Expanded Base Classes This set of houserules aims to expand and modify the system of Generic Classes proposed

in Unearthed Arcana. The special bonus feats introduced in Unearthed Arcana are removed, instead each of the generic classes has a Talent progression and all class features form existing classes are converted into talent trees not unlike those found in d20 Modern. Additional Rules: -No experience penalty for multiclassing. As there are only 3 different classes players are encouraged to multiclass and are not penalized for doing so. -Magic Rating. A characters magic rating measures the power of her spells and spell-like abilities. It replaces caster level for determining range, targets, effect, area, duration, dispel checks, difficulty to dispel, caster level checks to overcome spell resistance, and all other effects of a spell or spell-like ability based on her caster level. It has no effect on extraordinary or supernatural abilities. For a multiclass character, add up the character's magic rating for each of her classes to find the character's total magic rating -Hit Points. A character's hit points are no longer calculated using the standard formula. A 1st level character has twice her Con Score + Maximized Hit Die hit points and gains hit points equal to her Con bonus (minimum 1), maximum half the class' hit die (max. +2 for spellcasters, max. +3 for experts and max. +5 for warriors) every level. -Wounds. Whenever a character receives more damage than her current constitution score, she has to make a fortitude save (DC 15) or suffer one wound. Every wound a character has imposes a -1 penalty to all skill checks, saving throws and attack rolls. Wounds heal at a rate of one every X days, where X is the number of wounds the character currently has. The Heal skill can be used to shorten this time. Critical hits impose a number of wounds equal to the damage multiplier of the weapon instead of dealing more damage. -Talents. Whenever this class feature is gained, you may select one talent from any talent tree. All talents belong to a certain talent path as the abilities granted by some talents use a certain class level to calculate bonuses. Treat the character as having levels in that class equal to her hit dice. If no description is given for a talent refer to its [Source] for a description. Table: The Expert Level BAB 1 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th
st

+0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5

Good Saves +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

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

Special Talent Talent Talent Talent Bonus Feat Talent Talent Talent Talent Bonus Feat Talent Talent Talent Talent Bonus Feat Talent Talent Talent Talent Bonus Feat

Magic Rating 0 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10

Hit Die: d6. Base Save Bonuses: Two good saves and one poor save. Class Skills: Choose any twelve skills as class skills, plus Craft and Profession. Skill Points: 6 + Int modifier (or four times this number at 1st level). Weapon and Armor Proficiency: All simple weapons, one martial weapon; light armor.

1

Base Save Bonuses: One 1st +0 Talent good save and two poor 2nd +1 saves. Knowledge 6th +3 (all). and 19th +9/+4 sorcerer/wizard spell lists. 13th +6/+1 Spellcasting: A 14th +7/+2 spellcaster learns and 15th +7/+2 Talent casts spells as a sorcerer. Skill Points: 2 + Int modifier (or four times this number at 1st level). Base Save Bonuses: One good save and two poor saves. 5th +2 Talent plus Craft. no armor. plus Craft. th 10 +5 Talent Weapon and Armor 11th +5 Proficiency: One simple 12th +6/+1 weapon.Table: The Warrior Level BAB 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th +1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5 Good Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Poor Saves +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Special Talent Bonus Feat Talent Bonus Feat Talent Bonus Feat Talent Bonus Feat Talent Bonus Feat Talent Bonus Feat Talent Bonus Feat Talent Bonus Feat Talent Bonus Feat Talent Bonus Feat Magic Rating 0 0 0 1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5 Hit Die: d10. 16th +8/+3 She may select her spells 17th +8/+3 known from the cleric. Class Skills: Choose any six skills as class skills. An arcane spellcaster may designate either Intelligence or 2 Level BAB Good Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Poor Saves +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Special Spell Points 3 5 8 14 19 29 37 51 63 81 97 115 131 149 165 183 199 217 233 249 Magic Rating 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 . Weapon and Armor Proficiency: All simple and martial weapons. 3rd +1 Class Skills: Choose any 4th +2 four skills as class skills. Bonus Feat: A warrior gets a bonus feat at 2nd level and every two levels thereafter. and Profession. 20th +10/+5 Talent A spellcaster must choose st at 1 level whether to be an arcane spellcaster or a divine spellcaster. Table: The Spellcaster Hit Die: d4. 7th +3 Skill Points: 2 + Int 8th +4 modifier (or four times 9th +4 this number at 1st level). 18th +9/+4 druid. shields (but not tower shields). This choice has no impact on the spells that she may learn. but affects what kinds of scrolls she can use and which ability score controls her spellcasting. light and medium armor.

raises the spell point cost of a spell by 5 as the spell slot adjustment is +3.23 . Casting a spell costs an amount of spell points equal to twice the spell's level minus one. A spellcaster begins play with all level 0 spells and 3 1st spells.41 .4 16 31 52 77 110 136 166 200 40 . Indomitable Will] Mighty Rage [Requires: Greater Rage.51 . Metamagic feats have a spell point adjustment equal to a spell of the same level as their spell slot adjustment.31 .33 .25 . Every level a spellcaster learns two additional spells.43 .1.2 8 18 32 41 52 65 80 80 28 . Indomitable Will] 3 . A character can spend a maximum of spell points equal to her magic rating on casting a single spell.5 20 40 68 104 148 187 232 283 48 .5 20 45 80 116 160 212 272 323 Path of the Barbarian [Source: Barbarian] Fast Movement As the barbarian's ability.5 20 45 73 109 156 205 250 301 50 .4 13 28 49 76 98 124 154 188 38 . for every additional Fast Movement. and the Difficulty Class of her spell's saving throws.45 . Table: -Bonus Spell Points (by Maximum Spell Level)Score 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 12 .1 4 9 16 16 16 16 16 16 20 .21 .3 12 22 36 54 76 89 104 121 32 .2 8 13 20 29 40 40 40 40 24 .3 9 19 33 51 62 75 90 107 30 .3 12 27 48 66 88 114 144 161 36 . Damage Reduction 3/-] Indomitable Will [Requires: Greater Rage] Tireless Rage [Requires: Greater Rage.47 .49 .27 .19 . useable once per day. This talent can be taken multiple times. The highest spell level a spellcaster has access to is (2 x spellcaster level) .5 17 37 65 101 134 173 218 269 46 .1 4 9 9 9 9 9 9 9 18 . Spell points from multiple sources add up to determine a character's spell point total. Multiclassing: A character can multiclass between arcane spellcaster and divine spellcaster.37 .39 . for example.35 . Greater Rage [Requires: Rage III. increasing the damage reduction by 1 for every additional Damage Reduction. This talent can be taken multiple times. and the Difficulty Class of her spell's saving throws.2 5 10 17 26 26 26 26 26 22 .Charisma as the ability score that determines the highest-level spell she can learn or cast. Uncanny Dodge [Requires: Tumble 5 ranks] Improved Uncanny Dodge [Requires: Uncanny Dodge. increasing the number of uses by 2 for every additional Rage.13 .3 12 24 38 56 78 104 119 136 34 . An divine spellcaster may designate either Wisdom or Charisma as the ability score that determines the highest-level spell she can learn or cast. For every hour of rest a character regains her primary casting ability score's bonus plus her magic rating.4 16 36 64 91 124 163 208 242 44 . increasing the movement speed bonus by 5 ft. Rage [Requires: Con 13] As the barbarian's ability. Maximize Spell.29 .1 4 4 4 4 4 4 4 4 16 -17 .15 .1 1 1 1 1 1 1 1 1 14 . Tumble 8 ranks] Damage Reduction [Requires: Con 15] Grants damage reduction 1/-.4 16 36 57 84 117 156 186 220 42 .2 8 18 25 34 45 58 58 58 26 . This talent can be taken multiple times.

Inspire Courage [Requires: Bardic Music or Cha 15. Perform 9 ranks] Inspire Greatness [Requires: Bardic Music or Inspire Courage. Perform 6 ranks] Suggestion [Requires: Bardic Music. increasing the bonus by 1 for every additional Inspire Courage. but not inspire courage. This talent can be taken multiple times. Bardic Spellcasting IV [Requires: Bardic Spellcasting III. This bonus stacks with the one granted by other Bardic Spellcasting talents. Casting 2nd level spells requires a Magic Rating of 3. Casting 4th level spells requires a Magic Rating of 7. Cha 13] Grants 2 spell points and access to 0 and 1st level bard spells. You may treat your Magic Rating one point higher for determining the effects on and access to bard spells. increasing the number of turn attempts per day by 3 for every additional Turn/Rebuke Undead. You may treat your Magic Rating one point higher for determining the effects on and access to bard spells. Each day she can channel a total number of her Charisma bonus x number of Divine talents points of energy. The character can cast bard spells in light armor without any penalty and uses Charisma to determine the highest-level spell she can learn or cast. increasing the number of smites per encounter by 1 for every additional Smite. Harming a creature with Lay on Hands requires a melee 4 .Path of the Bard [Source: Bard] Bardic Knowledge [Requires: Int 13] Bardic Spellcasting I [Requires: Magic Rating 1. This bonus stacks with the one granted by other Bardic Spellcasting talents. negative energy heals undead creatures and heals living. Perform 3 ranks] This talent can be taken multiple times. You do gain bonus spell points using your Charisma score and access to bard spells. Magic Rating 3] Grants 6 spell points and access to 4th and 5th level bard spells and the character learns three additional bard spells. and the Difficulty Class of her spell's saving throws and learns two spells from the bard spell list. casting 5th level spells requires a Magic Rating of 9. Perform 18 ranks] Mass Suggestion [Requires: Bardic Music. Magic Rating 2] Grants 3 spell points and access to 2nd and 3rd level bard spells and the character learns two additional bard spells. Perform 15 ranks] Inspire Heroics [Requires: Bardic Music or Cha 19. Magic Rating 4] Grants spell points equal to your unmodified charisma score and access to 6 th level bard spells and the character learns four additional bard spells. Bardic Spellcasting III [Requires: Bardic Spellcasting II. This bonus stacks with the one granted by Bardic Spellcasting I. Casting 6th level spells requires a Magic Rating of 11. Bardic Music [Requires: Cha 13] Includes the use of countersong and fascinate. Positive Energy heals living creatures and harms undead. Inspire Competence [Requires: Bardic Music. Perform 12 ranks] Song of Freedom [Requires: Bardic Music. You may treat your Magic Rating one point higher for determining the effects on and access to bard spells. You may treat your Magic Rating one point higher for determining the effects on and access to bard spells. casting 3rd level spells requires a Magic Rating of 5. She adds her Charisma bonus (if any) to her attack roll and deals 2 extra points of damage for every Smite talent or Aura. Bardic Spellcasting II [Requires: Bardic Spellcasting I. Heal 4 ranks] The character may channel positive (if good aligned) or negative (if evil aligned) energy through her hands. Perform 21 ranks] Path of the Divine: Turn/Rebuke Undead [Source: Cleric] This talent can be taken multiple times. Lay on Hands [Requires: Cha 13. Smite Once per encounter a character may attempt to smite an enemy with one normal melee attack.

Aura of the Martyr [Requires: Divine Aura. one other Aura] Whenever the character or an ally within 10 ft. get a +2 morale bonus to damage rolls. This penalty increases by -1 for every two other auras the character has except Divine Aura. five other Auras] The character and all allies within 10 ft. of the character are affected by a Zone of Truth spell (Will DC 12 + the character's Charisma bonus negates). Aura of Wisdom [Requires: Divine Aura. she gains a morale bonus equal to the damage taken to the next attack or damage roll. The channelled energy doesn't have to be used all at once. Auras function while the character is conscious. three other Auras] All allies within 10 ft. Divine Aura. but not if she is unconscious or dead. Aura of Swiftness [Requires: Divine Aura. Activating or changing an aura is a swift action. Divine Grace [Requires: Cha 13. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects. Wis 15] Grants access to an additional cleric domain and 5 spell points. Using Lay on Hands is a standard action. This Aura can be taken multiple times. Whenever the character takes damage in this way. of the character take a -2 penalty to all saving throws. Aura of Devotion [Requires: Divine Aura. initiative and dexterity based skill checks. Domain Access I [Requires: Magic Rating 1. five other Auras] Whenever an ally within 15 ft. This bonus increases by +1 for every other aura the character has except Divine Aura. Aura of Defiance [Requires: Divine Aura. This bonus increases by +1 for every two other auras the character has except Divine Aura. 5 . one other Aura] The character and all allies within 10 ft. gain Fast Healing I. she can make a Magic Rating check (DC 15 + the spell's level). Aura of Resolve [Requires: Divine Aura] The character is immune to compulsion effects. Aura of Silencing [Requires: Divine Aura. The resistance rating raises by +5 for every other Aura of Defiance the character has. The energy type has to be specified when first taking this Aura. get a +1 morale bonus to AC.touch attack. of the character takes damage. This bonus increases by one for every other aura the character has except Divine Aura. Aura of Distraction [Requires: Divine Aura. three other Auras] All enemies within 10 ft. Success means that the caster instantly regains spell points equal to the spell's level. Smite] [Source: Paladin] Divine Aura The character's aura of her alignment is equal to her hit dice. gain Energy Resistance 10. This penalty increases by -5 for every two other auras the character has except Divine Aura. Characters are only subject to the aura's effects while they remain in affected area. each time apllying to another energy type. Aura of Truth [Requires: Divine Aura] Subjects within 10 ft. the character can decide to take half of the damage instead of the intended victim. of the character take a -1 penalty to AC. casts a spell. five other Auras] The character and all allies within 10 ft. Aura of Vigor [Requires: Divine Aura. Wis 13] Grants access to one cleric domain and 1 spell points Domain Access II [Requires: Magic Rating 5. one other Aura] The character and all allies within 10 ft. of the character get a +2 moral bonus to ranged attack rolls. Only one Aura (except Divine Aura) can be active at any given time. Aura of Courage [Requires: Divine Aura] [Source: Paladin] Aura of Despair [Requires: Divine Aura] Enemies within 10 ft. of the character take a -5 penalty to Concentration checks. three other Auras] All enemies within 10 ft. Aura of Retribution [Requires: Divine Aura.

Elemental Wild Shape. earth. Wild Shape [Requires: Handle Animal 8 ranks. Handle Animal 11 ranks. Huge Elemental Wild Shape [Requires: Wild Shape V. Balance 6 ranks] As the monk's ability gained at 4th level. Evasion. Knowledge (nature) 8 ranks. or water) once per day. AC Bonus [Requires: Still Mind. She also gains the elemental’s feats for as long as she maintains the wild shape. This talent can be taken multiple times. In addition to the normal effects of wild shape. and spell-like abilities. increasing the Slow Fall distance by 20 ft. Fast Movement [Requires: Tumble 8 ranks. The character has an effective druid level equal to her hit die to determine the animal's abilities. Large Wild Shape [Requires: Wild Shape II. Knowledge (nature) 16 ranks] Allows the character to take the shape of plants with her Wild Shape ability. Handle Animal 16 ranks. Handle Animal 11 ranks. Knowledge (nature) 18 ranks. This talent can be taken multiple times. Fast Movement] Wholeness of Body [Requires: Diamond Body. Dex 13. Large Wild Shape] Allows the character to take the shape of Huge animals. but she retains her own creature type. Dex 15] Ki Strike (magic) [Requires: Still Mind. Concentration 9 ranks] 6 . Wild Empathy [Requires: Handle Animal 4 ranks] Trackless Step [Requires: Survival 5 ranks] Venom Immunity [Requires: Knowledge (nature) or Survival 6 ranks] The character gains a +15 bonus on all saves to resist poison. Dex 13] Slow Fall [Requires: Still Mind. Tiny Wild Shape [Requires: Wild Shape II. Unarmed Strike] Ki Strike (lawful) [Requires: Ki Strike (magic)] Ki Strike (adamantine) [Requires: Ki Strike (lawful)] Diamond Body [Requires: Concentration 6 ranks] The character gains a +15 bonus to all saves to resist poison.Path of the Druid [Source: Druid] Animal Companion [Requires: Knowledge (nature) or Survival 4 ranks] As the druid's ability. Path of the Monk [Source: Monk] Unarmed Strike [Requires: Str 13] Still Mind [Requires: Wis 13] Flurry of Blows [Requires: Wis 13. Useable once per day. Huge Wild Shape [Requires: Wild Shape III. supernatural. for every additional Slow Fall. the druid gains all the elemental’s extraordinary. Knowledge (nature) 11 ranks] Allows the character to take the shape of Large animals. These elemental forms are in addition to her normal wild shape usage. increasing the number of uses per day by 1 for every additional Wild Shape. Tumble 4 ranks] Evasion [Requires: Tumble 6 ranks. Knowledge (planes) 21 ranks] The character becomes able to assume elemental form three times per day and may use her wild shape ability to change into a Huge elemental. Unarmed Strike. Wild Empathy] As the druid's ability. A Thousand Faces [Requires: Knowledge (nature) 16 ranks] Timeless Body [Requires: Knowledge (nature) 16 ranks] Elemental Wild Shape [Requires: Wild Shape IV. Knowledge (planes) 18 ranks] The character becomes able to use wild shape to change into a Small. Knowledge (nature) 11 ranks] Allows the character to take the shape of Tiny animals. Medium. Knowledge (nature) 16 ranks. Knowledge (nature) 21 ranks. Plant Shape [Requires: Wild Shape III. or Large elemental (air. fire.

Wis 13] Grants 3 spell points and access to 1st level ranger spells. Survival 8 ranks] Improved Combat Style [Requires: Combat Style] Woodland Stride [Requires: Survival 8 ranks ] Swift Tracker [Requires: Survival 11 ranks] Favored Enemy III [Requires: Favored Enemy II. Magic Rating 2] Grants 5 spell points and access to 2nd ranger spells and the character learns two additional ranger spells. You may treat your Magic Rating one point higher for determining the effects on and access to ranger spells. Tumble 14 ranks. Magic Rating 3] Grants 8 spell points and access to 3rd level ranger spells and the character learns two additional ranger spells. Tumble 9 ranks. Survival 23 ranks] Rogue Talent Tree [Source: Rogue] Bonus Feat The character gets one bonus feet. Magic Rating 4] Grants 11 spell points and access to 4th level ranger spells and the character learns two additional ranger spells. You do gain bonus spell points using your Wisdom score and access to ranger spells. You may treat your Magic Rating one point higher for determining the effects on and access to bard spells. increasing the bonus by 1 for every additional Trap Sense. Casting 3rd level spells requires a Magic Rating of 5. Casting 4th level spells requires a Magic Rating of 7. Balance 21 ranks] Path of the Ranger [Source: Ranger] Favored Enemy I [Requires: Survival 4 ranks] Ranger Spellcasting I [Requires: Magic Rating 1. The character can cast ranger spells in armor without any penalty and uses Wisdom to determine the highest-level spell she can learn or cast. Dex 15] Abundant Step [Requires: Still Mind. You may treat your Magic Rating one point higher for determining the effects on and access to ranger spells.Improved Evasion [Requires: Evasion. Ranger Spellcasting IV [Requires: Ranger Spellcasting III. This talent can be taken multiple times. You may treat your Magic Rating one point higher for determining the effects on and access to ranger spells. Survival 18 ranks] Hide in Plain Sight [Requires: Hide 18 ranks] Favored Enemy V [Requires: Favored Enemy IV. This bonus stacks with the one granted by other Ranger Spellcasting talents. Dex 15. Ranger Spellcasting II [Requires: Ranger Spellcasting I.. and the Difficulty Class of her spell's saving throws and learns two spells from the ranger spell list. Ranger Training Grants Endurance and Track as bonus feats. Slow Fall. Trapfinding Trap Sense [Requires: Wis 13] As the barbarian's ability. This bonus stacks with the one granted by Ranger Spellcasting I. Empty Body. Timeless Body] Slow fall any distance [Requires: Slow fall 60 ft. Ranger Spellcasting III [Requires: Ranger Spellcasting II. Poison Use [Requires: Craft (poisonmaking) 10 ranks] [Source: Assassin] 7 . This bonus stacks with the one granted by other Ranger Spellcasting talents. Wholeness of Body. She still has to meet the prerequisites for that feat. Wis 15] Quivering Palm [Requires: Still Mind. Survival 13 ranks] Combat Style Mastery [Requires: Improved Combat Style] Camouflage [Requires: Hide 14 ranks] Favored Enemy IV [Requires: Favored Enemy III. Combat Style [Requires: Ranger Training] Favored Enemy II [Requires: Favored Enemy I. Concentration 18 ranks] Empty Body [Requires: Concentration 18 ranks] Perfect Self [Requires: Diamond Body. Casting 2nd level spells requires a Magic Rating of 3. Balance 9 ranks] Greater Flurry [Requires: Flurry of Blows.

Overchannel I [Requires: Magic Rating 1] You may spend one spell point more than your Magic Rating on casting a single spell. except that you can spend 10 points more. Magic Rating 5] The spell point costs for applying a metamagic feat to a spell are reduced by one point. Overchannel II [Requires: Overchannel I. If you do so. Magic Rating 5] As Overchannel I. Overchannel III [Requires: Overchannel II. except that you can spend 20 points more. Evasion] Skill Mastery [Requires: Any three skills 10 ranks] Opportunist [Requires: Sneak Attack +6d6] Slippery Mind [Requires: Concentration 13 ranks] Sneak Attack +2d6 [Requires: Hide or Move Silently 6 ranks] Sneak Attack +4d6 [Requires: Hide or Move Silently 10 ranks] Sneak Attack +6d6 [Requires: Hide or Move Silently 14 ranks] Sneak Attack +8d6 [Requires: Hide or Move Silently 17 ranks] Sneak Attack +10d6 [Requires: Hide or Move Silently 20 ranks] Path of the Arcane: Familiar I [Requires: Magic Rating 1] [Source: Sorcerer] Familiar II [Requires: Familiar I. Magic Rating 15] As Overchannel III. This stacks with the effects of Cheap Metamagic I & II. 8 . Armored Casting I [Requires: Magic Rating 1] The spell failure chance imposed by armor is lessened by 5%. except that you can spend 15 points more. Armored Casting III [Requires: Armored Casting II. Magic Rating 4] The spell failure chance imposed by armor is lessened by 15%. you take damage equal to the spell points spent casting. Magic Rating 7] The spell point costs for applying a metamagic feat to a spell are reduced by one point. Cheap Metamagic I [Requires: Magic Rating 3] The spell point costs for applying a metamagic feat to a spell are reduced by one point. Magic Rating 5] You gain one additional Familiar underlying the same rules as Familiar II. Overchannel IV [Requires: Overchannel III. Overchannel V [Requires: Overchannel IV. Cheap Metamagic II [Requires: Cheap Metamagic I. Familiar III [Requires: Familiar II. for example due to a failed concentration check.Crippling Strike [Requires: Sneak Attack +4d6] Defensive Roll [Requires: Improved Uncanny Dodge. This stacks with the effects of Cheap Metamagic I. You take this damage even if the spell failed. Magic Rating 3] You gain one additional Familiar underlying the same rules as Familiar I. except that you can spend 5 points more. Magic Rating 20] As Overchannel IV. Cheap Metamagic III [Requires: Cheap Metamagic II. Armored Casting II [Requires: Armored Casting I. Magic Rating 10] As Overchannel II. Magic Rating 7] The spell failure chance imposed by armor is lessened by 25%.