Saturday, March 14, 2009

From a review of 4th Edition Player's Handbook 2

From Wolfgang Baur's mixed review of Player's Handbook 2 (D&D 4th Edition):
There’s the lurking sense that the designers are cribbing from bad manga, rather than building on the shoulders of the D&D game’s own mythos. That’s a lost opportunity, and it’s a shame that a game that once prized itself on appealing to an educated audience is no longer even aiming for that. Basically, the PHB2 assumes you are sort of an idiot, whereas Gygax always assumed you were smarter than the average reader. The shift leaves me a little offended.
Amen, my friend. Gary Gygax never talked down to us. As an intellectually precocious youngster, I can't tell you how important that was to me. 4th Edition is working great mechanically so far: its much more balanced, better paced, easier to run, etc. These are very necessary and welcome improvements. But it's not drawing me in to its own mythology, and it is neglecting the vast D&D mythology that already exists. This is a shame.

3 Comments:

Anonymous Mad Latinist said...

That just gets worse with each passing edition.

9:45 PM, March 14, 2009  
Anonymous Anonymous said...

this is somthing that i helped make befor 4e and i think it is beter \for more e-mail me at Swordpunk@live.com
Advanced Dungeons & Dragons 3.0
Classes
CLERIC
The most common type of priest is a cleric. The cleric may be an adherent of any religion or deity. Clerics are generally good, but are not restricted to good; they can have any alignment acceptable to their order.
The cleric class is similar to certain religious orders of knighthood of the middle ages. These orders combined military and religious training with a code of protection and service. Members were trained as knights and devoted themselves to the service of the church.
Clerics are sturdy soldiers, although their selection of weapons is limited. Standard clerics, being reluctant to shed blood or spread violence, usually are allowed to use only blunt, bludgeoning weapons.
Spells are the main tools of the cleric, however, helping him to serve, fortify, protect and revitalize those under his care.
The cleric receives his spells as insight directly from the deity (the deity does not need to make a personal appearance to grant the spells the cleric prays for), as a sign and of reward for his faith, so he must take care not to abuse his power lest it be taken way as punishment.
The cleric is also granted power over undead—evil creatures that exist in a form of non-life, neither dead nor alive. The good cleric is charged with defeating these mockeries of life.


Game information
Ability requirements: wisdom 11
Prime requisite: constitution, wisdom, charisma
Races allowed: All
Abilities: wisdom determines how powerful a spell a cleric can cast, how many spells he can cast per day, and how hard those spells are to resist (see spells, below). A high constitution improves a cleric’s hit points, and a high charisma score improves his ability to turn undead.
Alignment: a cleric’s alignment must be the same or similar to that of their deity. The Dungeon master can inform you if an alignment is appropriate for your deity.
Hit Die: d8.
Class Skills
Trained skills: Religion. From the class skills list below, choose 3 more trained skills at 1st level.
Arcana (int), diplomacy (cha), Heal (wis), History (int), Listen (wis), Spot (wis)
Skill Points at 1st Level: 10
Skill Points at Each Additional Level: 2
Weapon and armor proficiency: clerics are proficient with all simple weapons, with all types of armor (light, medium, heavy) and with all shields (except tower shields).
Every deity has a favored weapon and his or her clerics consider it a point of pride to wield that weapon.
Aura: a cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment.
Spells: a cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs.
The difficultly class for a saving throw against a cleric’s spell is 10 + the spells level + the cleric’s wisdom modifier.
In addition to the spell casted using spell points (Prayer points) the cleric gets one domain spell of each spell level he can cast, starting a 1st level.
Turn or rebuke undead: any cleric, regardless of alignment, has the power to affect undead creatures (such as skeletons, zombies, ghosts, and vampires) by channeling the power of his faith through his holy (or unholy) symbol.
A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures, forcing them to cower in awe of his power.
A cleric that is neutral in alignment and worships a neutral deity must decide whether he turns or rebukes undead. Once this decision is made, it cannot be changed.
A cleric may attempt to turn undead a number of times per day equal to 3+ his charisma modifier. A cleric with 5 or more ranks (doesn’t include training) in religion get a +2 bonus on turning checks against undead.
Domains: the cleric must choose a domain that corresponds with their deity (see domains, below).
Ex-Clerics
A cleric who grossly violates the code of conduct required by his god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as a cleric of that god until he atones (see the atonement spell description).

Table: the cleric

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +2 +0 +2 Turn or rebuke undead
2nd +1 +3 +0 +3
3rd +2 +3 +1 +3
4th +3 +4 +1 +4
5th +3 +4 +1 +4
6th +4 +5 +2 +5
7th +5 +5 +2 +5
8th +6/+1 +6 +2 +6
9th +6/+1 +6 +3 +6
10th +7/+2 +7 +3 +7
11th +8/+3 +7 +3 +7
12th +9/+4 +8 +4 +8
13th +9/+4 +8 +4 +8
14th +10/+5 +9 +4 +9
15th +11/+6/+1 +9 +5 +9
16th +12/+7/+2 +10 +5 +10
17th +12/+7/+2 +10 +5 +10
18th +13/+8/+3 +11 +6 +11
19th +14/+9/+4 +11 +6 +11
20th +15/+10/+5 +12 +6 +12


Cleric spell table

Cleric’s level (Spell points)
Prayer points per day Spells learned Domain spells
1st Wisdom modifier +3 All level zero (Orisons),
all 1st level 1st level
2nd Wisdom modifier +3
3rd Wisdom modifier +4 All 2nd level 2nd level
4th Wisdom modifier +9
5th Wisdom modifier +12 All 3rd level 3rd level
6th Wisdom modifier +15
7th Wisdom modifier +20 All 4th level 4th level
8th Wisdom modifier +26
9th Wisdom modifier +32 All 5th level 5th level
10th Wisdom modifier +40
11th Wisdom modifier +50 All 6th level 6th level
12th Wisdom modifier +60
13th Wisdom modifier +70 All 7th level 7th level
14th Wisdom modifier +83
15th Wisdom modifier +90 All 8th level 8th level
16th Wisdom modifier +104
17th Wisdom modifier +122 All 9th level 9th level
18th Wisdom modifier +138
19th Wisdom modifier +158
20th Wisdom modifier +174

Table for turning undead
Level of Cleric***
Type or hit dice of undead 1 2 3 4 5 6 7 8 9 10-11 12-13 14+
Skeleton or 1 HD 10 7 4 T T D D D* D* D* D* D*
zombie 13 10 7 4 T T D D D* D* D* D*
Ghoul or 2 HD 16 13 10 7 4 T T D D D* D* D*
Shadow or 3-4 HD 19 16 13 10 7 4 T T D D D* D*
Wight or 5 HD 20 19 16 13 10 7 4 T T D D D*
Ghast --- 20 19 16 13 10 7 4 T T D D
Wraith or 6 HD --- --- 20 19 16 13 10 7 4 T T D
Mummy or 7 HD --- --- --- 20 19 16 13 10 7 4 T D
Spectre or 8 HD --- --- --- --- 20 19 16 13 10 7 4 T
Ghost or 10 HD --- --- --- --- --- 20 19 16 13 10 7 4
Lich or 11 HD --- --- --- --- --- --- 20 19 16 13 10 7
Special** --- --- --- --- --- --- --- 20 19 16 13 10
* an additional 2d4 creatures of this type are turned.
** Special creatures include unique undead, free-willed undead, etc.
*** Paladins turn undead as clerics of 3 levels lower.

When a cleric turns roll a d20. If the number rolled is equal to or greater than that listed, the attempt is successful. If the letter “T” (for “turned”) appears, the attempt is automatically successful without a die roll. If the letter “D” (for “dispel”) is given, the turning utterly destroys the undead. A dash (---) means that a cleric or paladin of that level cannot turn that type of undead. A successful turn or dispel affects 2d6 undead. If the undead are a mixed group, the lower hit dice creatures are turned first.
Only one die is rolled regardless of the number of undead the character is attempting to turn in a given round. The result is read individually for each type of undead.
For example, Gorus, a 7th-level cleric, and his party are attacked by two skeletons led by a Wight and a spectre. The turning attempt is made, resulting in a roll of 12. Gorus’s player reads the table for all three types of undead using the same roll-12- for all three. The skeletons are destroyed (as Gorus knew it would be). The Wight is turned (a 4 or better was needed) and flees. The spectre, however, continues forward undaunted (since a 16 was needed to turn the spectre). Turning undead bound by the orders of another (for example, skeletons) simply retreat and allow the character and those with him to pass or complete their actions.
Evil clerics and undead
Evil clerics are normally considered to be in league with undead creatures, or at least to share their arms and goals. Thus, they have no ability to turn undead. However, they can attempt to command these being.
This is resolved in the same way as a turning event. Up to double the cleric’s level of undead can be commanded (for example, a 2nd-level cleric can command up to four undead). A “T” result means the undead automatically obey the cleric, while a “D” means the undead become completely subservient to the evil cleric. They follow his command (to the best of their ability and understanding) until turned, commanded, or destroyed by another.

Table: the domains
Deities Alignment domains Typical worshipers
Heironeous, god of valor Lawful good Good, law, war Paladins, fighters, monks
Moradin, god of the dwarves Lawful good Earth, good, law, protection Dwarves
Yondalla, goddess of the Halflings Lawful good Good, law, protection Halflings
Ehlonna, goddess of the woodlands Neutral good Animal, good, plant, sun Elves, gnomes, half-elves, Halflings, rangers, druids
Garl glittergold, god of Gnomes Neutral good Good, protection, trickery Gnomes
Pelor, god of the sun Neutral good Good, healing, strength, sun Rangers, bards
Corellon larthian, god of the elves Chaotic good Chaos, good, protection, war Elves, half-elves, bards
Kord, god of strength Chaotic good Chaos, good, luck, strength Fighters, barbarians, rogues, athletes
Wee jas, goddess of death and magic Lawful neutral Death, law, magic Wizards, necromancers, sorcerers
St. Cuthbert, god of retribution Lawful neutral Destruction, law, protection, strength Fighters, monks, soldiers
Boccob, god of magic Neutral Knowledge, magic, trickery Wizards, sorcerers, sages
Fharlanghn, god of roads Neutral Luck, protection, travel Bards, adventurers, merchants
Obad-hai, god of nature Neutral Air, animal, earth, fire, plant, water Druids, barbarians, rangers
Olidammara, god of thieves Chaotic neutral Chaos, luck, trickery Evil necromancers, rogues
Hextor, god of tyranny Lawful evil Destruction, evil, law, war Evil fighters, monks
Nerull, god of death Neutral evil Death, evil, trickery Evil necromancers, rogues
Vecna, god of secrets Neutral evil Evil, knowledge, magic Evil wizards, rogues, spies
Erythnul, god of slaughter Chaotic evil Chaos, evil, trickery, war Evil fighters, barbarians, rogues
Gruumsh, god of orcs Chaotic evil Chaos, evil, strength, war Half-orcs, orcs


DRUID
The fury of a storm, the gentle Strength of the morning sun, the cunning of the fox, the power of the bear- all these and more are at the druid’s command. The druid, however, calms no mastery over nature. That claim, she says, is the empty boast of a city dweller. The druid gains her power not by ruling nature but by being at one with it. To trespassers in a druid’s sacred grove, and to those who feel her wrath, the distinction overly fine.





Game information
Ability requirements Wis 14, dex 13,
Alignment requirements: NG, LN, N, CN, or NE
Races allowed: human, elf, half-elf, moon elf,
Abilities: wisdom determines how powerful a spell a druid can cast, how many spells she can cast per day and how hard those spell are to resist. To cast a spell, a druid must have a wisdom score of 10 + the spell level. A druid gets bones spells based on wisdom. The difficulty class of a saving throws against a druids spell is 10 + the spell level + the druids wisdom modifier. Since a druid wears only light or medium armor a high dex score improves her defensive ability.
Hit dice D8
Class Skills
Trained skills: Nature (your choice). From the class skills list below, choose four more trained at 1st level.
Class skills: acrobatics (dex), athletics (str), endurance (con), heal (wis), nature (wis), spot (wis), stealth (dex), listen (wis).
Skill Points at 1st Level: 11
Skill Points at Each Additional Level: 3
Weapon and armor proficiency: a druid can use the listed weapons Club, dagger, dart, quarterstaff , scimitar, sickle, scythe, short spear, sling, and spear, they are also proficient with all natural weapons. They are proficient with light and medium armor but can not use metal armor or carry metal shield if they do they lose the ability to cast spell or use the spell=like abilities for 24 hours.

Wild empathy: a druid can use body language, vocalizations, and demeanor to improve the attitude of an animal. This ability functions just like a diplomacy check to improve the attitude of a person (see below). The druid rolls a d20 and adds his druid level and his charisma modifier to determine the wild empathy check result.

Initial Attitude Hostile Unfriendly Indifferent Friendly
Helpful
Hostile Less than 20 20 25 35 50
Unfriendly Less than 5 5 15 25 40
Indifferent ----- Less than 1 1 15 30
Friendly ----- ----- Less than 1 1 20
Helpful ----- ----- ----- Less than 1 1

Table: Attitude
Attitude Means Possible actions
Hostile Will take risks to hurt you Attack, interfere, berate, flee
Unfriendly Wishes you ill Mislead, gossip, avoid, insult
Indifferent Doesn’t much care Socially expected interaction
Friendly Wishes you well Chat, advise, offer limited help, advocate
Helpful Will take risks to help you Protect, back up, heal, aid

Animal companion: a druid may begin play with an animal companion selected from the following list badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), and owl. Pony, snake (small or medium viper), or wolf. A first level druid’s companion is completely typical for it’s kind except as noted in the side bar. As a druid advances in level, the animal’s power increases as shown on the table. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished. A druid of 4th level or higher may select from alternative lists, the creature gains abilities as if the character’s druid level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s druid level and compare the result the druid level entry on the table to determine the animals powers. (If the adjustments would reduce the druid’s effective level below 0 or lower she can’t have that animal.) For exampal a 6th level druid could select a leopard as a companion the leopard would have characteristics and special abilities as if the druid were 3rd level (taking into account the -3 adjustment) instead of 6th level.

Nature sense: a druid gains a +2 on nature and survival checks
Bonus language: a druid’s bonus language includes Sylvan, the language of woodland creatures this choice is in addition to the bonus languages available to the character because of her race.
A druid also knows Druidic a secret languages known only to druids which she learns upon becoming 1st level as a free languages druids are forbidden to teach in to nodruids(with the exception of naturesavers) druidic has its own alphabet.
Spontaneous casting: a druid can channel stored spell energy in to summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell to cast summon natures ally spell of the same level or lower. For example a druid who has prepared repel vermin (a 4th level spell) may lose repel vermin in order to cast summon natures ally IV (also a 4th level spell,
Spells: a druid castes divine spells which are drawn from the druid spell list (Phb 189). Her aliment my restrict her from casting some spells opposed to her moral or ethical beliefs see below. A druid must choose and prepare her spell a head of time. To prepare or cast a spell the druid must have wisdom of 10 + the spell level (Wis 10 for 0 level spells Wis 11 for 1st level and so forth. Like other spell casters she is limited on how many spells she can cast per day see spell points and Prepare limit.
Woodland stride: starting at 2nd level a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown arras, and similar terrain) at her normal speed and with out taking damage or other impairments only if it hasn’t been magically altered.
Trackless step: starting at 3rd level a druid leaves no trail in natural surrounding and cannot be tracked. She may chouse to leave a trail.
Resist nature’ lure: starting at 4th level a druid gains a +4 bonus on saving throws against the spell-like abilities of Fey (such as dryads, pixies, and sprits,)
Wild shape: at 5th level, a druid gains the ability to turn herself into any small or medium animal and back again once per day. Her options for new forms includes all creators with the animal type (see monster manual). This ability functions like poly morph, the effect last for 1 hour per druid level or until she changes herself back. Changing form (to or back from animal form) is a standard action and grants no attack of opportunity. The form chosen must be that of an animal that that the druid is familiar with. For example, a druid who has never left the forest could not change into a polar bear. A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal animal of the same type.
A druid can use this ability more times per at 6th, 7th, 10th, 14th, and 18th as noted on the chart. In addition she gains the ability to change into large animals at 8th level, a tiny animal at 11th level and huge at 15th level. The new forms hit dice can’t exceed the character’s druid level. For instance, a druid can’t take the form of a dire bear a large creature that always has at least 12 hit dice until 12th level.
At 12th level a druid becomes abiity to use wild shape to become a plant creature such as a shambling mound with the same size restrictions as animal form the form must still be an animal not a rose bush.
At 16th level a druid becomes ability to use wild shape to change into a small, medium, or large elemental (air, earth, fire, or water) once per day these elemental forms are in addition to the normal wild shape usage. In addition to the normal effects of wild shape, the druid gains all the elementals supernatural and spell-like abilities she gains its feats as long as she maintains her wild shape, but she keeps her own creature type.
At 18th level a druid becomes able to assume elemental shape 2 times per day, and at 20th level she cane do so 3 times per day. At level 20 she can use wild shape to become a huge elemental.

Venom immunity: at 9th level a druid becomes immune to all poisons.
A thousand faces: at 13 level the druid gains the ability to change her appearance at will as if using the alter self spell but only in her natural form.
Timeless body: after attaining 15th level a druid no longer suffers the effects of old age any penults she might have stay in place and she cannot be magically age

Level B,A,B Fort Save Ref Save Will Save spell points Prepare limit
1 .+0 .+2 ,+0 .+2 Wis modifier + 3 7
2 .+1 .+3 ,+0 .+3 Wis modifier + 3 7
3 ,+2 .+3 .+1 .+3 Wis modifier + 4 8
4 .+3 .+4 .+1 .+4 Wis modifier + 6 10
5 .+3 .+4 .+1 .+4 Wis modifier +7 11
6 .+4 .+5 .+2 .+5 Wis modifier +10 13
7 .+5 .+5 .+2 .+5 Wis modifier +18 16
8 .+6\+1 .+6 .+2 .+6 Wis modifier +25 18
9 .+6\+1 .+6 ,+3 .+6 Wis modifier +33 20
10 .+7\+2 .+7 .+3 .+7 Wis modifier +42 22
11 .+8+3 .+7 .+3 .+7 Wis modifier +51 24
12 .+9\+4 .+8 .+4 .+8 Wis modifier +62 26
13 .+9\+4 .+8 .+4 .+8 Wis modifier +73 28
14 .+10\+5 .+9 .+4 .+9 Wis modifier +86 30
15 .+11\+6\+1 .+9 . +5. .+9 Wis modifier +99 32
16 .+12\+7\+2 .+10 .+5 .+10 Wis modifier +114 34
17 .+12\+7+2 .+10 .+5 .+10 Wis modifier +123 36
18 .+13\+8\+3 .+11 .+6 .+11 Wis modifier +140 38
19 .+14\+9\+4 .+11 .+6 .+11 Wis modifier +156 40
20 .+15\+10\+5 .+12 .+6 .+12 Wis modifier +174 42
Druid special abilities
level special abilities
1 Animal compaion, nature sense, wild empathy
2 wood land stride
3 trackless step
4 resist nature's lore
5 wild shape 1\day
6 wild shape 2\day
7 wild shape 3\day
8 wild shape large
9 venom immunity
10 wild shape 4\day
11 wild shape tiny
12 wild shape plant
13 A thousand faces
14 wild shape 5\day
15 timeless body, wild shape huge
16 wild shape elemental 1\day
17
18 wild shape 6\day elemental 2\day
19
20 wild shape elemental3\day huge elemental
Animal companion improvements
level bonus HD natural armor improve str[dex improve Bones tricks Special
1=2 0 0
0 1 link\share spell
3=5 2 2 1 2 Evasion
6=8 4 4 2 3 Devotion
9=11 6 6 3 4 Multiattack
12=14 8 8 4 5
15=17 10 10 5 6 Improved evasion
18=20 12 12 6 7
Animal companion basics: use the table above to determine the changes you have to make to the animal for your level.
Bones HD extra d8 each of which gains a con mod. Remember that each bones HD improves bas attack bones and base saves the animal companion’s base attack is the same as the druid of equal to the animals HD. An animal companion has good fort and reflex saves treat as a character that level is equal to the animals HD. An animal’s companion gains additional skill points and feats for bonuses HD as for normal for advancing a monster’s HD see monster manual.
Companion and these tricks are extra to the standard amount of tricks that the animal can learn.
Link: a druid can handle her animal companion as a free auction or push it as a move action even if she does not have any ranks in nature. The druid gains a +4 to nature checks and wild empathy in regard to her animal companion.
Share spells: at the druids choice she may have any spell (but not spell-like abilities) she castes on her self also effect her animal companion. The animal companion must be within 5 feet of heart time of casting to receive the benefits of the spell if the spell has duration other then instant the effect ends if the animal companion moves more then 5 foot away the spell will not effect the animal companion again for this casting even if in moves back within 5 foot. The druid can have spells with the range of you also effect her animal companion such as touch spells even if the spell does not affect the animal type.
Evasion: if an animal companion is allowed a reflex save to take only half damage it takes no damage if it makes the save.
Devotion: An animal companion’s devotion to its master is so complete it gains+4 moral bones on will saves against enchantment spell effects.
Multiattack: an animal companion gains Multiattack as a bones feet if it has three or more natural attacks (see monster manual) and does not already have that feet if it does not have the requisite three or more natural attacks the animal companion in gains a second attack with its primary natural attack albeit with a -5 penalty.
Improved evasion: as evasion but if it fails the throw it takes only 1\2 damage.


4th level or higher (level -3)
Ape dire weasel
black bear leopard
bison monitor lizard
boar constrictor snake
cheetah large viper snake
crocodile*
Dire bat wolverine
7th level or higher (level -6)
brown bear dire wolverine
giant crocodile elasmosaurus*
deininychus lion
dire ape rhinoceros
dire boar huge viper snake
dire wolf tiger
10th level or higher(level-9)
polar bear huge shark*
dire lion giant constrictor snake
mega raptor whale orca*
13th level or higher (level-12)
dire dear elephant
giant octopus
16th level or higher (level-15)
dire shark triceratops
dire tiger tyrannosaurs rex
giant squid*

FIGHTER
The questing knight, the conquering overlord, the king’s champion, the elite foot soldier, and the bandit king—all are fighters.
Fighters can be stalwart defenders of those in need, cruel marauders, or blood-loving thugs looking for the next good fight. Or they could be homeless princes on the run from assassins, an adventuring fighter that calls himself a warrior, a mercenary, or simply an adventurer.


Game information
Ability requirements: strength 11
Prime requisite: strength, dexterity, constitution
Alignment: Any.
Hit Die: d10.

Class Skills
From the class skills list below, choose three trained skills at 1st level.
Athletics (str), Endurance (con), Heal (wis), Intimidate (cha), Streetwise (cha), Spot (wis)
Skill Points at 1st Level: 10
Skill Points at Each Additional Level: 2

Table: The Fighter
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Bonus feat
2nd +2 +3 +0 +0 Bonus feat
3rd +3 +3 +1 +1
4th +4 +4 +1 +1 Bonus feat
5th +5 +4 +1 +1
6th +6/+1 +5 +2 +2 Bonus feat
7th +7/+2 +5 +2 +2
8th +8/+3 +6 +2 +2 Bonus feat
9th +9/+4 +6 +3 +3
10th +10/+5 +7 +3 +3 Bonus feat
11th +11/+6/+1 +7 +3 +3
12th +12/+7/+2 +8 +4 +4 Bonus feat
13th +13/+8/+3 +8 +4 +4
14th +14/+9/+4 +9 +4 +4 Bonus feat
15th +15/+10/+5 +9 +5 +5
16th +16/+11/+6/+1 +10 +5 +5 Bonus feat
17th +17/+12/+7/+2 +10 +5 +5
18th +18/+13/+8/+3 +11 +6 +6 Bonus feat
19th +19/+14/+9/+4 +11 +6 +6
20th +20/+15/+10/+5 +12 +6 +6 Bonus feat

Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Bonus Feats: At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing these feats.


WIZARD
A few unintelligible words and fleeting gestures carry more power than a sword, when they are the words and gestures of a wizard. These simple acts make magic seem easy, but they only hint at the time the wizard must spend poring over their spell books preparing each spell for casting, and the years before that spent in apprenticeship to learn the arts of magic.
The wizard encompasses all spell casting, working in various fields of magic—both those who specialize in specific schools of magic and those who study a broad range of magical theories. Spending their lives in pursuit of arcane wisdom, wizards have little time for physical endeavors.
Spells are the tools, weapons, and armor of the wizard. He is weak in a toe-to-toe fight, but when prepared he can strike down his foes at a distance, vanish in an instant, become a wholly different creature, or even invade the mind of an enemy and take control of his thoughts and actions. No secrets are safe from a wizard and no fortress is secure. His quest for knowledge and power often lead him into realms where mortals were never meant to go. These intelligent people are also known as warlocks and sorcerers.


Game information

Ability requirements: intelligence 11
Prime requisite: intelligence
Races allowed: All
Abilities: intelligence determines how powerful a spell a wizard can cast, how many spells he can cast, and how har those spells are to resist. A high dexterity score is helpful for a wizard who typically wears little or no armor (explained below), because it provides him with a bonus to armor class. A good constitution score gives a wizard extra hit points.
Alignment: Any.
Hit Die: d4.

Class Skills
Trained skills: Arcana. From the class skills list below, choose three more trained at 1st level.
Diplomacy (cha), dungeoneering (wis), history (int), listen (wis), nature (int), religion (int).
Skill Points at 1st Level: 8
Skill Points at Each Additional Level: 2
Weapon and Armor Proficiency: wizards are proficient with the club, dagger, heavy crossbow, light crossbow, slings, darts and quarter staff, but not with any type of armor or shield.
Wizards cannot wear armor, for several reasons. Firstly, most spells require complicated gestures and odd posturing by the caster and armor restricts the wearer’s ability to do these properly. Secondly, the wizard spent his youth (and will spend most of his life) learning arcane languages, poring through old books, and practicing his spells. This leaves no time for learning other things (like how to wear armor properly and use it effectively). If the wizard had spent his time learning about armor, he would not have even the meager skills and powers he begins with.
Spells: a wizard casts arcane spells, which are drawn from their spell list. A wizard must choose and prepare his spells ahead of time (see below). The difficulty class for a saving throw against a wizard’s spell is 10 + the spells level + the wizard’s intelligence modifier.
Scribe scroll: at 1st level, a wizard gains scribe scroll as a bonus feat. This feat enables him to create magic scrolls.
Bonus Feat: at 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a Meta magic feat, or spell mastery. The wizard must still meet all requirements for a bonus feat. These bonus feats are in addition to the feat that a character of any class gets every three levels.
Spell Book: a wizard must study his spell book each day to prepare his spells. He cannot prepare any spell not recorded in his spell book or another spell book, except for Read magic, which all wizards can prepare from memory.
A wizard begins play with a spell book containing all 0-level wizard spells (called cantrips). Plus three 1st level spells of your choice. For each point of intelligence bonus the wizard has, add one extra 1st-level spell.
Construct magical arms and armor: at 9th level, wizards can construct magical items such as weapons and armor. But these take time, money, and XP. Your DM (dungeon master) can tell you the specifics.
School specialization: if desired, a wizard may specialize in one school of magic. Specialization allows a wizard to get a +2 bonus to the difficulty of resisting a spell from that school, also, if the spell causes damage, it adds 2 points to that damage. If it heals, it heals 2 extra hit points. However, if school specialization is used, all other spells minus 1 from their difficulty to resist and minus 1 to damage, and minus 1 to healing. There are eight schools of magic (actually nine, but greater and lesser divination are considered one), abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy and transmutation.
Spells that do not fall into any of these schools are called universal spells (which cannot be penalized with school specialization).
Abjuration: spells that protect, block or banish. An abjuration specialist is called an abjurer.
Conjuration: spells that bring creatures or materials to the caster. A conjuration specialist is called a conjurer.
Divination: spells that reveal information. A divination specialist is called a diviner.
Enchantment: spells that imbue the recipient with some property or grant the caster power over another being. An enchantment specialist is called an enchanter.
Evocation: spells that manipulate energy or create something from nothing. An evocation specialist is called an evoker.
Illusion: spells that alter perception or create false images. An illusion specialist is called an illusionist.
Necromancy: spells that manipulate, create or destroy life or life force. A necromancy specialist is called a necromancer.
Transmutation: spells that transform the recipient physically or change its properties in a more subtle way. A transmutation specialist is called a transmuter.
Universal: not a school, but a category for spells that all wizards can learn. A wizard cannot select universal as a specialty school. Only a limited number of spells fall into this category.
Note: a player must choose if he/she wants to specialize in a school at 1st level, once this decision is made (and the player chooses the school) it cannot be changed.





Level Base Attack
Bonus Fort
Save Ref
Save Will
Save Special
1st +0 +0 +0 +2 Scribe Scroll
2nd +1 +0 +0 +3
3rd +1 +1 +1 +3
4th +2 +1 +1 +4
5th +2 +1 +1 +4 Bonus feat
6th +3 +2 +2 +5
7th +3 +2 +2 +5
8th +4 +2 +2 +6
9th +4 +3 +3 +6
10th +5 +3 +3 +7 Bonus feat
11th +5 +3 +3 +7
12th +6/+1 +4 +4 +8
13th +6/+1 +4 +4 +8
14th +7/+2 +4 +4 +9
15th +7/+2 +5 +5 +9 Bonus feat
16th +8/+3 +5 +5 +10
17th +8/+3 +5 +5 +10
18th +9/+4 +6 +6 +11
19th +9/+4 +6 +6 +11
20th +10/+5 +6 +6 +12 Bonus feat





Wizard level Spell points per day Spells gained in spell book* Prepare limit
1st Int modifier +3 All 0-level (cantrips) 3+int modifier 1st-level spells 7
2nd Int modifier +3 Two 1st -level spells 7
3rd Int modifier +3 Two 1st-level spells 8
4th Int modifier +6 Two 2nd-level spells or two 1st- level spells 10
5th Int modifier +7 Two 2nd level spells 11
6th Int modifier +10 Two 3rd-level spells 13
7th Int modifier +18 Two 3rd–level spells or two 4th-level 16
8th Int modifier +25 Two 4th-level spells 18
9th Int modifier +33 Two 5th-level spells 20
10th Int modifier +42 Two 5th-level spells 22
11th Int modifier +51 Two 6th-level 24
12th Int modifier +62 Two 6th-level spells or two 5th level spells 26
13th Int modifier +73 Two 7th-level spells 28
14th Int modifier +86 Two 7th-level spells 30
15th Int modifier +99 Two 8th-level spells 32
16th Int modifier +114 Two 8th-level spells 34
17th Int modifier +123 Two 9th-level spells 36
18th Int modifier +140 Two 9th-level spells 38
19th Int modifier +156 Two 9th-level spells or lower spells 40
20th Int modifier +173 Two 9th-level spells or lower spells 42
* Wizards can gain spells by finding old tomes and spell books as well as the usual when they level up.

ARCANE SPELLS AND ARMOR
Wizards and sorcerers do not know how to wear armor effectively.
If desired, they can wear armor anyway (though they’ll be clumsy in it), or they can gain training in the proper use of armor (with the various Armor Proficiency feats—light, medium, and heavy—and the Shield Proficiency feat), or they can multiclass to add a class that grants them armor proficiency. Even if a wizard or sorcerer is wearing armor with which he or she is proficient, however, it might still interfere with spellcasting.
Armor restricts the complicated gestures that a wizards or sorcerer must make while casting any spell that has a somatic component (most do). The armor and shield descriptions list the arcane spell failure chance for different armors and shields.
By contrast, bards not only know how to wear light armor effectively, but they can also ignore the arcane spell failure chance for such armor. A bard wearing armor heavier than light or using any type of shield incurs the normal arcane spell failure chance, even if he becomes proficient with that armor.
If a spell doesn’t have a somatic component, an arcane spellcaster can cast it with no problem while wearing armor. Such spells can also be cast even if the caster’s hands are bound or if he or she is grappling (although Concentration checks still apply normally). Also, the Meta magic feat Still Spell allows a spellcaster to prepare or cast a spell at one spell level higher than normal without the somatic component. This also provides a way to cast a spell while wearing armor without risking arcane spell failure.


ROGUE

Rogues come in all sizes and shapes, ready to live off the fat of the land by the easiest means possible; or at least, that’s what most people think. The profession of the thief is not very honorable, yet it is not entirely dishonorable either. At his best, the rogue is a romantic hero fired by noble purpose but a little wanting in strength of character. Such a person may truly strive for good but continually run afoul of temptation. Others may be silver-tongued tricksters. In general, rogues are skilled at getting what others don’t want them to get: entrance into a locked treasure vault, safe passage past a deadly trap, secret battle plans, a guard’s trust, or some random person’s pocket money.
Rogues adventure for the same reason they do most things; to get what they can get. Some are after loot; others want experience. Some crave fame; others seek infamy. Quite a few also enjoy a challenge. Figuring out how to thwart a trap or avoid an alarm is great fun for a many rogue. Most rogues have or claim to having a sixth sense when it comes to avoiding danger. Experienced rogues develop mystical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, rogues can “fake it” well enough to cast spells from scrolls, activate wands, and use just about any other magic item.
Some are self taught; others learned their skills from independent mentors. Often, an experienced rogue needs an assistant for scams, second-story jobs, or just watching his back. He recruits a likely youngster, who then learns the skills of the trade of the job.


Game information
Ability requirement: dexterity 11
Prime requisite: dexterity, constitution
Races allowed: all
Alignment: Any.
Hit Die: d6.
Class Skills
Trained skills: stealth and thievery. From the class skills below, choose four more trained skills at 1st level.
Class skills: acrobatics (dex), athletics (str), bluff (cha), dungeoneering (wis), listen (wis), intimidate (cha), spot (wis), streetwise (cha)

Skill Points at 1st Level: 12
Skill Points at Each Additional Level: 4
Weapon and armor proficiency: rogues are proficient with all simple weapons plus the hand crossbow, rapier, sap, shortbow and shortsword. Rogues are proficient with light armor, but not with shields.
Sneak attack: if a rogue can catch an opponent when he is unable to defend himself effectively from attacks, he can strike a vital spot for extra damage. Basically, the rogue’s attack deals extra damage anytime his target would be denied a dexterity bonus to AC, or when a rogue has combat advantage (such as ambushes, surprise, and flanking). This extra damage is D6 at 1st level, and increases by D6 every two levels thereafter.
Should the rogue score a critical hit with a sneak attack, the extra damage added by the sneak attack is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 6 squares (30 feet). A rogue can’t strike with deadly accuracy from beyond that range.
Note: a rogue can only sneak attack living creatures with discernible anatomies—undead, constructs, oozes, plants and incorporeal creatures lack vital areas to attack. Any creature immune to critical hits is immune to sneak attacks.
Trapfinding: rogues get a special skill called Trapfinding. It allows the rogue to find traps, magical or not. This skill is better than using spot to locate traps and its key ability is wisdom or intelligence (rogue’s choice).
Thieves’ cant: rogues get thieves’ cant as sort of a bonus language. It is a special form of communication known by all thieves and their associates. It is not a distinct language; it consists of slang words and implied meanings that can be worked into almost any language.
The vocabulary of thieves cant limits its use to discussing things that interest thieves: stolen loot, easy marks, breaking and entering, mugging, confidence games, and the like. It is not a language however. Two rogues cannot communicate via thieves cant unless they know a common language.
The cant is useful, however, for identifying fellow cads and bounders by slipping a few tidbits of lingo into a normal conversation. The concept of thieves cant is historical.
Evasion: at 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If the rogue makes a successful reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or fireball), he instead takes no damage. A helpless rogue (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.
Trap sense: at 3rd level, this ability gives the rogue a +1 bonus to Trapfinding checks and reflex saves against traps. These bonuses increase every three levels by 1 (to a max +6 at 18th level).
Uncanny dodge: starting at 4th level, a rogue retains his dexterity bonus to AC even if caught flat-footed.
Improved uncanny dodge: a rogue at 8th level or higher can no longer be flanked, except by a rogue of higher level.
Improved evasion: at 10th level, the rogue gets this ability. Improved evasion works like evasion, except that even on a failed reflex save the rogue takes only half damage.
Opportunist: at 15th level, once per round, the rogue can make an attack of opportunity against a foe that has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the combat reflexes feat can’t use the opportunist ability more than once per round.
Slippery mind: at 18th level, if a rogue with slippery mind is affected by an enchantment spell or effect and fails his saving throw, he can try it again, with the same DC.

Table: The Rogue
Level Base Attack Bonus Fort
Save Ref
Save Will
Save Special
1st +0 +0 +2 +0 Sneak attack +1d6, Trapfinding, thieves’ cant
2nd +1 +0 +3 +0 Evasion
3rd +2 +1 +3 +1 Sneak attack +2d6, trap sense +1
4th +3 +1 +4 +1 Uncanny dodge
5th +3 +1 +4 +1 Sneak attack +3d6
6th +4 +2 +5 +2 Trap sense +2
7th +5 +2 +5 +2 Sneak attack +4d6
8th +6/+1 +2 +6 +2 Improved uncanny dodge
9th +6/+1 +3 +6 +3 Sneak attack +5d6, trap sense +3
10th +7/+2 +3 +7 +3 Improved evasion
11th +8/+3 +3 +7 +3 Sneak attack +6d6
12th +9/+4 +4 +8 +4 Trap sense +4
13th +9/+4 +4 +8 +4 Sneak attack +7d6
14th +10/+5 +4 +9 +4 —
15th +11/+6/+1 +5 +9 +5 Sneak attack +8d6, trap sense +5, opportunist
16th +12/+7/+2 +5 +10 +5 —
17th +12/+7/+2 +5 +10 +5 Sneak attack +9d6
18th +13/+8/+3 +6 +11 +6 Trap sense +6, slippery mind
19th +14/+9/+4 +6 +11 +6 Sneak attack +10d6
20th +15/+10/+5 +6 +12 +6 —


RANGER
The forest and hills are home to fierce and cunning creatures, such as blood-thirsty owlbears and malicious displacer beasts. But more cunning and powerful than these monsters is a ranger. A ranger is a hunter and woodsman who lives by not only his sword, but also his wits.
He knows the woods as if they were his home (as indeed they are), and he knows his prey in deadly detail.
They are watchful warriors who roam past the horizon to safeguard a region, a principle, or a way of life. Rangers, with their knowledge of the natural world, are able to track enemies through nearly any landscape, using the smallest clue to set their course, even sometimes the calls and songs of beasts and birds.


Game information

Ability requirements: str 13, dex 13, con 14, wis 14
Prime requisite: strength, dexterity, wisdom
Races allowed: human, elf, half-elf
Abilities: dexterity is important for a ranger both because he tends to wear light armor and because several ranger skills are based on that ability. Strength is important because rangers frequently get involved in combat. Several ranger skills are based on wisdom, and ranger spells are based on wisdom. To top it all off, one of the ranger’s trade mark skills, his ability to track foes, is based on wisdom.
Alignment: Any.
Hit Die: d8.

Class Skills
Trained skills: dungeoneering or nature (your choice). From the class skills list below, choose four more trained at 1st level.
Class skills: acrobatics (dex), athletics (str), dungeoneering (wis), endurance (con), heal (wis), nature (wis), spot (wis), stealth (dex), listen (wis).
Skill Points at 1st Level: 11
Skill Points at Each Additional Level: 3
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: at 1st level, a ranger may select a type of creature from among those given (see below). Due to his extensive study of the chosen types of foe and training in the proper techniques for combating such creatures, the ranger gains a +2 bonus on bluff, listen, spot, heal, and tracking checks when using these skills against creatures of this type. In addition, the ranger gets bonus +d4 damage on weapon damage rolls against such creatures.
At 5th level and every level thereafter (10th, 15th, 20th level), 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. for example, a 5th-level ranger has two favored enemies; against one he gains a +4 bonus on bluff, listen, spot, heal, tracking and deals an extra d4+2 damage, and against the other has a +2 bonus to the skills and only deals an extra d4 damage.
At 10th level, he has three favored enemies, and he gains an additional +2 bonus to skills and damage, which he can allocate to the bonus against any one of his three favored enemy. Thus, his bonuses could be either +4, +4, +2 or +6, +2, +2.
If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses don’t stack; he simply uses whichever is higher.

Table: Ranger Favored Enemies
Type (Subtype) Example
Aberration beholder
Animal bear
Construct golem
Dragon black dragon
Elemental invisible stalker
Fey fairy
Giant ogre
Small humanoid (Halfling, gnome, etc.) halfling
Humanoid (human, elf, dwarf, orc, etc.) lizardfolk
Humanoid (aquatic) merfolk
Goblinoid hobgoblin
Magical beast displacer beast
Monsterous humanoid minotaur
Ooze gelatinous cube
Outsider (evil) demon
Outsider (good) angel
Outsider (native) tiefling
Plant shambling mound
Undead zombie
Vermin monsterous spider

Track: a ranger gains Track as a bonus feat.
Wild empathy: a ranger can use body language, vocalizations, and demeanor to improve the attitude of an animal. This ability functions just like a diplomacy check to improve the attitude of a person (see below). The ranger rolls a d20 and adds his ranger level and his charisma modifier to determine the wild empathy check result.

Initial Attitude Hostile Unfriendly Indifferent Friendly
Helpful
Hostile Less than 20 20 25 35 50
Unfriendly Less than 5 5 15 25 40
Indifferent ----- Less than 1 1 15 30
Friendly ----- ----- Less than 1 1 20
Helpful ----- ----- ----- Less than 1 1

Table: Attitude
Attitude Means Possible actions
Hostile Will take risks to hurt you Attack, interfere, berate, flee
Unfriendly Wishes you ill Mislead, gossip, avoid, insult
Indifferent Doesn’t much care Socially expected interaction
Friendly Wishes you well Chat, advise, offer limited help, advocate
Helpful Will take risks to help you Protect, back up, heal, aid

Combat style: at 3rd level, a ranger must select one of two combat styles to pursue: archery 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 rapidshot feat, even if he does not have the normal requirements for that feat.
If the ranger selects two-weapon combat, he is treated as having the two-weapon fighting feat, even if he does not have the normal requirements for that feat.
Animal companion: 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. Other animals may be permitted, at the DM’s discretion.
This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. In most cases, the animal companion functions as a mount, sentry, scout, or hunting animal, rather than as a protector. 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. Thus, he must be at least an 8th-level ranger to select from the druid’s list of 4th-level animal companions.
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.
The difficulty class for a saving throw against a ranger’s spell is 10 + the spell level + the ranger’s wisdom modifier.
Improved combat style: at 6th-level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves.
If he selected archery at 3rd level, he is treated as having the manyshot feat, even if he does not have the normal requirements for that feat.
If the ranger selected two-weapon combat at 3rd level, he is treated as having improved two-weapon fighting feat, even if he does not have the normal requirements for that feat.
Woodland stride: starting at 7th level, a ranger may move through any sort of undergrowth at his normal speed and without taking damage or suffering any other impairment, unless it is magical, in which case he suffers the usual penalties.
Evasion: at 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful reflex saving throw against an attack that normally deal half damage on a successful save, he instead takes no damage.
Combat style mastery: at 11th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves again.
If he selected archery at 3rd level, he is treated as having the improved precise shot feat, even if he does not have the normal requirements for that feat.
If he selected two-weapon combat at 3rd level, he is treated as having the greater two-weapon fighting feat, even if he does not have the requirements for that feat.
Camouflage: a ranger of 13th level or higher can use the stealth skill in any terrain.
Hide in plain sight: while in any sort of natural terrain a ranger of 17th level or higher can use the stealth skill even while being watched.



Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0 1st favored enemy, Track, wild empathy
2nd +2 +3 +3 +0
3rd +3 +3 +3 +1 Combat style
4th +4 +4 +4 +1 Animal companion
5th +5 +4 +4 +1 2nd favored enemy
6th +6/+1 +5 +5 +2 Improved combat style
7th +7/+2 +5 +5 +2 Woodland stride
8th +8/+3 +6 +6 +2
9th +9/+4 +6 +6 +3 Evasion
10th +10/+5 +7 +7 +3 3rd favored enemy
11th +11/+6/+1 +7 +7 +3 Combat style mastery
12th +12/+7/+2 +8 +8 +4
13th +13/+8/+3 +8 +8 +4 Camouflage
14th +14/+9/+4 +9 +9 +4
15th +15/+10/+5 +9 +9 +5 4th favored enemy
16th +16/+11/+6/+1 +10 +10 +5
17th +17/+12/+7/+2 +10 +10 +5 Hide in plain sight
18th +18/+13/+8/+3 +11 +11 +6
19th +19/+14/+9/+4 +11 +11 +6
20th +20/+15/+10/+5 +12 +12 +6 5th favored enemy



Ranger’s level (Spell points)
Nature points per day Spells learned Spell prepare limit
4th Wisdom modifier + 0 One 1st-level spell 3
5th Wisdom modifier + 1 One 1st-level spell 3
6th Wisdom modifier + 2 One 1st-level spell 4
7th Wisdom modifier + 4 One 1st-level spell 4
8th Wisdom modifier + 6 All 1st-level spells 5
9th Wisdom modifier + 8 One 2nd-level spell 5
10th Wisdom modifier + 10 One 2nd-level spell 6
11th Wisdom modifier + 12 One 2nd-level spell 6
12th Wisdom modifier + 14 All 2nd-level spells 7
13th Wisdom modifier + 16 One 3rd-level spell 7
14th Wisdom modifier + 18 One 3rd-level spell 8
15th Wisdom modifier + 20 One 3rd-level spell 8
16th Wisdom modifier + 22 All 3rd-level spells 9
17th Wisdom modifier + 24 One 4th-level spell 9
18th Wisdom modifier + 26 One 4th-level spell 10
19th Wisdom modifier + 28 One 4th-level spell 10
20th Wisdom modifier + 30 All 4th-level spells 11




Paladin






Game information

Ability requirements: str12, con12, wis13, cha17
Prime requisite: strength, charisma
Races allowed: human, half-elf, dwarf
Abilities: charisma enhances a paladin’s healing power, self-protective capabilities, and undead turning ability. Strength is important for him because of his role in combat. And wisdom is used for the paladin’s spells.
Alignment: must be lawful good
Hit Die: d10.
Class Skills
Trained skills: Religion. From the class skills list below, choose 3 more trained skills at 1st level.
Diplomacy (cha), Endurance (con), Heal (wis), History (int), Listen (wis), Intimidate (cha), Spot (wis)
Skill Points at 1st Level: 10
Skill Points at Each Additional Level: 2
Weapon and armor proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with all shields (including tower shields).
Aura of good: the power of a paladin’s aura of good (see detect good spell) is equal to his level, just like the aura of a cleric of a good deity.
Detect evil: at will, a paladin can use detect evil, as the spell.
Smite evil: once per day, a paladin may attempt to smite evil with one normal melee attack. He adds his charisma bonus to his attack roll and deals 1 extra point of damage per paladin level. For example, a 13th-level paladin armed with a longsword would deal d8+13 damage, plus any additional bonuses for a high strength score and other bonuses. If a paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day. At 5th level and every five levels thereafter, the paladin may smite evil one additional time per day, to a maximum of five times per day at 20th level.
Divine grace: at 2nd level, a paladin gains a bonus equal to his charisma bonus on all saving throws.
Healing hands: beginning at 2nd level, a paladin can heal wounds a number of times per day equal to his charisma modifier. This ability allows the paladin to touch an ally and heal them a number of points equal to half the paladin’s level x d6+charisma modifier or wisdom modifier. He can also heal himself.
Alternatively, a paladin can use this healing power to deal damage to undead creatures. Using healing hands in this way requires a successful melee touch attack and doesn’t provoke attacks of opportunity. Whether healing allies or damaging undead, using healing hands is a standard action.
Aura of courage: beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 4 squares of him gains a +4 morale bonus on saving throws against fear effects. this ability functions while the paladin is conscious, but not if he is unconscious or dead.
Divine health: at 3rd level, a paladin gains immunity to all diseases, including super natural and magical diseases.
Turn undead: when a paladin reaches 4th level, he gains the ability to turn undead. He may use this ability a number of times per day equal to 3+ his charisma modifier. He turns undead as a cleric three levels lower would.
Spells: beginning at 4th level, a paladin gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A paladin must choose and prepare his spells in advance.
The difficulty class for a saving throw against a paladin’s spell is 10+ the spell level + the paladin’s wisdom modifier.
Special mount: upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve him in his crusade against evil (see below). This mount is usually a heavy warhorse (for a medium paladin) or a war pony (for a small paladin).
Once per day, as a full-round action, a paladin may magically call his mount. The ability is the equivalent of a spell equal to one-third the paladin’s level. The mount appears adjacent to the paladin and can remain for 2 hours per paladin level. It may be dismissed as a free action.
Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may summon another mount after thirty days or until he gains a paladin level. During this thirty-day period, the paladin takes a -1 penalty on attack and weapon damage rolls.
Remove disease: at 6th level, a paladin can produce a remove disease effect, as the spell, once per week. He can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th and so forth).

Table: the paladin

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Aura of good, detect evil, smite evil 1/day
2nd +2 +3 +0 +0 Divine grace, healing hands
3rd +3 +3 +1 +1 Aura of courage, divine health
4th +4 +4 +1 +1 Turn undead
5th +5 +4 +1 +1 Smite evil 2/day, special mount
6th +6/+1 +5 +2 +2 Remove disease 1/week
7th +7/+2 +5 +2 +2
8th +8/+3 +6 +2 +2
9th +9/+4 +6 +3 +3 Remove disease 2/week
10th +10/+5 +7 +3 +3 Smite evil 3/day
11th +11/+6/+1 +7 +3 +3
12th +12/+7/+2 +8 +4 +4 Remove disease 3/week
13th +13/+8/+3 +8 +4 +4
14th +14/+9/+4 +9 +4 +4
15th +15/+10/+5 +9 +5 +5 Remove disease 4/week
16th +16/+11/+6/+1 +10 +5 +5 Smite evil 4/day
17th +17/+12/+7/+2 +10 +5 +5
18th +18/+13/+8/+3 +11 +6 +6 Remove disease 5/week
19th +19/+14/+9/+4 +11 +6 +6
20th +20/+15/+10/+5 +12 +6 +6 Smite evil 5/day

7:40 AM, April 30, 2009  
Anonymous James said...

Zombies' sales aren't shambling, as PopCap tells Joystiq that it's the developer's fastest-selling game initially post release. Although the company wouldn't divulge numbers, it did say that in its first two weeks on the market.

2:27 PM, May 21, 2009  

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