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Adept: Hit Die: D6 Class skills: Concentration (con), Craft (Int), Handle Animal (cha), Heal (wis), Knowledge

(all skills taken individually) (int), Profession (wis), Spellcraft(i nt, and Survival (wis) Skill points at 1st level (2+int modifier) x 4 Skill points at each Additional Level: 2 + Int Modifier Level BAB l 0 1. +0 n, Elemental Turning 2. +1 3. 4. 5. 6. 7. 8. 9. 10 11. 12. 13. 14. 15. 16. 17. 18. 19. 20 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +0 3 +0 4 +1 4 +1 5 +1 5 +2 5 +2 6 +2 6 +3 6 +3 6 +3 7 +4 7 +4 7 +4 7 +5 7 +5 8 +5 8 +6 8 +6 8 +6 8 Class Features +6 6 +6 6 +6 6 +5 6 +5 6 +5 5 +4 5 +9 5 +10 5 +10 5 +11 6 +11 6 +12 6 5 5 5 5 5 6 4 4 5 5 5 6 4 4 4 4 5 6 +4 5 +9 5 4 4 3 +4 5 +8 5 4 4 3 +3 5 +8 4 4 3 3 +3 4 +7 4 4 3 2 +3 4 +7 4 3 3 2 +2 4 +6 4 3 2 1 +2 4 +6 3 3 2 +2 3 +5 3 2 1 +1 3 +5 3 2 +1 3 +4 2 1 +1 2 +4 2 +0 2 +3 1 +0 1 +3 Familiar Fort Ref Will Spells Per Day 1st 2nd +2 3rd 4th 5th Specia

Elemental Domai

Elemental Domain: The player chooses between Air, Earth, Fire, and Water. This grants him his Doma in. This domain grants an extra spell of the type of element he chooses, at each level

Elemental Turning: Turn or destroy opposing elemental creatures as a good cleric turns undead. Rebuke, command, or bolster air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability. Familiar: At 2nd level, an adept can call a familiar, just as a wizard or sorcer er can.

Spells: 0 level: create water, cure minor wounds, detect magic, ghost sound, guidance, l ight, mending, purify food and drink, read magic, touch of fatigue. 1st Level: bless, burning hands, cause fear, command, comprehend languages, cure light wounds, detect chaos, detect evil, detect good, detect law, endure elements, obscuring mist, protection from chaos, protection from evil, protection from law, sleep. 2nd Level:aid, animal trance, bear's endurance, bull's strength, cat's grace, cu re moderate wounds, darkness, delay poison, invisibility, mirror image, resit enrgy, scorching ray, see invisbility, web 3rd Level: animate dead, bestow curse, contagion, continual flame, cure serious wounds, daylight, deeper darkness, fly, lightning bolt, neutralize poison, remove curse, remove disease, stoneshape, ton gues. 4th Level: cure critical wounds, Glove of Lesser Invulnerability, Flamestrike, minor creation, polymorph, restoration, stoneskin, wall of fire, Wall of Ice, Ice Storm, Scrying, Dimension Door, Freedom of Moement, Discern Lies, Control Wa ter, Air Walk, 5th Level: baleful polymorph, break enchantment, commune, heal, major creation, raise dead, true seing, wall of stone, permanency, Transmute Mud to Rock, Transmute Rock to Mud, Fabricate, wall of sto ne, Feeblemind, Dominate Person, Seeming, Dismissal, Domain Spells: Air: 1. Obscuring Mist, 2. Wind Wall, 3. Gaseous Form, 4. Air Walk, 5. Control W ind. Earth: 1. Magic Stone, 2. Soften Earth and Stone, 3. Stoneshape, 4. Stoneskin, 5 . Wall of Stone Fire: 1. Burning Hands, 2. Scorching Ray, 3. Fireball, 4. Flame Strike, 5. Flame shield Water: 1. Obscuring Mist, 2. Fog Cloud, 3. Water Breathing, 4. Control Weather, 5. Icestorm

Aristocrat: Hit Die: D8 Skill Points at First Level: (6 + Int Modifier) x 4 Skill points at Each Additional Level: 6 + Int Modifier Class Skills: Appriase (Int), Bluff (Cha), Diplomacy(Cha), Disguise (Cha), Forgery (Int), Gath er Information (Cha), Handle Animal (Cha), Intimidate (cha), Knowledge (All skills taken individually) (Int), Listen (Wis), Perform(Cha), Ride(Dex), Sense Motive (Wis), Speak Language, Spot (Wis), Swim(St r), and Survival(wis) Weapon and Armor Proficiency: The aristocrat is proficient in the use of all simple and martial weapons, and w ith all types of armor and shields. Level BAB Fort Ref Will Special

1. 2. 3. 4. 5. 6. 7. 8. 9. 10 11. 12. 13. 14. 15. 16. 17. 18. 19.

+0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4

+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6

+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6

+2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11

Noble Lucre

Leadership

Landlord

20

+15/+10/+5

+6

+6

+12

Class Features: Noble Lucre: Whether through family Stipend, Burdensom public taxes, or many other means, Ari stocrats have money... And Lots of it. Starting at 1st level, the receive wealth gains for each level, to reflect an increased standing in their Social and Economic community. Level: 1st 900 gp 2nd 1,800 gp 3rd 2,700 gp 4th 3,600 gp 5th 4,000 gp 6th 6,000 gp 7th 8,000 gp 8th 9,000 gp 9th 13,000 gp 10th 17,000 gp 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th 22,000 22,000 40,000 50,000 60,000 80,000 100,000 140,000 180,000 200,000 gp gp gp gp gp gp gp gp gp gp

Leadership: At 6th Level, Aristocrats receive Leadership as a free Feat. Landlord: Aristocrats at 9th level receive a set of funds set aside specifically for build ing a Stronghold. By knowing the right nobles, making contacts with masons and artisans, or perfor ming great deeds for a leige-lord, you have resources that help you build and expand your strongh old. This feat gives you a small allowance that you can use to build or expand a stro nghold. It's not cash, so it only applies to stronghold purchases. (You can't cash it out and spend it on something else) In addition, the feat provides matching funds for expenditures made from your own purse of gold. For example, if you spend 50,000 gp of your own (beyond the allowance) to purchase s tronghold components, walls, or wonderous architecture, the feat provides a bonus allowance of the same amoun t. Level 9 10 11 12 13 Stronghold Allowance 25,000 50,000 75,000 100,000 150,000 gp gp gp gp gp Additional Funds Gained n/a 25,000 25,000 25,000 50,000 gp gp gp gp

14 15 16 17 18 19 20 Expert

200,000 250,000 300,000 400,000 500,000 600,000 800,000

gp gp gp gp gp gp gp

50,000 50,000 50,000 100,000 100,000 100,000 200,000

gp gp gp gp gp gp gp

Hit Die: D6 Skill Points at 1st Level: (8 + Int modifier) x 4 Skill Points at Each Additional Level: 8 + Int modifier Class Skills: The Expert can choose any twelve skills to be class skills. Level BAB Fort Ref Will Special

1. +0 First Favored Skill 2. +1 3. +2 4. 5. Skill 6. 7. 8. 9. 10 kill 11. 12. 13. 14. 15. Skill 16. 17. 18. 19. +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4

+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6

+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6

+2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11

Favored Save ,

Second Favored

Third Favored S

Fourth Favored

20 Skill

+15/+10/+5

+6

+6

+12

Fifth Favored

Class Features: Favored Save: The Expert may choose to upgrade either his Fortitude or Reflex Saves to Good. Favored Skill: At 1st Level, an Expert may select one of his class kills. Due to his extensive study of this kill, the Expert gaines a +2 bonus when using that skill. At 5th Level, and every five levels thereafter( 10th, 15th, and 20th), the Expert may selct an additional favored skill from his list of class skills. In addition, at each such interval, all previous skill bonuses increase by +2. F or example, a 5th level Expert has two Favored Skills, one with a bonus of +4, and another with a bonus of +2. At level 10 he has three favored skills, with bonuses +6/+4/+2. In addition to these bonuses, an Expert is so proficient with these skills that he may take 10, even when he would otherwise be unable (such as due to combat, or in other stressful situa tions). Nor does use of these skills provoke an attack of opportunity (Such as trying to craft in the middle o f a battle). Warrior Hit Die: D10 Skill Points at 1st Level: (4 + Int modifier) x 4 Skill Points at Each Additional Level: 4 + Int modifier Class Skills: Balance (Dex), Climb (Str), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Swim (Str), and Tumble (Dex) Weapon and Armor Proficiency: The warrior is proficient in the use of all armor and shield. He also receives p roficiencies in the Simple Weapons Group, along with 4 other Weapon Groups of his choosing. Level BAB Fort Ref Will Special

1. +1 ellence, Teamwork 2. +2 3. +3 4. 5. ellence 6. 7. +4 +5 +6/+1 +7/+2

+2 +3 +3 +4 +4 +5 +5

+0 +0 +1 +1 +1 +2 +2

+0 +0 +1 +1 +1 +2 +2

Weapon Group Exc

Weapon Group Exc

8. 9. 10. ellence 11. 12. 13. 14. 15. ellence 16. 17. 18. 19. 20. ellence

+8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5

+6 +6 +7 +7 +8 +8 +9 +9

+2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

+2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Weapon Group Exc Weapon Group Exc Weapon Group Exc

+16/+11/+6/+1 +10 +17/+12/+7/+2 +10 +18/+13/+8/+3 +11 +19/+14/+9/+4 +11 +20/+15/+10/+5 +12

Class Features: Beginning at 1st Level, the Warrior chooses a weapon group that he is proficient with, and takes Weapon Focus for all weapons in that group. Then at 5th level, and every 5 levels thereafter (10th, 15th, and 20th), hey choose apply Improved Critical, Weapon Specializatio n, or Weapon Focus to any one weapon group that he knows, and meets the prerequisite for said feat. Example, at 5th level he may choose to apply Weapon specialization to the weapon group he gained his w eapon focus with, or choose another group to gain weapon focus with. Weapon Groups: Axes: handaxe, battleaxe, greataxe, and dwarven waraxe. Basic Weapons: Club, dagger, and quarterstaff Bows: Shortbow, longbow, composite shortbow, composite longbow Claw Weapons: punching dagger, spiked gauntlet Heavy crossbow: light crosbow, repeating heavy crossbow, repeating light crossbo w. Druid Weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, s ling, spear. Exotic Double Weapons: Axes: orc double axe, dwarven urgrosh (must also have weapon group [spears an d lances] flails and chains: dire flail, gyrspike (must also have Weapon group [heavy b lades]), two-bladed sword. maces and clubs: double mace Picks and Hammers: double hammer, gnome hooked hammer. Spears and Lances: dwarven urgrosh (must also have weapon group [axes])

Exotic Weapons: Axes: dwarven waraxe (one-handed use) Bows: elven double bow, greatbow, composite greatbow. Claw Weapons: bladed gauntlet, claw bracer, panther claw, stump knife, tiger claws, ward cestus. Clubs and Maces: Warmace (one-handed use), tonfa. Crosbows: great crossbow, hand crossbow Druid Weapons: greatspear. Flails and Chains: chain-and-dagger, scourge, spiked chain, three-section staff, whip, whip-dagger Heavy Blades: bastard sword (one-handed use), khopesh, mercurial longsword, m ercurial greatsword. Light Blades: kukri, sapara, tripple dagger, war fan. Mon Weapons: butterfly sword, tonfa. Picks and Hammers: dire pick, gnome battlepick, maul (one-handed use) polearms: heavy poleaxe. slings and thrown weapons: bolas, chakram, gnome calculus, halfling skiprock, orc shotput, shuriken, throwing iron. Spears and Lances: duom, greatspear, harpoon, manti, spinning javelin. Flails and Chains: Light flail and Heavy flail Heavy Blades: longsword, greatsword, falchion, scimitar, and bastard sword (twohanded use) Light Blades: Dagger, punching dagger, rapier, and short sword. Maces and Clubs: Club, light mace, heavy mace, greatclub, quarterstaff, sap, and warmace (two-handed use). Monk Weapons: (must have improved unarmed strike), kama, nunchaku, quarterstaff, sai, shuriken, siangham. Pics and Hammers: Light pick, heavy pick, light hammer, warhammer, scythe, and m aul (two-handed use) Polearms: Glaive, guisarme, halberd, ranseur Slings and thrown weapons: dart and sling. Spears and Lances: Javelin, lance, longspear, shortspear, trident.

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