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

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

Elemental Domai

Control Weather. Flame Strike. cu re moderate wounds. daylight. darkness. 4. stoneshape. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. touch of fatigue. obscuring mist. 3. protection from law. bear's endurance. raise dead. Dismissal. Domain Spells: Air: 1. ghost sound. Control Wa ter.Elemental Domain: The player chooses between Air. just as a wizard or sorcer er can. Glove of Lesser Invulnerability. 4. bull's strength. resit enrgy. heal. Transmute Rock to Mud. Gaseous Form. detect good. 1st Level: bless. Scorching Ray. at each level Elemental Turning: Turn or destroy opposing elemental creatures as a good cleric turns undead. Fog Cloud. lightning bolt. restoration. true seing. Fabricate. wall of stone. This domain grants an extra spell of the type of element he chooses. ton gues. Obscuring Mist. 4. remove disease. commune. read magic. guidance. cause fear. an adept can call a familiar. Obscuring Mist. fly. Wall of Stone Fire: 1. 5th Level: baleful polymorph. Dimension Door. Wall of Ice. bestow curse. 5 . Discern Lies. contagion. command. purify food and drink. This granted power is a supernatural ability. protection from evil. scorching ray. or bolster air creatures as an evil cleric rebukes undead. break enchantment. Control W ind. Flame shield Water: 1. wall of fire. cure serious wounds. endure elements. invisibility. 4. l ight. 3. wall of sto ne. Flamestrike. mending. and Water. Familiar: At 2nd level. Dominate Person. polymorph. Feeblemind. 5. burning hands. 2. cat's grace. 4th Level: cure critical wounds. 2. Magic Stone. 2. 3. Freedom of Moement. 5. neutralize poison. This grants him his Doma in. detect law. Wind Wall. web 3rd Level: animate dead. delay poison. minor creation. Air Walk. Ice Storm. protection from chaos. Spells: 0 level: create water. command. Earth: 1. major creation. animal trance. Water Breathing. deeper darkness. Burning Hands. Fireball. comprehend languages. see invisbility. permanency. Stoneshape. Air Walk. sleep. detect chaos. 3. continual flame. Fire. detect evil. Stoneskin. Rebuke. Icestorm . 2. 2nd Level:aid. remove curse. Scrying. detect magic. mirror image. 5. cure minor wounds. cure light wounds. Soften Earth and Stone. stoneskin. Seeming. Transmute Mud to Rock. Earth.

19. Disguise (Cha). 7. Intimidate (cha). Listen (Wis).Aristocrat: Hit Die: D8 Skill Points at First Level: (6 + Int Modifier) x 4 Skill points at Each Additional Level: 6 + Int Modifier Class Skills: Appriase (Int). Bluff (Cha). Swim(St r). Spot (Wis). 16. 18. 12. and w ith all types of armor and shields. Handle Animal (Cha). 9. Perform(Cha). 3. Speak Language. 8. 13. 6. Diplomacy(Cha). Gath er Information (Cha). 14. 2. 15. and Survival(wis) Weapon and Armor Proficiency: The aristocrat is proficient in the use of all simple and martial weapons. 10 11. Forgery (Int). Knowledge (All skills taken individually) (Int). +0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 Noble Lucre Leadership Landlord . Sense Motive (Wis). 17. 5. 4. Level BAB Fort Ref Will Special 1. Ride(Dex).

the feat provides a bonus allowance of the same amoun t.000 25. making contacts with masons and artisans.000 50. Level: 1st 900 gp 2nd 1.000 50.000 100.000 200. so it only applies to stronghold purchases. if you spend 50.000 100.000 gp 8th 9.000 gp gp gp gp gp gp gp gp gp gp Leadership: At 6th Level.000 gp of your own (beyond the allowance) to purchase s tronghold components. the receive wealth gains for each level..000 50. walls. By knowing the right nobles.000 22. (You can't cash it out and spend it on something else) In addition.000 gp gp gp gp gp Additional Funds Gained n/a 25. or perfor ming great deeds for a leige-lord.20 +15/+10/+5 +6 +6 +12 Class Features: Noble Lucre: Whether through family Stipend. Starting at 1st level.000 80.000 75.700 gp 4th 3. Level 9 10 11 12 13 Stronghold Allowance 25. This feat gives you a small allowance that you can use to build or expand a stro nghold.000 25.000 gp 7th 8.000 gp 9th 13.000 gp 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th 22. to reflect an increased standing in their Social and Economic community.000 gp 6th 6.600 gp 5th 4. It's not cash.000 150.000 gp gp gp gp ..000 180. Burdensom public taxes. or wonderous architecture. you have resources that help you build and expand your strongh old. or many other means.000 60. Landlord: Aristocrats at 9th level receive a set of funds set aside specifically for build ing a Stronghold.000 40.000 gp 10th 17.800 gp 3rd 2. Aristocrats receive Leadership as a free Feat.000 140. For example. And Lots of it. the feat provides matching funds for expenditures made from your own purse of gold. Ari stocrats have money.

19. 10 kill 11. +2 4.000 100. 17.000 gp gp gp gp gp gp gp 50. +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 Favored Save .000 200.14 15 16 17 18 19 20 Expert 200.000 400. 18.000 100. 5. Second Favored Third Favored S Fourth Favored .000 gp gp gp gp gp gp gp Hit Die: D6 Skill Points at 1st Level: (8 + Int modifier) x 4 Skill Points at Each Additional Level: 8 + Int modifier Class Skills: The Expert can choose any twelve skills to be class skills. +0 First Favored Skill 2.000 100.000 500.000 600. Skill 6. 8.000 50. Level BAB Fort Ref Will Special 1. 15.000 50. 14.000 300. 13.000 800. 12. Skill 16. 7. +1 3.000 250. 9.

5. Nor does use of these skills provoke an attack of opportunity (Such as trying to craft in the middle o f a battle). one with a bonus of +4. even when he would otherwise be unable (such as due to combat. Favored Skill: At 1st Level. F or example. +3 4. Due to his extensive study of this kill. Handle Animal (Cha). at each such interval. Intimidate (Cha). the Expert may selct an additional favored skill from his list of class skills. ellence 6. +4 +5 +6/+1 +7/+2 +2 +3 +3 +4 +4 +5 +5 +0 +0 +1 +1 +1 +2 +2 +0 +0 +1 +1 +1 +2 +2 Weapon Group Exc Weapon Group Exc . Ride (Dex). 15th. In addition. an Expert may select one of his class kills. At 5th Level. and another with a bonus of +2. an Expert is so proficient with these skills that he may take 10. the Expert gaines a +2 bonus when using that skill. +2 3. Climb (Str). all previous skill bonuses increase by +2. Swim (Str). Teamwork 2. Level BAB Fort Ref Will Special 1. Warrior Hit Die: D10 Skill Points at 1st Level: (4 + Int modifier) x 4 Skill Points at Each Additional Level: 4 + Int modifier Class Skills: Balance (Dex). and every five levels thereafter( 10th. 7. +1 ellence.20 Skill +15/+10/+5 +6 +6 +12 Fifth Favored Class Features: Favored Save: The Expert may choose to upgrade either his Fortitude or Reflex Saves to Good. He also receives p roficiencies in the Simple Weapons Group. a 5th level Expert has two Favored Skills. and Tumble (Dex) Weapon and Armor Proficiency: The warrior is proficient in the use of all armor and shield. Jump (Str). with bonuses +6/+4/+2. along with 4 other Weapon Groups of his choosing. or in other stressful situa tions). In addition to these bonuses. and 20th). At level 10 he has three favored skills.

repeating light crossbo w. Weapon Specializatio n. repeating heavy crossbow. longbow. gyrspike (must also have Weapon group [heavy b lades]). gnome hooked hammer. 9. dwarven urgrosh (must also have weapon group [spears an d lances] flails and chains: dire flail. 19. Druid Weapons: club. greataxe. quarterstaff. 13. and quarterstaff Bows: Shortbow. dagger. the Warrior chooses a weapon group that he is proficient with. and dwarven waraxe.8. 18. and 20th). maces and clubs: double mace Picks and Hammers: double hammer. shortspear. battleaxe. at 5th level he may choose to apply Weapon specialization to the weapon group he gained his w eapon focus with. Example. 12. hey choose apply Improved Critical. Weapon Groups: Axes: handaxe. or choose another group to gain weapon focus with. two-bladed sword. Spears and Lances: dwarven urgrosh (must also have weapon group [axes]) . 14. or Weapon Focus to any one weapon group that he knows. ellence 16. composite shortbow. 15. and every 5 levels thereafter (10th. 10. Then at 5th level. 17. dagger. sickle. dart. s ling. Basic Weapons: Club. ellence +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +6 +6 +7 +7 +8 +8 +9 +9 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Weapon Group Exc Weapon Group Exc Weapon Group Exc +16/+11/+6/+1 +10 +17/+12/+7/+2 +10 +18/+13/+8/+3 +11 +19/+14/+9/+4 +11 +20/+15/+10/+5 +12 Class Features: Beginning at 1st Level. spiked gauntlet Heavy crossbow: light crosbow. scimitar. spear. composite longbow Claw Weapons: punching dagger. Exotic Double Weapons: Axes: orc double axe. and takes Weapon Focus for all weapons in that group. 15th. and meets the prerequisite for said feat. 20. ellence 11.

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