul of the frenzied berserker. Unlike most other characters, she does not fight to achieve some heroic goal or defeat a loathsome villain. Those are mere excuses — it is the thrill of combat that draws her. For the frenzied barbarian, the insanity of battle is much like an addictive drug — she must constantly seek out more conflict to feed her craving for battle. Along the wild borderlands and in the evil kingdoms of the world, frenzied berserkers often lead warbands that include a variety of character types — and even other frenzied berserkers. Some such groups turn to banditry; others serve as specialized mercenaries. Whatever their origin, such warbands naturally gravitate toward situations of instability and conflict, because wars and civil strife are their bread and butter. Indeed, the coming of a frenzied berserker is the most obvious herald of troubled times. Requirements · Alignment: Any nonlawful · Base Attack Bonus: +6 · Feats: Cleave, Great Cleave, and Power Attack. Class Features · Hit Die: d12 · Base Attack Bonus: High · High Saves: Fortitude · Weapon Proficiencies: None · Armor Proficiencies: None · Skill Points: 2 + Int modifier · Class Skills: Intimidate, Survival, and Parry. · Toughness: A 1st level frenzied berserker gains Toughness as a bonus feat. · Frenzy: A 1st level frenzied berserker gains the ability to frenzy. Frenzy adds a +6 bonus to Strength (no Constitution bonus), imposes a -4 peanlty to AC, and gives the frenzied berserker a single extra attack at his highest Base Attack Bonus (this does not stack with Haste or other effects that add an additional attack). Each round of the frenzy, the frenzied berserker takes 12 points of damage. The effects last 3 + Constitution modifier rounds, after which the frenzied berserker is fatigued for 5 rounds, suffering -2 Strength, -2 Dexterity, and -10% movement penalties. Initially, this ability can be used once per day and at 3rd level and every odd level after that, the frenzied berserker gains an additional use per day. Bonuses and penalties (including fatigue effects) from Frenzy and Barbarian Rage stack with each other. · Supreme Cleave: At 2nd level, whenever the frenzied berserker drops an opponent in melee, he gains two cleave attacks against an adjacent foe instead of one. · Deathless Frenzy: At 4th level, when the frenzied berserker is frenzying he has the equivalent of the 4th levle cleric spell death ward in place. The frenzied berserker is immune to any death spells, spell-like abilities, and death effects. · Enhanced Power Attack: At 5th level, the frenzied berserker gains a +5 damage bonus using the Power Attack feat. Using the Improved Power Attack feat the frenzied berserker gains a +10 damage bonus. This translates to +10 with two-handed weapons for standard Power Attack and +20 for Improved Power Attack. · Inspire Frenzy: At 6th level, the frenzied berserker can inspire Frenzy in all allies. This ability has no effect on the frenzied berserker, only the berserker's allies. The Frenzy effect adds a +6 bonus to Strength (no Constitution bonus), imposes a -4 penalty to AC, and gives the subjects a single extra attack at their highest Base Attack Bonus (this does not stack with Haste or other effects that add an additional attack). Each round of the frenzy, the subjects take 12 points of damage. The effects last 2 rounds, after which the subjects are fatigued for 2 rounds, suffering -2 Strength, -2 Dexterity, and -10% movement penalties. The frenzied berserkercan use this ability once per day at 6th level, twice at 8th level, and three times at 10th level. Bonuses from Inspire Frenzy and Barbarian Rage do not stack, though penalties do. If both abilities are used, only the highest modifiers are applied and all penalties take effect. · Greater Frenzy: At 7th level, the frenzied berserker gains a +10 bonus to Strength while frenzying instead of a +6. · Supreme Power Attack: At 10th level, the frenzied berserker gains a +6 damage bonus using the Power Attack feat. Using the Improved Power Attack feat the frenzied berserker gains a +12 damage bonus. This translates to +12 with two-handed weapons for standard Power Attack and +24 for Improved Power Attack. [b]Harper Agent[/b] The semisecret organization known as the Harpers has members scattered all across Faerûn. These individuals are dedicated to battling evil, discovering and preserving forgotten lore, and maintaining the balance between nature and civilization. Harper agents are the “field agents” of the Harper organization, acting directly to gather intelligence and eliminate threats to the greater good. Equally adept at operating alone or in small groups, Harper agents display a versatility that few others can match. Bards are the most common candidates for the Harper agent prestige class, but they are by no means the only qualified characters. Rangers, rogues, sorcerers, and wizards all possess the diversity of skill and ability necessary to become Harper agents. Requirements · Alignment: Any nonevil · Skills: Diplomacy 8 ranks, Lore 4 ranks, Survival 2 ranks · Feats: Alertness and Iron Will · Spellcasting: You must have at least one level of a spellcasting class to become a Harper agent. Class Features · Hit Die: d6 · Base Attack Bonus: Medium · High Saves: Will · Weapon Proficiencies: Simple weapons · Armor Proficiencies: Light armor · Skill Points: 6 + Int modifier · Class Skills: Appraise, Bluff, Craft Alchemy, Craft Armor, Craft Trap, Craft Weapon, Diplomacy, Hide, Listen, Lore, Move Silently, Perform, Sleight of Hand, Survival, Taunt, and Tumble. · Spells Per Day / Spells Known: Starting at second level and every level after that the Harper agent progresses in a selected spellcasting class. When the player first chooses this prestige class if they have multiple spellcasting classes they choose which one they advance in. · Harper Knowledge: Like a bard, a Harper agent has a knack for picking up odds and ends of knowledge. This ability works exactly like the bardic knowledge ability of the bard class. If a Harper agent has bard levels, the character's Harper agent levels and bard levels stack for bardic knowledge. · Deneir's Eye: At 2nd level, the Harper agent gains a +3 sacred bonus to saving throws against traps. This is a supernatural ability. · Lliira's Heart: At 2nd level, the Harper agent gains a +2 sacred bonus to saving throws against mind-affecting spells. This is a supernatural ability. · Tymora's Smile: At 3rd level, once per day, the Harper agent or a target receives a +2 sacred bonus on all saving throws for 5 turns. This is a supernatural ability. · Lurue's Voice: At 4th level, the Harper agent may use this ability to cast dominate animal as per the spell, three times a day. · Mystra's Boon: At 5th level, the Harper agent gains a +2 sacred bonus on all saves against spells. [b]Invisible Blade[/b] Invisible blades are deadly fighters who prefer to use daggers and related weapons in combat. Their training and techniques with these weapons make them just as lethal as any well-armed fighter. Invisible blades enjoy cultivating misconceptions about the level of danger they present, and they relish any chance to demonstrate that the most unimposing weapons can be the most lethal. Requirements · Skills: Bluff 8 ranks · Feats: Feint, Two-Weapon Fighting, Weapon Focus (Dagger or Kukri). Class Features · Hit Die: d6 · Base Attack Bonus: High · High Saves: Reflex · Base Skill Points: 4 + Int Modifier · Class Skills: Bluff, Craft Alchemy, Craft Armor, Craft Weapon, Craft Trap, Hide, Listen, Move Silently, Parry, Perform, Spot, and Tumble. · Bleeding Wound: At 1st level, when an invisible blade hits with a successful sneak attack, he inflicts a bleeding wound that deals 2 points of damage per round for 3 rounds. This damage stacks with previous damage caused by a Bleeding Wound attack. He must be either unarmed or wielding only light weapons in order to inflict a Bleeding Wound. At 3rd level, the damage increases to 4 points per round, and at 5th level, it increases to 6 points per round. Each level of Bleeding Wound counts as 1d6 sneak attack for the purposes of qualifying for prestige classes that require a certain number of sneak attack dice. · Unfettered Defense: An invisible blade benefits from an increased survival instinct during combat. Because of this sixth sense, he adds 1 point of his Intelligence bonus (if any) per invisible blade level to his Armor Class in addition to any other modifiers he would normally receive. If the invisible blade is caught flat-footed or is otherwise denied his Dexterity modifier to Armor Class, he also loses this bonus. Unfettered Defense functions only when an invisible blade is not wearing armor and is not wielding a ranged weapon. Unfettered Defense does not stack with the duelist ability Canny Defense. · Feint Mastery: At 5th level, an invisible blade armed with a light weapon becomes so sure of his ability to mislead opponents that he cannot roll less than 5 on his Bluff check when using the Feint feat. [b]Neverwinter Nine[/b] The Neverwinter Nine are part of a close circle of bodyguards that protect Lord Nasher and, to a greater extent, Neverwinter itself. The Neverwinter Nine are selfless wardens with powers to shield others from harm and react to danger with equal parts focus and fury. While bodyguard by title, the Neverwinter Nines' abilities aren't strictly defensive; they are trained to kill swiftly, not to endlessly absorb punishment until more help arrives. Members of the Nine come from all walks of life, though the job is most suited for fighters, rangers, paladins, rogues, and monks who have the necessary mix of martial prowess and combat reflexes. A character can achieve a maximum of 5 levels in the Neverwinter Nine prestige class. Requirements · Base Attack Bonus: +6 · Special: Member of the Neverwinter Nine. Class Features · Hit Die: d8 · Base Attack Bonus: High · High Saves: Reflex and Will · Weapon Proficiencies: None · Armor Proficiencies: None · Skill Points: 4 + Int modifier · Class Skills: Concentration, Craft Alchemy, Craft Armor, Craft Trap, Craft Weapon, Diplomacy, Heal, Intimidate, Listen, Lore, Search, Spot, and Parry · Protective Aura: At 1st level, the Nine gain an aura that grants +2 to all saving throws and a +1 deflection bonus to armor class for all allies within 10 feet. This bonus does NOT apply to the Nine, only to his allies. At 4th level, this bonus increases to +3 saving throws, +2 deflection bonus, and the protection extends to allies within 15 feet. · Guarding the Lord: Beginning at 3rd level, the Nine can protect one selected ally within 30 feet. This protection acts as the shield other spell cast at the Nine's character level. The only difference with the spell is that the target only takes 30% damage (instead of 50%), and the member of the Nine takes half the initial damage rounded down (instead of the remaining). This ability can be used three times per day. · Frantic Reactions: At 3rd level, the Nine can rush across the battlefield and defeat enemies plaguing his allies. This translates to a +10% increase in movement speed, +2 bonus to AC against attacks of opportunity provoked by movement and +2d6 sneak attack damage. · All-Out Assault: At 5th level, the Nine can concentrate for a round and focus his strength, making all of his melee attacks for the next three rounds inflict maximum damage. However, at the end of each of these three rounds, the Nine takes 10 points of damage from the incredible strain. This ability can be used once per day. [b]Pale Master[/b] Necromancy is usually a poor choice for arcane spellcasters. Those who really want to master the deathless arts almost always pursue divine means. However, an alternative exists for those who desire power over undead. Enter the pale master, who draws on a font of special lore that provides a macabre power all its own. Requirements · Alignment: Any non-good · Spellcasting: Ability to cast 3rd level arcane spells. Class Features · Hit Die: d6 · Base Attack Bonus: Low · High Saves: Fortitude and Will · Weapon Proficiencies: None · Armor Proficiencies: None · Skill Points: 2 + Int modifier · Class Skills: Concentration, Craft Alchemy, Craft Trap, Craft Weapon, Diplomacy, Heal, Hide, Listen, Lore, Move Silently, and Spellcraft. · Spells Per Day / Spells Known: When a new, odd-numbered pale master level is gained, the character gains new spells per day as though he had gained a level in whatever arcane spellcasting class gave him access to 3rd level arcane spells. If the character had more than one applicable arcane spellcasting class, he must pick one to improve. · Bone Skin: At 1st level, the pale master's tough, cadaverous flesh gives him a +2 natural armor bonus to AC. This bonus increases to +4 at 4th level and +6 at 8th level. · Animate Dead: A 2nd level pale master can use animate dead as a spell-like ability once per day. · Darkvision: At 3rd level, the pale master gains the ability to see in the dark. · Summon Undead: At 4th level, the pale master can use summon undead as a spell-like ability once per day. · Deathless Vigor: At 5th level, the pale master becomes preternaturally tough and resilient. He gains 3 additional hit points per level. These extra hit points are retroactive, just like extra hit points from an improved Constitution. · Undead Graft: At 6th level, the pale master performs a horrific operation that replaces one of his arms with a supernaturally-animated, undead appendage. The pale master may make a touch attack with this arm to paralyze a target twice per day. At 8th level, the pale master may use this touch attack three times per day. At 10th level, the pale master's undead graft touch attack kills the target if it fails its save, instead of paralyzing it. · Tough as Bone: At 7th level, the pale master becomes more and more like one of the implacable undead. He gains immunity to hold, paralysis, and stun effects. · Summon Greater Undead: At 9th level, the pale master can use summon greater undead as a spell-like ability once per day. · Deathless Mastery: At 10th level, the pale master is practically an undead creature himself. He gains immunity to critical hits. [b]Red Dragon Disciple[/b] It is rumoured that the magical powers of sorcerers and bards are somehow connected to the presence of dragon blood in their family tree. Red Dragon Disciples are sorcerers, and sometimes bards, who use their magical power as a catalyst to ignite their red dragon blood, realizing its fullest potential. They prefer a life of exploration to a cloistered existence. Already adept at magic, many pursue adventure, especially if it furthers their goal of finding out more about their draconic heritage. They often feel drawn to areas known to harbour dragons. Requirements · Skills: Lore 8 ranks · Class: Bard or Sorcerer Class Features · Hit Die: d12 · Base Attack Bonus: Medium · High Saves: Fortitude and Will · Weapon Proficiencies: None · Armor Proficiencies: None · Skill Points: 2 + Int modifier · Class Skills: Concentration, Craft Alchemy, Craft Armor, Craft Trap, Craft Weapon, Diplomacy, Listen, Lore, Parry, Search, Spellcraft, and Spot. · Natural Armor Increase: At 1st level, the red dragon disciple's skin toughens and begins to grow scaly, granting him a +1 natural armor bonus to AC. This bonus improves to +2 at 4th level, +3 at 7th level, and +4 at 10th level. · Draconic Ability Scores: As the red dragon disciple's oneness with his draconic blood increases, his ability scores improve significantly. At 2nd level, he gains a +2 to Strength. At 4th level, this bonus increases to +4. At 7th level, the red dragon disciple gains a +2 to Constitution, and at 8th level he gains +2 Intelligence. Finally, at 10th level, he gains an additional +4 bonus to Strength (for a total of +8). · Breath Weapon: At 3rd level, the red dragon disciple gains the ability to breathe a cone of fire that deals 2d10 points of damage to all creatures within its area. This damage increases to 4d10 at 7th level and 6d10 at 10th level. Targets may make a Reflex save (DC 10 + 1/2 the red dragon disciple's class level + the character's Charisma bonus). This ability may be used once per day. · Blind-Fight: At 5th level, the red dragon disciple gains the ability to fight well, even if blinded or against invisible creatures. A character with this ability gets to reroll her miss chance percentile one time to see if she actually hits. Furthermore, invisible creatures get no bonus to hit the character in melee. · Half-Dragon: At 10th level, the red dragon disciple's transformation is complete. He becomes a half-dragon and gains darkvision as well as immunity to sleep, paralysis, and fire. [b]Red Wizard[/b] (Requires Mask of the Betrayer) The Red Wizards are the masters of Thay, the conquerors of that land’s native Rashemi, and the would-be magical overlords of Faerûn. They focus on a school of magic more intently than any specialist, achieving incredible mastery of magic within a very narrow focus. Seen as cruel and evil tyrants by people across Toril, a few choose to leave their region, assume secret identities, and practice magic without having to worry about political alliances and possible slave uprisings. Early in their careers, would-be Red Wizards specialize in a school of magic. All Red Wizards have some skill as a specialist wizard, and most follow that path exclusively, but a few dabble in other sorts of learning (such as combat or divine magic). Requirements · Race: Human · Class: Wizard (Specialist) · Alignment: Any nongood · Skills: Spellcraft 8 ranks · Feats: One metamagic or item creation feat (other than Scribe Scroll), Spell Penetration, Greater Spell Penetration. · Arcane Spellcasting: Can cast spells of at least level 3. Class Features · Hit Die: d4 · Base Attack Bonus: Low · High Saves: Will · Base Skill Points: 2 + Int Modifier · Class Skills: Bluff, Concentration, Craft Alchemy, Intimidate, Lore, and Spellcraft. · Spells Per Day/Spells Known: When a new Red Wizard level is gained, the character gains new spells per day (and spells known, if applicable) as though he had gained a level in wizard. Red wizard arcane progression cannot be applied to other classes, such as sorcerers or bards. · Enhanced Specialization: Upon becoming a Red Wizard, the character becomes even more skilled at casting spells from his chosen school of specialization. The Difficulty Check for saves against spells cast from the specialist school is increased by +1, and the Red Wizard receives +1 to his caster level when attempting to penetrate spell resistance when casting a spell from the specialist school. · Specialist Defense: A Red Wizard gains a bonus on saving throws against spells from his specialist school. This bonus is +1 at 1st level, +2 at 3rd level, +3 at 7th level, and +4 at 9th level. · Spell Power: At 2nd level, the Red Wizard’s effective caster level for determining level-dependent variable checks is increased by +1. This bonus increases by +1 at every even Red Wizard level (+2 at 4th level, +3 at 6th level, +4 at 8th level, and +5 at 10th level). · Wizard Bonus Feat: At 5th level, the Red Wizard gains a bonus metamagic or item creation feat. The Red Wizard gains an additional metamagic or item creation feat at 10th level. [b]Sacred Fist[/b] (Requires Mask of the Betrayer) Sacred fists are independent organizations found within many temples. Their ascetic members have turned their divine magic inward, bringing their bodies and wills into harmony. Sacred fists have forsworn the use of weapons and heavy armor. They consider their bodies and minds gifts from their deity. For them, failing to develop these gifts to their fullest potential is a sin. Spellcasting does not dishonor them or their deity. Sacred fists are strong in faith, will, and body. Clerics are excellent candidates for sacred fist orders. Paladins may also choose to join them, but are seldom comfortable surrendering the trappings of their calling. Fighters, rogues, bards, and even ex-monks may make good candidates, provided they have enough levels in a class that grants divine spells. Druids occasionally find the class’s combat skills useful, but sorcerers and wizards find little to interest them. Requirements · Base Attack Bonus: +4 · Feats: Improved Unarmed Strike, Stunning Fist, Combat Casting. · Skills: Lore 8 ranks · Spellcasting: Ability to cast 1st level divine spells. Class Features · Hit Die: d8 · Base Skill Points: 4 + Int Modifier · Spells Per Day/Spells Known: When a new sacred fist level is gained (except levels 4 and 8), the character gains new spells per day (and spells known, if applicable) as though he had gained a level in whatever divine spellcasting class gave him access to 1st-level divine spells. If the character had more than one applicable divine spellcasting class, he must pick one to improve. · Sacred Fist Code of Conduct: Sacred fists have vowed to refrain from using weapons. Whenever a sacred fist equips any weapon they suffer a -8 attack penalty. · AC Bonus: When unencumbered and wearing light or no armor, a first-level sacred fist gains a +1 AC bonus. This bonus increases to +2 at 5th level, and +3 at 10th level. · Unarmed Damage: A sacred fist deals unarmed combat as a monk of equal level. A sacred fist’s monk level (if any) stacks with his class level for the purposes of determining unarmed damage. · Fast Movement: If the sacred fist has levels of monk, his sacred fist level stacks with his monk level for purposes of determining Monk Speed. Otherwise he gets the equivalent of Monk Speed at 3rd level, and it progresses identically to the 3rd level monk ability Monk Speed. · Sacred Flames: At 4th level the sacred fist can invoke sacred flames around his fists. These flames add to the sacred fist’s unarmed damage. The additional damage is equal to the sacred fist’s class level plus Wisdom modifier. This lasts 10 combat rounds. This ability initially can only be used once per day, increasing to twice per day at 8th level. · Uncanny Dodge: At 6th level the sacred fist retains any Dexterity bonus to AC when flat-footed or struck by an invisible attacker. · Inner Armor: At 10th level, the sacred fist can protect himself from harm once per day. He gets a +4 sacred bonus to AC, a +4 sacred bonus on all saves, and spell resistance equal to 25 for a number of rounds equal to his Wisdom modifier. [b]Shadow Dancer[/b] Operating in the border between light and darkness, shadowdancers are nimble artists of deception. They are mysterious and unknown, never completely trusted but always inducing wonder when met. Rogues, bards, and monks make excellent shadowdancers, but fighters, barbarians, rangers, and paladins also find that shadowdancer abilities allow them to strike at their opponents with surprise and skill. Wizard, sorcerer, cleric and druid shadowdancers employ the defensive capabilities inherent in the prestige class to allow them to cast their spells from safety and move away quickly. Despite their link with shadows and trickery, shadowdancers are as often good as evil. Shadowdancers often work in troupes, never staying in one place too long. Some use their abilities to entertain, while others operate as thieves, infiltrating defenses and duping others. All shadowdancer troupes maintain an aura of mystery among the populace, who never know whether to think well or ill of them. Requirements · Skills: Move Silently 8 ranks, Hide 10 ranks, Tumble 5 ranks · Feats: Dodge and Mobility Class Features · Hit Die: d8 · Base Attack Bonus: Medium · High Saves: Reflex · Weapon Proficiencies: Simple weapons · Armor Proficiencies: Light armor · Skill Points: 6 + Int modifier · Class Skills: Bluff, Craft Trap, Diplomacy, Hide, Listen, Move Silently, Parry, Search, Sleight of Hand, Spot, and Tumble. · Hide in Plain Sight: At 1st level, a shadowdancer may attempt to enter stealth mode even while being observed. If the attempt fails, the shadowdancer may try again in 15 seconds. · Darkvision: At 2nd level, the shadowdancer gains darkvision, as the dwarf racial ability. · Evasion: At 2nd level, whenever a shadowdancer succeed on a Reflex save against any effect which allows a save for half damage (such as a fireball spell), the shadowdancer takes no damage. · Uncanny Dodge: At 2nd level, the shadowdancer always retains his Dexterity bonus to AC, even if caught flat-footed. · Summon Shadow: Once per day, a 3rd level shadowdancer can use summon shadow as a spell-like ability. · Shadow Daze: Once per day, the shadowdancer may inflict an illusory daze upon a target. This daze lasts for 5 rounds. · Shadow Evade: At 4th level, a shadowdancer may conceal herself in shadow. For 3 rounds, the shadowdancer has a 5% concealment bonus, 5/magic damage reduction, and +1 dodge AC bonus. At 6th level, the bonus becomes 10% concealment, 5/alchemical silver damage reduction, and +2 dodge AC bonus. At 8th level, it becomes 15% oncealment, 10/alchemical silver damage reduction, and +3 dodge AC. At 10th level, Shadow Evade grants 20% concealment, 10/adamantine damage reduction, and a +4 dodge AC bonus. · Defensive Roll: At 5th level, when a shadowdancer suffers damage from an attack that would put her below 1 hit point, she may make a Reflex save to suffer only half damage. This ability is used automatically, but only works once per day. · Improved Uncanny Dodge: A 5th level shadowdancer cannot be sneak attacked except by a character with four more total levels in classes that grant sneak attack than her character level. · Slippery Mind: At 7th level, the shadowdancer becomes so cunning and elusive that even her mind is hard to pin down. Whenever the shadowdancer fails a saving throw against an enchantment spell or effect, she may immediately reroll the saving throw once, keeping the better of the two results. · Improved Evasion: At 10th level, the shadowdancer's evasion ability improves. Now, she takes only half damage even on failed Reflex saves. [b]Shadow Thieves of Amn[/b] The organization known as the Shadow Thieves is the largest and most prosperous thieves’ guild in all of Faerûn. Its success is derived from its system of interlocking guilds, each dedicated to the twin goals of profit and power. From the organization’s stronghold in Amn, the series of guilds controls the lion’s share of all criminal operations along the Sword Coast, and it also reaches into many other parts of Faerûn. As a member of the Shadow Thieves’ guild, a Shadow Thief of Amn knows only her own minions, her coworkers, and her superiors. The web of secrecy preserves the organization, because members who are captured can sell out only a few others. A character can achieve a maximum of 5 levels in the Shadow Thief of Amn prestige class. Requirements · Feats: Stealthy · Skills: Bluff 3 ranks, Hide 8 ranks, Intimidate 3 ranks, Move Silently 3 ranks · Special: Member of the Shadow Thieves of Amn. Class Features · Hit Die: d6 · Base Attack Bonus: Medium · High Saves: Reflex · Weapon Proficiencies: Simple weapons · Armor Proficiencies: Light armor · Skill Points: 6 + Int modifier · Class Skills: Appraise, Bluff, Craft Alchemy, Craft Trap, Craft Weapon, Diplomacy, Disable Device, Intimidate, Listen, Lore, Move Silently, Open Lock, Parry, Search, Set Trap, Sleight of Hand, Spot, Taunt, and Tumble. · Sneak Attack: Starting at 1st level, the shadow thief gets the sneak attack ability at +1d6 damage. This is the same as the Rogue ability of the same name, and its effects stack with that ability. This ability increases by +1d6 at 3rd and 5th level. · Doublespeak: At 1st level, the shadow thief gets a +2 bonus on all Bluff and Diplomacy checks. · Bonus Feat: At 2nd and 4th level the shadow thief gets a bonus feat. This feat can be Alertness, Blind-Fight, Combat Expertise, Feint, Lightning Reflexes, Nimble Fingers, Skill Focus, Silent Spell, Still Spell, Track, Weapon Finesse, and Weapon Focus. · Uncanny Dodge: At 2nd level the shadow thief retains her Dexterity bonus to AC even when caught flat-footed. · Reputation: At 3rd level, the shadow thief gets a 10% discount from all merchants and an additional +2 bonus on all Bluff, Intimidate, and Diplomacy checks because of her reputation. · Improved Uncanny Dodge: At 5th level the shadow thief can no longer be sneak attacked except by a character with 4 more total levels in classes that grant sneak attack than the shadow thief's level. [b]Stormlord[/b] (Requires Mask of the Betrayer) Stormlords wield thunder and lightning like a warrior wields his sword. Because of their command of one of the most destructive aspects of nature, stormlords are viewed with awe and fear by lesser folk, regardless of their motivation. Requirements · Base Save Bonus: Fortitude +4 · Feats: Toughness, Great Fortitude, and Weapon Focus (Spear, Throwing Axe, Dart, or Shuriken). · Spellcasting: Able to cast 3rd-level divine spells. Class Features · Hit Die: d8 · Base Attack Bonus: Medium · High Saves: Fortitude and Will · Base Skill Points: 2 + Int Modifier · Class Skills: Bluff, Concentration, Craft Alchemy, Intimidate, Lore, and Spellcraft. · Spells Per Day/Spells Known: When a new stormlord level is gained, the character gains new spells per day (and spells known, if applicable) as though he had gained a level in whatever divine spellcasting class gave him access to 3rd-level divine spells. If the character has more than one applicable divine spellcasting class, he must pick one to improve. · Electricity Resistance: At 1st level, a stormlord gains electrical resistance 5. This increases to electrical resistance 10 at 4th level and electrical resistance 15 at 7th level. · Enhanced Stormlord Weapons: At 1st level, the stormlord’s thrown weapons and spears count as +1 weapons. This bonus increases to +2 at 6th level and +3 at 9th level. · Shock Weapon: At 2nd level, a stormlord may enchant any equipped thrown weapon or spear to deal an additional 1d8 points of electricity damage. This effect lasts 20 rounds. · Shocking Burst Weapon: At 5th level, a stormlord may enchant any equipped thrown weapon or spear to deal an additional 1d8 points of electricity damage and an extra 2d8 points of weapon damage on a critical hit (4d8 if the critical multiplier is x3, 6d8 if the critical multiplier is x4). This effect lasts 20 rounds. · Shocking Burst and Sonic Weapon: At 8th level, the stormlord may enchant any equipped thrown weapon or spear to deal an additional 1d8 points of electrical damage, an extra 1d8 points of sonic damage, and an extra 2d8 points of weapon damage on a critical hit (4d8 if the critical multiplier is x3, 6d8 if the critical multiplier is x4). This effect lasts 20 rounds. · Electricity Immunity: At 9th level, the stormlord gains immunity to electrical damage. · Extended Storm Avatar: At 10th level, the stormlord can cast storm avatar as if he were a druid with a caster level equal to his character level. This ability is usable once per day and otherwise functions as the 8th-level druid spell of the same name, lasting twice the normal duration. [b]Warpriest[/b] Warpriests are fierce, earthy divine spellcasters who pray for peace but prepare for war. Their strong wills, powerful personalities, and devotion to their deities make them fearsome combatants. Clerics are natural warpriests as are druids who shift their focus from nature to warfare. Requirements · Base Attack Bonus: +5 · Spellcasting: Able to cast 4th level divine spells. · Skills: Diplomacy 8 ranks, Spot 5 ranks · Feats: Combat Casting Class Features · Hit Die: d10 · Base Attack Bonus: High · High Saves: Fortitude · Weapon Proficiencies: Simple and martial weapons · Armor Proficiencies: All armors (light, medium, and heavy) and all shields (including tower shields). · Skill Points: 2 + Int modifier · Class Skills: Concentration, Craft Alchemy, Craft Armor, Craft Weapon, Diplomacy, Heal, Intimidate, Lore, Parry, Spellcraft, and Taunt. · Divine Spellcasting: At each even-numbered level, warpriests gain new spells per day and an added level of effective spellcasting in whatever divine spellcasting class gave them access to 4th level divine spells when becoming a warpriest. If a character has multiple classes that give him access to 4th level divine spells, he must choose which spellcasting class will benefit from warpriest levels when first selecting this prestige class. · War Glory: All allies within 10' of the warpriest have +1 to hit, though the warpriest himself does not gain this bonus. All enemies within the same range suffer a -1 morale penalty to saving throws and this penalty cannot be resisted in any way (though leaving the radius instantly cancels the effect). This power is always active. · Inflame: Starting at 2nd level, a warpriest can use this ability to grant himself and all allies within 40' a bonus to saving throws vs. fear and mind effects for five rounds. This bonus is +2 at level 2 and becomes +4 at level 4, +6 at level 6, and +8 at level 10. · Remove Fear: A warpriest may cast the remove fear spell once per day per level of warpriest. · Mass Cure Light Wounds: Upon reaching 3rd level, a warpriest may cast mass cure light wounds once per day as a spell-like ability. The warpriest's class level is used to determine the caster level of this spell. · Fear Aura: At 5th level, a warpriest can create an aura of fear that affects all enemies within 20'. Foes must make a Will save (DC 10 + warpriest class level + Cha modifier) or be affected by the fear spell. This power can be used once per day. · Battletide: At 6th level, a warpriest can cast battletide as a spell-like ability once per day. The warpriest's class level is used to determine the caster level of this spell. · Haste: At 7th level, a warpriest can cast haste as a spell-like ability once per day. The warpriest's class level is used to determine the caster level of this spell. · Mass Heal: At 9th level, a warpriest can cast mass heal as a spell-like ability once per day. The warpriest's class level is used to determine the caster level of this spell. · Implacable Foe: At 10th level, a warpriest can bestow all allies within 30' (though not himself) an extra +20 hit points. This ability halves the warpriest's movement for 10 rounds. After ten rounds, all recipients lose 20 hit points. This ability may be used once per day. [b]Weapon Master[/b] For a weapon master, perfection is found in the mastery of a single melee weapon. A weapon master seeks to unite this weapon of choice with the body, to make them one and to use the weapon as naturally and without thought as any other limb. Requirements · Base Attack Bonus: +5 · Feats: Weapon Focus in a melee weapon, Dodge, Mobility, Combat Expertise, Spring Attack, and Whirlwind Attack. · Skills: Intimidate 4 or more ranks. Class Features · Hit Die: d10 · Base Attack Bonus: High · High Saves: Reflex · Weapon Proficiencies: None · Armor Proficiencies: None · Skill Points: 2 + Int modifier · Class Skills: Craft Weapon, Intimidate, Lore, Parry, and Taunt. · Weapon of Choice: When a character acquires his first level of weapon master, he must select a single melee weapon type (for example, longsword or dwarven waraxe) as his weapon of choice. His weapon master abilities only function when he has a weapon of that type equipped. · Ki Damage: Once per day, a 1st level weapon master may choose to make a special attack with his weapon of choice. If this attack hits, it automatically inflicts maximum damage. · Increase Multiplier: At 5th level, the weapon master's critical multiplier with his chosen weapon increases by +1. (ie. x2 becomes x3, x3 becomes x4, etc.) · Superior Weapon Focus: A 5th level weapon master gains Superior Weapon Focus with his weapon of choice as a bonus feat. · Ki Critical: At 7th level, the weapon master increases his threat range by 2 when using his weapon of choice. For example, a longsword normally has a threat range of 19-20. In the hands of a 7th level weapon master, it threatens on a 17-20. [IMG]http://img.photobucket.com/albums/v143/Doublehex/nwn2officialthread/the3campaigns.jpg[/IMG] [IMG]http://img.photobucket.com/albums/v143/Doublehex/nwn2officialthread/custommods.jpg[/IMG] Link to comment Share on other sites More sharing options...
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