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All gnome spellcasters have a -2 penalty on all Spellcraft checks on at least two skills listed here on first level.

and all gnomes have +2 racial bonus on saving throws against Lucky
spells Most halflings have talent to survive bad circumstances
Favored Path therefore they receive bonus +1 on all saving throws.
Path of Skills and Wits Talented Thrower
Psychology Wood elves receive a +1 racial bonus to all attack rolls made
Gnomes hate goblinoids (all subraces). with thrown weapons, including slings.
Antimagic Nature
Halflings All halfling spellcasters have a -2 penalty on all Spellcraft
checks and all halflings have +2 racial bonus on saving throws
against spells.
Favored Path
Halflings either live in human settlements or in remote locations
Path of Skills and Wits
of rolling hills and grassy plains. Halflings are a shy folk,
Psychology
keeping to themselves. They are easygoing and love comfort,
Halflings have no special psychological rules.
eating, cooking, and farming the fields. Halflings are nimble-
fingered and friendly, but not very strong.
Humans
Abilities
+2 Dexterity
+2 Charisma Humans are the most numerous and successful of all the races,
-2 Strength having established vast nations. With their rise came the decline
FP 1d4 of non-human races. Humans are flexible, adaptable, power-
Size S hungry, and easy to manipulate.
As small creatures, halflings gain a +1 size bonus to defense, a
+1 size bonus on attack rolls, and a +4 size bonus on Hide Abilities No adjustments
checks, but they use smaller weapons than humans use, and FP 1d3 + 1
their lifting and carrying limits are three-quarters of those of a Size M
Medium character. Speed 30
Speed 20
Automatic Languages
Automatic Languages Common
Common Bonus Languages
Bonus Languages Any other language, except ancient or secret languages.
Any other language, except ancient or secret languages. Adaptability
Low Light Vision Humans gain 1 bonus feat at 1st level of experience in addition
Halflings can see twice as far as humans in starlight, moonlight, to the feat every 1st level character receives. In addition,
torchlight, and similar conditions of poor illumination. They humans start with +4 skill points at 1st level of experience and
retain the ability to distinguish color and detail under these gain +1 extra skill point per level thereafter.
conditions. Skill-Use
Skill-Use Humans have no overall inclinations or specializations and thus
Halflings know how to keep of out of trouble and are talented have no bonuses or penalties to checks.
cooks. They have a +2 racial bonus to Move Silently (rural), Favored Path
Profession (cooking) and Profession (herbalist) checks. These Any
skills are also considered favored skills, regardless of the PC’s Psychology
path or career. Every character must spend at least 1 skill point Humans have no special psychological rules.

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Chapter 3 – Paths and Careers
This chapter contains paths and careers. Paths replace classes found in PHB. They represent the life path chosen by character.
Paths may have requirements a PC must meet in order to take that path. Careers replace prestige classes. They represent
archetypes of more advanced professions. Careers always have requirements a PC must meet, in order to take that career.

Path of Knowledge and Sorcery Requirements


Intelligence minimum 13
Character cannot have levels in Path of Religion or divine
Followers of Path of Knowledge and Sorcery are alchemists, spellcasting careers.
herbalists, hedge wizards, necromancers, seers, sorcerers,
wizards.

Table 1: Path of Knowledge and Sorcery


Known Bonus
Lev BAB F R W Special Def HP
Spells Spells
1 +0 +0 +0 +2 Magical sense 1 +1 +0 +0
2 +1 +0 +0 +3 2 +1 +1 +1
3 +1 +1 +1 +3 3 +1 +1 +1
4 +2 +1 +1 +4 Bonus feat 4 +1 +2 +2
5 +2 +1 +1 +4 5 +2 +2 +2
6 +3 +2 +2 +5 6 +2 +3 +3
7 +3 +2 +2 +5 7 +2 +3 +3
8 +4 +2 +2 +6 Bonus feat 8 +2 +4 +4
9 +4 +3 +3 +6 9 +3 +4 +4
10 +5 +3 +3 +7 10 +3 +5 +5
11 +5 +3 +3 +7 11 +3 +5 +5
12 +6 +4 +4 +8 Bonus feat 12 +3 +6 +6
13 +6 +4 +4 +8 13 +4 +6 +6
14 +7 +4 +4 +9 14 +4 +7 +7
15 +7 +5 +5 +9 15 +4 +7 +7
16 +8 +5 +5 +10 Bonus feat 16 +4 +8 +8
17 +8 +5 +5 +10 17 +5 +8 +8
18 +9 +6 +6 +11 18 +5 +9 +9
19 +9 +6 +6 +11 19 +5 +9 +9
20 +10 +6 +6 +12 Bonus feat 20 +5 +10 +10

Magical Sense: Character receives the Magical Sense feat


Favored Skills: Concentration, Craft (any), Decipher Script, described in Chapter 5 for free, regardless of meeting the feat’s
Heal, Knowledge (All), Spellcraft (magic school), and Profession requirements.
(any).
Skill Points: 4+Int Bonus Feat: Character gains a bonus magic related feat.
Weapon Groups: basic+1

Spells and Spellcasting


Character chooses one primary magic school. Later he can
Path of Martial Combat
select other schools by taking a feat.
Followers of Path of Martial Combat are bodyguards, marines,
mercenaries, militiamen, pit fighters, protagonists, soldiers,
Bonus Spells
Bonus spells are based on character’s Intelligence modifier. squires, thugs, watchmen.
Total number of spells known on each level is sum of known
spells and bonus spells. Number of bonus spells cannot be Requirements
higher than character’s Intelligence modifier. None

Example: A 4th level character with Intelligence 16 (+3) knows 4 Favored Skills: Climb, Craft, Handle Animal, Heal, Intimidate,
+ 1 = 5 spells. On the 7th level he will know 9 + 3 = 12 spells. Jump, Knowledge (strategy), Listen, Ride, Spot, Survival, and
When he advances to the 13th level, he will know 13 + 3 = 16 Swim.
spells. He cannot add more bonus spells because his Skill Points: 2+Int
intelligence bonus is not high enough. Weapon Groups: basic+4
Armor Proficiency: all
Path Features:

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Table 2: Path of Martial Combat
Lev BAB F R W Special Def HP
1 +1 +2 +0 +0 Bonus feat +1 +1
2 +2 +3 +0 +0 Bonus feat +2 +2
3 +3 +3 +1 +1 +3 +3
4 +4 +4 +1 +1 Bonus feat +4 +4
5 +5 +4 +1 +1 Special Ability +5 +5
6 +6 +5 +2 +2 Bonus feat +6 +6
7 +7 +5 +2 +2 +7 +7
8 +8 +6 +2 +2 Bonus feat +8 +8
9 +9 +6 +3 +3 Special Ability +9 +9
10 +10 +7 +3 +3 Bonus feat +10 +10
11 +11 +7 +3 +3 +11 +11
12 +12 +8 +4 +4 Bonus feat +12 +12
13 +13 +8 +4 +4 Special Ability +13 +13
14 +14 +9 +4 +4 Bonus feat +14 +14
15 +15 +9 +5 +5 +15 +15
16 +16 +10 +5 +5 Bonus feat +16 +16
17 +17 +10 +5 +5 Special Ability +17 +17
18 +18 +11 +6 +6 Bonus feat +18 +18
19 +19 +11 +6 +6 +19 +19
20 +20 +12 +6 +6 Bonus feat +20 +20

in order to execute her defensive roll—if she is denied her


Path features: Dexterity bonus to Defense, she can’t use this ability.

Bonus Feat: A character gets a bonus combat-oriented feat. He Opportunist: Once per round, the character gains +4 bonus to
must still meet all prerequisites for a bonus feat. an attack against an opponent who has just been struck for
damage in melee by another character.
Special Abilities: A character gains a special ability of her
choice from among the following options. Tactical Aid: (Prerequisite Knowledge (strategy) 5). As a full-
round action, the character provides tactical aid to all of his or
Uncanny Dodge: A character can react to danger before her her allies (including him or herself) within sight and voice range
senses would normally allow her to do so. She retains her of the character’s position.
Dexterity bonus to Defense (if any) even if she is caught flat- This aid provides either a competence bonus on attack rolls or a
footed or struck by an invisible attacker. However, she still loses dodge bonus to Defense (character’s choice). This bonus is
her Dexterity bonus to Defense if immobilized. equal to the character’s Charisma modifier (minimum +1), and
If a character already has uncanny dodge she automatically lasts for a number of rounds equal to one-half of the character’s
gains improved uncanny dodge (see below) instead. path level, rounded down.

Improved Uncanny Dodge: Character can no longer be Strong Stomach: Character can substitute his Will save for
flanked. This defense denies opponent the ability to sneak Fort save for Insanity checks when he encounters scenes of
attack the character by flanking her, unless the attacker has at brutality.
least four more character levels than the target does. If a
character already has uncanny dodge (see above) the character
automatically gains improved uncanny dodge instead, and the
levels from the paths or careers that grant uncanny dodge stack
Path of Religion
to determine the minimum level required to flank the character.
Followers of Path of Religion are clerics, priests, initiates,
druids, zealots and monks.
Weapon Specialization: Prerequisite: Weapon Focus with
chosen Weapon group. Character deals +2 extra damage when
Requirements
using weapons from the chosen weapon group. This ability can
Intelligence minimum 13
be taken multiple times, each time you choose the ability, it
Character cannot have levels in Path of Knowledge and Sorcery
applies to a new weapon group.
or non divine spellcasting careers.
Defensive Roll: A character can roll with a potentially lethal
Spells and Spellcasting
blow to take less damage from it than she otherwise would.
Character knows all allowed schools for free, but he cannot
Once per day, when she would be reduced to 0 or fewer hit
learn any other school.
points by damage in combat (from a weapon or other blow, not
a spell or special ability), she can attempt to roll with the
Bonus Spells
damage. To use this ability, the character must attempt a Reflex
Bonus spells are based on character’s Intelligence modifier.
saving throw (DC = damage dealt). If the save succeeds, she
Total number of spells known on each level is sum of known
takes only half damage from the blow; if it fails, she takes full
spells and bonus spells. Number of bonus spells cannot be
damage. She must be aware of the attack and able to react to it
higher than character’s Intelligence modifier.

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Table 3: Path of Religion
Known Bonus
Lev BAB F* R* W* Special Def* HP*
Spells Spells
1 +0 +2 +0 +2 Special ability 0 +1 +0 +1
2 +1 +3 +0 +3 1 +1 +1 +1
3 +2 +3 +1 +3 1 +1 +2 +2
4 +3 +4 +1 +4 2 +1 +3 +3
5 +3 +4 +1 +4 Bonus feat 3 +2 +3 +4
6 +4 +5 +2 +5 3 +2 +4 +4
7 +5 +5 +2 +5 4 +2 +5 +5
8 +6 +6 +2 +6 5 +2 +6 +6
9 +6 +6 +3 +6 5 +3 +6 +7
10 +7 +7 +3 +7 Bonus feat 6 +3 +7 +7
11 +8 +7 +3 +7 7 +3 +8 +8
12 +9 +8 +4 +8 7 +3 +9 +9
13 +9 +8 +4 +8 8 +4 +9 +10
14 +10 +9 +4 +9 9 +4 +10 +10
15 +11 +9 +5 +9 Bonus feat 9 +4 +11 +11
16 +12 +10 +5 +10 10 +4 +12 +12
17 +12 +10 +5 +10 11 +5 +12 +13
18 +13 +11 +6 +11 11 +5 +13 +13
19 +14 +11 +6 +11 12 +5 +14 +14
20 +15 +12 +6 +12 Bonus feat 13 +5 +15 +15
*Saves, defense and hit points are based on deity

(religion), Knowledge (demons), Knowledge (runes), Profession,


Deities and Special Clerics: and Spellcraft (magic school).
Skill Points: 4+Int
THE LORD OF THE DANCE (elven) Allowed Weapon Groups: basic, warhammers+1
Allowed Armors: all, shields
Hit Points: average Schools of Magic: Divination and Protection, Conjuration and
Defense: good Transmutation
Favored Skills: Balance, Climb, Concentration, Escape Artist, Turn Undead: no
Heal, Hide (rural), Jump, Knowledge (Nature), Knowledge Favored Weapon: warhammer
(Religion), Listen, Move silently (rural), Perform, Profession, Special Ability: +2 Will saves
Ride, Spellcraft (magic school), Spot, Survival, Swim, Tumble, Good Saves: Fort, Will
and Use Rope.
Skill Points: 4+Int GOD OF MINING (dwarven)
Allowed Weapon Groups: basic, bows, light blades, heavy
blades (except two-handed) Hit Points: average+
Allowed Armors: light, shields Defense: average
Schools of Magic: Divination and Protection, Illusion and Favored Skills: Appraise, Concentration, Craft, Heal,
Enchantment Knowledge (arcana), Knowledge (history), Knowledge (religion),
Turn Undead: no Knowledge (runes), Profession, Search, and Spellcraft (magic
Favored Weapon: longsword school).
Special Ability: Weapon Focus longsword or rapier Skill Points: 4+Int
Good Saves: Fort, Ref Allowed Weapon Groups: basic+2
Allowed Armors: all, shields
HALFLING GODDESS OF HEARTH AND HOME (halfling) Schools of Magic: Divination and Protection, Elementalism
(spells related to earth), Conjuration and Transmutation
Hit Points: average Turn Undead: no
Defense: good Favored Weapon: pick
Favored Skills: Concentration, Craft, Diplomacy, Heal, Hide Special Ability: +4 bonus to Profession (Mining), Profession
(rural), Knowledge (arcana), Knowledge (history), Knowledge (Stone working) and Knowledge (runes)
(religion), Knowledge (religion), Listen, Move Silently (rural), Good Saves: Fort, Will
Spot, Profession (cooking), Search, Sense Motive, and Spellcraft
(magic school). LORD OF THE BEASTS (elven)
Skill Points: 4+Int
Allowed Weapon Groups: basic, light blades+1 Hit Points: average
Allowed Armors: light Defense: good
Schools of Magic: Divination and Protection, Illusion and Favored Skills: Concentration, Handle Animal, Heal, Hide
Enchantment (rural), Knowledge (geography), Knowledge (nature), Knowledge
Turn Undead: no (religion), Listen, Move Silently (rural), Spot, Survival, Swim,
Favored Weapon: sling and Spellcraft (magic school).
Special Ability: +4 Profession (cooking), Improved Initiative Skill Points: 4+Int
Good Saves: Ref, Will Allowed Weapon Groups: basic, bows+1
Allowed Armors: Light nonmetal
GOD OF COURAGE AND GREAT DEEDS (dwarven) Schools of Magic: Divination and Protection, Nature
Turn Undead: No
Hit Points: average+ Favored Weapon: Bow
Defense: average Special Ability: +4 Knowledge (nature) +4 Handle Animal
Favored Skills: Appraise, Concentration, Craft, Diplomacy, Good Saves: Will, Ref
Heal, Knowledge (arcana), Knowledge (history), Knowledge

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THE LORD OF MURDER, GOD OF UNDEATH AND MADNESS Favored Skills: Concentration, Craft, Diplomacy, Heal,
Knowledge (arcana), Knowledge (history), Knowledge (religion),
Hit Points: average Knowledge (undead), Profession, and Spellcraft (magic school).
Defense: good Skill Points: 4+Int
Favored Skills: Concentration, Climb, Disguise, Hide (rural), Allowed Weapon Groups: basic+2
Hide (urban), Intimidate, Knowledge (Undead), Knowledge Allowed Armors: light
(arcana), Knowledge (religion), Listen, Move Silently (rural), Schools of Magic: Divination and Protection, Conjuration and
Move Silently (urban), Profession (poison maker), Spellcraft Transmutation
(magic school), and Spot. Turn Undead: turn
Skill Points: 4+Int Favored Weapon: quarterstaff
Allowed Weapon Groups: basic, lightblades+1 all must be Special Ability: +2 Will save against undead
concealable Good Saves: Fort, Will
Allowed Armors: light
Schools of Magic: Necromancy, Conjuration and GODDESS OF WAR
Transmutation
Turn Undead: turn and rebuke Hit Points: average+
Favored Weapon: dagger Defense: average
Special Ability: sneak attack +1 Favored Skills: Concentration, Craft, Diplomacy, Heal,
Good Saves: Ref, Will Knowledge (arcana), Knowledge (history), Knowledge (religion),
Profession, and Spellcraft (magic school).
GOD OF SONG AND WINE (elven) Skill Points: 4+Int
Allowed Weapon Groups: basic, spears and lances+1
Hit Points: average Allowed Armors: all, shields
Defense: good Schools of Magic: Divination and Protection, Conjuration and
Favored Skills: Concentration, Craft, Diplomacy, Heal, Transmutation
Knowledge (arcana), Knowledge (history), Knowledge (religion), Turn Undead: no
Perform, Profession, and Spellcraft (magic school). Favored Weapon: spear
Skill Points: 4+Int Special Ability: Weapon Focus (spears)
Allowed Weapon Groups: basic, light blades+1 (except two- Good Saves: Fort, Will
handed)
Allowed Armors: light GOD OF THIEVES AND TRICKSTERS
Schools of Magic: Divination and Protection, Illusion and
Enchantment Hit Points: average
Turn Undead: no Defense: good
Favored Weapon: none Favored Skills: Appraise, Balance, Bluff, Climb, Concentration,
Special Ability: +4 Perform, Fascinate Craft, Disable Device, Disguise, Escape Artist, Gather
Good Saves: Ref, Will Information, Hide (urban), Jump, Knowledge (arcana),
Knowledge (religion), Knowledge (local), Listen, Move Silently
GOD OF THE SEA (urban), Open Lock, Perform, Profession, Search, Sense Motive,
Sleight of Hand, Spellcraft (magic school), Spot, Tumble, and
Hit Points: average+ Use Rope.
Defense: average Skill Points: 4+Int
Favored Skills: Concentration, Craft, Diplomacy, Heal, Allowed Weapon Groups: basic+2 only light weapons
Knowledge (arcana), Knowledge (history), Knowledge (religion), Allowed Armors: light
Knowledge (Nature), Profession, Spellcraft (magic school), Schools of Magic: Illusion and Enchantment, Conjuration and
Survival, and Swim. Transmutation
Skill Points: 4+Int Turn Undead: no
Allowed Weapon Groups: basic+2 Favored Weapon: none
Allowed Armors: light, shields Special Ability: +2 Bluff, +2 Sleight of Hand, +2 Move Silently
Schools of Magic: Divination and Protection, Elementalism (urban), +2 Hide (urban)
(spells related to water), Conjuration and Transmutation Good Saves: Ref, Will
Turn Undead: no
Favored Weapon: no GOD OF SMITHS AND JESTERS (gnomish)
Special Ability: +4 Survival (Sea), +4 Profession (Sailor), +4
Swim Hit Points: average
Good Saves: Fort, Will Defense: good
Favored Skills: Appraise, Balance, Bluff, Climb, Concentration,
GOD OF WAR (dwarven) Craft, Disable Device, Disguise, Escape Artist, Hide (urban),
Jump, Knowledge (arcana), Knowledge (religion), Listen, Move
Hit Points: average+ Silently (urban), Open Lock, Perform, Profession, Search, Sense
Defense: average Motive, Sleight of Hand, Spellcraft (magic school), Spot, Tumble,
Favored Skills: Concentration, Craft, Diplomacy, Heal, and Use Rope.
Knowledge (arcana), Knowledge (history), Knowledge (religion), Skill Points: 4+Int
Profession, and Spellcraft (magic school). Allowed Weapon Groups: basic+2 only light weapons
Skill Points: 4+Int Allowed Armors: light
Allowed Weapon Groups: basic, axes+1 Schools of Magic: Illusion and Enchantment, Conjuration and
Allowed Armors: all, shields Transmutation
Schools of Magic: Divination and Protection, Conjuration and Turn Undead: no
Transmutation Favored Weapon: no
Turn Undead: no Special Ability: +4 Disable Device, +2 Perform (jesting), +4
Favored Weapon: dwarven waraxe Open Lock
Special Ability: Weapon Focus (axes) Good Saves: Fort, Ref
Good Saves: Fort, Will
GODDESS OF HEALING AND MERCY
GOD OF DEATH AND DREAMS
Hit Points: average+
Hit Points: average+ Defense: average
Defense: average

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Favored Skills: Concentration, Craft, Diplomacy, Heal, Schools of Magic: Divination and Protection, Conjuration and
Knowledge (arcana), Knowledge (history), Knowledge (religion), Transmutation
Profession, and Spellcraft (magic school). Turn Undead: no
Skill Points: 4+Int Favored Weapon: none
Allowed Weapon Groups: any weapon that deals nonlethal Special Ability: Weapon Focus any one group
damage Good Saves: Fort, Will
Allowed Armors: light
Schools of Magic: Divination and Protection, Conjuration and GODDESS OF HEARTH AND HOME, OF CLAN, OF TRUTH
Transmutation (non damaging spells) AND OF MEMORY (dwarven)
Turn Undead: turn
Favored Weapon: none Hit Points: average+
Special Ability: +2 Fort against disease and poison, +4 Heal Defense: average
Good Saves: Fort, Will Favored Skills: Concentration, Craft, Decipher Script,
Diplomacy, Heal, Knowledge (all), Sense Motive, Profession, and
PATRON OF THE HUMANS Spellcraft (magic school).
Skill Points: 4+Int
Hit Points: average+ Allowed Weapon Groups: basic+2
Defense: average Allowed Armors: Light
Favored Skills: Concentration, Craft, Diplomacy, Heal, Schools of Magic: Divination and Protection, Conjuration and
Knowledge (arcana), Knowledge (history), Knowledge (religion), Transmutation
Profession, and Spellcraft (magic school). Turn Undead: Turn
Skill Points: 4+Int Favored Weapon: None
Allowed Weapon Groups: basic, picks and hammers+1 Special Ability: +8 Sense Motive
Allowed Armors: all, shields Good Saves: Fort, Will
Schools of Magic: Divination and Protection, Conjuration and
Transmutation GODDESS OF LEARNING AND JUSTICE
Turn Undead: turn
Favored Weapon: warhammer Hit Points: average+
Special Ability: Smite Chaos once per day + once per 4 levels Defense: average
(bonus to attack and damage that equal Charisma modifier) Favored Skills: Concentration, Craft, Decipher Script,
Good Saves: Fort, Will Diplomacy, Heal, Knowledge (all), Profession, Sense Motive, and
Spellcraft (magic school).
GOD OF VENGENCE AND RETRIBUTION Skill Points: 4+Int
Allowed Weapon Groups: basic, heavy blades+1
Hit Points: average+ Allowed Armors: Light
Defense: average Schools of Magic: Divination and Protection, Conjuration and
Favored Skills: Concentration, Craft, Diplomacy, Heal, Transmutation
Knowledge (arcana), Knowledge (history), Knowledge (religion), Turn Undead: No
Profession, and Spellcraft (magic school). Favored Weapon: long sword
Skill Points: 4+Int Special Ability: +4 Knowledge (all), +4 Sense motive
Allowed Weapon Groups: basic, heavy blades+1 Good Saves: Fort, Will
Allowed Armors: all, shields
Schools of Magic: Divination and Protection, Elementalism GOD OF LIGHT, LORD OF ENLIGHTENMENT
(spells related to fire), Conjuration and Transmutation
Turn Undead: no Hit Points: average
Favored Weapon: longsword Defense: good
Special Ability: +2 Will against fear Favored Skills: Balance, Climb, Concentration, Craft, Escape
Good Saves: Fort, Will Artist, Jump, Knowledge (arcana), Knowledge (religion),
Knowledge (History), Listen, Spellcraft (magic school),
GOD OF NATURE AND WILD PLACES Profession, Sense Motive, Spot, Swim, and Tumble.
Skill Points: 4+Int
Hit Points: average Allowed Weapon Groups: basic, oriental
Defense: good Allowed Armors: none
Favored Skills: Concentration, Handle Animal, Heal, Schools of Magic: Divination and Protection, Conjuration and
Knowledge (religion), Knowledge (geography), Knowledge Transmutation
(nature), Listen, Move Silently (rural), Profession, Spellcraft Turn Undead: No
(magic school), Spot, and Survival. Favored Weapon: none
Skill Points: 4+Int Special Ability: +2 to Defense, Improved Unarmed Strike,
Allowed Weapon Groups: basic+2 (except two-handed) Flurry of Blows
Allowed Armors: light Good Saves: Will, Ref
Schools of Magic: Nature, Conjuration and Transmutation
Turn Undead: no DIVINE NATURE
Favored Weapon: none
Special Ability: +4 Knowledge (nature), +4 Survival Hit Points: average+
Good Saves: Fort, Ref Defense: average
Favored Skills: Climb, Concentration, Craft, Handle Animal,
GOD OF BATTLE, WOLVES AND WINTER Heal, Hide (rural), Knowledge (nature), Listen, Move Silently
(rural), Profession, Ride, Spellcraft (magic school), Spot,
Survival, and Swim.
Hit Points: average+
Skill Points: 4+Int
Defense: average
Allowed Weapon Groups: basic+2
Favored Skills: Climb, Concentration, Craft, Handle Animal,
Allowed Armors: light
Heal, Intimidate, Jump, Knowledge (arcana), Knowledge
Schools of Magic: Nature, Conjuration and Transmutation
(religion), Listen, Profession, Ride, Spellcraft (magic school),
Turn Undead: No
Spot, Survival, and Swim.
Favored Weapon: none
Skill Points: 4+Int
Special Ability: Tuned to forest, wild empathy, woodland stride
Allowed Weapon Groups: basic+2 except gunpowder and
Good Saves: Will, Fort
crossbows
Allowed Armors: all
Path features:
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Bonus Feat: A character must meet a feat’s requirements in Level Advancement (Optional)
order to take the feat. Characters do not automatically gain new level. Instead, after
Bonus Spell, Brew Potion, Combat Casting, Extra Turning, accumulating enough XP to achieve a new level, they must
Greater Spell Focus, Iron Will, Lightning Reflexes, Great commune with their patron deity and obey its decision. Roll d%
Fortitude, Magical Sense, Magical Awareness, Negotiator, on the table below to determine the deity’s decision. GM may
Psychic Resistance, Scribe Scroll, Spell Focus, Spell Familiarity. grant a bonus or give a penalty to this roll.
Additional bonus feats can be chosen at GM’s discretion based
on patron god. Table 4: Divine Advancement
D% Result
Special Abilities: Character suffers the Wrath of Gods and may not
5 or less
gain any more levels in Path of Religion.
Tuned to Forest: Generally, a character can meditate to Character is judged unworthy and may not gain
decrease his fatigue points only in forest. 6-10
any more levels in Path of Religion.
Character must prove himself by undertaking a
Wild Empathy: A character can improve the attitude of an 11-20
trial. If successful, he gains a level.
animal. This ability functions just like a Diplomacy check. 21-80 Character is judged worthy and gains a level.
Character rolls 1d20 and adds her path level and her Charisma
Character is favored. He gains a level and 1 fate
modifier to determine the wild empathy check result. 81-95
point.
A typical domestic animal has a starting attitude of indifferent,
96 and Character is especially favored. He gains a level,
while wild animals are usually unfriendly.
more and is blessed with 2 fate points.
To use wild empathy, the character and the animal must be
able to study each other, which means, that they must be
within 30 feet of one another under normal conditions. Path of Skills and Wits
Generally, influencing an animal in this way takes 1 minute
but, it might take more or less time. A character can also use Followers of Path of Skills and Wits are agitators, artisans,
this ability to influence a magical beast with an Intelligence bawds, beggars, entertainers, footpads, gamblers, grave
score of 1 or 2, but she takes a -4 penalty on the check. robbers, minstrels, outlaws, physicians, rogues, smugglers,
students, thieves, traders.
Woodland Stride: Character may move through any sort of
nonmagical undergrowth at her normal speed and without
taking damage or suffering any other impairment.

Table 5: Path of Skills and Wits


Lev BAB F* R* W* Special Def** HP
1 +0 +0 +2 +0 Special ability +1 +0
2 +1 +0 +3 +0 Bonus feat +2 +1
3 +2 +1 +3 +1 +3 +2
4 +3 +1 +4 +1 Special ability +4 +3
5 +3 +1 +4 +1 Bonus feat +5 +3
6 +4 +2 +5 +2 +6 +4
7 +5 +2 +5 +2 Special ability +7 +5
8 +6 +2 +6 +2 Bonus feat +8 +6
9 +6 +3 +6 +3 +9 +6
10 +7 +3 +7 +3 Special ability +10 +7
11 +8 +3 +7 +3 Bonus feat +11 +8
12 +9 +4 +8 +4 +12 +9
13 +9 +4 +8 +4 Special ability +13 +9
14 +10 +4 +9 +4 Bonus feat +14 +10
15 +11 +5 +9 +5 +15 +11
16 +12 +5 +10 +5 Special ability +16 +12
17 +12 +5 +10 +5 Bonus feat +17 +12
18 +13 +6 +11 +6 +18 +13
19 +14 +6 +11 +6 Special ability +19 +14
20 +15 +6 +12 +6 Bonus feat +20 +15
*Choose one good save that fits your background.
**Character with good Reflex save has good Defense and character with bad Reflex save has average Defense.

Requirements Deceitful, Deft Hands, Delicate Aim, Diligent, Dodge, Elusive


None Target, Harder Called Shot, Improved Called Shot, Improved
Critical, Improved Disarm, Improved Feint, Improved Initiative,
Favored Skills: Choose any 20 skills that fit your background. Improved Precise Shot, Improved Trip, Investigator, Mobility,
Knowledge, Craft, Perform and Profession skills are taken Iron Will, Lightning Reflexes, Negotiator, Nimble Fingers, Parry,
separately. Persuasive, Point-Blank Shot, Precise Attack, Precise Shot, Run,
Skill Points: 8+Int Quick Draw, Shot on the Run, Skill Focus, Stealthy, Weapon
Weapon Groups: basic+2 Finesse.
Armor Proficiency: light
Special Abilities: A character gains a special ability of her
Path features: choice from among the following options.

Bonus Feat: A character must meet a feat’s requirements in Common Knowledge: A character may make a special
order to take the feat. knowledge check with a bonus equal to his path level + his
Acrobatic, Agile, Alertness, Athletic, Combat Expertise, Intelligence modifier to see whether he knows some relevant
information about local notable people, legendary items, or
12
noteworthy places. (If the character has 5 or more ranks in creature with concealment or striking the limbs of a creature
Knowledge (history), he gains a +2 bonus on this check.) whose vitals are beyond reach.
A successful knowledge check will not reveal the powers of a
magic item but may give a hint as to its general function. A Comeliness: A character takes a pride in his appearance and is
character may not take 10 or take 20 on this check; this sort of naturally well dressed and groomed. He receives a +2
knowledge is essentially random. circumstance bonus to all Charisma-based skill checks in
situations where appearance might play a part.
Table 6: Common Knowledge
DC Type of Knowledge Inspire: Prerequisite: Charisma 13 or higher. A character can
Common, known by at least a substantial minority inspire others with his presence. This ability can be taken
10 multiple times. Each time, character acquires a new type of
drinking; common legends of the local population.
Uncommon but available, known by only a few people inspiration. Using any Inspire effect requires a standard action
20 and is considered as a use of an interaction skill, even though
legends.
25 Obscure, known by few, hard to come by. no skill check is required. This means that subjects have to be
able to hear and understand him. The character can affect one
Extremely obscure, known by very few, possibly
subject, and the effects last for a number of rounds equal to
forgotten by most who once knew it, possibly known
30 double of character’s Charisma mod. Unwilling targets make a
only by those who don’t understand the significance of
Will saving throw (DC 10 + half of path level + Charisma mod).
the knowledge.
Character can use any combination of Inspire effects a total of
once per day per Charisma mod.
This ability can me take multiple times, each time character
Awe: The subjects are overcome with character‘s presence. They
receives a +2 bonus to knowledge check.
are dazed (taking no action, but defending normally) for one
round. On each of the following rounds, subjects can make a
Uncanny Dodge: A character can react to danger before her
Will save (with a cumulative +1 bonus for each save) to shake
senses would normally allow her to do so. She retains her
off their awe and act normally.
Dexterity bonus to Defense (if any) even if she is caught flat-
Competence: The subjects are better able to focus on the task at
footed or struck by an invisible attacker. However, she still loses
hand, gaining a +2 bonus on all skill checks.
her Dexterity bonus to Defense if immobilized.
Complacency: The subjects let down their guard. They suffer a -
If a character already has uncanny dodge she automatically
4 penalty on Spot and Sense Motive checks. This also counts as
gains improved uncanny dodge (see below) instead.
a distraction sufficient to hide using Hide skills.
Courage: The subjects overcome fear and doubt. They gain a +2
Improved Uncanny Dodge: A character can no longer be
bonus on saves against fear and mind affecting spells or
flanked. This defense denies opponent the ability to sneak
abilities.
attack the character by flanking her, unless the attacker has at
Fear: Subjects are overcome with fear and anxiety. They are
least four more character levels than the target does. If a
shaken and suffer a -2 penalty to attack rolls, checks, and
character already has uncanny dodge (see above) the character
saving throws. If the save fails by 5 or more, they are panicked
automatically gains improved uncanny dodge instead, and the
and flee as quickly as possible.
levels from the paths or careers that grant uncanny dodge stack
Frenzy: While frenzied, a subject gains a single extra attack
to determine the minimum level required to flank the character.
each round at her highest bonus when making a full attack
action. (This latter effect is not cumulative with other effects
Sneak Attack: If a character can catch an opponent when he is
that grant additional attacks). However she also takes a -2
unable to defend himself effectively from her attack, he can
penalty to Defense. Frenzy lasts for as long as the ally hears the
strike a vital spot for extra damage.
character sing. While frenzied, the character cannot use any
Whenever a character with the Sneak attack ability flanks an
Charisma, Intelligence, or Dexterity based skills (except for
opponent or catches an opponent in a situation that denies the
Intimidate), the Concentration skill, or any abilities that require
Dexterity bonus to Defense (if any) or when he flanks her target,
patience or concentration, nor can she cast spells, drink
he gains a bonus to his attack roll, damage and critical threat
potions, activate magic items or read scrolls. She can use any
range. The primary intent of the bonus is to allow delivering
feat she has except Combat Expertise or item creation feats.
called shot easily, but it can be used for normal attacks. If
During frenzy she must attack those she perceives as foes to the
character performs a called shot while Sneak attacking, he is
best of her ability. When frenzy ends, she is fatigued (-2 penalty
limited to a single called shot per round but he can make
to Strength and Dexterity, unable to charge or run) for the
additional normal attacks with Sneak attack bonuses. Ranged
duration of the encounter. She can end frenzy at any time.
attacks can count as sneak attacks only if the target is within
30 feet.
Fascinate: One of character’s interaction skills (Bluff,
Diplomacy, Intimidate, or Perform) is so effective he can capture
Table 7: Sneak Attack
and hold someone’s attention with it. It takes a standard action
Sneak Critical Damage
Attack Bonus and check using the interaction skill against target’s Sense
Attack Threat Bonus Bonus
Motive check or Will saving throw result (whichever has the
+1 +4 +0 +2 higher bonus). If character succeeds, the target pays no
+2 +4 +1 +3 attention to anyone other than him. Character may maintain
+3 +5 +2 +3 the effect by taking a standard action each round, for a number
of rounds equal to his skill rank. Any potential threat, such as
+4 +5 +3 +4
an ally sneaking up on a fascinated target, grants a new Sense
+5 +6 +4 +4 Motive check or Will save. Any obvious threat, such as someone
+6 +6 +5 +5 drawing a weapon, automatically breaks the fascination. The
fascination ends when character stops maintaining it or the
With a sap (blackjack) or an unarmed strike, a character can target overcomes it. This ability can me take multiple times,
make a sneak attack that deals nonlethal damage instead of each time, it applies to a different interaction skill.
lethal damage. She cannot use a weapon that deals lethal
damage to deal nonlethal damage in a sneak attack, not even Defensive Roll: The character can roll with a potentially lethal
with the usual -4 penalty. blow to take less damage from it than she otherwise would.
A character can sneak attack only living creatures with Once per day, when she would be reduced to 0 or fewer hit
discernible anatomies—undead, constructs, oozes, plants, and points by damage in combat (from a weapon or other blow, not
incorporeal creatures lack vital areas to attack. Any creature a spell or special ability), the character can attempt to roll with
that is immune to critical hits is not vulnerable to sneak the damage. To use this ability, the character must attempt a
attacks. The character must be able to see the target well Reflex saving throw (DC = damage dealt). If the save succeeds,
enough to pick out a vital spot and must be able to reach such she takes only half damage from the blow; if it fails, she takes
a spot. A character cannot sneak attack while striking a full damage. She must be aware of the attack and able to react
to it in order to execute her defensive roll—if she is denied her

13
Dexterity bonus to Defense, she can’t use this ability. Since this result is five or more levels higher than the required DC to
effect would not normally allow a character to make a Reflex succeed at the task, he has performed the deed with stunning
save for half damage, the character’s evasion ability does not flair. The GM is free to dictate any rules effects from this but
apply to the defensive roll. possible outcomes are: He gains an initiative bonus on
successive actions or a bonus to Charisma-based skills to
Opportunist: Once per round, the character gains a +4 bonus further impress those who witnessed his deed. It is very hard to
to attack against an opponent who has just been struck for embarrass him, for he can turn even a fall into an elegant
damage in melee by another character. dance. Anytime he fails badly at something, he can make a Bluff
skill check as a free action to mitigate the failure and make it
Skill Mastery: Prerequisite: 8 ranks in chosen skills. The look intentional. The DC depends on the nature of what he has
character becomes so certain in the use of certain skills that done wrong but it is usually 15 or 20. The higher the result, the
she can use them reliably even under adverse conditions. better your reaction to failure appears. As a free action, he may
Upon gaining this ability, she selects a number of skills equal to make a Diplomacy check to oppose anyone trying to embarrass
1 + her Intelligence modifier (at least 1). When making a skill him, even if he is unaware of what is going on.
check with one of these skills, she may take 10 even if stress
and distractions would normally prevent her from doing so. A Trapfinding: Character can use the Search skill to locate traps
character may gain this special ability multiple times, selecting when the task has a DC higher than 20. Finding a nonmagical
additional skills for it to apply to each time. trap has a DC of at least 20, or higher if it is well hidden.
Finding a magic trap has a DC of 25 and more. Character can
Slippery Mind: This ability represents the character’s ability to use the Disable Device skill to disarm magic traps. A magic trap
wriggle free from magical effects that would otherwise control or generally has a DC of 25 and more. A character who beats a
compel her. If a character with slippery mind is affected by a trap’s DC by 10 or more with a Disable Device check can study
mind effecting spell or effect and fails her saving throw, she can a trap, figure out how it works, and bypass it (with her party)
attempt it again 1 round later at the same DC. She gets only without disarming it.
this one extra chance to succeed on her saving throw.

Evasion: A character can avoid even magical and unusual Path of Wilderness
attacks with great agility. If she makes a successful Reflex
saving throw against an attack that normally deals half damage Followers of Path of Wilderness are boatmen, bounty hunters,
on a successful save, she instead takes no damage. Evasion can coachmen, gamekeepers, herdsmen, hunters, outriders,
be used only if the character is wearing light armor or no armor. prospectors, rat catchers, road wardens, scouts, trappers,
A helpless character does not gain the benefit of evasion. woodsmen.

Improved Evasion: This ability works like evasion, except that Requirements
while the character still takes no damage on a successful Reflex None
saving throw against attacks henceforth she takes only half
damage on a failed save. A helpless character does not gain the Favored Skills: Climb, Craft, Handle Animal, Heal, Hide (rural),
benefit of improved evasion. Jump, Knowledge (geography), Knowledge (nature), Listen, Move
Silently (rural), Profession, Ride, Search, Spot, Survival, Swim,
Savoir-Faire: Character has a certain flair, dashing style, elan, and Use Rope.
or bravura that marks him as someone special. Everything Skill Points: 4+Int
character does is done with style, whether it be entering a room Weapon Groups: basic+3
and mining heads, carving his initials into a tapestry with Armor Proficiency: light, medium
rapier, or even savoring a meal at a banquet to impress host. He
can intentionally attempt to impress others with style in any
task. He may make any required checks normally but it his

Table 8: Path of Wilderness


Lev BAB F R W Special Def HP
1 +1 +2 +0 +0 Favored terrain +1 +1
2 +2 +3 +0 +0 Special ability +2 +1
3 +3 +3 +1 +1 Bonus feat +3 +2
4 +4 +4 +1 +1 +4 +3
5 +5 +4 +1 +1 Favored terrain +5 +4
6 +6 +5 +2 +2 Special ability +6 +4
7 +7 +5 +2 +2 Bonus feat +7 +5
8 +8 +6 +2 +2 +8 +6
9 +9 +6 +3 +3 Favored terrain +9 +7
10 +10 +7 +3 +3 Special ability +10 +7
11 +11 +7 +3 +3 Bonus feat +11 +8
12 +12 +8 +4 +4 +12 +9
13 +13 +8 +4 +4 Favored terrain +13 +10
14 +14 +9 +4 +4 Special ability +14 +10
15 +15 +9 +5 +5 Bonus feat +15 +11
16 +16 +10 +5 +5 +16 +12
17 +17 +10 +5 +5 Favored terrain +17 +13
18 +18 +11 +6 +6 Special ability +18 +13
19 +19 +11 +6 +6 Bonus feat +19 +14
20 +20 +12 +6 +6 +20 +15

Path Features: The character gains a +3 bonus on Climb, Listen, Hide (rural),
Knowledge (Nature), Move Silently (rural), Search, Spot, and
Favored Terrain: A character becomes an expert in one Survival checks when using these skills in his favored terrain.
particular terrain type for each time that he takes this ability.
14
Allowable terrain types include Arctic, Desert, Forest, Jungle, If the character chooses humanoids or outsiders as a favored
Hills, Mountains, Plains, Swamp, Tundra and Underground, enemy, he must also choose an associated subtype, as indicated
assuming that the character has had opportunity to spend time on the table. If a specific creature falls into more than one
in that terrain type. The same terrain can be chosen again and category of favored enemy, the character’s bonuses do not
the bonus to skills increases by 2. stack; he simply uses whichever bonus is higher. Bonuses from
favored terrain and favored enemy stack. This special ability
Bonus Feat: A character must meet a feat’s requirements in can be taken multiple times, and if the same enemy is chosen
order to take the feat. again, the bonuses increase by 1.
Alertness, Animal Affinity, Athletic, Blind Fight, Combat
Expertise, Delicate Aim, Dodge, Elusive Target, Endurance, Far Wild Empathy: A character can improve the attitude of an
Shot, Harder Called Shot, Improved Called Shot, Improved animal. This ability functions just like a Diplomacy check to
Critical, Improved Precise Shot, Improved Two-Weapon improve the attitude of a person. The character rolls 1d20 and
Fighting, Mobility, Point-Blank Shot, Precise Attack, Precise adds his path level and his Charisma bonus to determine the
Shot, Rapid Shot, Run, Quick Draw, Self-Sufficient, Shot on the wild empathy check result. The typical domestic animal has a
Run, Stealthy, Toughness, Track, Two-Weapon Defense, Two- starting attitude of indifferent, while wild animals are usually
Weapon Fighting, Weapon Finesse, Weapon Group (type), unfriendly.
Weapon Focus. To use wild empathy, the character and the animal must be
able to study each other, which means that they must be within
Special Abilities: A character gains a special ability of her 30 feet of one another under normal visibility conditions.
choice from among the following options. Generally, influencing an animal in this way takes 1 minute,
but, as with influencing people, it might take more or less time.
Surprise Attack: When hidden in his favored terrain, a The character can also use this ability to influence a magical
character can make one surprise attack against an opponent beast with an Intelligence score of 1 or 2, but he takes a -4
that is not aware of him. He gains a +4 bonus to attack and a penalty on the check. Character gains +3 bonus to this check
+2 bonus to damage. against animals in his favored terrain.

Uncanny Dodge: A character can react to danger before her Stride: A character may move through any sort of undergrowth
senses would normally allow her to do so. She retains her (such as natural thorns, briars, overgrown areas, and similar
Dexterity bonus to Defense (if any) even if she is caught flat- terrain) at his normal speed and without taking damage or
footed or struck by an invisible attacker. However, she still loses suffering any other impairment. However, thorns, briars, and
her Dexterity bonus to Defense if immobilized. overgrown areas that are enchanted or magically manipulated
If a character already has uncanny dodge she automatically to impede motion still affect him.
gains improved uncanny dodge (see below) instead.
Swift Tracker: Prerequisite: Track. A character can move at his
Improved Uncanny Dodge: A character can no longer be normal speed while following tracks without taking the normal -
flanked. This defense denies opponent the ability to sneak 5 penalty. He takes only a -10 penalty (instead of the normal -
attack the character by flanking her, unless the attacker has at 20) when moving at up to twice normal speed while tracking.
least four more character levels than the target does. If a
character already has uncanny dodge (see above) the character Hide in Plain Sight: Prerequisite: Hide (rural) 15 ranks. While
automatically gains improved uncanny dodge instead, and the in his favored terrain, a character automatically succeeds when
levels from the paths or careers that grant uncanny dodge stack he makes Bluff check to create a diversion to hide.
to determine the minimum level required to flank the character.

Fast Movement: The character’s speed increases by 5 feet


within his favored terrain.

Focused Alertness: Within his favored terrain, a character can


take 10 on Spot and Listen checks.

Focused Action: Knowledge of the land allows character to take


10 with any of the following skills even in circumstances that he
could not normally take 10: Climb, Hide (rural), Move Silently
(rural), Ride, Search and Survival within his favored terrain.

Favored Enemy: A character may select a type of creature from


among those given on table below. The character gains a +2
bonus on Bluff, Listen, Search, Sense Motive, Spot, and
Survival checks when using these skills against creatures of
this type. Likewise, he gets a +1 bonus to attack and damage
rolls against such creatures.

Table 9: Favored Enemy


Type (Subtype) Type (Subtype)
Aberration Humanoid (halfling)
Animal Humanoid (human)
Construct Humanoid (reptilian)
Dragon Humanoid (ogre)
Elemental Magical beast
Fey Monstrous humanoid
Giant Ooze
Humanoid (dwarf) Demon
Humanoid (elf) Plant
Humanoid (goblinoid) Undead
Humanoid (gnome) Vermin

15
Careers Requirements
Spellcraft (conjuration and transmutation) 8, Craft (Alchemy) 6
Spellcasting (conjuration and transmutation), Spell Focus
Alchemist (conjuration and transmutation spells), Spell Familiarity
(conjuration and transmutation spells), Magic School
Familiarity (conjuration and transmutation)
True alchemists are wizards that specialize in transforming 5 known conjuration and transmutation spells
matter.

Table 10: Alchemist


Known Bonus
Lev BAB F R W Special Def HP
Spells Spells
1 0 +2 +0 +0 Scribe scroll, eternal student +1 +2 +0 +0
2 +1 +3 +0 +0 +2 +2 +1 +1
3 +1 +3 +1 +1 Brew potion +3 +2 +1 +1
4 +2 +4 +1 +1 Bodily awareness +4 +2 +2 +2
5 +2 +4 +1 +1 Sure hand +5 +3 +2 +2
6 +3 +5 +2 +2 Acquired resistance +2 +6 +3 +3 +3
7 +3 +5 +2 +2 Identify +7 +3 +3 +3
8 +4 +6 +2 +2 Upgrade weapon +8 +3 +4 +4
9 +4 +6 +3 +3 +9 +4 +4 +4
10 +5 +7 +3 +3 Acquired resistance +4 +10 +4 +5 +5

Favored Skills: Appraise, Concentration, Craft (any), Decipher Acquired Resistance: Years working with strange and magical
Script, Heal, Knowledge (all), Spellcraft (magic school), compounds have left the alchemist resistant to their effects. He
Profession (any). receives a bonus to all Fortitude saves against ingested or
Skill Points: 4+Int inhaled poisons, such as poisoned food, smoke, and baleful
Weapon Groups: basic+1 potions.
Armor Proficiency: none
Identify: Alchemist gains the ability to understand magic items.
Spells and Spellcasting He can determine all magic properties of a single magic item,
Known spells gained from Alchemist career are added to already including how to activate those functions with successful Craft
known spells. (Alchemy) against DC 30. Only one attempt per level per item is
allowed.
Bonus Spells
Bonus spells are based on character’s Intelligence modifier. Upgrade Weapon: Alchemist learns to work with acid and other
Always choose higher number from career or path table. Total chemicals to improve the quality of mundane equipment. He
number of spells known on each level is sum of known spells can use his chemicals to sharpen a slashing or piercing weapon
and bonus spells. Number of bonus spells cannot be higher to a fine edge. With two hours of work, he can grant such
than character’s Intelligence modifier. weapons a +1 damage bonus. Melee weapons keep their edge for
a single encounter, while missiles receive it for one use, after
Career Features: which they become dulled and lose this bonus. Magical
weapons cannot receive this enhancement. The same weapon
Eternal Student: The science of alchemy requires continuous may be sharpened again after losing its edge, but no weapon
experimentation and study. At each level, the alchemist must ever gains more than a +1 bonus, even if the alchemist treats a
raise his rank in the Craft (Alchemy) skill by 1. weapon more than once.

Scribe Scroll: An alchemist gains this feat regardless of


prerequisites.
Archcleric
Archclerics are high-rank priests that prefer power of knowledge
Brew Potion: An Alchemist gains this feat regardless of
and magic instead of combat.
prerequisites.

Bodily Awareness: Alchemist’s training provides him bonus +2 Requirements


to all heal checks using his alchemical substances. Magical Sense, Spell Focus
Spellcraft (any one) 8, Knowledge (Religion) 8, 5 known spells
Sure Hand: Alchemist never accidentally poisons or injures
himself when handling toxins and acids of any sort.

Table 11: Archcleric


Known Bonus
Lev BAB F R W Special Def HP
Spells Spells
1 0 +0 +0 +2 Bonus feat +1 +2 +0 +0
2 +1 +0 +0 +3 +2 +2 +1 +1
3 +1 +1 +1 +3 +3 +2 +1 +1
4 +2 +1 +1 +4 Bonus feat +4 +3 +2 +2
5 +2 +1 +1 +4 +5 +3 +2 +2
6 +3 +2 +2 +5 +6 +3 +3 +3
7 +3 +2 +2 +5 Bonus feat +7 +4 +3 +3
8 +4 +2 +2 +6 +8 +4 +4 +4
9 +4 +3 +3 +6 +9 +4 +4 +4
10 +5 +3 +3 +7 Bonus feat +10 +5 +5 +5

16
Favored Skills: Concentration, Craft, Diplomacy, Decipher Career Features:
Script, Heal, Knowledge (all), Profession (any), and Spellcraft
(magic school). Bonus Feat: Archcleric can choose any magic-related feats as
Skill Points: 4+Int bonus feats except Spellcasting (magic school). He must still
Weapon Groups: basic+1 meet all prerequisites.
Armor Proficiency: none

Spells and Spellcasting Assassin


Known spells gained from Archcleric career are added to already
known spells.
Assassins are people that make money by murdering people.
Most of them are members of some guild, but there are some
Bonus Spells
freelance assassins around.
Bonus spells are based on character’s Intelligence modifier.
Always choose higher number from career or path table. Total
Requirements
number of spells known on each level is sum of known spells
Disguise 4, Hide (urban) 8, Move Silently (urban) 8
and bonus spells. Number of bonus spells cannot be higher
Psychic Resistance, Improved Called Shot, Sneak attack
than character’s Intelligence modifier.

Table 12: Assassin


Lev BAB F R W Special Def HP
1 +0 +0 +2 +0 Sneak attack +1, death attack, poison use 1 +0
2 +1 +0 +3 +0 Uncanny dodge 2 +1
3 +2 +1 +3 +1 Sneak attack +2, 3 +2
4 +3 +1 +4 +1 +2 save against poison 4 +3
5 +3 +1 +4 +1 Sneak attack +3 5 +3
6 +4 +2 +5 +2 Improved uncanny dodge 6 +4
7 +5 +2 +5 +2 Sneak attack +4 7 +5
8 +6 +2 +6 +2 +4 save against poison 8 +6
9 +6 +3 +6 +3 Sneak attack +5 9 +6
10 +7 +3 +7 +3 Hide in plain sight 10 +7

Favored Skills: Balance, Bluff, Climb, Craft, Decipher Script, footed or struck by an invisible attacker. However, she still loses
Disable Device, Disguise, Escape Artist, Forgery, Gather her Dexterity bonus to Defense if immobilized.
Information, Hide (urban), Intimidate, Jump, Knowledge (local), If a character already has uncanny dodge she automatically
Listen, Move Silently (urban), Open Lock, Search, Sense Motive, gains improved uncanny dodge (see below) instead.
Sleight of Hand, Spot, Swim, Tumble, and Use Rope.
Skill Points: 6+Int Save Bonus against Poison: The assassin gains a natural
Weapon Groups: basic+2 saving throw bonus to all poisons.
Armor Proficiency: light
Improved Uncanny Dodge: Character can no longer be
Career Features: flanked. This defense denies opponent the ability to sneak
attack the character by flanking her, unless the attacker has at
Sneak Attack: This ability works exactly like the Path of Skills least four more character levels than the target does. If a
and Wits ability of the same name. If an assassin gets a sneak character already has uncanny dodge (see above) the character
attack bonus from another source the bonuses stack. automatically gains improved uncanny dodge instead, and the
levels from the paths or careers that grant uncanny dodge stack
Death Attack: If an assassin studies his victim for 3 rounds to determine the minimum level required to flank the character.
and then makes a sneak attack with a melee or ranged weapon
that successfully deals damage, the sneak attack has the Hide in Plain Sight: An assassin automatically succeeds when
additional effect of possibly either paralyzing or killing the target he makes Bluff check to create a diversion to hide.
(assassin’s choice). While studying the victim, the assassin can
undertake other actions so long as his attention stays focused
on the target and the target does not detect the assassin or Battlemage
recognize the assassin as an enemy. If the victim of such an
attack fails Fortitude save (DC 10 + the assassin’s career level + Battlemages are wizards that train both their magic and martial
the assassin’s Intelligence modifier) against the kill effect, she power. They mostly serve in armies.
dies. If the saving throw fails against the paralysis effect, the
victim is rendered helpless and unable to act for 1d6 rounds Requirements
plus 1 round per level of the assassin. If the victim’s saving Proficient with at least three weapon groups and light armor.
throw succeeds, the attack is just a normal sneak attack. Once Base attack bonus +2
the assassin has completed the 3 rounds of study, he must Spellcraft (divination and protection) 6, Spellcraft (elementalism)
make the death attack within the next 3 rounds. 6
If a death attack is attempted and fails (the victim makes her 6 known spells
save) or if the assassin does not launch the attack within 3
rounds of completing the study, 3 new rounds of study are Spells and Spellcasting
required before he can attempt another death attack. Character knows all allowed schools for free, but he cannot
learn any other school.
Poison Use: Assassins are trained in the use of poison and
never risk accidentally poisoning themselves when applying Bonus Spells
poison to a blade. Bonus spells are based on character’s Intelligence modifier.
Total number of spells known on each level is sum of known
Uncanny Dodge: A character can react to danger before her spells and bonus spells. Number of bonus spells cannot be
senses would normally allow her to do so. She retains her higher than character’s Intelligence modifier.
Dexterity bonus to Defense (if any) even if she is caught flat-

17

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