You are on page 1of 194
MiCCR aioe aac Oe nner UMNCrad MINIATURES HANDBOOK Jorarian Twaer, Muke: Donats, SxarF E108, Ros Herssoo ee eee ADDITIONAL DESIGN | ART DIRECTOR Bayce R.Convett Mike McVer hove p oP oe us eee Say” elle Ko Anger. Mixk Doxars, Davin Eexet zany Siabaser tier ae ree Tok INTERTOR ARTISTS (Curanues Rya¥, Jenwteee Carke Wines Fe caGiate ieee ee ste hd» eb tite or: Sacre, SrepHen Tarprn, Ricaarp Waren Kim Monaw GRAPHIC DESIGNER CORE D&D DESIGNSMANAGER Mant Kor.kowsxy Ep Staxx CARTOG RAP H ER DIRECTOR OF RPG R&D Topp Gamane Brut SiavicsEx GRAPHIC PRODUCTIO} VICE. PRESIDENT. OF PUBLISHING etc Bonaee ‘Mary KincHorr SPECIALIST, PROJECT MANAGER = CBSE SED MN aol Comm 7° Manin Dura eae PRODUGTION MANAGER |. IMAGE TECHNICIA Chas Dione Travis ADaMs, Jason Wit Plytestees: Paul Bacay, Randy Rocher, Curt Gould, Worth Wolpert asedion theriginal Dinoross& Danco rules erated by F. Gy Gygax aniDave Arneson and the new Dewars & Draaons iain designed by Jonathan Tucct, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. ‘This Wiaauds or rH Consr® game produ containsno Open Gamd Content. No portion ofthis work maybe reprelacedin any form ‘without written permission. To learn more about the Open Gaming License and the dao System™ License, please visit \wvivizad com dae. (es, canaba.asta racic, SS ‘PomoreasspaDaUARrRs “Ti sRomrore See fate booing ape éroyévoon BN r ga T6sager Fis Payne: eros 2005 ce Dyn Sas tiboak node Hci Ping Dare Gua kta ea eees de rises Una Sef ko hy dicen rat ied esther poets teeny pool Wine hou ne Thao oh ion A sa 8 Sea ence pc edn OA as Wo te a Visicour website at winxvizards.com/dnd ey ro CONTE|NtS caters: strmish rae. Bs) eesperemieaiere Eh ie Incroducion hldings Wacband 8 ABavie Rindom Dungeon ve soup Grating Dungon Db tas eager race s Stim bac 85 The Dungeon Deck te Css [cma @7— Comtrcing Yur Deck tat Tard Soul 5 Moveent 9 Spo Eocaner yes 6 Heer ¢—Atachrand Damage $0 Spcal Cad, te teal at Melee ance 50 _ Erling tne Dungeon Dek ‘° umn te Ranged ack 3 Then pate uae ee s7 Chas eee Sumner te Spel 98 Limited Use ems Teagn Set ta Special Abies 3 Howto Win Hoe Mage Tee 39 Playing the ve Stulean Hr 3 Sena ad Vans ice nls The Sold oe Random Senos 03 Encore. Wordle Farum Bling Sconasoe 30) Spec Dee Rules wade Teun Senate {to —_ Paying haut Di nat 3 Challenge shires 110 Random Dungeon Campaigns. . Sear iS acto a ta Deas 3s Magli 113 Appendix ws = ‘Skirmish Glossary 116 haper2: agi » NUMBERED TABLES | es cs oy Chapter 6: Mae Mas Rules {27 tle: Random Song Cold : Spl Note oN nes asin 127 Table 1-2 The Frvored So ‘ spelt yo Setup. 128 Table 1-3: Favored Soul Spells Known. 7 Spel Decrpions 3 Unie It be thee : geen Ths 131 ies the Aaa a Formed Unis 11 BM tc The Wirmge s heer Monsters 4s Uhfommed Unis S32 ibe: The ended Summoner te fips tS _Unitspace 13) ibe ie the Dragon So ® some fe native 93 Tible 13: the Hangs Mage 2 fBigh gs 5s Phases 134 Table {-10-The Salle Hunter } cao Se _etintng ie 1A Tae cium teed Bldue Pre Dicenr S| Movement 135. Tile 12 the War Hl one 3 Remedi Movement G5 ABhCne eect es So Unimed Unis Movement 13 MELB i Die Serpen (o—-Movingand Fendly Unis 135 lett challenge Raines ia Moving snd Enemy Uns 135 id Enno Level Gemcowod hare 136 he +2 combined EL calsiions Kew Denese. 137 ables Simple wd acing et socked Damage 7 Tikes? Mele tack Maier: 2 Ai Rei & —— MeeeConat {36 thle ©3 Ringed Atak Mies Greater Kr, (General Melee Rules 139 Table s-« Random Bis Scnaron to Moi Shik. 4 ——-Ranges Anak. 140 Tobe $5: Random Warband-Buling Sogn Hur 65 Modifiers Ranged Comba 140 seenarce i 6 Formed Unis Tale «Random Magic hems 14 Phage é ‘Making Ranged Anes 141 Table s-7 Magic Armor ne et. (ie Damage and Casuals 141 The s-& Mop Shiels a | eamidoen 7 Special ArtackEfeets 12 TAM s-» Maple Wespors us sea uler fe Moral 12 Tale s-10 Posions is Shale Bet “3 MoraleSives 142 Tobe $18: Rings. is hires Gs Morale Sve Modis Tube $12, Wondrous ems Me uma. $ Monlesues Tube 6-1 Minimum Numbers Thashoe a rallyng ‘naUni 2» Spat Lasher x one Creatures Table 6-2: Creatures in Formed Unit... 132 Sonechld an Commanders 164 Table 6-3 Cretuesin Unformed Units. 182 ‘alhing Wal Comins M45 Table 4: Combat Madiiers Ma ‘tached Commanders 145 Table g-5: Morale Seve Modifies ) Chaper «Sat Cards 73 Commander Peston, 46 Table -«¢ What Commanders Can Do... 147 alegliyng Statics 3 Unattached Commanders 48 Table €-7- Special Orders us Minar Sttitis Ones 148 Table 6-6 Random Mass Boles Converting tthe Minitores Ras Dial Unis 149 Vicory Conditions te Deriving Miniatures Ratings commander More 149 Table 7-4 Random Dungeon ease... (7 teinag ca Vietory Conditions 49 Por Chanetere Terai isi Mass Bales Clery 183 inthe Minaturs Rules e vidual chara another in lethal skirmishes Then itzoomsout again toceverthe fates ) of etite amis a they clash on the feds o bate an adventurer faces many physical and mental challenges, supernatural combat. A com [ manledewstandocamyhor ty \ tet, faces these challenges and necting troops to where { they can dothe most good, know ing which ones ate-dependable and which ones will lee when the going gers ough. Whether youre playing miniatures bares ora change of pace fom yur D&D campaign or incorporating bat- tes into that campaign youll find what ‘very good warlord needs ight here. MINIATURES \ skirmishes and mas bates) Ms by Taine for both player and nonplayer characters. “The new feats provide an For pelle upahigherlevel slot 1 do s. typical miniatures battle.) Some spells are MINIATURES ON DISPLAY Introduction Sg Ei Tihs book provides new rules and material for D&D roleplaying and miniatures (both \ Chapter 1: Characters introduces several new base classes, new prestige clases, and many new feats, While these classes and feats offer inter testing nev abilities for miniatutes they also provide player andthe Dungson Manter(DND with newapions Sy Most of the new classes are combs oriented, sch asthe tac tical soldierand the war hulk. You can expect t sce members ofthese classes on the miniatures battlefield, but they make reat additions to any D&D roleplaying campaign as wel ‘of combat options, such as Powerful Charge, Distracting Attack, and Shieldmate this book introduces “sudden feats that let you apply 2 metamagic feat 1 a spell without using Chapter 2: Magic details new spells, ranging from 0 level 10 Sth level, as well as several new magic items. ‘Spells of higher than sth level are too powerful for she straightforward, such a8 conviction, which grants a ‘2 morale bonus on saving throws, Other spells ate more deamati, such a8 wetvfy, which raises a ‘As youll zon discover (if you havent alread), Handbook i lavishly Husted. In addon to illustrations that are iret tis othe text, such a al the clases in Chapter 1 and all he ‘monsters in Chapter 3, this book contains concept sketches and photos ‘of dozer of miniatures from the Horbinger™ and Dragoneye™ sts. character from the dead without level loss—but only if you cast the spell within 1 round ofthe character’ death |, Thischapteralso introduces the swift action, which | isu typeof action simile to casting quickened spell | ‘Soveral of the new spells have @ casting time of "1 ‘wife action.” Characters can cast spells ofthis type an 7) in combat without provoking attacks of oppor tunity oF giving up cei own atacks. New magic items range from the cheap and simple to the mighty. Low-level characters will appreciate the bracers of quik sik, granting one ‘xtra attack once per day More pricey, pow }) latest the dak which ? only granesa bonus vo Armor Clss but dam ages creatures that strike the wearerin melee Chapter 3: Monsters describes move chan thirty new monsters. As with the spells inthis book, most of the monsters ate designed for low to mid-level ply: Te bright naga, for example, has limited special abilities, making it a suitable ‘opponent for lower level parties (and easy for the DM to run), Arthe top end are che aspects, creatures spawned from tiny portions of 4 divine energy They resemble the deities and arch fiends from which they have sprung. Chapter 4: Stat Cards shows you how to reada riniatuces information card (known as a stat card) whether youre using the creature in skirmishes, mass ..\ bute, or in a roleplaying scenario. & 4 \\ ‘Tis chapter also includes aconversion guide wo help you convert characters or creatures to the miniatures rules Player characters can lead troops in combat, whether fast paced skirmishes or grand battles. Chapter 5: Skirmish Rules gives complete rules for playing small-scale tactical battles with D&D creatures and haracters This chapter also includes a large array of sce narios to challenge your strat \ ‘torhead, maltiplayer, or in ae eo B in even play ‘campaigns, in which your warlord rss in level and your swarband gains magic items Chapter 6; Mass Battles Rules presents rules for large seale actions in which creatures fight together in large, reg mented groups. Chapter 7: Random Dungeons shows you how to turn | your miniatures’ stat catds into a “dungeon deck’ to generate random encounters. You can use that deck to run a random ‘dungeon as an evening’ diversion or a campaign in its own right You dont even need a DM! The Appendix is filled with visual aids including ter rain elements, illustrations of mass battle unit formations, simple and and spell templates. CCharge into battle with the Miniatures Handbook, and expand the possibilities for characters in your campaign The concept sketches were created to give the sculptors of the riniatues a visual reference for their work, By comparing 2 conce Sketch to the photopaph ofthe Fished miniature, you can see how Closely the sketch resembles the Fil result~and ifyou dont alr have al these miniatures in your collection, nw you can Iteral se what yu're missing the Miniatures al eapains lead tops inte combat, feat some watmages Blas foes with fre ardice, Brave and selfless healers race nto batle otto smite thee foe but to ep theirallies on theit feet. Ircakes every thing these combstants can do ro face the rw possee oral, aes aed gis trained tobatter down emallasfoe in great number This ohapier detals new: eharac classes related to batle and warfare, and offers classés and p are standard og aii. agicy with Favored Soul: divine caster with an innate c Healer: 4 spelicasier spegializing in heal tee healing abilities. Marshal: 4 military lar who nspites the bes fom sor piions snd batrlemates. ‘Warmage: A powerful bsclefeldspelleaste. STARTING'AGE Avast any other cas, fou can choose &ikelyage or rll ‘andomly oni. f you rll sandomly, elt to dhe inlocaation Irlow ands she appropriate column on Table 64, Random ‘Stating Ages page 109 tthe layers Handloo “avored Soul Sane a barbrian Healers Sum os bard Marshal: Same a= cles STA ‘Taste 1-1: RANDOM Startine GoLo Sermage Siaie es bard TING GEAR Lach class hava. starting package thar you caf use when créating a Lsvlevel character of tha cass, Alternatively you can toll randomly forthe char (seeTable 1) and buy equipment ste by tem, INO YaLldVHO ‘Class ‘Amount (Average Favored sou Heer 10 (100 gp) Marchal Sdexl0 (125 gp) Wacage 34-10 75 go) 2 FAVORED-SOUL lnofthe cleric bt © with enepising case, She The fayored soulfollows th sbleto channel divine pe isabletoperform the sme tsksas her fellow divine spelleasters but with vittyally no study; to her, i naturally Scholars wonder if favored souls have aces of outsider blond.from unions holy or unholy, centuries ag0 and generations removed. ‘dhersuggest-that the ability 1s awalkenod by divine training ofthe proper ype, o that favored souls axesionply imbued with their gs by thie ods whe they begin trainin as dlerics. In any ease favored cir spells naturally, as mich theough Adventures: Favored souls ae often loners, wandering favored souls most commonly worship the chief deity oftheir the land serving their deitics. They are welcomed by racial pantheon, their churches but treated a5 unusual and some Unlike clerics favored souls are notable to devote times misunderstood. They are emissaries themselves toa cause ora source of divine power of their deities, outside the church’ instead ofa deity ‘command strueture—respected mys . Background: Favored souls learn of their fies not requiing the support nor = connection with the divine ata young age mally crucial to a priests success Eventually young favored soul understands this satus makes them sometimes the power that she has been wielding uni revered and sometimes envied r tentionally by their clerie cousins, While . Favored souls, as naturally inclined cd ens cea pened snl yipedapeen fein ea tak paced nls cletes tna temple they pin of ncling, deer worbier Fy urieg tl Enowlapaoe ae Hsiao cea eet BR crocg centre vo work oper jaeoegs fede peng car Ws ato Spe ‘Charsctertc oered souls eee lacianl epeseeg eaves ote ie oe \bpoth brining and Th occa eis Bel eae was eae than eles, int re paige leeds Cee Claes! Ford cu fea eles ese ual a . Te ttt fa oe ony than lt, bu ty sam ea niiceciart a yes ear ceacnsatian te ate ferried ugha clases espealy esters bat ighueniaccd inlet tat A ; iietrayeal ee ame meatier dd esnclieat Cuieeianslier a ‘Alignment Divine magic i aie iba spe dena lie pola iss pha eebvei a a coat ecco medieate a ps mie eee ae aceteredos efits aa dcrag andes wi snd okt Th Bard wl an gig cig hr al Aight chaos vere el coer aie rte ogc A Sieil wal token tie sane peas er Sls) da caves popes porate ll bar oi Nag oeeertentea teas rete eras serve a lawful good deity and be neutral good herself. A favored GAME RULE INFORMATION oes oe ae eo eee pe lnvata longer Taligon: A avored nulcen beafanysligion. The most" Abiies:Chatmedetcomis how navy sel the vor emmy wrclpat bY red meta coed sll ct pu ap Winall ipesdlous bas asd da Hesicts Feen to ef the sua: Aspeginvulinminiracey, sm pee sta Oot Sle Welty so sail Min by T. airsine ‘Taste 1-2: THe Favoreo Sout fase Fort Ref wil —— spate par Day level Aftack Gonus Save Save Save Special © st 2nd Sed sth Sth 6h 7th Sth oth Tt 40 coer ea as ind 1 38 3 6 4 —— bd 2 13433 Daiy’s weapon focus a ah 8 4 Ce Sth 43 +444 44 Energy resistance (st ype) 66 4 eh 48s 6 6 5 ah 45 Fs ES 6 5 6 Bh s6pet 6 46 6 55 G sth 46 wo eS SEE Yoh 7/42 174? 47 Enowgyresstance nd type) «66 OG 1th saya a 66 6 ah sys ‘$5848 Deky’sweapon speciation «6-6 Tith say Se 6 5 6 ath 10/65 a 6 5 6 Sth 11/56/51 49484 _neegy esintance (rd ype) 6 6 6 16h s1zje7e2— 51061010 — 6 6 6 Wh 37/62 HOO 10 Wings caren Wh 3yg93 an 6 6 6 apg aan Eee SSfei0/es 1241212 Damage reduction 66 6 Charisma and Wisdom for spelleasting, a favored sou also bene fits from high Dexterity, Stength, and Constitution scores, Alignment: Any Hit Died, Class Skills The favored souls class skills (and the key ability for each sill) te Concentration (Con), Craft (Int), Diplomacy (Ch, Heal Wis), Jump (Ste), Knowledge (areana) (Int, Profession (Wi Sense Motive (Wis and Spellraf (In. Skill Points at 1st Level: (2+ Int modifies) x 4 Skill Points at Each Additional Level: 2 + Int mosifir. Trae 1 Favoreo Sout SpELis KNowN ‘pels Known 2nd rd ath Sth Gh 7th ere ia tre sed th sth oh ms oh 3b 10h rah ooh th 1st ih 18th 1a 20h eRe Bo Bamomam om saul eRe Bog amo mm. B oll oBoRomagum moi) opto Bromo be sole | -B-B-8-8.M | -B-B-e-i| oB- oir i Class Features Allofthe following are elas features ofthe favored soul ‘Weapon and Armor Proficiency: Favored souls are prof ent withallsimple weapons, with light and medium armor, and with shields (except tower shields). A favored soul i also prof cient with her deitys favored weapon, Although 2 favored soul is not proficient with heavy armor, wearing it does not interfere with her splleasting Spells: A favored soul casts divine spells (the same type of spells available to clerics), which ate drawn from the cleric spell ist. She can cast ny spel she knows without preparing it ahead of time the way 2 cleric must. Toast a spel, favored sul must have a Charisma score of 10 + the spells level (Cha 10 for eve spells, Cha 11 for st-level spells, and so forth). The Difficulty Class for a saving throw against a favored souls spell is 10+ the spells level + the favored souls Wisdom modifier Like other spelleasters, favored soul can cast only «certain ‘number of spells ofeach spell level per day. Her base daly spell allotment is given on Table 1-2 The Favored Soul. In addition, she receives bonus spells per dayifshe has a high Charisma seore (see Table t-1 page 8 ofthe Player’ Handloo Unlike thar of cleric a favored souls selection of pels lim ited, A favored soul begins play knowing four Clevel spells and three istlevel spells of her choice. At each new favored soul level, she gains one or more new spels as indicated on Table 13 Favored Soul Spells Known, (Ualike spells per day, the number of spells favored soul knows isnot affected by her Charisma he numbers on Table 1-3 ae fixed ‘Upon reaching 4th evel, and at every even-numbered fav. soul level afer that (6th, 8th, and soon), favored soul ear choose to learn a new spell in place of one she alceady knows. In effet, the favored soul “loses the old spell n exchange forthe new one Thhe new spells level must be the same as that of the spell being exchanged, and it must be atleast ro levels lower than the highest level fvored soul spel the character can cast. A favored soul may swap only a single spell at any given level, and must choose whether or nottoswap the spell atthe ssme time cha she gnins new spells known forthe level Unlike a cleric, a favored soul need not prepate her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level Deity’s Weapon Focus: At 3d level, favored soul gains the ‘Weapon Focus feat with her deity’ favored weapon. Ifthe char acter already has that feat, she can choose a different one Energy Resistance (Ex) At sth level, favored soul chooses an energy type and gains resistance 10 against that type. At 10th level and t th level, the character gains resistance 1Oagainst two other energy types of her choosing Deity’s Weapon Specialization: At 12th level,» favored soul gains the Weapon Specialization feat with her deitys favored weapon, Ifshe already has that fea, she can choose & different one ‘Wings (Ex): Ar 17th level, a favored soul gains wings and can fly ata speed of 60 feet (good mancuverabil Ppa rey, ith) A goodaligned favored soul grows feathered wings, and an evilaligned favored soul gains batike wings. A favored soul who is neither good nor evil may choose either type of wings Damage Reduction (Su): A 20:h: level fvored soul gains damage reduc tion. Ifthe character is lawfulaligned, the damage reduction is 10/slver. I the charseter is chaotic-ligned, the damage reduction is 10/cold iron. A favored soul who is neither lawful nor chaotic may choose either type of damage : 8 = i Human Favored Soul Starting Package Armor: Scale mail (14 AC, armor check penalty 4, speed 20 301 Heavy wooden shield (+2.AC, armor check penalty -2, 10 Ib Weapons: Heavy mace (148, erit »2, 8 Ih, one-handed, bludgeoning) Light crossbow (1d8, crit 19-20, range ine. 80 fe, + Ih, plercing ‘Skill Selection: Pick # number of skills equal 10 3 + Int modifies sia Ranks Ability Armor Check Penalty Spaleatt rae =: Concentration 4 Gn Diplomacy 4 cha = Knonlegge (arcana) 4 Int — Imimidte (ce) 2 Cha = Usten fo) 2 Wie = Spot (ee) 2 we = Sura (ee) 2 ws = Feat: Combat Casting, Bonus Feat: Toughness Deity: Flor Spells Known: 0—delect magic cane minor wounds, light, read mag; tst—b cure light wounds Gear: Bacepack with waterskin,one days trail tions, bedioll, sack and flint andstel. Case with 10crossbow bults Wooden holy symbol sun disc of Pelor). Hooded lantern, 5 pints of oh Gold: 244 gp. coer 4 aera ae rl ee ho 7 Pee cca 2a age ie een i ern acid cel ee ss Shere rele meer in ihe a vit setae ecko We by THis wins her friends among otherwise savage creatures ofthe wild, ‘Adventures: The healer provides aid to members of her adventuring company, the soldiers of her religion, or the alliance to which she is pledged. When a battlefield is strewn with wounded alles or an expe dition teams members are sorely hurt healer cures the injuries of the faithful and those who have allied themselves with the side of good. A healer might accept a comission to escort company ‘or warband on a dangerous mission, making herself available to ‘ast divine protections and offer divine healing. The healer is much revered for her services, and she may ask her companions for daily prise to her deity-or at least an equal share in any reward garnered after the successful conclusion ofthe adventure cor military action, Characteristics: Healers are masters of curative magic, out pacing even clries inthis regard, This focus om healing comes ‘witha trade-off A healer’ spell lists sharply consteained, andit Jacks destructive magic and violent spell Healers have some combat capability and are familiar with basic weapons and some armor. Alignment: Dedicating one life o curative magic requires good alignment, Religion: Healers revere good-aligned deities or righteous Background: Soine healers are unofficially attached members of religious organizations. Others wander the lands freely either alone or in adventuring companies. Many also take up service in armies that combat evil repel invasions, or otherwise fight the ‘good fight” Healing all allies —no matter their philosophy—while atthe same time eschewing the use of violene spells roquires a selfless (quality and dedication to good. Ahealer must be gentle, bt also strong in her convictions. Races: The need for healing knows no racial boundaries, and het: cts include members of all the common races. Adventuring healers are most often humans and elves Healers are less common among the dvarvesywho would rather pre vent sounds (by smashing the enemy) than cere them, Other Classes: The healer is rarely snubbed in an adventuring compony. all realize that her presence could be the advantage that ‘enables them to see their next quest through ro the end Healers sometimes clash with clerics, since clerics repre sent a more dogmatic view of faith and reverence toward the deities an adventuring company or combat uni, applying be: T divine skills o bring elie wthe injured. Afer she pases the wounded press forward with renewed vigor, and he fallen may yet rise again, GAME RULE INFORMATION Healers have the following game statistics. Abilities: Wisdom determines how many spellsaheale can cast per day, Charisma determines hovr effective the healers spells are. A high Constitution improves her it poins allowing her to brave combat and letting her spend fewer he ing spells on hersel, Alignment: Any good, Hit Die: ds. Class Skills ‘The healers class skills (and the key abiiy for each skill) are Concentration (Con), Cre (an), Diplomacy (Cha), Hendle Animal (Ch Heal (Wis), Knowledge (nature) (In), Knowledge (eh gion) (In), Profession (Wis), Sense Motive (Wis), Spellenl Int), and Survival (Wis) Skill Points at 1st Level: ($+ Int modifier) 4 skill Points at Each Additional Level: 4 + Int modifier 55 Features Allof the following ae class features ofthe heale. Weapon and Armor Proficiency: Healers are proficient with allsimple weapons and with light armor. Additionally, healer who uses metal armor or any kind of shield is severely ham Thearmor ofa healers restricted by eaditional oaths, not simply tring. A healer knows hew to west light metal armor and could ecome proficient with medium or heavy armor, but wearing niet armor or bearing a shield would violate her oath and sup pressher healer powers, Her ethos requires certain vulnerability thatallwes her to more fully empathize with healer who uses prohibited armors unable to cast healer spells or seany of her supernatural or spel lice clas features while doing s0and for 24 hours after the armoris taken off Spells: healer casts divine spells (the same valle to clerics), which are drawn from the he riven below A hedler must choose and prepare her spells in ype of spells er spell list, dance (ee below “To prepare or cast spell, 2 healer must of 10+ the spel’ level (Wis 10 for level spells, Wis 11 for 1st level spells, and so forth) The Diliculty Class for a saving throw pinata healer’ spell is 10 + the spells level + the healer's Charisma modifier, Like other spelcasters,a healer can cas only a certain number of spells ofeach spel evel per day Her base daly spell llorment is given on Table 1-4: The Healer. In addition, she receives bonus spellsperday ifshe hos a high Wisdom score (see Table 1-1, page Sof the Players Handbook} Healers do not acquire ther spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or say for their spells, receiving them theough thelr own strength oth Eacheermustchooxatimeat which she mustspend lation or supplication to regain lardayallonvent of pels Toa spent ting kano elec wheter a healer can peepare spells. A healer may prepare and castany spellon the healer spell lis see below), provided she can cast spells ofthat level, but she must choose which spells to pre her daly meditation, ave a Wisdom score pared Tate 1-4: THe Heater Base Fort Ref will level Ack Bonus Save Save Save Special 2 0 429042 Healing hands nd "34043 Skil Focus (Heal) ad 3H 42 Cleanse parahsis: th 2 Me 14 Cleanse incase sh 42 MoH Ho Cleanse fear oho S42 45 Cleanse poison Tho 354245 Efrtless healing th ow 36 +2 +6 Unicorn companion | ooh 364346 Cleanse binders th 74397 Cleanze spr h aA 2h a Dh 448 Cleanse petifcation uh oo 1st 484549 Newstin’ 1h “0045 10 — mh AOE TAT foe 16 19 46 at 200 +2 46 +12 Newlfe Healing Hands (Ex): Whenever a healer casts spel that cures hit point damage, she adds her Charisma modifier tothe amount of damage healed. For instance ifasth-level healer with an 18 Charisma casts cae ight wounds, she cures 1845 points of ‘damage normally, plus an additional 4 points of damage due to her Charisma bonus. This bonus applies only to spells ofthe hesh {ng subsclhool that she casts asa healer, not fo those that she may have by virtue af levels i another class ‘Skill Focus Heal): healer’ focused taining grants er this bonus feat at 2nd level. If she already has that feat, she may choose different one ‘Cleanse Paralysis (Su) healer deals with certain kind of mal sxlies so often that eventually she can cue them without esorting toa spel. At sr level, a healer gains the ability to cleanse parly sisonce per day as ifcasting a remove paras 5 Cleanse Disease (Su): Ar 4th level, a healer g: to-leanse disease once per day, a feasting a move dreas spell, Cleanse Fear (Sa): Ax Sth level, a healer gains the ability 10 cleanse fear once per day as ifeastng « rsmove far spell Cleanse Poison (Su): Ar th level, 2 healer gains the ability t0 cleanse poison once per day a5 if casting a neutralize poison spell ~Bffortless Healing (Ex): At 71h level, a healer has learned 0 castspellsof the healing subschool with minimal effort. she may cast such spells without provoking attacks of opportunity Th ability applies only to spells of the healing subschoo! that she ‘caste as healer, not to those that she may have by vitae of levels in another class, Unicorn Companion (Ex): When a healer attains sth level, the deities recognize her devotion and grant her a celestial unt ‘corn companion as her mount and aide. The unicorn symbol of healing and purty, serves the healer willingly and unswervingly (Once per day, asa fullzound action, the healer may magically call her companion from the celestial realms in which it resides. The companion immediately appears adjacent tothe healer and remains for 2 hours per healer level. te may be dismissed at any time as free action. The companion is the same creature each time tis called, though the healer may release a particular com ppanion from service to grin a companion of a different kind Each time the companion is called, it appears in full health regardless of any damage it may have taken previously. The ‘companion also appears wearing or carrying any gear it had sine the ability Bodom omepagumug. mee when it was last dismissed, Calling a companion isa conjuration calling effet. A healer of 12th level or higher may select from alternative lists of companions (see che sidebar). Should she select a com ppanion from one of these alternative lists, the creature gains abilities as if the character’ healer level were lower than it ally is. Subtract the value indicated inthe appropriate list header from the character’ healer level and compare the result with the healer level entry on the table in the sidebar to {determine the companions powers. (Uf this adjustment would reduce the healer’ effective level to 0 of lower, she cant have that creature as companion.) For example,a 12th-level healer THE HEALER’S COMPANION “The heale’s companion is different fom anormal creature of ts kind In many ways. The standard companion for a healer is 2 celestial Unicorn It is superior to a normal celestial unicorn and has special owes, as described below. Healer Bonus Natural Su/Dex/nt Lew! HD Armor Ad. Ad. Speci Bh 4030 30 Empaticink improned eration, share saving throws, share spells Vathath 622 “2 Vstheath 42 Devotion Vath 4646 42 Improved speed, spol sistance Healer’s Companion Basis: Use the base statistics fora creatute of the comparion’s kind, as given below orn the Monster Manual, but rake the following changes ‘Healer Levels The character's healer level which basa direct eect on the extent ofthe companion's special powers. Bonus HD; tra eightsded (48) Hit Dice, each of which gains a Constitution modifier, as normal. onus Hit Dice improve the compan ion’ base attack and base save bonuses. A companions base attack bonus is the same a that of cle of level equal tothe companion’ =| HD. A companion has good Forttude and Refer saves (teat it a3 character whose level equals the restute's HO). The companion gains feta kil points and fats for bonus HD a8 normal for advancing 3 ‘monster's Hit Dice (see the Monster Morua) "Natural Armer Ag: The number noted here ie an improvement to the creature's enting natural armor bonus. It represents the preter natural toughness ofa healers companion. ‘Sir/Denfnt Adj: Add this figure to the companion’s Strength, exe, and intelligence scores Empathic Link (Su)° The healer has an empathic lik with her companion aut toa distance of up t | mile. The healer cannot see trough the companion’ eyes, but they can communicate empath cally Note that unicorns see the world diferent from humans, $0 mmisunderstendings are always possible. Because ofthis empathic link, the healer has the same connec: tion to an iter or place that her companion does, just a= with 3 master and his falar (see the Familars sidebar, page 82 ofthe Ployers Hondbeo) Imposed Evasion (): When subjected to an attack that normally allows a Reflex save for half damage, a companion takes no damage if itmakes a successful saving throw and half carnage even ithe sving throw fl ‘Share Soving Throws For each of ts saving throws, the companion ses its ohm base save bonus of the heale', whichever s higher The companion apples its own ablity modifers to saves, and it doesn’t share anyother bonuses on saves that the healer might have [auch as om magic items or feats). ‘Share Spel: Mt the healers option, she may have any spel (but not any spellike ability) she casts on herself also afect her companion. ‘The companion must be within 5 feta the time of casting to receive the benef. ifthe spel or effect has 2 duration other than instant. neous, stops affecting the companion Ifthe creature moves farther than $ feet away and will not affect the companion again even it returns 10 the healer before the duration expires. Adeitonall, the healer may asta spel with target of "You" on her companion (as & touch range spell) nstead of on herselE A healer an her companion «an share splls even ifthe splls normally do nat affect creatures of the companion’s type (magical beast. ‘Deter (2): A companion’s devetion tots masters so complete that i gains a-=4 morale bonus on Will saves against enchantment spall and eft Improved Speed (69): The companion’s base ground speed increases by 10Feet Spell Resistance (Su): A companion's spell resistance equals ts master’ healer level «5 ALTERNATIVE CELESTIAL COMPANIONS ‘healer of sufciemly high level can select her celestial companion from the following list. Apply the indicated adjustment to the healers level for purposes of determining the companion’s chase: tersties and special abilities, For example, fa 14thlevel healer takes 2 gynosphina as 2 companion, the gynasphine’s special ablities are determined as f the healer were 10th level instead oF 1th (due to the ~# adjustment). These companions are symbols of healing in various cultures 2th Level or Higher (Level -4) Lammasu {Gynosphine Wate naga 16th Level or Higher (Level -8) Androsphi oust! 1 Available only in an aquatic environment. SAMPLE UNICORN COMPANION The statistics below ae fora celestial unicorn. The statistics do not Include the modifications for being 2 companion a5 given on the le above, Celestial Unicorn: CR 4 Large magical beast; HD 410520; hp 42; Int ‘5: Spd 60: AC 1, touch 12, Nat footed 18; Base Atk +4; Crp #1 Ak 1 melee (148+8, horn; Full AK +11 melee (1d8+8, horn) and #3 melee (Id6+2, 2 hooves): SA smite evil +4 1/dy: SQ damage reduc tion S/magk, darkvision 60 f., immunity to poison, charm, and compulsion, lowlight vison, magic cece against evi, resistance to 8685, cold 5, electric 8 scent, Spellike ablitis, spl resistance Ww empathy: AL CG; SV Fort 9, Ref 47, Wil 6; St 20, Dex 17, Con 21, Int 10, Wes 21, Cha 24 ‘sil and Fete: jump +21, Listen +1, Move Silently +9, Spot +, Survival +8; Alertness, Skil Focus (Survival) Spelltike Abilities: At will—detect evil as a fre action: 3/day— cre ight wounds (caster level Sth): 1d2y—cure moderate wou | (caster level Sth, neutralize poison (caster level 8th), greater telepor within the boundaries ofits home forest, 4 could select a lammasu as a companion. The lammasu would have characteristics and special abilities as if the healer were {th level (caking into account the ~4 adjustment) instead of ath level ald the healers companion dc, it immediately disappears, leaving behind any equipment it was carrying. The healer may sotcall another companion for 30days or until she gains healer level, sthichewer comes first, even ifthe companion is somehow returned from the dead. During this 30-day period, the healers, Asraught and takes a + penalty on attacks rolls and weapon damage rolls. ‘Cleanse Blindness (Su): At 9h level, healer guns the abil itytocleanse blindness once per day as if eastinga remove blind /deafes spel Cleanse Spirit (Su): At 1h level, healer gains the ability to restore a creature to health once per day, as if casting a grater station spell Cleanse Petrification (Su): At 13h level, a healer gains the tblty to estore a petrified creature to health once per day if testing stone to flsh spel ‘New Limb (Su): Ar isth level a healer gains the ability 9 regrow a creature’ lost or damaged body part once per day, as if ‘sting regenerate spell New Life Su): Once per week, a 20th level healer con bring a dead creature back to life as feasting a tue resurrection spell EcHealers Ahealer who grossly violates her ethos such a by refusing to bralanally 2 good aligned creature) loses all spells and class fextures (except for proficiency with simple weapons and light mor). She cannot thereafter gain levels asa healer until she nones (see the atanement spell description, page 201 of the yer Handbook) Healer Spell List Helers choos heir spells fom the following list Level: cate water cre minor wounds deathwatch, ete mage, aso, ight, ending pur od a den read may Ast Level ies tere ight wounds phe, pete fom colvemove ayrerove pray nt pea wih animal ‘nd Level al emote mode wounds delay pov gle | ey move nde deaf, mou die ee train Sed Level: dose wounds cate od end war, ce erus sea on, remove ctr tai 4h Level: cure! wow, death ward, from of mows ase igh wounds pone Sth Level: atonement, rok encha wand rae ded, ev sane es, rue sein ‘th Levels alr ristoration, hea, es, mas ee srs Pah Level: mas cue crtial wounds, repulsion, resumen, tah Level dizer cation, ly aura as hel ath Level: oeight at tue eset *Newpel described in Chapter2 ofthis book Human Healer Starting Package Armor: Leather (+2 AC, speed 30 ft 5b Weapons Longspeae (ie, 9b, twoshanded piercing crossbow (1d8, crt 19-20/%2, range inc. 80,4 Ib, piercing) Skil Selection: Pick a number of skills equal to 5 + Int } modifier ‘Armor Check Penaly sia Abily ‘Concentration 4 Con = Hel 4 We = Diplomacy 4 cha Sense Mative 4 Ws = Handle Animal ee = Survival 4 Ws cat ow = Usten fe 2 wis Search (ee) 2 int = Feat: Sribe Scroll Bonus Feat: Toughness Deity: Ielor Gear: Backpack with waterskin, one day ral rations, bedoll, sack, and flint and steel, Case with 10 crossbow bolts. Sera of tie light wounds, Wooden holy symbol. Bullseye lantern s pints fei Gold: 246 gp, —____________ MARSHAL ‘Sometimes iris nor enough wo be aconguering warrior, cham pion ofall that’ right foldier Sometimes the eireumstances require a solid commander of soldiers and situations. Sometimes the circumstances demand an experience sellsword, or an elite foot a marshal Marshals inspite trust i those they lead. They eutn tha ust by slogging through harsh landscapes, dangerous battlefields, and haunted catacombs along with thore under their command ‘With a look, they can see where to best deploy their resources for come up with a sneaky use to fool their enemies. A marshal hhasa tactcians mind, cartographer’ overview ofthe disputed Tandscape (or dungeon warren) and a way with words tha can inspire battle-hardened fighters to give it ther all when melee breaks out ‘Adventures: Whether leading troops ora company ofadven turers, marshals aecept commissions in retuen for their service Once a commission is accepted, most marshals feel honor bound to see the contract through to its end, If the choice is between honoring the commission and the survival of his com pany, though, many a marshal will break the commission and his forces toa new patron in distant lands. ‘Characteristics: Trained in the basics of fighting, marshals possess a general knowledge of weapons and armor Thet rea Srength ether ability to lead those who follow them to suceess| they might not otherwise reach in combat. Marshals make pass able warriors themselves, when personal danger finds chem. ‘Alignment: Marshals may be of any alignment. Good-alighed marshals are often crusading leaders who seek out and fight evil. Lawful-aligned marshals accept commissions from people who face invasion by foreign aggressors. Chaoti-aligned mar shals lead mercenaries to wherever the pay is best. Evil-aligned marshals tend to lead forces of foreign aggressors set on inva sion and plunder. Religion: Marshals often worship Heironeous (god of valot) or Kord (god of strength). Some worship St. Cuthbert (god of retribution), Hextor (god of tyranny), or Erythntl (god of slaughter) Background: Marshals come to theit profession through study and desire. Most have had focmal training in a nobles army, where they wete given positions of authority Others have trained in formal academies, prepaving themselves for careers ‘Marshals see others of tele class as part of asamiltary office TanLe 1-5: THE MARSHAL Base Fo Ref wl Auras Known level Altick Bonus Sve Save Save_——_Special Minor Major ‘0 ee oe! ‘Skil Focus (Diplomacy), minor aura T ° nd 3 0 3 Majoraura +1 1 1 are 2 = 2 y a3 + lad Grant move action 1/day 2 1 Sho 8 4 aa = 3 2 " 4 ss 3 2 ee Major aura 2 4 2 6 2 6 Grant move action 2/4) 4 2 je: 5 3 73a] = $ 3 OES 5 3 3 48 Grant move action 3/day ‘ 3 aCe EE = ‘ 3 H10j+5 B48 Major aura +3 6 ‘ ayes a aS 1 4 1aj+7/-2 fo 4S +10 Grant move action 4day a 4 sap7}e2 FS a 7 ‘ 13/68/03, ‘ —— 7 4 Ma MN ae aS 8 4 200 joes 12—=«6—«12.—— warmage gains Sudden Empower (Geseibed ltr in thi chapter) 283 bonus fat. the warmage ead has balan hacucieo ttleeer one ‘Sudden Enlarge: Ar 10th level 2 watmage gains Sudden Enlarge (descibed iter inthis claps asa Bons fet the warnage aedy has th fit ha cl, Carre 4 ferent ote ip Eis base: dally ell lot fs gvem on, 1-6 The Warmage. Inadition, he receives Sonus spells for a high Charisma score (see Table 1-1, page 8 of the Players Handvo Unlike 3 cleric or wizard, a warmage need tot prepare his spells in advance, He can, castany spell he nowsat any time,assum- ng he hes not yer used up his spells pee Y/ dy for thar spell level, Armored Mage (Ex): Normally, armor cfanytypeintereres with an arcane spell: casters gestures, which can cause his spells to fall (if those spells have somatic components), Warmages' limited focus and specialized training, however, allow them to avoid arcane spel failure as long a they stick tolight armor and light shields This raining does not extend to medium or heavier sxmots;norto heavy shields. Nor does this abil leyapply to spells ged from a different spell costing clas. ‘Ac Sth level, a warmage learns to use medium \ { )S Iter in this chapter) asa bonus feat. IF sexiest nx canct of atcdna rpell alive, aR the wirsnigs already has the fet, be can Warmage Edge (Ex): Wermages ae specialized choos siferenone indealing damage with their spells. Whenever , ‘Sudden Maximize: At 20th level, 2 {eagle Gal bt pot insia’ ales sade Masia beet beediehi nallema tend yy (desetel Ase i hts epee) amy) to the amount of damage dealt, For ¢ = bonus feat. If the warmage already are iiccelmemgeyisirind. Sot ng cs tea eae sea genes cstsmapc mnie desis 1dert pots of aed ane Tague 1-6: THe WaRMace ase Fort Ref will spas pee Day lem Auch ous Save Save Save Special © Ast 2nd Sed ath Sth 6th 7h ath 9th ie 0 3040 42—Armored mage (ight), a warmage edge nnd st 0 0 3 64 id 114143 Advanced earning Ce Sh a2 ae eS SETS ea o2 od e5 vanced earing a hoa 4232.45 Sudden Empower eRe cme 24246 Armored mage (medium) 6 6 6 3 3 oh te EEE Wh 95 3347 Sudden Enlarge C8 es a 1th $3937 Advanced lating SA ea 7h oa 6 6 6 6 6 5 3 Bh a $e ELEC ‘sth a 6 6 6 6 6 6 §$ 3 18th 4545 49 Sudden Widen ECC Tat 45 +5 +10 Advanced learning 6 § 6 6 6 6 6 5 3 1h et SPE RSG RCS TRL SN ESS ith 66 Ce 1h 6 46 6 66 65 6 6 6 4 46 +6 +12. Sudden Menenize 7 8 6 656 6 6 6 5 F 5 i Ms by D Hey mage Spell List skit Ranks -Aronor Check Penalty ‘Warmages choose their spells fom the following lst. Spelt 4 = (Level acd splash, disrupt urea light, ayo fost Concentration 4 = Ast Level: lesser acl or, burning hands, cil touch, loser cold Knwdedge (arcana) 4 = on, lesr electric ob ese fie orb, magic mise, shacking grasp, _Intimidate 3 sey, leer ani ov, trast Survival (ee) 2 = ‘tnd Level blades of fin continnal lame, fireburst fie ray flam- Diplomacy (ee) 2 - Ing sphere, Mes acid arr, protec, scorching ray shale. Hae a za 3rd Level fre shield, ebal flame arrow, gust of wind, ce storm, tightning bl poison rng of lads, sleet tom, stinking coud 4th Level: blast of flame’ contagion, Eva lack tetas, Feat: Combat Casting Bonus Feat phantasl lle shout, wal offre Sth Level: are of lightning", cloud, cone legion fre shi, greater feburst, Nam fth Level: acid fog, bade barren chain lightn cirleof death disintegrate fie eds, Cie’ re sphere, Tinsers transformation, 7th Level: delayed blast fieball, earthquake, Finger of deat, fire storm, Mordenkainen’ sword prismatic spray, sunbeam, waves of exhaustion, 8th Level: greater shout, hor vl ing, incendiary cloud, par vay, prismatic wall, scintillating pattern sunburst ‘9th Level: elemental swarm, spl sion meteor swarm, prismatic sphere, wa ofthe bans, wei * New spell described in Chapter 2 of this book Human Warmage Starting Package Armor: Studded esther (+3 AC, armor penalty, speed 30, 20 Ib, ‘Weapons: Spear (Lis, crt »3, range ine. 20 f, 6 1b, eworhanded, piercing) Light crossbow (1d8, crit 19-20/% in, 80, 4b, piercing) ‘Skill Selection: Pick a numberof skills equal 0 3+ Int modifier Gnome Rect ‘Taste 1-7: THe BONDED SUMMONER Base fort Ref al Level Attack Bonus Save Save Save it 40 0402 Ind 91 0 0 3 sd 41 ear ah 2 a Sh 42 a oh 8 22 5 mh 8 esa ah ot 2 2 6 oh oa 46 tom +5 a8 7 uaghness. Gear: Backpack with watersk sack, and one day's trail rations, bedrol and steel. Case with 10 crossbow bots. Spell com ponent pouch. Three torches, Gold: 14 gp. Dragon Samurai: A warsior with draconic traits. Hiavoe Mage: An arcane spelleaster who casts spells while making physica attacks ‘Skullelan Hunter: A ruthless stalker of che undead Tactical Soldier: The master of melee War Hulk: A giant trained to hammer smaller foes ‘Warchief: A savage butl leader ND { HlewRo Tears roTeash the fares ofthe Elemental Pines i is known as bonded summoner The mightiest man 7 check festation of those planes, in theit various potencies isthe F elemental. And the bonded summoner knows elementals He has studied their ways, means, origins, and formation. He instinctively knows an elementals strengths and develops an unbreakable bond with a poweriul elemental compan », fon, As this bond deepens over time, the bonded sum monet’ kinship with the elemental forces he controls Special Elemental companion (Medio) resistance 1 ener) § Spells per O2y 4+ level of exiting arcane speiasing class Elemental companion (are), resintance to energy 10. merit sleep +1 level of existing arcane spelasting class Elemental companion (Huge, = resistance to energy 15, immniy te poison = 1 evel of existing arcane spalicasing las Elemental companion (great, resistance to energy 20, immunity tepals, stun Uemental companion (den, cannot be ane, immunity to energy Elemental frm, elemental ype, immunity to crial his 1 level of existing arcane splicasting cass “evel of existing arcane spelasting ass deepens, blurring the line between summone REQUIREMENTS. nf summoned. Eventually, this journey of To qualify tobecome a bonded summoner, a charac discovery leads to his own ability o take on ter must fulfil ll the following criteria, the form of that which he could for Skills: Knowledge the planes) 8 tanks, nely only summon, Speak Language (Aquan, Auran, Ignan, The knowledge required to learn or Terran the secrets of the Outer Planes is Spells: Able to cast 2nd-level rane in nature, and thus th arcane spells prestige class is filed mostly Special: Must have a familia with sorcerers and wizards— igh anyo h else who meets CLASS SKILLS the requirements may choos The bonded summoner’ class totake the journey of abon shalls are Concentration (Con) summoner: Craft (Int), Decipher Script (Int NPCbonded summoners Knowledge (Int, Profession (Wis usually loners, though and Spelleraf (Ine they may organize with spe Skill Points at Each Level: alist or fellow bonded su: it mot moners of their element threatened. Other NPC bond: CLASS FEATURES All of the following ate class fee in their abilities with com tures of the bonded summoner ies of adventurers to explore prestinscha ‘Weapon and Armor Proficiency ally ron grate ae hoppy to pelle per Daye Ar eenry tie rm such an alliance. * numbered level gained in the bonded Hi Die: ds, summoner class, the character gains new n arcane spelleasting class he belon Abendedsummoner before adding the prestige class. He does BONDED SUMMONER’S ELEMENT COMPANION immoner cannat see the companion’s eyes, but they ca bonded summoner hasan elemental companion thatstarts at Medium communicate empathiclly. Note that even intelgent elementals Soe and grows large a the bonded summoner level increases. sce the word differently ftom hurians, so misunderstandings ar always pos cane Because ofthis empathic Hk, the bonded summoner has the Lent Special eric corection at ay lace Wat his compart sac, [ul Uptosth Deliver touch spel, devotion, empath as.a mater and his fariliar (see the Familiar sidebar, page 52 of improved evasion, shave spels the Players Handbook) sie Spel resistance Improved Evasion (Es): When subjected to an attack that normally hor higher Improved speed alle & Reflec save for halfdamage, an elemental companion takes drape if t males a socecezl saving throw and haf damage even if lene Companion Basis: Use foram clemental ofthe the saving throw fils appropiate size a foud inthe Monster Maral, but make the fellow. Share Spelt: A the bonded summoner's option, he may have ar changes spel (but not any spelike ability) he casts on himself aso affect “Aron Lvek The bonded summoner’ total of levels inthe bonded elemental compton. The comparion must be within fet atthe surimoner diss and other arcane spleating clasees, receive the benefit. the spel or effect has» dur Dae Touch Spel (Sa) A companion can deler touch spells for tion other than instantaneous, stops affecting the comparion if the 1 bonded summoner. Ifthe bonded summoner and the companion creature moves father than 5 fet away and wll ot affect the compa act a the time the bonded summoner casts touch spel, he ion agin even fitretuins to the Bonded summoner before the dura an designate his companion 35 the “toucher" The companion can von expires. Additional, the bonded summoner may cats spel th the dale the touch spel ust asthe bonded summoner coud. As target of You" on his comps af the Bonded summoner casts anther delivered, the touch spel ds mn (Ex: An elemental co uch spell before the on himself A bonded summoner and his comps 8 ven ithe spells orn ‘devotion tothe bonded Spell Resitance (Es): Nhe bonded summaners arcane spelcater pete that it gains a +4 morale bonus on Will levels Sth o higher, an elemertal companion guns pel resistance hantmert spells and effect ‘equal to the bonded summoner's arcane splleste evel +S Enathc Line (Su): The bonded summoner has an empathic ink d Speed (Es) Allof the elemental ompanion's speed figues with elemental eompanion out oa distance of ¥ mile. The b ied Det 2 i i z 3 Ni : : S i € Parple Dragon Kaight not, howev all the benefits a character of that class would have gained (metamagic of item exe ation feats, and s0 on), except for an increased effective level of spell tasting, If character had more than one arcane spelicasting class before becoming a bonded summoner, he must decide to [f which class he adds the new level for purposes of determin ing spells per day Elemental Companion (Ex): Ac tst level, a bonded summoner picks his element of study: air, farth fite, or watet: This choice cannot be changed. The bonded summoner calls a Medisim ele ‘ental ofthe type chosen, which replaces his familiar. The elemen tal gets abilities secording to the information in the accompanying sidebar At 3rd Jevel, his elemental companion cows to Large. At sth level, it grows £0 Huge. At7th level, the companion becomes a greater elemental, and at ath level it be -omes an elder elemental If the elemental companion dies;the bond ed summoner takes damage equal to the ele rentals Hit Dice. The bonded summoner al takes td4 points of damage 10 ea new elemental of the same kind asthe o be summoned 24 hours later. A bonded summoner ray dstniss his elemental t any ime without taking this damage, but he must still wait 24 hours before summoning another elemental Resistance to Energy (Ex): Ab ance S against the energy type associated with his element of stud \ded summoner gains ress. Element Energy Air Electrity Earth aid Fire cold At rd level, this resistance improvesto 10. At sth level, irimproves 1045. At 7th level, it improves to 20. At th level, the character {gine immunity othe energy type in question Immunities (Ex): Over time, a bonded summoner slowly turnsintoan elemental, gaining an elementals immunities along the way, ‘AL3rd level, he becomes immune to sleep effects ‘Ar sth level, he becomes immune to poison. ‘At 7th level, he becomes imantne to paralysis and stun ‘Ac toth level, he is no longer subject to crtieal it Gannot Re Flanked (Ex): At th level, «bonded summoner has become so much like an elemental that he loses the normal human orientation toward “front” and “back. Like an elemental he cart be flanked Elemental Form (Su): At 10th level, a bonded summoner gains the ability to turn himself imo an elemental and back again fonce per day. This elemental isan elder elemental of the bond: ed summoner’ element of study. This ability functions like the polymorph spell, except as noted here, The effect lst for 10 hours, or until the bonded summoner changes back. Changing form (ta elemen: tal or back) is a standard ation that does not provoke an atack of opportunity Elemental Type: At toth level, a bonded sum moner’ type changes to elemental, and he gains b the subiype of theappropriate clement. He loses any ‘other elemental subrypes he may ba DRAGON Dragon samara are dedicated warriors, members of a special, seléselected class who revere dagon kind and emulate dragons ferocious martial abil ities 10 the point of taking om some draconic traits, Unlike noble samurai, who are born to their role and into a system of allegiance = dragon samurai re made, not born. Some times, orthodox samurai fall out of the system and find their way into a dragon clan (see below), but more often, those previously unfet tered with allegiance sweat fealty A copper dragen amnrai—toachosen dragon clan, Itis then that they begin theie taining in the arts of draconie warfare and discipline Each dragon samurai is bound toa single dragon clan of which there are ten. Five good dragon clans are each devoted to. kind of metallic dragon, and five evil dragon clans are each devoted to kind of chromatic dagen. Dragon samueai adhere to their own unique bushido (¢ samurais code of honor). However, they swear loyalty and obedience roa clan, not toa lord fs dragon samurai remains true to her busi, in time the fires ofthe dragon awaken within her. Martial classes of all types can apply for membership in dragon clans, Basically, anyone with an abiding interest in or revetence for dragons may eventually qually for clan member ship Ifthe dragon's roar is as a song to one’ ear, she should con siderbecoming a dragon samurai NPC dragon samurai ae solid, stalwart warriors oftheir clans They advance the clans sectetagends, which can be as simple as 2 guick commission or as grand as an all-consuming crusade Hit Die: dt REQUIREMENTS Toquaifyo become a dragon sammutaia character must Fulfil all the following cetera Aligment: Depends on the color of the dragon samurai cla, fallow, ‘act Rai or White Chaovic neutral, neutral evil, or chaotic ei ue or Gren: Lawful neutal, lave evi, of neueal evi. las. or Copper: Neutral good, chaotic good, or chaotic neuteal, Bort, Goi Silver Lau goed, neural good or lawl neural, Base Attack Bonus: +5 Skulls: Knowledge (arcana) 2 ranks Special: The character must have no experience as «dragon samurat ofa different clan, CLASS SKILLS Aragon sarmura’s clas skills and the key ability for each skill) sre Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), timid (Cha), amp (St) Profession (Wis), Ride (Des) Sense Motive (Wis), and Swims (St) ‘hill Foints at Each Level: 2» Int modifies Taatr 1-8: THE DRacon Samura! fase Back Fort Re Wal level Bonus Save Save Save Special Ve 4424042 Dragon breath, resistance 1 every 5 Ind 4163603 Dragon fiend Sd 42424143 Immune to dragon fear th 434 sT_ od Elemental weapon +146 Sh 134 Resatnee to energy 10 Oho 4S a2 5 Dragon ride Th 45454245 Resistance to energy 15 th 1636426 Blind Fight gh 46464346 Elemental weapon +246 Wh 47474347 Resistance to energy 20 CLASS FEATURES Allofthe following ae clas features ofthe dragon samurai pres tigeclss. Weapon and Armor Proficiency: Dragon semurat gain no prafcieney with any weapon or moe. Dragon Breath (Su): dragon samura can use «breath weap- nonce per day asa standard action. The type of breath weapon Uegends on the color ofthe dragon samurai lan, as noted below The breath weapon deals 18 points of damage per clas level. Te Reflex save DC for the breath weapon is 10 » the dragon ‘smurais class level + the dragon samurai Con modifier. dragon samura already has abreath weapon of the same type the damage stacks, For example, if a half dragon character has a breh wespon dealing 6d8 points of daimage once per day, and jinsa breath weapon ofthe same type thar deals 248 points of Aanage for being 2nd:-evel dragon samurai her damage increases 10888. she stil gets to use her breath weapon only once pet day Color Energy Breath Waapon Black acid 6D ine face Blue elecaty OR line of bghting Green acid 304 cone oFcorosve (ce) gas Red fire 308 cone of fre White cold 3048 cone of cold Brass GO. tne offre Bronze elecicy” GO. ne flighting Copper acid 60. ne of 08, Cold fre 30. cone offre Siver cold 304 cone of cold "Breath weapon sizes given here ae for Medium creturs, For re tures of the sizes, see the Dragon Breath Weupons able on page 6 ofthe Monster Manso, Resistance to Energy (Su): A dragon samurai gains resist: ance 5 against attacks involving the same energy type as the character’ breath weapon (for example, acid for a preen samuta) At sth level, the resistance improves to 10. At Ieimproves ro 15, and at L0th level i becomes 20. Dragon Friend (Ex) Starting at 2 gets a +4 cizcumstance bonus on all Charisma-based checks When dealing with dragons of his clan coloe Immune to Dragon Fear (Ex): Starting at Sn level, dragon samurai is immune to fear effects from a dragon ofher clan's colr. Elemental Weapon (Sa): Starting at 4th level, dragon sam rai can endow a melee weapon with elemental energy while she wields icin battle. This energy is ofthe same type as her breath ‘weapon. Causing 2 weapon of weapons to gnin this Feature i a free action. At 4th level, the melee weapon deals an extra 1d6 points of energy damage, and this extra damage increases to 206 ar oth level Ths exta damage does stack with any energy dam age the weapon may already deal. Dragon Ride (Ex) Starting a éthlevel,adragon samurti gets 2 +4 bonus on all Ride checks while riding a dragon sxtas:a yom Linn Faken Mon Blind-Fight: Av as a bonus feat If the characte level, a dragon samurai gains Blind-Eight already has the feat, she can erent one Combat magic Is usual snk wh coverf ronttank reserved for spelleasters in spells as fairy from b batans, Not so the havoe mag ion with ¢ ighrer as with a wizard. The ba igchas earned to toss off spells with such reckless abandon that he can fight head-to-head with both sword and spell without incurring the bitter consequences ather spelleast tend with, Ahavoe mages interested in maxim Shortest amount of time, by dint of a quick spell case where a remy least expects A fee mige carnage in the sof acane magic, 8 tho ‘complement the wand) sno likely to take up the sword draw justas effective in their own hands as awellimed spell NBC havoe mages ate more likely than other be lone adventures res and wizards These normally sedate chara to he renzy of bate, during which a ashing sword can be since they are adept bo ta those of a balanced group of com batants and splleasters, Hie Die: ds REQUIREMENTS. To qualify ro becom follow Base Attack Bonus: « skills: Knowledge Spells: Able ro cast 2nd-lvel arcane spells s Gulf he S CLASS SKILLS The havoc mage’ clas ate Climb (St ills and the key abil shal nttation (Com), Craft (Ino), Handle Animal Cha), Inti Knowledge (areana) (Int Ride (Dex), Spellraft (Int), and Swim (St ‘kill Points at Each Level: 2 CLASS FEATURES Alot the fo havoc mage. ‘Weapon and Armor Proficiency: Havoc m ficiency with any weapon or armor Spells per Day: At 2nd, Ath and st eve ge gain no pro woe mage gains new spells per day as if he had also gained a level in an arcane spelleasting lass he belonged 1 befor adding the eter of that class would have gained (metamagic ot item creation feats, and ing I ellastng class belive ist decide to which class he adds el for purposes of determining spells per d the n Taste 1-9: THe Havoc Mace Base Fort Ref wl Level tack Bonus Save Save Save 40 ae, wd 2 a sh “ Special Batlecast 2nd = Batlecast th Aste atelecast (Ex): A havoc mage gains the ability to ast making a weapon attack, ast a spell. the Hee may take a fullround action to attack and spell must be an arcane spell he knows of 2nd level or lower with avoc mage may ast spells requiring somatic com ponents even if he has no feee hands. Using batelecat does not provoke attacks of opportunity At 3rd level and higher, a havoc mage of 4th level or lower. At sth level, havoc mage ca 1 spell of &h level ot lowe The b from the arcane spell failure chance imparted by amor. lecast ability does not grant a havoc mage any reli A The skallclan hunter isthe aelaimed foe of unlife. He champ ons life by tracking and eradicating all creatures that mock it with evil intent His devotion to his such that he spends moons nights and weary days racking u 1 tothe lis, 0 when possible, joining 2 military band that is likely to come against a legion of the dead Spels per Day 1 level of existing arcane speleasting ass atlecas 4th ne speleastng aes A skullelan bunters most often a rogue who has had a terrible encounter with a creature of unlife, Because ofthat encounter: becomes to realize tha using his own skills agninct living crea tes only serves to create more fodder for unlife to take rot, so he dedicates himself 10 the eradication of undead, Following through on this decision, he takes up the cleric class to gain the eneeded know shila to turn undead (and pethaps to acquire of religion more quickly). Maltclass rogue/cleries ae the acters best suited fr this class, NPC skullelan hunters fill ou special positions in companies tharknow they wil soon be threatened by undead, While a skull- clan hunter’ abilities ate stil useful in situations other than the immediate threat of undead action, the character really shines only when putting the fear of discorporation into sentient undead. Hired REQUIREMENTS. To qualify ro became a skullelan hunter a character must full Allthe following criteria ‘Alignment: Any good! Skils: Knowledge (religion) 8 ranks Special: Able to turn undead sieak attack +26 | CLASS SKILLS The skulllan hunters class skills (and the key ability for each shill ate Balance (Dex), Bluff (Cha), Climb (Ste), Craft (Ine) Decipher Script (Int), Diplomacy (Cha), Disable Device Disguise (Cha), Eseape Actist (Dex), Forgery (In), G | Information (Cha), Hide (Dex), Inttmidate (Cha), Jump (Str Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen Motive (Wis), Spor (Wis), Swim (St A rrgve has Become alla ber {Wis}, Move Silently (Dex), Open Loci (Dex), Scare (In and Tumble (Dex) Skill Points at Each Level: 6+ Ini modifi. Taste 1-10: THe SKULLCLAN HUNTER Base sack For Raf Will Level Bonus Save Save Swe 1550 MO ISI? speciat Track undend| Ind +1033. Dvine tre Bid 42H 43.23 Ivmunty to undead fa, sneak attack +146 hd Immunity to disease, protection fom evi S92 4 4 Sword oftght Gh 4255 Sneakatack 1206 Th asa as io parais Bh 6642666 Immunityto ability dein or damage oh a6 Seak attack 3d, sword of darkness oh 47 3757 muniy to energy dain CLASS FEATURES All of the following ate class features of the skullelan hunter prestige clas. ‘Weapon and Armor Proficiency Skullelan hunters gain no proficiency with any weapon or armor. ‘Track Undead (Ex): A skullclan hunter gains the track undead (only) as if using the Track feat. Askullelan hunter uses his Knowledge (religion skill modifier instead of his Sur vival modifier forthe skill checks associated with dhs feat, Divine Strike (Ex}: Due to his specialized skill taining, and connection wit the forces of light, askullelan hunter of 2nd level or higher can make a special atack that is infused with positive energy: Effectively this ability allows him to deal extra ck. Divine damage to undead as though making a sneak at strike damage applies ro any sneak attack dice the skulllan hunter already has, as well as those giined through advance sent in this class. Immunities (Ex): As he grows in power a skullelan hunter develops immunities to special attacks that are common among dead creatures At 3rd level, he gains immunity to all fearased effects and spells from undead A ath level, he gains immunity 10 disease (regardless of the At 7th level, he gains immunity to paralysis At sth level, he gains immunity ro ability deain or damage ‘Ar 10th level, he gains immunity to energy drain Sneak Attack: At 3rd level, skullclan hunters sneak attack by tds, This extra damage stacks with the damage increase sneak attack damage he already deal Ar oth level, his sneak attack damage increases to level, itincreases to 36, Protection from Evil (Su): Starting 4th love, askullclan hunter benefits from a permanent protction from evil effect 6. Asth upon hime ‘Sword of Light (Su): Any weapon (melee or ranged, mane actured of natural wielded bya skullelan hunter of sth level or ‘er overcomes the damage reduction of any undead creature ‘Sword of Darkness (Su): Any weapon (melee or ranged, man acted or natutl) wielded by a skullelan hunter of 9th level or higher counts as «ghost touch weapon, allowing ito hit incorpo real cseatures without the usual sO miss chance for such attacks mse mn ———_ TACTICAL SOLDIER The wctcal soldier isthe master of teamwork in melee. She has trained in cooperative battle tactics and knows how to take advan tage of position and timing to make herself an unified force in batle, No other for compares 19 4 seated ole nthe wings, ready to multiply the total deadly effectiveness he group y than thee number alone would indica takes a special kindof give up the limelight in favor of tean work Thos ability ro hink about the objec ideal tact ir own glory second ma al soldiers. Fighters, paladins, and rangers are the most common tactical soldiers, knowing just how co multiply the strengths and eradicate the weak butane nesees of batle- hardened NEC tactical soldiers wouldnt want a tactical soldier back inghim up ready tostepinand fight wen the melee begins? Hit Die: d10 REQUIREMENTS. der, character mus fulfil al th Base Attack Bonus: +5. Skills: Sense Motiv ‘Combat Reflexes Feats: Cleav CLASS SKILLS. tactic J the key ability or skill) te Climb (Ste) Craft (Int), Handle Animal (Cha), Dex), Sense Motive (Wis date (Cha), Jump (Set), Ride ‘Skill Points at Each Level: 2+ Int modifier Tame 1-11: THe Tacticat SoLvieR tack For Ref Will Bonus Save Save Save aa 40 2 3 0 Bes ERAN Special Flanker Interpose Defensive shield Offensive ska 27484242 Daaye ceive 6 «2 +2_Unbalancing blow oo 68 aS 343 Reciprocal strike JRES ASS FEA ‘Weapon and Armor Proficiency: Tactical sole all types of ficient wich all simple and martial weapons, wit Flanker (Ex):A tactical soldier can flank enemies fom soem ignate the square at the beginning of during her turn. The designated square remains he ate for flanking until she ino longer adjacent to itor un 190868 a different square (at th start of one of her turns). The char acter can even choose a square that s impassable ot occupied Sidestep (Ex): At 2nd leve tactical soldier gains Sidestep scribed later inthis chapter) a feat, If she already has the fet, Interpose (Ex): tactical soldier gain this ability, usable three times per day, at 3ed level When an enemy threatens her -essful tack against hers the taceal soldier melee and makes a an adjacent al ay take the damage (and other effects) of the blow as sf she had been hie instead Defensive Shield (Ex):Starting at 4 wel, whenever a tactical soldier fights defen Iy she provides up toto adjacent lies wit dodge bonus to Armor Class, though their attack rolls do not take the nor mal + penalty (but her attack rolls still do Offensive Strike (Ex): Starting at Sth level in times of urgency a tactical soldier can lowerall her defenses to makes very aggressive attack. When rmakingan offensive strike, the tactical soldier g age rolls for 1 round. o physical and against the tact saving throws the tactical -4 bonus on melee atack rolls and da Unril her next turn, hossever stacks. All successful 3 ic threats and he is wide open magic tack rllsm: cal soldier areauto ‘soldier makes against spells automatically fall Delayed Cleave (Ex) Starting 27 Soldier hit in melee is dropped by someone other than her, Allnormal vest level, ifthe last ereature 2 snd the tactical soldiers make a cleave attack as an attack of opportuni tions mpts and atacks of opportunity appl Unbalancing Blow (Ex): Staring at 8th level tactical sol: dee ean use a full-round action to make a strategic melee attack against an enemy, If the attack succeeds, in addition to dealing regular damage, the blow unbalances the trge wokes attacks of opportunity from creatutes threatening its Square. This ability works only on creatures up to one size eat gory lager than the retical soldier. Reciprocal Strike (Ex): 4 10 stack level tactical solder can make opportunity (subject to normal restrictions ally atacks an ally of che —___________WAR HULK Aegina the marshaled Forces ofthe enemy army; the war bulk solders. Ard stands tall, confident i why not? He is a creature of cally trained t0 shock an ois specif we opposing massed troops. A hulk ndeed, he knows how to spread his mighty blows across a wide ares cteating carnage on the battlefield. Whilea single opponent night evade this massive attack, a massed unit of terrified sol diets are meat on the pounding block. Drawn most offen from more intelligent the various gant kinds, war hulks ae trained to dividuals among ightby similarly lage tutors Other than being big, a war hulk mast come tothe training already knowing how to fight. Thus, the marta clases, suchas fighter, anger, paladin, and barbarian, are most often pro ‘mod into this prestige class although many giants meet the reuitements with no elas levels at all When an NEC wat bulk is spied atthe head of an army, the even istoo significant to eal it merely an omen. Instead, it sa clear sign of deadly peri Hit Die: di2 REQUIREMENTS. To qualify to become a war hulk, a character must full all che llowing criteria, Base Attack Bonus +5, Feats: Cleave. Special: Must be Large oF Large CLASS SKILLS ‘The war hulk class sills (and the key ability for each skill are limb St), intimidate (Cha), and jump (Se Skill Points at Each Level: 2+ Int modifier Tame 1-12: THe War Hut, ase ‘tack Fort Ref Will level Sonus Save Save Save Special Te 052400 Notimetothink ability boost (Str +2) 0 Great swing, ability boost (Str +2) Mighty sock throwing. ability boost (Str +2) Mighty sing, ability boost (Str +2) ‘Abit boost (Str +2) ‘Sweeping boulder, ability boost Str +2) Abity boast (str #2) Masih swexping boulder, Toughness, ability boost (Str +2) Wh 404648 4B boose (tr +2), Toughness Wh 404743 +3. Mastiveswing Toughness, ability boost (Str «2} | SA tho ad | ea 0S kad | mh 40 ys aa ae CLASS FEATURES Allofthe following ae class features of the wat hulk ‘Weapon and Armor Proficiency: War hulls gain no prof ‘iene with any weapon oF armor. Ability Boost (Ex) Asa war hull gains levels in this prestige ls his Strength score increases as noted in Table 1-12: The War Halk. These increases stack, NoTime to Think (Ex): A character with levels in the war halk prestige class is considered to have 0 ranks in all nel fence, Wisdom, and Charisma-based skills (whether or not Iehas bought ranks in them previously) The only exception is the Inimidate sil, which wores normally ‘Great Swing (Ex): Starting at 2d level a war hulk is able ro ke great, sweeping suing witha melee weapon. Asafullround action, the war hulk can choose three squares adjacent 10 one another (he must threstenllof ther) His attack applies taller tures in those squares. Make one attack roland apply that rolls an stack against each defender. If the war hulk uses s special stack ‘such as disarm tip or sunder, this special atack affects only the Bist eargets the other ereatuces are attacked normally ‘Walls and similar obstacles can blockea great swing. Start with one square thatthe war hulk threatens. Each success chosen must be adjacent wo the previous square and have line of efet from that square, Two squares separated by a wall, for instance, canit be chosen as adjacent squares fora great swing square The war hull may skip creatures, attacking onl those he want to. Forexampleif there ate three eratutes in row—an enemy an ally and another enemy—the war hulk can choose these three squares fo the great swing but strike only the two enemies. Ifa war hulk drops one of his foes with a great swing, he may makes cleave attack normally: However, he may do so only ance for every time he swings, even if he drops more than one foe Mighty Rock Throwing (Ex): Startingt 5d level,a war hulle _gins a powerful rok throwing ability The character can throw rocks thar deal 2d8 points of damage wit 50 feet. (Lik five range increments) The war hl uses his Strength mosh Ber instead of his Dexterity modifier on the atack roll. The rock must weigh approximately 0 pounds Mighty Swing (Ex): Starting a th level a war hulk can make a mighty swing. A mighty swing slike a great swing, except that, itis a standard action rather than a fallvound Il vhrown weapons, they have a maximum range ction, This, the character can move and make @ mighty swing or (ihe can make ‘multiple attacks) make multiple mighty swings in single round, ‘Sweeping Boulder (Ex): Starting at oth level, 2 war hulk is able ro throw his tocks with such force that chey affect two adja ‘cent squares (The second sguare must be farther away from the war hl than the frst—they cannot be equidistant from him, “Make one attack rll and apply the result to each target, ‘As with grearswing the war hulk must have ine of effect from fone squate tothe next ‘Toughness: At sth, 9th, and 10th level, 2 web Toughness asa bonus feat, Massive Sweeping Boulder (ex): Starting at Sth level, a war hulk i able to dhrow his ere am rocks with sue force that they affect four squares in the warhulk mast have line Ex): A tot hulk can lash out T wing affec ates he threaten specially when they tur ding, The warchief ealls o fete of ge he tbe. The tb rber back leans ftsthand thar the warchief splessur ror eclipsing even the hardships of war better tod con the battlefield than under the watchies chief the enemies of the tribe befo their onslaugh bout Teadersare atl me especially fig NPC warchie lands leading tn ‘ends. Luckily hose in ay their fllow Hit Die: dio Base Attack Bonus: Special: Must have le a tribe in bate the warehie’s class skills (and the key ability fr each skill) ae Bluff (Cha), Climb (Ste), Craft (Int), Diplomacy (Cha), Handle Animal (Ch), Inti Jump (Str, Ride (Dex), Sense Motive (Wis), and Swim (St Skill Points at Each Level: 2 «Ine Tante 1-13: THe WarcHier ase tack Fort Ref Wil Level Bonus Save Save Save Special Tt 6042 40 42 Tal Ronzy (str 42) sre $9 43 Taba enzy (Se 44) Sth 33S oa Taba enay (sr 66) Th 45454245) Thal Fenay (Su 48) a Devoted bodyguards Sty 56564366 Tbal emay (Str #10) oh 47 3+? Ablity boost (Cha +2) Weapon and Armor Proficiency: Warchiefs gain no p ciency with any weapon or armor Tribal Frenzy (Ex): A warchief is able to ins acts of extteme battle frenzy The warchie as action. He may then maintain i a a free ction, Itends atthe conclusion of any tur in which the warchi frenzy affects any creature that is a member of the watshiePs race and tbe, shat starts is turn within 30 feet of ch including the wachiel himself . At the : urns everyonealected by the Strength b tk 1 of damage for each Hit Die they have. This, an o . grant +2 Strength to each member ofthe pack age per round a long asthe Strength boost remains in effect. Every evo levels (3 149th), the Streng increases Ability Boost (Ex): Asa warchie vel in this prestig ass his Charisma score increases as noted on Table 1-13: Th Devoted Hodyguards (EX) Beginning at 8 pe round, whenever a warchief shit by an attack, he may make DC 15 Reflex save fo have chat attack alfect an adjacent exbe er instead. The atack is treated as though it had hie th rodyguatd instead ofthe leader, regardless of the body Armor Clas other defensive effects. A ctib eee bodyguard if itis dazed, stunned, lyzed, ot oh letoac. ‘On he bntefield combatants continually vie wo develop new tech niques that will give them a decisive edge over their opponents ‘hese feats deal mostly with tactical combat. | SUDDEN METAMAGIC FEATS Sudden metamagic feats area new kind of metamagic fet. You ‘hoose whether to apply a sudden metamagic feat toa spell as su cas the spell You can apply a sudden mecamagic feat toa spell of any level, and it does not affect the spells level for the arpose of determining which spel slot t occupies You can apply a sudden metamagic feat co a spell that has shady been enhanced by a regular metamagic feat. However, thesudden metamagic feat cannot be of the same type asthe reg lar metamagic feat (for instance, you cant use Sudden Extend ona spel that has already been extended), ‘sudden metamagic feat doesnt require a fullvound action frm casters who choose spells as they cast them, such 9 sorcer- evand bands FEAT DESCRIPTIONS These feat descriptions fallow the standatd format. Battlefield Inspiration [General] Yo inspire courage in your allies Prerequisite: Cha 13. Benefit: As a fise action, you ean inspire courage in your alles Esch ally within 40 feet of you (not including you) that can bear you and bas an Intelligence of 3 or higher gains a 42 ci- canstance bonus on saving throws agains fear effects Special: You may select this feat multiple times. Its effets sack. Each time you take the feat, your bonus inereases by #2 Danger Sense [General] You ate one owitchy mother goose. Prerequisite: Improved Initiative Benefit; Once per day, you may evoll an initiative check you ave just made. You may use the bert of your two rolls. Yeu mst decide to reroll before the round stat. Dash [General Youcan move faster than normal Benefit: Ifyou are wearing light armor or no armor and are cayinga light load, your speed is § feet faster Daunting Presence (General ‘ovare sled at inducing fear in your opponents Prerequisites: Cha 13, base anack bonus +1 Benefit: You may take a standard action w overawe an oppo tent The opponent must be within 30 feet, have line of sight to you.and have an Intelligence score. IFthe opponent fils 3 Will ‘wing throw (DC 10+ 1/2 your character level + your Cha mod: ie, the opponent is shaken for 10 minutes. ‘Tis feat has no act om acreanure that is already shaken. Special fighter may select Daunting Presence as one of his fg bors eats, Deft Opportunist [General \ouste prepared forthe unexpected. Prerequisites: Dex 15, Combat Reflexes Benefit: You geta-4 boss on attack rlls when makingatacks foppormuney k Distracting Att PY GX (General) CF SN vou ace shied a interfering with opponents in melee Prerequisite: Base attack bonus +1 Benefit: When you make a mele atack against creature, whether you are successful or nal other creatures gera + cir ‘cumstance bonis on attack ols against that creature unl the start of your next tn Special: A fighter may select Distracting Attack sone of his fighter bonus fests Double Hit (General] You can react with your off hand to make an additional attack along with an attack of opportunity Prerequisites: Combat Reflexes, Two-Weapo! Improved Two Weapon Fighting, ‘enefit: When malking an attack of opportunity, you may make an attack with your off hand against the same target atthe sime time, You must decide before your frst tack roll whether aitacks take righting, you want to also use your off hand. Ifyou do, bo the standard penalties for fighting with wo weapons. ‘Special: fighter may select Double Hit as one of his fighter bonis fears Energy Affinity [Metamagicl ‘ors can maxi spel hat ses one rye of energy tows anaer ‘ype (ck cod, lect oir) aed Prerequieften Kncrdeige (ran) §ranks able wo castat et onespelloeachof thes energy pes ai eld elaciyand fe ‘Benefit Choose acid col, etry fie. You can modify any spell with an energy descriptor to use the chosen type of nergy instead spellsomevied works normaly inal respects xcept thereof damage det ‘Armodiied spell uses spel slo ofthe spells normal evel modified by any other metamagie feat Special You can gin this er multiple times Each time you wake feat ttupplies to diferent type of energy saddens nr Tamir 1-14: Feats ‘General Fests Batted inspiration chats Danger Sense Inproved initiative Dash = Dauting Presence (Cha 13, base attack bonus +1 Deft Opportist Dex 15, Combat Relves Distracting Attack Base attack bonus +1 Prorequisites Benefit Allies get +2 bonus on saves against far elects Rerolliiatve once pe day Speed increases by 5 feet (Overawe enemy to make it shaken ‘4 on attack rll when making attack of opportuity Your stack ges +1 bonus on ater creatures’ attacks against same taget Double Hit ‘Combat Reflexes, Improved Two-Weapon Gain offhand attack when making atack of opportunity Fighting, Two: Weapon Fighting wir 15, acces to one domain spel Base attack bonus +4, sneak attack +146 Cha 13, ase attack bonus +1 Quick Dray, base attack Bonus +6 Spalraft 2 ranks, base attack bonus «3 ttre Domain Sel Foe Specalst oud Hurling Charge Mage Sayer Cast one of your domain spells an entra time 1146 sneak attack damage gains one creature type Goad enemy to make melee stacks ony against you Throw a weapon as pat ofa charge +1 borus on Will saves; spelcasters you threaten cannot cast defensively Special grapple to switch places wth enemy ‘10 on Concentration checks to cast wile mounted Era damage when you charge ‘Addon eta damage when you charge Marts Throw Mound casting Powerful Charge restr Pomerfol Charge ‘er 17, improved Unarmed Strike Ride rank, Mounted Combat Medium of larger base attack bonus +1 Medium or ger, Powerul Charge, bse attack bonus +4 Pushback Sir 17 Improved ull Rush, Power Attack Push enemy bac after mele attack Recess Charge Base attack bonus +1 Charges get +4 on attack ol, but 4 penalty to AC Second Wind Heal it points equal to Con modifier 1/day Shieldmate faze stack bonus «7 Your shield grant shield bonus to adjacent les Improved ShiidmateShieldmate, base attack bonus +4 ‘onus fom Sheldmate nceases by +1 Sidestep (De 15, Tumble & ranks, Dodge, Moblity Gan Sot step after making attack of opportuity Motamagic Feats Prerequisites Benefit Every Any Koudedge (arcana 5 ranks, Change the energy ype oF a spell ability to cas at least one spel each of cd, ol, elect, and re energy types Sudden Empower ‘ny metamage feat Sinden Energy Afinity Energy ity Sudden Enlarge = Sudden Extend = Sudden Maximize ‘ry metamagc fat Sudden Quicken (Quicken Spel, Sudden Empower, Siaden Extend, Sudden Maximize, Sirdden Silent, Sudden Sul 1 sudden Silent = Sence spl without special preparation 1/day Sudden Sul Sill pe without special preparation 1/day Sudden Widen = ‘Widen spell wthout special preparation 1/day Empower spell without special preparation /day Substte Spl energy without special preparation 1/4ay Enlarge =pel without special preparation 1/day tend spel without special preparation 1/4ay Macmiae spel without special preparation 1/4ay (Quicken spell without special preparation 1/day Extra Domain Spell [General] You have chosen to be more specialized in particular domain, Prerequisite: Wis 15, acces 1 one domain spell enefit: Choose one domain spell that you can cast. You may cast this spell one extta time each day: Once this spell i chosen, itmay not be changed ‘Special: You may take this feat multiple times. Each time your choose thisfeat, you select different domain spel to which it applies, Goad [General] ‘You are skilled at inducing opponents to attack you Prerequisites: Cha 13, base attack bomus #1 Benefit: As a move action, you may goad an opponent that threatens you, has Kine of sight to you, cam hear you, and hasan elligence of 3 or higher. (The goad is a mind-affecting effect.) When the goaded opponent starts its next turn, sft threatens you and has ine of sight ro you it must make» Will saving throw (DC 10 + 1/2 your character level + your Chs modifier). 1f the opponent fils its save, you ate the only exes Foe Specialist [General] You are trained at how to damage a particular typeof foe. Prerequisites: Sneak ateck +16, base attack bonus +4 Benefit: Choose «type of creature from Table 3-14: Ranger Eavored Enemies, page 47 ofthe Player’ Handbook You dealan exta {de points of damage on succesful sneak tacks against that type of eeatue, (The selected type cannot be consituct, elemental 0022 plano undead, since those types are not subject o critical hits) ‘Special: You can gain this feat multiple times. Is effects do nat stack. Each time you take the fea, it applies toa new creature type from among those that remain eligible. tute it ean make melee attacks against during this turn. (If it kills you, knocks you unconscious, loses sight of you, or oth exwite is unable to make melee attacks against you, it may make any remaining melee attacks against other foes, as normal.) A goaded creature may stil cast spells, make ranged attacks, move, ot perform other actions normally. The use of| this feat restricts only melee attacks Special: A fighter may select Goad as one of his fight bonus feats.

You might also like