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Table of Contents

Chapter 1: Creating a Class

Chapter 2: Class Types

10

Chapter 3: Themes

14

Chapter 4: Talents

24

Sample Class: Dilettante

60

Open Gaming License

62

Credits and Notices


Designer: Eric Morton
Cover Illustration: Storn Cook
Interior lllustration: Jacob Blackmon, Claudio Casini, Storn Cook, Matt Morrow
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc.
See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.
Paizo Inc. does not guarantee compatibility, and does not endorse this product.
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a,
Section 1(e), and are not Open Content: all trademarks, registered trademarks, proper names, dialogue, plots, storylines, locations,
characters, artwork, graphics, and trade dress. Elements that have previously been designated as Open Game Content or are in the
public domain are not included in this declaration. The class creation process described in Chapter 1 is also Product Identity.
Open Game Content; Except for material designated as Product Identity (see above), the game mechanics of this product are
Open Game Content, as defined in the Open Game License version 1.0a, Section 1(d). No portion of this work other than the material explicitly designated as Open Game Content may be reproduced in any form without written permission.
Pathfinder is a registered trademark of Paizo Inc., and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game
Compatibility Logo are trademarks of Paizo Inc., and are used under the Pathfinder Roleplaying Game Compatibility License. See
http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
Custom Class Builder Preview is published under the Open Game License version 1.0a, a copy of which is included herein. Custom
Class Builder, Eric Morton Presents, and the Eric Morton Presents logo are trademarks of Eric Morton. 2015, Eric Morton.

Welcome...
to the Custom Class Builder Preview. In this document, you will
find rules for creating new custom classes of your own design, including rules for hundreds of class features your custom class
might grant and guidelines for selecting those features.
These rules will be greatly expanded in the full version of the
Custom Class Builder, which is scheduled for release in the second
half of 2016, but this preview contains everything you need to create thousands of complete classes.

The rules in this preview have been


tested for some time, but they can be used
to create more classes than one person or
group could realistically playtest in a lifetime of gaming.
As a result, this preview file is also something of a playtest document. Readers are encouraged to play with the rules in this preview document
and to comment on their experiences.
As of November 2015, customer feedback
is being collected at the following URL:
http://paizo.com/threads/rzs2t5ik?
Eric-Morton-Presents-Custom-ClassBuilder
Note that you need a free account
on Paizo.com to leave feedback in the
thread found at that URL.
If, in the future, additional
forums are created to host feedback, links will be provided in
updates to this file.

Updates to this File


This file will be periodically updated to incorporate
customer feedback. If you downloaded this file from an online store, efforts will be made to inform you each
time an update occurs.
Last update: November, 2015.

Illustration by Matt Morrow

An Open Playtest

Custom Class Builder

Chapter 1: Creating a Class


When creating a character, you can usually accomplish
your goals using the dozens of classes that already exist in the
game. Between them, these existing classes can be used to im plement a large number of character concepts. However, not all
concepts can be perfectly realized using these tools. At times,
you may want to create a new class to fit a particular concept.
The rules in the Custom Class Builder Preview (and in the
full Custom Class Builder that will follow) provide a comprehensive framework for creating new classes by combining existing class features and archetype features in new ways. While
this process may not be able to implement every imaginable
character concept, it does allow you to create millions of new
and modified character classes for use in your game.

minations. A custom class that might be perfectly acceptable


without restriction in one GM's game might be seen as problematic in another GM's game. Discuss these matters with your
GM before creating your class to determine what sorts of classes your GM might allow and what sorts of accommodations
your GM might make, if any.
For example, using the Custom Class Builder, it is entirely
possible to create a custom class that resembles a fighter with
two extra skill ranks per level, two good saving throws, and
d12 as a class Hit Die. This option is intentionally permitted by
these rules, which adopt the opinion that fighters and rogues
are less powerful than most other classes, and should not be
used as benchmarks during custom class creation.
That being said, some GMs run games where fighters and
rogues are perfectly viable, and are within their rights to veto
custom classes that resemble improved versions of fighters or
rogues. Other GMs run games where fighters and rogues struggle to keep up with characters of other classes, and might welcome custom classes that implement the concepts of the fighter and the rogue in a more-powerful manner. Only your GM can
determine which of these situations is the case in your game.

Using These Rules


GMs should feel free to use the rules for custom class creation as they see fit. Players can also use these rules to create
new classes, but only with GM permission.
As a GM, you might create a custom class to fill a role in an
adventure, a campaign setting, or even a new set of character
creation rules specific to your game. You might also be creating
a custom class for use by a particular NPC in your game.
When creating a custom class as a GM, your goal should
be to create a balanced class that you would allow players in
your game to play, even if that class is being designed with a
particular NPC in mind. Your class should also be one that you,
yourself, would find interesting to play if you were a player.
As a player, you are often creating a custom class for use
by your own player character. This gives you enormous flexibility when it comes to creating your character. In return for
granting you this flexibility, your GM is free to restrict your options when designing your class. At the very least, your GM
should not permit you to create more than one class for use by
your player character.
Some GMs might not permit you to create a new class at
all. Those who do permit player-created classes still have a responsibility to forbid a particular custom class if they feel that
class would be disruptive or unfair in their games. They are
also free to place restrictions upon characters with levels in
custom classes. Examples of restrictions include: gaining one
less feat than normal, gaining a reduced number of skill ranks
per level, or not being allowed to selected custom classes as favored classes.
When making these sorts of decisions, your GM should
consider the impact your class would have upon the GM's game
world, and upon the fun that would be had by other players in
the GM's game. A GM who permits every player to create their
character's own custom class might place fewer restrictions
upon these classes, but is still responsible for checking that no
one PC is made irrelevant by the classes of the others.
There is no universal standard when making these deter-

The Class Creation Process


The custom class creation process begins with a question:
what is your class's concept? Think in terms of general, de scriptive statements when answering this question. Consider,
for example, what you would say if you were describing your
class to someone not yet familiar with it. What short description would you use to introduce your class?
Once you have this concept for your class in mind, use the
following steps to generate concrete rules for your class. Keep
your concept in mind and use it to inform the decisions you
make while following these steps.

Step 1: Class Type


Each custom class has a class type, such as arcane, divine,
martial, or skillful. These class types are described in more de tail in Chapter 2. Review the information in that chapter and
choose a class type for your custom class.
Your class's type affects the options available to your class
during later steps of the class creation process, as noted in the
various steps that follow. It also provides a list of class features
which are granted to characters taking levels in your class, possibly including the ability to cast spells.

Step 2: Hit Die


The description of your class's type lists one or more Hit
Die options. Choose one of these options as your class's Hit Die.
Your class's Hit Die determines your class's base attack
bonus, as noted on Table 1.1: Class Advancement. The better
your class's Hit Die, the faster its base attack bonus increases.

Eric Morton Presents


Table 1.1: Custom Class Advancement
Class
Base Saving Throw Bonus
Base Attack Bonus by Hit Die 1
Talent Rating by Hit Die
Level
Good
Fair
Poor
d6
d8
d10
d12
d6
d8
d10
d12
1st
+2
+1
+0
+0
+0
+1
+1
1
1
0
0
2nd
+3
+1
+0
+1
+1
+2
+2
2
2
0
0
3rd
+3
+2
+1
+1
+2
+3
+3
3
2
0
0
4th
+4
+2
+1
+2
+3
+4
+4
4
3
1
1
5th
+4
+3
+1
+2
+3
+5
+5
5
4
1
1
6th
+5
+3
+2
+3
+4
+6
+6
6
4
2
2
7th
+5
+4
+2
+3
+5
+7
+7
7
5
2
2
8th
+6
+4
+2
+4
+6
+8
+8
8
6
3
3
9th
+6
+5
+3
+4
+6
+9
+9
9
6
3
3
10th
+7
+5
+3
+5
+7
+10
+10
10
7
4
4
11th
+7
+6
+3
+5
+8
+11
+11
11
8
4
4
12th
+8
+6
+4
+6
+9
+12
+12
12
8
5
5
13th
+8
+7
+4
+6
+9
+13
+13
13
9
5
5
14th
+9
+7
+4
+7
+10
+14
+14
14
10
6
6
15th
+9
+8
+5
+7
+11
+15
+15
15
10
6
6
16th
+10
+8
+5
+8
+12
+16
+16
16
11
7
7
17th
+10
+9
+5
+8
+12
+17
+17
17
12
7
7
18th
+11
+9
+6
+9
+13
+18
+18
18
13
8
8
19th
+11
+10
+6
+9
+14
+19
+19
19
13
8
8
20th
+12
+10
+6
+10
+15
+20
+20
20
14
9
9
1
Members of custom classes gain iterative attacks (not shown on this table) at base attack bonus +6, +11, and +16, as normal.

Your class's Hit Die also determines a value called a talent


rating, as noted on that same table. The better your class's Hit
Die, the slower its talent rating increases.
If your custom class has spellcasting as a class feature, its
spellcasting progression depends upon its talent rating. If your
class does not have spellcasting as a class feature, one or more
of its other class features depend upon its talent rating. See the
descriptions of the class features listed for your class's type for
more details.

ing throws for your class; all of your class's saving throws instead use the fair base saving throw progression listed on Table 1.1: Custom Class Advancement.

Step 4: Proficiencies
On 1st level, every custom class grants a number of proficiencies determined by its Hit Die: three if its Hit Die is d6; five
if its Hit Die is d12; six if its Hit Die is d8 or d10.
Choose your class's proficiencies from the options listed
in this section. This list includes options other than standard
armor and weapon proficiencies. You can select any of these
options as proficiencies for your custom class.
If you do not select the weapon proficiency option listed
below, your class grants proficiency in all simple weapons. Alternately, you may choose for your class to instead grant proficiency in all weapons belonging to one of the following weapon
groups: crossbows, druid, natural, primitive, siege engines,
spears, or wizard. (See the Weapon Groups section at the end
of this chapter for a list of weapon groups.)
Armor Proficiency: Your class can grant this proficiency
up to three times. Its benefits do not stack with those of any armor proficiencies granted by other classes.
If your class grants this proficiency once, you are proficient with light armor and bucklers. In addition, if your class's
type is arcane (see Chapter 2), you ignore any arcane spell failure chance due to light armor or bucklers.
If your class grants this proficiency twice, you are profi-

Step 3: Saving Throws


Choose one saving throwFortitude, Reflex, or Willas a
good saving throw for your class. If your class's Hit Die is d8,
d10, or d12, choose a second saving throw as a good saving
throw for your class. Any saving throw you do not choose as a
good saving throw is a poor saving throw for your class.
Note that your class must have Reflex as one of its good
saving throws in order to grant the skill proficiency described
in Step 4, below. Without that proficiency, your class can grant
no more than 4 + Intelligence modifier skill ranks per level.
The progressions your class uses for its base saving throw
bonuses are listed on Table 1.1: Custom Class Advancement.
Good saving throws using the good progression and poor
saving throws use the poor progression.
Optional: If your class's type is martial, you may choose
for your class to treat all saving throws as fair saving throws. If
you do, no saving throws are good saving throws or poor sav-

Custom Class Builder

Illustration by Storn Cook

cient with light armor, medium armor, and shields (other than
tower shields). In addition, if your class's type is arcane, you ignore any arcane spell failure chance due to light armor, medium armor, or shields other than tower shields.
If your class grants this proficiency three times, you are
proficient with light armor, medium armor, heavy armor, and
shields (other than tower shields). In addition, if your class's
type is arcane, you ignore any arcane spell failure chance due
to light armor, medium armor, heavy armor, or shields (other
than tower shields).
Shield Proficiency: You are proficient
with all shields, including tower shields. In
addition, if the class granting this
proficiency is arcane (see Chapter
2), you ignore any arcane spell failure chance due to shields
(including tower shields).
Skill Proficiency: Your class
must have Reflex as a good saving
throw to grant this proficiency. If
your class's type is skillful
(see Chapter 2), your
class can grant this proficiency twice.
If your class
grants this proficiency once, your class
treats all skills as class skills and
grants 6 + Intelligence modifier
skill ranks per class level. Your
class skills and skill ranks for
other classes are unaffected.
If your class grants this
proficiency twice, that class
instead treats all skills as
class skills and grants 8 +
Intelligence modifier skill
ranks per class level. Your
class skills and skill
ranks for other classes
are unaffected.
Talent Proficiency: Your class
can grant this proficiency up to four
times. Choose and gain a number of 0-level talents equal to the
number of times your class grants this proficiency. Each of
these talents must be chosen from the list of 0-level talents
available to one of the themes you selected with your thematic
talents class feature.
The benefits of talent proficiencies granted by multiple
classes stack; the total number of 0-level talents you gain from
talent proficiencies is equal to the total number of talent proficiencies you gain from all classes.
Weapon Proficiency: Your class can grant this proficiency up to three times. Its benefits do not stack with those of any

weapon proficiencies granted by other classes.


If your class grants this proficiency once, you are proficient with all simple weapons and all weapons belonging to a
single weapon group. (See the Weapon Groups section later in
this chapter for a list of weapon groups.)
If your class grants this proficiency twice, you are instead
proficient with all simple and martial weapons.
If your class grants this proficiency three times, you are
instead proficient with all simple and martial weapons, as well
as all weapons belonging to a single weapon group.

Step 5: Skills
By default, your class has ten class skills of your
choice and grants 4 + Intelligence modifier skill ranks
per level. If your class grants the skill proficiency (see
Step 4, above), your class instead treats all skills as class
skills and grants a greater number of skill ranks
per level.
If your class does not grant the skill proficiency, select your class's ten class skills. When
doing so, you can select Craft (all), Perform
(all), and Profession (all) as if each was a single skill; you can select Knowledge (all) as if it
was a total of four skills, or you can select
each Knowledge skill individually.
Optional: The description of your class's
type includes a list of skills that many classes
of that type have as class skills. If your class
does not grant the skill proficiency, you
may choose for your class to have all of
those listed skills as class skills instead
of selecting ten skills as class skills for
your class.

Step 6: Themes
Each custom class has a list of
two or more themes. A theme is a
list of class features called talents, some of which a character
taking levels in your class
might gain. Themes are
detailed in Chapter 3,
along with short descriptions of their associated talents. Full descriptions of talents appear in Chapter 4. Review this information and choose two
themes for your class.
Your class's themes are used by the thematic talents class
feature, which is granted by every class type. As detailed in the
description of that class feature, a character taking levels in
your class chooses two of your class's themes and selects one
or more talents from each of those themes.
If you want all characters with levels in your class to use
the same two themes, you can stop after choosing two themes
for your class. When a class has only two themes, every character with levels in your class must choose those two themes.

Eric Morton Presents


You need not make any of these decisions during the class
creation process. Unless stated otherwise, decisions allowed by
one of your class's features are made by characters taking levels in your class, not by you. Different characters can choose to
gain proficiency in different weapon groups, can choose to gain
different talents, etc., as determined by their class features.
If you want your class to have a narrower focus, you may
instead choose to make some or all of these decisions during
the class creation process. If your class's weapon proficiencies
involve selecting a weapon group, for example, you may
choose
that
weapon
group
when you design
your class instead of
allowing different characters to select different
weapon groups for your
class. Alternately (or in addition), you may choose some or all
of the talents granted by your class;
make any other decision allowed by any
of your class's other features; or place limits upon those decisions.
Any decisions you make or limitations
you set at the time you create your class apply to all characters taking levels in your
class. All of those characters must choose the
same options you chose for a given class feature
or abide by all limitations you placed on that
feature. This effectively reduces the number
of choices characters taking levels in your
class can make while simultaneously narrowing the focus of your class.
While it is important not to place too
many restrictions on your class, some restrictions can help shape your class's identity.
If, for example, you are creating a custom class
called the sniper and that class grants proficiency in all weapons belonging to a single weapon
group, you could require all members of that
class to select the crossbow group instead of allowing each of them to choose their own
weapon group.
Continuing this example, if your sniper
class grants one or more talents on 1st level, and
one of those talents could be the sneak attack talent, you could
decide that snipers always gain sneak attack as one of their
1st-level talents. (The sneak attack talent appears in the full
Custom Class Builder but not in this preview.) The choice of
sneak attack as one of the sniper's 1st-level talents applies to
all characters taking levels of sniper. Depending upon your vision for the class, this may or may not be the only restriction
you place upon the sniper's talents.

Step 7: Class Features


As noted in Step 1 of the class creation process, your custom class gains all of the class features listed for its class type.
The proficiencies you selected for your class in Step 4 of the
class creation process also count as class features of your class.
Many of your class's features allow you to make decisions.
Weapon proficiencies may allow you to select a weapon group,
for example, while talent proficiencies and other class features
allow you to select certain talents. Those talents might allow
you to make additional decisions.

Illustration by Storn Cook

Optional: If you want your class to be more flexible, you


can choose more than two themes for your class. Although a
character taking levels in your class can only select two of your
class's themes with the thematic talents class feature, there is
no upper limit on the number of themes your class can have.
However, the more themes you choose, the more generic
your class becomes. If you want your class to have a recognizable identity, consider choosing no more three or four themes
for that class. Alternately, consider placing restrictions upon
the selection of those themes, as follows.
If your class has three or more themes for your class,
you can place restrictions on the selection of those
themes. You can place any restriction you can imagine
on your classes themes, limiting which themes or
combinations of themes characters can select with
your class's thematic talents class feature in any manner
you see fit. Any restrictions you invent are added directly
to the text of your class's thematic talents class feature.
For example, you might create a custom
class called elemental warrior that has the Air,
Combat, Earth, Fire, and Water themes. (The
Air, Earth, Fire, and Water themes appear in
the full version of the Custom Class Builder
but not in this preview.) To emphasize your
class's warrior nature, you might add the following restriction to the text of the elemental
warrior's thematic talents class feature: "You
must select Combat as your first theme." In addition to promoting the warrior theme of your class, this
restriction forces each elemental warrior to specialize
in only one element (air, earth, fire, or water).
As another example, you might create a custom class called divine servant with a large
number of themes. When choosing these
themes, you could sort them into groups
of three or four, each of which is associated with a particular deity. You
might then add the following restriction to the text of the divine servant's thematic talents class feature: "The
themes you select must
be themes associated
with your patron deity."

Custom Class Builder


light shield, madu, mere club, punching dagger, sap, scizore,
shield spikes, spiked gauntlet, tekko-kagi, tonfa, unarmed
strike, wooden stake, and wushu dart.
Crossbows: double crossbow, hand crossbow, heavy
crossbow, light crossbow, repeating hand crossbow, repeating
heavy crossbow, repeating light crossbow, tube arrow shooter,
underwater light crossbow, and underwater heavy crossbow.
Double: bo staff, dire flail, double walking stick katana,
double-chained kama, dwarven urgrosh, gnome hooked hammer, kusarigama, orc double axe, quarterstaff, and two-bladed
sword.
Druid: club, dagger, dart, quarterstaff, scimitar, scythe,
sickle, shortspear, sling, spear, and all natural weapons you
gain from using the wild shape ability.
Firearms: all one-handed firearms, two-handed firearms,
and siege firearms.

GM Permission
As noted earlier in this chapter, if you are a player creating a new custom class for use by your own player character,
you will need to get your GM's permission before using your
new class. Securing this permission is the unofficial eighth step
in the custom class creation process.
In return for granting permission to use a custom class,
your GM may choose to place restrictions upon characters taking levels in that class. See the section
entitled Using These Rules at the
beginning of this chapter for examples of restrictions your GM
may implement.

Weapon
Groups

Illustration by Storn Cook

As noted in Step
4 of the class creation
process, your custom
class might grant proficiency with all weapons belonging to a
single weapon group. Examples of
weapon groups that can be selected
and the weapons they include
are listed below. Your GM may
decide to create other weapon
groups.
Axes: bardiche, battleaxe,
dwarven waraxe, greataxe, handaxe, heavy pick, hooked axe,
knuckle axe, light pick, mattock, orc
double axe, pata, and throwing axe.
Bard: dagger, longsword, rapier,
sap, short sword, shortbow, sickle,
sling, spear, sword cane, and whip.
Blades, Heavy: bastard sword, chakram, double chicken saber, double walking stick katana, elven
curve blade, falcata, falchion,
great
terbutje,
greatsword,
katana, khopesh, long-sword,
nine-ring broadsword, nodachi, rhoka sword, sawtooth
sabre, scimitar, scythe, seven-branched sword, shotel,
temple sword, terbutje, and two-bladed sword.
Blades, Light: bayonet, butterfly sword, dagger, dogslicer,
gladius, hunga munga, kama, kerambit, kukri, pata, quadrens,
rapier, short sword, sica, sickle, starknife, sword cane, swordbreaker dagger, and wakizashi.
Bows: composite longbow, composite shortbow, longbow,
and shortbow.
Close: armor spikes, bayonet, brass knuckles, dan bong,
emei piercer, fighting fan, gauntlet, heavy shield, iron brush,

Flails: chain spear, dire flail, double


chained kama, flail (light flail), flying blade,
heavy flail, kusarigama, kyoketsu shoge, meteor
hammer, morningstar, nine-section whip, nunchaku, sansetsukon, scorpion whip, spiked
chain, urumi, and whip.
Gladiator: aklys, amentum, flying blade,
gladius, hooked axe, knuckle axe, quadrens,
scorpion whip, shotel, sica, and throwing
shield.
Hammers: aklys, battle aspergillum,
club, earth breaker, greatclub, heavy mace,
light hammer, light mace, mere club, taiaha,
tetsubo, wahaika, and warhammer.
Monk: bo staff, brass knuckles, butterfly sword, cestus, dan bong, double chained kama, double chicken saber,
emei piercer, fighting fan, jutte, kama, kusarigama,
kyoketsu shoge, lungchuan tamo, monk's spade, ninering broadsword, nine-section whip, nunchaku, quarterstaff, rope dart, sai, sansetsukon, seven-branched sword,
shang gou, shuriken, siangham, tiger fork, tonfa, tri-point
double-edged sword, unarmed strike, urumi, and wushu
dart.
Natural: unarmed strike and all natural weapons.
Polearms; bardiche, bec de corbin, bill, glaive, glaiveguisarme, guisarme, halberd, hooked lance, horsechopper,
lucerne hammer, mancatcher, monk's spade, ogre hook, naginata, nodachi, ranseur, and tiger fork.
Primitive: atlatl, battleaxe, blowgun, club, great terbutje,
greatclub, handaxe, longspear, mere club, shortspear, sling,
spear, taiaha, tepoztepilli, terbutje, and wahaika.
Rogue: blowgun, dagger, hand crossbow, heavy crossbow,
light crossbow, rapier, sap, shortbow, short sword, sword cane,
underwater heavy crossbow, and underwater light crossbow.

Eric Morton Presents


Siege Engines: ballista, bombard, catapult, corvus, firedrake, firewyrm, gallery, ram, siege tower, springal, trebuchet,
and all other siege engines.
Spears: amentum, boar spear, javelin, harpoon, lance,
longspear, pilum, shortspear, sibat, spear, tiger fork, and trident.
Thrown: aklys, amentum, atlatl, blowgun, bolas, boomerang, chakram, club, dagger, dart, halfling sling staff, harpoon,
hunga munga, javelin, lasso, kestros, light hammer, net,
poisoned sand tube, rope dart, shortspear, shuriken,
sling, snag net, spear, starknife, throwing axe, throwing shield, trident, and wushu dart.
Wizard: Club, dagger, heavy crossbow, light
crossbow, quarterstaff, and all natural weapons you
gain from spells.

Class Creation Example


As an example of the class creation
process, let us create a class called the dilettante. We want the dilettante class to represent the following concept: a nimble,
aristocratic duelist who dabbles in many
things, from feats and skills to arcane
spells.
Step 1: Class Type. The concept
of the dilettante class requires arcane
spellcasting, so we chose arcane as its
class type.
Step 2: Hit Die. Dilettantes dabble in spellcasting, but are also capable duelists, so we chose d10 as their
class Hit Die.
Step 3: Saving Throws. A class with d10
as its Hit Die has two good saving throws. We
choose Reflex as one of the dilettante's good saving throws, both because it is thematically appropriate, and because a custom class must
have Reflex as a good saving to gain more
than 4 + Intelligence modifier skill ranks per
class level. We choose Will as the dillettante's
second good saving throw because we want dilettante's to be nimble of mind as well as body. This
leaves Fortitude as a poor saving throw for dilettantes.
Step 4: Proficiencies. The dilettante class grants
six proficiencies at 1st level. We want the dilettante to
be lightly armored, skilled, and capable in combat, so
we choose to have it grant armor proficiency (once), skill
proficiency (once), and weapon proficiency (twice). For its remaining two proficiencies, we have it grant talent proficiency
(twice).
Step 5: Skills. Because it grants the skill proficiency once,
the dilettante has all skills as class skills and grants 6 + Intelligence modifier skill ranks per level.
Step 6: Themes. We decide that the dilettante's spellcast-

Illustration by Jacob Blackmon

ing alone is sufficient to represent its dabbling in magic. Instead of giving the dilettante class themes that further emphasize its magical nature, we decide to give it a pair of themes unrelated to magic: Combat and Skill.
Step 7: Class Features. The dilettante's class features are
its proficiencies, noted above, and the class features listed for
the arcane class type: arcane spell list, arcane spellcasting, and
thematic talents.
We want the dilettante to have a wide selection of
spells, so we choose the wizard class when determining
the spells appearing on the dilettante's arcane spell list.
We also choose the prepared spellcasting option for
the dilettante's arcane spellcasting class feature, reflecting the dilettante's eclectic nature.
If we wanted, we could stop here. We have
made every decision that must be made during the class creation process. However,
when stating the concept of the dilettante
class, we mentioned feats as one of the
things in which dilettantes dabble. To play
up this aspect of the class, we want the
rules for the dilettante to emphasize feat
acquisition. We can do this by placing
limits on the talents dilettantes can
select.
Dilettantes gain two 0-level talents from their talent proficiencies. We
decide that all dilettantes must select
Combat Expertise and Weapon Finesse as
these 0-level talents.
The dilettante also gains talents from its
thematic talents class feature (two talents on
1st level and one on every level thereafter).
Because we want the dilettante class to grant
a large number of feats, we decide that all
dilettantes must select the combat feat talent (from the Combat theme) on 1st level
and every two levels thereafter. We also
decide that they must select the bonus
feat talent (from the Skill theme) on 2nd
level and every two levels thereafter.
This leaves us with one undecided talent (the final talent the dilettante gains
on 1st level). Since we want dilettantes
to be nimble duelists, we decide that
all dilettantes must select nimble defense as their final 1st-level talent.
By restricting the dilettante's talent selection in this manner, we have reinforced the concept of the dilettante class. Note
that our restrictions still allow characters taking levels in the
dilettante class to choose which feats they gain as combat feats
and bonus feats, preserving player choice and preventing all
dilettantes from having identical abilities.

Custom Class Builder

Chapter 2: Class Types


Every custom class has a class type. A class's type affects
its Hit Die, class skills, and spell list (if it has one), as noted in
the Class Creation section for the description of each class type.
Each class type also lists a number of class features in the Class
Features section of its description, all of which are granted by
classes of that type. This information is used as part of the
class creation process described in Chapter 1.
This chapter includes the descriptions of four class types:
arcane, divine, martial, and skillful. The full version of the Custom Class Builder includes two additional class types: hermetic
(classes which blend alchemy with magic) and hybrid (classes
which combine the class features of two other class types).

This same restriction applies to any spell that assumes its


caster has access to a given class feature (such as bard spells
that make use of a caster's bardic performance ability, inquisitor spells that make use of a caster's judgment ability, paladin
spells that make use of a caster's smite ability, etc.).

Arcane Classes
The defining characteristic of an arcane class is the ability
to cast arcane spells. Members of arcane classes cast their
spells by manipulating impersonal forces. Some draw upon
forces that permeate the world around them, others draw
upon energy that infuses their own blood. Some master their
art through careful study, others through intuition. Whatever
their methods, all members of arcane class have some sort of
arcane spellcasting ability.

Arcane vs. Divine


The arcane and divine class types described in this chapter are very similar to one another. Many custom class concepts that could be created with the arcane class type can also
be created with the divine class type, and vice versa. The primary difference between arcane and divine is descriptive.
The arcane and divine class types exist as separate class
types because of the hybrid class type from the full version of
the Custom Class Builder. By having separate but similar arcane
and divine class types, the rules enable certain hybrid classes
to have both arcane and divine spellcasting.

Class Creation
An arcane class is created using the class creation process
described in Chapter 1. Choosing the arcane class type affects
that process in the following ways.
Hit Die: Every arcane class has d6, d8, or d10 as its class
Hit Die. You must choose one of these options for your class.
Skills: Many arcane classes have Appraise, Craft (all), Fly,
Knowledge (all), Linguistics, Profession (all), Spellcraft, and
Use Magic Device as class skills. You may choose these as your
class's skills in place of any other class skills you could choose.
Spell List: Every arcane class has an arcane spell list chosen at the time of its creation. Determine the spells appearing
on your class's arcane spell list in the following manner.
If your class's Hit Die is d6, choose an existing, non-custom class with a spell list that includes 9th-level spells. Your
class's arcane spell list includes all spells appearing on the chosen class's spell list.
If your class's Hit Die is d8, choose an existing, non-custom class with a spell list that includes 6th-level spells or
choose the alchemist class. Your class's arcane spell list includes includes all 6th- and lower-level spells appearing on the
chosen class's spell list or formula list.
If your class's Hit Die is d10, choose an existing, non-cus tom class with a spell list that includes 4th-level spells or
choose the alchemist class. Your class's arcane spell list includes all 1st-, 2nd-, 3rd-, and 4th-level spells appearing on the
chosen class's spell list or formula list.

Martial vs. Skillful


Although not as similar to one another as the arcane and
divine class types, the martial and skillful class types still resemble one another in many ways. The martial and skillful
class types are separate from one another for the same reason
the arcane and divine class types are separate from one another, as noted in the previous section.

Spells and Spell Lists


Custom classes of some types have spell lists, as noted in
the descriptions of their respective class types. A custom class
that has a spell list usually takes that spell list from an existing
non-custom class. Certain abilities (such as the expanded spell
list talent) can then add spells to that spell list.
This can result in a situation where a spell appearing on a
class's spell list relies upon a class feature not granted by that
class. For example, members of a custom class whose spell list
includes all spells appearing on the summoner spell list can
potentially cast the summon eidolon spell. That spell summons
the caster's eidolon, an effect that relies upon the caster having
the eidolon class feature.
When a member of a custom class casts a spell that relies
upon a class feature they do not have, that spell has no effect.
The ability to cast the summon eidolon spell, for example, does
not grant a character an eidolon. Unless the character gains an
eidolon from some other source, that spell has no effect.

Class Features
All members of arcane custom classes gain the following
class features.
Arcane Spell List: This class has an arcane spell list determined at the time of its creation. See the Class Creation section above for details.

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Table 2.2: Spells per Day

Table 2.2: Spells Known

Talent
Spells per Day by Spell Level 1
Rating 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
0

1
3

2
4

3
5
3

4
6
4

5
6
5
3

6
6
6
4

7
6
6
5
3

8
6
6
6
4

9
6
6
6
5
3

10
6
6
6
6
4

11
6
6
6
6
5
3

12
6
6
6
6
6
4

13
6
6
6
6
6
5
3

14
6
6
6
6
6
6
4

15
6
6
6
6
6
6
5
3

16
6
6
6
6
6
6
6
4

17
6
6
6
6
6
6
6
5
3
18
6
6
6
6
6
6
6
6
4
19
6
6
6
6
6
6
6
6
5
20
6
6
6
6
6
6
6
6
6
1
Reduce the number of spells per day of each spell level by 2
for members of custom classes that prepare their spells.

Talent
Spells Known by Spell Level 2
Rating 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
0

1
4
1

2
5
2

3
5
2
1

4
6
3
2

5
6
3
2
1

6
6
3
3
2

7
6
3
3
2
1

8
7
4
3
3
2

9
7
4
3
3
2
1

10
7
4
4
3
3
2

11
7
4
4
3
3
2
1

12
7
4
4
4
3
3
2

13
7
4
4
4
3
3
2
1

14
7
4
4
4
4
3
3
2

15
7
4
4
4
4
3
3
2
1

16
8
5
4
4
4
4
3
3
2

17
8
5
4
4
4
4
3
3
2
1
18
8
5
5
4
4
4
4
3
3
2
19
8
5
5
4
4
4
4
3
3
2
20
8
5
5
5
4
4
4
4
3
3
2
Double the number of spells known of each spell level for
members of custom classes that prepare their spells.

Arcane Spellcasting: Whenever your talent rating in this


class is 1 or higher, you can spontaneously cast arcane spells
drawn this class's arcane spell list. You can cast any spell you
know by expending a spell slot of the same level or higher. Your
caster level for arcane spells equals your total level in all classes that cast arcane spells.
To learn or cast a spell, you must have a spellcasting ability score equal to at least 10 + the spell's level. The DC of saving
throws against your spell is 10 + the spell's level + your spellcasting ability score modifier. Unless stated otherwise, you use
Charisma as your spellcasting ability score.
Your number of spell slots per day for this class and your
number of spells known for this class are both determined by
your talent rating in this class, as detailed on Table 2.1: Spells
per Day and Table 2.2: Spells Known. You only gain the indicated number of spell slots and spells known for a given level if
the spell list for this class includes spells of that level. You do
not gain bonus spells for having high ability scores.
If you have one or more 0-level spells known, you can ex pend any number of 0-level spell slots per day in addition to
the limited number higher-level spell slots you can expend.
Starting at 3rd level, whenever your talent rating in this
class increases to an odd number, you may choose to replace
any one of your arcane spells known with a different spell of
the same level from your arcane spell list.

Prepared Spellcasting: At 1st level, you may choose to prepare your arcane spells for this class in advance. Once this decision is made, it cannot be changed. If you prepare your arcane
spells for this class, you use Intelligence as your spellcasting
ability score for those spells instead of Charisma.
If you choose to prepare your spells, you gain fewer spells
per day from this class, as noted in the footnote to Table 2.1:
Spells per Day. You also gain additional spells known from this
class, as noted in the footnote to Table 2.2: Spells Known. However, only half of your spells known of each level are prepared
at any one time. You cannot cast a spell granted by this class
unless it is one of your currently prepared spells.
You otherwise cast spells as described above. You can use
your spell slots to cast any of your prepared spells, and a spell
you cast remains prepared even after you cast it.
Once per day, you can change which of your spells known
are prepared by performing a ritual that takes 15 minutes to
complete. Upon completing this ritual, choose half of your
spells known of each spell level as your prepared spells.
Thematic Talents: At 1st level, select two of this class's
themes. For each selected theme, choose and gain one 1st-level
talent from that theme's list of talents.
Every level after 1st, choose and gain one additional talent of your level or lower. This talent can be chosen from those
listed for either of the two themes you chose with this ability.

11

Custom Class Builder


At 3rd level, and again every two levels thereafter, you can
choose the expanded spell list talent instead of choosing a talent listed for one of your class's themes. If your class's Hit Die
is d6, you must choose the expanded spell list talent on 3rd level and every two levels thereafter.

chosen class's spell list or formula list.

Class Features
All members of divine custom classes gain the following
class features.
Divine Spell List: This class has a divine spell list determined at the time of its creation. See the Class Creation section
above for details.
Divine Spellcasting: Whenever your talent rating in this
class is 1 or higher, you can spontaneously cast divine spells
drawn from this class's divine spell list. You can cast any spell
you know by expending a spell slot of the same level or higher.
Your caster level for divine spells equals your total level in all
classes that cast divine spells.
To learn or cast a spell with this
ability, you must have a spellcasting
ability score equal to at least 10 +
the spell's level. The DC of saving
throws against your spell is 10
+ the spell's level + your spellcasting ability score modifier.
Unless stated otherwise, you
use Charisma as your spellcasting ability score.
You gain the number of
spell slots per day indicated
on Table 2.1: Spells per Day
and the number of spells
known as indicated on Table
2.2: Spells Known. You only
gain these spell slots per day
and spells known for a given level if the spell list you
use for this class includes
spells of that level. You do
not gain bonus spells for
having high ability scores.
If you have one or
more 0-level spells known,
you can expend any number of
0-level spell slots per day in addition
to the limited number higher-level spell slots you can
expend.
Starting at 3rd level, whenever your talent rating in this
class increases to an odd number, you may choose to replace
any one of your divine spells known with a different spell of
the same level from your divine spell list.
Prepared Spellcasting: At 1st level, you may choose to prepare your spells for this class instead of casting them spontaneously. If you do, you use Wisdom as your divine spellcasting
ability score for this class instead of Charisma. Once this decision is made, it cannot be changed.
If you choose to prepare your spells, you gain fewer spells
per day from this class, as noted in the footnote to Table 2.1:
Spells per Day. You also gain additional spells known from this

Divine Classes
Divine classes are set apart by their ability to cast divine
spells. In contrast to arcane spells, divine spells draw upon
magical power of a deeply personal nature. The most obvious
sources of divine magic are deities that bestow blessings upon
lesser beings, but the spark of divine magic exists in every soul,
accessible to anyone whose life has a deep, spiritual purpose.
Through one or the other of these avenues, all members
of divine classes are able to cast divine spells.

Class Creation

Illustration by Matt Morrow

A divine class is created via


the class creation process detailed in Chapter 1. Choosing the
divine class type affects that
process in the following ways.
Hit Die: Every divine class
has d6, d8, or d10 as its class Hit
Die. You must choose one of
these options for your class.
Skills: Many divine classes
have Craft (all), Diplomacy, Heal,
Knowledge (all), Profession (all),
Sense Motive, and Spellcraft as
class skills. You may choose
these as your class's skills in
place of any other class skills
you could choose.
Spell List: Every divine class has a divine spell
list chosen at the time of its
creation. Determine the
spells appearing on your
class's divine spell list in the
following manner.
If your class's Hit Die is d6, choose an existing, noncustom class with a spell list that includes 9th-level spells. Your
class's divine spell list includes all spells appearing on the chosen class's spell list.
If your class's Hit Die is d8, choose an existing, non-custom class with a spell list that includes 6th-level spells or
choose the alchemist class. Your class's divine spell list includes includes all 6th- and lower-level spells appearing on the
chosen class's spell list or formula list.
If your class's Hit Die is d10, choose an existing, non-cus tom class with a spell list that includes 4th-level spells or
choose the alchemist class. Your class's divine spell list includes all 1st-, 2nd-, 3rd-, and 4th-level spells appearing on the

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Eric Morton Presents


class, as noted in the footnote to Table 2.2: Spells Known. However, only half of your spells known of each level are prepared
at any one time. You cannot cast a spell granted by this class
unless it is one of your currently prepared spells.
You otherwise cast spells as described above. You can use
your spell slots to cast any of your prepared spells, and a spell
you cast remains prepared even after you cast it.
Once per day, you can change which of your spells known
are prepared by performing a ritual that takes 15 minutes to
complete. Upon completing this ritual, choose half of your
spells known of each spell level as your prepared spells.
Thematic Talents: At 1st level, select two of this class's
themes. For each selected theme, choose and gain one 1st-level
talent from that theme's list of talents.
Every level after 1st, choose and gain one additional talent of your level or lower. This talent can be chosen from those listed for either of the two
themes you chose with this ability.
At 3rd level, and again every two levels
thereafter, you can choose the expanded spell list talent
instead of choosing a talent listed for one of your class's
themes. If your class's Hit Die is d6, you must choose the
expanded spell list talent on 3rd level and every two levels
thereafter.

first reaches 1, choose and gain one talent of your level or lower from the list of talents for the Combat theme. Each time
thereafter that your talent rating in this class increases, choose
and gain another talent of your level or lower from the list of
talents for the Combat theme.
Thematic Talents: At 1st level, select two of this class's
themes. For each selected theme, choose and gain one 1st-level
talent from that theme's list of talents.
Every level after 1st, choose and gain one additional talent of your level or lower. This talent can be chosen from those
listed for either of the two themes you chose with this ability.

Skillful Classes

Class Creation
When you create a skillful class,
make all of the following decisions at
the time of the class's creation.
Hit Die: A skillful class has d6 or d8
as its class Hit Die. You must choose one
of these options for your class.
Skills: Many skillful classes
have all skills as class skills. You may
choose for your class to have all skills
as class skills instead of choosing a limited list of class skills.
Spell List: A skillful class does not
have a spell list.

Martial Classes
Martial classes have no spellcasting ability,
though some grant supernatural talents. Whatever their other abilities, members of martial
classes are set apart by their focus upon
combat. Members of martial classes gain
numerous combat-related talents in addition to any others they might gain, and
may have class Hit Dice larger than
those available to members of non-martial
classes.

Class Creation

Class Features

When you create a martial class, make


all of the following decisions at the time of the class's creation.
Hit Die: A martial class has d8, d10, or d12 as its class Hit
Die. You must choose one of these options for your class.
Skills: Many martial classes have Acrobatics, Climb, Craft
(all), Handle Animal, Intimidate, Knowledge (any one or two
categories chosen by the class's creator), Perception, Profession (all), Ride, Sense Motive, Survival, and Swim as class skills.
You may choose these as your class's skills in place of any other
class skills you could choose.
Spell List: A martial class does not have a spell list.

All members of skillful custom classes gain the following


class features.
Skillful Talents: When your talent rating in this class first
reaches 1, choose and gain one talent of your level or lower
from the list of talents for the Skill theme. Each time thereafter
that your talent rating in this class increases, choose and gain
another talent of your level or lower from the list of talents for
the Skill theme.
Thematic Talents: At 1st level, select two of this class's
themes. For each selected theme, choose and gain one 1st-level
talent from that theme's list of talents.
Every level after 1st, choose and gain one additional talent of your level or lower. This talent can be chosen from those
listed for either of the two themes you chose with this ability.

Class Features
All members of martial custom classes gain the following
class features.
Martial Talents: When your talent rating in this class

13

Illustration by Jacob Blackmon

Skillful classes have no spellcasting ability, though some


grant supernatural talents. Skillful classes are not
defined by their supernatural or spellcasting
abilities, but by their intense focus on skills.
Members of skillful classes gain numerous
skill-related talents in additional to any others they might gain, and have the potential
to gain more class skills and skill ranks per
level than members of non-skillful classes.

Custom Class Builder

Chapter 3: Themes
In the context of custom classes, a theme is a collection of
selectable class features called talents. Each custom class has
one or more themes, as well as one or more class features that
allow characters to select talents from those themes.
A custom class's themes are chosen during the creation of
that class, as detailed in Chapter 1. The class features of a custom class class that allow characters to select talents are determined by its class type. Class types are detailed in Chapter 2.

0-Level Arcana Talents


Arcane Reservoir 1: Limited-use increase to the caster level or
save DC of an arcane spell.
Arcane Strike: Gain Arcane Strike as a bonus feat.
Bestial Aspect: Gain more benefits from polymorph effects.
Blood Sanctuary: Gain +4 saves vs. spells cast by allies.
Detect Magic: Use detect magic at will.
Eschew Materials: Gain Eschew Materials as a bonus feat.
Improved Counterspell: Gain the Improved Counterspell feat.
Scribe Scroll: Gain Scribe Scroll as a bonus feat.

Talent Descriptions
Several themes a custom class might have are described
below. The description of each theme includes a brief overview
of the theme, followed by the the list of talents for that theme.
Order of Presentation: Themes are presented in alphabetical order. Talents within each theme are sorted first by level and then alphabetically by talent name. Note that some talent names appear on
Talents and Levels: The level for which a talent is listed
is the minimum class level on which that talent can be selected.
Talents listed as 0-level talents can be selected on any class level and can also be selected with the talent proficiency class feature. That class feature is described in Chapter 1.
A talent whose name is followed by a number can be selected more than once and appears on more than one level.
The number following the talent's name on any given level indicates the maximum number of times a character can select
that talent as of that class level.
A talent whose name is not followed by a number can be
selected only once.

1st-Level Arcana Talents


Acid Jet 1: Limited-use ranged attack deals acid damage.
Arcane Barrier: Limited-use temporary hit points.
Arcane Reservoir 2: Limited-use increase to the caster level or
save DC of an arcane spell.
Augment: Grant a bonus to an ability score or natural armor.
Battleshaping: Limited-use natural weapons.
Beguiling Touch: Limited-use touch attack charms a creature.
Binding Darkness: Limited-use ranged attack entangles a
target in concealing shadows.
Blinding Ray: Limited-use ranged attack blinds a target.
Bolster: Limited use ability to grant bonuses to undead.
Command Undead: Gain uses of the Command Undead feat.
Conjurer's Focus 1: Limited-used summon monster spells.
Counterspell 1: Counterspell as an immediate action.
Create Gear: Limited-use item creation.
Dazing Touch: Limited-use touch attack dazes a creature.
Dimensional Slide: Limited-use teleportation while moving.
Disruption: Limited-use touch attack interferes with spells.
Diviner's Fortune: Grant various bonuses.
Elemental Focus: Learn additional elemental spells.
Energy Resistance: Gain permanent energy resistance.
Energy Shield 1: Limited-use energy resistance.
Extended Illusions: Your illusions last longer.
Flame Arc 1: Limited-use ranged attack deals fire damage.
Force of Will: Communicate telepathically with creatures
within 60 feet that you have charmed or dominated.
Force Strike: Deal force damage to a foe within 30 feet.
Forewarned: Always act in the surprise round and gain a
bonus on initiative checks.
Grave Touch: Limited-use melee touch attack causes fear.
Hand of the Apprentice: Limited-use ranged attacks with a
melee weapon.
Healing Grace 1: Heal allies affected by your spells.
Ice Missile 1: Limited-use ranged attack deals cold damage.
Intense Evocation: Your evocation spells deal extra damage.
Item Crafting: Gain one item creation feat as a bonus feat.

Additional Themes
This chapter includes four themes and their associated
talent lists: Arcana, Combat, Devotion, and Skill.
The full version of the Custom Class Builder has dozens of
additional themes. Many represent broad concepts similar to
those of the themes appearing in this chapter, concepts such as
Air, Alchemy, Death, Earth, Fate, Fire, Nature, Void, and Water.
Others are named for iconic class features such as bardic
performance, channel energy, rage, and sneak attack. Themes
named after class features include those features and related
abilities as selectable talents. The Rage theme, for example, includes the rage ability and all rage powers on its list of talents.

Arcana
A class with this theme dabbles in arcane magic. Even if
members of that class cannot cast arcane spells, they have the
potential to acquire an eclectic mix of supernatural talents.
Most of these talents are related to the eight traditional schools
of arcane magic: abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation.

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Eric Morton Presents


Life Sight: Limited-use ability to sense life and wellness.
Lightning Lance 1: Limited-use ranged electricity attack.
Lingering Evocation: Your non-instantaneous evocation spells
last longer.
Metamixing: Limited-use of metamagic without increasing the
casting time of a spontaneous spell.
Physical Enhancement: Gain a bonus to one ability score.
Prescience: Limited-use foreknowledge of a d20 roll result.
Protective Ward: Grant allies a deflection bonus to AC.
Quick Study: Quickly change your prepared spells.
See Magic: Limited-use ability to see magical auras.
Send Senses: Limited-use hearing or sight at a distance.
Share Essence: Take nonlethal damage to grant temporary hp.
Shift: Limited-use teleportation as a standard action.
Spell Disruption 1: Limited-use suppression of ongoing spells.
Spell Resistance 1: Limited-use spell resistance.
Spell Strike: Deliver touch spells with a melee weapon.
Spell Tinkerer: Modify the durations of ongoing spells.
Spontaneous Healing: Spontaneously cast cure spells.
Summoner's Charm: Your summoning spells last longer.
Telekinetic Fist: Limited-use bludgeoning ranged attack.
Terror: Limited use melee touch attack startles target, causing
it to provoke attacks of opportunity.
Turn Undead: Gain uses of the Turn Undead feat.
Unstable Bonds: Limited-use melee touch attack makes
summoned creature shaken and staggered.
Versatile Evocation: Limited-use ability to change the energy
damage dealt by your spells.
Wind Servant: Limited-use burst of wind hurls objects.

4th-Level Arcana Talents


Arcane Movement: Gain a bonus on Acrobatics, Climb, Escape
Artist, and Stealth when you cast an arcane spell.

6th-Level Arcana Talents


Disruptive: Gain Disruptive as a bonus feat.
Empowered Magic: Cast one empowered spell per day.
Energy Absorption: Harmlessly absorb some energy damage.
Energy Strike, Thunderous: Limited-use touch attack deals
acid, cold, electricity, fire, or sonic damage.
Planar Contact: Cast augury once per day and contact other
plane once per week.
Prescient Attack: Limited-use ability to deny target you hit
with a weapon its Dexterity bonus against you.

8th-Level Arcana Talents


Accurate Strike: Turn some melee attacks into touch attacks.
Arcane Edge: Sometimes deal bleed damage with weapons.
Aura of Banishment: Limited-use aura staggers and banishes
called and summoned creatures.
Aura of Crushing Despair: Limited-use aura penalizes foes.
Bedeviling Aura: Limited-use aura hampers enemies.
Change Shape: Limited-use polymorph effect.
Creator's Will: Limited-use minor or major creation.
Dimensional Steps: Limited-use teleportation.
Dispelling Strike: Grant a weapon a dispel magic effect.
Elemental Manipulation: Limited-use aura changes magical
damage of one energy type to another energy type.
Elemental Wall: Limited-use wall of energy.
Energy Strike, Clinging: Limited-use touch attack deals acid,
cold, electricity, or fire damage.
Foretell: Limited-use aura aids allies or hinders enemies.
Hasted Assault: Limited-use haste effect on yourself.
Imbue Arrow: Center an area spell on an arrow you fire.
Invisibility Field: Limited use greater invisibility.
Irresistible Demand: Limited-use dominate monster.
Metamagic Mastery: Limited use of metamagic without
increasing a spell's level or casting time.
Perfection of Self: Limited-use enhancement bonus to one
ability score.
Powerful Energy: Gain bonus damage and increased range
with talents that deal acid, cold, electricity, or fire damage.
Prescient Defense: Limited-use AC and Reflex save bonus
against target you hit with a weapon.
Scrying Adept: Gain bonuses with and against scrying.
Shadow Step: Limited-use travel through the Plane of Shadow.
Shape Emotions: Limited-use aura improves some saves made
by allies or penalizes some saves made by enemies.
Share Transmutation: Limited-use ability to target others
with personal transmutation spells.
Soul Sight: Limited-use detection of living and undead beings.
Spellbreaker: Gain Spellbreaker as a bonus feat.

2nd-Level Arcana Talents


Arcane Accuracy: Limited-use bonus on attack rolls.
Arcane Cloak: Limited-use bonus on Stealth checks and Bluff
checks made to create a diversion.
Arcane Redoubt 1: Limited-use shield bonus to touch AC.
Assault Synergy: Limited-use extra energy damage for spells.
Bypassing Strike: Limited-use ability to overcome the DR of
evil outsiders.
Close Range: Use ranged touch spells in melee.
Concentrate: Limited-use +4 bonus to concentration.
Energy Resistance Boost: Limited-use increase to your
existing energy resistances.
Energy Strike: Limited-use touch attack deals acid, cold,
electricity, or fire damage.
Lingering Pain: Your attacks might disrupt concentration.
Powerful Change: Limited-use increase to ability score
bonuses from your transmutation spells.
Rod Mastery: Increased rod save DCs.
Rod Wielder: Increased rod caster caster level checks.
Silent Magic: Cast one silent spell per day.
Spell Shield: Limited-use shield bonus to AC.
Still Magic: Cast one still spell per day.
Wand Mastery: Wands you use are more potent.

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Custom Class Builder


Energy Strike, Arcing: Limited-use touch attack deals acid,
cold, electricity, or fire damage.
Maximized Magic: Cast a maximized spell once per day.
Phase Arrow: Occasionally fire arrows through solid barriers.

14th-Level Arcana Talents


Elemental Movement: Move like an elemental.
Hail of Arrows: Fire an arrow at each opponent within range
once per day.
Quickened Magic: Cast one quickened spell per day.
Reflection: Limited-use spell turning.

16th-Level Arcana Talents


Arrow of Death: Craft deadly, magic arrows.
Spell Critical: Cast a spell that affects your target when you
score a critical hit.
Spell Synthesis: Cast two spells at the same time once per day.

20th-Level Arcana Talents


Illustration by Jacob Blackmon

Conjurer's Focus 2: Cast summon monster spells at will.


Enchanting Riposte: Gain spell turning against enchantments.
Energy Immunity: Gain permanent energy immunity.
Healing Grace 2: Heal allies affected by your spells.
Magical Supremacy: Cast spells without expending spell slots.
Overwhelming Evocation: Roll twice to overcome spell
resistance when casting evocation spells.
Perfect Initiative: Your initiative is maximized.
Permanent Illusions: Make one illusion permanent.
Persistent Enchantment: Your enchantment spells take effect
for 1 round when a foe successfully saves against them.
Persistent Evocation: Dispel checks against your evocation
spells are rolled twice, taking the lower result.
Physical Perfection: Gain one or more ability score bonuses.
Transmutation Supremacy: Your transmutation spells are
extended and some of your other talents may improve.
Unstoppable Evocation: Your evocations are harder to dispel.

10th-Level Arcana Talents


Acid Jet 2: Limited-use ranged attack deals acid damage.
Counterspell 2: Counterspell as an immediate action.
Energy Shield 2: Absorb and reuse energy damage.
Fast Healing: Grant fast healing to allies within 30 feet.
Flame Arc 2: Limited-use ranged attack deals fire damage.
Ice Missiles 2: Limited-use attack deals cold damage.
Lightning Lance 2: Limited-use ranged attack deals electricity
damage.
Redirect Spell: Gain control of another caster's spell.
Seeker Arrow: Occasionally fire arrows around corners.
Spell Disruption 2: Limited use suppression of ongoing spells
and possible ability to dispel magic with a touch.
Spell Resistance 2: Limited-use spell resistance.
Spell Thief: You can steal spells affecting other creatures.
Spontaneous Revival: Spontaneously cast breath of life.
Suffering Knowledge: Temporarily learn spells that affect you.

Combat
A class with this theme focuses on the physical and tactical aspects of combat. The talents associated with this theme
are all extraordinary abilities (though a class with this theme is
not prohibited from granting supernatural or spell-like abilities through means other than the Combat talent).

12th-Level Arcana Talents

0-Level Combat Talents

Arcane Redoubt 2: Limited-use shield bonus to touch AC and


other possible benefits.
Critical Strike: Cast a touch spell when you score a critical hit
once per day.
Energy Reflection: Limited-use spell turning against spells
with energy descriptors.

Agility: Bonus on saves vs. paralysis, slow, and entanglement.


Battle Scavenger: Bonuses with broken/improvised weapons.
Brawler's Cunning: Ignore some combat feat prerequisites.
Bravery: Bonus on saves against fear, eventual immunity.
Burst Barrier: Bonus on saves against burst effects when
using a tower shield.

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Combat Expertise: Gain Combat Expertise as a bonus feat.
Deflective Shield: Add some of shield bonus to touch AC.
Fame: Gain extra victory points during performance combat.
Far Shot: Gain Far Shot as a bonus feat.
Gunsmith: Gain the Gunsmith feat and a battered firearm.
Harsh Training: Bonus on saves against exhaustion, fatigue,
the staggered condition, and ability score penalties.
Hawkeye: Bonus on Perception checks and to bow range.
Lookout: Bonus on initiative checks.
Martial Training: Your levels count as fighter and monk levels.
Massive Weapons: Reduced penalties with large weapons.
Nimble Defense: AC bonus when in light or no armor.
Pole Fighting: Use polearms and spears against adjacent foes.
Precise Shot: Gain Precise Shot as a bonus feat.
Quarterstaff Master: Gain Quarterstaff Master as a bonus feat.
Sidestep: AC bonus when attempting combat maneuvers.
Silent Shooter: Bonus on some Stealth checks.
Spark of Life: Bonus on saves vs. energy drain, death effects.
Steadfast Mount: Grant a mount bonuses to AC and saves.
Two-Weapon Fighting: Gain the Two-Weapon Fighting feat.
Weapon Focus: Gain Weapon Focus as a bonus feat.

and attacking with a weapon in two hands.


Throw Shield 1: Throw light or medium shields.
Tough Guy: DR against nonlethal and grapple damage.
Trick Shot 1: Make ranged combat maneuvers with bows.

5th-Level Combat Talents


Aerobatics: Use Fly in place of Acrobatics when airborne.
Armored Defense 1: Gain DR when wearing armor.
Combat Feat 3: Gain a combat feat as a bonus feat.
Heroic Recovery: Gain uses of the Heroic Recovery feat.
Leaping Attack: Bonus on melee attack and damage rolls after
moving at least 5 feet.
Leaping Shot: Bonus on ranged attack and damage rolls after
moving at least 5 feet.
Mounted Mettle: You gain a bonus to attack and damage when
you are mounted or adjacent to your mount.
Mounted Might: Your mount gains a bonus to attack and
damage when you are mounted or adjacent to your mount.
Payback: Bonus on attack and damage rolls against creatures
that have attacked you since your last turn.
Ready Pike: Limited-use ability to ready a brace weapon as an
immediate action with attack and damage bonuses.
Reliable Strike: Limited-use reroll of an attack roll, critical
confirmation roll, damage roll, or miss chance.
Singleton: Bonus on attack and damage rolls when attacking
with a weapon in one hand while one hand is free.
Stranger's Fortune: Ignore some firearm misfires.
Tower Shield Specialist: No attack roll penalty for using a
tower shield.
Twin Blades: Bonus on attack and damage when making a full
attack with two weapons.
Weapon Specialization: Gain the benefits of the Weapon
Specialization feat for having the Weapon Focus feat.
Weapon Training 1: Bonuses when using certain weapons.

1st-Level Combat Talents


Battlecry: Grant bonus to attack rolls, skill checks, and saves.
Battlefield Clarity: Limited-use ability to avoid being affected
by fear or becoming blind, deaf, paralyzed, or stunned.
Call to Arms: Grant ability to avoid being flat-footed.
Combat Feat 1: Gain a combat feat as a bonus feat.
Resilient: Reduced penalties for having 0 or fewer hp.
Skill at Arms: Additional armor and weapon proficiency.
Surprising Charge: Limited-use immediate movement.

3rd-Level Combat Talents


Active Defense: Gain and grant AC bonus when using a shield.
Armor Training 1: Reduced penalties from armor.
Armored Charger: No Ride penalties for armor, mount not
slowed when carrying a medium or heavy load.
Combat Feat 2: Gain a combat feat as a bonus feat.
Defensive Flurry: AC bonus when two-weapon fighting.
Finesse Targeting 1: Add your Dexterity modifier to your
damage with one ranged weapon.
Finesse Training 1: Add your Dexterity modifier to your
damage with one melee weapon.
Knockout: Limited-use attack might knock a foe unconscious.
Maneuver Training: Bonus to and against combat maneuvers.
Mirror Move: AC bonus against attacks with certain weapons.
Overhand Chop: Bonus to damage with two-handed weapons.
Phalanx Fighting: Use a polearm or spear with a shield.
Sleeper Hold: Limited-use ability to incapacitate a pinned foe.
Snake Feint: Feint as part of a move action.
Steadfast Attack: Bonus on melee attack rolls with readied
attacks and attacks of opportunity.
Strapped Shield: No attack roll penalty when using a buckler

7th-Level Combat Talents


Armor Training 2: Reduced penalties from armor.
Backswing: Add double Str bonus when making an iterative
attack with a two-handed weapon.
Clever Wrestler: Fewer penalties when grappling, can make
attacks of opportunity against grapple maneuvers.
Combat Feat 4: Gain a combat feat as a bonus feat.
Combat Lore 1: Study a foe to gain attack and damage bonuses.
Crossbow Sniper: Targets of your readied attacks with
crossbows are denied their Dex bonus to AC.
Deadly Surprise: Immediate dirty trick attempt against an
opponent you hit that was denied its Dex bonus to AC.
Deft Shield 1: Your armor check and attack roll penalties for
using a tower shield are reduced.
Finesse Targeting 2: Add your Dexterity modifier to your
damage with one ranged weapon.
Finesse Training 2: Add your Dexterity modifier to your
damage with one melee weapon.

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Razor-Sharp Chair Leg: Can change damage type, increase
critical threat range of improvised weapons.
Safe Shot: You do not provoke attacks of opportunity for
making ranged attacks with a bow or crossbow.
Savage Charge 1: Greater bonus and penalty when charging.
Shield Ally 1: Your heavy or tower shield can provide cover to
adjacent allies.
Shield Buffet 1: You can use your shield to give an opponent
attack and AC penalties.
Speedy Tricks: You can perform a dirty trick maneuver in
place of an attack.
Timely Tip: Disarm opponent's shield as a move action.
Tower Shield Defense: Bonus from tower shield applies
against touch attacks.
Trick Throw: Immediate dirty trick against an opponent you
trip with an unarmed strike.
Weapon Training 2: Bonuses when using certain weapons.

11th-Level Combat Talents

Illustration by Storn Cook

Acrobatic Charge: You can charge over difficult terrain.


Armor Training 3: Reduced penalties from armor.
Combat Feat 6: Gain a combat feat as a bonus feat.
Cooperative Combatant: Aid multiple allies with aid another.
Craven Combatant: Cannot be flanked while fighting
defensively.
Deft Shield 2: Your armor check and attack roll penalties for
using a tower shield are reduced.
Finesse Targeting 3: Add your Dexterity modifier to your
damage with one ranged weapon.
Finesse Training 3: Add your Dexterity modifier to your
damage with one melee weapon.
Hair's Breadth: Use Acrobatics to negate a critical hit.
Improved Balance 1: Reduced penalties for fighting with two
weapons.
Knockback Smash: Shield gains the bashing property.
Piercing Lance: Attack both a rider and a mount as one action,
attack against mount is hard to block.
Piledriver: Make an attack with a two-handed weapon that
allows a free bull rush or trip maneuver if it hits.
Quick Recovery: Quickly recover from fatigue.
Rapid Attack: Combine a full attack with a move action.
Relentless Steed: Mount's speed not reduced by heavy armor
or load, can reroll Ride checks and mount's saves.
Takedown: Free trip attempt after successful drag or grapple.
Trick Shot 3: Make ranged combat maneuvers with bows.

Hardbuckler: Can use a buckler to shield bash.


Leap from the Saddle: Make a full attack after your mount
makes a single move and you fast dismount.
Menacing Stance: Adjacent enemies take penalties on attack
rolls and concentration checks.
Tactical Expertise: Attack bonus when flanking, making an
attack of opportunity, and during some readied actions.
Throw Shield 2: Throw light or medium shields.
Trick Shot 2: Make ranged combat maneuvers with bows.

9th-Level Combat Talents


Banner 1: Grant bonuses to allies for displaying a banner.
Belly Shot: Bonus to firearm damage against adjacent foes.
Champion Defense: When using a shield, you can sometimes
attempt Fortitude saves to reduce weapon damage.
Combat Feat 5: Gain a combat feat as a bonus feat.
Doublestrike: Attack with two weapons as a standard action.
Enhanced Mobility: AC bonus against attacks of opportunity
provoked by movement.
Flexible Flanker: You may treat an adjacent square as your
location for flanking.
Flying Dodger: AC bonus when you fly at least half your speed.
Fortification 1: Your armor gains light fortification.
Grace: Bonus on Reflex saves when wearing light or no armor.
Heroic Defiance: Gain uses of the Heroic Defiance feat.
No Escape: Creatures leaving spaces adjacent to you always
provoke attacks of opportunity from you.
Quick Sniper: Bonus on Stealth checks when sniping, fire
crossbow as immediate action when hit with ranged attack.

13th-Level Combat Talents


Banner 2: Grant saving throw bonuses and extra saves.
Careful Claw: When attacking with a natural weapon, take less
damage from fire shield and similar effects.
Combat Feat 7: Gain a combat feat as a bonus feat.
Combat Lore 2: Study a foe to gain attack and damage bonuses.
Deadly Critical: Limited-use critical multiplier increase.

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Double Tricks 1: Apply multiple conditions with a successful
dirty trick combat maneuver.
Elaborate Defense: AC bonus when fighting defensively.
Equal Opportunity: Make two-weapon attacks of opportunity.
Evasive Archer: AC bonus against ranged attacks.
Eye Gouge: Attempt a dirty trick maneuver to blind on critical
hit with an unarmed strike or when grappling.
Fortification 2: Your armor gains light or medium fortification.
Immediate Repositioning: Change the orientation of your
tower shield as an immediate action.
Interference: You can make foes flat-footed.
Plummeting Charge 1: Bonus when charging while flying.
Shield Ally 2: Your heavy or tower shield can provide cover to
adjacent allies.
Shield Buffet 2: You can use your shield to give an opponent
attack and AC penalties.
Stand Still: Gain the Stand Still feat and a bonus when using it.
Sweeping Fend: Use a polearm or spear to trip enemies.
Sweeping Prank 1: Dirty trick affects multiple targets.
Weapon Training 3: Bonuses when using certain weapons.

Deft Doublestrike: When you hit with two weapons, you can
make an immediate disarm, sunder, or trip attempt.
Double Tricks 2: Apply multiple conditions with a successful
dirty trick combat maneuver.
Meteor Shot: Crossbow attack might bull rush or trip foes.
Miraculous Recovery: Bonus on saves vs. ongoing effects.
Plummeting Charge 2: Bonus when charging while flying.
Raider's Riposte: When an enemy misses you with an attack
of opportunity, it provokes one from you.
Savage Charge 2: Greater bonus and penalty while charging
and possibly charge through allies and difficult terrain.
Shield Ally 3: Your heavy or tower shield can provide cover to
adjacent allies.
Shield Guard: Use shield to prevent enemies from flanking.
Step Aside: Step back when a foe closes with a 5-foot step.
Sucker Punch: Swift dirty trick against a creature that is
pinned or denied its Dex bonus to AC.
Sweeping Prank 2: Dirty trick affects multiple targets.
Volley: Attack creatures in a 15-foot-radius burst with a bow.
Weapon Training 4: Bonuses when using certain weapons.

15th-Level Combat Talents

19th-Level Combat Talents

Armored Defense 2: Gain DR when wearing armor.


Armor Mastery: Gain DR when using armor or a shield.
Combat Feat 10: Gain a combat feat as a bonus feat.
Deadly Defense: After a full attack with two weapons, each
creature hitting you provokes an attack of opportunity.
Devastating Blow: Standard-action attack with a 5 penalty
automatically threatens a critical hit.
Indomitable Steed: When mounted, you and mount gain DR.
Know Weakness: Automatically confirm one critical hit per
round.
Penetrating Shot: Critical hit with a crossbow can hit multiple
creatures in a line.
Polearm Parry: Grant an AC bonus and DR against attacks
made by a foe you threaten with a polearm.
Ranged Defense: Gain DR against ranged attacks and gain
Snatch Arrows as a bonus feat.
Reversal: Make an immediate disarm attempt to redirect a
melee attack towards the disarmed creature.
Sheer Toughness: Immune to nonlethal damage and the
exhausted, fatigued, and staggered conditions.
Unstoppable Strike: Standard action attack is a touch attack
that ignores damage reduction and hardness.

Armor Training : Reduced penalties from armor.


Awesome Blow 1: You can knock creatures flying.
Battle Insight: Grant a bonus on attack rolls.
Combat Feat 8: Gain a combat feat as a bonus feat.
Crippling Critical: Inflict penalties when you confirm a critical
hit with a light blade.
Finesse Targeting 4: Add your Dexterity modifier to your
damage with one ranged weapon.
Finesse Training 4: Add your Dexterity modifier to your
damage with one melee weapon.
Fleet Footed: Gain 10 feet of speed and bonuses to Acrobatics.
Greater Power Attack: Increased damage from Power Attack.
Irresistible Advance: Bonus to CMB when using a shield.
Leaping Lance: No armor check penalties to Acrobatics when
mounted, can leap from your mount when charging.
Neckbreaker 1: Incapacitate or kill pinned foes.
Improved Balance 2: Reduced penalties for two-weapon
fighting.
Ride Them Down: Full attack after your mount moves once.
Tower Shield Evasion: Gain improved evasion when using a
tower shield.
Treacherous Blow: Critical hit allows a dirty trick maneuver.
Trick Shot 4: Make ranged combat maneuvers with bows.
Unavoidable Onslaught: Your mounted charge is not blocked
by allies or difficult terrain.
Unlimited Endurance: Reduced penalties when exhausted.

20th-Level Combat Talents


Awesome Blow 2: You can knock creatures flying.
Indestructible: Immune to critical hits and precision damage
while wearing armor, your armor cannot be sundered.
Neckbreaker 2: Incapacitate or kill a pinned foes.
Shield Ward: Bonuses to AC and saves when using a shield.
Shielded Fortress: Shield cannot be disarmed or sundered,
can be used to grant evasion.

17th-Level Combat Talents


Combat Feat 9: Gain a combat feat as a bonus feat.
Critical Specialist: Effects caused by your critical hits have
higher save DCs.

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Custom Class Builder


Necessary Lies: Bonus on saves made to conceal lies.
Strong-Willed: Bonus on saves against mind-affecting effects.

1st-Level Devotion Talents

Illustration Claudio Casini

Battle Rage: Grant a bonus on melee damage rolls.


Battle Spirit: Grant bonuses on attack and damage rolls.
Binding Ties: Transfer conditions from allies to yourself.
Caging Strike: Your critical hits might cause entanglement.
Calming Touch: Cure nonlethal damage and some conditions.
Caster Support: Use aid another to bolster divine casters.
Communal Aid: Grant an improved aid another ability.
Deflection Aura: Grant bonuses to AC and CMD.
Destructive Attacks: Grant a bonus on weapon damage rolls.
Destructive Smite: Grant a limited-use bonus on attack rolls.
Divine Retribution: Damage a foe within 30 feet.
Eat Sin 1: Perform funereal rites to heal yourself.
Glorious Presence: Grant a mind-affecting sanctuary effect.
Hateful Retort: Counterattack a creature that attacks you.
Honor Bound: Grant new saves vs. charms and compulsions.
Illuminating Touch: Grant a Will save or skill bonus.
Increased Defense: Gain a limited-use bonus to AC and saves.
Inquisitor's Direction: Grant allies haste for 1 round.
Inspiring Command: Grant various bonuses to allies.
Inspiring Word: Grant various bonuses to allies.
Judicious Force: Grant a bonus on a critical confirmation roll.
Justice's True Path: Grant various bonuses to allies.
Liberation: Gain limited-use freedom of movement.
Liberty's Blessing: Grant new saves against ongoing effects.
Life Sight: Limited-use ability to sense life and wellness.
Relentless Footing: Gain a limited-use speed increase.
Resistant Touch: Gain and grant bonuses on saving throws.
Righteous Infiltration: Gain bonuses on Bluff, Diplomacy,
Intimidate, and Stealth checks.
Seize the Initiative: Grant the better of two initiative checks.
Spirit of Community: Grant a bonus on skill checks.
Touch of Glory: Grant bonuses on Charisma-related checks.
Touch of Resolve: Grant a remove fear effect.
War Mind: Grant various combat-related bonuses.
War Sight: Gain initiative and surprise-round-related benefits.
Zealous Surge: You might heal when reduced to 0 hit points.

Ultimate Payback: Automatically confirm critical threats


against foes that have recently attacked you.
Unbreakable Mind: Gain immunity to mind-affecting effects.
Weapon Mastery: With some weapons, cannot be disarmed,
critical threats automatically confirm with a +1 multiplier.
Whirlwind Blitz: Full attack as a standard action.

Devotion
Members of a class with this theme are able to draw supernatural power from devotion to a cause, such as a deity or a
code of honor. This power can bolster members of that class
and their allies. It can also detect or weaken their foes.

0-Level Devotion Talents

2nd-Level Devotion Talents

Detect Chaos: Use detect chaos at will and quickly.


Detect Evil: Use detect evil at will and quickly.
Detect Good: Use detect good at will and quickly.
Detect Law: Use detect law at will and quickly.
Detect Magic: Use detect magic at will.
Detect Undead: Use detect undead at will and quickly.
Forbidden Lore: Use spells with any alignment descriptor.
Iconoclast: Bonus on saves against effects of magic items.
Inflexible Will: Bonus on saves against confusion, insanity,
and chaotic effects.
Misdirection: Detect as an alignment of your choice.

Aura of Courage: Immune to, grant bonuses against fear.


Aura of Cowardice: Make enemies more susceptible to fear.
Aura of Purity: Grant bonuses on saves against aberrations.
Battle Ward: Grant deflection bonus to AC.
Battlefield Presence 1: Grant allies teamwork feats.
Blessed Fortitude 1: Gain better results from Fortitude saves.
Curse of Suffering: Increase bleed damage, reduce healing.
Detect Alignment: Use detect chaos/evil/good/law at will.
Divine Grace: Gain a bonus on saving throws.
Divine Health: Gain immunity to disease.
Eyes of Battle: Sometimes ignore cover and concealment.

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Hampering Hex: Impose a penalty to AC and CMD.
Plague Bringer: Unharmed by but can transit diseases.
Pure of Mind: Gain a bonus on Will saving throws.
Renewing Radiance: Grant AC bonuses and healing.
See Sin: Bonus on Sense Motive and Spellcraft checks.
Shared Precision: Grant benefits of the Precise Shot feat.
Skilled Rider: No armor check penalty to Ride checks and
your mount gains saving throw bonuses.

Pact of Peace: Place a compulsion on surrendering creatures.


Powerful Persuader: Limited-use bonus to Diplomacy and
Intimidate checks.
Pure of Body: You gain fortification.
Purifying Touch: Grant new saves against ongoing effects.
Sacrificial Bond: Transfer damage from an ally to yourself.
Speak with Dead: Limited-use speak with dead.
Unity: Grant your save to allies saving against the same effect.
Word of Anathema: Bestow a curse once per day.

4th-Level Devotion Talents

10th-Level Devotion Talents

Aura of Enlightenment: Light grants bonuses on skill checks.


Discern Lies: Limited-use discern lies.
Dispelling Attack: Attack may dispel magic once per day.

Banish Enchantment: Limited-use dispel magic.


Chains of Justice: Share damage with one target once per day.
Death Ward: Limited-use death ward on yourself.
Eat Sin 2: Perform funereal rites to heal or to speak with dead.
Inner Strength: Heal yourself once per day.
Stigmata: Take bleed damage to gain various bonuses.

Aura of Protection: Grant energy resistance.


Battle Lust: Grant bonuses to attack rolls and weapon damage.
Demoralizing Glory: Your might demoralize foes you damage.
Fight as One: Grant bonuses on attacks against targets you hit.
Freedom's Shout: Grant freedom of movement to allies.
Heart of Carnage: Grant fortification and a bonus on rolls to
confirm critical hits.
Hordebreaker: Gain more and deadlier attacks of opportunity.
Lead by Example: Grant bonuses to emulate your actions.
Sin Eater: Overcome curses, enchantments, and possession.
Stalwart: Your Fortitude and Will saves negate partial effects.

8th-Level Devotion Talents

12th-Level Devotion Talents

Anchoring Aura: Block dimensional travel by evil outsiders.


Aura of Calm: Immunity to emotion and fear effects, grant
saving throw bonuses against emotion and fear.
Aura of Care: Allies do not provide cover against one another's
ranged attacks.
Aura of Despair: Impose saving throw penalty on enemies.
Aura of Heroism: Limited-use aura of heroism.
Aura of Life: Aura makes undead more vulnerable to positive
energy and unaffected by negative energy.
Aura of Life: Grant bonuses on saves against negative levels.
Aura of Resolve: Immune to, grant bonuses against charms.
Blessed Fortitude 2: Gain better results from Fortitude saves.
Call Celestial Ally: Use lesser planar ally once per week.
Deadly Weather: Conjure foul and ever-changing weather.
Destructive Aura: Limited-use aura increases all damage and
causes all critical threats to automatically confirm.
Divine Presence: Limited-use aura grants sanctuary to allies.
Divine Prison: Melee attack causes hold monster once per day.
Divine Wrath: Reactively cast doom spells.
Faith Healing: Cure spells you cast on yourself work better.
Fearless: You are immune to fear.
Final Vengeance: Counterattack when reduced to negative hp.
Freedom's Call: Prevent confusion, fear, grappling, paralysis.
Grant the Initiative: Grant a bonus on initiative checks.
Grasp of Honesty: Limited-use zone of truth when grappling.
Guarded Hearth: Ward an area to alert and bolster defenders.
Guide the Battle: Grant allies additional movement.
Lay to Rest: Prevent corpses from rising as undead.
Leadership: Gain Leadership and a leadership score bonus.

Divine Judgment: Reactively cast death knell spells.

6th-Level Devotion Talents

14th-Level Devotion Talents


Aura of Faith: Grant weapons your alignment for overcoming
the DR of creatures within 10 feet.
Bless Army: Grant bonuses to an army during mass combat.
Burden of Sin: Transfer harmful effects from allies to yourself.
Divine Retaliation: Reactively cast bestow curse spells.
Exploit Weakness: Your critical hits overcome DR and
regeneration, more energy damage to vulnerable targets.
Negating Critical: Your critical hits suppress magic items.
Righteous Hunter: Grant ranged weapons within 10 feet your
alignment for overcoming DR.

16th-Level Devotion Talents


Aura of Depravity: Gain DR/good and impose a penalty on
saves against compulsions.
Aura of Righteousness: Gain DR/evil, immunity to
compulsions, and grant allies saving throw bonuses.
Closed Mind: Gain immunity to compulsions and possession.
Paragon of Battle: Limited-use size and damage increase.

20th-Level Devotion Talents


Aspect of War: Gain numerous benefits once per day.
Battlefield Presence 2: Grant allies teamwork feats.
Spirit of Battle: Gain numerous benefits in combat.

21

Custom Class Builder


Well-Versed: Bonus on saves against bardic performance,
language-dependent, and sonic effects.

1st-Level Skill Talents

Illustration by Storn Cook

Canny Observer: Bonus on some Perception checks.


Certainty: Limited-use skill check reroll.
Chemical Weapons: Bonuses to Craft (alchemy) and splash
weapon damage, quickly draw alchemical items.
Coax Information: Make foes friendly with Bluff of Diplomacy.
Esoteric Scholar: Use Knowledge skills untrained.
Expert Leaper: Bonus on some Acrobatics checks.
Fast Picks: Disable Device to open locks as a standard action.
Fast Stealth: No penalty to Stealth for moving full speed.
Foil Scrutiny: Bonus to Bluff, Disguise, saves vs. mind-reading.
Follow Clues: Use Perception to track instead of Survival.
Getaway Artist: Bonus on driving checks.
Guileful Polyglot: Gain additional languages from Linguistics.
Frightening: Use Intimidate to demoralize for added rounds.
Hidden Weapons: Bonuses when utilizing hidden weapons.
High Jumper: Lower DCs for Acrobatics checks to jump.
Hold Breath: Hold your breath longer than normal.
Iron Guts: Bonus on saves vs. ingested poisons and sickness.
Ledge Walker: Bonuses when moving on narrow surfaces.
Nimble Climber: Less likely to fall while climbing.
Measure the Mark: Know target's Perception check before
using Sleight of Hand to take an item from them.
Quick Disable: Quickly disable traps.
Quick Disguise: Quickly don disguises.
Quick Trapsmith: Quickly set previously-constructed traps.
Quicker than the Eye: Bonus to Sleight of Hand checks and
quickly draw hidden weapons.
Rope Master: Gain bonuses when using or escaping ropes.
Strong Stroke: Limited-use bonus on Swim checks.
Trapfinding: Bonus to find and disable traps.
Wall Scramble: Limited-use bonus on Climb checks.

Skill
A class with this theme focuses on mental, physical, and
social skills. A small number of the talents associated with this
theme are supernatural abilities that interfere with divination
effects, but the vast majority are extraordinary abilities.

0-Level Skill Talents

2nd-Level Skill Talents

Charmed Life: Limited-use bonus on saves.


Daring: Bonus on Acrobatics checks and saves against fear.
Dauntless: Bonus on saves against mind-affecting effects.
Driver's Fortitude: Operate vehicles while mortally wounded.
Far Shot: Gain the Far Shot feat as a bonus feat.
Gunsmith: Gain the Gunsmith feat and a battered firearm.
Hard Drive: Bonuses when driving animal-powered vehicles.
Hardy: Survive longer without water and food.
Lookout: Bonus on initiative checks.
Misdirection: Detect as an alignment of your choice.
Poison Use: No risk of accidentally poisoning yourself.
Sea Legs: Bonus on checks to maintain your footing.
Skill Bonus 2: Gain a bonus on some skill checks.
Unflinching: Bonus on saves against mind-affecting effects.
Weapon Finesse: Gain the Weapon Finesse feat.
Weapon Focus: Gain the Weapon Focus feat.

Acrobatic Master: Limited-use bonus on Acrobatics checks.


Assault Leader: Grant an extra attack to a flanking ally.
Black Market Connections: Better access to magic items.
Bonus Feat 1: Gain a feat of your choice as a bonus feat.
Camouflage: Create terrain-specific camouflage.
Combat Swipe: Gain the Improved Steal feat.
Convincing Lie: Your lies are convincing when retold.
Cunning Trigger: Swiftly activate traps you constructed.
Deft Palm: Conceal weapons even while being observed.
Enhance Healing: Limited-use boost to magic items that heal.
Evasion 1: Gain better results when making Reflex saves.
Fast Getaway: Withdraw after Sleight of Hand or sneak attack.
Flurry of Stars: Limited-use extra attacks with shuriken.
Lasting Poison: Poison you apply to a weapon can last longer.
Lore Master: Limited-use take 20 on Knowledge checks.
Positioning Attack: Limited-use extra movement in melee.

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Eric Morton Presents


Resiliency: Limited-use temporary hp when reduced to 0 hp.
Rogue Crawl: Move half speed while crawling.
Rumormonger: Use Bluff to spread rumors in a community.
Slow Metabolism: Affected slowly by poison or suffocation.
Snap Shot: Gain higher initiative in surprise rounds.
Stand Up: Stand up from prone as a free action.
Surprise Attack: You always treat your opponents as flatfooted during surprise rounds.
Swift Poison: Poison a weapon as a move action.
Swinging Reposition: Move nimbly around ship's rigging.
Trap Spotter: Automatic chance to spot traps within 10 feet.
Uncanny Dodge: Retain Dex bonus to AC when surprised.
Undetected Sabotage: Use Stealth to hide sabotage.
Versatile Performance: Use Perform in place of other skills.
Wall Climber: Gain climb speed of 20 feet on vertical surfaces.

10th-Level Skill Talents


Another Day: Limited-use ability to step away from attacks.
Bonus Feat 5: Gain a feat of your choice as a bonus feat.
Concealed Thoughts: Fool mind-reading used against you.
Deadly Cocktail: Apply two doses of poison to a weapon.
Deadly Shuriken: Make a single, devastating shuriken attack.
Defensive Roll: You can attempt Reflex saves to reduce
weapon damage that would reduce you to 0 or fewer hp.
Evasion 2: Gain better results when making Reflex saves.
Fast Tumble: No penalty to Acrobatics for moving full speed.
Frugal Trapsmith: Craft mechanical traps for a reduced cost.
Hard Minded: Extra saves against mind-affecting effects.
Master of Disguise: Limited-use bonus on Disguise checks.
Nonmagical Aura: Limited-use magic aura effect.
Opportunist: Make one attack of opportunity per round
against a creature damaged by an ally's melee attack.
Probable Path: Limited-use ability to take 10 on any d20 roll.
Redirect Attack: Redirect a melee attack once per day.
Skill Mastery: Can always take 10 on certain skill checks.
Slippery Mind: Extra saves against enchantments.
Stealthy Sniper: Reduced penalties to Stealth when sniping.
Superficial Knowledge: Use Knowledge and Profession skills
untrained.
Unwitting Ally: Can sometimes have enemies provide flanking.
Wand Mastery: Wands you use are more potent.
Weapon Snatcher: Use Sleight of Hand to disarm opponents.

4th-Level Skill Talents


Ambush: Take extra actions in the surprise round.
Bonus Feat 2: Gain a feat of your choice as a bonus feat.
Careful Disarm: Gain bonuses when disarming traps.
Filch 1: Gain bonuses when using the steal maneuver.
Haunting Refrain: Gain bonuses to demoralize or cause fear.
Jack-of-All-Trades: Use skills untrained and more easily.
Phantom Presence: Leave no trail in underground or urban
terrain and you can always take 10 on Stealth checks.
Quick Change: Various bonuses to Bluff and Disguise.
Signature Wand: More easily use one wand.
Swap: Replace objects carried by opponents with others.
Uncanny Dodge, Improved: You cannot be flanked.
Without a Trace: Alter evidence of past events.

12th-Level Skill Talents


Bonus Feat 6: Gain a feat of your choice as a bonus feat.
Elude Detection: Gain permanent nondetection.
Shift Alignment: Count as an alignment of your choice.
Slayer's Advance: Limited-use swift movement.

6th-Level Skill Talents


Bonus Feat 3: Gain a feat of your choice as a bonus feat.
Deep Pockets: Retroactively choose some of your gear.
Ever Ready: You can always act in the surprise round.
Live to Tell the Tale: Reroll saves against ongoing effects.
Master Scribe: Bonus on writing-related skill checks.
Mislead: Use misdirection on yourself at will.
Pathfinding: Gain ability to find trails and avoid getting lost.
Spell Use: Use some spell completion and spell trigger items.
Wand Adept: Bonus on Use Magic Device checks with wands.

14th-Level Skill Talents


Bonus Feat 7: Gain a feat of your choice as a bonus feat.
Fool Casting: Failed charm and dominate effects used against
you appear to succeed.

16th-Level Skill Talents


Assumption: You can detect as if you were another creature.
Bonus Feat 8: Gain a feat of your choice as a bonus feat.
Hidden Mind: Gain a continuous a mind blank effect.

8th-Level Skill Talents


Bonus Feat 4: Gain a feat of your choice as a bonus feat.
Distraction: Use Bluff to avoid detection when Stealth fails.
Glib Lie: Your lies are harder to detect.
Improved Aid: Grant larger bonuses with aid another.
Mask Alignment: Detect as an alignment of your choice.
Filch 2: Gain bonuses when using the steal maneuver.
Trap Master: More easily bypass traps and modify traps.
Trap Saboteur: Quickly open locks and bypass traps.

18th-Level Skill Talents


Bonus Feat 9: Gain a feat of your choice as a bonus feat.

20th-Level Skill Talents


Bonus Feat 10: Gain a feat of your choice as a bonus feat.

23

Custom Class Builder

Chapter 4: Talents
Most class features that can be granted by a custom class
are abilities called talents. In the previous chapter, talents are
listed by theme and level. Certain class features allow characters to select talents of certain levels from these lists.
In particular, every class type described in Chapter 2 has
a thematic talents class feature that grants numerous talents.
Some class types have additional class features that grant one
or more talents. The talent proficiency described in the proficiency section of Chapter 1 can also grant certain talents.

Accurate Strike (Ex): Starting at 8th level, as a swift action, you can expend two uses of heroic effort to resolve all of
your melee weapon attacks until the end of your turn as melee
touch attacks.
Acid Jet (Su): Starting at 1st level, as a standard action,
you can spend one use of heroic effort to unleash a jet of acid
as a ranged touch attack against any one target within 30 feet.
If the attack hits, it deals 1d6 points of acid damage + your
Charisma modifier, plus an additional 1d6 points of acid damage for every 2 class levels beyond 1st (to a maximum of 10d6
at 19th level). The target is also sickened for 1d4 rounds. It can
attempt a Fortitude saving throw to negate the sickened condition.
Starting at 10th level, you can gain this talent a second
time. If you do, you can spend two uses of heroic effort when
using this talent instead of one. Whenever you do so, the target
takes additional damage on the following rounds if it fails its
saving throw. The target takes 1d6 points of acid damage on
the following round for every 2d6 points of acid damage dealt
by the initial attack. On subsequent rounds, the target continues to take 1d6 points of acid damage for every 2d6 points of
acid damage dealt on the previous round. The damage continues until the amount of acid damage dealt on the previous
round by this effect is 1d6. For example, at 9th level, you would
deal 5d6 points of acid damage + your Charisma modifier, 2d6
points of acid damage on the following round, and 1d6 points
of acid damage on the third and final round.
Acrobatic Charge (Ex): Starting at 11th level, you can
charge over difficult terrain.
Acrobatic Master (Su): Starting at 2nd level, as a swift
action, you can spend one use of heroic effort to gain a +20 talent bonus on one Acrobatics check of your choice made before
the start of your next turn.
Active Defense (Ex): Starting at 3rd level, you gain a +1
dodge bonus to AC when wielding a shield and fighting defensively, using Combat Expertise, or using total defense. As a
swift action, you may share this bonus with one adjacent ally,
or half of the bonus (minimum +0) with all adjacent allies, until
the beginning of your next turn.
You can select this talent up to four times (but not on consecutive class levels). Its effects stack.
Aerobatics (Ex): Starting at 5th level, whenever you have
a fly speed, you may make a Fly check instead of an Acrobatics
check to move through a threatened area or an enemy's space.
Agility (Ex): You gain a +4 talent bonus on saving throws
made against effects that cause you to become entangled, paralyzed, or slowed.
Ambush (Ex): Starting at 4th level, you become fully
practiced in the art of ambushing. When you act in the surprise
round, you can take a move action, standard action, and swift
action during the surprise round, not just a move or standard

Focus
Some talents provide certain benefits when you focus on
them. The action required to focus on a given talent and the
benefits you gain for doing so are each noted in that talent's
description. You cannot focus on a talent whose description
does not explicitly say that you can do so.
Once you focus on a given talent, you remain focused on it
indefinitely. No additional action is required to retain your focus, and your focus does not require concentration.
However, unless stated otherwise, you can focus on only
one talent at a time. Your focus on a talent ends if you focus on
a different talent or if you no longer have that talent. You can
also choose to end your focus on a talent as a free action.

Heroic Effort
Some talents allow you to perform actions that spend one
or more uses of a resource called heroic effort. All of your talents use a single, shared pool of heroic effort. You can spend a
number of uses of heroic effort per day equal to 3 + your total
level in all custom classes.
Uses of heroic effort can be converted into rounds of sustained effort, as explained in the following section.

Sustained Effort
Some talents provide certain benefits when you are using
a resource called sustained effort, which you can use a limited
number of rounds per day. You start each day with no available
rounds of sustained effort. As a free action, you can expend on
use of heroic effort (see above) to gain two rounds of sustained
effort that you can use any time during the same day.
These rounds need not be consecutive. Starting a sustained effort is a free action. Unused rounds of sustained effort
last until you regain your daily uses of heroic effort, at which
point your remaining rounds of sustained effort reset to zero.

Talent Descriptions
The talents described herein are listed alphabetically. The
minimum level upon which a talent can be selected is indicated
in its description by a phrase that says the benefits of the talent
apply at a certain level.

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Eric Morton Presents


telligence bonus to Stealth checks and Bluff checks to create a
diversion in order to hide. This bonus lasts for 1 minute.
Arcane Edge (Su): Starting at 8th level, as an immediate
after hitting a target with a slashing or piercing weapon, you
can spend one use of heroic effort in order to deal an amount
of bleed damage equal to your Intelligence modifier (minimum
0).
Arcane Movement (Su): Starting at 4th level, whenever
you cast a magus spell, you gain a competence bonus on Acro batics, Climb, Escape Artist, and Stealth checks equal to the
spell's level until the beginning of your next turn.
Arcane Redoubt (Su): Starting at 2nd level, as a swift
action, you can expend one use of heroic effort to
treat your shield bonus to AC (including
any
enhancement
bonus) as a bonus to touch AC
until the beginning of your
next turn.
Starting at 12th level, you
can gain this talent a second
time. This allows you to spend
two uses of heroic effort when you
use this talent instead of one. If you do,
you gain the benefits listed above and also
apply your shield bonus to AC (including
any enhancement bonus) as a bonus on Reflex
saves until the beginning of your next turn. If you are
targeted with an effect requiring a Reflex save while
using this talent, you may spend two uses of heroic
effort as an immediate action to grant yourself evasion (as per the talent) against that effect, or four
uses of heroic effort to grant yourself evasion and
improved evasion (as per the evasion talent)
against that effect.
Arcane Reservoir (Su): As a swift action,
you can spend one use of heroic effort to increase the caster level and save DC of the
next arcane spell you cast this turn by 1.
Starting at 1st level, you can gain this
talent a second time. If you do, this talent
increases the caster level and save DC of the
next arcane spell you cast this turn by 2 instead of 1.
Arcane Strike: You gain Arcane Strike
as a bonus feat, even if you do not meet the
prerequisite. If you do not otherwise have an
arcane caster level, you count as having arcane caster level 1st for the purpose of Arcane Strike.
Armor Mastery (Ex): Starting at 19th level, you gain DR
5/ whenever you are wearing armor or using a shield.
Armor Training (Ex): Starting at 3rd level, whenever you
are wearing armor, you reduce the armor check penalty by 1
(to a minimum of 0) and increase the maximum Dexterity
bonus allowed by your armor by 1. In addition, you can move
at your normal speed while wearing medium armor.

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Illustration by Storn Cook

action.
Anchoring Aura (Su): Starting at 8th level, an aura that
hampers extradimensional travel by evil outsiders extends 20
feet from you. Evil outsiders attempting to use abilities such as
dimension door, plane shift, or teleport to leave or enter the
aura must succeed at a Will save (DC 10 + 1/2 your level + your
Charisma modifier); failure means the ability does not function, as if the outsider were affected by dimensional anchor.
This aura functions only while you are conscious.
Alternatively, as an immediate action, you can expend one use of your smite evil ability to target an evil
outsider within 30 feet with dimensional anchor. A
targeted dimensional anchor persists even if you
are unconscious or dead.
Another Day (Ex): Starting at 10th level, as an immediate action when you would
be reduced to 0 or fewer hit points by
a melee attack, you can spend two
uses of heroic action to take a 5foot step. As normal for a 5foot step, this movement does
not provoke attacks of opportunity. If this movement takes you
out of the reach of the attack, you
take no damage from the attack. After using this talent to move, you are
staggered until the beginning of your
next turn and for 1 round thereafter.
Arcane Accuracy (Su): Starting at 2nd level, as a swift action, you can expend one use
of heroic effort to grant yourself an insight bonus equal to
your Intelligence bonus on all
attack rolls until the end of
your turn.
Arcane Barrier (Su):
Starting at 1st level, as a swift
action, you can expend one
use of heroic effort to create a
barrier of magic that protects
you from harm. This barrier
grants you a number of temporary
hit points equal to your class level +
your Charisma modifier, and lasts for 1 minute per class level
or until all the temporary hit points have been lost. Each addi tional time per day you use this ability, the number of uses of
heroic effort you must spend to activate it increases by 1 (so
the second time it is used, you must expend two uses of heroic
effort, three uses of heroic effort for the third time, and so on).
The temporary hit points from this ability do not stack with
themselves, but additional uses do cause the total number of
temporary hit points and the duration to reset.
Arcane Cloak (Su): Starting at 2nd level, as a standard
action, you can expend one use of heroic effort to add your In-

Custom Class Builder


At 7th, 11th, and 15th level, you can gain this talent one
additional time. Each time, you reduce the armor check penalty
of armor you are wearing by an additional 1 (to a minimum of
0) and increase the maximum Dexterity bonus allowed by your
armor by an additional 1. In addition, if you have gained this
talent at least twice, you can move your normal speed while
wearing heavy armor.
Armored Charger (Ex): Starting at 3rd level, you no
longer suffer armor check penalties on Ride skill checks. Your
mount's speed is not reduced when carrying a medium load or
wearing medium barding.
Armored Defense (Ex): Starting at 5th level, you gain DR
1/ when wearing light armor, DR 2/ when wearing medium armor, and DR 3/ when wearing heavy armor. This damage reduction stacks with that provided by adamantine armor,
but not with other forms of damage reduction. This damage reduction does not apply if you are stunned, unconscious, or
helpless.
Starting at 19th level, you can gain this talent a second
time. This increases the DR provided by this talent to DR 4/
when wearing light armor, DR 8/ when wearing medium armor, and DR 12/ when wearing heavy armor.
Arrow of Death (Su): Starting at 16th level, you can
create a special type of slaying arrow that forces the target, if
damaged by the arrow's attack, to make a Fortitude save or be
slain immediately. The DC of this save is equal to 20 + your
Charisma modifier. It takes 1 day to make a slaying arrow, and
the arrow only functions for you. The slaying arrow lasts no
longer than 1 year, and you can only have one such arrow in
existence at a time.
Aspect of War (Su): At 20th level, once per day as a swift
action, you can become an aspect of war for 1 minute. For this
duration, you treat your level as your base attack bonus, you
gain DR 10/, and you can move at your full speed regardless
of the armor you are wearing and your encumbrance. In
addition, for this duration, whenever a talent would require
you to spend a single use of heroic effort, you may use that
talent without spending any uses of heroic effort. Talents that
require you to spend more than one use of heroic effort are
unaffected by this ability.
Assault Leader (Ex): Starting at 2nd level, as an immediate action when you miss with an attack on a flanked opponent, you can spend four uses of heroic effort to designate a
single ally who is also flanking the target that your attack
missed. That ally can make a single melee attack against the
opponent as an immediate action.
Assault Synergy (Su): Starting at 2nd level, as a swift action, you can expend one use of heroic effort to add +1d6
points of energy damage to an offensive spell you cast that
round. The spell must have the acid, cold, electricity or fire descriptor. This extra energy damage matches the energy damage
of the spell. At 10th level, you may expend two uses of heroic
effort instead of one to add +2d6 points of energy damage to
the spell.
Assumption (Su): Starting at 16th level, as a full-round

action, you can touch a helpless creature and shift your aura to
that of your target. This confuses divination effects and spells,
even ones as powerful as discern location, such that they
register you as being the creature you have touched. This
ability is not proof against the actions of deities or similarly
powerful beings. The assumption of an identity lasts until you
end it (a standard action) or you use the ability on another
creature.
Augment (Sp): Starting at 1st level, as a standard action,
you can spend one use of heroic effort and touch a creature to
grant it either a +2 enhancement bonus to a single ability score
of your choice (increasing to +4 if you are at least 10th level) or
an enhancement bonus to natural armor equal to 1 + onefourth your class level. This bonus lasts for 1 minute.
Aura of Banishment (Su): Starting at 8th level, while using sustained effort (see page 24), you can focus on this talent
as a standard action. Your focus on this talent ends if you stop
using sustained effort. While focused on this talent, you emit a
30-foot aura of banishment. Every summoned or called creature in this area must make a Will save at the start of its turn
each round. The first time a creature fails a Will saving throw
while your aura of banishment is active, the creature is staggered as long as it remains inside the aura. The second time,
the creature is immediately sent back to its home plane. The
spell that summoned or called it immediately ends unless the
spell summoned or called more than one creature, in which
case only the creature that failed two saving throws is affected.
Aura of Calm (Su): Starting at 8th level, you are immune
to all spells and spell-like abilities with the emotion descriptor,
as well as all fear effects. Each ally within 10 feet of you gains a
+4 morale bonus on saving throws against these effects. This
ability functions only while you are conscious, not if you are is
unconscious or dead.
Aura of Care (Su): Starting at 8th level, you and any allies
within 10 feet of you no longer provide cover against each
other's ranged attacks unless they wish to. Allies who cannot
move or otherwise take actions still provide cover, as do flatfooted allies. You and your allies must be able to see or hear
each other to use this ability.
Aura of Courage (Su): Starting at 2nd level, you are immune to fear (magical or otherwise). Each ally within 10 feet of
you gains a +4 morale bonus on saving throws against fear effects. This ability functions only while you are conscious, not if
you are unconscious or dead.
Aura of Cowardice (Su): Starting at 2nd level, all enemies within 10 feet of you take a 4 penalty on saving throws
against fear effects. Creatures that are normally immune to fear
lose that immunity while within 10 feet of you. This ability
functions only while you are conscious, not if you are unconscious or dead.
Aura of Crushing Despair (Su): Starting at 8th level,
while using sustained effort (see page 24), you can focus on
this talent as a standard action. Your focus on this talent ends if
you stop using sustained effort. While focused on this talent,
you emit a 30-foot aura of despair. Enemies within this aura

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Eric Morton Presents


take a 2 penalty on ability checks, attack rolls, damage rolls,
saving throws, and skill checks. This is a mind-affecting emotion effect.
Aura of Depravity (Su): Starting at 16th level, you gain
DR 5/good. Each enemy within 10 feet of you takes a 4 penalty on saving throws against compulsion effects. This ability
functions only while you are conscious, not if you are unconscious or dead.
Aura of Despair (Su): Starting at 8th level, enemies within 10 feet of you take a 2 penalty on all saving throws. This
penalty does not stack with the penalty from aura of cowardice. This ability functions only while you are conscious, not
if you are unconscious or dead.
Aura of Enlightenment (Su): Starting at 4th level, while
using sustained effort (see page 24), you can focus on this talent as a standard action. Your focus on this talent ends if you
stop using sustained effort. While focused on this talent, you
emit a 30-foot-radius aura of normal light. Allies in this aura
gain a +2 insight bonus on skill checks. This counts as a 2ndlevel light effect for the purpose of countering or dispelling
darkness effects.
Aura of Faith (Su): Starting at 14th level, your weapons
are treated as having your alignment for the purpose of overcoming damage reduction. Any attack made against an enemy
within 10 feet of you is treated as having your alignment for
the purpose of overcoming damage reduction. This ability
functions only while you are conscious.
Aura of Heroism (Su): Starting at 8th level, while using
sustained effort (see page 24), you can focus on this talent as a
standard action. Your focus on this talent ends if you stop using
sustained effort. While focused on this talent, you emit a 30foot aura of heroism. Allies within this aura gain the benefits of
a heroism spell.
Aura of Life (Su): Starting at 8th level, you emit a 10-foot
aura of life around you that weakens undead creatures. Undead
in this aura take a 4 penalty on Will saves made to resist posi tive energy. In addition, undead in this aura do not regain hit
points from channeled negative energy.
Aura of Life (Su): Starting at 8th level, you gain a +4
morale bonus on saving throws against attacks that grant negative levels and saves to overcome negative levels. Each ally
within 10 feet of you gains a +2 morale bonus on these saves.
This ability functions only while you are conscious, not if you
are unconscious or dead.
Aura of Protection (Su): Starting at 5th level, as a standard action, you can spend one use of heroic effort to emit a
30-foot aura of protection for 1 minute. You and your allies
within this aura gain resistance 5 against acid, cold, electricity,
fire, and sonic. At 10th level, this resistance increases to 10. At
15th level, it increases to 20.
Aura of Purity (Su): Starting at 2nd level, you gain a +4
divine bonus (which does not stack with any sacred or profane
bonus) on saving throws against spells and effects from creatures of the aberration type. Allies within 10 feet gain a +1 divine bonus (which does not stack with any sacred or profane

bonus) on these saves. This ability functions only while you are
conscious, not if you are unconscious or dead.
Aura of Resolve (Su): Starting at 8th level, you are immune to charm spells and spell-like abilities. Each ally within
10 feet of you gains a +4 morale bonus on saving throws
against charm effects. This ability functions only while you are
conscious, not if you are unconscious or dead.
Aura of Righteousness (Su): Starting at 16th level, you
gain DR 5/evil and immunity to compulsion spells and spelllike abilities. Each ally within 10 feet of you gains a +4 morale
bonus on saving throws against compulsion effects. This ability
functions only while you are conscious, not if you are unconscious or dead.
Awesome Blow (Ex): Starting at 15th level, as a standard
action, you can perform an awesome blow combat maneuver
against a corporeal creature of your size or smaller. If the combat maneuver check succeeds, the opponent takes damage as if
you hit it with the close weapon you are wielding or an unarmed strike, it is knocked flying 10 feet in a direction of your
choice, and it falls prone. You can only push the opponent in a
straight line, and the opponent can't move closer to you than
the square it started in. If an obstacle prevents the completion
of the opponent's move, the opponent and the obstacle each
take 1d6 points of damage, and the opponent is knocked prone
in the space adjacent to the obstacle. (Unlike the Awesome
Blow monster feat, you can be of any size to use this ability.)
Starting at 20th level, you can gain this talent a second
time. If you do, you can use your awesome blow ability as an
attack rather than as a standard action. You may use it on creatures of any size. If the maneuver roll is a natural 20, you can
immediately attempt to confirm the critical by rolling another
combat maneuver check with all the same modifiers as the one
just rolled; if the confirmation roll is successful, the attack
deals double damage, and the damage from hitting an obstacle
(if any) is also doubled.
Backswing (Ex): Starting at 7th level, when you make a
full attack with a two-handed weapon, you add double your
Strength bonus on damage rolls for all attacks after the first.
Banish Enchantment (Su): Starting at 6th level, you
learn to focus your mystic interference. As a standard action,
you can consume two uses of your fervor ability to target a single creature within 30 feet with a targeted dispel magic.
Banner (Ex): Starting at 5th level, as long as your banner
is clearly visible, all allies within 60 feet receive a +2 morale
bonus on saving throws against fear and a +1 morale bonus on
attack rolls made as part of a charge. At 10th level, and every
five levels thereafter, these bonuses increase by +1. The banner
must be at least Small or larger and must be carried or displayed by you or your mount to function.
Starting at 13th level, you can take this talent a second
time. If you do, all allies within 60 feet of you receive a +2
morale bonus on saving throws against charm and compulsion
spells and effects. In addition, while your banner is displayed,
you can spend a standard action to wave the banner through
the air, granting all allies within 60 feet an additional saving

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Custom Class Builder


throw against any one spell or effect that is targeting them.
This save is made at the original DC. Spells and effects that do
not allow saving throws are unaffected by this ability. An ally
cannot benefit from this ability more than once per day.
Battle Insight (Ex): Starting at 15th level, as a swift action, you can spend one use of heroic effort to grant an insight
bonus equal to your Intelligence modifier (minimum +0) on
the attack rolls made by a single ally within line of sight that
can both see and hear you. That ally gains the bonus until the
end of your next turn.
Battle Lust (Su): Starting at 10th level, as a standard
action, you can spend one use of heroic effort and touch an ally
to grant it a thirst for battle. All of the ally's melee attacks are
treated as if they had the vicious weapon special ability, but the
additional damage dealt to the ally from that special ability is
nonlethal. In addition, the ally receives a +4 insight bonus on
attack rolls made to confirm critical hits. These benefits last for
1 minute.
Battle Rage (Sp): Starting at 1st level, as a standard
action, you can spend one use of heroic effort and touch a
creature to give it a bonus on melee damage rolls equal to half
your class level (minimum 1) for 1 round.
Battle Scavenger (Ex): At 3rd level, you suffer no penalty
on attack rolls when using an improvised weapon or a weapon
with the broken condition. In addition, you gain a proficiency
bonus equal to 1 + one-fourth your class level on damage rolls
with improvised or broken weapons.
Battle Spirit (Su): Starting at 1st level, as a standard action, you can spend one use of heroic effort to surround yourself in an aura that grants you and all allies within 30 feet of
you a +1 morale bonus on attack rolls and weapon damage
rolls for 1 round. Whenever this benefit would end, you may
spend one use of heroic effort as a free action to extend its du ration for 1 additional round. At 8th level, and again at 16th
level, the bonuses granted by this ability increase by 1.
Battle Ward (Su): Starting at 2nd level, as a standard action, you can touch a willing creature (including yourself) and
grant a battle ward. The next time a foe makes an attack roll
against the target, the ward activates and grants a +3 deflection
bonus to the warded creature's AC. Each subsequent time the
creature is attacked, the defection bonus reduces by 1 (to +2
for the second time it is attacked and +1 for the third). The
ward fades when the bonus is reduced to +0 or after 24 hours,
whichever comes first. At 8th level, the ward's starting bonus
increases to +4. At 16th level, it increases to +5. A creature affected by this ability cannot be affected by it again for 24 hours.
Battlecry (Ex): Starting at 1st level, as a standard action,
you can spend two uses of heroic effort to unleash an inspiring
battlecry. All allies within 100 feet who hear your cry gain a +1
morale bonus on attack rolls, skill checks, and saving throws
for a number of rounds equal to your Charisma modifier. At
10th level, this bonus increases to +2.
Battlefield Clarity (Ex): Starting at 1st level, as an immediate action you can take whenever you fail a saving throw that
causes you to become blind, deaf, frightened, panicked, para-

lyzed, shaken, or stunned, you may spend two uses of heroic effort to attempt that saving throw again, with a +4 insight bonus
on the roll. You must take the second result, even if it is worse.
Battlefield Presence (Su): Starting at 2nd level, as a
standard action, you can direct your allies in battle, granting
each ally within 30 feet one teamwork feat you possess as a
bonus feat. All allies must receive the same feat, but do not
need to meet the prerequisites of this bonus feat. This ability
does not function if you are flat-footed or unconscious. Allies
must be able to see and hear you in order to gain this benefit.
Changing the bonus feat granted is a swift action.
Starting at 20th level, you can gain this talent a second
time. If you do, you can use it to grant a different bonus feat to
each affected ally. In addition, if you have the weal's champion
talent, all critical threats made by you and your allies against
creatures affected by your weal's champion talent are automatically confirmed (no confirmation roll is needed).
Battleshaping (Su): Starting at 1st level, as a swift action,
you spend one use of heroic effort to grow a single natural
weapon. The natural weapon lasts for 1 round and has a +1 enhancement bonus on attack and damage rolls for every four
class levels you possess. You can grow a claw, a bite, or a gore
attack. These attacks deal the normal damage for a creature of
your size. At 11th level, you can instead grow two natural
weapons. You may not grow additional limbs or a tail with this
ability.
Bedeviling Aura (Su): Starting at 8th level, while using
sustained effort (see page 24), you can focus on this talent as a
standard action. Your focus on this talent ends if you stop using
sustained effort. While focused on this talent, you emit a 30foot aura that bedevils your enemies with phantasmal assailants. Enemies within this aura move at half speed, are unable to take attacks of opportunity, and are considered to be
flanked. This is a mind-affecting effect.
Beguiling Touch (Sp): Starting at 1st level, as a standard
action, you can spend one use of heroic effort to charm a living
creature by touching it. Creatures with more Hit Dice than your
class level are unaffected, as are creatures in combat and those
with an attitude of hostile toward you. Creatures receive a Will
saving throw to negate the effect. The DC of this save is equal
to 10 + 1/2 your class level + your Intelligence modifier. Creatures that fail their save are affected by charm monster for a
number of rounds equal to 1/2 your class level (minimum 1).
This is a mind-affecting effect.
Belly Shot (Ex): Starting at 9th level, when you successfully hit an adjacent target with a ranged firearm attack, you
deals +1d6 points of damage. This damage increases to +2d6 at
13th level and to +3d6 at 17th level. Creatures immune to precision damage, critical hits, or sneak attacks do not take this
additional damage.
Bestial Aspect (Su): Starting at 4th level, whenever you
gain a natural attack through the use of a polymorph spell, you
can increase the damage done by that attack by one die. If the
spell grants multiple natural attacks, you must choose one kind
of natural attack for the ability to enhance. At 9th level, if your

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the authorities to your presence in an act of reprisal for spooking the market or to divert attention away from their illicit activities. The DCs of the checks are by settlement size and are
given in the table below.
Bless Army (Su): Starting at 14th level, during the tactics
phase of a mass combat, you can spend two uses of heroic effort to grant an army you are leading a +1 morale bonus to its
OM and DV for one battle.
Blessed Fortitude (Su): Starting at 2nd level, if you
succeed at a Fortitude saving throw against an attack that
has a reduced effect on a successful save, you instead
avoid the effect entirely. You do not gain the benefit of
this ability it you are helpless.
Starting at 8th level, you can take this talent
a second time. If you do, whenever you fail a Fortitude saving throw against a spell or effect that
deals damage (including ability damage and
drain), you take only half the amount of damage. You do not gain the benefit of this ability
if you are helpless.
Blinding Ray (Sp): Starting at 1st
level, as a standard, you can spend one use
of heroic effort to fire a shimmering ray
at any foe within 30 feet as a ranged
touch attack. The ray causes creatures
to be blinded for 1 round. Creatures
with more Hit Dice than your class level
are dazzled for 1 round instead.
Blood Sanctuary (Su): You gain a +4
talent bonus on saving throws against spells
that you or an ally casts.
Bolster (Sp): Starting at 1st level, as a
standard action, you can spend one use of
heroic effort and touch an undead creature and
infuse it with negative energy. It gains a divine
bonus (which does not stack with any sacred or
profane bonus) equal to 1 + one-fourth your
class level on all attack rolls and saving throws,
as well as 1 temporary hit point per Hit Die
and a +2 bonus to its turn resistance.
These bonuses last for a number of
rounds equal to 1/2 your class level
(minimum 1 round). The bonuses and
temporary hit points are immediately dispelled if the creature is within the area of a
consecrate spell.
Bonus Feat: When you gain this talent, choose any one
feat whose prerequisites you meet. At 2nd level, you gain the
chosen feat as a bonus feat. At 4th level, and every two levels
thereafter, you can gain this talent one additional time, choosing and gaining another bonus feat each time.
Bravery (Ex): You gain a +4 talent bonus on saving
throws against fear. Starting at 2nd level, you are immune to
fear.
Brawler's Cunning (Ex): Starting at 1st level, if your In-

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Illustration by Storn Cook

altered form grants you a new mode of movement, that movement's base speed increases by 10 feet. This is an enhancement bonus. If you have other talents that temporarily grant
natural attacks or alternate modes of movement, then the
bonuses granted by bestial aspect also apply to these other talents.
Binding Darkness (Sp): Starting at 1st level, as a standard action, you can spend one use of heroic effort to cast
a weave of shadows at any foe within 30 feet as a
ranged touch attack. The shadows entangle your foe
for 1 round plus 1 additional round for every five
class levels you possess. In conditions of bright
light, this duration is halved (minimum 1 round). A
creature entangled by your shadows has concealment from those without darkvision or
the ability to see in darkness, and other
creatures likewise have concealment relative to it.
Binding Ties (Su): Starting at 1st
level, as a standard action, you can
spend one use of heroic effort and
touch an ally to remove one condition
affecting the ally by transferring it to
yourself. This transfer lasts a number of
rounds equal to your class level, but you
can end it as a free action on your turn.
At the end of this effect, the condition
reverts to the original creature, unless it
has ended or is removed by another
effect. While this power is in use, the
target is immune to the transferred
condition.
Black Market Connections
(Ex): Starting at 2nd level, you
treat every settlement as one
size greater for the purpose of
determining the gp limit of the
base value of items for sale, as
well as the number of minor,
medium, and major magic
items for sale in the settlement. If the settlement is already a metropolis, all minor
and medium magic items are for
sale, as well as 3d8 major magic items.
With a successful Diplomacy check, you
can treat the settlement as two sizes larger.
If the settlement is already a metropolis and you succeed at the
check, all magic items are for sale. If the settlement is already a
large city and you succeed at the check, all minor and medium
magic items are for sale, as well as 3d8 major magic items.
With a successful check, you can also sell stolen items on the
black market. If the check fails by 5 or more, you do something
to spook the market, and treat the city as normal for 1 week.
Furthermore, those in control of the black market may alert

Custom Class Builder


telligence score is less than 13, it counts as 13 for the purpose
of meeting the prerequisites of combat feats.
Burden of Sin (Sp): Starting at 14th level, you may spend
a full-round action to transfer one harmful affliction, condition,
or spell effect from another creature to yourself (this includes
curses, possessions, and permanent effects such as petrification, or any condition that break enchantment can end or reverse). The effect to be transferred is chosen by you and affects
you as if you were the original target, continuing its duration
(if any) and preventing any further effect on the original bearer. For example, you could transfer a lethal disease to yourself,
or petrify yourself to restore a petrified comrade. You can use
this ability as often as desired, even using it multiple times on
the same creature.
Burst Barrier (Ex): Starting at 2nd level, you gain a +4
talent bonus on Reflex saving throws against burst spells and
effects while employing a tower shield.
Bypassing Strike (Su): Starting at 2nd level, as a swift
action, you can expend one use of heroic effort to allow one
melee or spellstrike attack you make before the end of your
turn to ignore an evil outsider target's damage reduction.
Caging Strike (Su): Starting at 1st level, whenever you
confirm a critical hit with a melee or ranged weapon attack (including spells that require attack rolls), you can spend one use
of heroic effort to also entangle that target with spectral chains
for 1d4 rounds (Fortitude negates).
Call Celestial Ally (Sp): Starting at 8th level, once per
week, you can cast lesser planar ally as a spell-like ability without having to pay the material component cost or the servant
(for reasonable tasks). At 12th level, this improves to planar
ally and at 16th level, this improves to greater planar ally. Your
caster level for this effect is equal to your class level.
Call to Arms (Ex): Starting at 1st level, as a move action,
you can spend one use of heroic effort to rouse your allies into
action. All allies within 30 feet are no longer flat-footed, even if
they are surprised. At 6th level, you can use this ability as a
swift action. At 10th level, you can use it as a free action. At
12th level, you can use it as an immediate action.
Calming Touch (Sp): Starting at 1st level, as a standard
action, you can spend one use of heroic effort and touch a
creature to heal it of 1d6 points of nonlethal damage + 1 point
per class level. This touch also removes the fatigued, shaken,
and sickened conditions (but has no effect on more severe
conditions).
Camouflage (Ex): Starting at 2nd level, you can craft simple but effective camouflage from the surrounding foliage. You
need 1 minute to prepare the camouflage, but once you do, it is
good for the rest of the day or until you fail a saving throw
against an area effect spell that deals fire, cold, or acid damage,
whichever comes first. You gain a +4 circumstance bonus on
Stealth checks while within terrain that matches the foliage
used to make the camouflage. This ability cannot be used in areas without natural foliage.
Canny Observer (Ex): Starting at 1st level, you gain a +4
talent bonus on Perception checks made to hear the details of a

conversation or to find concealed or secret objects (including


doors and traps).
Careful Claw (Ex): Starting at 13th level, when using a
natural weapon to attack a creature using fire shield or a similar effect that damages creatures attacking it (such as a barbed
devil's barbed defense), you reduce the damage from such effects by an amount equal to 1/2 your class level.
Careful Disarm (Ex): Starting at 4th level, whenever you
attempt to disarm a trap using Disable Device, you do not
spring the trap unless you fail by 10 or more. If you do set off a
trap you were attempting to disarm, you gain a circumstance
bonus equal to 1 + one-fourth your class level to your AC and
saving throws against that trap.
Caster Support (Su): Starting at 1st level, you can use the
aid another action to assist a divine spellcaster other than
yourself, granting a +2 circumstance bonus on caster level
checks and concentration checks until the beginning of your
next turn. This bonus increases by +1 at 4th level and every
four levels thereafter (to a maximum of +7 at 20th level). The
allied caster must remain adjacent to you to gain this benefit.
Caster support can be used to assist arcane spellcasters or
characters using magical items, but they gain only half the normal bonus.
Certainty (Ex): Starting at 1st level, as part of rolling a
skill check, you can spend a single use of heroic effort to reroll
that skill check one time and take the better result.
Chains of Justice (Su): Starting at 6th level, once per day
as a standard action, you can bind an opponent within 60 feet
to you with spectral chains (Will negates). When you take damage from an enemy, the bound target takes this damage as well.
Whenever the bound target takes damage from you or one of
your allies, you take this damage as well. You and the target are
not physically bound to each other, and either can end the connection by breaking the line of effect or exceeding the ability's
range. You may dismiss the chains as a standard action.
Champion Defense (Ex): Starting at 9th level, whenever
you are wielding a shield and would be reduced to 0 or fewer
hit points by an attack with a weapon, natural weapon, or unarmed strike, you can attempt a Fortitude saving throw (DC =
damage dealt). If you also have the defensive roll talent, choosing to attempt this Fortitude saving throw prevents you from
using the defensive roll talent. If the save succeeds, you take
only half damage from the blow; if it fails, you take full damage.
You must be aware of the attack and able to react to it in order
to use this talentif you are denied your Dexterity bonus to
AC, you can't use this ability. The stalwart ability does not apply to an attack with a weapon, natural weapon, or unarmed
strike, even if this talent allows you to make a Fortitude saving
throw to reduce the damage dealt by that attack.
Change Shape (Sp): Starting at 8th level, while using sustained effort (see page 24), you can focus on this talent as a
standard action. Your focus on this talent ends if you stop using
sustained effort. Whenever you focus on this talent, you change
shape as if you were using beast shape II or elemental body I. At
12th level, you can instead change your shape as if using beast

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shape III or elemental body II. This effect lasts as long as you
maintain your focus on this talent.
Charmed Life (Ex): Starting at 2nd level, three times per
day as an immediate action before attempting a saving throw,
you can add your Charisma modifier to the result of the save.
You must choose to do this before the roll is made. At 6th level
and every 4 levels thereafter, the number of times you can do
this per day increases by one (to a maximum of 7 times per day
at 18th level).
Chemical Weapons (Ex): Starting at 1st level, you are
able to retrieve an alchemical item as if drawing a weapon. You
add your Intelligence modifier to damage dealt with splash
weapons, including any splash damage. You add 1/2 your level
to Craft (alchemy) checks.
Clever Wrestler (Ex): Starting at 7th level, you take no
penalties to Dexterity or on attack rolls while grappled, and retain your Dexterity bonus to AC while pinning an opponent.
You can make attacks of opportunity even when grappled and
even against creatures attempting to grapple you if the opponent has the Improved Grapple feat or the grab ability.
Close Range (Ex): Starting at 2nd level, you can deliver
ray spells that feature a ranged touch attack as melee touch
spells. You can use a ranged touch attack spell that targets
more than one creature (such as scorching ray), but you make
only one melee touch attack to deliver one of these ranged
touch effects; additional ranged touch attacks from that spell
are wasted and have no effect. These spells can be used with
the spellstrike talent.
Closed Mind (Su): Starting at 16th level, you are immune
to compulsion effects and possession attempts (such as magic
jar or the malevolence ability of ghosts).
Coax Information (Ex): Starting at 1st level, you can use
Bluff or Diplomacy in place of Intimidate to force an opponent
to act friendly toward you. When the duration of the attitude
shift ends, the affected creature's attitude towards you returns
to its previous level rather than dropping one level.
Combat Expertise: You gain Combat Expertise as a bonus
feat, even if you do not meet the prerequisite.
Combat Feat: When you gain this talent, choose a combat
feat whose prerequisites you meet. At 1st level, you gain the
chosen combat feat as a bonus feat. At 3rd level, and every two
levels thereafter, you can gain this talent one additional time,
choosing and gaining another bonus feat each time. Your class
levels count as fighter levels for the purpose of meeting the
prerequisites of feats chosen with this ability.
Combat Lore (Ex): Starting at 7th level, you can take a
standard action to study a specific target in sight. You must
make a Knowledge check to determine the targets abilities and
weaknesses as part of this standard action. If successful, you
not only note the appropriate abilities and weaknesses, as detailed under the Knowledge skill, but also gain a +2 competence bonus on all attack rolls and weapon damage rolls made
against that enemy. This bonus on attack and damage rolls applies only to that specific creature. This bonus lasts for the duration of an encounter, or until you attempt a new Knowledge

check to use this ability on a different target.


Starting at 14th level, you can gain this talent a second
time. If you do, you can use it as a swift action instead of a standard action.
Combat Swipe: At 2nd level, you gain Improved Steal as a
bonus feat, even if you do not meet the prerequisite.
Command Undead (Su): At 1st level, you gain Command
Undead as a bonus feat, even if you do not meet the prerequisite. You can activate that feat by spending one use of heroic effort instead of spending one use of the channel energy ability.
You can take other feats that improve your ability to command
undead, such as Improved Channel, but not feats that alter that
ability, such as Elemental Channel and Alignment Channel. The
DC to save against your Command Undead feat is equal to 10 +
1/2 your class level + your Charisma modifier. At 20th level,
undead cannot add their channel resistance to the save against
your Command Undead feat.
Communal Aid (Su): Starting at 1st level, as a standard
action (or a swift action if you target yourself), you can spend
one use of heroic effort and touch an ally to grant that ally the
blessing of community. For 1 minute, whenever that ally uses
the aid another action, the bonus granted increases to +4.
Concealed Thoughts (Su): Starting at 10th level, you can
conceal your schemes from mind-reading magic. When a
creature is using detect thoughts or similar magic to read your
mind, you decide what surface thoughts your opponent
detects, and your true surface thoughts remain private. This
ability does not protect against mental attacks or mind-reading
that delves deeper than surface thoughts.
Concentrate (Ex): Starting at 2nd level, as part of rolling
a concentration check, you can spend two uses of heroic effort
to reroll that concentration check with a +4 talent bonus. You
must use this ability after the roll is made, but before the roll's
outcome is determined. You must take the second roll, even if it
is worse.
Conjurer's Focus (Sp): Starting at 1st level, as a standard
action, you can spend one use of heroic effort to cast summon
monster I. Creatures you summon in this manner remain for 1
minute per level (instead of 1 round per level). At 3rd level and
every two levels thereafter, the talent allows you to cast the
summon monster spell of the next highest level (to a maximum
of summon monster IX at 17th level), at the cost of one additional use of heroic effort per additional spell level. You cannot
have more than one summon monster spell active in this way at
one time. If this ability is used again, any existing summon
monster spell immediately ends.
At 20th level, you can gain this talent a second time. If you
do, you can use it without spending any uses of heroic effort,
and the creatures summoned last until dismissed.
Convincing Lie (Ex): Starting at 2nd level, when you successfully use the Bluff skill to convince someone that what you
are saying is true, if they attempt to convince someone else
that the same statement or story is true, they use your Bluff
skill modifier to convince instead of their own. If their Bluff
skill modifier is better than yours, they can instead use their

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Custom Class Builder


own modifier with a +2 circumstance bonus. This effect lasts
for a number of days equal to 1/2 your class level + your
Charisma modifier.
Cooperative Combatant (Ex): Starting at 11th level,
when you use the aid another action to grant a bonus on or
against an attack against an opponent, you may affect one additional ally per point of Intelligence bonus. For each ally that
you aid, you can pick whether to grant that ally the +2 bonus
on its next attack against the opponent or the +2 bonus to AC
against the opponent's next attack on that ally, and can grant
different allies different bonuses.
Counterspell (Su): Starting at 1st level, by expending one
use of heroic effort, you can attempt to counter a spell as it is
being cast. You must identify the spell being cast as normal. If
you successfully do so, you can attempt to counter the spell as
an immediate action and by expending an available class spell
slot of a level at least one higher than the level of the spell be ing cast. To counterspell, you must attempt a dispel check as if
using dispel magic. If the spell being countered is one that you
are currently able to cast, you can instead expend a class spell
slot of the same level as the spell, and you receive a +5 bonus
on the dispel check. Counterspelling in this way does not trigger any feats or other abilities that normally occur when a
spellcaster successfully counters a spell.
Starting at 10th level, you can gain this talent a second
time. If you do, whenever you use it, you can expend any class
spell slot of the same level as the spell to be countered or
greater (instead of the spell level +1).
Craven Combatant (Ex): Starting at 11th level, when
fighting defensively or using Combat Expertise or total defense,
you cannot be flanked except by a rogue or ninja whose level is
four or more higher than your class level.
Create Gear (Su): Starting at 1st level, as a standard action, you can spend one use of heroic effort to create any object
that weighs no more than 1 pound per class level you possess.
The item remains for 1 minute before fading away, although it
disappears after one round if it leaves your possession. Creating an item to an exact specification might require a Craft skill
check, subject to GM discretion. The object must be made of
simple materials, such as wood, stone, glass, or metal, and cannot contain any moving parts. You could use this ability to create a dagger, but not a vial of alchemist's fire.
Creator's Will (Sp): Starting at 8th level, you can cast minor creation as a spell-like ability. You can have no more than
one minor creation active at a time. If you cast the spell again,
the previous casting immediately ends. At 12th level, this ability improves to major creation. You can use this ability a number of times per day equal to 1/2 your class level.
Crippling Critical (Ex): Starting at 15th level, when you
confirm a critical hit using a light or one-handed piercing
weapon, you can apply one of the following penalties in addition to the damage dealt: reduce all of the target's speeds by 10
feet (minimum 5 feet), 1d4 points of Strength or Dexterity
damage, 4 penalty on all saving throws, 4 penalty to Armor
Class, or 2d6 points of bleed damage. These penalties last for 1

minute, except for ability damage, which must be healed normally, and bleed damage, which continues until the target receives magic healing or a DC 15 Heal skill check.
Critical Specialist (Ex): Starting at 17th level, the save
DCs of any effects caused by a critical hit with your chosen
weapon increase by +4.
Critical Strike (Su): Starting at 12th level, once per day
as a swift action you can take when you score a critical hit with
a melee weapon, you may cast a spell with a range of touch,
then make a touch attack with that spell against the target of
the critical hit as a free action.
Crossbow Sniper (Ex): Starting at 7th level, whenever
you make a readied attack with a weapon belonging to the
crossbow weapon group, your target is denied its Dexterity
bonus to its AC.
Cunning Trigger (Ex): Starting at 2nd level, you can use
a swift action to set off any trap within 30 feet that you constructed.
Curse of Suffering (Su): Starting at 2nd level, as a standard action, you can curse a creature within 30 feet. When the
cursed creature takes bleed damage, it takes 1 additional point
of bleed damage (even if the bleed is ability damage). Furthermore, when the target is subject to an effect that would restore
its hit points, that effect restores only half the normal amount
of hit points. This curse lasts for a number of rounds equal to
your class level. After the duration ends, the creature cannot be
the target of this ability again for 24 hours.
Daring (Ex): Starting at 2nd level, you gain a morale
bonus equal to 1 + one-fourth your class level on Acrobatics
checks and on saving throws against fear effects.
Darkvision (Ex): Starting at 7th level, you gain darkvision out to a range of 60 feet. If you already have darkvision,
the range increases by 30 feet.
Dauntless (Ex): Starting at 2nd level, you gain a morale
bonus equal to 1 + one-fourth your class level on saving throws
against mind-affecting effects, including all fear effects.
Dazing Touch (Sp): Starting at 1st level, you can spend
one use heroic effort to make a melee touch attack that causes
a living creature to become dazed for 1 round. Creatures with
more Hit Dice than your class level are unaffected.
Deadly Cocktail (Ex): Starting at 10th level, you can apply two doses of poison to a weapon at once. These can be separate poisons, in which case they both affect the target individually, or two doses of the same toxin, in which case the poisons'
frequency is extended by 50% and the save DC increases by +2.
This talent is an exception to the rule that injury poisons can
only be delivered one dose at a time.
Deadly Critical (Ex): Starting at 13th level, as an immediate action when you confirm a critical hit, you can spend four
uses of heroic effort to increase the weapon's damage multiplier by 1.
Deadly Defense (Ex): Starting at 19th level, when you
make a full attack with two or more weapons, every creature
that hits you with a melee attack before the beginning of your
next turn provokes an attack of opportunity from you.

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to bring your total up to 100 gp per two class levels.
In addition, if you take 1 hour to pack your gear each day,
you gain a +4 bonus to Strength to determine your light encumbrance. This does not affect your maximum carrying capacity. The efficient distribution of weight simply encumbers
you less than the same amount of weight normally should. Finally, you gain a +4 talent bonus on Sleight of Hand checks
made to conceal small objects on your person.
Defensive Flurry (Ex): Starting at 3rd level, when
you make a full attack with two weapons, you gain a
dodge bonus equal to 1 + one-fourth your class level
to AC against melee attacks until the beginning of
your next turn.
Defensive Roll (Ex): Starting at 10th level,
whenever you would be reduced to 0 or fewer
hit points by an attack with a weapon, natural
weapon, or unarmed strike, you can attempt a Reflex saving throw (DC = damage
dealt). If the save succeeds, you take only
half damage from the blow; if it fails, you
take full damage. You must be aware of the
attack and able to react to it in order to use
this talentif you are denied your Dexterity bonus to AC, you can't use this ability.
The evasion and improved evasion abilities do not apply to an attack with a
weapon, natural weapon, or unarmed
strike, even if this talent allows you to
make Reflex saving throws to halve the
damage dealt by that attack.
Deflection Aura (Su): Starting at 1st level,
once per day, you can emit a 20-foot-radius aura
for a number of rounds equal to your class level.
Allies within the aura gain a +2 deflection bonus to
AC and combat maneuver defense.
Deflective Shield (Ex): Starting at 2nd level,
you gain a bonus to touch AC. This bonus equals 1
+ one-fourth your class level or the shield bonus to
AC provided by the shield that you are currently
carrying (including any enhancement bonus
that shield has), whichever is less.
Deft Doublestrike (Ex): Starting at 17th
level, when you hit an opponent with two or more
weapons during the same action, you can make a disarm or sunder attempt (or trip, if one or both weapons
can be used to trip) against that opponent as an immediate action that does not provoke attacks of opportunity.
Deft Palm (Ex): Starting at 2nd level, you can make a
Sleight of Hand check to conceal a weapon while holding it in
plain sight, even while you are being observed.
Deft Shield (Ex): Starting at 7th level, the armor check
and attack roll penalties you take for using a tower shield are
reduced by 1.
Starting at 11th level, you can gain this talent a second
time. If you do, the armor check and attack roll penalties you

33

Illustration by Storn Cook

Deadly Shuriken (Ex): Starting at 10th level, as a fullround action, you can take careful aim and pool all of your attack potential into a single, deadly shuriken throw. When you
do this, you throw a single shuriken at a single target, but make
as many attack rolls as you can, based on your base attack
bonus. You make the attack rolls in order from highest bonus
to lowest, as if you were making a full attack. If any of the at tack rolls hit the target, the attack hits. For each additional suc cessful attack roll beyond the first, you increase the damage by
1d6. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage
modifiers and are not increased by this advanced talent. If
one or more rolls are critical threats, you confirm the critical once using your highest base attack bonus 5. For
each critical threat beyond the first, you reduce this
penalty by 1 (to a maximum of 0).
Deadly Surprise (Ex): Starting at 7th level, as an immediate action when you hit an opponent that is denied its Dexterity bonus to AC
against you with a weapon or unarmed attack,
you may attempt a dirty trick combat maneuver against that opponent.
Deadly Weather (Su): Starting at 8th
level, while using sustained effort (see
page 24), you can focus on this talent as
a standard action. Your focus on this talent ends if you stop using sustained effort.
While focused on this talent, you are surrounded by a storm of destruction with a radius of 5 feet per class level. Each round, the
storm has one of the following effects: driving
rain (4 on all Perception checks and ranged attack
rolls), howling winds (8 on Fly skill checks and ranged
attack rolls), heavy snow (all terrain is considered difficult), or lightning bolt (as call lightning). Other effects
depending on the weather might also apply (at the
GM's discretion). You choose which effect takes place
each round, but no effect may be repeated on the following round.
Death Ward (Sp): Starting at 6th level, you can
perform a short ritual that grants you the benefits of
death ward, using your class level as your caster level. Performing this ritual takes 1 minute and uses 4
flasks of holy water. You can protect only yourself with
this ability.
Deep Pockets (Ex): Starting at 6th level, you may carry
unspecified equipment worth up to 100 gp per two class levels.
This can be any kind of gear that can reasonably fit into a backpack, including potions and scrolls (but not any other sort of
magic item). As a full-round action, you may dig through your
pockets to retrieve an item you specify at that time, deducting
its value from the allocated amount of cost. This item cannot
weigh more than 10 pounds. When the total remaining cost
reaches 0, you can retrieve no more items until you refill your
deep pockets by spending a few hours and an amount of gold

Custom Class Builder


take for using a tower shield are reduced by an additional 1.
Demoralizing Glory (Su): Starting at 10th level, as a
swift action, when you successfully damage an opponent with a
melee attack or attack spell, you can spend one use of heroic
effort to attempt to demoralize that opponent with the Intimidate skill using your ranks in Intimidate or your class level,
whichever is higher.
Destructive Attacks (Su): Starting at 1st level, as a
standard action, you can spend one use of heroic effort and
touch an ally to bless it with the power of destruction. For 1
minute, the ally gains a morale bonus on weapon damage rolls
equal to half your class level (minimum 1).
Destructive Aura (Su): Starting at 8th level, while using
sustained effort (see page 24), you can focus on this talent as a
standard action. Your focus on this talent ends if you stop using
sustained effort. While focused on this talent, you emit a 30foot aura of destruction. All attacks made against targets in this
aura (including you) gain a morale bonus on damage equal to
1/2 your class level and all critical threats are automatically
confirmed.
Destructive Smite (Su): Starting at 1st level, whenever
you make a melee attack, you can spend one use of heroic effort to gain a morale bonus on damage rolls for that attack
equal to 1/2 your class level (minimum 1) if that attack hits.
You must declare the destructive smite before making the attack.
Detect Alignment (Sp): Starting at 3rd level, you can detect your opposed alignment. As a move action, you can focus
on a single item or creature within 60 feet and determine
whether it possesses the opposed alignment, as detect
chaos/evil/good/law, learning the strength of the aura as if you
had studied it for 3 rounds. You do not detect alignment in any
other object or creature when using this ability in this way.
Detect Chaos (Sp): Starting at 1st level, you can use detect chaos, as the spell, at will. You can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is chaotic, learning the strength of its aura as if
having studied it for 3 rounds. While focusing on one individual or object, you do not detect chaos in any other object or individual within range.
Detect Evil (Sp): Starting at 1st level, you can use detect
evil, as the spell, at will. You can, as a move action, concentrate
on a single item or individual within 60 feet and determine if it
is evil, learning the strength of its aura as if having studied it
for 3 rounds. While focusing on one individual or object, you
do not detect evil in any other object or individual within range.
Detect Good (Sp): Starting at 1st level, you can use detect
good, as the spell, at will. You can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having
studied it for 3 rounds. While focusing on one individual or object, you do not detect good in any other object or individual
within range.
Detect Law (Sp): Starting at 1st level, you can use detect
law, as the spell, at will. You can, as a move action, concentrate

on a single item or individual within 60 feet and determine if it


is lawful, learning the strength of its aura as if having studied it
for 3 rounds. While focusing on one individual or object, you
do not detect law in any other object or individual within
range.
Detect Magic (Sp): Starting at 1st level, you gain the ability to detect magic at will.
Detect Undead (Su): Starting at 1st level, you can use detect undead, as the spell, at will. You can, as a move action, concentrate on a single corpse or individual within 60 feet and de termine if it is undead, learning the strength of its aura as if
having studied it for 3 rounds. While focusing on one corpse or
individual, you do not detect undead in any other corpse or individual within range.
Devastating Blow (Ex): Starting at 19th level, as a standard action, you may make a single melee attack with a twohanded weapon at a 5 penalty. If the attack hits, it is treated as
a critical threat. Special weapon abilities that activate only on a
critical hit do not activate if this critical hit is confirmed.
Dimensional Slide (Su): Starting at 1st level, once per
round as part of a move or withdraw action, you can expend
one use of heroic effort to create a dimensional crack that you
can step through to reach another location, allowing you to
move up to 10 feet per class level to any location you can see.
This counts as 5 feet of movement. You do not provoke attacks
of opportunity when moving in this way, but any other movement you attempt as part of your move action provokes as normal.
Dimensional Steps (Sp): Starting at 8th level, as a standard action, you can teleport to another location. Each day, you
can travel up to 30 feet per class level in this manner. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring
other willing creatures with you, but you must expend an equal
amount of distance for each additional creature brought with
you.
Discern Lies (Sp): Starting at 4th level, while using sustained effort (see page 24), you can focus on this talent as an
immediate action. Your focus on this talent ends if you stop using sustained effort. While focused on this talent, you gain the
benefits of a discern lies spell.
Dispelling Attack (Sp): Starting at 4th level, once per day
as a standard action, you can make a melee or ranged attack
against an opponent, and if you hit, you can affect that opponent as if you had cast dispel magic, using the targeted dispel
option. If you miss, this ability is wasted. Use your class level as
the caster level of the dispel magic effect.
Dispelling Strike (Su): Starting at 8th level, as a swift action, you can spend one or more uses of heroic effort to imbue
your weapon with a special power. If the weapon strikes a
creature within the next minute, that creature is the subject of
a targeted dispel magic using your level as the caster level, except this effect cannot dispel a spell of a level higher than the
number of uses of heroic effort expended to activate this ability
(treat higher-level spells as if they do not exist and apply the

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Eric Morton Presents


dispel attempt to the remaining spells with the highest caster
level). Once the strike is made, the power dissipates, even if the
dispel attempt is unsuccessful.
Disruption (Su): Starting at 1st level, as a standard action, you can spend one use of heroic effort to make a melee
touch attack that can place a disruptive field around the target.
While the field is in place, the target must make a concentration check to cast any spell or to use a spell-like ability in addition to any other required concentration checks. The DC of this
check is equal to 15 + twice the spell's level. If the check is
failed, the target's spell is wasted. This field lasts for a number
of rounds equal to 1/2 your class level (minimum 1).
Disruptive (Ex): At 6th level, you gain Disruptive as a
bonus feat, even if you do not meet its normal prerequisite.
Distraction (Ex): Starting at 8th level, whenever you are
detected while using Stealth, you can immediately attempt a
Bluff skill check opposed by the Sense Motive skill of the creature that spotted you. If this check succeeds, the target assumes that the noise was something innocent and disregards
the detection. This only functions if the creature cannot see
you. This ability can only be used once during a given Stealth
attempt. If the same creature detects your presence again, the
ability has no effect.
Divine Grace (Su): Starting at 2nd level, you add your
Charisma bonus (if any) to all saving throws.
Divine Health (Ex): Starting at 2nd level, you are immune to all diseases, including supernatural and magical diseases.
Divine Judgment (Sp): Starting at 12th level, whenever
your melee attack reduces a creature to 1 or fewer hit points,
you may sacrifice a prepared 2nd-level spell or available 2ndlevel spell slot to invoke death knell upon the target as an immediate action (using your caster level). This does not count as
an evil act. The save DC increases by +2 if your weapon has a
3 critical multiplier, or by +4 if it is 4.
Divine Presence (Su): Starting at 8th level, while using
sustained effort (see page 24), you can focus on this talent as a
standard action. Your focus on this talent ends if you stop using
sustained effort. While focused on this talent, you emit a 30foot aura of divine presence. All allies within this aura are
treated as if under the effects of a sanctuary spell with a DC
equal to 10 + 1/2 your class level + your Wisdom modifier. If
an ally leaves the area or makes an attack, the effect ends for
that ally. If you make an attack, the effect ends for you and your
allies.
Divine Prison (Su): Starting at 8th level, once per day
upon making a successful melee attack, you can affect your target with hold monster (Will negates).
Divine Retaliation (Sp): Starting at 14th level, whenever
you confirm a critical hit, you may sacrifice a prepared 3rd-level spell or available 3rd-level spell slot to invoke bestow curse
upon the target as an immediate action (using your caster level). The save DC increases by +2 if your weapon has a 3 critical multiplier, or by +4 if it is 4. You can also use this ability in
response to being critically hit, even if the attack incapacitates

or kills you.
Divine Retribution (Sp): Starting at 1st level, as a standard action, you can spend one use of heroic effort and point at
one creature within 30 feet to indicate that it is the target of divine wrath. A mishap or an accident appropriate to the environment occurs, such as a branch falling on the creature, rocks
falling from the ceiling, or some other nonmagical misfortune;
regardless of the cause, the mishap deals 1d6 points of damage
+ 1 point for every two class levels you possess (Reflex half).
The GM decides whether this damage is bludgeoning, piercing,
or slashing damage.
Divine Wrath (Sp): Starting at 8th level, whenever you
confirm a critical hit, you may sacrifice a prepared 1st-level
spell or available 1st-level spell slot to invoke doom upon the
target as an immediate action (using your caster level). The
save DC is increased by +2 if your weapon has a 3 damage
multiplier, or by +4 if it is 4. You can also use this ability in re sponse to being critically hit, even if the attack incapacitates or
kills you.
Diviner's Fortune (Sp): Starting at 1st level, as a standard action, you can spend one use of heroic effort and touch
any creature to give it an insight bonus on all of its attack rolls,
skill checks, ability checks, and saving throws equal to 1/2
your class level (minimum +1) for 1 round.
Double Tricks (Ex): Starting at 13th level, when you perform a dirty trick combat maneuver, you may apply two different conditions to your target instead of one. Each condition requires a separate action to remove.
Starting at 17th level, you can gain this talent a second
time. If you do, when you perform a dirty trick combat maneuver, you may apply three different conditions to your target instead of one or two. Each condition requires a separate action
to remove.
Doublestrike (Ex): Starting at 9th level, you may, as a
standard action, make one attack with both your primary and
secondary weapons. The penalties for attacking with two
weapons apply normally.
Driver's Fortitude (Ex): Starting at 3rd level, if you drop
below 0 hit points while driving a vehicle but are not dead, you
can attempt a DC 15 Fortitude save each round to remain conscious and in control of your vehicle, though you may take no
other actions.
Eat Sin (Sp): Starting at 1st level, you may eat the sins of
an enemy you killed by spending 1 minute adjacent to a corpse.
This provokes attacks of opportunity. You can rush this ritual,
performing it as a full-round action that provokes attacks of
opportunity, but you only gain half the normal benefit.
When you eat an enemy's sins, you heal a number of
points of damage equal to 1d8 + your class level (maximum
+5). The enemy must have been killed by you within the last
hour, it must have had at least as many Hit Dice as half your
level, and it must have had an Intelligence score of 3 or higher.
You can use this ability once for each enemy you kill.
At 5th level, the amount of healing you gain increases to
2d8 plus your class level (maximum +10); at 9th level, it in-

35

Custom Class Builder


creases to 3d8 + your class level (maximum +15); and at 13th
level, it increases to 4d8 + your class level (maximum +20).
Starting at 6th level, you can gain this talent a second
time. If you do, within 10 minutes of using it to eat an enemy's
sins, you can ask the remnants of the enemy's soul questions as
if using speak with dead, with a caster level equal to your class
level. You do not need the enemy's corpse to use this ability
(you can eat sin, move away from the corpse, then use speak
with dead), though the soul gets a saving throw just as a corpse
would.
Elaborate Defense (Ex): Starting at 13th level, if you
choose to fight defensively or use total defense in melee combat, you gain an additional +3 dodge bonus to AC.
Elemental Focus (Su): When you gain this talent, select
one element: air, earth, fire, or water. Starting at 1st level, if you
prepare spells, you can prepare one additional spell per day of
each level you can cast, but it must have the elemental descriptor of your chosen element. In addition, any spell you prepare
from the opposite elemental school (air opposes earth, fire opposes water) counts as two prepared spells.
Elemental Manipulation (Su): Starting at 8th level,
while using sustained effort (see page 24), you can focus on
this talent as a standard action. Your focus on this talent ends if
you stop using sustained effort. While focused on this talent,
you emit a 30-foot aura that transforms magical energy. Each
time you focus on this talent, choose an energy type from acid,
cold, electricity, and fire, and a second type to transform it into.
Any magical source of energy of this type within the aura and
with a caster level equal to or less than your class level is altered to the second chosen energy type. This includes supernatural effects from creatures with Hit Dice no greater than
your caster level. For example, you could transform a white
dragon's frigid breath weapon (a supernatural ability), but not
a fire elemental's fiery touch (an extraordinary ability). If an effect lies only partially within your aura, only the portions within the aura are transformed.
Elemental Movement (Su): When you gain this talent,
select one element: air, earth, fire, or water. Starting at 14th
level, you gain a new or enhanced speed based on your chosen
element. Air grants a fly speed of 90 feet (average maneuverability), earth grants a burrow speed of 30 feet, fire grants a increase of 30 feet to base land speed, and water grants a swim
speed of 60 feet.
Elemental Wall (Sp): Starting at 8th level, while using
sustained effort (see page 24), you can focus on this talent as a
standard action. Your focus on this talent ends if you stop using
sustained effort. Whenever you focus on this talent, you create
a wall of energy that lasts for as long as you maintain your focus on this talent. This wall deals acid, cold, electricity, or fire
damage, as chosen by you when the wall is created. It otherwise functions like wall of fire, using your class level as your effective caster level.
Elude Detection (Sp): Starting at 12th level, you can befuddle divinations used against you as if you were under the effect of a nondetection spell with a caster level equal to your

character level. You can suppress or resume this protection as


a standard action. If dispelled, you cannot resume the nondetection for 1d4 rounds.
Empowered Magic (Su): Starting at 6th level, you can
cast one spell per day as if it were modified by the Empower
Spell feat. This does not increase the casting time or the level of
the spell.
Enchanting Riposte (Su): At 20th level, whenever you
succeed at a saving throw against a spell of the enchantment
school, that spell is reflected back at its caster, as per spell turning.
Enchanting Smile (Su): Starting at 1st level, you gain a
+2 enhancement bonus on Bluff, Diplomacy, and Intimidate
skill checks. This bonus increases by +1 for every five class levels you possess, up to a maximum of +6 at 20th level.
Energy Absorption (Su): Starting at 6th level, you gain
an amount of energy absorption equal to 3 times your class
level per day. Whenever you take energy damage, apply immunity, vulnerability (if any), and resistance first and apply the
rest to this absorption, reducing your daily total by that
amount. Any damage in excess of your absorption is applied to
you normally.
Energy Immunity (Ex): At 20th level, select acid, cold,
electricity, fire, or sonic. You can change this selection once per
day by concentrating for 15 minutes. You can do this as part of
preparing spells or regaining expended spell slots. You gain immunity to the energy type you most recently selected with this
talent.
Energy Reflection (Su): Starting at 12th level, as an immediate action, you can spend one or more uses of heroic effort to reflect a spell that deals acid, cold, electricity, or fire
damage back at its caster. This functions as spell turning
against a targeted spell that deals one of the indicated damage
types, but only if the targeted spell is of a level equal to or lower than the number of uses of heroic effort expended. If insuffi cient uses are expended, you instead grant an insight bonus on
any saving throws allowed by the spell, equal to the number of
uses spent. As long as you spend at least one use of heroic effort to activate this talent, you may expend rounds of elemental
assault (if you have that ability) as if they were uses of heroic
effort. For example, you could spend one use of heroic effort
and 3 rounds of elemental assault to reflect a spell of 4th-level
or lower.
Energy Resistance (Ex): When you gain this talent, select acid, cold, electricity, fire, or sonic. You can change this selection once per day by concentrating for 15 minutes. You can
do this as part of preparing spells or regaining expended spell
slots. Starting at 1st level, you gain resistance 5 to the energy
type you most recently chose with this talent. At 11th level, this
resistance increases to 10.
Energy Resistance Boost (Su): Starting at 2nd level, as a
swift action, you can expend one use of heroic effort or 1 round
of elemental assault (if you have that ability) to increase all of
your existing energy resistances by +5 for 1 round.
Energy Shield (Su): Starting at 1st level, as a standard

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Eric Morton Presents


primary target of the pool strike, including increased damage
on a critical hit.
Energy Strike, Clinging (Su): Starting at 8th level, you
gain the benefit of the energy strike talent. If you already have
that talent, when using energy strike, you can expend one additional use of heroic effort. If you do, a single target of your pool
strike takes energy damage as normal from the pool strike and
also takes half this amount of damage at the beginning of its
turn on the following round.
Energy Strike, Thunderous (Su): Starting at 6th level,
you gain the benefit of the energy strike talent. If you already
have that talent, when using energy strike, you can expend one
additional use of heroic effort to have your energy strike deal
sonic damage (instead of any other damage type) and deafens a single target for 1 round (DC 10 + 1/2 your level +
your Intelligence modifier).
Enhance Healing (Su): Starting at 2nd level, a number of
times per day equal to your
Charisma modifier, you
can cause any healing effect from a spell completion or spell trigger item
to function at a caster level equal to your class level.
Enhanced Mobility
(Ex): Starting at 9th level, when wearing light or
no armor and not using a
shield, you gain a +4 talent
bonus to AC against attacks
of opportunity caused when
you move out of a threatened
square.
Equal Opportunity (Ex):
Starting at 13th level, when you
make an attack of opportunity,
you may attack once with both
your primary and secondary weapons.
The penalties for attacking with two
weapons apply normally.
Eschew Materials: You gain Eschew Materials as a bonus feat.
Esoteric Scholar (Ex): Starting at 1st level, you may attempt any Knowledge skill check, even if you are not trained in
that Knowledge skill.
Evasion (Ex): Starting at 2nd level, whenever you make a
successful Reflex saving throw against an attack that normally
deals half damage on a successful save, you instead takes no
damage. Evasion can be used only if you are wearing light armor or no armor. You do not gain the benefit of evasion if you
are helpless.
Starting at 10th level, you can take this talent a second
time to gain the improved evasion ability: whenever you fail a

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Illustration by Matt Morrow

action, you can expend one use of heroic effort to choose an energy type: acid, cold, electricity, fire, or sonic. You gain resistance 10 against that energy type for 1 minute per class level.
This protection increases by 5 for every five class levels you
possesses (up to a maximum of 30 at 20th level).
Starting at 10th level, you can gain this talent a second
time. If you do, whenever you are using it and it prevents 10 or
more points of damage, you can absorb a portion of that energy and use it to fuel your talents. After absorbing the energy,
you can expend that energy as if it
was a single use of heroic effort,
except you can only use it to activate one of your talents
that deals the same
type of energy damage
as the type your shield
absorbed (if any). You
must use this energy
within 1 minute or it
is lost. You do not gain
more than one such use of
energy per round, and you
cannot store more than one
use of this energy at a time.
Energy Strike (Su): Starting at 2nd level, as a standard
action, you can expend one use of heroic effort to charge your
free hand with energy.
You can make a melee
touch attack with that
hand as a free action
as part of activating
this ability. If the
touch attack hits,
it releases the
charge and deals
2d6 points of energy damage (acid, cold,
electricity, or fire, chosen when you spend the
use of heroic effort to activate this ability). You can use
this ability with the spellstrike talent. If you miss with this attack, you can hold the charge for up to 1 minute before it dissipates. At 6th level, and every three levels thereafter, the
amount of damage dealt by this attack increases by 1d6.
Energy Strike, Arcing (Su): Starting at 12th level, you
gain the benefit of the energy strike talent. If you already have
that talent, when using energy strike, you can expend one additional use of heroic effort. If you do so and your attack hits, you
can target a number of enemies within 15 feet equal to your In telligence modifier (minimum 0) with a ranged touch attack as
a free action. Those struck take the same energy damage as the

Custom Class Builder


Reflex saving throw against an attack that normally deals half
damage on a successful save, you take only half damage from
that attack. Improved evasion can be used only if you are wearing light armor or no armor. You do not gain the benefit of improved evasion if you are helpless.
Evasive Archer (Ex): Starting at 13th level, you gain a +2
dodge bonus to AC against ranged attacks. At 17th level, this
bonus increases to +4.
Ever Ready (Ex): Starting at 6th level, you are never considered an unaware combatant and are always able to act in
the surprise round. You are still flat-footed in the surprise
round until you act.
Expanded Spell List (Ex): When you first gain this talent,
choose one school of magic or choose any one 1st-level spell.
For the purpose of this talent, use the highest spell level listed
for any spell that has more than one possible spell level.
If you chose a school of magic with this talent, starting at
2nd level, you treat all 1st-level sorcerer/wizard spells of the
chosen school as if they appeared on all spell lists; you can
learn and cast those spells any time you could learn and cast
spells of the same level from any spell list. Each additional time
you gain this talent, you treat all sorcerer/wizard spells of the
next highest level as if they appeared on all spell lists.
If you choose a 1st-level spell with this talent, starting at
2nd level, you treat that spell as if it appeared on all spell lists;
you can learn and cast that spell any time you could learn and
cast a spell of its level from any spell list. Each additional time
you gain this talent, you choose any one spell of the next high est level and treat that spell as if it appeared on all spell lists.
In addition, each time you choose a spell with this talent,
if you are able to cast spells of that level, you gain that spell as
an additional spell known for each of your spellcasting class
features you can use to cast spells of that level. You do not gain
additional spells known in this manner if you chose a school of
magic with this talent instead of choosing a spell.
You can gain this talent more than once, gaining the additional benefits described above.
Expert Leaper (Ex): Starting at 1st level, when making
Acrobatics checks to jump, you are always considered to have a
running start and you gain a talent bonus on the roll equal to
your class level. Also, when you deliberately fall, a DC 15 Acrobatics check allows you to ignore the first 20 feet fallen, instead
of the first 10 feet. For every 5 by which your check exceeds the
DC, you can ignore another 10 feet of distance fallen.
Exploit Weakness (Ex): Starting at 14th level, whenever
you score a critical hit, you ignore any damage reduction the
target might have. In addition, if the target has regeneration,
the creature loses regeneration on the round following the critical hit and can die normally during that round. Creatures
whose regeneration always functions are immune to this ability. Finally, if you deal energy damage to a creature with vulnerability to that energy type, you deal +1 point of damage per die
rolled.
Extended Illusions (Su): Starting at 1st level, any illusion spell you cast with a duration of concentration lasts a

number of additional rounds equal to 1/2 your class level after


you stop maintaining concentration (minimum +1 round).
Extra Skills: You treat all skills as class skills. In addition,
if you gained this talent on class level 1st, you gain 2 additional
skill ranks per level.
Eye Gouge (Ex): Starting at 13th level, if you confirm a
critical hit with your unarmed strike or begin your turn grappled, you may attempt a dirty trick maneuver to blind your target as a swift action that does not provoke attacks of opportunity. A target more than one size category larger is unaffected.
Eyes of Battle (Su): Starting at 2nd level, as a swift action, you can spend one use of heroic effort to grant yourself a
+10 insight bonus on Perception checks made to notice and
pinpoint invisible creatures within 30 feet for 1 round. The
first attack you make while this bonus is in effect ignores the
effects of cover or partial cover (but not total cover).
Faith Healing (Su): Starting at 8th level, any cure spells
you cast on yourself are automatically empowered as if by the
Empower Spell feat, except they do not use higher spell level
slots or an increased casting time. If you target yourself with a
cure spell that affects multiple creatures, this ability only applies to yourself. At 13th level, these healing spells are maximized rather than empowered.
Fame (Ex): Starting at 2nd level, when you begin a performance combat, you always starts with at least 1 victory
point. If you already have victory points, you gain 1 extra victory point. At 10th level, you start out with at least 2 victory
points. If you already have victory points, you gain 2 extra victory points.
Far Shot: You gain Far Shot as a bonus feat, even if you do
not meet the prerequisite.
Fast Getaway (Ex): Starting at 2nd level, after successfully making a sneak attack or Sleight of Hand check, you can
spend a move action to take the withdraw action. You can move
no more than your speed during this movement.
Fast Healing (Su): Starting at 2nd level, as a standard action, you can spend one use of heroic effort and expend a spell
slot of at least 2nd level to grant your allies the fast healing
ability. Allies within 30 feet gain fast healing equal to 1/2 the
level of the spell slot sacrificed. This effect lasts for a number of
rounds equal to your Charisma modifier (minimum 1).
Fast Picks (Ex): Starting at 1st level, you can use the Disable Device skill to attempt to open a lock as a standard action
instead of a full-round action.
Fast Stealth (Ex): Starting at 1st level, you can move at
full speed using the Stealth skill without penalty.
Fast Tumble (Ex): Starting at 10th level, when you use
Acrobatics to move at full speed through a threatened square
without provoking an attack of opportunity, the DC of the Acrobatics check does not increase by 10.
Fearless (Su): At 8th level, you become immune to fear.
Fight as One (Su): Starting at 10th level, for 1 minute,
whenever you make a successful melee or ranged attack
against a foe, allies within 10 feet of you gain a +2 insight
bonus on attacks of the same type you made against that foe

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melee attacks if you made a melee attack, or ranged attacks if
you made a ranged attack. If you score a critical hit, this bonus
increases to +4 until the start of your next turn.
Filch (Ex): Starting at 4th level, you gain Improved Steal
as a bonus feat, even if you do not meet the prerequisite, and
you can use your Sleight of Hand bonus instead of your CMB
when performing a steal combat maneuver. If you gain bonuses
on combat maneuver checks from any feats, spells, magic
items, or similar effects, they are added to your Sleight of Hand
bonus when using the steal maneuver.
Starting at 8th level, you can gain this talent a second
time. If you do, you gain Greater Steal as a bonus feat, even if
you do not meet the prerequisites, and opponents do not gain a
+5 bonus to their CMD when you try to remove items fastened
to them.
Final Vengeance (Su): Starting at 8th level, once per day,
you can make one melee attack against an opponent within
reach in response to an attack that would reduce you to negative hit points. Once your attack is resolved, you suffer the normal effect of the attack that provoked this ability. Effects that
kill you or do not reduce you to negative hit points (such as
ability damage or drain, negative levels, and disintegrate) do
not trigger this ability.
Finesse Targeting (Ex): When you gain this talent, selected one specific type of ranged weapon (such as hand crossbow or longbow). Starting at 3rd level, you can focus on this
talent as a free action (see page 24). While focused on this talent and attacking with a weapon you selected with this talent,
you gain a bonus on damage rolls equal to your Dexterity modifier, and you may treat that weapon's critical multiplier as x3 if
it would otherwise be x2 (after applying all other modifiers). If
the weapon belongs to the firearm weapon group and you misfire, your misfire chance improves by 2 instead of 4. At 13th
level, you never misfire with that type of firearm.
At 7th, 11th, and 15th level, you can gain this talent one
additional time, selecting a different type of weapon each time.
Finesse Training (Ex): When you gain this talent, choose
one specific type of weapon that can be used with the Weapon
Finesse feat (such as dagger or rapier). Starting at 3rd level,
you can focus on this talent as a free action (see page 24).
While focused on this talent and attacking with a weapon you
selected with this talent, you can use your Dexterity modifier
in place of your Strength modifier when rolling damage, and
can treat that weapon's critical modifier as x3 if it would otherwise be x2 (after applying all other modifiers).
At 7th, 11th, and 15th level, you can gain this talent one
additional time, selecting a different type of weapon each time.
Flame Arc (Su): Starting at 1st level, as a standard action,
you can expending one use of heroic effort to create a 30-foot
line of flame that deals 1d6 points of fire damage + your
Charisma modifier, plus an additional 1d6 points of fire damage for every two levels beyond 1st (to a maximum of 10d6 at
19th level) to each target in the line. Creatures in the area of effect may attempt a Reflex saving throw to halve the damage.
Starting at 10th level, you can gain this talent a second

time. If you do, whenever you use it, you can expend two uses
of heroic effort when using this talent instead of one. Whenever you do so, each target catches on fire if it fails its saving
throw. Until the fire is extinguished, the target takes 3d6 points
of fire damage at the start of each of its turns. The target can
attempt a Reflex saving throw as a full-round action to extinguish the flames. Applying at least 1 gallon of water to the target automatically extinguishes the flames.
Fleet Footed (Ex): Starting at 15th level, your speed increases by 10 feet and you can take 10 on Acrobatics checks
even while distracted or threatened. In addition, as a free action you can take when making an Acrobatics check, you can
spend four uses of heroic effort to take 20 on that check.
Flexible Flanker (Ex): Starting at 9th level, you may
choose any square adjacent to you and treat that square as
your location for determining who you are flanking, even if
that square is occupied by a creature, object, or solid barrier.
Flurry of Stars (Ex): Starting at 2nd level, as a swift action before making a full attack with shuriken, you can spend
one use of heroic effort. If you do, during that full attack attack,
you can throw two additional shuriken at your highest attack
bonus, but all of your shuriken attacks are made at a 2 penalty, including the two extra attacks.
Flying Dodger (Ex): Starting at 9th level, whenever you
have a fly speed and fly at least half your fly speed on your
turn, you gain a +1 dodge bonus to AC for 1 round. This bonus
increases to +2 at 11th level and +4 at 17th level.
Foil Scrutiny (Ex): Starting at 1st level, you are able to
obscure your thoughts and intentions. You gain a +2 talent
bonus on all Bluff and Disguise checks, as well as a +4 talent
bonus on Will saving throws to resist mind-reading spells and
effects (such as detect thoughts and discern lies).
Follow Clues (Ex): Starting at 1st level, you can use Perception to follow tracks as per the Survival skill.
Fool Casting (Su): Starting at 14th level, you can trick an
opponent into believing that you have been charmed or
dominated. When you succeed at a saving throw against a
magical effect that provides ongoing control (such as charm
person, dominate person, or a vampire's dominate ability), you
can allow the spell to take partial effect. To the caster, it
appears that you failed your saving throw, but you are not
under the caster's control. If the spell provides a telepathic
link, it functions normally, but you are under no obligation to
follow the caster's commands. You can dismiss a fooled spell as
a standard action. Fooled casting can be used when you
succeed at a subsequent saving throw against an ongoing
effect, such as that granted by slippery mind.
Forbidden Lore (Ex): You can cast spells of an alignment
opposed to yours or your deity's.
Force of Will (Su): Starting at 1st level, you can send
thoughts and instructions telepathically to any creature within
60 feet that you have charmed or dominated as though you
shared a common language. At 11th level, affected creatures
can communicate back to you via the telepathic link as well.
Force Strike (Su): Starting at 1st level, as a standard ac-

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Custom Class Builder


tion, you can expend one use of heroic effort to unleash a burst
of force. This attack automatically strikes one target within 30
feet (as magic missile) and deals 1d4 points of force damage,
plus 1 point of damage per class level. Spells and effects that
negate magic missile also negate this effect.
Foretell (Su): Starting at 8th level, while using sustained
effort (see page 24), you can focus on this talent as a standard
action. Your focus on this talent ends if you stop using sustained effort. While focused on this talent, you emit a 30-foot
aura of fortune that aids your allies or hinders your enemies,
as chosen by you at the time you when you focused on this tal ent. If you choose to aid, you and your allies within your aura
of fortune gain a +2 luck bonus on ability checks, attack rolls,
caster level checks, saving throws, and skill checks. If you
choose to hinder, your enemies within your aura of fortune
take a 2 penalty on those rolls instead.
Forewarned (Su): Starting at 1st level, you can always
act in the surprise round even if you fail to make a Perception
roll to notice a foe, but you are still considered flat-footed until
you take an action. In addition, you receive a talent bonus on
initiative checks equal to 1/2 your class level (minimum +1).
Fortification (Ex): Starting at 9th level, you treat any armor you wear as if it had the light fortification special ability.
This fortification does not stack in any way with armor that has
these special abilities. In these cases you take the better of the
two fortification special abilities.
Starting at 13th level, you can gain this talent a second
time. If you do, you treat any armor you wear as if it had the
moderate fortification special ability instead of the light fortification ability. This fortification does not stack in any way with
armor that has these special abilities. In these cases you take
the better of the two fortification special abilities.
Freedom's Call (Su): Starting at 8th level, while using
sustained effort (see page 24), you can focus on this talent as a
standard action. Your focus on this talent ends if you stop using
sustained effort. While focused on this talent, you emit a 30foot aura of freedom. Allies within this aura are not affected by
the confused, grappled, frightened, panicked, paralyzed,
pinned, or shaken conditions. This aura only suppresses these
effects, and they return once a creature leaves the aura or
when the aura ends, if applicable.
Freedom's Shout (Su): Starting at 10th level, as a swift
action, you can spend one use of heroic effort to emit a 30-foot
aura that allows all allies to ignore impediments to their mobility and effects that cause paralysis (as freedom of movement)
for 1 round.
Frightening (Ex): Starting at 1st level, whenever you successfully use Intimidate to demoralize a creature, the duration
of the shaken condition is increased by 1 round. In addition, if
the target is shaken for 4 or more rounds, you can instead decide to make the target frightened for 1 round.
Frugal Trapsmith (Ex): Starting at 10th level, when you
construct a mechanical trap, you only pay 75% of the normal
cost.
Getaway Artist (Ex): Starting at 1st level, you add Fly,

Handle Animal, and Ride to your list of class skills, and gain a
talent bonus equal to your level (maximum +10) on all drive
checks.
Glib Lie (Su): Starting at 8th level, you can deceive truthdetecting magic. A creature using this sort of magic against you
must succeed on a caster level check against a DC of 15 + your
prestige class level to succeed (as if you were under the effect
of a glibness spell); failure means the magic doesn't detect your
lies or force you to speak only the truth. This ability does not
give you the glibness spell's bonus on Bluff checks.
Glorious Presence (Su): Starting at 1st level, as a
standard action, you can spend one use of heroic effort and
touch an ally to grant it a glorious blessing. For 1 minute, the
ally becomes mesmerizing to their foes. This functions as
sanctuary, except if the ally attacks an opponent, this effect
ends with respect to only that opponent. This is a mindaffecting effect.
Grace (Ex): Starting at 9th level, you gain a +2 competence bonus on all Reflex saving throws. This ability functions
only when you are wearing light or no armor and not using a
shield.
Grant the Initiative (Ex): Starting at 8th level, you and
all allies within 30 feet may add your Wisdom bonus to your
initiative checks.
Grasp of Honesty (Su): Starting at 8th level, while using
sustained effort (see page 24), you can focus on this talent as a
free action. Your focus on this talent ends if you stop using sustained effort. While focused on this talent, any creature you are
grappling or pinning is affected by zone of truth (Will negates).
Outside of combat, you may use this ability by touching a target with both hands. The effect ends if you stop grappling, pinning, or touching the target.
Grave Touch (Sp): Starting at 1st level, as a standard action, you can spend one use of heroic effort to make a melee
touch attack that causes a living creature to become shaken for
a number of rounds equal to 1/2 your class level (minimum 1).
If you touch a shaken creature with this ability, it becomes
frightened for 1 round if it has fewer Hit Dice than your class
level.
Greater Power Attack (Ex): Starting at 15th level, when
using Power Attack with a two-handed melee weapon, the
bonus damage from Power Attack is doubled (+100%) instead
of increased by half (+50%).
Guarded Hearth (Su): Starting at 8th level, once per day,
you can create a ward that protects a specified area. Creating
this ward takes 10 minutes of uninterrupted work. This ward
has a maximum radius of 5 feet per 2 class levels you possess.
When the ward is completed, you designate any number of
creatures inside its area. Should any other creature enter the
warded area, all of the selected creatures are immediately
alerted (and awoken if they were asleep). The designated creatures also receive a divine bonus (which does not stack with
any sacred or profane bonus) equal to your Wisdom modifier
on all saving throws and attack rolls while inside the warded
area. This ward immediately ends if you leave the area. The

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Hand of the Apprentice (Su): Starting at 1st level, as a
standard action, you can spend one use of heroic effort to make
a single attack using a melee weapon at a range of 30 feet. This
attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll
instead of your Dexterity modifier (damage still relies on
Strength). This ability cannot be used to perform a combat ma neuver.
Hard Drive (Ex): Starting at 1st level, when driving a
vehicle that uses a group of animals or magical beasts
as muscle propulsion, the DCs of all driving checks are
reduced by 2, the maximum speed of
the vehicle increases by 10 feet, and
the acceleration increases by 5 feet.
Hard Minded (Ex): Starting at
10th level, you are hard to fool with
mind-affecting effects. At the start of
your turn, if you are still subject to any
mind-affecting spells or effects, you can
make a Will saving throw with a standard
DC for the effect's level, and if you succeed
at the check, you are no longer subject to the mind-affecting effect. You
can make this saving throw even
against mind-affecting effects that normally don't allow a saving throw. In those cases, generate the saving throw as if the
spell or effect did allow a saving
throw.
Hardbuckler (Ex): Starting at
7th level, you may make shield bash
attacks with a buckler as if it were a
light shield.
Hardy (Ex): Starting at 1st level,
you can go twice the normal number of days without water and
triple the normal number of days
without food before feeling the effects of either thirst or starvation.
Harsh Training (Ex): You
gain a +4 talent bonus on saving
throws against effects that cause the exhausted, fatigued, or staggered conditions or temporary
penalties to ability scores.
Hasted Assault (Su): Starting at 8th level, as a swift action, you can expend one use of heroic effort to move more
quickly. This functions as haste, but only targets you and lasts
for a number of rounds equal to your Intelligence bonus.
Hateful Retort (Ex): Starting at 1st level, once per day, as
an immediate action after you have been hit with a melee attack, you can make a melee attack against the creature that hit
you. This melee attack is at your highest attack bonus.
Haunting Refrain (Su): Starting at 4th level, you can use
a Perform (keyboard) or Perform (percussion) check in place
of an Intimidate check to demoralize an opponent, with a tal-

41

Illustration by Storn Cook

ward lasts for 1 hour per class level.


Guide the Battle (Ex): Starting at 8th level, you can direct your allies into an advantageous position once per round
as a move action. Each ally (if physically able to) can move 5
feet without expending an action. This movement does not
provoke attacks of opportunity. The allies must be able to see
or hear you in order to make this movement and cannot be
flat-footed. At 15th level, your allies can make this 5-foot move
and ignore difficult terrain.
Guileful Polyglot (Ex): Starting at 1st level, if
you have at least one rank in Linguistics, you gain four
additional languages. If you do not have any ranks in
Linguistics, you gain two additional languages. If you
later gain ranks in Linguistics, you gain two additional languages, to a total of four additional languages above those granted by the Linguistics
skill itself.
Gunsmith: You gain Gunsmithing as a
bonus feat. In addition, you gain one of the
following firearms of your choice: blunderbuss, musket, or pistol. This weapon
is battered, and only you know how to
use it properly. All other creatures treat
your gun as if it had the broken condition. If the weapon already has the broken
condition, it does not work at all for anyone
else trying to use it. This battered
weapon can only be sold for scrap
(worth 20 gp). However, you can
use the Gunsmithing feat to restore this battered firearm the
same way a gunslinger can use
that feat to restore a battered
firearm.
Hail of Arrows (Su): Starting at 14th level, once
per day as a full-round action, you can fire an arrow at
each and every target within range, to a maximum of
one target per two class levels you have earned.
Each attack uses the your primary attack bonus,
and each enemy may only be targeted by a single
arrow.
Hair's Breadth (Ex): Starting at 11th level,
you can attempt an Acrobatics check as an immediate action to negate a confirmation role for
a critical hit against you. The critical hit confirmation is negated (though the attack still hits and deals
normal damage) if the Acrobatics check is greater than the opponents confirmation roll.
Hampering Hex (Su): Starting at 2nd level, as a standard
action, you can cause a creature within 30 feet to take a 2
penalty to AC and CMD for a number of rounds equal to your
class level. A successful Will saving throw reduces this to just 1
round. At 8th level, the penalty becomes 4. Whether or not
the save is successful, a creature affected by this ability cannot
be the target of this ability again for 24 hours.

Custom Class Builder


ent bonus equal to half your class level. In addition, you add a
proficiency bonus equal to 1 + one-fourth your class level to
the the saving throw DC of any fear effect you create.
Hawkeye (Ex): Starting at 2nd level, you gain a proficiency bonus equal to 1 + one-fourth your class level on Perception
checks, and the range increment for any bow you use increases
by 5 feet per point of this bonus.
Healing Grace (Su): Starting at 1st level, whenever you
cast a spell that has targets, affects creatures in an area, or requires an attack roll, you may heal creatures affected by the
spell a total of 1 point of damage per level of the spell. This
healing may be spread out between the targets of the spell in
any way you choose. If you assign any of the healing to an undead creature, it instead takes 1 point of damage for each point
assigned. At 11th level, the amount of damage healed increases
to 2 points of damage per level of the spell. This healing occurs
when the spell is cast and has no effect on creatures that enter
its area after the spell is in place.
At 20th level, you can gain this talent a second time. If you
do, the amount of damage healed by this talent increases to 3
points of damage per level of the spell.
Heart of Carnage (Su): Starting at 10th level, you can
spend one use of heroic effort and touch an ally to bless it for 1
minute. During this time, the ally gains a +4 insight bonus on
attack rolls made to confirm critical hits and has a 50% chance
to treat any critical hit or sneak attack against it as a normal
hit.
Heroic Defiance (Ex): At 9th level, you gain the Heroic
Defiance feat as a bonus feat if you do not have it already. If you
already have this feat, you can choose any combat feat whose
prerequisites you meet, instead. In addition, you may use the
Heroic Defience feat one additional time per day for every four
levels after 9th (to a maximum of 3 times per day at 19th
level).
Heroic Recovery (Ex): At 5th level, you gain the Heroic
Recovery feat as a bonus feat if you do not have it already. If
you already have this feat, you can choose any combat feat
whose prerequisites you meet, instead. In addition, you may
use the Heroic Recovery feat one additional time per day for
every four levels after 5th (to a maximum of 4 times per day at
17th level).
Hidden Mind (Sp): Starting at 16th level, you gain the
benefit of a constant mind blank spell at a caster level equal to
your character level. You can suppress or resume this protection as a standard action. If dispelled, you cannot resume the
mind blank for 1d4 rounds.
Hidden Weapons (Ex): Starting at 1st level, you can easily conceal weapons on your body. You add your level on opposed Sleight of Hand checks made to conceal a weapon. In addition, you can draw hidden weapons as a move action, instead
of as a standard action.
High Jumper (Ex): Starting at 1st level, when you make a
high jump, the DC for that jump is half the normal DC.
Hold Breath (Ex): Starting at 1st level, you can hold your
breath for double the normal amount of time.

Honor Bound (Su): Starting at 1st level, as a standard action, you can spend one use of heroic effort and touch a creature, granting it a new saving throw against each enchantment
(charm) or enchantment (compulsion) effect that currently affects it. If the saving throw is successful, the enchantment ef fect is ended. This power only affects effects that allow a save.
If you fail a save against such an effect, you can use this ability
as an immediate action to grant yourself an additional save.
Once the target (either you or a touched creature) has made
one additional save per effect, this ability has no further effect
on that particular enchantment effect.
Hordebreaker (Su): Starting at 10th level, when you hit
an evil humanoid with an attack of opportunity, you deal an additional 1d6 points of damage. In addition, if you have the holy
reach talent, you may make a number of additional attacks of
opportunity per round equal to your Charisma bonus when using that talent. This increase stacks with similar increases from
other sources such as Combat Reflexes.
Ice Missile (Su): Starting at 1st level, as a standard action, you can expend one use of heroic effort to unleash a freezing projectile as a ranged touch attack against any one target
within 30 feet. If the attack hits, it deals 1d6 points of cold
damage + your Charisma modifier, plus an additional 1d6
points of cold damage for every two levels beyond 1st (to a
maximum of 10d6 at 19th level). In addition, the target is staggered for 1 round. It can attempt a Fortitude saving throw to
negate the staggered condition.
Starting at 10th level, you can gain this talent a second
time. If you do, you can expend two uses of heroic effort instead of one when using this talent. Whenever you do so, the
target is coated in rime if it fails its saving throw. As long as the
ice remains (typically 1 minute per level in a warm area), the
target is entangled (although not anchored) and takes 1 point
of Dexterity damage at the start of each of its turns. The target
can break free from the ice as a standard action by making a
Strength check with a DC equal to 10 + your Charisma modifier.
If the target takes more than 10 points of fire damage from a
single attack, the ice melts and the effect ends.
Iconoclast (Ex): You gain a +2 talent bonus on saving
throws against effects originating from magic items and a +2
talent bonus to weapon damage rolls made against objects.
Illuminating Touch (Sp): Starting at 1st level, as a
standard action, you can spend one use of heroic effort and
touch a creature to give it an insight bonus equal to half your
class level (minimum 1) on a single Will saving throw,
Knowledge check, Perception check, or Sense Motive check.
This ability lasts for 1 hour or until the creature chooses to
apply the bonus to a roll.
Imbue Arrow (Su): Starting at 8th level, you gain the
ability to place an area spell upon an arrow. When the arrow is
fired, the spell's area is centered where the arrow lands, even if
the spell could normally be centered only on the caster. This
ability allows you to use your bow's range rather than the
spell's range. A spell cast in this way uses its standard casting
time and you can fire the arrow as part of the casting. The

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arrow must be fired during the round that the casting is
completed or the spell is wasted. If the arrow misses, the spell
is wasted.
Immediate Repositioning (Ex): Starting at 13th level, as
an immediate action, you can reposition your tower shield to
another facing, but you cannot use this ability to interrupt an
attack.
Improved Aid (Ex): Starting at 3rd level, when you use
the aid another action, you grant a +4 bonus, rather than the
normal +2.
Improved Balance (Ex): Starting at 11th level, your attack penalties for fighting with two weapons are reduced by
1. Alternatively, you may use a one-handed weapon in your offhand, treating it as if it were a light weapon with the normal
light weapon penalties.
Starting at 15th level, you can gain this talent a second
time. If you do, the penalties you take for fighting with two
weapons are reduced by an additional 1. If you are treating a
one-handed weapon in your off hand as a light weapon, you
use the full normal light weapon penalties.
Improved Counterspell: You gain Improved Counterspell as a bonus feat.
Increased Defense (Su): Starting at 1st level, as a standard action, you can spend one use of heroic effort to grant
yourself a +1 divine bonus (which does not stack with any sacred or profane bonus) to AC and on saving throws for 1
minute. This bonus increases to +2 at 10th level and +3 at 20th
level.
Indestructable (Ex): At 20th level, you gain complete immunity to critical hits and sneak attacks while you are wearing
armor. In addition, unless your armor has the fragile armor
quality, it cannot be sundered while you are wearing it.
Indomitable Steed (Ex): Starting at 19th level, you and
your steed gain DR 5/ when you are mounted.
Inflexible Will (Ex): You gain a +4 talent bonus on saving
throws against confusion and insanity effects and effects with
the chaotic descriptor.
Inner Strength (Su): Starting at 6th level, once per day as
a swift action, you may heal 1d6 points of damage for every
two class levels you possess. When you use this ability, you can
also remove one of the following conditions from yourself:
blinded, confused, dazzled, deafened, frightened, nauseated,
shaken, sickened, or staggered.
Inquisitor's Direction (Su): Starting at 1st level, as a free
action at the start of your turn, you can spend one use of heroic
effort to enter a tranquil, reflective state and forgo all actions
(standard, move, swift, immediate, and free actions, including
attacks of opportunity) for that round; if you do, one ally of
your choice within 30 feet gains the benefits of haste for 1
round.
Inspiring Command (Su): Starting at 1st level, as a standard action, you can spend one use of heroic effort to issue an
inspiring command to your allies. The inspiring command affects one ally plus one additional ally for every three class levels you possess, all of whom must all be within 30 feet of you.

Affected allies gain a +2 insight bonus on attack rolls, AC, combat maneuver defense, and skill checks for 1 round. This is a
language-dependant mind-affecting effect.
Inspiring Word (Su): Starting at 1st level, as a standard
action, you can spend one use of heroic effort and speak a few
words to a creature within 30 feet that fill them with inspiration. You can grant that creature a +2 morale bonus on attack
rolls, ability checks, skill checks, or saving throws (your
choice). This effect lasts for 1 minute.
Intense Evocation (Su): Starting at 1st level, whenever
you cast an evocation spell that deals hit point damage, add
1/2 your class level to the damage (minimum +1). This bonus
only applies once to a spell, not once per missile or ray, and
cannot be split between multiple missiles or rays. This bonus
damage is not increased by Empower Spell or similar effects.
This damage is of the same type as the spell.
Interference (Ex): Starting at 13th level, you can make a
disarm or trip combat maneuver against a target you threaten
as a move action to push your opponent off balance. If successful, the target becomes flat-footed. This condition lasts until
the target takes damage from a melee or ranged attack or until
the beginning of your next turn, whichever comes first.
Invisibility Field (Sp): Starting at 8th level, while using
sustained effort (see page 24), you can focus on this talent as a
swift action. Your focus on this talent ends if you stop using
sustained effort. While focused on this talent, you are invisible,
as if using greater invisibility.
Iron Guts (Ex): Starting at 1st level, you gain a +4 talent
bonus on all saving throws against ingested poisons and
against all spells and effects that cause you to be nauseated or
sickened.
Irresistible Advance (Ex): Starting at 15th level, you
gain a talent bonus on bull rush and overrun combat maneuver
checks when you are using a shield. The amount of this bonus
depends on the type of shield you are using: +1 with a buckler,
+2 with a light shield, +3 with a heavy shield, or +4 with a tower shield.
Irresistible Demand (Sp): Starting at 8th level, as a standard action, you can spend one use of heroic effort to attempt
to dominate a creature for 1 round as though using the dominate monster spell. The targeted creature must have a number
of Hit Dice equal to or less than your class level, and it receives
a Will saving throw to negate the effect. The DC is equal to 10 +
1/2 your class level + your Intelligence modifier.
Item Crafting: You can select one item creation feat
whose prerequisites you meet as a bonus feat.
Jack-of-All-Trades (Ex): Starting at 4th level, you can use
any skill untrained. Starting at 10th level, you treat all skills as
class skills. Starting at 16th level, you can take 10 on any skill
check, even if it is not normally allowed.
Judicious Force (Su): Starting at 1st level, as an immediate action when you or an ally within 10 feet makes a critical
threat with a melee or ranged attack, you can spend one use of
heroic effort to add +4 to the confirmation roll. This bonus
does not stack with that provided by the Critical Focus feat.

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Justice's True Path (Sp): Starting at 1st level, as a
standard action, you can spend one use of heroic effort and
touch a creature, granting an insight bonus on one attack roll,
skill check, ability check, or saving throw of its choice before
your next turn; this bonus is equal to half your class level
(minimum 1) and is lost if not used within 1 round.
Knockback Smash (Ex): Starting at 11th level, when you
use your buckler to attack, you gain a bonus equal to the enhancement bonus of the buckler on both attack and damage
rolls.
Knockout (Ex): Starting at 3rd level, as part of making an
attack, you can spend four uses of heroic effort before making
your attack roll. If you then hit with this attack and the target
takes damage from the blow, the target must succeed at a Fortitude saving throw (DC = 10 + 1/2 your level + the higher of
your Strength or Dexterity modifier) or fall unconscious for
1d6 rounds. Each round on its turn, the unconscious target
may attempt a new saving throw to end the effect as a fullround action that does not provoke attacks of opportunity.
Creatures immune to critical hits or nonlethal damage are immune to this ability.
Know Weakness (Ex): Starting at 19th level, you can automatically confirm a critical hit once per round when you
threaten a critical hit.
Lasting Poison (Ex): Starting at 2nd level, you can apply
poison to a weapon in such a way that it is effective for a number of successful attacks equal to your Dexterity modifier (minimum two) instead of one. The poison has a reduced effect,
however, and saves made against the poison receive a +2 circumstance bonus. Applying poison in this way requires a fullround action, or a standard action if you have the swift poison
talent.
Lay to Rest (Sp): Starting at 8th level, if you spend 1
minute performing no actions while adjacent to a corpse that
would rise as an undead (such as someone slain by a shadow,
spectre, or vampire), you may choose to accept 1 temporary
negative level to prevent that corpse from rising as an undead.
If you have the eat sin talent, you may instead activate this ability as part of eating an enemy's sins. The negative level you
gain from using this talent automatically expires after 24 hours
if not removed before then and never becomes a permanent
negative level. At the GM's discretion, this ability may prevent a
ghost from using its rejuvenation ability.
Lead by Example (Su): Starting at 10th level, as a swift
action, you can spend one use of heroic effort to inspire your
allies to follow your lead. If the following action on your turn is
an attack or skill check, all allies within 30 feet who take the
same action against the same foe or obstacle on their next turn
gain a +4 morale bonus on that roll.
Leadership (Ex): At 8th level, you receive Leadership as
a bonus feat and gain a +2 bonus on your leadership score.
Leap from the Saddle (Ex): Starting at 7th level, after
your mount takes a single move, you may attempt a fast dismount (DC 20 Ride check). If you succeed, you can take a full
attack action.

Leaping Attack (Ex): Starting at 5th level, you can focus


on this talent as a free action (see page 24). While focused on
this talent, when you move at least 5 feet prior to attacking,
you gain a proficiency bonus equal to 1 + one-fourth your class
level on melee attack rolls and damage rolls made with melee
weapons.
Leaping Shot (Ex): Starting at 5th level, you can focus on
this talent as a free action (see page 24). While focused on this
talent or the leaping attack talent, when you move at least 5
feet prior to attacking, you gain a proficiency bonus equal to 1
+ one-fourth your class level on ranged attack rolls and damage rolls made with ranged weapons.
Leaping Lance (Ex): Starting at 15th level, you and your
mount suffer no armor check penalty on Acrobatics checks
while you are mounted. When charging, you may jump from
your mount toward your target. If you jump 10 feet, your
charge modifiers on attack rolls and to AC are doubled and you
are still considered mounted for lance damage, mounted combat feats, and so on.
Ledge Walker (Ex): Starting at 1st level, you can move
along narrow, uneven, or slippery surfaces (such as ice) at full
speed using the Acrobatics skill without penalty. In addition,
you are not flat-footed when using Acrobatics to move along
such surfaces, and retain your Dexterity bonus to AC.
Liberation (Su): Starting at 1st level, you can spend one
use of heroic effort as a swift action to ignore impediments to
your mobility and effects that cause paralysis (as freedom of
movement) for 1 round. You can activate this ability even if you
are otherwise unable to take actions, but not if you are unconscious.
Liberty's Blessing (Sp): Starting at 1st level, as a
standard action, you can spend one use of heroic effort and
touch willing creature to grant it a boon. A creature with this
boon can, as a swift action, make a saving throw against a
single spell or effect it is suffering from that grants a save. The
DC of the saving throw is equal to the original DC of the spell or
effect. If the saving throw is successful, the effect ends. This
boon lasts for 1 minute or until successfully used to remove a
spell or effect, whichever duration is shorter.
Life Sight (Ex): Starting at 1st level, while using sustained effort (see page 24), you can focus on this talent as a
free action. Your focus on this talent ends if you stop using sustained effort. While focused on this talent, you gain the ability
to tell whether or not creatures within 30 feet of you that you
can see are living, wounded, dying, or dead. You can also tell if
those creatures are confused, disabled, diseased, nauseated,
poisoned sickened or staggered. Starting at 12th level, when
using this ability, you are also able to sense living creatures
within 30 feet of you as if you had blindsight.
Lightning Lance (Su): Starting at 1st level, as a standard
action, you can expend one use of heroic effort to unleash a
lance of lightning as a ranged touch attack against any one target within 30 feet. If the attack hits, it deals 1d6 points of electricity damage + your Charisma modifier, plus 1d6 points of
electricity damage for every two levels beyond 1st (to a maxi-

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treat your caster level as 2 higher than normal, and the DCs of
any saving throws associated with the spell increase by 2. You
cannot use the arcane reservoir talent to further enhance a
spell cast in this way.
Maneuver Training (Ex): Starting at 3rd level, you can
focus on this talent as a free action (see page 24). While focused on this talent, you gain a proficiency bonus equal to 1 +
one-fourth your class level on combat maneuver checks and to
your CMD.
Martial Training (Ex): Your class levels count as both
fighter levels and monk levels for the purpose of meeting the
prerequisites of feats. You count as both a fighter and a monk
for the purpose of feats and magic items that have different effects if you have levels in those classes (such as Stunning Fist
and a monk's robe).
Mask Alignment (Su): Starting at 8th level, as a standard
action, you can alter your alignment aura to deceive spells that
discern alignment (such as detect evil). You may choose to
detect as any specific alignment, or to detect as no alignment at
all. This talent does not protect against spells or effects that
cause harm based on alignment. The effects of this talent
last indefinately, though you can end them as a
standard action.
Massive Weapons (Ex): Starting at 3rd
level, the attack roll penalty you take for using
weapons too large for your size is reduced
by 1 + one-fourth your class level (to a minimum of 0).
Master of Disguise (Ex): Starting at
10th level, as part of making a Disguise
skill check, you can spend two uses of
heroic effort to gain a +10 talent
bonus on that skill check.
Master Scribe (Ex): Starting
at 6th level, you gain a talent
bonus equal to 1/2 your class level
on all Linguistics and Profession
(scribe) checks, as well as on Use
Magic Device checks involving
scrolls or other written magical
items. You can make Linguistics checks to decipher text as a
full-round action and can always take 10 on Linguistics and
Profession (scribe) checks, even
if distracted or endangered.
Maximized Magic (Su): Starting at 12th level, you can
cast one spell per day as if it were modified by the Maximize
Spell feat. This does not increase the casting time or the level of
the spell.
Measure the Mark (Ex): Starting at 1st level, when you
make a Sleight of Hand check to take something from a creature, the target makes its Perception check before you make
your Sleight of Hand check, and you know the Perception check
result. You can decide whether or not to make the check based

45

Illustration by Storn Cook

mum of 10d6 at 19th level). The target's vision is also impaired, causing the target to treat all creatures as if they had
concealment (20%) for 1 round. It can attempt a Fortitude saving throw to negate the impaired vision.
Starting at 10th level, you can gain this talent a second
time. If you do, you can expend two uses of heroic effort instead of one when using this talent. Whenever you do so, all
creatures adjacent to the target take an amount of damage
equal to half the amount of electricity damage rolled. Adjacent creatures can attempt a Reflex saving throw to halve
this damage. Whether or not the target makes its saving throw has no effect on adjacent targets.
Lingering Evocation (Su): Starting at 1st level, any evocation spell you
cast with a duration greater than instantaneous lasts an additional number of rounds
equal to 1/2 your class level (minimum
+1).
Lingering Pain (Su): Starting at 2nd level, as an immediate action after hitting a target with a weapon attack, you
can expend one use of heroic
effort to treat all damage from
that attack (including any damage
from a spell cast using the spellstrike ability) as continuous damage for the purposes of any concentration checks made by the target prior to the beginning of your
next turn.
Live to Tell the Tale (Ex):
Starting at 6th level, as a free action,
you can spend four uses of heroic effort to attempt a new saving throw against any
ongoing condition against which you failed a
saving throw in a previous round, even if the effect is normally permanent. This ability has no
effect on conditions that do not allow saving
throws or against instantaneous effects.
Lookout (Ex): Starting at 1st level, you add 1/2 your level
(minimum 1) to initiative checks.
Lore Master (Ex): Starting at 2nd level, you may take 10
on any Knowledge skill check using a Knowledge skill in which
you have ranks. In addition, once per day, as part of making a
Knowledge check, you may take 20 on that check. Starting at
6th level, any number of times per day, as part of making a
Knowledge check, you may spend two uses of heroic effort to
take 20 on that check.
Magical Supremacy (Su): At 20th level, you can cast any
spell you have prepared by expending a number of uses of
heroic effort equal to 1 + the level of the spell instead of expending a spell slot. When you cast a spell in this fashion, you

Custom Class Builder


on the results of the target's Perception check. If you elect not
to make the check, you can make a Bluff check, opposed by the
target's Sense Motive, to prevent the target from noticing the
attempt.
Menacing Stance (Ex): Starting at 7th level, while adjacent to you, enemies take a 1 penalty on attack rolls and a 4
penalty on concentration checks. Creatures do not take these
penalties if you are dazed, helpless, staggered, stunned, or unconscious.
At 11th, 15th, and 19th level, you can gain this talent one
additional time. Each time you do, the penalties your enemies
take while adjacent to you both increase by 1.
Metamagic Mastery (Su): Starting at 8th level, as part of
casting a spell, you can spend uses of heroic effort to apply
metamagic feats you know to that spell without altering its
spell level or casting time. For each metamagic feat you wish to
apply in this manner, you must spend a number of uses of
heroic effort equal to twice the amount by which that feat increases the spell's effective level. For example, to apply the Still
Spell feat (which increases a spell's effective level by one), you
must spend two uses of heroic effort. Even though this ability
does not modify the spell's actual level, you cannot use this
ability to cast a spell whose modified spell level would be
above the level of the highest-level spell that you are capable of
casting.
Metamixing (Su): Starting at 1st level, as part of casting a
spell, you can expend one use of heroic effort to add a metamagic feat that you know to that spell without affecting the casting time (though the spell uses a higher-level spell slot as normal). You can use this ability to add a metamagic feat to a spell
that is already affected by one or more metamagic feats, but
you cannot add the same metamagic feat to a given spell more
than once.
Meteor Shot (Ex): Starting at 17th level, as a standard action, you can make one attack with a crossbow at a 4 penalty.
If the attack hits, it inflicts damage normally and the target is
subject to a bull rush or a trip maneuver using the attack roll as
the combat maneuver check. You must decide which maneuver
to attempt before making your attack roll.
Miraculous Recovery (Ex): Starting at 17th level, when
you make a saving throw to recover from an ongoing effect, you
may roll twice and choose the better roll.
Mirror Move (Ex): When you gain this talent, choose one
weapon group. Starting at 3rd level, you gain a proficiency
bonus equal to 1 + one-fourth your class level to your AC
against attacks made using weapons belonging to the chosen
weapon group.
Misdirection (Sp): Starting at 1st level, once per day, you
may concentrate for 15 minutes and choose an alignment. You
may do this as part of preparing spells or regaining expended
spell slots. You detect as this chosen alignment as if you had
used misdirection on a creature with that alignment (this does
not change any divination results about you other than your
alignment).
Mislead (Sp): Starting at 6th level, you can cast misdirec-

tion on yourself at will. This lasts until you use this ability
again or end the effect as a standard action.
Mounted Mettle (Ex): Starting at 5th level, you can focus
on this talent as a free action (see page 24). While focused on
this talent, you gain a proficiency bonus equal to 1 + one-fourth
your class level on attack and damage rolls when you are
mounted or adjacent to your mount.
Mounted Might (Ex): Starting at 5th level, you can focus
on this talent as a free action (see page 24). While focused on
this talent or the mounted mettle talent, your mount gains a
proficiency bonus equal to 1 + one-fourth your class level on
attack and damage rolls when you are mounted or adjacent to
your mount.
Natural Savagery (Ex): Starting at 5th level, you can focus on this talent as a free action (see page 24). While focused
on this talent, you gain a proficiency bonus equal to 1 + onefourth your class level on attack and damage rolls with natural
weapons. This bonus also applies to grapple combat maneuver
checks and to your CMD for the purpose of grappling.
Necessary Lies (Su): Starting at 5th level, you add a talent bonus equal to your class level on saving throws against
abilities that detect lies or reveal or force the truth, such as detect lies and zone of truth.
Neckbreaker (Ex): Starting at 15th level, as a standard
action, you can attempt a grapple combat maneuver check with
a 5 penalty against an opponent you have pinned to possibly
kill that opponent. If your combat maneuver check succeeds,
the target must succeed at a Fortitude saving throw (DC = 10 +
1/2 your level + the higher of your Strength or Dexterity modifier) or die. If the target's saving throw succeeds, the target instead takes damage as if you had made a successful grapple
combat maneuver to damage it. Creatures immune to critical
hits are immune to this ability.
At 20th level, you can take this talent a second time. If you
do, you can use it as a move action instead of a standard action.
Negating Critical (Sp): Starting at 14th level, when you
confirm a critical hit, the creature you hit must succeed at a
Fortitude save at DC 10 + 1/2 your caster level + your Wisdom
modifier for each non-artifact magic item the target is wearing
or carrying. On a failed saving throw, the target of the critical
hit can neither use nor gain benefit from any minor magic item
for 1d4 rounds. This ability can be used in conjunction with
critical feats.
Nimble Climber (Ex): Starting at 1st level, whenever you
fail a Climb check by 5 or more, you can attempt a Reflex save
(against the same DC as the Climb check) to catch yourself and
avoid falling.
Nimble Defense (Ex): You gain a dodge bonus to AC
equal to 1 + one-fourth your total level in all classes with the
nimble defense ability. You gain this bonus only once, even if
you have levels in more than one class with this ability. This
bonus does not apply when you are wearing medium or heavy
armor or carrying a medium or heavier load.
No Escape (Ex): Starting at 9th level, when an enemy adjacent to you leaves the area of all spaces adjacent to you using

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Eric Morton Presents


a 5-foot step or the withdraw action, that 5-foot step or withdraw action provokes an attack of opportunity from you.
Nonmagical Aura (Sp): Starting at 10th level, you can
use magic aura twice per day, but only for the purpose of
making an object appear nonmagical.
Opportunist (Ex): Starting at 10th level, once per round,
you can make an attack of opportunity against an opponent
who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that
round. You cannot use this ability more than once per round,
even if you has the Combat Reflexes feat or a similar ability.
Overhand Chop (Ex): Starting at 3rd level, when you
make a single attack (with the attack action or a charge) with a
two-handed weapon, you add double your Strength bonus on
damage rolls.
Overwhelming Evocation (Su): At 20th level, whenever
you cast an evocation spell you can roll twice to penetrate a
creature's spell resistance and take the better result.
Pact of Peace (Sp): Starting at 8th level, you can force a
defeated creature to accept a binding pact of peace as a condition of its surrender, as if using lesser geas. Your caster level for
this ability is equal to your paladin level. Rather than assigning
a mission or task, you give the creature a simple set of prohibitions to protect others. Example geas include "Leave this city
and do not return" or "Do not attack caravans." The prohibition
must be against an area no larger than 300 square miles or one
specific group of people (such as a tribe or citizens of a particular city). This ability lasts 1 month per class level.
Paragon of Battle (Su): Starting at 16th level, as a standard action, you can spend one use of heroic effort to assume a
form that combines the effects of enlarge person and deadly
juggernaut for 1 minute or until dismissed.
Pathfinding (Ex): Starting on 6th level, you gain a +5 talent bonus on Survival checks made to avoid becoming lost and
to Intelligence checks to escape a maze spell. In addition, you
always use the road or trail overland movement modifier
even when in trackless terrain, whether on foot or mounted.
With a DC 15 Survival check, you can extend this benefit to one
companion per two class levels.
Payback (Ex): Starting at 5th level, you can focus on this
talent as a free action (see page 24), While focused on this talent, you gain a proficiency bonus equal to 1 + one-fourth your
class level on attack and damage rolls against any creature that
has attacked you since the beginning of your last turn.
Penetrating Shot (Ex): Starting at 19th level, when you
confirm a critical hit with a crossbow, the bolt pierces the target and can strike another creature in line behind it. You must
be able to trace a line starting at your space and passing
through both targets to make this additional attack. The secondary attack is made at a 4 penalty, in addition to any modifiers for added range. If this attack is also a critical hit, you can
continue to hit another target, but the penalties stack.
Perfect Initiative (Su): At 20th level, anytime you roll
initiative assume the roll resulted in a natural 20.
Perfection of Self (Su): Starting at 8th level, as a swift ac-

tion, you can spend one use of heroic effort to grant yourself an
enhancement bonus to a single ability score equal to 1/2 your
class level (maximum +10) for 1 round.
Permanent Illusions (Su): At 20th level, you can make
one illusion spell with a duration of concentration become
permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.
Persistent Enchantment (Su): At 20th level, any creature that succeeds at a saving throw against an enchantment
spell you have just cast is still affected for 1 round if the spell
has a duration greater than 1 round.
Phalanx Fighting (Ex): Starting at 3rd level, when you
wield a shield, you can use any polearm or spear of your size as
a one-handed weapon.
Phantom Presence (Ex): Starting at 4th level, you master stealthy movement and leave no trace of your passing in
dungeons and cities. While in dungeon and urban environments, you leave no trail and cannot be tracked, though you
can choose to leave behind a trail if you so desire. Furthermore,
you can always choose to take 10 when making a Stealth check.
Phase Arrow (Su): Starting at 12th level, as a standard
action, you can spend four uses of heroic effort to launch an
arrow at a target known to you within range, and have the
arrow travel to the target in a straight path, passing through
any nonmagical barrier or wall in its way. (Any magical barrier
stops the arrow.) This ability negates cover, concealment,
armor, and shield modifiers, but otherwise the attack is rolled
normally.
Physical Enhancement (Su): Starting at 1st level, you
gain a +1 enhancement bonus to one physical ability score
(Strength, Dexterity, or Constitution) of your choice. This
bonus increases by +1 for every five class levels you possess to
a maximum of +5 at 20th level. If you are a spellcaster who prepares spells, you can change this bonus to a new ability score
when you prepare spells.
Physical Perfection (Su); At 20th level, you gain the benefit of the physical enhancement talent. If you already have that
talent, the bonus it provides applies to two physical ability
scores of your choice instead of one.
Piercing Lance (Ex): Starting at 11th level, as a standard
action or as part of a charge, you can make one attack against a
mounted creature and a second attack against that creature's
mount, both using your highest base attack bonus. Furthermore, if the mount is hit and its rider attempts to negate the hit
with the Mounted Combat feat, your attack roll is considered 4
higher when calculating the DC of the Ride check to negate the
hit.
Piledriver (Ex): Starting at 11th level, as a standard action, you can make a single melee attack with a two-handed
weapon. If the attack hits, you may make a bull rush or trip
combat maneuver against the target of your attack as a free action that does not provoke an attack of opportunity.
Plague Bringer (Ex): Starting at 2nd level, you do not
take any damage or take any penalty from diseases. You can

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still contract diseases and spread them to others, but you are
otherwise immune to their effects.
Planar Contact (Sp): Starting at 6th level, you can cast
augury once per day and contact other plane once per week,
using your class level as your caster level.
Plummeting Charge (Ex): Starting at 13th level, whenever you have a fly speed, if you fly at least half your fly speed as
part of a charge, you gain a +2 bonus on the attack roll (in addition to the normal charge bonus) and an additional +4 bonus
on any critical confirmation roll you make as part of that attack.
Starting at 17th level, you can gain this talent a second
time. If you do, both of the bonuses you gain from this talent increase by +2.
Poison Lore (Ex): Starting at 2nd level, you cannot accidentally poison yourself when applying poison to a weapon. If
you spend 1 minute physically examining the poison, you can
attempt a Knowledge (nature) check to identify any natural
poison or Knowledge (arcana) check to identify any magical
poison (DC = the poison's saving throw DC). Lastly, once a poison is identified, you can spend 1 minute and attempt a Craft
(alchemy) check (DC = the poison's saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless.
You have no chance of accidentally poisoning yourself when examining or attempting to neutralize a poison.
Poison Use (Ex): Starting at 2nd level, you are trained in
the use of poison, and cannot accidentally poison yourself
when applying poison to a weapon.
Pole Fighting (Ex): As an immediate or move action, you
can shorten your grip on a polearm or spear with reach to treat
it as a weapon without reach while you wield it. This lasts until
you use another immediate or move action to return your grip
to normal. When treating a reach weapon as a weapon without
reach, you take a 4 penalty on attack rolls you make with that
weapon. Starting at 7th level, you can change your grip as a
free action, and no longer take a penalty on attack rolls when
treating a reach weapon as a weapon without reach.
Polearm Parry (Ex): Starting at 19th level, as an immediate action when an opponent you threaten with a polearm
makes a melee attack against an ally, you may grant your ally a
+2 shield bonus to AC and DR 5/ against that attack. You may
use this ability to protect yourself, but only if the attacking
creature is not adjacent to you.
Positioning Attack (Ex): Starting at 2nd level, as a swift
action you can take when you hit a creature with a melee attack, you can spend two uses of heroic effort to move up 30
feet or your speed, whichever is less. This movement must end
in a space adjacent to the creature hit with the melee attack.
This movement does not provoke attacks of opportunity.
Powerful Change (Su): Starting at 2nd level, as part of
casting a transmutation spell using one of your class spell slots,
you can expend one use of heroic effort to bolster the spell. If
the spell grants a bonus to an ability score, the bonus then in creases by 2. If it grants a bonus to more than one ability score,
only one of the ability scores gains this bonus. You cannot ex-

pend more than one use of heroic effort per spell in this manner.
Powerful Energy (Su): Starting at 8th level, whenever
one of your talents deals one or more dice of acid, cold, electricity, or fire damage, it deals 1 additional point of damage of
that type per die of damage rolled. In addition, whenever one
of your talents that deals acid, cold, electricity, or fire damage
would normally have a 30-foot range or create a 30-foot line, it
has a 60-foot range or creates a 60-foot line, instead.
Precise Shot: You gain Precise Shot as a bonus feat, even
if you do not meet the prerequisite.
Prescience (Su): Starting at 1st level, at the beginning of
your turn, you may spend one use of heroic effort as a free action to roll a single d20. At any point before your next turn, you
may use the result of this roll as the result of any d20 roll you
are required to make. If you do not use the d20 result before
your next turn, it is lost.
Prescient Attack (Su): Starting at 6th level, as an immediate action after hitting a target with a weapon attack, you can
expend one use of heroic effort to anticipate your opponent's
defenses. The target is denied its Dexterity bonus against your
attacks until the end of your next turn.
Prescient Defense (Su): Starting at 8th level, as an immediate action after hitting a target with a weapon attack, you
can expend one use of heroic effort to anticipate your enemy's
intentions. You gain a bonus to your AC and on Reflex saves
equal to your Intelligence modifier (minimum 0) against attacks by that opponent until the beginning of your next turn.
Probable Path (Ex): Starting at 10th level, as part of
making any d20 roll, you can spend two uses of heroic effort
before rolling to take 10 on that roll.
Protective Ward (Su): Starting at 1st level, as a standard
action, you can spend one use of heroic effort to create a 10foot-radius field of protective magic centered on you that lasts
for a number of rounds equal to your Intelligence modifier. All
allies in this area (including you) receive a deflection bonus to
their AC equal to 1 + one-fourth your class level.
Pure of Body (Su): Starting at 8th level, you have a 50%
chance to turn any critical hit or sneak attack against you into a
normal hit, as if you were wearing fortification armor.
Pure of Mind (Su): Starting at 2nd level, you gain a +4 divine bonus (which does not stack with any sacred or profane
bonus) on saving throws against charm effects and figments,
and gain a bonus equal to your Charisma modifier on Will saving throws.
Purifying Touch (Su): Starting at 8th level, as a standard
action, you can spend four uses of heroic effort and touch a
willing creature, giving it a saving throw against each effect
currently affecting it, using the original saving throw DC of the
effect. Each successful saving throw ends the related effect. The
creature can choose not to make a save against an effect.
Quarterstaff Master: You gain the Quarterstaff Master
feat as a bonus feat, even if you do not meet its prerequisites.
(You can wield a quarterstaff as a one-handed weapon. At the
start of your turn, you decide whether you are going to wield

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cast one spell per day as if it were modified by the Quicken
Spell feat. This does not increase the level of the spell.
Quicker than the Eye (Ex): Starting at 1st level, when
you use Sleight of Hand, creatures take a penalty on their Perception checks to notice the attempt equal to one-half your
class level. In addition, whenever you take a 20 penalty when
attempting to make a Sleight of Hand check as a move action
instead of as a standard action, you gain a bonus on your check
equal to your class level (maximum +20). Lastly, you can withdraw an object hidden on your person, including a weapon, as
a move action instead of a standard action.
Raider's Riposte (Ex): Starting at 17th level, whenever
an enemy misses you with an attack of opportunity, it provokes
an attack of opportunity from you.
Ranged Defense (Ex): Starting at 19th level,
you gain DR 5/ against ranged attacks. In addition, as an immediate action, you
can catch an arrow fired at you
and shoot it at any target you choose, as if you had
the Snatch Arrows feat.
Rapid Attack (Ex): Starting at
11th level, you can combine a full attack action with a single move. You must forgo
the attack at your highest attack bonus but
may take the remaining attacks at any
point during your movement. This
movement provokes attacks of opportunity as normal.
Razor-Sharp Chair Leg (Ex):
Starting at 9th level, as a swift action, you may alter the type of damage dealt by an improvised weapon
to bludgeoning, piercing, or slashing damage. In addition, you have
a critical threat range of 1920/2
with any improvised melee weapon.
Ready Pike (Ex): Starting at 5th level, as an immediate
action, you can spend four uses of heroic effort to ready an attack using a weapon with the brace property. During this readied attack, you gain a proficiency bonus equal to 1 + one-fourth
your level on attack and damage rolls. You cannot use this ability when flat-footed.
Redirect Attack (Ex): Starting at 10th level, as a free action you can take whenever you are hit with a melee attack,
you can spend four uses of heroic effort to redirect that attack
to strike a creature adjacent to you. The creature targeted must
be within melee reach of the attack that hit you, and the creature that made the attack against you must make a new attack
roll against the new target.
Redirect Spell (Su): Starting at 10th level, as a standard
action, you can expend one use of heroic effort to attempt to
gain control of a spell cast by another spellcaster. Make a caster

49

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the quarterstaff as a one-handed or two-handed weapon.


When you wield it as a one-handed weapon, your other hand is
free, and you cannot use the quarterstaff as a double weapon.
You can take the feat Weapon Specialization in the quarterstaff
even if you have no levels in fighter.)
Quick Change (Ex): Starting at 4th level, you can don a
disguise as a standard action by taking a 5 penalty on your
Disguise check. You can take 10 on Bluff and Disguise checks
and can use Bluff to create a diversion to hide as a swift action.
In addition, as a free action you can take when making a Bluff
or Disguise check, you can spend four uses of heroic effort to
take 20 on that check.
Quick Disable (Ex): Starting at 1st level, it takes you half
the normal amount of time to disable a trap using the Disable
Device skill (minimum 1 round). When
you attempt to open a lock with Disable Device, if it would normally take
a full-round action to make that attempt, you may make that attempt as a
standard action, instead.
Quick Disguise (Ex): Starting at 1st level,
the amount of time it takes you to create a disguise using the Disguise skill is reduced to
1 minute. You can choose to instead spend
two minutes creating a disguise to reduce
each penalty you take for assuming a disguise of a different gender, race, age, or size
by 1.
Quick Recovery (Ex): Starting at 11th level, you need only 15 minutes of rest or
to be subject to a healing spell or effect to recover from the fatigued
condition.
Quick Sniper (Ex):
Starting at 9th level,
you gain a talent
bonus equal to 1/2
your class level on
Stealth checks when sniping. In addition, as an immediate action when you are hit with a ranged attack, you can attack the creature that hit you with
any weapon you are wielding that belongs to the
crossbow weapon group, provided it is loaded.
Quick Study (Su): Starting at 1st level, if you prepare
spells, as a full-round action that provokes an attack of opportunity, you can expend one use of heroic effort to exchange one
prepared spell for another of your spells known of the same
level.
Quick Trapsmith (Ex): Starting at 1st level, as a fullround action, you can set a simple trap with a CR no greater
than 1/2 your class level. To do this, you must purchase the
components, spend the required time constructing the trap in
advance, and have its components at hand. The type of trap
that can be constructed in this way is subject to GM discretion.
Quickened Magic (Su): Starting at 14th level, you can

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level check opposed by the creature controlling that spell. If
you are successful, you can direct the spell as a free action for 1
round, making any decisions allowed by the spell. This only
functions on spells that can be directed or changed once they
have been cast, such as flaming sphere or spiritual weapon. The
spell returns to its owner's control at the start of your next
turn, unless you expend another use of heroic effort at the start
of your turn to extend the duration of control by another
round. You can continue to control the spell for as long as the
spell lasts, provided you keep spending uses of heroic effort.
Reflection (Su): Starting at 14th level, as an immediate
action, you can spend one or more uses of heroic effort to reflect a targeted spell back at its caster. This functions as spell
turning, but only if the targeted spell is of a level equal to or
lower than the number of uses of heroic effort expended. If insufficient points are expended, you instead gain an insight
bonus on any saving throws allowed by the spell equal to the
number of uses of heroic effort spent.
Relentless Footing (Ex): Starting at 1st level, as a swift
action, you can spend one use of heroic effort to add 10 feet to
your land speed. This increase counts as an enhancement
bonus, and it affects your jumping distance as normal for increased speed.
Relentless Steed (Ex): Starting at 11th level, your
mount's speed is not reduced for wearing heavy barding or
carrying a heavy load. In addition, as part of rolling a Ride
check or as part of your mount rolling a saving throw, you may
spend a single use of heroic effort to reroll that check or saving
throw one time. If you do, you must use the second roll even if
it is worse.
Reliable Strike (Ex): Starting at 5th level, as an immediate action, you may spend two uses of heroic effort to reroll an
attack roll, critical hit confirmation roll, miss chance check, or
damage roll. You must accept the second roll even if it is worse.
Renewing Radiance (Su): Starting at 2nd level, once per
day as a standard action, you can produce a burst of swirling
light that provides a measure of protection and renewal to allies within 30 feet for 1 round. On its turn, each ally in the area
can choose either to gain a +1 divine bonus (which does not
stack with any sacred or profane bonus) to AC for 1 round or to
heal a number of hit points equal to 1d6 + your Charisma
bonus (their choice). If the ally is dying, it is stabilized instead.
At 7th level, the bonus to AC increases to +2, and the healing
increases to 2d6 + your Charisma bonus hit points, and at 14th
level the bonus to AC increases to +3, and the healing increases
to 3d6 + your Charisma bonus hit points.
Resiliency (Ex): Starting at 2nd level, as an immediate
action that can only be performed when you are brought below
0 hit points, you can spend four uses of heroic effort to gain a
number of temporary hit points equal to twice your class level.
This ability can be used to prevent you from dying due to hit
point loss. These temporary hit points last for 1 minute. Temporary hit points granted by this talent do not stack, though activating this talent a second time resets the amount of temporary hit points you have remaining to twice your class level. If

your hit points drop below 0 due to a loss of temporary hit


points, you fall unconscious and are dying as normal.
Resilient (Ex): Starting at 1st level, you are not disabled
and you do not gain the staggered condition if you are reduced
to exactly 0 hit points. At 7th level, you gain Diehard as a bonus
feat, even if you do not meet the prerequisite. At 11th level, you
do not lose a hit point when you take a standard action while
disabled.
Resistant Touch (Sp): Starting at 1st level, you gain a resistance bonus on all saving throws equal to 1 + one-fourth
your class level. As a standard action, you can spend one use of
heroic effort and touch an ally to transfer your resistance
bonus on saving throws to the ally touched for 1 minute. For
this duration, you lose your resistance bonus and your ally
gains it.
Reversal (Ex): Starting at 19th level, you can make a disarm combat maneuver against a creature you threaten as an
immediate action when you are the target of a melee attack
from another creature. If successful, the attack changes to target the target of your maneuver instead of you.
Ride Them Down (Ex): Starting at 15th level, whenever
your mount takes only a single move of its turn, you can make a
full attack, taking your attacks at any point during your
mount's movement. If you have the Trample feat, you may substitute an overrun combat maneuver for each of your attacks.
This movement provokes attacks of opportunity against you
but not your mount.
Righteous Hunter (Su): Starting at 14th level, your
ranged weapons are treated as having your alignment for the
purpose of overcoming damage reduction. Any ranged attacks
made by an ally within 10 feet of you are likewise treated as
having your alignmnet for the purposes of overcoming damage
reduction. This ability functions only while you are conscious.
Righteous Infiltration (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff and
Intimidate checks. Starting at 4th level, as part of making a
Bluff, Diplomacy, or Stealth check, you may spend one use of
heroic effort to roll that check twice and take the more favorable result.
Rod Mastery (Su): Starting at 2nd level, whenever you
use a rod, you calculate the DC for any spell it contains using
your Intelligence modifier (minimum 0) instead of the minimum modifier needed to cast a spell of that level.
Rod Wielder (Su): Starting at 2nd level, you add your Intelligence bonus (minimum 0) on caster level checks made to
overcome spell resistance when using a spell contained within
a rod. If you have the spellstrike talent, this benefit also applies
when you use that talent to deliver a touch spell through a
melee attack made with a rod.
Rogue Crawl (Ex): Starting at 2nd level, while prone, you
can move at half speed. This movement provokes attacks of opportunity as normal. You can take a 5-foot step while crawling,
and you reduce your attack roll and AC penalties for being
prone by 2.
Rope Master (Ex): Starting at 1st level, you can move at

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your normal speed when using rope on a Climb check, can take
10 when using Acrobatics to move over narrow surfaces even
when in danger or distracted, and gain a +4 talent bonus when
determining the DC to escape bonds when you tie up a creature.
Rumormonger (Ex): Starting at 2nd level, you can attempt to spread a rumor though a small town or larger settlement by making a Bluff check. You can do so a number of times
per week equal to your Charisma modifier (minimum 0). The
DC is based on the size of the settlement, and it takes a week
for the rumor to propagate through the settlement. If the check
succeeds, the rumor is practically accepted as fact within the
community; succeeding by 5 or more over the DC decreases
the time it takes the rumor to propagate by 1d4 days. A failed
check means the rumor failed to gain traction, while failing by
5 or more causes the opposite of the rumor or some other
competing theory involving the rumor's subject to take hold.
Sacrificial Bond (Su): Starting at 8th level, as an immediate action when an ally within 30 feet takes damage from an attack, you can spend four uses of heroic effort to transfer this
damage to yourself. This power also transfers any effects that
accompany the damage. The damage done to you cannot be reduced in any way.
Safe Shot (Ex): Starting at 9th level, you do not provoke
attacks of opportunity when making ranged attacks with a projectile weapon.
Savage Charge (Ex): Starting at 9th level, whenever you
charge, you may choose to gain a +4 bonus on attack rolls (including combat maneuvers) until you finish your charge by
taking a 4 penalty to AC until the beginning of your next turn.
These replace the normal attack roll bonus and AC penalty for
charging.
Starting at 17th level, you can gain this talent a second
time. If you do, you can charge through friendly creatures and
difficult terrain. In addition, any attack roll bonus you gain for
charging (or for using this talent) is increased by +4.
Scribe Scroll: You gain Scribe Scroll as a bonus feat, even
if you do not meet the prerequisite. If you do not meet the prerequisite, you can still scribe scrolls, but only if a spellcaster is
both present during the scroll creation process and able to cast
the spells you are scribing.
Scrying Adept (Su): Starting at 8th level, you are always
aware when you are being observed via magic, as if you had a
permanent detect scrying. In addition, whenever you scry on a
subject, treat the subject as one step more familiar to you. Very
familiar subjects get a 10 penalty on their save to avoid your
scrying attempts.
Sea Legs (Ex): You gain a +4 talent bonus on saving
throws against air and water effects and effects that would
cause you to slip, trip, or otherwise be knocked prone. You also
gain a +2 talent bonus to CMD against grapple, overrun, and
trip.
See Magic (Su): Starting at 1st level, as a standard action,
you can expend one use of heroic effort to instantly recognize
magic item auras and spell effects (as detect magic) for 1

minute. During this time, you are treated as if you had studied
each aura for 3 rounds and you treat your Knowledge (arcana)
skill check as if you had rolled a 15 on the d20. In addition, if
you touch a magic item during this time, you can immediately
identify its properties using Spellcraft without needing to
spend 3 rounds examining the object. If an enemy possesses
the object, you must first succeed at a melee touch attack to
identify the item.
See Sin (Sp): Starting at 2nd level, you gain a talent
bonus equal to 1/2 your class level on Sense Motive checks to
sense enchantments, which you can make as a full-round action. You also gain a talent bonus equal to 1/2 your class level
on Spellcraft checks to identify enchantment school spells and
spells with the curse or emotion descriptor.
Seeker Arrow (Su): Starting at 10th level, as a standard
action, you can spend four uses of heroic effort to launch an
arrow at a target known to you within range, and the arrow
travels to the target, even around corners. Only an unavoidable
obstacle or the limit of the arrow's range prevents the arrow's
flight. This ability negates cover and concealment modifiers,
but otherwise the attack is rolled normally.
Seize the Initiative (Su): Starting at 1st level, whenever
you and your allies roll for initiative, you can spend one use of
heroic effort to grant one ally within 30 feet the ability to roll
twice and take either result. This decision is made before results are revealed.
Send Senses (Sp): Starting at 1st level, as a standard action, you can spend one use of heroic effort to place a scrying
sensor at a point within medium range (100 feet + 10
feet/class level) that you can see and have line of effect to. You
can see or hear (not both) through this sensor for number of
rounds equal to 1/2 your class level (minimum 1). The sensor
otherwise functions as a clairaudience/clairovoyance spell with
a caster level equal to your class level.
Shadow Step (Sp): Starting at 8th level, as a standard action, you can walk through the Shadow Plane and reappear.
You can travel up to 30 feet per class level per day in this fash ion, either in a single round or broken up across multiple shad ow steps. This movement must be used in 5-foot increments
and does not provoke an attack of opportunity. Travel through
the Shadow Plane is imprecise; when you arrive, you re-enter 1
square off target, as per the rules for thrown splash weapons. If
this would place you in an occupied square, you instead arrive
in the nearest safe location. When you arrive, you are cloaked
in shadow and gain concealment as the blur spell for 1 round.
You may bring other willing creatures with you, but you must
expend an equal amount of distance for each additional creature brought with you. They likewise re-enter off target (roll
location for each creature) and are cloaked in shadow for 1
round.
Shape Emotions (Su): Starting at 8th level, while using
sustained effort (see page 24), you can focus on this talent as a
standard action. Your focus on this talent ends if you stop using
sustained effort. While focused on this talent, you emit a 30foot aura that either wards off or enhances emotional influ-

51

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ence, as chosen by you at the time you focused on this talent. If
you choose to ward, you and your allies within this aura receive a +4 morale bonus on saving throws against mind-affecting spells and effects, and any fear effects targeting you or your
allies are reduced by one step (shaken has no effect, frightened
becomes shaken, and panicked becomes frightened). If you
chose to enhance emotional influence, enemies within the aura
receive a 2 penalty on saving throws against mind-affecting
spells and effects.
Share Essence (Sp): Starting at 1st level, as a standard
action, you can spend one use of heroic effort to share your vital energy with a living creature that you touch. You take 1d6
points of nonlethal damage + 1 for every two class levels you
possess. You cannot take an amount of nonlethal damage equal
to or greater than your current hit point total; any excess is
prevented. The recipient gains a number of temporary hit
points equal to the amount of damage you received (prevented
damage is not counted). These temporary hit points disappear
1 hour later. You may not use this ability to grant yourself temporary hit points. This ability has no effect if you are immune
to nonlethal damage.
Share Transmutation (Su): Starting at 8th level, as part
of casting any transmutation spell with a range of personal,
you can expend one use of heroic effort to change that spell's
range to touch and its target to Willing creature touched.
Shared Precision (Su): Starting at 2nd level, whenever
you hit a creature with a ranged attack, you grant your allies
within 10 feet of you the benefit of the Precise Shot feat against
that target until the start of your next turn. Your allies must remain within 10 feet of you, and must be able both to see and
hear you to gain this benefit.
Sheer Toughness (Ex): Starting at 19th level, you become immune to nonlethal damage and the exhausted, fatigued, and staggered conditions.
Shield Ally (Ex): Starting at 9th level, as a move action
when you are using a heavy or tower shield, you can provide
partial cover (+2 cover bonus to AC, +1 bonus on Reflex saves)
to yourself and all adjacent allies until the beginning of your
next turn.
Starting at 13th level, you can gain this talent a second
time. If you do, as a move action when using a heavy or tower
shield, you can provide cover (+4 cover bonus to AC, +2 bonus
on Reflex saves) and evasion (as per the evasion talent) to one
adjacent ally until the beginning of your next turn. This cover
does not allow Stealth checks.
Starting at 17th level, you can gain this talent a third time.
If you do, as a move action when using a heavy or tower shield,
you can provide cover (+4 cover bonus to AC, +2 bonus on Reflex saves) to yourself and all adjacent allies until the beginning
of your next turn, or you can provide improved cover (+8 cover
bonus to AC, +4 bonus on Reflex saves, improved evasion) to a
single adjacent ally until the beginning of your next turn. This
cover does not allow Stealth checks.
Shield Buffet (Ex): Starting at 9th level, as a move action,
you may make a combat maneuver check to use your shield to

impede an adjacent enemy. If successful, the target suffers a 2


penalty on its attack rolls against you and a 2 penalty to AC on
attacks made by you until the beginning of your next turn.
Starting at 13th level, you can gain this talent a second
time. If you do, you can use it as a swift action instead of as a
move action.
Shield Guard (Ex): Starting at 17th level, as a swift action, you may designate one square adjacent to you. You may
designate two squares if using a heavy shield or three squares
if using a tower shield, but these squares must be contiguous.
Enemies in these squares cannot flank you and do not count
for flanking with other creatures. This effect lasts until you
move from your position or use another swift action to change
the affected squares.
Shield Ward (Ex): At 20th level, you gain evasion (as a
rogue) while wielding a shield, and add your shield bonus (not
including enhancement bonuses) on Reflex saves and to your
touch AC. In addition, your shield cannot be disarmed or sundered.
Shielded Fortress (Ex): At 20th level, your shield cannot
be disarmed or sundered. You gain evasion (as a rogue) when
using a shield (improved evasion when using a tower shield).
As a move action, you can provide evasion to all adjacent allies
until the beginning of your next turn. As an immediate action,
you can provide improved evasion to an adjacent ally against
one attack.
Shift (Su): Starting at 1st level, as a swift action, you can
spend one use of heroic effort to teleport to a nearby space as if
using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you
are moving into. You cannot take other creatures with you
when you use this ability (except for your familiar, if any). You
can move up to 5 feet for every two class levels you possess
(minimum 5 feet).
Shift Alignment (Su): Starting at 12th level, as a standard action, you can choose any one alignment. Spells and
magic items whose effects differ depending upon a creature's
alignment affect you as if you were the chosen alignment. This
does not prevent spells and effects that discern alignment
(such as detect evil) from detecting your actual alignment. For
example, if you are neutral good, you could shift your effective
alignment to lawful evil; you would still detect as neutral good,
but a doorway that shocks creatures that aren't lawful evil
would not shock you and a holy smite spell would affect you as
if you were evil. This effect lasts indefinately, though you can
end it as a standard action.
Sidestep (Ex): Starting at 2nd level, you gain a dodge
bonus equal to 1 + one-fourth your class level to your AC
against attacks of opportunity you provoke while attempting a
combat maneuver.
Signature Wand (Ex): Starting at 4th level, you can
spend 1 hour practicing with a wand to designate it as your
signature wand. You can draw that wand as a free action, and
can activate it without having to succeed at a Use Magic Device
check. You can change your signature wand once per day.

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or pair of skills each time. If you select a total of four Craft
skills with this talent, its benefits apply to all Craft skills, not
just the four selected Craft skills. If you select a total of four
Perform skills with this talent, its benefits apply to all Perform
skills. If you select a total of four Profession skills with this tal ent, its benefits apply to all Profession skills.
If you select a total of four Knowledge skills with this talent, its benefits apply to all Knowledge skills; in addition, your
skill bonus talents count as the bardic knowledge class feature for the purpose of meeting prerequisites and for the
purpose of effects that utilize your bardic knowledge
bonus.
Skill Mastery: Starting at 10th level, you may take
10 on skill checks even if stress and distractions
would normally prevent you from doing so.
Skilled Rider (Ex): Starting at 2nd
level, your armor check penalty does
not apply to Ride checks. In addition,
any mount you are riding gains a
morale bonus on saving throws equal
to 1 + one-fourth your class level.
Slayer's Advance (Ex): Starting
at 12th level, as a move action, you
can spend two uses of heroic effort to move up to twice your
base speed. You may use Stealth
as part of this movement,
but take a 10 penalty to
your check for doing
so.
Sleeper
Hold
(Ex): Starting at 3rd
level, as standard action, you can spend four
uses of heroic effort and attempt a grapple combat maneuver
check against an opponent you have
pinned. If your combat maneuver
check succeeds, the target must succeed
at a Fortitude saving throw (DC = 10 +
1/2 your level + the higher of your
Strength or Dexterity modifier) or fall
unconscious for 1d6 rounds. Each
round on its turn, the unconscious
target may attempt a new saving
throw to end the effect as a fullround action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability, as are creatures that
do not breathe.
Slippery Mind (Su): Starting at 10th level, whenever you
are affected by an enchantment spell or effect and fail your saving throw, you can attempt it again 1 round later at the same
DC. You can attempt only one additional saving throw against
any given effect with this ability.

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Silent Magic (Su): Starting at 2nd level, you can cast one
spell per day as if it were modified by the Silent Spell feat. This
does not increase the casting time or the level of the spell.
Silent Shooter (Ex): Starting at 2nd level, you gain a talent bonus equal to one-half your class level (minimum +1) on
Stealth checks made when loading a bow or crossbow, poisoning ammunition, and making sniping attempts.
Sin Eater (Su): Starting at 10th level, as a full-round action, you can spend one use of heroic effort and make a
melee touch attack that can end a curse, enchantment,
or emotion effect affecting the target. Alternately, this
attack can end a possession effect (such as magic jar
or a ghost's malevolence ability) affecting the target.
This touch attack automatically succeeds against a
willing or helpless creature. When you successfully hit a creature with this attack,
make a Charisma check with a bonus
equal to your class level against a DC
of 11 + the caster level of the effect
you are attempting to end (or the Hit
Dice of the creator for a supernatural effect). If the check succeeds, the effect ends (forcing out the possessor in
the case of a possession
effect); however, you are
sickened for 1d4 rounds
(or 2d4 rounds if the effect was a possession effect).
Singleton
(Ex):
Starting at 5th level,
you can focus on this
talent as a free action
(see page 24). While focused on this talent, you
gain a proficiency bonus
equal to 1 + one-fourth
your class level on attack and damage rolls
any time you wield a melee weapon in one
hand and leave any other hand you have
free.
Skill at Arms (Ex): You gain proficiency in all simple and martial weapons,
and gain any one Armor Proficiency feat
whose prerequisites you meet as a
bonus feat.
Skill Bonus (Ex): When you gain this talent, choose Perception, Sleight of Hand, Stealth, or any two other skills (treating each Craft, Knowledge, Perform, and Profession skill as a
separate skill). You gain a talent bonus equal to one-half your
class level (minimum +1) on skill checks made using the chosen skill or skills, and can make checks with the chosen skill or
skills untrained.
You can select this talent twice, choosing a different skill

Custom Class Builder


Slow Metabolism (Ex): Starting at 2nd level, you have a
slower-than-normal metabolism. You can hold your breath for
twice as long as normal before needing to make Constitution
checks (four times your Constitution score). In addition, whenever you are poisoned, the time between saving throws (the
poison's frequency) is doubled. Thus, a poison that has a frequency of 1/round for 6 rounds would instead be 1/2
rounds for 12 rounds.
Snake Feint (Ex): Starting at 3rd level, when you use a
standard action to move, you can combine that move with a
feint. If you are able to feint as a move action (such as from
having the Improved Feint feat), you can combine a move action to move with your feint. At 11th level, once per round you
can declare your square and one adjacent square as the origin
of your attacks until your next turn (allowing your to use one
or both squares to determine whether you or allies are flanking an opponent). At 15th level, you count an additional adjacent square for this purpose.
Snap Shot (Ex): Starting at 2nd level, you may treat your
initiative roll as a 20 for a surprise round, regardless of your
initiative, but you may only take an attack action with a ranged
weapon. Your normal initiative roll is used in subsequent
rounds. If two or more characters possess this ability, their ini tiative determines the order in which they act, but they all go
before any other creature. If you are prevented from acting in
the surprise round, this talent has no effect.
Soul Sight (Su): Starting at 8th level, while using sustained effort (see page 24), you can focus on this talent as a
free action. Your focus on this talent ends if you stop using sustained effort. While focused on this talent, you gain the ability
to sense living and undead creatures within 10 feet of you as if
you had blindsight. This sense also tells you whether a creature
is living or undead. Constructs, objects, and other creatures
that are neither living nor undead cannot be sensed with this
ability. Starting at 12th level, the range of this ability increases
to 30 feet at 12th level.
Spark of Life (Ex): You gain a +4 talent bonus on saving
throws against energy drain, death effects, and necromantic effects.
Speak with Dead (Su): Starting at 8th level, as a standard action, you can ask one question of a dead creature as if
using speak with dead. The dead creature you are questioning
does not gain a Will saving throw if your alignments are different. You can use this ability a number of times per day equal to
your class level.
Speedy Tricks (Ex): Starting at 9th level, you can make a
dirty trick combat maneuver as an attack instead of a standard
action.
Spell Critical (Su): Starting at 16th level, whenever you
successfully confirm a critical hit, you can cast a spell as a swift
action. The spell must include the target of the attack as one of
its targets or in its area of effect. Casting this spell does not
provoke an attack of opportunity. You must still provide all of
the spell's components and must roll for arcane spell failure if
necessary.

Spell Disruption (Su): Starting at 1st level, as a standard


action, you can expend one use of heroic effort to temporarily
disrupt a spell if you succeed at a dispel check against the spell,
as dispel magic. This ability suppresses a spell effect for a number of rounds equal to your Charisma modifier (minimum 1). If
the spell affects multiple creatures, this ability only suppresses
the spell for one creature. At the end of this duration, the spell
resumes and the suppressed rounds do not count against its
total duration. This ability can be used on unwilling targets,
but you must succeed at a melee touch attack, and the target
may attempt a Will saving throw to negate the effect. This ability has no effect on spells that are instantaneous or have a duration of permanent.
Starting at 10th level, you can gain this talent a second
time. If you do, as a standard action, you can spend one use of
heroic effort to disrupt a spell effect or magic item. This acts
like a targeted dispel magic with a range of touch. You can add
your Charisma modifier to the dispel check.
Spell Resistance (Su): Starting at 1st level, as a standard
action, you can expend one use of heroic effort to grant yourself spell resistance equal to 6 + your class level for a number
of rounds equal to your Charisma modifier (minimum 1). This
spell resistance cannot be suppressed, but it can be ended as a
free action on your turn.
Starting at 10th level, you can take this talent a second
time. If you do, the amount of spell resistance it grants increases to 11 + your class level.
Spell Synthesis (Su): Starting at 16th level, once per day,
you can cast two spells, one of which must be arcane and the
other divine, using one action. Both of the spells must have the
same casting time. You can make any decisions concerning the
spells independently. Any target affected by both of the spells
takes a 2 penalty on saves made against each spell. You receive a +2 talent bonus on caster level checks made to overcome spell resistance with these two spells.
Spell Thief (Su): Starting at 10th level, as a standard action, you can expend one use of heroic effort to steal a spell affecting one creature. If the creature is unwilling, you must suc ceed at a melee touch attack to steal the spell; the target can at tempt a Will saving throw to negate the effect. You can specify
a spell affecting the target to steal, but if you are incorrect or
do not know what spells are affecting the target, the spell
stolen is determined randomly from all those affecting the target. If successful, the spell effect transfers to you, affecting you
for the remaining duration. Unless the effect normally allows
for a new saving throw during its duration (such as at the end
of each round), this ability doesn't grant you a saving throw
against it. You cannot use this ability to steal a spell with a
range of personal or a duration of permanent.
Spell Tinkerer (Su): Starting at 1st level, as a standard
action, you can expend one use of heroic effort to alter an existing spell effect. To use this ability, you must be adjacent to the
spell effect (or the effect's target) and be aware of the effect.
You can choose to increase or decrease the remaining duration
of the spell by 50%. This ability can be used on unwilling tar-

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Eric Morton Presents


gets, but you must succeed at a melee touch attack, and the target may attempt a Will saving throw to negate the effect. This
ability cannot be used on a given spell effect more than once.
This ability has no effect on spells that are instantaneous or
have a duration of permanent.
Spell Use: Starting at 6th level, you are able to use spell
completion and spell trigger items as if you were an arcane
caster with the following spells on your spell list: darkness,
forced quiet, modify memory, nondetection, obscuring mist,
phantom steed, shadow walk, and wizard spells of the illusion
school of spell level 0 through 4th. You use your class level as
your caster level for this ability.
Spellbreaker (Ex): At 8th level, you gain Spellbreaker as
a bonus feat, even if you do not meet the prerequisites.
Spellshield (Su): Starting at 6th level, as a standard
action, you spend one use of heroic effort per level of the spell
to store a spell in your shield. This functions as the spell storing
weapon special ability, but activates only on a successful shield
bash by you and is not limited to spells of 3rd level or less.
Spirit of Battle (Ex): At 20th level, as a full-round action,
you can make a full attack and move up to your speed (either
before or after the attacks). Whenever you score a critical hit,
the attack ignores damage reduction. You gain a +4 insight
bonus to AC for the purposes of confirming critical hits against
you. If you are reduced to below 0 hit points, you do not die
until your negative hit point total exceeds double your
Constitution score.
Spirit of Community (Su): Starting at 1st level, as a move
action, you can spend one use of heroic effort to call upon the
spirits of community. For the next round, you grant every ally
within 30 feet a +1 competence bonus on a single skill check
(of the ally's choice) that it makes before the end of this ability's duration. Furthermore, allies within 30 feet can, as a free
action, choose to forgo this bonus, and instead grant a single
ally a +1 increase to its competence bonus granted by this ability (maximum +5).
Spontaneous Healing (Su): Staring at 1st level, you can
expend one use of heroic effort to use one of your spell slots to
cast a cure spell (any spell with "cure" in its name) from the
cleric spell list as if it were on your spell list and prepared. The
spell must be of a level you can cast.
Spontaneous Revival (Su): Starting at 10th level, you
can expend five uses of heroic effort and a spell slot of at least
5th level to cast breath of life.
Stalwart (Ex): Starting at 10th level, whenever you make
a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, you instead avoid the effect
entirely. You do not gain this benefit if you are helpless.
Stand Still: At 13th level, you gain Stand Still as a bonus
feat, even if you do not have the Combat Reflexes feat. If you already have the Stand Still feat, you can take any other combat
feat whose prerequisites you meet instead. Furthermore, you
gain a talent bonus equal to 1/2 your class level on combat maneuver checks when using the Stand Still feat.
Stand Up (Ex): Starting at 2nd level, you can stand up

from a prone position as a swift action that does not provoke


an attack of opportunity or as a free action that provokes an attack of opportunity, as normal.
Steadfast Mount (Ex): Starting at 2nd level, after you
spend 1 hour practicing with a mount, the mount gains a
morale bonus to AC and saving throws equal to 1 + one-fourth
your class level, but only while you are mounted on it or adjacent to it.
Steadfast Attack (Ex): Starting at 3rd level, you gain a +1
bonus on melee attack rolls with readied attacks and attacks of
opportunity. At 7th, 11th, and 15th level, you can gain this talent one additional time. It's effects stack.
Stealthy Sniper (Ex): Starting at 10th level, when you
use the Stealth skill to snipe, you only suffers a 10 penalty on
the Stealth check, instead of 20.
Step Aside (Ex): Starting at 17th level, as an immediate
action when a creature you threaten takes a 5-foot step into a
square adjacent to you, you can take a 5-foot step. This 5-foot
step must be subtracted from your movement on the next turn.
You also gain a +2 dodge bonus to your AC against that opponent until the end of your next turn.
Stigmata (Su): Starting at 6th level, you are marked by
scarified wounds. As a standard action, you may start or stop
bleeding from these wounds. At 10th level you may instead do
this as a move action, and at 14th level you may instead do it as
a swift action. Activating stigmata causes bleed damage equal
to one-fourth your class level. This bleed damage is not halted
by curative magic. While the stigmata are bleeding, you ignore
blood drain and bleed damage from any other source. In addition, while your stigmata are bleeding, you gain a divine bonus
(which does not stack with any sacred or profane bonus) equal
to one-fourth your class level. Each time you activate stigmata,
you decide if this bonus applies to attack rolls, weapon damage
rolls, Armor Class, caster level checks, or saving throws; to
change this decision, you must deactivate and reactivate your
stigmata.
Still Magic (Su): Starting at 2nd level, you can cast one
spell per day as if it were modified by the Still Spell feat. This
does not increase the casting time or the level of the spell.
Stranger's Fortune (Ex): Starting at 3rd level, as a free
action you can take when a firearm you are wielding misfires,
you can spend two uses of heroic effort to ignore that misfire.
Strapped Shield (Ex): Starting at 3rd level, you take no
penalty on attack rolls when using a weapon in two hands
while wearing a buckler.
Strong Stroke (Ex): Starting at 1st level, you roll twice
when making Swim checks and take the better result. If you already roll twice while making a Swim check because of another
ability or effect, you gain a +2 insight bonus on both of those
rolls instead. If you are under the effect of a spell or ability that
forces you to roll two dice and take the worse result, you only
need to roll 1d20 while making Swim checks.
Strong-Willed (Ex): Starting at 1st level, whenever you
make a Will saving throw against a mind-affecting effect, you
roll twice and takes the best result.

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Custom Class Builder


Sucker Punch (Ex): Starting at 17th level, when you
strike a creature that is denied its Dexterity bonus to AC, or
that you have successfully pinned with a grapple check, you
can attempt a dirty trick or trip combat maneuver against that
target as a swift action.
Suffering Knowledge (Su): Starting at 10th level, as an
immediate action you can take when you fail a saving throw
against a spell cast by an enemy, you can expend one use of
heroic effort to temporarily acquire that spell. You can cast the
spell using your spell slots as if it was a spell you had prepared
that day. The spell must be on the sorcerer/wizard spell list
and must be of a level that you can cast. The ability to cast this
spell remains for a number of rounds equal to your Charisma
modifier (minimum 1).
Summoner's Charm (Su): Starting at 1st level, whenever
you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your class level (minimum 1). At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than
one summon monster spell made permanent in this way at one
time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
Superficial Knowledge (Ex): Starting at 10th level, you
can use any Knowledge or Profession skill untrained. You gain
a +4 bonus on any skill check you make while using a
Knowledge or Profession skill untrained.
Sure-Footed (Ex): Starting at 5th level, you take no
penalties when moving across slick surfaces, whether natural
or magical (e.g., grease, ice storm, and sleet storm). You are not
at risk of falling, are not denied your Dexterity bonus when
moving across such areas, and do not treat them as difficult
terrain.
Surprising Charge (Ex): Starting at 1st level, as an immediate action, you can spend four uses of heroic effort to
move up to your speed.
Swap (Ex): Starting at 4th level, you can steal an object
from a creature and replace it with another object of the same
size or smaller that you have in your hand. This functions as
the steal combat maneuver, but you do not provoke an attack of
opportunity, and may use your Sleight of Hand check in place
of your combat maneuver check. If your check exceeds the tar get's CMD by 10 or more, the target is unaware the swap has
been made until it tries to use the swapped object or the end of
its next turn (whichever happens first).
Sweeping Fend (Ex): Starting at 13th level, you can use
any spear or pole arm to make a bull rush or trip maneuver,
though you take a 4 penalty to your CMB when making such
attempts. Weapons with the trip property do not incur this
penalty on trip maneuvers.
Sweeping Prank (Ex): Starting at 13th level, as a standard action, you can attempt a dirty trick maneuver against
any two adjacent opponents that you can reach, making a separate combat maneuver check against each opponent. You must
use the same dirty trick maneuver against each opponent.
Starting at 17th level, you can gain this talent a second

time. If you do, as a full-round action, you can attempt a dirty


trick maneuver against a number of opponents you can reach
equal to 2 + your Dexterity bonus (if any), making a separate
combat maneuver check against each opponent. You must use
the same dirty trick maneuver against each opponent.
Swift Poison (Ex): Starting at 2nd level, you can apply
poison to a weapon as a move action, instead of a standard action.
Swinging Reposition (Ex): Starting at 2nd level, you incorporate a ship's masts, rigging, ropes, sails, and other such
structures into your combat style. Provided you are wearing
light armor or no armor, when fighting in an environment
where such structures exist, you incorporate them into your
movement, and do not have to move in a straight line when
making either a charge attack or a bull rush combat maneuver.
Once you complete your attack or maneuver, you can reposition yourself. Immediately after making the charge or bull
rush, you can move 5 feet as a free action, even if the charge
ends your turn. This movement does not provoke attacks of opportunity.
Tactical Expertise (Ex): Starting at 7th level, whenever
you are flanking or make an attack of opportunity, you may add
your Intelligence bonus (if any) as a bonus on the attack roll. In
addition, as a swift action, you can spend four uses of heroic effort to add your Intelligence modifier as a bonus on any single
d20 roll made as part of a readied action.
Takedown (Ex): Starting at 11th level, if you succeed on a
drag maneuver, you can attempt a trip maneuver against the
same target as a swift action that does not provoke attacks of
opportunity. At 15th level, you may do so after a successful
grapple check.
Telekinetic Fist (Sp): Starting at 1st level, as a standard
action, you can spend one use of heroic effort to telekinetically
bludgeon a foe within 30 feet as a ranged touch attack. If this
attack hits, it deals a number of points of bludgeoning damage
equal to 1d4 + one-half your class level.
Terror (Ex): Starting at 14th level, as a standard action,
you can rear up a mount in an intimidating manner. Enemies
within 60 feet who can see you must succeed at a Will save (DC
10 + 1/2 your level + your Charisma modifier) or be shaken for
1 round per class level you possess. Creatures with half or fewer Hit Dice than you become frightened instead. An opponent
that succeeds at the saving throw is immune to your terror
ability for 24 hours. This ability is a mind-affecting fear effect.
Throw Shield (Ex): Starting at 3rd level, you can throw a
heavy or light shield as a normal (non-improvised) thrown
weapon with a range increment of 10 feet or the shield's range
increment, whichever is greater. The thrown shield deals the
same damage as a shield bash, and any damage increases from
shield spikes apply to this attack. You are treated as having the
Far Shot feat for the purpose of determining range increment
penalties for throwing a shield.
Starting at 7th level, you can gain this talent a second
time. If you do, you can use a thrown shield to perform a bull
rush, dirty trick, disarm, reposition, or trip combat maneuver

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Eric Morton Presents


trap that allows specific creatures to pass it without danger,
you can modify which creatures it allows to pass, adding your
allies and restricting enemies if you desires.
Trap Saboteur (Su): Starting at 8th level, you become a
master of avoiding and manipulating traps and locks. You can
attempt to open a lock as a standard action and take 1/2 the
normal amount of time to disable traps (minimum 1 round) .
When you have bypassed a trap without disarming it, you can
also choose to suppress its trigger for up to 1 minute. If you do,
you can also choose to end this suppression prematurely as a free action.
Trap Spotter (Ex): Starting at 2nd level,
whenever you come within 10 feet of a trap,
you can attempt an immediate Perception
skill check to notice the trap. This check
should be made in secret by the GM.
Trapfinding (Ex): Starting at 1st
level, you gain a talent bonus equal to
1/2 your level on Perception skill
checks made to locate traps and Disable Device skill checks (minimum
+1). You can use Disable Device to
disarm magic traps.
Treacherous Blow (Ex):
Starting at 15th level, when you
confirm a critical hit, you can attempt a dirty trick combat maneuver as part of that attack as an immediate action.
Trick Shot (Ex): When you gain
this talent, choose one of the following
combat maneuvers or actions: disarm,
feint, or sunder. If you are at least
11th level, you can instead choose
bull rush, grapple, or trip. Starting
at 3rd level, you can perform the
chosen maneuver with a bow
against any target within 30 feet,
with a 4 penalty to your CMB.
These maneuvers use up arrows as normal. A target grappled by an arrow
can break free by destroying your arrow (hardness 5, hit points 1, break
DC 13) or with an Escape Artist or
CMB check (against your CMD 4).
At 7th, 11th, and 15th level, you can
gain this talent one additional time, selecting a different maneuver each time.
Trick Throw (Ex): Starting at 9th level, as an immediate
action when you successfully trip an opponent with an unarmed attack, you can attempt a dirty trick combat maneuver
against that creature (before the opponent becomes prone).
This dirty trick maneuver does not provoke attacks of opportunity.
Turn Undead (Su): At 1st level, you gain Turn Undead as

57

Illustration by Storn Cook

as if you were making a melee shield bash attack.


Timely Trip (Ex): Starting at 9th level, you can make a
disarm combat maneuver against a target you threaten as a
move action to push aside the target's shield. If successful, the
target loses its shield bonus to AC against your next attack.
Touch of Glory (Sp): Starting at 1st level, as a standard
action, you can spend one use of heroic effort and touch a
creature to give it a morale bonus equal to your class level on a
single Charisma-based skill check or Charisma ability check.
This ability lasts for 1 hour or until the creature touched elects
to apply the bonus to a roll, whichever comes first.
Touch of Resolve (Sp): Starting at 1st level, you can
spend one use of heroic effort to use remove fear (targeting
one creature) as a spell-like ability.
Tough Guy (Ex): At 3rd level, you
gain DR/ equal to half your class level against nonlethal damage or damage taken while you are grappled.
Tower Shield Defense (Ex):
Starting at 9th level, while using
a tower shield, you gain your
shield bonus against touch attacks.
Tower Shield Evasion (Ex): Starting at 15th
level, whenever you fail a Reflex saving throw
against an attack that normally deals half damage on a successful save, if you are using a tower shield, you take only half damage from
that attack. Whenever you make a successful saving throw against an attack that
normally deals half damage on a successful save, if you are using a tower shield, you instead take no
damage. You do not gain the
benefit of tower shield
evasion if you are helpless.
Tower Shield Specialist (Ex): Starting at
5th level, when you employ a tower shield
in combat, you do not take the 2 penalty
on attack rolls because of the shield's encumbrance.
Transmutation Supremacy (Su): At 20th
level, whenever you cast a transmutation spell, it
is treated as it were affected by the Extend Spell
feat without altering the casting time or slot used. (You cannot then alter its duration again with the Extend Spell feat.) If
you have and use the powerful change talent, the bonus increases by 4 instead of 2. If you have the share transmutation
talent, you can use that ability to target a willing creature within 30 feet.
Trap Master (Ex): Starting at 8th level, whenever you
disarm a trap using Disable Device, you can bypass it even if
your check did not exceed the DC by 10 or more. If it is a magic

Custom Class Builder


a bonus feat, even if you do not meet the prerequisite. You can
activate that feat by spending one use of heroic effort instead
of spending one use of the channel energy ability. You can take
other feats that improve your ability to turn undead, such as
Improved Channel, but not feats that alter that ability, such as
Elemental Channel and Alignment Channel. The DC to save
against your Turn Undead feat is equal to 10 + 1/2 your class
level + your Charisma modifier. At 20th level, undead cannot
add their channel resistance to the save against your Turn Undead feat.
Twin Blades (Ex): Starting at 5th level, you can focus on
this talent as a free action (see page 24). While focused on this
talent, you gain a proficiency bonus equal to 1 + one-fourth
your class level on attack and damage rolls when making a full
attack with two weapons or a double weapon.
Two-Weapon Fighting: You gain Two-Weapon Fighting
as a bonus feat, even if you do not meet the prerequisite.
Ultimate Payback (Ex): At 20th level, any critical threats
you make against an opponent that has attacked you since the
beginning of your last turn are automatically confirmed.
Unavoidable Onslaught (Ex): Starting at 15th level, your
mounted charge is not blocked by friendly creatures or difficult
terrain.
Unbreakable Mind (Ex): At 20th level, you gain immunity to mind-affecting effects.
Uncanny Dodge (Ex): Starting at 2nd level, you cannot
be caught flat-footed, nor do you lose your Dexterity bonus to
AC if the attacker is invisible. However, you still lose your Dexterity bonus to AC if you are immobilized, or if an opponent
successfully uses the feint action against you. If you already
have uncanny dodge from a different class, you automatically
gain improved uncanny dodge instead.
Uncanny Dodge, Improved (Ex): Starting at 4th level,
you can no longer be flanked. This denies an attacker the ability to sneak attack you unless they have at least four more
rogue levels than you have levels in classes that grant uncanny
dodge.
Undetected Sabotage (Ex): Starting at 2nd level, whenever you use Disable Device to sabotage or disable a device,
you can make a Stealth check with a bonus equal to your level.
An observer who inspects the device does not notice the sabotage and assumes the object works unless the observer beats
your check with an opposed Perception skill check.
Unholy Resilience (Su): Starting at 2nd level, you gain a
bonus equal to your Charisma bonus (if any) on all saving
throws.
Unity (Su): Starting at 8th level, as an immediate action
you can take when a spell or effect targets you and one or more
allies within 30 feet, you can spend four uses of heroic effort to
allow your allies to use your saving throw against the effect in
place of their own. Each ally must decide individually before
the rolls are made.
Unlimited Endurance (Ex): Starting at 15th level, when
you are exhausted, you only suffer the effects of the fatigued
condition instead, but do require 1 hour of rest to reduce this

condition to the actual fatigued condition.


Unstable Bonds (Su): Starting at 1st level, you can expend one use of heroic effort to make a melee touch attack that
can cause a summoned or called creature to become shaken
and staggered for a number of rounds equal to 1/2 your class
level (minimum 1).
Unstoppable Evocation (Su): At 20th level, any dispel
checks made against your evocation spells must be rolled
twice, and your opponent must use the less favorable result.
Unstoppable Strike (Ex): Starting at 19th level, you can
take a standard action to make one attack with your chosen
weapon as a touch attack that ignores damage reduction (or
hardness, if attacking an object).
Unwitting Ally (Ex): Starting at 10th level, you can spend
a swift action to attempt to make an opponent act like an ally
for purposes of providing a flank until the beginning of your
next turn. The opponent must be able to hear and see you, and
you must succeed at a Bluff check opposed by the opponent's
Sense Motive. If the check succeeds, the opponent acts as an
ally for the purpose of providing a flank. Whether or not the
check succeeds, you cannot use this trick again on the same opponent for the next 24 hours. If you fail the check by 5 or more,
you cannot use the unwitting ally ability on any opponent
within line of sight of the failed attempt for 24 hours.
Versatile Evocation (Su): Starting at 1st level, whenever
you cast an evocation spell that does acid, cold, electricity, or
fire damage, you can spend one use of heroic effort to change
the damage dealt to one of the other four energy types. This
changes the descriptor of the spell to match the new energy
type. Any non-damaging effects remain unchanged unless the
new energy type invalidates them (an ice storm that deals fire
damage might still provide a penalty on Perception checks due
to smoke, but it would not create difficult terrain). Such effects
are subject to GM discretion.
Versatile Performance (Ex): When you gain this talent,
choose one type of perform skill. Starting at 2nd level, you can
use your bonus in that skill in place of your bonus in associated
skills. When substituting in this way, you use your total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not you have ranks in that skill
or if it is a class skill. At 6th level, and every 4 levels thereafter,
you can gain this talent one additional time, selecting a different type of perform skill each time.
The types of Perform and their associated skills are: Act
(Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy),
and Wind (Diplomacy, Handle Animal).
Volley (Ex): Starting at 17th level, as a full-round action,
you can make a single bow attack at your highest base attack
bonus against any number of creatures in a 15-foot- radius
burst, making separate attack and damage rolls for each creature.
Wall Climber (Su): Starting at 2nd level, you gain a climb

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Eric Morton Presents


speed of 20 feet, but only on vertical surfaces. This ability cannot be used to scale perfectly smooth surfaces or to climb on
the underside of horizontal surfaces.
Wall Scramble (Ex): Starting at 1st level, you roll twice
when making Climb checks and take the better of the two rolls.
If you already roll twice while making a Climb check because of
another ability or effect, you gain a +2 insight bonus on both of
those rolls instead. If you are under the effect of a spell or abili ty that forces you to roll two dice and take the worse result,
you only need to roll 1d20 while making Climb checks.
Wand Adept (Ex): Starting at 6th level, you can use your
Dexterity modifier in place of your Charisma modifier when attempting Use Magic Device checks to activate wands.
Wand Mastery (Su): Starting at 2nd level, whenever you
use a wand, you calculate the DC for any spell it contains using
your Charisma modifier, instead of the minimum modifier
needed to cast a spell of that level. Starting at 16th level, whenever you use a wand containing a spell on your spell list (if
any), you use your caster level in place of the wand's caster level.
War Mind (Su): Starting at 1st level, as a standard action,
you can spend one use of heroic effort and touch an ally and
grant it a tactical advantage for 1 minute. At the start of its turn
each round, it can select one of the following bonuses: +10 feet
to base land speed, +1 dodge bonus to AC, +1 insight bonus on
attack rolls, or a +1 luck bonus on saving throws. Each bonus
selected lasts for 1 round.
War Sight (Su): Starting at 1st level, whenever you roll
for initiative, you can roll twice and take either result. At 7th
level, you can always act in the surprise round, but if you fail to
notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th
level, you can roll for initiative three times and take any one of
the results.
Weapon Finesse: You gain Weapon Finesse as a bonus
feat.
Weapon Focus: You gain Weapon Focus as a bonus feat,
even if you do not meet the prerequisites. You must select a
weapon with which you are proficient with this Weapon Focus
feat.
Weapon Mastery (Ex): Choose one weapon, such as the
longsword, greataxe, or longbow. At 20th level, any attacks
made with that weapon automatically confirm all critical
threats and have their damage multiplier increased by 1 (2
becomes 3, for example). In addition, you cannot be disarmed
while wielding a weapon of this type.
Weapon Snatcher (Ex): Starting at 10th level, you can
make a Sleight of Hand check in place of a combat maneuver
check when attempting to disarm an opponent.
Weapon Specialization: Starting at 5th level, you gain
the benefit of the Weapon Specialization feat with every
weapon you have selected with the Weapon Focus feat (if any),
and count as having the Weapon Specialization feat with each
of those weapons for the purpose of meeting prerequisites. You
gain no additional benefit for having the Weapon Specialization

feat with any of those weapons.


Weapon Training (Ex): When you gain this talent, select
one weapon group. Starting at 5th level, you can focus on this
talent as a free action (see page 24). While focused on this talent and attacking with a weapon belonging to any weapon
group you selected with this talent, you gain a proficiency
bonus equal to 1 + one-fourth your level on attack and damage
rolls.
At 9th, 13th, and 17th level, you can gain this talent one
additional time, selecting a different weapon group each time.
Well-Versed (Ex): You gain a +4 talent bonus on saving
throws against bardic performance, sonic, and language-dependent effects.
Whirlwind Blitz (Ex): At 20th level, you can make a fullattack action as a standard action. You may also use the Whirlwind Attack feat as a standard action if you have that feat.
Wind Servant (Sp): Starting at 1st level, as a standard action, you can spend one use of heroic effort to generate a blast
of air that hurls an unattended object (or objects) or an object
in your possession up to 30 feet in a straight line. If you have a
free hand, you can catch an object hurled toward yourself. You
can move objects weighing up to 1 pound per class level. Objects are not thrown with enough force to cause damage, although fragile objects like alchemical weapons shatter on contact with a creature or hard surface. To hit a creature with an
object, you must succeed at a ranged touch attack.
Without a Trace (Ex): Starting at 4th level, you are able
to study a location, conceal evidence, and hide in or extricate
yourself quickly from that location. Studying a location takes 1
minute for each 10-foot square. Once you have studied an area,
you can attempt a Disguise check to alter evidence or a Stealth
check to conceal evidence (by doing things such as cleaning up
bloodstains, obscuring footprints, moving a dead body, and so
on). Altering an area takes 1d3 x 10 minutes of work per 10foot square. Anyone attempting to determine what actually
happened in that area must succeed at an opposed Perception
check against the result of your Disguise or Stealth check (your
choice) or accept the altered scene as truth. You gain a +4
bonus on this check, on Sleight of Hand checks to hide objects
from that location on your person, and on Stealth checks to
hide within or escape from that location. This lasts as long as
the scene remains unaltered (except by you).
Word of Anathema (Sp): Starting at 8th level, once per
day as a standard action, you can speak a word of anathema
against a single creature within 60 feet (Will negates). This acts
as bestow curse and lasts for 1 minute, giving the target a 4
penalty on attack rolls, saves, ability checks, and skill checks.
Zealous Surge (Sp): Starting at 1st level, once per day
when you are reduced to 0 or fewer hit points, you heal a number of hit points equal to your class level + your Wisdom modifier.

Other Talents
Over a thousand additional talents appear in the full version of the Custom Class Builder, scheduled for release in 2016.

59

Custom Class Builder

Sample Class: Dilettante


The Dilettante
Consummate dabblers, dilettantes study everything from
courtly skills to arcane magic. Dilettantes train in combat styles
popular with aristocratic duelists, emphasizing light armor and
mobility. Outside of combat, they practice a wide selection of
varied skills, even learning a selection of arcane spells in their
endless quest to become versatile, well-rounded individuals.
Role: Dilettantes are capable combatants who learn to
cast a narrow selection of sorcerer/wizard spells. A dilettante's
spells are relatively low-level, and are best used to either supplement the dilettante's combat capabilities or to provide utility in non-combat situations. Dilettantes rely more frequently
upon skills and feats, which they acquire in large numbers.
Alignment: Any.
Hit Die: d10.

Class Skills
Illustration by Storn Cook

All skills are dilettante class skills.


Skill Ranks per Level: 6 + Intelligence modifier

Class Features
All of the following are features of the dilettante class.
Weapon and Armor Proficiency: You are proficient with
all simple and martial weapons. You are also proficient with
light armor and with bucklers. You can cast arcane spells without incurring the normal arcane spell failure chance for wearing light armor or using a buckler. You incur the normal chance
of arcane spell failure for using types of armor and shields.
Arcane Spell List: Your dilettante spell list includes all
1st-, 2nd-, 3rd-, and 4th-level sorcerer/wizard spells.
Arcane Spellcasting: Starting at 4th level, you gain the
ability to cast a limited number of arcane spells drawn from
the arcane spell list described above. You can cast any spell you
have prepared by expending a spell slot of the same level or
higher. Your caster level for arcane spells equals your total level
in all classes that cast arcane spells.
To learn, prepare, or cast a spell, you must have an Intelligence score equal to at least 10 + the spell's level. The DC of
saving throws against your spell is 10 + the spell's level + your
Intelligence modifier.
Your number of spell slots per day is determined by your
level, as noted on Table S.1: Dilettante Advancement. You do
not gain bonus spells for having high ability scores.
You gain a limited number of spells known, as noted on
Table S.2: Dilettante Spells Known. At any one time, only half of
these spells known are prepared. You cannot cast a dilettante
spell you know unless it is also one of your currently prepared
dilettante spells. You can use your spell slots to cast any of your
prepared dilettante spells, and a dilettante spell you cast re-

The dilettante base class is an example of a custom class


created using the class creation process described in Chapter 1.
See that chapter to see how the class creation process was
used to create this class.
Note that the description of the dilettante class does not
mention any class feature it gained during the class creation
process if the only purpose of that class feature is to grant a
second class feature. For example, the thematic talents class
feature the dilettante gained during the class creation process
only grants the combat feat and bonus feat class features. The
description of the dillettante class omits any mention of the
thematic talents class feature, instead describing the combat
feat and bonus feat class features directly.
Likewise, the effects of the dilettante's talent rating and
several of its proficiencies have been incorporated into the descriptions of its other class features.

60

Eric Morton Presents


Table S.1: Dilettante Advancement
Class
Level
1st

Base Attack
Bonus
+1

Fort
Save
+0

Ref
Save
+2

Will
Save
+2

2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th

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

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

+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12

+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12

Special
Combat Expertise, combat feat, nimble
defense, Weapon Finesse
Bonus feat
Combat feat
Bonus feat
Combat feat
Bonus feat
Combat feat
Bonus feat
Combat feat
Bonus feat
Combat feat
Bonus feat
Combat feat
Bonus feat
Combat feat
Bonus feat
Combat feat
Bonus feat
Combat feat
Bonus feat

mains prepared even after you cast it.


Once per day, you can change which of your spells known
are prepared by performing a ritual that takes 15 minutes to
complete. Upon completing this ritual, choose half of your
dilettante spells known of each spell level as your prepared
dilettante spells.
At 8th level, and every four levels thereafter, you may
choose to replace any one of your dilettante spells known with
a different spell of the same level from your dilettante spell list.
Combat Expertise: At 1st level, you gain Combat Expertise as a bonus feat, even if you do not meet the prerequisite.
Combat Feat: At 1st level, and every two levels thereafter,
choose any one combat feat whose prerequisites you meet. You
gain the chosen combat feat as a bonus feat. Your dilettante
levels count as fighter levels for the purpose of meeting the
prerequisites of feats chosen with this ability.
Nimble Defense (Ex): Starting at 1st level, you gain a
dodge bonus to AC equal to 1 + one-fourth your total level in all
classes with the nimble defense ability. You gain this bonus
only once, even if you have levels in more than one class with
this ability. This bonus does not apply when you are wearing
medium or heavy armor or carrying a medium or heavier load.
Weapon Finesse: At 1st level, you gain Weapon Finesse
as a bonus feat.
Bonus Feat: At 2nd level, and every two levels thereafter,
choose any one feat whose prerequisites you meet. You gain
the chosen feat as a bonus feat.

Spells per Day


1st
2nd
3rd
4th

1
1
2
2
3
3
4
4
4
4
4
4
4
4
4
4
4

1
1
2
2
3
3
4
4
4
4
4
4
4

1
1
2
2
3
3
4
4
4

1
1
2
2
3

Table S.2: Dilettante Spells Known


Class
Spells Known per Spell Level 1
Level
1st
2nd
3rd
4th
1st

2nd

3rd

4th
2

5th
2

6th
4

7th
4

8th
4
2

9th
4
2

10th
6
4

11th
6
4

12th
6
4
2

13th
6
4
2

14th
6
6
4

15th
6
6
4

16th
6
6
4
2
17th
6
6
4
2
18th
8
6
6
4
19th
8
6
6
4
20th
8
6
6
4
1
Only half of a dilettante's known spells of each spell level are
prepared at any one time.

61

Custom Class Builder


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15. COPYRIGHT NOTICE


Custom Class Builder Preview. 2015, Eric Morton. Author: Eric
Morton. Open Game License v 1.0a Copyright 2000, Wizards of the Coast,
Inc. System Reference Document. Copyright 2000, Wizards of the Coast,
Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material
by E. Gary Gygax and Dave Arneson. Pathfinder Roleplaying Game
Reference Document. 2011, Paizo Publishing, LLC; Author: Paizo
Publishing, LLC. Pathfinder Roleplaying Game Core Rulebook. 2009,
Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by
Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying
Game Core Rulebook. 2009, Paizo Inc.; Author: Jason Bulmahn, based on
material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder
Roleplaying Game Bestiary. 2009, Paizo Publishing, LLC; Author: Jason
Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip
Williams. Pathfinder Roleplaying Game Bestiary 2. 2010, Paizo
Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle,
Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon
Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob
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Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and
Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and
Skip Williams. Pathfinder Roleplaying Game Bestiary 3. 2011, Paizo
Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, James
Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley
Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan
Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game
Bestiary 4. 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse
Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy
Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips,
Stephen Radney- MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork
Shaw, and Russ Taylor. Pathfinder Roleplaying Game GameMastery Guide.
2010, Paizo Publishing, LLC; Author: Cam Banks, Wolfgang Buar, Jason
Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost,
James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob
McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan,
Richard Pett, Rich Redman, Sean K reynolds, F. Wesley Schneider, Amber
Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor,
Penny Williams, Skip Williams, Teeuwynn Woodruff. Pathfinder Roleplaying
Game Advanced Class Guide 2014, Paizo Inc.; Authors: Dennis Baker,
Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves,
Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C.
McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean
K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor. Pathfinder
Roleplaying Game Advanced Class Guide, First Printing, Update 1.0 2015,
Paizo Inc. Author: Jason Bulmahn. Pathfinder Roleplaying Game Advanced
Player's Guide. 2010, Paizo Publishing, LLC; Author: Jason Bulmahn
Pathfinder Roleplaying Game Advanced Race Guide. 2012, Paizo
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Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean,
Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd
Stewart, and Russ Taylor. Pathfinder Roleplaying Game Monster Codex.
2014, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Logan Bonner, Jason
Bulmahn, Ross Byers, John Compton, Robert N. Emerson, Jonathan H. Keith,
Dale C. McCoy, Jr., Mark Moreland, Tom Phillips, Stephen RadneyMacFarland, Sean K Reynolds, Thomas M. Reid, Patrick Renie, Mark Seifter,
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[The above COPYRIGHT NOTICE continues on the following page.]

62

Eric Morton Presents


[The COPYRIGHT that follows is continued from the previous page.]

Flind and Flindbar from the Tome of Horrors Complete, 2011, Necromancer Games, Inc.,
published and distributed by Frog God Games; Author: Scott Greene, based on original
material by J.D. Morris. Flumph from the Tome of Horrors, Revised, 2002, Necromancer
Games, Inc.; Author Scott Greene, based on original material by Ian McDowell and Douglas
Naismith. Froghemoth from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Gary Gygax. Foo Creature from the Tome of
Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original
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Games, Inc.; Author Scott Greene, based on original material by Ian Livingstone. Genie, Marid
from the Tome of Horrors Complete 2011, Necromancer Games, Inc., published and
distributed by Frog God Games; Author: Scott Greene, based on original material by Gary
Gygax. Giant Slug from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Gary Gygax. Giant, Wood from the Tome of Horrors,
Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by
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Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Grippli from the
Tome of Horrors Complete 2011, Necromancer Games, Inc., published and distributed by
Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.Nereid from
the Tome of Horrors Complete 2011, Necromancer Games, Inc., published and distributed
by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Gryph
from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene,
based on original material by Peter Brown. Hangman Tree from the Tome of Horrors, Revised,
2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary
Gygax. Hippocampus from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author Scott Greene and Erica Balsley, based on original material by Gary Gygax. Huecuva from
the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based
on original material by Underworld Oracle. Ice Golem from the Tome of Horrors, 2002,
Necromancer Games, Inc.; Author Scott Greene. Iron Cobra from the Tome of Horrors, 2002,
Necromancer Games, Inc.; Author Scott Greene, based on original material by Philip Masters.
Jackalwere from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Gary Gygax. Jubilex from the Tome of Horrors, Revised,
2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary
Gygax. Kamadan from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Nick Louth. Kech from the Tome of Horrors,
Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by
Gary Gygax. Kelpie from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Lawrence Schick. Korred from the Tome of
Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original
material by Gary Gygax. Leprechaun from the Tome of Horrors, Revised, 2002, Necromancer
Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Lurker Above from
the Tome of Horrors Complete, 2011, Necromancer Games, Inc.; published and distributed
by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Magma
ooze from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott
Greene. Marid from the Tome of Horrors III, 2005, Necromancer Games, Inc.; Author Scott
Greene. Mihstu from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author:
Scott Greene, based on original material by E. Gary Gygax. Mite from the Tome of Horrors,
2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Ian
Livingstone and Mark Barnes. Mite from the Tome of Horrors Complete 2011, Necromancer
Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on
original material by Ian Livingstone and Mark Barnes.Mongrelman from the Tome of Horrors,
Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by
Gary Gygax. Nabasu Demon from the Tome of Horrors, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Gary Gygax. Necrophidius from the Tome of
Horrors, Revised, 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original
material by Simon Tillbrook. Nereid from the Tome of Horrors, Revised, 2002, Necromancer
Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Pech from the
Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on
original material by Gary Gygax. Phycomid from the Tome of Horrors, Revised, 2002,
Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Poltergeist from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Lewis Pulsipher. Quickling from the Tome of Horrors,
Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by
Gary Gygax. Quickwood from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Gary Gygax. Rot Grub from the Tome of
Horrors, 2002, Necromancer Games, Inc.; Author Scott Greene and Clark Peterson, based on
original material by Gary Gygax. Russet Mold from the Tome of Horrors, 2002, Necromancer
Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Sandman from the
Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author: Scott Greene, based on
original material by Roger Musson. Scarecrow from the Tome of Horrors, Revised, 2002,
Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson.
Shadow Demon from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Neville White. Skulk from the Tome of Horrors, Revised,
2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Simon
Muth. Slime Mold from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Gary Gygax. Slithering Tracker from the
Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on
original material by Gary Gygax. Soul Eater from the Tome of Horrors, Revised, 2002,
Necromancer Games, Inc.; Author Scott Greene, based on original material by David Cook.
Spriggan from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott
Greene and Erica Balsley, based on original material by Roger Moore and Gary Gygax.
Tenebrous Worm from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Gary Gygax. Tentamort from the Tome of
Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original
material by Mike Roberts. Tick, Giant & Dragon from the Tome of Horrors, Revised, 2002,
Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Trapper from the Tome of Horrors Complete, 2011, Necromancer Games, Inc.; published and
distributed by Frog God Games; Author: Scott Greene, based on original material by Gary
Gygax. Troll, Ice from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Russell Cole. Troll, Rock from the Tome of Horrors,
Revised, 2002, Necromancer Games, Inc.; Author Scott Greene. Vegepygmy from the Tome of
Horrors, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by
Gary Gygax. Wolf-In-Sheep's-Clothing from the Tome of Horrors, Revised, 2002,
Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Wood Golem from the Tome of Horrors, 2002, Necromancer Games, Inc.; Authors Scott
Greene and Patrick Lawinger. Yellow Musk Creeper from the Tome of Horrors, 2002,
Necromancer Games, Inc.; Author Scott Greene, based on original material by Albie Fiore.
Yellow Musk Zombie from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Albie Fiore. Yeti from the Tome of Horrors, 2002,
Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Zombie, Juju from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Gary Gygax.

Pathfinder Roleplaying Game Pathfinder Unchained 2015, Paizo Inc.; Authors: Dennis
Baker, Jesse Benner, Ross Beyers, Logan Bonner, Jason Bulmahn, Robert Emerson, Tim
Hitchcock, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Robert
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Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary,
Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ
Taylor. Pathfinder Roleplaying Game Ultimate Campaign. 2013, Paizo Publishing, LLC;
Authors: Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt
Goetz, Tim Hitchcock, James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett,
Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, James L.
Sutter, Russ Taylor, and Stephen Townshend. Pathfinder Roleplaying Game Ultimate Combat.
2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason
Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason
Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor. Pathfinder Roleplaying
Game Ultimate Equipment. 2012 Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner,
Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim
Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason
Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor. Pathfinder Campaign Setting:
Technology Guide. 2014, Paizo Inc.; Authors: James Jacobs and Russ Taylor. Anger of Angels.
2003, Sean K Reynolds. Advanced Bestiary. 2004, Green Ronin Publishing, LLC; Author:
Matt Sernett. Book of Fiends. 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik
Mona, Chris Pramas, Robert J. Schwalb. The Book of Hallowed Might. 2002, Monte J. Cook.
Monte Cook's Arcana Unearthed. 2003, Monte J. Cook. Path of the Magi. 2002 Citizen
Games/Troll Lord Games; Authors: Mike McArtor, W. Jason Peck, Jeff Quick, and Sean K
Reynolds. Skreyn's Register: The Bonds of Magic. 2002, Sean K Reynolds. The Book of
Experimental Might. 2008, Monte J. Cook. All rights reserved. Tome of Horrors. 2002,
Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin
Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill
Webb; Based on original content from TSR. Kobold Quarterly Issue 7, 2008, Open Design
LLC, www.koboldquarterly.com; Authors: John Baichtal, Wolfgang Baur, Ross Byers, Matthew
Cicci, John Flemming, Jeremy Jones, Derek Kagemann, Phillip Larwood, Richard Pett, and Stan!
The Tome of Horrors III, 2005, Necromancer Games, Inc.; Author Scott Greene. Adherer from
the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Authors Scott Greene and
Clark Peterson, based on original material by Guy Shearer. Amphisbaena from the Tome of
Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original
material by Gary Gygax. Angel, Monadic Deva from the Tome of Horrors, Revised, 2002,
Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
Angel, Movanic Deva from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author: Scott Greene, based on original material by E. Gary Gygax. Animal Lord from the Tome
of Horrors, Revised, 2002, Necromancer Games,Inc.; Author Scott Greene, based on original
material by Gary Gygax. Ascomid from the Tome of Horrors, Revised, 2002, Necromancer
Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Atomie from the
Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on
original material by Gary Gygax. Aurumvorax from the Tome of Horrors, Revised, 2002,
Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Axe
Beak from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott
Greene, based on original material by Gary Gygax. Baphomet from the Tome of Horrors
Complete 2011, Necromancer Games, Inc., published and distributed by Frog God Games;
Author: Scott Greene, based on original material by Gary Gygax. Bat, Mobat from the Tome of
Horrors, Revised, 2002, Necromancer Games, Inc.; Authors Scott Peterson and Clark
Peterson, based on original material by Gary Gygax. Beetle, Slicer from the Tome of Horrors,
Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by
Gary Gygax. Blindheim from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Roger Musson. Basidirond from the Tome
of Horrors, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material
by Gary Gygax. Brownie from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author: Scott Greene, based on original material by E. Gary Gygax. Bunyip from the Tome of
Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original
material by Dermot Jackson. Carbuncle from the Tome of Horrors, Revised, 2002,
Necromancer Games, Inc.; Authors Scott Greene, based on original material by Albie Fiore.
Caryatid Column from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Jean Wells. Cave Fisher from the Tome of
Horrors, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by
Lawrence Schick. Crypt Thing from the Tome of Horrors, Revised, 2002, Necromancer
Games, Inc.; Author Scott Greene, based on original material by Roger Musson. Crystal Ooze
from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author Scott Greene, based on
original material by Gary Gygax. Daemon, Ceustodaemon (Guardian Daemon) from the Tome
of Horrors, Revised, 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original
material by E. Gary Gygax. Daemon, Derghodaemon from the Tome of Horrors, Revised,
2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary
Gygax. Daemon, Guardian from the Tome of Horrors, Revised, 2002, Necromancer Games,
Inc.; Author: Scott Greene, based on original material by E. Gary Gygax. Daemon, Hydrodaemon
from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author: Scott Greene,
based on original material by E. Gary Gygax. Daemon, Piscodaemon from the Tome of Horrors,
Revised, 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material
by E. Gary Gygax. Dark Creeper from the Tome of Horrors, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Rik Shepard. Dark Stalker from the Tome of
Horrors, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by
Simon Muth. Death Dog from the Tome of Horrors Complete, 2011, Necromancer Games,
Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original
material by Underworld Oracle. Death Worm from the Tome of Horrors, Revised, 2002,
Necromancer Games, Inc.; Author Scott Greene and Erica Balsley. Decapus from the Tome of
Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original
material by Jean Wells. Demodand, Shaggy from the Tome of Horrors, Revised, 2002,
Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Demodand, Slimy from the Tome of Horrors, Revised, 2002, Necromancer Games, Inc.;
Author Scott Greene, based on original material by Gary Gygax. Demodand, Tarry from the
Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on
original material by Gary Gygax. Demon, Nabasu from the Tome of Horrors, Revised, 2002,
Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
Demon Lord, Kostchtchie from the Tome of Horrors Complete, 2011, Necromancer Games,
Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original
material by Gary Gygax. Demon Lord, Pazuzu from the Tome of Horrors Complete, 2011,
Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene,
based on original material by Gary Gygax. Dire Corby from the Tome of Horrors, Revised,
2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Jeff
Wyndham. Disenchanter from the Tome of Horrors, Revised, 2002, Necromancer Games,
Inc.; Author Scott Greene, based on original material by Roger Musson. Dragon, Faerie from the
Tome of Horrors, Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on
original material by Brian Jaeger and Gary Gygax. Dragon Horse from the Tome of Horrors,
Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by
Gary Gygax. Dracolisk from the Tome of Horrors, 2002, Necromancer Games, Inc.; Author
Scott Greene, based on original material by Gary Gygax. Dust Digger from the Tome of Horrors,
Revised, 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by
Gary Gygax. Executioner's Hood from the Tome of Horrors Complete, 2011, Necromancer
Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on
original material by Gary Gygax. Flail Snail from the Tome of Horrors, Revised, 2002,
Necromancer Games, Inc.; Author Scott Greene, based on original material by Simon Tilbrook.

63

Coming in 2016,
the Custom Class Builder
The full version of the Custom Class Builder expands upon the content found in this preview with:
Rules for creating arcane, divine, hermetic, hybrid, martial, and skillful classes.
Rules for custom companions, from animals and eidolons to dragons and fey.
Dozens of new themes and thousands of new talents for custom classes.
Guidelines for creating new archetypes and new prestige classes.
And much more.

Also from Eric Morton Presents,


Customizable Animal Races
Each title in the Animal Races series presents a different player character race based upon an animal or a
group of related animals. Each of these animal races can be customized via selectable racial traits, racial feats,
and heraldic symbols that take the place of character traits. Each title also features extensive information about
the society, folklore, genealogy, and religion of the featured race. Use these titles as stand alone products, or
mix and match them in any combination: every race in the Animal Races series belongs to the same family tree,
making all of them as easy to incorporate into a game as any one player character race.

Titles in the Animal Races series include:


Clan of the Bat, Clan of the Bear, Clan of the Cat, Clan of the Deer, Clan of the Dog,
Clan of the Frog, Clan of the Goat, Clan of the Ox, Clan of the Pig, Clan of the Raccoon,
Clan of the Raptor, Clan of the Raven, Clan of the Swan, Clan of the Turtle, and more.

Related Interests