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Expanded Base Classes

This set of houserules aims to expand and modify the system of Generic Classes proposed in
Unearthed Arcana. The special bonus feats introduced in Unearthed Arcana are removed, instead
each of the generic classes has a Talent progression and all class features form existing classes are
converted into talent trees not unlike those found in d20 Modern.

Additional Rules:
-No experience penalty for multiclassing. As there are only 3 different classes players are
encouraged to multiclass and are not penalized for doing so.
-Magic Rating. A characters magic rating measures the power of her spells and spell-like abilities.
It replaces caster level for determining range, targets, effect, area, duration, dispel checks,
difficulty to dispel, caster level checks to overcome spell resistance, and all other effects of a spell
or spell-like ability based on her caster level. It has no effect on extraordinary or supernatural
abilities. For a multiclass character, add up the character's magic rating for each of her classes to
find the character's total magic rating
-Hit Points. A character's hit points are no longer calculated using the standard formula. A 1st level
character has twice her Con Score + Maximized Hit Die hit points and gains hit points equal to
her Con bonus (minimum 1), maximum half the class' hit die (max. +2 for spellcasters, max. +3
for experts and max. +5 for warriors) every level.
-Wounds. Whenever a character receives more damage than her current constitution score, she has
to make a fortitude save (DC 15) or suffer one wound. Every wound a character has imposes a -1
penalty to all skill checks, saving throws and attack rolls. Wounds heal at a rate of one every X
days, where X is the number of wounds the character currently has. The Heal skill can be used to
shorten this time. Critical hits impose a number of wounds equal to the damage multiplier of the
weapon instead of dealing more damage.
-Talents. Whenever this class feature is gained, you may select one talent from any talent tree. All
talents belong to a certain talent path as the abilities granted by some talents use a certain class
level to calculate bonuses. Treat the character as having levels in that class equal to her hit dice.
If no description is given for a talent refer to its [Source] for a description.

Table: The Expert


Level BAB Good Poor Special Magic
Saves Save Rating Hit Die: d6.
st
1 +0 +2 +0 Talent 0 Base Save Bonuses: Two good
2nd +1 +3 +0 Talent 1 saves and one poor save.
3rd +2 +3 +1 Talent 1 Class Skills: Choose any
4th +3 +4 +1 Talent 2 twelve skills as class skills, plus
5th +3 +4 +1 Bonus Feat 2 Craft and Profession.
6th +4 +5 +2 Talent 3 Skill Points: 6 + Int modifier
7th +5 +5 +2 Talent 3 (or four times this number at 1st
8th +6/+1 +6 +2 Talent 4 level).
9th +6/+1 +6 +3 Talent 4 Weapon and Armor
10th +7/+2 +7 +3 Bonus Feat 5 Proficiency: All simple
11th +8/+3 +7 +3 Talent 5 weapons, one martial weapon;
12th +9/+4 +8 +4 Talent 6 light armor.
13th +9/+4 +8 +4 Talent 6
14th +10/+5 +9 +4 Talent 7
15th +11/+6/+1 +9 +5 Bonus Feat 7
16th +12/+7/+2 +10 +5 Talent 8
17th +12/+7/+2 +10 +5 Talent 8
18th +13/+8/+3 +11 +6 Talent 9
19th +14/+9/+4 +11 +6 Talent 9
20th +15/+10/+5 +12 +6 Bonus Feat 10

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Table: The Warrior
Level BAB Good Poor Special Magic Hit Die: d10.
Save Saves Rating Base Save Bonuses:
1st +1 +2 +0 Talent 0 One good save and two
2nd +2 +3 +0 Bonus Feat 0 poor saves.
3rd +3 +3 +1 Talent 0 Class Skills: Choose
4th +4 +4 +1 Bonus Feat 1 any six skills as class
5th +5 +4 +1 Talent 1 skills, plus Craft.
6th +6/+1 +5 +2 Bonus Feat 1 Skill Points: 2 + Int
7th +7/+2 +5 +2 Talent 1 modifier (or four times
8th +8/+3 +6 +2 Bonus Feat 2 this number at 1st level).
9th +9/+4 +6 +3 Talent 2 Weapon and Armor
10th +10/+5 +7 +3 Bonus Feat 2 Proficiency: All simple
11th +11/+6/+1 +7 +3 Talent 2 and martial weapons;
12th +12/+7/+2 +8 +4 Bonus Feat 3 light and medium
13th +13/+8/+3 +8 +4 Talent 3 armor; shields (but not
14th +14/+9/+4 +9 +4 Bonus Feat 3 tower shields).
15th +15/+10/+5 +9 +5 Talent 3 Bonus Feat: A warrior
16th +16/+11/+6/+1 +10 +5 Bonus Feat 4 gets a bonus feat at 2nd
17th +17/+12/+7/+2 +10 +5 Talent 4 level and every two
18th +18/+13/+8/+3 +11 +6 Bonus Feat 4 levels thereafter.
19th +19/+14/+9/+4 +11 +6 Talent 4
20th +20/+15/+10/+5 +12 +6 Bonus Feat 5

Table: The Spellcaster


Level BAB Good Poor Special Spell Magic Hit Die: d4.
Save Saves Points Rating Base Save Bonuses: One
1st +0 +2 +0 Talent 3 1 good save and two poor
2nd +1 +3 +0 5 2 saves.
3rd +1 +3 +1 8 3 Class Skills: Choose any
4th +2 +4 +1 14 4 four skills as class skills,
5th +2 +4 +1 Talent 19 5 plus Craft, Knowledge
6th +3 +5 +2 29 6 (all), and Profession.
7th +3 +5 +2 37 7 Skill Points: 2 + Int
8th +4 +6 +2 51 8 modifier (or four times
9th +4 +6 +3 63 9 this number at 1st level).
th
10 +5 +7 +3 Talent 81 10 Weapon and Armor
11th +5 +7 +3 97 11 Proficiency: One simple
12th +6/+1 +8 +4 115 12 weapon; no armor.
13th +6/+1 +8 +4 131 13 Spellcasting: A
14th +7/+2 +9 +4 149 14 spellcaster learns and
15th +7/+2 +9 +5 Talent 165 15 casts spells as a sorcerer.
16th +8/+3 +10 +5 183 16 She may select her spells
17th +8/+3 +10 +5 199 17 known from the cleric,
18th +9/+4 +11 +6 217 18 druid, and
19th +9/+4 +11 +6 233 19 sorcerer/wizard spell lists.
20th +10/+5 +12 +6 Talent 249 20 A spellcaster must choose
st
at 1 level whether to be an arcane spellcaster or a divine spellcaster. This choice has no impact
on the spells that she may learn, but affects what kinds of scrolls she can use and which ability
score controls her spellcasting. An arcane spellcaster may designate either Intelligence or
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Charisma as the ability score that determines the highest-level spell she can learn or cast, and the
Difficulty Class of her spell's saving throws. An divine spellcaster may designate either Wisdom
or Charisma as the ability score that determines the highest-level spell she can learn or cast, and
the Difficulty Class of her spell's saving throws. The highest spell level a spellcaster has access to
is (2 x spellcaster level) - 1. A spellcaster begins play with all level 0 spells and 3 1st spells. Every
level a spellcaster learns two additional spells. Casting a spell costs an amount of spell points
equal to twice the spell's level minus one. A character can spend a maximum of spell points equal
to her magic rating on casting a single spell. Metamagic feats have a spell point adjustment equal
to a spell of the same level as their spell slot adjustment. Maximize Spell, for example, raises the
spell point cost of a spell by 5 as the spell slot adjustment is +3. For every hour of rest a character
regains her primary casting ability score's bonus plus her magic rating. Spell points from multiple
sources add up to determine a character's spell point total.
Multiclassing: A character can multiclass between arcane spellcaster and divine spellcaster.

Table: -Bonus Spell Points (by Maximum Spell Level)-


Score 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
12 - 13 - 1 1 1 1 1 1 1 1 1
14 - 15 - 1 4 4 4 4 4 4 4 4
16 -17 - 1 4 9 9 9 9 9 9 9
18 - 19 - 1 4 9 16 16 16 16 16 16
20 - 21 - 2 5 10 17 26 26 26 26 26
22 - 23 - 2 8 13 20 29 40 40 40 40
24 - 25 - 2 8 18 25 34 45 58 58 58
26 - 27 - 2 8 18 32 41 52 65 80 80
28 - 29 - 3 9 19 33 51 62 75 90 107
30 - 31 - 3 12 22 36 54 76 89 104 121
32 - 33 - 3 12 24 38 56 78 104 119 136
34 - 35 - 3 12 27 48 66 88 114 144 161
36 - 37 - 4 13 28 49 76 98 124 154 188
38 - 39 - 4 16 31 52 77 110 136 166 200
40 - 41 - 4 16 36 57 84 117 156 186 220
42 - 43 - 4 16 36 64 91 124 163 208 242
44 - 45 - 5 17 37 65 101 134 173 218 269
46 - 47 - 5 20 40 68 104 148 187 232 283
48 - 49 - 5 20 45 73 109 156 205 250 301
50 - 51 - 5 20 45 80 116 160 212 272 323

Path of the Barbarian [Source: Barbarian]


Fast Movement
As the barbarian's ability. This talent can be taken multiple times, increasing the movement speed
bonus by 5 ft. for every additional Fast Movement.
Rage [Requires: Con 13]
As the barbarian's ability, useable once per day. This talent can be taken multiple times, increasing
the number of uses by 2 for every additional Rage.
Uncanny Dodge [Requires: Tumble 5 ranks]
Improved Uncanny Dodge [Requires: Uncanny Dodge, Tumble 8 ranks]
Damage Reduction [Requires: Con 15]
Grants damage reduction 1/-. This talent can be taken multiple times, increasing the damage
reduction by 1 for every additional Damage Reduction.
Greater Rage [Requires: Rage III, Damage Reduction 3/-]
Indomitable Will [Requires: Greater Rage]
Tireless Rage [Requires: Greater Rage, Indomitable Will]
Mighty Rage [Requires: Greater Rage, Indomitable Will]

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Path of the Bard [Source: Bard]
Bardic Knowledge [Requires: Int 13]
Bardic Spellcasting I [Requires: Magic Rating 1, Cha 13]
Grants 2 spell points and access to 0 and 1st level bard spells. The character can cast bard spells in
light armor without any penalty and uses Charisma to determine the highest-level spell she can
learn or cast, and the Difficulty Class of her spell's saving throws and learns two spells from the
bard spell list. You may treat your Magic Rating one point higher for determining the effects on
and access to bard spells. You do gain bonus spell points using your Charisma score and access to
bard spells.
Bardic Spellcasting II [Requires: Bardic Spellcasting I, Magic Rating 2]
Grants 3 spell points and access to 2nd and 3rd level bard spells and the character learns two
additional bard spells. Casting 2nd level spells requires a Magic Rating of 3, casting 3rd level spells
requires a Magic Rating of 5. You may treat your Magic Rating one point higher for determining
the effects on and access to bard spells. This bonus stacks with the one granted by Bardic
Spellcasting I.
Bardic Spellcasting III [Requires: Bardic Spellcasting II, Magic Rating 3]
Grants 6 spell points and access to 4th and 5th level bard spells and the character learns three
additional bard spells. Casting 4th level spells requires a Magic Rating of 7, casting 5th level spells
requires a Magic Rating of 9. You may treat your Magic Rating one point higher for determining
the effects on and access to bard spells. This bonus stacks with the one granted by other Bardic
Spellcasting talents.
Bardic Spellcasting IV [Requires: Bardic Spellcasting III, Magic Rating 4]
Grants spell points equal to your unmodified charisma score and access to 6 th level bard spells and
the character learns four additional bard spells. Casting 6th level spells requires a Magic Rating of
11. You may treat your Magic Rating one point higher for determining the effects on and access
to bard spells. This bonus stacks with the one granted by other Bardic Spellcasting talents.
Bardic Music [Requires: Cha 13]
Includes the use of countersong and fascinate, but not inspire courage.
Inspire Courage [Requires: Bardic Music or Cha 15, Perform 3 ranks]
This talent can be taken multiple times, increasing the bonus by 1 for every additional Inspire
Courage.
Inspire Competence [Requires: Bardic Music, Perform 6 ranks]
Suggestion [Requires: Bardic Music, Perform 9 ranks]
Inspire Greatness [Requires: Bardic Music or Inspire Courage, Perform 12 ranks]
Song of Freedom [Requires: Bardic Music, Perform 15 ranks]
Inspire Heroics [Requires: Bardic Music or Cha 19, Perform 18 ranks]
Mass Suggestion [Requires: Bardic Music, Perform 21 ranks]

Path of the Divine:


Turn/Rebuke Undead [Source: Cleric]
This talent can be taken multiple times, increasing the number of turn attempts per day by 3 for
every additional Turn/Rebuke Undead.
Smite
Once per encounter a character may attempt to smite an enemy with one normal melee attack. She
adds her Charisma bonus (if any) to her attack roll and deals 2 extra points of damage for every
Smite talent or Aura. This talent can be taken multiple times, increasing the number of smites per
encounter by 1 for every additional Smite.
Lay on Hands [Requires: Cha 13, Heal 4 ranks]
The character may channel positive (if good aligned) or negative (if evil aligned) energy through
her hands. Each day she can channel a total number of her Charisma bonus x number of Divine
talents points of energy. Positive Energy heals living creatures and harms undead, negative energy
heals undead creatures and heals living. Harming a creature with Lay on Hands requires a melee

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touch attack. The channelled energy doesn't have to be used all at once. Using Lay on Hands is a
standard action.
Divine Grace [Requires: Cha 13, Divine Aura, Smite] [Source: Paladin]
Divine Aura
The character's aura of her alignment is equal to her hit dice. Auras function while the character is
conscious, but not if she is unconscious or dead. Characters are only subject to the aura's effects
while they remain in affected area. Only one Aura (except Divine Aura) can be active at any given
time. Activating or changing an aura is a swift action.
Aura of Truth [Requires: Divine Aura]
Subjects within 10 ft. of the character are affected by a Zone of Truth spell (Will DC 12 + the
character's Charisma bonus negates).
Aura of Courage [Requires: Divine Aura] [Source: Paladin]
Aura of Despair [Requires: Divine Aura]
Enemies within 10 ft. of the character take a -2 penalty to all saving throws.
Aura of Resolve [Requires: Divine Aura]
The character is immune to compulsion effects. Each ally within 10 feet of her gains a +4 morale
bonus on saving throws against compulsion effects.
Aura of Retribution [Requires: Divine Aura, one other Aura]
The character and all allies within 10 ft. get a +2 morale bonus to damage rolls. This bonus
increases by +1 for every other aura the character has except Divine Aura.
Aura of Wisdom [Requires: Divine Aura, one other Aura]
Whenever the character or an ally within 10 ft. casts a spell, she can make a Magic Rating check
(DC 15 + the spell's level). Success means that the caster instantly regains spell points equal to the
spell's level.
Aura of Devotion [Requires: Divine Aura, one other Aura]
The character and all allies within 10 ft. get a +1 morale bonus to AC. This bonus increases by +1
for every two other auras the character has except Divine Aura.
Aura of Distraction [Requires: Divine Aura, three other Auras]
All enemies within 10 ft. of the character take a -1 penalty to AC. This penalty increases by -1 for
every two other auras the character has except Divine Aura.
Aura of Silencing [Requires: Divine Aura, three other Auras]
All enemies within 10 ft. of the character take a -5 penalty to Concentration checks. This penalty
increases by -5 for every two other auras the character has except Divine Aura.
Aura of Swiftness [Requires: Divine Aura, three other Auras]
All allies within 10 ft. of the character get a +2 moral bonus to ranged attack rolls, initiative and
dexterity based skill checks. This bonus increases by one for every other aura the character has
except Divine Aura.
Aura of Vigor [Requires: Divine Aura, five other Auras]
The character and all allies within 10 ft. gain Fast Healing I.
Aura of Defiance [Requires: Divine Aura, five other Auras]
The character and all allies within 10 ft. gain Energy Resistance 10. The resistance rating raises by
+5 for every other Aura of Defiance the character has. The energy type has to be specified when
first taking this Aura. This Aura can be taken multiple times, each time apllying to another energy
type.
Aura of the Martyr [Requires: Divine Aura, five other Auras]
Whenever an ally within 15 ft. of the character takes damage, the character can decide to take half
of the damage instead of the intended victim. Whenever the character takes damage in this way,
she gains a morale bonus equal to the damage taken to the next attack or damage roll.
Domain Access I [Requires: Magic Rating 1, Wis 13]
Grants access to one cleric domain and 1 spell points
Domain Access II [Requires: Magic Rating 5, Wis 15]
Grants access to an additional cleric domain and 5 spell points.

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Path of the Druid [Source: Druid]
Animal Companion [Requires: Knowledge (nature) or Survival 4 ranks]
As the druid's ability. The character has an effective druid level equal to her hit die to determine
the animal's abilities.
Wild Empathy [Requires: Handle Animal 4 ranks]
Trackless Step [Requires: Survival 5 ranks]
Venom Immunity [Requires: Knowledge (nature) or Survival 6 ranks]
The character gains a +15 bonus on all saves to resist poison.
Wild Shape [Requires: Handle Animal 8 ranks, Knowledge (nature) 8 ranks, Wild Empathy]
As the druid's ability. Useable once per day. This talent can be taken multiple times, increasing
the number of uses per day by 1 for every additional Wild Shape.
Large Wild Shape
[Requires: Wild Shape II, Handle Animal 11 ranks, Knowledge (nature) 11 ranks]
Allows the character to take the shape of Large animals.
Tiny Wild Shape
[Requires: Wild Shape II, Handle Animal 11 ranks, Knowledge (nature) 11 ranks]
Allows the character to take the shape of Tiny animals.
Huge Wild Shape
[Requires: Wild Shape III, Handle Animal 16 ranks, Knowledge (nature) 16 ranks, Large Wild
Shape]
Allows the character to take the shape of Huge animals.
Plant Shape [Requires: Wild Shape III, Knowledge (nature) 16 ranks]
Allows the character to take the shape of plants with her Wild Shape ability.
A Thousand Faces [Requires: Knowledge (nature) 16 ranks]
Timeless Body [Requires: Knowledge (nature) 16 ranks]
Elemental Wild Shape
[Requires: Wild Shape IV, Knowledge (nature) 18 ranks, Knowledge (planes) 18 ranks]
The character becomes able to use wild shape to change into a Small, Medium, or Large elemental
(air, earth, fire, or water) once per day. These elemental forms are in addition to her normal wild
shape usage. In addition to the normal effects of wild shape, the druid gains all the elemental’s
extraordinary, supernatural, and spell-like abilities. She also gains the elemental’s feats for as long
as she maintains the wild shape, but she retains her own creature type.
Huge Elemental Wild Shape
[Requires: Wild Shape V, Elemental Wild Shape, Knowledge (nature) 21 ranks, Knowledge
(planes) 21 ranks]
The character becomes able to assume elemental form three times per day and may use her wild
shape ability to change into a Huge elemental.

Path of the Monk [Source: Monk]


Unarmed Strike [Requires: Str 13]
Still Mind [Requires: Wis 13]
Flurry of Blows [Requires: Wis 13, Dex 13, Unarmed Strike, Tumble 4 ranks]
Evasion [Requires: Tumble 6 ranks, Dex 13]
Slow Fall [Requires: Still Mind, Balance 6 ranks]
As the monk's ability gained at 4th level. This talent can be taken multiple times, increasing the
Slow Fall distance by 20 ft. for every additional Slow Fall.
Fast Movement [Requires: Tumble 8 ranks, Dex 15]
Ki Strike (magic) [Requires: Still Mind, Unarmed Strike]
Ki Strike (lawful) [Requires: Ki Strike (magic)]
Ki Strike (adamantine) [Requires: Ki Strike (lawful)]
Diamond Body [Requires: Concentration 6 ranks]
The character gains a +15 bonus to all saves to resist poison.
AC Bonus [Requires: Still Mind, Evasion, Fast Movement]
Wholeness of Body [Requires: Diamond Body, Concentration 9 ranks]
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Improved Evasion [Requires: Evasion, Tumble 9 ranks, Dex 15]
Abundant Step [Requires: Still Mind, Slow Fall, Balance 9 ranks]
Greater Flurry [Requires: Flurry of Blows, Tumble 14 ranks, Dex 15, Wis 15]
Quivering Palm [Requires: Still Mind, Concentration 18 ranks]
Empty Body [Requires: Concentration 18 ranks]
Perfect Self [Requires: Diamond Body, Wholeness of Body, Empty Body, Timeless Body]
Slow fall any distance [Requires: Slow fall 60 ft., Balance 21 ranks]

Path of the Ranger [Source: Ranger]


Favored Enemy I [Requires: Survival 4 ranks]
Ranger Spellcasting I [Requires: Magic Rating 1, Wis 13]
Grants 3 spell points and access to 1st level ranger spells. The character can cast ranger spells in
armor without any penalty and uses Wisdom to determine the highest-level spell she can learn or
cast, and the Difficulty Class of her spell's saving throws and learns two spells from the ranger
spell list. You may treat your Magic Rating one point higher for determining the effects on and
access to ranger spells. You do gain bonus spell points using your Wisdom score and access to
ranger spells.
Ranger Spellcasting II [Requires: Ranger Spellcasting I, Magic Rating 2]
Grants 5 spell points and access to 2nd ranger spells and the character learns two additional ranger
spells. Casting 2nd level spells requires a Magic Rating of 3. You may treat your Magic Rating one
point higher for determining the effects on and access to ranger spells. This bonus stacks with the
one granted by Ranger Spellcasting I.
Ranger Spellcasting III [Requires: Ranger Spellcasting II, Magic Rating 3]
Grants 8 spell points and access to 3rd level ranger spells and the character learns two additional
ranger spells. Casting 3rd level spells requires a Magic Rating of 5. You may treat your Magic
Rating one point higher for determining the effects on and access to ranger spells. This bonus
stacks with the one granted by other Ranger Spellcasting talents.
Ranger Spellcasting IV [Requires: Ranger Spellcasting III, Magic Rating 4]
Grants 11 spell points and access to 4th level ranger spells and the character learns two additional
ranger spells. Casting 4th level spells requires a Magic Rating of 7. You may treat your Magic
Rating one point higher for determining the effects on and access to bard spells. This bonus stacks
with the one granted by other Ranger Spellcasting talents.
Ranger Training
Grants Endurance and Track as bonus feats.
Combat Style [Requires: Ranger Training]
Favored Enemy II [Requires: Favored Enemy I, Survival 8 ranks]
Improved Combat Style [Requires: Combat Style]
Woodland Stride [Requires: Survival 8 ranks ]
Swift Tracker [Requires: Survival 11 ranks]
Favored Enemy III [Requires: Favored Enemy II, Survival 13 ranks]
Combat Style Mastery [Requires: Improved Combat Style]
Camouflage [Requires: Hide 14 ranks]
Favored Enemy IV [Requires: Favored Enemy III, Survival 18 ranks]
Hide in Plain Sight [Requires: Hide 18 ranks]
Favored Enemy V [Requires: Favored Enemy IV, Survival 23 ranks]

Rogue Talent Tree [Source: Rogue]


Bonus Feat
The character gets one bonus feet. She still has to meet the prerequisites for that feat.
Trapfinding
Trap Sense [Requires: Wis 13]
As the barbarian's ability. This talent can be taken multiple times, increasing the bonus by 1 for
every additional Trap Sense.
Poison Use [Requires: Craft (poisonmaking) 10 ranks] [Source: Assassin]
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Crippling Strike [Requires: Sneak Attack +4d6]
Defensive Roll [Requires: Improved Uncanny Dodge, Evasion]
Skill Mastery [Requires: Any three skills 10 ranks]
Opportunist [Requires: Sneak Attack +6d6]
Slippery Mind [Requires: Concentration 13 ranks]
Sneak Attack +2d6 [Requires: Hide or Move Silently 6 ranks]
Sneak Attack +4d6 [Requires: Hide or Move Silently 10 ranks]
Sneak Attack +6d6 [Requires: Hide or Move Silently 14 ranks]
Sneak Attack +8d6 [Requires: Hide or Move Silently 17 ranks]
Sneak Attack +10d6 [Requires: Hide or Move Silently 20 ranks]

Path of the Arcane:


Familiar I [Requires: Magic Rating 1] [Source: Sorcerer]
Familiar II [Requires: Familiar I, Magic Rating 3]
You gain one additional Familiar underlying the same rules as Familiar I.
Familiar III [Requires: Familiar II, Magic Rating 5]
You gain one additional Familiar underlying the same rules as Familiar II.
Cheap Metamagic I [Requires: Magic Rating 3]
The spell point costs for applying a metamagic feat to a spell are reduced by one point.
Cheap Metamagic II [Requires: Cheap Metamagic I, Magic Rating 5]
The spell point costs for applying a metamagic feat to a spell are reduced by one point. This
stacks with the effects of Cheap Metamagic I.
Cheap Metamagic III [Requires: Cheap Metamagic II, Magic Rating 7]
The spell point costs for applying a metamagic feat to a spell are reduced by one point. This
stacks with the effects of Cheap Metamagic I & II.
Overchannel I [Requires: Magic Rating 1]
You may spend one spell point more than your Magic Rating on casting a single spell. If you do
so, you take damage equal to the spell points spent casting. You take this damage even if the spell
failed, for example due to a failed concentration check.
Overchannel II [Requires: Overchannel I, Magic Rating 5]
As Overchannel I, except that you can spend 5 points more.
Overchannel III [Requires: Overchannel II, Magic Rating 10]
As Overchannel II, except that you can spend 10 points more.
Overchannel IV [Requires: Overchannel III, Magic Rating 15]
As Overchannel III, except that you can spend 15 points more.
Overchannel V [Requires: Overchannel IV, Magic Rating 20]
As Overchannel IV, except that you can spend 20 points more.
Armored Casting I [Requires: Magic Rating 1]
The spell failure chance imposed by armor is lessened by 5%.
Armored Casting II [Requires: Armored Casting I, Magic Rating 4]
The spell failure chance imposed by armor is lessened by 15%.
Armored Casting III [Requires: Armored Casting II, Magic Rating 7]
The spell failure chance imposed by armor is lessened by 25%.