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Notes on Existing Classes

Prestige Classes

Anarchist

Hit Die: d8.

Requirements

To qualify to become an anarchist, a character must fulfill all the following criteria.
Feats: Deceitful, Nimble Fingers.
Skills: Bluff 8 ranks, Disable Device 4 ranks, Forgery 4 ranks, Hide 4 ranks, Knowledge (religion) 2 ranks.
Special: Worshipper of Annos or Qamar, +1d6 sneak attack.
Alignment: Any chaotic.

Class Skills

The anarchist's class skills (and the key ability for each skill) are Balance (Dex), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Hide (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Sleight of Hand (Dex), Spot (Wis), and Use Rope (Dex).
Skill Points at Each Level: 6 + Int modifier.

Table: The Anarchist
—— Spells per Day ——
LevelBAFortRefWillSpecial1st2nd3rd4th
1st+0+0+0+0Quick change, clarity of madness0
2nd+1+0+0+0Fast movement1
3rd+2+1+1+1Special ability, pass the blame20
4th+3+1+1+1Sneak attack +1d631
5th+3+1+1+1Hard to scry320
6th+4+2+2+2Special ability331
7th+5+2+2+2Initiate riot3320
8th+6+2+2+2Sneak attack +2d63331
9th+6+3+3+3Special ability3332
10th+7+3+3+3Unstable spells, chaos strike3333

Class Features

All of the following are class features of the anarchist prestige class.
Weapon and Armor Proficiency: Anarchists gain no proficiency with any weapon or armor.
Quick Change (Su): Anarchists often find themselves in sticky situations that require themselves to avoid conflict or notice, but which don't allow enough time to don a traditional disguise. Once per day per class level, an anarchist can make a Disguise check at no penalty as a standard action. This does not require (or permit) use of a disguise kit; the change is magical, though the disguise is ordinary.
Fast Movement (Ex): Anarchists gain +10 ft speed at 2nd level.
Clarity of Madness (Su): Once per day as a reaction, the anarchist adds his class level to all saving throws he makes for one full round.
Pass the Blame (Sp): Once per day per two class levels, the anarchist may brainwash a creature, duping it to take the blame for an action it did not commit unless it makes a Will save (DC 5 + class level + Cha modifier). (Generally, this is used on peasant bystanders as it is easy to resist.) This is a mind-affecting compulsion. If desired, the anarchist may use one of his quick change attempts to disguise the target as part of this action.
Sneak Attack (Ex): As the rogue ability.
Hard to Scry (Ex): Anarchists cast nondetection as though they were 10 levels higher than they actually are.
Special Ability (Ex): Choose a special ability from the rogue list (crippling strike, defensive roll, improved evasion, skill mastery, slippery mind, bonus feat) on levels 3, 6, and 9.
Initiate Riot (Sp): Anarchists are naturally skilled at starting riots, but sometimes they are in a hurry. Once per day the anarchist can magically instigate unrest in large crowds. Treat this as mass suggestion with a range of 100 feet (caster level = 10 + class level), except that the only course of action that can be suggested is rioting. At level 10 this can affect 10 times as many subjects as usual (200).
Unstable Spells (Sp): As a standard action the anarchist can change all of her spells known at a given level. None may stay the same. At her option, some spell choices may be unused or chosen from a lower level.
Chaos Strike (Ex): Once per round the anarchist may forgo 3d6 points of sneak attack to add +2d8 damage, even if the anarchist is not flanking or the target is immune to critical hits.

Spells: Beginning at 1st level, an anarchist gains the ability to cast a number of arcane spells. To cast a spell, an anarchist must have an Intelligence score of at least 10 + the spell's level, so an anarchist with an Intelligence of 10 or lower cannot cast these spells. Bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the anarchist's Intelligence bonus. When the anarchist gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.
The anarchist's spell list appears below. An anarchist casts spells just as a bard does.
Upon reaching 6th level, at every even-numbered level after that (8th and 10th), an anarchist can choose to learn a new spell in place of one he already knows. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level anarchist spell the anarchist can cast. An anarchist may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level.

Table: Anarchist Spells Known
—— Spells Known ——
Level1st2nd3rd4th
1st21
2nd3
3rd321
4th43
5th4321
6th443
7th44321
8th4443
9th4443
10th4444

1 Provided the anarchist has sufficient Intelligence to have a bonus spell of this level.

Anarchist Spell List
Anarchists choose their spells from the following list:
1st Level: alarm, Dali's barb, disguise self, feather fall, obscuring mist, play the fool, protection from law, rogue's stab, shatter, silent image, ventriloquism.
2nd Level: alter self, cat's grace, darkness, illusory script, invisibility, knock, misdirection, nondetection, pass without trace, phantom trap, spider climb, undetectable alignment, welter.
3rd Level: confusion, crushing despair, Dali's venom blade, deeper darkness, glibness, magic circle against law, mislead.
4th Level: cloak of chaos, dimension door, false vision, freedom of movement, modify memory, symbol of insanity.

Artificer of Deptat (WIP)

Hit Die: d8.

Requirements

To qualify to become an Artificer of Deptat, a character must fulfill all the following criteria.
Skills: Knowledge (magic) 12 ranks.
Feat: Craft Magic Arms and Armor or any two item creation feats requiring 3rd level or above.
Special: Caster level 21, exclusive worshiper of Deptat, lawful (3+) alignment, have destroyed or posessed an artifact for at least two levels.

Class Skills

The Artificer of Deptat's class skills (and the key ability for each skill) are Concentration (Con), Craft (any) (Int), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (magic) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha).
Skill Points at Each Level: 4 + Int modifier.

Table: The Arificer of Deptat
LevelSpecialSpells per Day
1stForge artifact, resist artifact
2ndBonus feat, unmake artifact+1 level of existing class
3rdWorkshop+1 level of existing class
4thOverpower artifact, ire of Deptat
5thAbsorb artifact, bonus feat+1 level of existing class

Class Features

All the following are class features of the Artificer of Deptat prestige class.
Weapon and Armor Proficiency: Artificers of Deptat gain no new proficiencies.
Forge Artifact (Su): You can create artifacts with the usual item creation rules. Each artifact is different; see your DM for information. In particular each artifact must contain at least one unique component. If you also have the relevant creation feat the xp cost is reduced: -5% for Craft Wondrous Item, -50% for Forge Ring, and -10% for most other item creation feats.
Resist Artifact (Su): You gain a +5 bonus on saving throws vs. mind-affecting abilities of artifacts, against saving throws against self-destructive abilities of artifacts, and also on Sense Motive checks against artifacts.
Bonus Feat: At levels 2 and 5 you gain a bonus feat. This may be any item creation feat or a feat from the epic cleric list.
Unmake Artifact (Su): You are privy to the dark secrets of unraveling the construction of artifacts. If you study a magic item for 1 day per (its) caster level, you can determine a way to destroy it. This is similar to a bardic knowledge check other than the time required.
Workshop (Sp): As a standard action you can plane shift to Deptat's plane. You appear (in the usual 7 rounds) just outside Deptat's workshop, and you are granted full access to its facilities. Any magic items created here are at a 10% discount. Others may accompany you if you vouch for them, but donations are required unless they are worshipers of Deptat.
Overpower Artifact (Sp): You can attempt to overpower the will of a sentient artifact, forcing it to act as you desire. Make a Use Magic Device check (the DM sets the DC). The artifact gets a +2 bonus for each previous time you successfully used this ability on it, and natural 1s always fail (no rerolls). You may not be able to force the artifact to use all of its abilities (for example, self-destructing or granting wishes) at the DM's discretion.
Ire of Deptat (Su): If a magic item you own, or an artifact you were carrying, is stolen from you, you are immediately alerted to the theft and instantly know the location of the stolen property (and thus, likely, the thief) if on the same plane, or the plane to which the item has been taken. Further, the thief is sickened and can no longer naturally heal until the item is returned. Each day the item remains stolen the thief loses 1 point from a random ability score. If the item is not an artifact, these effects are permanent until the item is returned; if an artifact, they last as long as you have posessed the artifact or until it is returned, whichever comes first.
Absorb Artifact (Sp): As a standard action, you can attempt to draw the power from an artifact. This is a desperate move; the energy may kill or cripple you. You must have direct contact with the artifact but need not have control of it.
Spellcasting: At the indicated levels you gain one effective casting level of an existing class. Your caster level for the purposes of crafting magic items increases each level, even if your casting level does not.

Avatar of Genos

Hit Die: d6.

Requirements

To qualify to become an Avatar of Genos, a character must fulfill all the following criteria.
Skills: Knowledge (religion) 12 ranks, Knowledge (the planes) 12 ranks, Profession (oracle) 24 ranks.
Feat: Good Memory.
Epic Feat: Sovereign of the Elements.
Special: Fire domain, exclusive worshiper of Genos.

Class Skills

The Avatar of Genos' class skills (and the key ability for each skill) are Concentration (Con), Craft (any) (Int), Decipher Script (Int), Gather Information (Cha), Heal (Wis), Knowledge (any) (Int), Perform (any) (Cha), Profession (Wis), Speak Language, and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.

Table: The Avatar of Genos
LevelSpecialSpells per Day
1stTransformation 1/day+1 level of existing class
2nd+1 level of existing class
3rdBonus feat+1 level of existing class
4thProphecy doom 1/day+1 level of existing class
5thTransformation 2/day
6thBonus feat+1 level of existing class
7th+1 level of existing class
8thProphecy doom 2/day+1 level of existing class
9thBonus feat+1 level of existing class
10thProphecy ruin 1/week, transformation 3/day

Class Features

All the following are class features of the Avatar of Genos prestige class.
Weapon and Armor Proficiency: Avatars of Genos gain no new proficiencies.
Prophecy Doom (Su): Once per day per four class levels, the Avatar of Genos can prophecy doom against a creature (or object) within 100 feet. This is a standard action that does not provoke an attack of opportunity. The winds of fate turn against the target, giving it a −2 penalty on checks, saves, and attack rolls. It suffers a −2 penalty to effective spellcasting level for its spells and spell-like abilities. Its damage reduction or hardness, if any, is reduced by 5. This lasts for 1 day. You take the same penalty until the target fails a save, misses an attack roll, or loses a spell to spell resistance, until the duration expires, or until the target dies or is destroyed.
Transformation (Su): Once per day, you can transform into a fiery aspect of Genos as a standard action. You gain an insight bonus on attack rolls and armor class equal to 5 + one-quarter your class level and 10 temporary hit points per Hit Die. While in this form, you are immune to energy drain, ability drain, ability damage, and critical hits. Your armor and shield, if any, become insubstantial and do not grant their bonuses to your armor class. You gain the Fire subtype and Energy Feeder (fire) as a bonus feat. You are protected as by fire shield (warm shield) (caster level 20, damage 1d6+15). This transformation lasts 1 round per class level (but can be dismissed as a standard action).
Every 5 levels (5th, 10th, 15th, ...) you gain one additional use per day. You can make the transformation as a free action instead of a standard action if you burn two uses of the ability.
Prophecy Ruin (Su): Once per week per ten class levels, the Avatar of Genos can prophecy ruin against a creature (or object) within 100 feet. This is a standard action that does not provoke an attack of opportunity. You foretell death and destruction for the target. It suffers −5 to saving throws and its spell resistance, if any, is reduced by 5. Its deflection bonus is negated and applied as a penalty to AC as it attracts weapons. The target also becomes immune to magic that restores lost hit points. In turn, your caster level is reduced by 5, and you suffer a −5 penalty on skill checks, until the creature is destroyed or one month passes.
Spellcasting: Every level not divisible by 5 you gain one effective casting level of an existing class.

Crimson Sadist

Hit Die: d6.

Requirements

To qualify to become a Crimson Sadist, a character must fulfill all the following criteria.
Skills: Bluff 4 ranks, Intimidate 8 ranks, Profession (torturer) 8 ranks.
Feats: Great Fortitude.
Alignment: Neutral evil or chaotic evil.
Special: Exclusive worshipper of Halgrin.

Class Skills

The Crimson Sadist's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (all) (Int), Heal (Wis), Intimidate (Cha), Profession (all) (Wis), Sense Motive (Wis), and Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier.

Table: The Crimson Sadist
LevelBAFortRefWillSpecial
1st+0+2+0+2Aura of pain
2nd+1+3+0+3Seen it
3rd+2+3+1+3Infernal wound (1)
4th+3+4+1+4
5th+3+4+1+4Crippling strike
6th+4+5+2+5Infernal wound (2)
7th+5+5+2+5Ask questions later
8th+6+6+2+6Greater aura of pain
9th+6+6+3+6Infernal wound (3)
10th+7+7+3+7Reversal

Class Features

All the following are class features of the Crimson Sadist prestige class.
Weapon and Armor Proficiency: Crimson Sadists are proficient with simple weapons and light armors (but not shields).
Aura of Pain (Su): The Crimson Sadist is surrounded with an aura of debilitating pain. Creatures within 10 feet take a −1 penalty on attack rolls, skill checks, and ability checks. At 8th level the penalty increases to −2.
Seen It (Ex): The character gains a +5 bonus on saves against fear effects.
Infernal Wound (Ex): Crimson Sadists are skilled in inflicting persistent wounds. Any opponents injured by the Crimson Sadist lose 1 additional hit point each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a Heal check (DC 10 + class level + Constitution modifier), a cure spell, or a heal spell. However, a character attempting to cast a cure or heal spell on a creature damaged by the Crimson Sadist must succeed on a caster level check (same DC), or the spell has no effect on the injured character.
A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points.
Crippling Strike (Ex): If the Crimson Sadist sneak attacks a target, the target takes 2 points of Strength damage. If the Crimson Sadist does not have sneak attack he gains +1d6 sneak attack instead.
Ask Questions Later (Sp): Once per day the Crimson Sadist can use speak with dead (caster level = class level).
Reversal (Su): Once per day an attack which would hit the Crimson Sadist hits the attacker instead.

Dwarven Defender

This class is a work in progress. An alternate to the dwarven defender entry in the SRD.

Hit Die: d12.

Requirements

To qualify to become a dwarven defender, a character must fulfill all the following criteria.
Race: Any dwarf.
Alignment: Any lawful.
Base Attack Bonus: +7.
Feats: Dodge, Endurance, Toughness.

Class Skills

The defender's class skills (and the key ability for each skill) are Craft (Int), Listen (Wis), Sense Motive (Wis), and Spot (Wis).
Skill Points at Each Level: 2 + Int modifier.

Table: The Dwarven Defender
LevelBAFortRefWillAC bonusSpecial
1st+1+2+0+2+1Defensive stance 1/day
2nd+2+3+0+3+1DR 2/—
3rd+3+3+1+3+1Defender ability
4th+4+4+1+4+2Defensive stance 2/day
5th+5+4+1+4+2Defender ability
6th+6/+1+5+2+5+2DR 4/—
7th+7/+2+5+2+5+2Defender ability
8th+8/+3+6+2+6+3Defensive stance 3/day
9th+9/+4+6+3+6+2Defender ability
10th+10/+5+7+3+7+2DR 6/—, supreme defensive stance

Class Features

All of the following are Class Features of the dwarven defender prestige class.
AC Bonus (Ex) The dwarven defender receives a dodge bonus to Armor Class that starts at +1 and improves as the defender gains levels.
Weapon and Armor Proficiency: A dwarven defender is proficient with all simple and martial weapons, all types of armor, and shields.
Defensive Stance: When he adopts a defensive stance, a defender gains phenomenal strength but cannot move from the spot he is defending. He gains +6 to Strength, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. While in a defensive stance, a defender cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the character's Constitution modifier. A defender may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the defender is winded and takes a −2 penalty to Strength for the duration of that encounter. A defender can only use his defensive stance a certain number of times per day as determined by his level (see Table: The Dwarven Defender). Using the defensive stance takes no time itself, but a defender can only do so during his action.
Damage Reduction (Ex): At 6th level, a dwarven defender gains damage reduction. Subtract 3 points from the damage the dwarven defender takes each time he is dealt damage. At 10th level, this damage reduction rises to 6/-. Damage reduction can reduce damage to 0 but not below 0.
Supreme Defensive Stance (Ex): The dwarven defender's Strength bonus while in a defensive stance rises by +4.
Defender Ability: At levels 2, 5, and 8 the defender may choose one of the following special abilties.
Uncanny Dodge (Ex): A dwarven defender retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)
Improved Uncanny Dodge (Ex): Choose this ability only if you already have uncanny dodge. You can no longer be flanked. This denies rogues the ability to use flank attacks to sneak attack the dwarven defender. The exception to this defense is that a rogue at least four levels higher than the dwarven defender can flank him (and thus sneak attack him). This stacks with other classes granting this ability to determine the minimum rogue level required to flank the character.
Unlimited Defense (Ex): If you remain immobile in your defensive stance for at least four rounds, or until no enemies remain, it does not count against your daily uses of defensive stance.
Trap Sense (Ex): A dwarven defender gains a +4 bonus on Reflex saves made to avoid traps and a +4 dodge bonus to AC against attacks by traps.
Great Defensive Stance (Ex): The dwarven defender's Strength bonus while in a defensive stance rises to +8 and his resistance bonus increases to +3.
Mobile Defense (Ex): Choose this ability no sooner than level 5. A dwarven defender can adjust his position while maintaining a defensive stance. While in a defensive stance, he can take one 5-foot step each round without losing the benefit of the stance.
Bonus Feat: You may select a [Fighter] feat as a defender ability.

Immolated

Hit Die: d8.

Requirements

To qualify to become an Immolated, a character must fulfill all the following criteria.
Skills: Concentration 13 ranks, Knowledge (religion) 2 ranks , Speak Language (Ignan) 2 ranks.
Spellcasting: Arcane spellcaster level 1+ or divine spellcaster level 12+.
Feats: Toughness.
Special: Exclusive worshipper of Vogg, direct contact with Vogg (via commune, contact other plane, or similar).

Class Skills

The Immolated's class skills (and the key ability for each skill) are Concentration (Con), Craft (all) (Int), Intimidate (Cha), Profession (all) (Wis), and Use Magic Device (Cha).
Skill Points at Each Level: 2 + Int modifier.

Table: The Immolated
LevelBAFortRefWillSpecial
1st+0+2+2+0Fire resistance 10, immolation
2nd+1+3+3+0Fiery gaze
3rd+1+3+3+1Fire immunity
4th+2+4+4+1Fast healing
5th+2+4+4+1Deflect flames, greater fiery gaze

Class Features

All the following are class features of the Immolated prestige class.
Weapon and Armor Proficiency: The Immolated gain no new proficiencies.
Spellcasting: When a new immolated level is gained, the character's caster level increases by 1 in whatever spellcasting class he had before. He does not gain additional spells, spells per day, or any other benefit a character of that class would have gained. If a character had more than one spellcasting class before he became an immolated, he must decide to which class has its spellcasting level increased.
Immolation (Sp): Once per day per class level, the Immolated may surround himself with flames, as the fireball spell (caster level 10, save DC 10 + class level + Cha modifier) but affecting himself and all within a 20-foot radius.
Fiery Gaze (Su): As a standard action, the Immolated may make a gaze attack affecting a single creature or object within 30 feet. The creature or object takes 10d6 points of fire damage (Fortitude half, DC 10 + class level + Con modifier).
Fast Healing (Ex): As long as the Immolated is touching a flame at least as large as a torch, it heals 2 points of damage per round.
Deflect Flames (Su): If the Immolated is subject to a fire attack dealing at least one point of damage last round, he may spend a full-round action to deflect the lingering metaphysical energies of the attack as a ray affecting a single target within 30 feet.
Greater Fiery Gaze (Su): Once per day the immolated may use an improved version of the fiery gaze. Its damage increases to 12d6 and its save DC increases to 15 + class level + Con modifier.

Keldrian Horselord

Hit Die: d10.

Requirements

To qualify to become a Keldrian Horselord, a character must fulfill all the following criteria.
Skills: Ride 8 ranks, Handle Animal 4 ranks, Spot 4 ranks.
Feats: Animal Affinity, Mounted Archery, Mounted Combat, and Ride-By Attack.
Race: Human (Keldrian).

Class Skills

The Keldrian Horselord's class skills (and the key ability for each skill) are Craft (leatherworking) (Int), Handle Animal (Cha), Heal (Wis), Perform (oratory) (Cha), Profession (any) (Wis), Ride (Dex), Spot (Wis), and Survival (Wis).
Skill Points at Each Level: 2 + Int modifier.

Table: The Keldrian Horselord
LevelBAFortRefWillSpecial
1st+1+2+0+0Spear charge
2nd+2+3+0+0Bonus feat
3rd+3+3+1+1Improved Mounted Combat
4th+4+4+1+1Bonus feat
5th+5+4+1+1Greater Mounted Combat, mounted mastery

Class Features

All the following are class features of the Keldrian Horselord prestige class.
Weapon and Armor Proficiency: Keldrian horselords are proficient with all simple and martial weapons and with light armor and shields (except tower shields).
Spear Charge: When charging from horseback, you deal double damage with longspears.
Improved Mounted Combat: A Keldrian horselord may negate a second attack with a Ride check (as the Mounted Combat ability), but at a −5 penalty. This ability only functions when the Keldrian horselord is in light or no armor, and not carrying a medium or heavy load.
Bonus Feats: At 2nd and 4th level, a Keldrian horselord may select a bonus feat from the following list: Diehard, Endurance, Far Shot, Improved Critical (club, longspear, shortbow, shortspear, or spear), Iron Will, Lightning Reflexes, Precise Shot, Skill Focus (Handle Animal or Ride), Spirited Charge, Trample, Weapon Focus (club, longspear, shortbow, shortspear, or spear)
Greater Mounted Combat: A Keldrian horselord may negate a third attack with a Ride check (as the Mounted Combat ability), but at a −10 penalty. This ability only functions when the Keldrian horselord is in light or no armor, and not carrying a medium or heavy load.
Mounted Mastery: When making a Handle Animal or Ride check, a Keldrian horselord may take 10 even if stress and distractions would normally prevent her from doing so.

Knight Paramount

Hit Die: d10.

Requirements

To qualify to become a Knight Paramount, a character must fulfill all the following criteria.
Base Attack: +22
Skills: Ride 25 ranks, Handle Animal 12 ranks.
Feats: Mounted Combat, Ride-By Attack, Spirited Charge, Trample.
Epic Feat: Legendary Rider.

Class Skills

The Knight Paramount's class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Jump (Str), Knowledge (nobility and royalty) (Int), Profession (Wis), Ride (Dex), and Swim (Str).
Skill Points at Each Level: 2 + Int modifier.

Table: The Knight Paramount
LevelSpecial
1stStill Charge
2ndBonus feat
3rd
4thBonus feat
5thSinusoidal charge 1/day
6thBonus feat
7th
8thBonus feat
9th
10thBonus feat, sinusoidal charge 2/day

Class Features

All the following are class features of the Knight Paramount epic prestige class.
Weapon and Armor Proficiency: Knights paramount are proficient with all simple and martial weapons and with all armor and shields (except tower shields).
Still Charge (Ex): A Knight Paramount need not move 10 feet before charging. This ability does not allow the Knight to make multiple attacks on a charge.
Sinusoidal Charge (Ex): You may make a sinusoidal charge as a special full-round action whenever you are mounted. During the sinusoidal charge, you may move up to twice your mount's speed in some direction. For every 10 feet you move forward, you may move 5 feet to the left or right, counting against your movement as normal. You may make one attack for every 5 points of your base attack (including epic attack), rounded down. You can't take more than one attack against any one opponent. This ability may be used once per day per 5 class levels.
Bonus Feats: At 2nd level and every 2 levels thereafter, a Knight Paramount gains a bonus feat. These feats must be chosen from the following list: Armor Skin, Bane of Enemies, Damage Reduction, Devastating Critical, Dire Charge, Distant Shot, Epic Endurance, Epic Leadership, Epic Prowess, Epic Reputation, Epic Toughness, Epic Weapon Focus, Improved Whirlwind Attack, Legendary Adventurer, Legendary Commander, Overwhelming Critical, Supreme Initiative, Swarm of Arrows, and Uncanny Accuracy.

Transcendant

Hit Die: d8.

Requirements

To qualify to become a Transcendant, a character must fulfill all the following criteria.
Skills: Concentration 25 ranks, Knowledge (any one) 12 ranks, Listen 12 ranks, Spot 12 ranks.
Feats: Iron Will (or Epic Will).
Epic Feats: Extended Lifespan.
Special: The character must have been transformed into an Outsider through a class ability, feat, or similar circumstance (for example, the mystic's Perfect Self).

Class Skills

The Transcendant's class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Knowledge (all) (Int), Listen (Wis), Perform (all) (Cha), Sense Motive (Wis), Spot (Wis), and any three skills.
Skill Points at Each Level: 4 + Int modifier.

Table: The Transcendant
LevelSpecialSpells per Day
1stTimelessness, renounce wealth, bounty of absence+1 level of existing class
2ndEnhance weapon (+1)
3rdImmortality
4thBonus feat+1 level of existing class
5thRenounce food, transcend body
6thEnhance weapon (+2)
7thPenetrate damage reduction+1 level of existing class
8thBonus feat
9thEnhance weapon (+3), renounce sleep, true insight
10thWeapon sameness+1 level of existing class
11thEnhance weapon (+4)
12thBonus feat
13thRenounce morality, oneness of matter+1 level of existing class
14thEnhance weapon (+5)
15thPerfection of mind and body

Class Features

Table: Bounty of Absence/Renounce Wealth
ItemsLevels 1–9Levels 10–15
0–2+6 Str, Dex, Con, Int, Wis, Cha+8 Str, Dex, Con, Int, Wis, Cha
3–4+6 Str, Dex, Con+8 Str, Dex, Con
5–8+4 Str, Dex, Con+6 Str, Dex, Con
9+

All the following are class features of the Transcendant epic prestige class.
Weapon and Armor Proficiency: Transcendants gain no new proficiencies.
Timelessness (Ex): A Transcendant no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the Transcendant does not die from old age.
Bounty of Absence (Su): The Transcendant gains a +6 enhancement bonus on all physical ability scores. This bonus increases by +2 at 10th level.
Renounce Wealth (Ex): The Transcendant purifies her soul by rejecting superfluous wealth. If she owns more than 8 magical and 8 nonmagical items she loses her bounty of absence ability. If she owns more than 4 magical and 4 nonmagical items the bonus is decreased by 2.
If she owns no more than 2 magical and 2 nonmagical items the bonus instead applies to all ability scores, mental and physical.
Enhance Weapon (Su): Any weapon wielded by the Transcendant, including natural weapons and unarmed strikes, gains the listed enhancement. This overlaps any existing enhancements on the weapons.
Immortality (Ex): At 3rd level, the Transcendant has no need to eat, sleep, trance, or breathe, and is not subject to death from massive damage. She can still die in combat and in similar situations.
Bonus Feats: At levels 4, 8, and 12 the Transcendant gains a bonus feat. She may choose any feat she is qualified to take (including epic feats).
Transcend Body (Su): At 5th level, the Transcendant my strike incorporeal creatures without a miss chance. She may assume incorporeal form at will for any number of rounds per day. Taking this form or returning to material form is a move action.
Renounce Food (Ex): At 5th level the Transcendant purifies her body by rejecting food and drink, including magical sustenance such as heroes' feast and drink such as potions. If the Transcendant partakes of food or drink, she loses her ability to transcend body for the next 8 hours.
Penetrate Damage Reduction (Su): At 7th level, the Transcendant can penetrate damage reduction with any weapon she wields (including natural weapons and unarmed strikes) as if she was wielding epic weapons.
True Insight (Su): At 9th level, the Transcendant adds the lesser of her Intelligence bonus and one-third her class level as an insight bonus to her armor class and saves.
Renounce Sleep (Ex): At 9th level the Transcendant purifies her body and mind by rejecting sleep, trance, and dreams, including dream casting of any sort and magically induced sleep. If the Transcendant sleeps, trances, or dreams, she loses her true insight ability for the next 24 hours.
Weapon Sameness (Ex): The Transcendant gains proficiency in all simple, martial, and exotic weapons, as well as all natural attacks.
Oneness of Matter (Su): At 13th level the Transcendant can penetrate damage reduction with any weapon she wields (including natural weapons and unarmed strikes) as though her weapon is made of all materials (adamantine, cold iron, silver, etc.).
Renounce Morality (Ex): At 13th level the Transcendant purifies her mind by rejecting either her moral (good/evil) or ethical (law/chaos) portion of her alignment. If the Transcendant's chosen alignment segment exceeds 2, she loses her oneness of matter ability for the next 7 days.
Perfection of Mind and Body (Ex): A 15th level Transcendant with at least 40 ranks in Concentration is immune to mind-influencing effects (though she may drop this immunity for one round as a standard action). She gains resistance 10 to acid, cold, electricity, fire, and sonic and fast healing 6.

Multiclass Note: Transcendants freely multiclass with all classes.

Core Classes

Barbarian

See the barbarian entry in the SRD.

Epic Levels

Epic Bonus Feats: The epic barbarian gains a bonus feat (selected from the list of epic barbarian bonus feats) every four levels higher than 20th.
Epic Barbarian Bonus Feat List: Armor Skin, Chaotic Rage, Damage Reduction, Devastating Critical, Dire Charge, Epic Endurance, Epic Prowess, Epic Speed, Epic Toughness, Epic Weapon Focus, Fast Healing, Incite Rage, Legendary Climber, Legendary Leaper, Legendary Rider, Legendary Tracker, Legendary Wrestler, Mighty Rage, Overwhelming Critical, Ruinous Rage, Terrifying Rage, Thundering Rage.

Bard (battle bard variant)

An alternate to the bard entry in the SRD.

Alignment: Any nonlawful.
Hit Die: d6.

Class Skills

The bard's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4 + Int modifier.

Table: The Bard
—— Spells per Day ——
LevelBAFortRefWillSpecial01st2nd3rd4th5th6th
1st+1+0+2+2Bardic music, bardic knowledge, countersong, fascinate2
2nd+2+0+3+3Inspire courage +130
3rd+3+1+3+3Inspire competence31
4th+4+1+4+4320
5th+5+1+4+4331
6th+6/+1+2+5+5Suggestion332
7th+7/+2+2+5+53320
8th+8/+3+2+6+6Inspire courage +23331
9th+9/+4+3+6+6Inspire greatness3332
10th+10/+5+3+7+733320
11th+11/+6/+1+3+7+733331
12th+12/+7/+2+4+8+8Song of freedom33332
13th+13/+8/+3+4+8+8333320
14th+14/+9/+4+4+9+9Inspire courage +3433331
15th+15/+10/+5+5+9+9Inspire heroics443332
16th+16/+11/+6/+1+5+10+104443320
17th+17/+12/+7/+2+5+10+104444331
18th+18/+13/+8/+3+6+11+11Mass suggestion4444432
19th+19/+14/+9/+4+6+11+114444443
20th+20/+15/+10/+5+6+12+12Inspire courage +44444444
Table: Bard Spells Known
—— Spells Known ——
Level01st2nd3rd4th5th6th
1st4
2nd521
3rd63
4th6321
5th643
6th643
7th64421
8th6443
9th6443
10th644421
11th64443
12th64443
13th6444421
14th644443
15th644443
16th65444421
17th6554443
18th6555443
19th6555544
20th6555554

1 Provided the bard has a high enough Charisma score to have a bonus spell of this level.

Class Features

All of the following are class features of the bard.
Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a bard wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
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. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a bard's spell is 10 + the spell level + the bard's Charisma modifier.
Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Bard. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: Bard Spells Known indicates that the bard gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.
The bard's selection of spells is extremely limited. A bard begins play knowing four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score; the numbers on Table: Bard Spells Known are fixed.)
Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
As noted above, a bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.
Lore: A bard may make a special lore check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
A successful lore check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

DCType of Knowledge
10Common, known by at least a substantial minority drinking; common legends of the local population.
20Uncommon but available, known by only a few people legends.
25Obscure, known by few, hard to come by.
30Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don't understand the significance of the knowledge.

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). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.
Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn't require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.
Countersong (Su): A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself ) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform check result for the save. Countersong has no effect against effects that don't allow saves. The bard may keep up the countersong for 10 rounds.
Fascinate (Sp): A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.
To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature's Will save against the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a −4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
Inspire Courage (Su): A bard of 2nd level or higher with 5 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself ), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, +4 at 20th, and so on). Inspire courage is a mind-affecting ability.
Inspire Competence (Su): A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.
The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard's music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can't inspire competence in himself. Inspire competence is a mind-affecting ability.
Suggestion (Sp): A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the bard's concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.
Making a suggestion doesn't count against a bard's daily limit on bardic music performances. A Will saving throw (DC 10 + 1/2 bard's level + bard's Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.
Inspire Greatness (Su): A bard of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a bard must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.
Song of Freedom (Sp): A bard of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character's bard level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A bard can't use song of freedom on himself.
Inspire Heroics (Su): A bard of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a bard must sing and an ally must hear the bard sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the bard sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.
Mass Suggestion (Sp): This ability functions like suggestion, above, except that a bard of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.

Epic Levels

Epic bards gain 1 additional skill point per level, for a total of 5 + Int modifier.

Epic Bonus Feats: The epic bard gains a bonus feat (selected from the list of epic bard bonus feats) every three levels after 20th.
Epic Bard Bonus Feat List: Armor Skin, Augmented Alchemy, Combat Archery, Damage Reduction, Deafening Song, Devastating Critical, Dire Charge, Distant Shot, Epic Endurance, Epic Inspiration, Epic Leadership, Energy Resistance, Epic Prowess, Epic Reputation, Epic Skill Focus, Epic Toughness, Epic Weapon Focus, Exceptional Deflection, Group Inspiration, Hindering Song, Improved Combat Casting, Improved Combat Reflexes, Improved Manyshot, Improved Metamagic, Improved Spell Capacity, Improved Stunning Fist, Improved Whirlwind Attack, Infinite Deflection, Inspire Excellence, Instant Reload, Lasting Inspiration, Legendary Commander, Legendary Rider, Legendary Wrestler, Master Staff, Master Wand, Music of the Gods, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Permanent Emanation, Polyglot, Ranged Inspiration, Rapid Inspiration, Reactive Countersong, Reflect Arrows, Spellcasting Harrier, Spell Knowledge, Spell Stowaway, Spell Opportunity, Storm of Throws, Superior Initiative, Swarm of Arrows, Tenacious Magic, Two-Weapon Rend, Uncanny Accuracy. In addition to the feats on this list, the bard may treat any non-epic [Fighter] feat as being on his bonus feat list, except for Weapon Specialization and feats requiring Weapon Specialization.

Ex-Bards

A bard who becomes lawful in alignment cannot progress in levels as a bard, though he retains all his bard abilities.

Cleric

See the cleric entry in the SRD.

Epic Levels

Epic Bonus Feats: The epic cleric gains a bonus feat (selected from the list of epic cleric bonus feats) every three levels after 20th.
Epic Cleric Bonus Feat List: Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Bonus Domain, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Ignore Material Components, Improved Alignment-Based Casting, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Negative Energy Burst, Permanent Emanation, Planar Turning, Positive Energy Aura, Spectral Strike, Spell Stowaway, Spell Opportunity, Spontaneous Domain Access, Spontaneous Spell, Tenacious Magic, Undead Mastery, Zone of Animation.

Druid

See the druid entry in the SRD.

Epic Levels

Epic Bonus Feats: The epic druid gains a bonus feat (selected from the list of epic druid bonus feats) every four levels after 20th.
Epic Druid Bonus Feat List: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Colossal Wild Shape, Diminutive Wild Shape, Dragon Wild Shape, Energy Resistance, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Fast Healing, Fine Wild Shape, Gargantuan Wild Shape, Ignore Material Components, Improved Combat Casting, Improved Elemental Wild Shape, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Magical Beast Companion, Magical Beast Wild Shape, Multispell, Perfect Health, Permanent Emanation, Plant Wild Shape, Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic, Vermin Wild Shape.

Fighter

Fighter-only feats

See the fighter entry in the SRD.

Epic Levels

Epic Bonus Feats: The epic fighter gains a bonus feat (selected from the list of epic fighter bonus feats) every two levels after 20th.
Epic Fighter Bonus Feat List: Armor Skin, Combat Archery, Damage Reduction, Devastating Critical, Dire Charge, Distant Shot, Epic Endurance, Epic Leadership, Epic Prowess, Energy Resistance, Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization, Exceptional Deflection, Improved Combat Reflexes, Improved Manyshot, Improved Stunning Fist, Improved Whirlwind Attack, Infinite Deflection, Instant Reload, Legendary Commander, Legendary Rider, Legendary Wrestler, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Reflect Arrows, Spellcasting Harrier, Storm of Throws, Superior Initiative, Swarm of Arrows, Two-Weapon Rend, Uncanny Accuracy. In addition to the feats on this list, the fighter may treat any [Fighter] feat as being on his bonus feat list.

Mystic (variant monk)

Mystic-only feats

A replacement for the monk entry in the SRD.

Alignment: Any nonchaotic.
Hit Die: d8.

Class Skills

The mystic's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Jump (Str), Perform (Cha), Profession (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) ×4.
Skill Points at Each Additional Level: 4 + Int modifier.

Table: The Mystic
LevelBAFortRefWillSpecial
1st+0+0+0+2Mystic ability or bonus feat, paths
2nd+1+0+0+3Mystic ability, slow fall 10 ft
3rd+2+1+1+3Mystic ability or bonus feat
4th+3+1+1+4Mystic ability, still mind
5th+3+1+1+4Mystic ability or bonus feat
6th+4+2+2+5Mystic ability, slow fall 20 ft
7th+5+2+2+5Mystic ability or bonus feat
8th+6/+1+2+2+6Mystic ability, purity of body
9th+6/+1+3+3+6Mystic ability or bonus feat
10th+7/+2+3+3+7Mystic ability, slow fall 30 ft
11th+8/+3+3+3+7Mystic ability or bonus feat
12th+9/+4+4+4+8Mystic ability, heart of fire
13th+9/+4+4+4+8Mystic ability or bonus feat
14th+10/+5+4+4+9Mystic ability, slow fall 40 ft
15th+11/+6/+1+5+5+9Mystic ability or bonus feat
16th+12/+7/+2+5+5+10Mystic ability, timeless body
17th+12/+7/+2+5+5+10Mystic ability or bonus feat
18th+13/+8/+3+6+6+11Mystic ability, slow fall 50 ft
19th+14/+9/+4+6+6+11Mystic ability or bonus feat
20th+15/+10/+5+6+6+12Mystic ability, perfect self

Class Features

All of the following are class features of the mystic.
Weapon and Armor Proficiency: Mystics are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. They are proficient with light armor and shields (except tower shields).
Path: Mystics chooses two paths from the following list:
Acrobat: The following skills are added to the Mystic's class list: Balance (Dex), Escape Artist (Dex), Hide (Dex), Move Silently (Dex), and Tumble (Dex). Her base Reflex save improves to match her base Will save.
Empath: The following skill is added to the Mystic's class list: Sense Motive (Wis). She may gain an animal companion as a ranger of her level or a familiar as a wizard of her level (but not both). This path may be taken multiple times, each time allowing an additional companion.
Free Spirit: The Mystic gains an additional skill point at each level, and adds any skill as class skills. This path may be taken up to twice.
Killer: The following skills are added to the Mystic's class list: Bluff (Cha), Disguise (Cha). She may choose to gain +1d6 sneak attack instead of a mystic ability on even levels.
Lorekeeper: The mystic gains bardic knowledge and may choose loremaster secrets instead of mystic powers, with the following level + Wis modifier requirements: instant mastery (2), secret health (4), secrets of inner strength (6), the lore of true stamina (8), secret knowledge of avoidance (10), weapon trick (12), dodge trick (14), applicable knowledge (16), newfound arcana* (4), more newfound arcana* (8). The newfound arcana abilities require the ability to cast spells.
Priest: The mystic adds Knowledge (religion) to her class list. She gains the ability to prepare and cast one first-level spell from the cleric list. This is a divine spell and follows the same rules for clerics casting spells, except that the mystic cannot spontaneously cast healing spells and need not have a minimum Wisdom score to cast it. This path may be taken up to 9 times, each time granting a spell one level higher. Beyond first level, a mystic must have at least twice the Hit Dice of the spell level to cast it. When wearing armor or using a shield, a mystic can't cast these spells.
Savant: The mystic may choose powers as though her Wisdom was 8 higher than it actually is, or as if it were 20, whichever is better.
Scholar: The following skills are added to the Mystic's class list: Knowledge (all) (Int), Spellcraft (Int), and any two.
Warrior: The Mystic can choose feats as though her base attack from this class was the same as a fighter's. Her base Fortitude save improves to match her base Will save.
Mystic Power: Each level the mystic chooses one power from Table: Mystic Powers. She can choose any power on the table up to her level + Wisdom modifier, but can't choose the same power twice unless otherwise noted.

Table: Mystic Powers
Level + Wis
ModifierPower
Less than 0Additional path*
0Asceticism
1Death trance
2Preternatural sense
3Fast movement*
4Skill mastery*
5Evasion
6Domain*
7Magical ki strike
8Wholeness of body*
9Healing talent*
10Resistance*
11Camaraderie
12Improved evasion
13Lawful ki strike
14Walk on water
15Abundant step*
16Diamond body
17Focused mind*
18Diamond soul
19Quivering palm*
20Prowess*
21Adamant ki strike
22Lawgiver*
23Tongue of the sun and moon
24Empty body*
25Speak with stones
26Forceful fists
27Mind over body
28Eternal lawgiver
29Harness destructive energies
30Spiritual journey

* May be taken more than once.
Requires a lawful alignment.

Abundant Step (Su): A mystic can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her mystic level (rounded down). This mystic power can be taken more than once, increasing the number of uses by 1 each time. Additionally, the second time it is taken the caster level increases to the mystic's level (instead of half of the mystic's level).
Adamant Ki Strike (Su): A mystic's unarmed attacks are empowered with ki. Her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction. A mystic must have the magical ki strike power to choose this mystic power.
Asceticism (Ex): The mystic may make a Concentration check in place of a Constitution check to avoid damage and death due to starvation or dehydration.
Camaraderie (Su): The mystic must be on the empath path to select this power. The mystic can attract stronger companions. If she attracts a familiar she acts as though she had the Improved Familiar feat. If she has an animal companion it gain powers as though she was a druid three-quarters her level instead of a ranger of her level. If she attracts a new companion she may instead choose a fiendish servant as a blackguard as though her character level was her class level or a paladin warhorse as a paladin of her level.
Death Trance (Ex): A mystic can enter a deep trance, waking only on physical stimulus (vigorous shaking or worse) or on predetermined cues or times. During the trance she consumes one-tenth the normal amount of air, food, and water. A mystic with at least 10 ranks of Concentration also acts as if she were under the effects of a delay poison spell while trancing. A mystic with at least 20 ranks of Concentration perfects her trance, consuming one-twentieth the normal amount of food and water and no air at all.
Diamond Body (Su): A mystic gains immunity to all poisons.
Diamond Soul (Ex): A mystic gains spell resistance equal to her current mystic level + 10. In order to affect the mystic with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mystic's spell resistance. A mystic may drop this protection as a reaction (but only when conscious).
Domain: A mystic must be on the priest path and be an exclusive worshipper of a deity to select this power. She chooses one of her deity's domains, gaining its granted power. She can prepare spells from that domain as well as from the cleric list.
Empty Body (Su): A mystic gains the ability to assume an ethereal state for 1 round per mystic level per day, as though using the spell ethereal jaunt. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her mystic level. This ability may be taken more than once. Each time beyond the first, the total duration is multiplied by 10. (Do not combine these multiplications as normal; duration is ×10, ×100, ×1000.)
Eternal Lawgiver (Su): A mystic must select lawful ki strike, magical ki strike, and lawgiver before this power. If the mystic strikes a chaotic creature with an unarmed strike and is not using her lawgiver ability she deals +1d6 damage. Her damage from lawgiver is increased to +5d6. A mystic must be lawful to choose this power and loses this power if she ceases to be lawful.
Evasion (Ex): If the mystic makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the mystic is wearing light armor or no armor. A helpless mystic does not gain the benefit of evasion.
Fast Movement (Ex/Su): Each time the mystic takes this ability, she gains a +10 ft enhancement bonus to her speed. These stack with each other (but not with other enhancement bonuses). When wearing armor, using a shield, or carrying a medium or heavy load, a mystic loses her fast movement. These increases are natural until the mystic's base speed is doubled, and supernatural thereafter. Add the supernatural component of the speed to the distance the mystic can slow fall.
Focused Mind (Ex): Once per day as a standard action the mystic can harden her mind against influence. The next time she resists a spell or ability allowing a Will save she gains a bonus equal to 5 + one-half her class level on the save. This ability lasts for 1 hour or until used. A mystic must be lawful to choose this power.
Forceful Fists (Ex): The mystic can expend one use of her stunning fist ability to deal an extra +2d6 damage with an unarmed strike. This counts as a use of the ability for all purposes, such as the limit on uses per round. This affects even creatures not subject to stunning. A mystic must have the Stunning Fist feat to choose this power.
Harness Destructive Energies (Sp): Once per day as a standard action, the mystic can tap into and release fell energies used against her. If in the past round she was targeted with and saved against a negative energy effect or a death effect to which she was not immune, she can use it herself as a standard action. The effect is a ray with a range of the original effect's range (or 10 feet, whichever is better), but is otherwise identical to it (do not recalculate the DC).
Healing Talent (Su): A mystic must select wholeness of body before this power. She can heal others (but not herself) a number of hit points of damage equal to five times her current mystic level each day, and she can spread this healing out among several uses. Meditating for one hour (Concentration DC 15) restores a mystic's daily uses of this ability.
Improved Evasion (Ex): A mystic henceforth she takes only half damage on a failed Reflex save for half damage (and no damage on a successful save). A helpless mystic does not gain the benefit of improved evasion. A mystic must have evasion to choose this power.
Lawful Ki Strike (Su): A mystic's unarmed attacks are empowered with ki. Her unarmed attacks are treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. A mystic must be lawful to choose this power and loses this power if she ceases to be lawful.
Lawgiver (Su): A mystic must select lawful ki strike and magical ki strike before this power. As a free action once per day per four class levels (but not more than once per round) the mystic can empower her unarmed strikes with lawful power. This deals +2d6 damage to chaotic creatures. The charge is lost if the mystic hits a nonchaotic creature, but remains if the mystic misses her attack. A mystic must be lawful to choose this power and loses this power if she ceases to be lawful.
Magical Ki Strike (Su): A mystic'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.
Mind over Body (Su): The mystic may use half her Wisdom modifier in place of her Constitution modifier for calculating hit points and Concentration checks. This functions even if the mystic is unconscious.
Preternatural Sense (Ex): When unarmored and unencumbered, the mystic adds her Wisdom bonus (if any) to her AC. The bonus increases by +1 at 5th level and every five mystic levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the mystic is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Prowess (Ex): The mystic gains a +1 bonus on all attack rolls. She loses these bonuses when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Quivering Palm (Su): A mystic can set up vibrations within the body of another creature that can thereafter be fatal if the mystic so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected.
If the mystic strikes successfully and the target takes damage from her unarmed strike, the quivering palm attack succeeds. Thereafter the mystic can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her mystic level. To make such an attempt, the mystic merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the mystic's level + the mystic's Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. A mystic must have the magical ki strike ability and the Fists of Iron feat to choose this power.
Resistance (Ex): The mystic gains resistance 2 against acid, cold, electricity, fire, and sonic. This power may be selected multiple times; its effects stack.
Skill Mastery (Ex): The mystic chooses one skill with which she can take 10 even if stress and distractions would normally prevent her from doing so. At level 10 you may choose a second skill, and a third at level 20. (You don't gain any more uses at epic levels.)
Speak with Stones (Ex): The mystic can speak with inanimate objects, granting her 60 foot tremorsense. (Inanimate objects may have limited abilities to impart other useful information at the DM's discretion.) She must have tongue of the sun and moon before selecting this ability.
Spiritual Journey (Sp): The mystic can project her mind and the minds of other willing creatures to the astral plane, as the astral projection spell (caster level is half class level). This ability requires 30 minutes of meditation and a Concentration check (DC 30) but can be attempted any number of times per day. There are no material components.
Tongue of the Sun and Moon (Ex): A mystic can speak with any living creature.
Walk on Water (Su): A mystic gains a +30 competence bonus on Balance checks to walk on surfaces that couldn't support the character's weight, such as water (DC 90), fragile branches (DC 90), and clouds (DC 120). Add one-half the mystic's speed bonus from fast movement to this bonus. If the mystic moves at least as far as her speed in a given round, double this competence bonus.
Wholeness of Body (Su): A mystic can heal her own wounds. She can heal a number of hit points of damage equal to twice her current mystic level each day, and she can spread this healing out among several uses. Meditating for one hour (Concentration DC 15) restores a mystic's daily uses of this ability.
Bonus Feat: Every odd level, a mystic may choose a bonus fighter feat instead of a mystic power. If she chooses Guarded Unarmed Strike, she gains Lethal Unarmed Strike as a bonus feat.
Slow Fall (Ex): At 2nd level or higher, a mystic within arm's reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 10 feet shorter than it actually is. The mystic's ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves by 10 feet every fourth level.
Still Mind (Ex): A mystic of 4th level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
Purity of Body (Ex): At 8th level, a mystic gains immunity to all diseases except for supernatural and magical diseases.
Heart of Fire (Su): At 12th level the mystic gains +4 on saves against death, negative energy, level drain, ability drain, and ability damage. If such effect does not normally allow a saving throw the mystic may negate the effect with a Will save (without the usual +4 bonus).
Timeless Body (Ex): Upon attaining 16th level, a mystic no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken remain in place. Bonuses still accrue, and the mystic still dies of old age when her time is up.
Perfect Self: At 20th level, a mystic becomes a magical creature. She is forevermore treated as an outsider rather than her former type for the purpose of spells and magical effects. Unlike other outsiders, the mystic can still be brought back from the dead as if she were a member of her previous creature type. Additionally, the mystic gains damage reduction 10/magic.

Epic Levels

The mystic's slow fall continues to improve at the same rate (60 feet at level 22, 70 feet at level 26, and so on). Her other class abilities do not improve except as noted below.
Paths at Epic Levels: Some path abilities continue to improve, or gain new abilities at epic levels.
Empath: The mystic's effective class level continues to increase. The following epic feats are added to the mystic's class list: Familiar Spell, Magical Beast Companion. She can qualify for Magical Beast Companion as though she could wild shape 6/day if she has the Camaraderie mystic power.
Killer: The following epic feats are added to the mystic's class list: Improved Sneak Attack, Lingering Damage. Like a rogue, the killer may choose crippling strike (but, unlike the rogue, not other rogue special abilities) instead of an epic feat.
Lorekeeper: The mystic's effective level continues to increase.
Priest: The following epic feats are added to the mystic's class list: Epic Spellcasting, Improved Spell Capacity, Improved Metamagic, Multispell, Spell Stowaway, and Spontaneous Domain Access.
Savant: The mystic gains the Great Wisdom epic feat as a bonus feat on level 21.
Scholar: The following epic feat is added to the mystic's class list: Legendary Scholar.
Epic Bonus Feats: The epic mystic may take a mystic power each level above 20. For every three mystic powers she forgoes (above 20th level) she gains a bonus epic feat (selected from the list of epic mystic bonus feats).
Epic Mystic Bonus Feat List: Armor Skin, Blinding Speed, Damage Reduction, Energy Resistance, Epic Ki Strike, Epic Prowess, Epic Speed, Epic Toughness, Exceptional Deflection, Fast Healing, Improved Combat Reflexes, Improved Spell Resistance, Improved Stunning Fist, Infinite Deflection, Keen Strike, Legendary Climber, Legendary Wrestler, Reflect Arrows, Righteous Strike, Self-Concealment, Shattering Strike, Vorpal Strike.

Ex-Mystics

A mystic who becomes chaotic cannot gain new levels as a mystic but retains all mystic abilities (except eternal lawgiver, focused mind, lawful ki strike, and lawgiver).
Like a member of any other class, a mystic may be a multiclass character, but multiclass mystics face a special restriction. A mystic who gains a new class or (if already multiclass) raises another class by a level may never again raise her mystic level, though she retains all her mystic abilities. This restriction does not apply to mystics on the free spirit path.

Ranger (Variant)

An alternate to the ranger entry in the SRD.

Alignment: Any.
Hit Die: d8.

Class Skills

The ranger's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) ×4.
Skill Points at Each Additional Level: 6 + Int modifier.

Table: The Ranger
—— Spells per Day ——
LevelBAFortRefWillSpecial1st2nd3rd4th
1st+1+2+2+01st favored enemy, Track, wild empathy
2nd+2+3+3+0Combat style
3rd+3+3+3+1Endurance
4th+4+4+4+1Animal companion0
5th+5+4+4+12nd favored enemy0
6th+6/+1+5+5+2Improved combat style1
7th+7/+2+5+5+2Woodland stride1
8th+8/+3+6+6+2Swift tracker10
9th+9/+4+6+6+3Evasion10
10th+10/+5+7+7+33rd favored enemy11
11th+11/+6/+1+7+7+3Combat style mastery110
12th+12/+7/+2+8+8+4111
13th+13/+8/+3+8+8+4Camouflage111
14th+14/+9/+4+9+9+42110
15th+15/+10/+5+9+9+54th favored enemy2111
16th+16/+11/+6/+1+10+10+52211
17th+17/+12/+7/+2+10+10+5Hide in plain sight2221
18th+18/+13/+8/+3+11+11+63221
19th+19/+14/+9/+4+11+11+63332
20th+20/+15/+10/+5+12+12+65th favored enemy3333

Class Features

All of the following are class features of the ranger.
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
Favored Enemy (Ex): At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, 20th, and so on), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Table: Ranger Favored Enemies
Type (Subtype)Type (Subtype)
AberrationMagical beast
AnimalMonstrous humanoid
ConstructOoze
Dragon Outsider (air)
ElementalOutsider (chaotic)
FeyOutsider (earth)
GiantOutsider (evil)
Humanoid (aquatic)Outsider (fire)
Humanoid (dwarf) Outsider (good)
Humanoid (elf) Outsider (lawful)
Humanoid (goblinoid) Outsider (native)
Humanoid (gnoll) Outsider (water)
Humanoid (halfling)Plant
Humanoid (human) Undead
Humanoid (orc) Vermin
Humanoid (reptilian)

Track: A ranger gains Track as a bonus feat.
Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a −4 penalty on the check.
Combat Style (Ex): At 2nd level, a ranger must select one of three combat styles to pursue: archery, spear combat, or two-weapon combat. This choice affects the character's class features but does not restrict his selection of feats or special abilities in any way.
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 spear combat, he is treated as having the Combat Reflexes 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 apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Endurance: A ranger gains Endurance as a bonus feat at 3rd level.
Animal Companion (Ex): At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger's list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.
This ability functions like the druid ability of the same name, except that the ranger's effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.
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 (see below).
To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger's spell is 10 + the spell level + the ranger's Wisdom modifier.
Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The ranger does not have access to any domain spells or granted powers, as a cleric does.
A ranger prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is one-half his ranger level.
Improved Combat Style (Ex): At 6th level, a ranger's aptitude in his chosen combat style (archery, spear combat, or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the ?? feat.
If the ranger selected spear combat at 2nd level, he is treated as having the Weapon Focus feat in any one spear (short spear, spear, long spear). He may instead gain Weapon Specialization if he has Weapon Focus in at least one spear. If the ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting 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, though he retains the benefits even if he does not have the normal prerequisites for that feat.
Woodland Stride (Ex): Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal −5 penalty. He takes only a −10 penalty (instead of the normal −20) when moving at up to twice normal speed while tracking.
Evasion (Ex): 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, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion.
Combat Style Mastery (Ex): At 11th level, a ranger's aptitude in his chosen combat style (archery, spear combat, or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.
If the ranger selected spear combat at 2nd level, he gains a bonus [Fighter] 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 (Ex): A ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment.
Hide in Plain Sight (Ex): While in any sort of natural terrain, a ranger of 17th level or higher can use the Hide skill even while being observed.

Epic Levels

Epic Bonus Feats: The epic ranger gains a bonus feat (selected from the list of epic ranger feats) every three levels after 20th.
Epic Ranger Bonus Feat List: Bane of Enemies, Blinding Speed, Combat Archery, Death of Enemies, Distant Shot, Epic Endurance, Epic Prowess, Epic Speed, Epic Toughness, Epic Weapon Focus, Fast Healing, Improved Combat Casting, Improved Favored Enemy, Improved Manyshot, Improved Spell Capacity, Legendary Climber, Legendary Rider, Legendary Tracker, Perfect Health, Perfect Two-Weapon Fighting, Permanent Emanation, Spontaneous Spell, Storm of Throws, Swarm of Arrows, Two-Weapon Rend, Uncanny Accuracy.

Rogue

See the rogue entry in the SRD.

Epic Levels

Epic Bonus Feats: The epic rogue gains a bonus feat (selected from the list of epic rogue feats) every four levels after 20th.
Epic Bonus Feat List: Blinding Speed, Combat Archery, Dexterous Fortitude, Dexterous Will, Epic Dodge, Epic Reputation, Epic Skill Focus, Epic Speed, Improved Combat Reflexes, Improved Sneak Attack, Legendary Climber, Lingering Damage, Self-Concealment, Sneak Attack of Opportunity, Spellcasting Harrier, Superior Initiative, Trap Sense, Uncanny Accuracy. The rogue may choose a special rogue ability instead of a bonus feat.

Sorcerer (Variant)

An alternate to the sorcerer entry in the SRD.

Alignment: Any.
Hit Die: d4.

Class Skills

The sorcerer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Profession (Wis), and any two others.
Skill Points at 1st Level: (2 + Int modifier) ×4.
Skill Points at Each Additional Level: 2 + Int modifier.

Table: The Sorcerer
———— Spells per Day ————
LevelBAFortRefWillSpecial01st2nd3rd4th5th6th7th8th9th
1st+0+0+0+2Summon familiar53
2nd+1+0+0+3Minor deformity64
3rd+1+1+1+3650
4th+2+1+1+4Swap spell663
5th+2+1+1+4Major deformity6640
6th+3+2+2+5Swap spell6653
7th+3+2+2+5Minor deformity66640
8th+4+2+2+6Swap spell66653
9th+4+3+3+6666640
10th+5+3+3+7Major deformity, swap spell666653
11th+5+3+3+76666640
12th+6/+1+4+4+8Minor deformity, swap spell6666653
13th+6/+1+4+4+866666640
14th+7/+2+4+4+9Swap spell66666653
15th+7/+2+5+5+9Major deformity666666640
16th+8/+3+5+5+10Swap spell666666653
17th+8/+3+5+5+10Minor deformity6666666640
18th+9/+4+6+6+11Swap spell6666666653
19th+9/+4+6+6+116666666664
20th+10/+5+6+6+12Major deformity, swap spell6666666666
Table: Sorcerer Spells Known
———— Spells Known ————
Level01st2nd3rd4th5th6th7th8th9th
1st42
2nd52
3rd53
4th631
5th642
6th7421
7th7532
8th85321
9th85432
10th954321
11th955432
12th9554321
13th9554432
14th95544321
15th95544432
16th955444321
17th955444332
18th9554443321
19th9554443332
20th9554443333

Class Features

All of the following are class features of the sorcerer.
Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer's gestures, which can cause his spells with somatic components to fail.
Spells: A sorcerer casts arcane spells which are drawn from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier.
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Sorcerer. In addition, he receives bonus spells per day if he has a high Charisma score.
A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new sorcerer level, he gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) The sorcerer can't use this method of spell acquisition to learn spells at a faster rate, however.
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one he already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level sorcerer spell the sorcerer can cast. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Unlike a wizard or a cleric, a sorcerer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he'll cast.
The sorcerer's number of spells per day does not increase after 20th level. The sorcerer learns an additional spell of any level he can cast at level 25 and every 5 levels thereafter (30th, 35th, and so on).

Random Deformities

Player character sorcerers always choose their own deformities (unless directed otherwise by the rules). But the deformities of NPC sorcerers may be rolled randomly, subject to modification by the DM (to suit the character).

d%Deformity
1–50Twisted mind
51–65Addiction
66–67Obsessive observation
68–68Sheen
69–70Sparks
71–75Tongues
76–85Unnatural aura
86–90Unnatural eyes
91–92Wandering mind
93–100No deformity

Minor Deformity: Intimate exposure to powerful magic can warp the mind and body. At the indicated levels the sorcerer gains a deformity from the list below. They can be taken more than once whenever appropriate.
Addiction: Every day you do not cast a spell and are not exposed to a spell's effects, you must make a Fort save (DC 11) or suffer headaches, taking a −1 penalty on Will saves and Concentration checks.
Obsessive observation: You focus on the details of your surroundings to the point of distraction. You lose one point of Wisdom, but gain +2 on Spot and Search checks.
Sheen: Your skin takes on a faint coloration, typically orange or pale blue.
Sparks: Unless you make a Concentration check (DC 5 + spell level), tiny sparks appear around you whenever you cast a spell of level 1 or higher.
Tongues: You lose a half-rank from a language you speak. You gain a half-rank in a language you have no ranks in.
Twisted mind: Your mind bends from its exposure to magic, attuning itself to magic at the expense of its own force of personality. You lose one point of Charisma, but are treated as though you had +2 Charisma for the purpose of spell access and bonus spells.
Unnatural aura: You gain an unsettling presence that drives away natural animals.
Unnatural eyes: Your eyes take on an unusual coloration (yellow, black, or bluish-violet).
Wandering mind: Your mind wanders, forcing you to invest a skill point in a skill in which you have no ranks. You gain a bonus skill point in that skill.
No deformity: You are able to control and internalize the magic with no apparant effect. You suffer no penalties and gains no benefits.
Major Deformity: At the indicated levels the sorcerer gains a deformity from the list below.
Demon eyes: Select this only after unnatural eyes, above. You gain 30' darkvision.
Distracted thoughts: You can put no skill points this level into skills in which you have at least half ranks. Double your skill points this level (excepting any racial bonus).
Fey blood: Only nonfey may select this ability. You become vulnerable to poisons as though you had the Fey type. You gain a +2 bonus on Fort saves against other poisons.
Flawed recall: Select a spell level at most half the maximum you can cast. You lose access to a random spell you know from that level, but gain a spell of your choice one level higher. Roll your next minor deformity randomly.
Forgotten lore: Select this only on 20th level. Choose a 9th level spell. You lose access to that spell. One of your 9th level spell slots becomes a 10th level spell slot. (Do not apply your Charisma bonus.)
Orc eyes: Select this only after unnatural eyes, above. You gain 40' darkvision and take −1 on attack rolls in sunlight.
Warped mind: Your mind warps from exposure to magic. You lose three points of Charisma, but you gain +1 on the DCs of all sorcerer spells you cast, +1 on caster level checks to penetrate SR, and one of the following feats: Acid Substitution, Cold Substitution, Electricity Substitution, Fire Substitution, Force Substitution, Silent Spell, Sonic Substitution, Subdual Substitution, Unconditional Spell.
Whispers: You are distracted by voices in your head, giving you a −1 penalty on Spot and Listen checks and a −1 penalty on Wisdom checks. You occasionally recognize jumbled thoughts of those near you.
Minor deformity: You are able to reduce the deformity to a minor one. Choose from the list of minor deformities instead.
Familiar: A sorcerer can obtain a familiar (see below). Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.
The sorcerer chooses the kind of familiar he gets. As the sorcerer advances in level, his familiar also increases in power.
If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount. However, a sorcerer's experience point total can never go below 0 as the result of a familiar's demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.
A character with more than one class that grants a familiar may have only one familiar at a time.

Wizard

See the wizard entry in the SRD.

Epic Levels

Epic Bonus Feats: The epic wizard gains a bonus feat (selected from the list of epic wizard feats) every three levels after 20th.
Epic Bonus Feat List: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Combat Casting, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Efficient Item Creation, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Familiar Spell, Forge Epic Ring, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Permanent Emanation, Scribe Epic Scroll, Spell Focus, Spell Knowledge, Spell Mastery, Spell Penetration, Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic. In addition to the feats on this list, the wizard may select any item creation feat or metamagic feat not listed here.

NPC Classes

Adept

See the adept entry in the SRD.

Aristocrat

See the aristocrat entry in the SRD.

Commoner

See the commoner entry in the SRD.

Expert (Variant)

See the expert entry in the SRD.

On levels 2, 5, 8, 11, 14, 17, and 20 the expert gains a bonus feat, chosen from this list: Acrobatic, Agile, Alertness, Athletic, Battle Leader, Deceitful, Deft Hands, Diligent, Endurance, Good Memory, Great Fortitude, Greater Caster, Greater Spell Penetration, Haggler, Investigtor, Iron Will, Keymaster, Knowledgeable, Lightning Reflexes, Magical Aptitude, Master Crafter, Negotiator, Nimble Fingers, Persuasive, Run, Self-Sufficient, Skill Focus, Spell Penetration, Stealthy, Track, Virtuoso, Willful.

Epic Levels

Epic Bonus Feats: The epic expert gains a bonus feat (selected from the list of epic expert feats) every three levels higher than 20th.
Epic Bonus Feat List: Epic Reputation, Epic Skill Focus, Epic Speed, Epic Trapfinding, Great Charisma, Great Constitution, Great Dexterity, Great Intelligence, Great Strength, Great Wisdom, Legendary Climber, Legendary Dungeonier, Legendary Fencer, Legendary Hunter, Legendary Leaper, Legendary Rider, Legendary Scholar, One Eye Open.

Paladin

See the paladin entry in the SRD.

Epic Levels

Epic Bonus Feats: The epic paladin gains a bonus feat (selected from the list of epic paladin feats) every three levels higher than 20th.
Epic Bonus Feat List: Armor Skin, Devastating Critical, Epic Leadership, Epic Prowess, Epic Reputation, Epic Toughness, Epic Weapon Focus, Great Smiting, Holy Strike, Improved Aura of Courage, Improved Combat Casting, Improved Spell Capacity, Legendary Commander, Legendary Rider, Overwhelming Critical, Perfect Health, Permanent Emanation, Planar Turning, Positive Energy Aura, Spectral Strike, Spontaneous Spell, Widen Aura of Courage.

Warrior

See the warrior entry in the SRD.

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