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Introduction

INTRODUCTION
While the classes presented in the core rules are
suitable for almost any fantasy campaign imaginable,
many players and GMs enjoy using customized classes
that are designed for purposes far more specific than,
for example, the standard cleric. It is for the use
of those players and GMs that this PDF has
been written.
With your GM’s permission,
you can use any one of these
variant classes in place of the
standard class of the same
name (though it is impor-
tant to note that several of
these variant classes are
quite focused and serve
the game’s needs better as
NPC classes). Depending on
the campaign world, variant
classes may exist side by side
with standard classes, or they may
replace standard classes entirely. The
variant classes included in this PDF
expand upon the selection available in
the original source for this open game
content concept.
This PDF presents over thirty vari-
ant versions of the character classes
from the core and psionic rules.
Each variant has entries for one
or more of the following top-
ics. If an entry does not
appear, use the material for
the class as presented in
the core rules.
Alignment:
Changes to the
class’s alignment
restrictions.

2
Introduction
Hit Die: Changes to the class’s Hit Die. Open Game Content
Base Attack Bonus: If the class uses a differ- All of the text of this PDF is presented as open
ent base attack bonus, this entry gives the column game content. While this means absolutely noth-
to use (good, average, or poor). ing to your campaign it does give other publish-
Base Save Bonuses: If the class has a differ- ers permission to use this material as long as they
ent mix of good and poor saves, this entry gives follow the open game license (see the end of this
the appropriate column for each save. PDF).
Class Skills: Additions or subtractions from
About The Author
the class skill list, and/or changes to the number
of skill points gained per level. Philip Reed has been working professionally
Class Features: Changes, additions, or sub- in the roleplaying game industry since 1995. In
tractions to the class’s special features, including that time he has worked for such companies as
spellcasting. Atlas Games, Privateer Press, and Steve Jackson
Games. Today Philip spends his days at home
Ronin Arts Messageboards! running Ronin Arts, writing and designing new
You can now chat about any Ronin Arts prod- games, and reading whatever books interest him
uct at the approved fan forums, www.rafo- at the time. To learn more about Philip Reed –
rums.com. Please swing by and share your and Ronin Arts – please visit
thoughts on various Ronin Arts products, ask www.philipjreed.com and
questions, and generally learn all about what’s www.roninarts.com.
new with Ronin Arts.

Copyright © 2004, 2005 Philip Reed. You may not distribute this document without permission of the publisher. Some
portions of this document are presented as open game content, see above and the Open Game License at the end of
this document for more information.
Interior artwork copyright Louis Porter Jr., Designed, used with permission.
Some artwork copyright Paul Daly, used with permission.
Ronin Arts and the Ronin Arts logo are trademarks of Philip Reed and Christopher Shy. For more information on Ronin
Arts, and Ronin Arts’ sister company, Studio Ronin, please visit www.roninarts.com and www.studioronin.com.

3
Barbarian Variants

BASIC CORE CLASSES


The following are class variants that were writ- equal to 4 + the character’s (improved)
ten specifically for the eleven classes that appear Constitution modifier.
in the basic rules. Damage Reduction (Ex): Destroyer’s of
magic do not possess this ability.
BARBARIAN VARIANT: Destruction of Magic (Ex): At seventh level,
DESTROYER OF MAGIC the destroyer of magic gains the ability to destroy
magic items excluding artifacts. For purposes of
In some barbarian cultures, magic is an evil,
this ability magic items are assumed to have 20 hit
terrible force that must be destroyed at all costs.
points +1/500 gp of value (round up). A destroy-
Such barbarians feel ill at ease around magic and
er of magic that inflicts enough damage in a sin-
practitioners of magic, finding it difficult to remain
gle attack to surpass an item’s “hit points”
with such individuals for any length of time. In
destroys that item – it is completely eliminated
their eyes, magic and those who use magic are
and can never be repaired. An item must be tar-
evil and must be destroyed – the actions and
geted and the damage must be inflicted in one
alignment of the practitioner of magic do little to
round – damage from an earlier round or attack
change this extreme viewpoint.
does not carry over.
Destroyers of magic can, over time, learn to
cope with magic though they will always distrust
magic and those who use it.
BARBARIAN VARIANT:
Base Save Bonuses: The destroyer of magic SAVAGE CHAMPION
has Good Will saves, but poor Fortitude and In almost all barbarian hordes there is one
Reflex saves. individual that stands above the others, marked
since birth as a great, powerful warrior. The sav-
Class Features
age champion is destined for greatness as a war-
The destroyer of magic has all of the standard rior, exceptionally strong and amazingly fierce,
barbarian class features, except as noted below. ready at all times to defend himself, his beliefs,
Fear of Magic: The destroyer of magic’s fear and the beliefs of his people.
and distrust of magic is so great that they will not Hit Die: The savage champion uses a d12+4
use any magic item or take a level in any spell- for his Hit Die (and has hit points at 1st level
casting class. This deep fear of magic is so great equal to 16 + Con modifier).
that a destroyer of magic, when damaged by any Class Skills: The savage champion gains skill
spell or magic weapon, must make a Will save points per level equal to 2 + Int modifier (and has
(DC 10 + damage suffered) or suffer an addition- this number x4 at 1st-level).
al 1d4 points of damage.
Rage (Ex): A destroyer of magic’s rage ability Class Features
follows the normal progression of a standard bar- The savage champion has all of the standard
barian but, when combating a spellcaster or one barbarian class features, except as noted below.
armed with a magical weapon or armor, the rage Exceptional Strength (Su): At 1st level, the
enhancement values are increased by an addi- savage champion gains the exceptional strength
tional +2 and the rage lasts a number of rounds feat (see box).

4
Barbarian Variants
fast movement, uncanny dodge, trap sense,
and improved uncanny dodge. In place of
these abilities, the barbarian gains class fea-
tures as determined by his totem. All totems
EXCEPTIONAL STRENGTH do not necessarily grant abilities at the same
[GENERAL] levels, nor do they all grant the same number
of abilities. These class features are extraordi-
You are capable of great feats of strength
nary abilities unless otherwise indicated.
and can draw upon an inner energy during
extreme circumstances. The list of totems discussed here is by no
means exhaustive. If you prefer to use other
Prerequisite: Str 15.
totems, you can either substitute the totem
Benefit: Your Strength modifier is doubled
name for that of a similar creature (such as
for a number of rounds equal to one-half your
changing the Lion Totem to the Tiger Totem)
unmodified Strength modifier (round down).
or create a new set of totem abilities, using
You may use this feat, as a free action, a num-
the information here as a guide.
ber of times per day equal to your unmodified
Strength modifier. Ape Totem Class Features
Special: This feat may only be chosen at first A barbarian dedicated to the ape totem
level. does not gain the standard fast movement,
uncanny dodge, trap sense, and improved
uncanny dodge barbarian class features, and
instead gains the following abilities.
• At 1st level, an ape-totem barbarian gains a
climb speed equal to one-half his base land
Uncanny Dodge and Improved Uncanny speed (round down to the nearest 5-foot
Dodge: The savage champion does not have interval). For instance, a human, elf, half-
these abilities. elf, or half-orc ape-totem barbarian has a
Trap Sense: The savage champion does not climb speed of 15 feet, while a dwarf,
have this ability. gnome, or halfling ape-totem barbarian has
a climb speed of 10 feet.
Tireless Rage: The savage champion does not
have this ability. • At 2nd level, an ape-totem barbarian gains
a +2 bonus on Intimidate checks.
BARBARIAN VARIANT: • A 3rd level ape-totem barbarian gains
Power Attack as a bonus feat.
TOTEM BARBARIAN • At 5th level, an ape-totem barbarian’s climb
In a barbarian-heavy campaign, you can speed equals his base land speed.
increase the variation between barbarian charac-
ters if each barbarian tribe dedicates itself to a dif- Bear Totem Class Features
ferent totem creature, such as the bear or the A barbarian dedicated to the bear totem does
jaguar. The choice of a totem must be taken at 1st not gain the standard fast movement, uncanny
level, and cannot be changed later except under dodge, trap sense, and improved uncanny dodge
extreme circumstances (such as the barbarian barbarian class features, and instead gains the fol-
being adopted by another tribe). lowing abilities.
If you use this variant, the barbarian loses one • A 1st-level bear-totem barbarian gains
or more of the following standard class features: Toughness as a bonus feat.

5
Barbarian Variants
• At 2nd level, a bear-totem barbarian gains Eagle Totem Class Features
Improved Grapple as a bonus feat, even if
A barbarian dedicated to the eagle totem does
he doesn’t meet the normal prerequisites.
not gain the standard fast movement and trap
• A 3rd-level bear-totem barbarian gains sense barbarian class features, and instead gains
Great Fortitude as a bonus feat. the following abilities.
• Beginning at 5th level, a bear-totem bar- • At 1st level, an eagle-totem barbarian’s
barian gains a +4 bonus on grapple checks keen vision grants him a +2 bonus on Spot
when raging. checks.
Boar Totem Class Features • An eagle-totem barbarian gains Lightning
Reflexes as a bonus feat at 3rd level.
A barbarian dedicated to the boar totem does
not gain the standard fast movement, uncanny Horse Totem Class Features
dodge, trap sense, and improved uncanny dodge
A barbarian dedicated to the horse totem does
barbarian class features, and instead gains the fol-
not gain the standard uncanny dodge, trap sense,
lowing abilities.
and improved uncanny dodge barbarian class fea-
• When raging, a 1st-level boar-totem barbar- tures, and instead gains the following abilities.
ian is treated as having the Diehard feat,
• At 2nd level, a horse-totem barbarian gains
even if he doesn’t meet the normal prereq-
Run as a bonus feat.
uisites.
• A 3rd-level horse-totem barbarian gains a
• At 3rd level and higher, a boar-totem bar-
+2 bonus on Handle Animal checks made
barian’s rage lasts for 2 rounds longer than
with regard to horses and a +2 bonus on
normal.
Ride checks made to ride a horse.
• Beginning at 7th level, a boar-totem bar-
• At 5th level, a horse-totem barbarian gains
barian’s damage reduction is 1 point high-
Endurance as a bonus feat.
er than the normal value. Thus, at 7th level,
a boar-totem barbarian’s damage reduction Jaguar Totem Class Features
is 2/-, and it rises by 1 point every three A barbarian dedicated to the jaguar totem rep-
levels thereafter. resents the “standard” barbarian and gains the
Dragon Totem Class Features standard barbarian class features.

A barbarian dedicated to the dragon totem Lion Totem Class Features


does not gain the standard fast movement, uncan- A barbarian dedicated to the lion totem does
ny dodge, trap sense, and improved uncanny not gain the standard fast movement, uncanny
dodge barbarian class features, and instead gains dodge, and improved uncanny dodge barbarian
the following abilities. class features, and instead gains the following
• A 1st-level dragon-totem barbarian gains abilities.
Blind-Fight as a bonus feat. • At 1st level, a lion-totem barbarian gains
• At 2nd level, a dragon-totem barbarian Run as a bonus feat.
gains a +2 bonus on saves against paralysis • A 2nd-level lion-totem barbarian gains a +2
and sleep effects. bonus on Hide checks.
• At 5th level, a dragon-totem barbarian • A 5th-level lion-totem barbarian gains a +2
gains the frightful presence ability. The bonus on damage rolls whenever he
save DC is equal to 10 + 1/2 barbarian level charges.
+ barbarian’s Cha modifier.

6
Barbarian Variants
Serpent Totem Class Features • At 1st level, a serpent-totem barbarian gains
a +2 bonus on Fortitude saves against poi-
A barbarian dedicated to the serpent totem
son.
does not gain the standard fast movement, uncan-
ny dodge, trap sense, and improved uncanny • A 2nd-level serpent-totem barbarian gains a
dodge barbarian class features, and instead gains +2 bonus on Move Silently checks.
the following abilities.

7
Bard Variants
• At 3rd level, a serpent-totem barbarian To learn or cast a spell, a bardic sage must
gains Improved Grapple as a bonus feat, have an Intelligence score (not Charisma score)
even if he doesn’t meet the normal prereq- equal to at least 10 + the spell level. All other
uisites. spellcasting factors, including bonus spells and
• A serpent-totem barbarian gains Improved save DCs, are still determined using the bardic
Initiative as a bonus feat at 5th level. sage’s Charisma score. Add the following spells to
the bardic sage’s class spell list: 1st—detect
Wolf Totem Class Features chaos/evil/good/law; 2nd—zone of truth; 3rd—
A barbarian dedicated to the wolf totem does arcane sight; 4th—analyze dweomer (lowered
not gain the standard uncanny dodge, trap sense, from 6th), sending; 5th—contact other plane,
and improved uncanny dodge barbarian class fea- greater scrying (lowered from 6th); 6th—true see-
tures, and instead gains the following abilities. ing, vision.
• A 2nd-level wolf-totem barbarian gains Bardic Knowledge: A bardic sage gains a +2
Improved Trip as a bonus feat, even if he bonus on all bardic knowledge checks.
doesn’t meet the normal prerequisites. Bardic Music: A bardic sage’s powers of
• A 5th-level wolf-totem barbarian gains inspiration are not as persistent as those of a tra-
Track as a bonus feat. ditional bard. His ability to inspire courage,
inspire greatness, or inspire heroics lasts only 3
BARD VARIANT: BARDIC SAGE rounds after the ally can no longer hear the bardic
sage sing, rather than the normal 5 rounds.
The bardic sage focuses his efforts on learning,
research, and the power of knowledge.
Alignment: The bardic sage must be neutral BARD VARIANT: DIVINE BARD
good, neutral, or neutral evil. The true pursuit of Not all bards are arcanists; some derive their
knowledge cares little for ethical extremes. A special powers from a divine tradition. In many
bardic sage who becomes chaotic or lawful can- primitive cultures, the divine bard takes the place
not progress in levels as a bardic sage, though he of the cleric or the adept as the guide of the peo-
retains all his bardic sage abilities. ple’s religious beliefs.
Base Save Bonuses: The bardic sage has good Class Features
will saves, but has poor Fortitude and Reflex
The divine bard has all the standard bard class
saves.
features, except as noted below.
Class Features Spellcasting: A divine bard learns and casts
The bardic sage has all the standard bard class spells as a normal bard, with some minor excep-
features, except as noted below. tions. A divine bard’s spells are divine spells, not
Spellcasting: A bardic sage learns and casts arcane spells.
spells as a normal bard, with a few exceptions. In To learn or cast a spell, a divine bard must
addition to the normal number of spells known, a have a Wisdom score (not Charisma score) equal
bardic sage knows one divination spell of each to at least 10 + the spell level. All other
spell level he is capable of casting. For example, Spellcasting factors, including bonus spells and
a 1st-level bardic sage knows four 0-level bard save DCs, are still determined using the divine
spells plus one 0-level bard spell of the divination bard’s Charisma score.
school (such as detect magic, know direction, or Like druids, paladins, and rangers, divine
read magic. The bardic sage’s number of spells bards need not designate a specific deity as the
per day does not change. source of their spells. However, a divine bard
can’t cast spells of an alignment that doesn’t

8
Bard Variants
match his. Thus, divine bards cannot cast lawful spells per day – and rate of spell acquisition – as
spells (since bards can’t be lawful). Neutral divine detailed in the Player’s Handbook.
bards can’t cast any spells associated with an The casting time of all spells cast by mystic
alignment (and are thus relatively rare). musician are increased to 5 standard rounds dur-
Add the following spells to the divine bard’s ing which time the mystic musician must be play-
class spell list: 0—create water, cure minor ing the spell on his favored instrument (see
wounds; 1st—detect evil/good/law, protection below).
from evil/good/law; 2nd—consecrate, desecrate, Favored Instrument: At 1st level, the mystic
gentle repose; 3rd—magic circle against musician selects one type of instrument as his
evil/good/law, prayer; 4th—remove disease, favored instrument. All spellcasting and bardic
speak with dead, sending; 5th—divination, music uses performed by a mystic musician must
restoration; 6th—commune, hallow, unhallow, be orchestrated through the playing of this
raise dead. favored instrument. Without the instrument the
mystic musician cannot cast spells or use his
BARD VARIANT: bardic music ability.
MYSTIC MUSICIAN The mystic musician gains a +4 circumstance
bonus to any Perform checks made with his
The mystic musician relies more heavily on
favored instrument. This bonus stacks with one
musical instruments than standard bards.
other circumstance bonus of the mystic musician’s
Spending more time in training with their instru-
choice.
ments, and less time in the other pursuits most
bards enjoy during their younger years, the mys- Signature Instrument: At 5th level the mys-
tic musician is a less skilled fighter than a standard tic musician selects a specific instrument as his
bard. They make up for this lack of martial train- signature instrument. This must be of the same
ing with their improved arcane abilities. type as his favored instrument and, while it must
be of masterwork quality, it cannot be a magical-
Hit Die: The mystic musician uses a d4 for his
ly enhanced instrument.
Hit Die (and has hit points at 1st level equal to 4
+ Con modifier). The save DC of a spell cast through the use of
the mystic musician’s signature instrument is
Base Attack Bonus: The mystic musician’s
increased by 5.
lack of combat experience and training means
that he uses the poor base attack bonus. A signature instrument grants the mystic musi-
cian special abilities See the box on p. 10 for a
Class Features listing of suggested instruments and special abili-
The mystic musician has all of the standard ties.
bard class features, except as noted below. If the signature instrument is lost or destroyed
Weapon and Armor Proficiency: Mystic the mystic musician must attempt a Fortitude sav-
musicians are proficient with the club, dagger, ing throw (DC 15). If the save fails the mystic
heavy crossbow, light crossbow, and quarterstaff, musician loses 200 experience points per mystic
but not with any type of armor or shield. Armor musician level; success reduces this cost to one-
of any type interferes with the mystic musician’s half. A mystic musician’s experience total may
playing of musical instruments, which can cause never be reduced below 0 by loss or destruction
his spells. of a signature instrument.
Spellcasting: Mystic musicians, spending A lost or destroyed signature instrument is
more time focusing on arcane study than other replaced when the character gains his next level
bards, learn and cast spells following the progres- as a mystic musician.
sion usually limited to wizards. Use the wizard

9
Bard Variants

SIGNATURE INSTRUMENT SPECIAL ABILITIES


The following list of instruments – and suggested special abilities for each one when selected as a sig-
nature instrument – is a small sample intended to be expanded by the GM and players. These are only a
very few of the types on instruments available to the mystic musician.
Flute
This long, lightweight wind instrument is very portable and an excellent choice for an adventuring
mystic musician.
Note of Detection: As a free action, once per day, the mystic musician may play a single note on the
flute. This note instantly casts detect magic as a spellcaster of the mystic musician’s class level.
Light, Harmonious Journey: The mystic musician may play his flute as he and his companions jour-
ney overland. The group moves at a forced march rate but is not tired by the effort (no chance of non-
lethal damage and no need for Constitution checks).
Harmonica
An ideal signature weapon, the harmonica is very small and slips into a pocket.
Friendly Tune: Once per day the mystic musician may play this short tune for two minutes. The song
calms those within hearing of the mystic musician – their attitude shifts one step in the musician’s favor.
Greater Courage: At 6th level, the morale bonus of the mystic musician’s bardic knowledge ability,
inspire courage, is increased by +1.
Lute
This string instrument is popular with mystic musicians because of its small size and the availability of
new strings. The lute is a very common instrument.
Greater Courage: The morale bonus of the mystic musician’s bardic knowledge ability, inspire courage,
is increased by +1.
Lullaby: At 6th level, once per day, the mystic musician may cast sleep as a standard action as if he
were a 10th level arcane spellcaster. At 12th level the number of HD of creatures affected by the lullaby
ability is increased to 6 and then to 8 at 18th level.

Base Save Bonuses: A savage bard has good


BARD VARIANT: SAVAGE BARD Fortitude and Will saves, but has poor Reflex
The savage bard is a warrior at heart, though saves.
his arcane powers strike fear into the enemies of Class Skills: A savage bard loses Decipher
his tribe. Savage bards often multi-class as bar- Script and Speak Language as class skills. He adds
barians to improve their combat prowess. Survival to his list of class skills.
Alignment: A savage bard must be chaotic in
alignment. A savage bard who becomes non- Class Features
chaotic cannot progress in levels as a bard, The savage bard has all the standard bard class
though he retains all his bard abilities. features, except as noted below.

10
Cleric Variants
Illiteracy: A savage bard is illiterate, just as a Class Features
barbarian is. An illiterate savage bard cannot use
The cloistered cleric has all the standard cleric
or scribe scrolls.
class features, except as noted below.
Spellcasting: Remove the following spells
Weapon and Armor Proficiency: Cloistered
from the savage bard’s class spell list: calm emo-
clerics are proficient with simple weapons and
tions, comprehend languages, detect secret doors,
with light armor.
erase, prestidigitation, read magic, sepia snake
Lore (Ex): Thanks to long hours of study, a
sigil, summon monster (I through VI).
cloistered cleric has a wide range of stray knowl-
Add the following spells to the savage bard’s
edge. This ability is identical to the bard’s bardic
class spell list: 1st—calm animals, detect snares
knowledge class feature, using the cloistered cler-
and pits, endure elements, summon nature’s ally
ic’s class level in place of the bard level.
I; 2nd—bull’s strength, pass without trace, sum-
Deity, Domains, and Domain Spells: Most
mon nature’s ally II; 3rd—snare, summon nature’s
cloistered clerics worship deities associated with
ally III; 4th—insect plague, summon nature’s ally
knowledge and learning.
IV; 5th—commune with nature, summon nature’s
ally V; 6th—creeping doom, reincarnate, summon In addition to any domains selected from his
nature’s ally VI. deity’s list, a cloistered cleric automatically gains
the Knowledge domain as a bonus domain (even
if the Knowledge domain is not normally avail-
CLERIC VARIANT: able to clerics of that deity). He gains the
CLOISTERED CLERIC Knowledge domain granted power and may
The cloistered cleric spends more time than select his bonus domain spell from the
other clerics in study and prayer and less in mar- Knowledge domain or from one of his two regu-
tial training. He gives up some of the cleric’s com- lar domains.
bat prowess in exchange for greater skill access Spellcasting: Add the following spells to the
and a wider range of spells devoted to knowledge cloistered cleric’s class spell list: 0—message;
(and the protection of knowledge). 1st—erase, identify, unseen servant; 2nd—fox’s
Most cloistered clerics are nonchaotic, since cunning; 3rd—illusory script, secret page, tongues
they believe that a disciplined lifestyle lends itself (reduced from 4th level); 4th—detect scrying;
better to learning. 6th—analyze dweomer; 7th—sequester; 9th—
Hit Die: The cloistered cleric uses a d6 for his vision.
Hit Die (and has hit points at 1st level equal to 6
+ Con modifier). CLERIC VARIANT: EXORCIST
Base Attack Bonus: The cloistered cleric’s This variant cleric focuses on the destruction
lack of martial training means that he uses the of undead, exchanging a degree of spellcasting
poor base attack bonus. and combat abilities for greater skill in the art of
Class Skills: The cloistered cleric’s class skill turning undead creatures. Though called an exor-
list includes Decipher Script, Speak Language, cist, the character does far more than just banish
and all Knowledge skills (from the Knowledge evil spirits and entities from his Material Plane
domain, see below). The cloistered cleric gains world. The exorcist is well-suited to campaigns in
skill points per level equal to 6 + Int modifier (and which there are a large number of undead crea-
has this number x4 at 1st level). tures.
Alignment: Exorcists may never be of any evil
alignment.

11
Cleric Variants
Hit Die: The exorcist uses a d6 for his Hit Die spirits*, protection from undead*, remove fear,
(and has hit points at 1st level equal to 6 + Con shield of faith.
modifier). 2nd Level: detect curse*, glowing bones*,
Base Attack Bonus: Though intent on destroy- immunity to fear*, remove paralysis, status
ing undead creatures, the exorcist uses his divine 3rd Level: daylight, magic circle against evil,
powers rather than martial skills, and thus uses the magic circle against spirits*, magic circle against
poor base attack bonus progression. undead*, prayer, remove curse, remove disease,
Class Features searing light.
4th Level: death ward, exorcise*,
The exorcist has all of the standard cleric class
features, except as noted below.
Spells: An exorcist casts divine spells as a cler- * Marked spells do not appear in the SRD. See
ic, though he uses the following table for determi- p. 37.
nation of the number of spells per day that he may
cast. Additionally, the exorcist has a limited selec- Spontaneous Casting: Unlike most clerics, an
tion of spells (see Exorcist Spell List, below). exorcist may not channel spell energy into sponta-
neous spells.
Character Spells per Day Turn Undead (Su): Like clerics, exorcists have
Level 1 2 3 4 the power to affect undead creatures by channel-
1st – – – – ing the power of his faith through a holy, granting
2nd – – – – the exorcist the ability to turn or destroy undead
3rd – – – – creatures.
4th 0 – – – An exorcist may attempt to turn undead a num-
5th 0 – – – ber of times per day equal to 6 + his Charisma
6th 1 – – – modifier. An exorcist with 5 or more ranks in
7th 1 – – – Knowledge (religion) gets a +2 bonus on turning
8th 1 0 – – checks against undead.
9th 1 0 – – Detect Undead (Sp): At 1st-level an exorcist
10th 1 1 – – may detect undead at will, as the spell.
11th 1 1 0 –
Aura of Exorcism (Su): Beginning at 3rd level
12th 1 1 1 –
an exorcist becomes blessed in a brilliant aura of
13th 1 1 1 –
positive energy that he may project outward a
14th 2 1 1 0
number of times per day equal to one-half his class
15th 2 1 1 1
level. This aura functions exactly like the cleric
16th 2 2 1 1
spell, consecrate, with the spell’s effects doubled.
17th 2 2 2 1
18th 3 2 2 1 Greater Turn Undead (Su): At 6th level the
19th 3 3 3 2 exorcist’s ability to turn undead strengthens. The
20th 3 3 3 3 character gains a +4 bonus to turning checks
against undead. This bonus stacks with the bonus
granted by the possession of 5 or more ranks in
Exorcist Spell List Knowledge (religion) (see above).
Exorcists choose their spells from the following Bonus Feats: At 10th level, and again at 15th
list: and 20th levels, the exorcist gains a bonus [divine]
1st Level: bless, deathwatch, detect evil, hide feat. These are feats that have the ability to turn
from undead, protection from evil, protection from undead as a prerequisite (see box).

12
Cleric Variants
place and always spurred on by his past misdeeds
CLERIC VARIANT: and mistakes.
TEMPLE DEFENDER Alignment: Temple defenders may never be
This warrior priest has studied his entire life of any lawful alignment.
and, if only he had been more diligent in his train- Hit Die: The temple defender uses a d10 for
ing and less tempted by impure thought, would his Hit Die (and has hit points at 1st level equal
have become a paladin. Temple defenders are to 10 + Con modifier).
powerful, deeply religious guards who attempt to
redeem themselves for some past mistake that
Class Features
they feel has cost them their chance at greatness. The temple defender has all of the standard
A temple defender is, after serving his god for cleric class features, except as noted below.
some time, released into the world and charged Weapon and Armor Proficiency: Temple
with the task of defending all temples and wor- defenders are proficient with all simple and mar-
shippers of the god from harm. A temple defend- tial weapons, with all types of armor (heavy,
er is a wanderer, always moving from place to medium, and light), and with all shields.

DIVINE FEATS
The following are just a few sample [divine] feats.
Aura of Holy Might
Once per day you release a blast of holy energy, surrounding yourself in a sphere of holy power that
drives back evil.
Prerequisite: Ability to turn undead.
Benefit: Once per day you cover the surrounding area in holy power that forces all evil characters and
creatures within its effect to make a Will save (DC 10 + your character level) or be panicked. Those who
succeed their Will save are still shaken until they leave the area of effect.
This power extends to a radius of 5 ft./character level and lasts for a number of rounds equal to your
charisma modifier.
The area and duration are both doubled for paladins.
Special: Evil characters that can rebuke undead may take a similar feat – Aura of Unholy Terror – that
affects good-aligned characters and creatures in the same manner.
Sacred Armor
You are able to sheath yourself in a radiant suit of holy armor for a short period of time.
Prerequisite: Ability to turn undead, any good alignment
Benefit: Once per day, as a free action and by sacrificing a turn attempt for the day, you wrap yourself
in holy power that takes on the form of a suit of translucent plate armor. This armor grants you damage
reduction (2) and lasts for a number of rounds equal to one-half your caster level (round down).
Special: Evil characters may select a similar feat – Profane Armor – that has the same effect but uses a
rebuke undead attempt and is unholy in nature.

13
Druid Variants
Temple defenders may also select their deity’s Fast Movement (Ex): A druidic avenger’s
favored weapon as per the rules included in the base land speed is faster than the norm for her
core rules. race by 10 feet. This ability is identical to the bar-
Bonus Feats: At 1st level, a temple defender barian ability of the same name.
gets a bonus feat selected from the fighter bonus Rage (Ex): An avenger can enter a furious
feat list in the core rules. The temple defender rage, identical to that of a barbarian. An avenger
gains a second bonus feat at 2nd level and then can use this ability once per day at 1st level, and
one more every two levels after that. one additional time per day for every five levels
Protect Followers (Su): At 1st level, the tem- above 1st.
ple defender gains a +4 divine bonus to all saving An avenger does not gain the greater rage,
throws, attack rolls, and damage rolls made as indomitable will, or mighty rage abilities.
long as he is in the midst of protecting followers Spontaneous Casting: An avenger cannot
of his god. channel stored spell energy into summoning
Spellcasting: A temple defender progresses in spells.
spellcasting abilities at a slower rate than normal Tireless Rage (Ex): At 17th level and higher,
clerics. The temple defender does not gain access an avenger no longer becomes fatigued at the end
to spells until he reaches second level and from of her rage.
then on casts divine spells as if he were a cleric Wild Empathy: A druidic avenger takes a -4
of one-half his temple defender level. penalty on wild empathy checks.
Lay on Hands (Su): At 5th level the temple
defender gains a variant of the paladin’s lay on
hands special ability. A temple defender with a
DRUID VARIANT:
Wisdom score of 12 or higher can heal the KEEPER OF THE SEED
wounds of others by touch. Each day he can heal The keeper of the seed is the last surviving
a total number of hit points equal to his temple member of his druidic circle. A terrible evil, either
defender level x his Wisdom bonus. The temple a marauding band of goblins, an evil wizard, or
defender may not heal himself with this ability. some other terrible force, destroyed the grove the
keeper of the seed once defended. In the mas-
DRUID VARIANT: DRUIDIC sacre, the keeper of the seed’s fellow druids were
slaughtered.
AVENGER As the battle drew to a close, the keeper of the
The druidic avenger channels her inner fury to seed was entrusted with a locket within which
wreak vengeance upon those who injure the nat- was an enchanted seed. It is now the keeper of
ural world. This comes at a price, however, since the seed’s responsibility to not only bring the vil-
the avenger must give up some of her own sensi- lains to justice but to also achieve enough power
tivity to nature. to protect a new grove that is to be grown from
Class Skills: Add Intimidate to the avenger’s the enchanted seed that he carries.
list of class skills. Eliminate Diplomacy from the Hit Die: The keeper of the seed uses a d10 for
avenger’s list of class skills. his Hit Die (and has hit points at 1st level equal
Class Features to 10 + Con modifier).
The druidic avenger has all the standard druid Class Features
class features, except as noted below. The keeper of the seed has all of the standard
Animal Companion: An avenger does not druid class features, except as noted below.
gain the service of an animal companion.

14
Fighter Variants
Animal Companion (Ex): The keeper of the The royal guard gains skill points per level equal
seed does not get an animal companion until he to 4 + Int modifier (and has this number x4 at 1st
has planted the enchanted seed and protected the level).
growth for one full year.
Class Features
Survivor (Ex): The keeper of the seed, by
surviving the terrible conflict that killed his broth- The royal guard has all of the standard fighter
ers and escaping the massacre, has proven him- class features, except as noted below.
self a survivor. In all instances in which the keep- Bonus Feats: A royal guard doesn’t gain the
er of the seed is reduced to 0 hit points or fewer normal fighter bonus feat at 1st level. Starting at 2nd
he may make a Will saving throw (DC 25) and on level, the royal guard gains bonus feats like a stan-
a successful check he is at 1 hit point and has dis- dard fighter. Also, add Negotiator to the list of fight-
covered a means of escape (within reason – GM’s er bonus feats available to the royal guard.
judgment is required). Watchful Guard (Ex): The royal guard is
The Seed (Su): The locket and seed the keep- trained to watch for assassins and gains a +2 bonus
er carries are bound to his life force. If the keep- on all Spot and Listen checks. Additionally, a rogue’s
er is slain before the seed is within the ground for sneak attack special ability may not be attempted on
two full years, the seed is completely destroyed a target within 5 ft. + 2 ft./level of the royal guard.
and worthless. If the seed is destroyed, or the
result of its planting and growth is destroyed, the FIGHTER VARIANT: THUG
keeper must make a Will save (DC 30) or be The thug is a street fighter, a survivor who learns
instantly killed. On a successful check the keeper to mix brute force with a bit of craftiness. He has
of the seed immediately loses one-half of his most of the fighter’s strengths, along with some
experience points and may advance no further as additional skills to help keep him alive on the mean
a keeper of the seed or a druid. streets. Despite the name, not all thugs are mere
The Growth (Su): Once planted and grown, hooligans—many are crafty veterans who use their
the growth grants the keeper of the seed strength. knowledge of the streets to gain an advantage
For each full year the growth is healthy and against their opponents.
unharmed, the keeper of the seed gains a perma- Most thugs are nonlawful, though sometimes
nent +1 bonus to any one attribute of his choice gangs of thugs with a lawful streak band together.
and 1,000 bonus experience points.
Class Skills: Add the following skills to the
fighter’s class skill list: Bluff, Gather Information,
FIGHTER VARIANT: Knowledge (local), and Sleight of Hand. The thug
ROYAL GUARD gains skill points per level equal to 4 + Int modifier
The royal guard is a trained soldier as skilled (and has this number x4 at 1st level).
in diplomacy and manners as he is combat. Royal Class Features
guards wear lighter armors and, frequently, wear
The thug has all the standard fighter class fea-
leather or no armor so that they may blend in
tures, except as noted below.
amongst the nobles and servants of the court.
Weapon and Armor Proficiency: Thugs are
Class Skills: Add Diplomacy, Knowledge
proficient with all simple and martial weapons and
(nobility and royalty), Perform (any), and Sense
with light armor.
Motive to the royal guard’s list of class skills.
Eliminate Handle Animal from the royal guard’s Bonus Feats: A thug doesn’t gain the normal
list of class skills. fighter bonus feat at 1st level. Also, add Urban
Tracking to the list of fighter bonus feats available to
the thug.

15
Monk Variants
MONK VARIANT:
FIGHTING STYLES
In literature and lore, the combat
styles and aptitudes of a monk depend
greatly on where (or by whom) she
was trained. The standard monk, how-
ever, presents only a relatively limited
variety of options to personalize your
monk.
A 1st-level monk (regardless of
character level) may select one of
the fighting styles described
below. By selecting one of
these fighting styles, she
dictates which bonus
feats she gains at 1st,
2nd, and 6th level
(when a standard
monk normally
gains one of
two bonus
feats). In
addi-
tion, at
1st level she gets a
+2 bonus on checks
involving a skill of her selection
(in exchange for the freedom of choice
she gives up by preselecting her bonus feats).
Finally, she gains a bonus ability at 6th level if she
has met the listed prerequisites by that time. If the
character hasn’t yet met the prerequisites, she does-
n’t gain the bonus ability, even if she meets the pre-
requisites at some later time.
These fighting styles serve a variety of purpos-
es in a campaign. Each one might symbolize a dif-
ferent monastery, creating a rivalry (friendly or
unfriendly) between their students. Perhaps a spe-
A monk can abandon her fighting style by
cific master teaches each style only to a few select
selecting a different bonus feat at 2nd or 6th level;
students, meaning that a monk must prove herself
however, if she does so, she loses the bonus on
worthy before pursuing the training. Or maybe
skill checks gained at 1st level and never gains the
each monk simply chooses her own way in life,
bonus ability of the fighting style (even if she
styling herself after great martial artists of the past.
meets the prerequisites).

16
Monk Variants
Cobra Strike Dexterity or Strength checks to avoid being
tripped or bull rushed.
Monks of the Cobra Strike School specialize in
agility and defense. By making herself hard to pin Prerequisites: Balance 9 ranks, Tumble 4
down, the Cobra Strike monk forces the enemy to ranks.
fight on her terms. Invisible Eye
1st-Level Skill Bonus: Escape Artist.
Monks of the Invisible Eye rely on their sens-
1st-Level Feat: Dodge es, particularly hearing, to aid them in combat.
2nd-Level Feat: Mobility. 1st-Level Skill Bonus: Listen.
6th-Level Feat: Spring Attack. 1st-Level Feat: Combat Reflexes.
6th-Level Bonus Ability: The dodge bonus to 2nd-Level Feat: Lightning Reflexes.
Armor Class granted by your Dodge feat
6th-Level Feat: Blind-Fight.
increases to +2.
6th-Level Bonus Ability: When unarmed and
Prerequisites: Balance 4 ranks, Escape Artist
fighting defensively, using Combat
9 ranks.
Expertise, or using the total defense action,
Denying Stance increase the dodge bonus to Armor Class
that you gain from using that tactic by 1.
The Denying Stance monk seeks to neutralize
the opponent’s maneuvers, thwarting him at every Prerequisites: Listen 9 ranks, Agile.
turn until he becomes so frustrated that he makes Overwhelming Attack
a crucial error.
A monk trained in the Overwhelming Attack
1st-Level Skill Bonus: Tumble.
style always presses the advantage, preferring a
1st-Level Feat: Improved Grapple. showy display of all-out offense to any form of
2nd-Level Feat: Combat Reflexes. defense.
6th-Level Feat: Improved Disarm. 1st-Level skill Bonus: Intimidate.
6th-Level Bonus Ability: When fighting 1st-Level Feat: Power Attack.
defensively or using the Combat Expertise 2nd-Level Feat: Improved Bull Rush.
feat, you gain a +2 bonus on grapple
6th-Level Feat: Improved Overrun.
checks and disarm attempts.
6th-Level Bonus Ability: If you have used
Prerequisites: Tumble 9 ranks, Combat
Intimidate to demoralize your opponent at
Expertise.
any time within the previous 10 rounds,
Hand and Foot you gain a +4 bonus on Strength checks
made to bull rush or overrun that oppo-
Students of the Hand and Foot style learn to
nent.
use their appendages for both offense and
defense. Prerequisites: Intimidate 4 ranks, Perform
(dance) 4 ranks.
1st-Level Skill Bonus: Balance.
1st-Level Feat: Stunning Fist. Passive Way
2nd-Level Feat: Deflect Arrows. The Passive Way focuses on making your
6th-Level Feat: Improved Trip. opponent overreach himself or underestimate
6th-Level Bonus Ability: You gain a +2 your skill.
bonus on attacks of opportunity made 1st-Level Skill Bonus: Bluff.
against an opponent attempting to bull 1st-Level Feat: Combat Expertise.
rush or trip you, and a +4 bonus on 2nd-Level Feat: Improved Trip.

17
Monk Variants
6th-Level Feat: Improved Feint.
6th-Level Bonus Ability: You gain a +4
MONK VARIANT: POSSESSED
bonus on Strength checks made to trip an The possessed monk is tied to the spirit of a
opponent who is denied his Dexterity once-great monk – a long-dead ancestor. The pos-
bonus to Armor Class. sessed monk is guided by the spirit and, in the
heat of battle, is totally consumed by his ancestor.
Prerequisites: Bluff 4 ranks, Sense Motive 4
A possessed monk is distant and has a difficult
ranks, Skill Focus (Bluff).
time making friends. The possessed monk feels
Sleeping Tiger uncomfortable around good-aligned characters
The Sleeping Tiger style mixes smooth and paladins and is often mistaken to be an evil
motions with powerful strikes. It favors a quick, entity.
first strike approach, preferably from a position of Hit Die: The possessed monk uses a d6 for his
ambush. Hit Die (and has hit points at 1st level equal to 6
1st-Level Skill Bonus: Hide. + Con modifier).
1st-Level Feat: Weapon Finesse. Class Features
2nd-Level Feat: Improved Initiative. The possessed monk has all of the standard
6th-Level Feat: Improved Sunder. monk class features, except as noted below.
6th-Level Bonus Ability: Once per round, Bonus Feats: The possessed monk does not
when an opponent would be denied his gain bonus feats.
Dexterity bonus to Armor Class, the monk Susceptibility to Turn and Rebuke Undead
deals an extra 1d6 points of damage with a (Su): As one possessed, the possessed monk can
melee attack made with a light weapon. be harmed by the turn and rebuke undead special
Any creature immune to sneak attacks is ability of clerics (and others with those abilities).
immune to this ability. If targeted with either turn or rebuke undead the
Prerequisites: Hide 9 ranks, Power Attack. possessed monk must make a Will save (DC 15 +
level of the cleric) or suffer two points of damage
Undying Way
per level of the cleric. On a successful save the
Monks of the Undying Way believe in possessed monk is stunned for 1d4 rounds.
patience above all else. They work to outlast their A possessed monk is immune to further turn
opponents by means of superior endurance. or rebuke attempts by that cleric for a period of
1st-Level Skill Bonus: Concentration. 24 hours. Attempts by other clerics affect the
1st-Level Feat: Toughness. monk as described above.
2nd-Level Feat: Endurance. Possession (Su): All of the possessed monk’s
6th-Level Feat: Diehard. powers and abilities stem from the spirit which
6th-Level Bonus Ability: When fighting possesses him. As the possessed monk earns lev-
defensively, using Combat Expertise, or els he also, at times and in addition to the stan-
using the total defense action, the monk dard monk abilities, gains powerful new abilities
gains damage reduction 2/-. from the spirit which possesses him.
Prerequisites: Concentration 9 ranks. Ghostly Scream (Su): A possessed monk of 3rd
level or higher can, once per day, unleash a sonic
attack that affects all characters and creatures of 4
HD or less. Those within a 100-ft. radius of the
possessed monk must succeed a Will saving
throw (DC 10 + the possessed monk’s level) or

18
Paladin Variants
become panicked for a number of rounds equal and free thought. The paladin of tyranny is the
to the possessed monk’s level. This is a sonic, opposite, a lawful evil villain bent on dominating
mind-affecting fear attack. Whether or not the those weaker than she. The paladin of slaughter
save is successful, an affected character or crea- is a brutal champion of chaos and evil who leaves
ture is immune to this ability for 24 hours. only destruction trailing in his wake. (If you use
Frightful Presence (Su): Starting at 6th level, these versions of the paladin class, you might
once per day, a possessed monk may reveal his consider designating the standard paladin as the
spirit form. Characters and creatures within 40 “paladin of honor” to differentiate it from the vari-
feet and with less HD than the possessed monk ants.)
must succeed on a Will save (DC 25) or become These paladin variants aren’t meant to be
panicked for 2d4 rounds. unique classes in and of themselves, but rather
Unnatural Aura (Su): At 9th level, the pos- alignment-based variations of the paladin. They
sessed monk’s true form becomes more apparent. have the same Hit Die, skill points per level,
Wild and domesticated animals can sense the weapon and armor proficiencies, and spells per
presence of the possessed monk at a distance of day as the standard paladin. Their class skill lists
20 feet and will not willingly approach nearer are nearly identical, with exceptions noted below.
than that. Wild and domesticated animals within Their spellcasting functions identically to that of
20 feet of the possessed monk become panicked the standard paladin (though their spell lists are
and remain panicked as long as they are within somewhat different). When a class feature has the
that range. same name as a paladin class feature, it functions
Ghost Strike (Su): A possessed monk, at 12th the same as the one described for the standard
level, causes 1 point of Charisma drain each time paladin.
it hits with a touch attack. On each such attack, it Paladin of Freedom Class Features
gains 2 temporary hit points. At Charisma 0, a
The paladin of freedom has all the standard
creature dies.
paladin class features, except as noted below.
Greater Ghostly Scream (Su): Starting at 15th
Class Skills: Replace Diplomacy with Bluff
level, the possessed monk’s ghostly scream may
on the class skill list.
be used twice per day and affects those with 8 of
fewer HD. Aura of Resolve (Su): Beginning at 3rd level,
a paladin of freedom is immune to compulsion
Negative Energy Strike (Su): At 20th level, once
effects. Each ally within 10 feet of him gains a +4
per day, the possessed monk automatically deals
morale bonus on saving throws against compul-
one negative level on a successful touch attack.
sion effects. This ability otherwise functions iden-
The Fortitude save is remove a negative level has
tically to the paladin’s aura of courage class fea-
a DC of 22. The save DC is Charisma-based. For
ture.
each such negative level bestowed, the possessed
monk gains 5 temporary hit points. Spellcasting: Remove the following spells
from the paladin’s spell list: death ward, discern
lies, dispel chaos, magic circle against chaos, pro-
PALADIN VARIANTS: FREEDOM, tection from chaos.
SLAUGHTER, AND TYRANNY Add the following spells to the paladin’s spell
The three paladin variants presented here list: 1st—protection from law; 3rd—magic circle
demonstrate examples of alternative-alignment against law, remove curse; 4th—dispel law, free-
paladins. Each one follows a specific code of con- dom of movement.
duct tailored to its specific alignment. The paladin Code of Conduct: A paladin of freedom must
of freedom is chaotic good, dedicated to liberty be of chaotic good alignment and loses all class

19
Paladin Variants
abilities if he ever willingly commits an evil act. This power otherwise functions identically to the
Additionally, a paladin of freedom’s code requires paladin’s lay on hands ability.
that he respect individual liberty, help those in Debilitating Aura (Su): Beginning at 3rd
need (provided they do not use the help for law- level, a paladin of slaughter radiates a malign aura
ful or evil ends), and punish those who threaten that causes enemies within 10 feet of her to take
or curtail personal liberty. a -4 penalty to Armor Class. This ability otherwise
Associates: While he may adventure with functions identically to the paladin’s aura of
characters of any good or neutral alignment, a courage class feature.
paladin of freedom will never knowingly associ- Rebuke Undead (Su): A paladin of slaughter
ate with evil characters (except on some sort of rebukes undead rather than turning undead.
undercover mission), nor will he continue an Cause Disease (Sp): A paladin of slaughter
association with someone who consistently can inflict disease with her touch (as the conta-
offends his moral code. A paladin of freedom may gion spell) a number of times per week that a
accept only henchmen, followers, or cohorts who standard paladin of her level would normally be
are chaotic good. able to remove disease.
Paladin of Slaughter Class Features Spellcasting: Replace the standard paladin’s
The paladin of slaughter has all the standard spell list with the following spell list: 1st—bane,
paladin class features, except as noted below. cause fear, corrupt weapon, create water, curse
water, detect poison, detect undead, divine favor,
Class Skills: Replace Diplomacy with
endure elements, inflict light wounds, magic
Intimidate on the class skill list.
weapon, protection from good, protection from
Aura of Evil (Ex): The power of a paladin of law, read magic, resistance, virtue; 2nd—bull’s
slaughter’s aura of evil (see the detect evil spell) strength, cure light wounds, darkness, delay poi-
is equal to her paladin of slaughter level, just as son, eagle’s splendor, inflict moderate wounds,
with the aura of a cleric of an evil deity. owl’s wisdom, resist energy, undetectable align-
Detect Good (Sp): At will, a paladin of ment; 3rd—blindness/deafness, cure moderate
slaughter can use detect good, as the spell. wounds, deeper darkness, dispel magic, greater
Smite Good (Su): Once per day, a paladin of magic weapon, heal mount, prayer, inflict serious
slaughter may attempt to smite good with one wounds, magic circle against good/law; 4th—
normal melee attack. This ability is otherwise break enchantment, cure serious wounds, dispel
identical to the standard paladin’s ability to smite good, dispel law, inflict critical wounds, poison,
evil, including increased daily uses as the paladin unholy sword.
of slaughter gains class levels. Code of Conduct: A paladin of slaughter must
Deadly Touch (Su): Beginning at 2nd level, a be of chaotic evil alignment and loses all class
paladin of slaughter can cause wounds with a abilities if she ever willingly commits a good act.
successful touch attack. Each day she can deal a Additionally, a paladin of slaughter’s code
total number of hit points of damage equal to her requires that she disrespect all authority figures
paladin level x her Charisma bonus. An opponent who have not proven their physical superiority to
subjected to this attack can make a Will save (DC her, refuse help to those in need, and sow
10 + 1/2 paladin level + paladin’s Cha modifier) destruction and death at all opportunities.
to halve the damage dealt. Associates: While she may adventure with
Alternatively, a paladin of slaughter can use characters of any evil or neutral alignment, a pal-
any or all of this power to cure damage to undead adin of slaughter will never knowingly associate
creatures, just as an inflict wounds spell does. with good characters, nor will she continue an
association with someone who consistently

20
Paladin Variants
TABLE: VARIANT PALADIN CLASS FEATURES
Freedom Tyranny Slaughter
1st Aura of good, detect evil, Aura of evil, detect good, Aura of evil, detect good,
smite evil 1/day smite good 1/day smite good 1/day
2nd Divine grace, lay on hands Divine grace, deadly touch Divine grace, deadly touch
3rd Aura of resolve, divine health Aura of despair, divine health Debilitating aura, divine health
4th Turn undead Rebuke undead Rebuke undead
5th Smite evil 2/day, special mount Smite good 2/day, special mount Smite good 2/day, special mount
6th Remove disease 1/week Cause disease 1/week Cause disease 1/week
7th — — —
8th — — —
9th Remove disease 2/week Cause disease 2/week Cause disease 2/week
10th Smite evil 3/day Smite good 3/day Smite good 3/day
11th — — —
12th Remove disease 3/week Cause disease 3/week Cause disease 3/week
13th — — —
14th — — —
15th Remove disease 4/week, Cause disease 4/week, Cause disease 4/week,
smite evil 4/day smite good 4/day smite good 4/day
16th — — —
17th — — —
18th Remove disease 5/week Cause disease 5/week Cause disease 5/week
19th — — —
20th Smite evil 5/day Smite good 5/day Smite good 5/day

offends her moral code. A paladin of tyranny may mal melee attack. This ability is otherwise identi-
accept only henchmen, followers, and cohorts cal to the standard paladin’s ability to smite evil,
who are chaotic evil. including increased daily uses as the paladin of
tyranny gains class levels.
Paladin of Tyranny Class Features
Deadly Touch (Su): Beginning at 2nd level, a
The paladin of tyranny has all the standard paladin of tyranny can cause wounds with a suc-
paladin class features, except as noted below. cessful touch attack. Each day she can deal a total
Aura of Evil (Ex): The power of a paladin of number of hit points of damage equal to her pal-
tyranny’s aura of evil (see the detect evil spell) is adin level x her Charisma bonus. An opponent
equal to his paladin of tyranny level, just as with subjected to this attack can make a Will save (DC
the aura of a cleric of an evil deity. 10 + 1/2 paladin level paladin’s Cha modifier) to
Detect Good (Sp): At will, a paladin of tyran- halve the damage dealt.
ny can use detect good, as the spell. Alternatively, a paladin of tyranny can use any
Smite Good (Su): Once per day, a paladin of or all of this power to cure damage to undead
tyranny may attempt to smite good with one nor- creatures, just as an inflict wounds spell does.

21
Paladin Variants
This power otherwise functions identically to the Associates: While he may adventure with char-
paladin’s lay on hands ability. acters of any evil or neutral alignment, a paladin of
Aura of Despair (Su): Beginning at 3rd level, tyranny will never knowingly associate with good
a paladin of tyranny radiates a malign aura that characters unless it serves his needs, nor will he con-
causes enemies within 10 feet of him to take a -2 tinue an association with someone who consistently
penalty on all saving throws. This ability other- offends his moral code. A paladin of tyranny may
wise functions identically to the paladin’s aura of accept henchmen and followers of any alignment,
courage class feature. but may only accept cohorts who are lawful evil.
Rebuke Undead (Su): A paladin of tyranny
rebukes undead rather than turning undead. PALADIN VARIANT:
Cause Disease (Sp): A paladin of tyranny can HOLY PROTECTOR
inflict disease with his touch (as the contagion The holy protector, a paladin even more righteous
spell) a number of times per week that a standard and just than the normal paladin, strives to become
paladin of her level would normally be able to one with his god. The holy protector, by proving his
remove disease. worth, is charged with divine energy bestowed
Spellcasting: Replace the paladin’s spell list directly upon him by his chosen deity.
with the following spell list: 1st—bane, corrupt Holy protectors are quite rare and frequently
weapon, create water, curse water, detect poison, hunted by blackguards, paladins of slaughter, pal-
detect undead, divine favor, doom, endure ele- adins of tyranny, and other agents of evil.
ments, inflict light wounds, magic weapon, pro-
Hit Die: The holy protector uses a d12 for his Hit
tection from chaos, protection from good, read
Die (and has hit points at 1st level equal to 12 + Con
magic, resistance, virtue; 2nd—bull’s strength,
modifier).
cure light wounds, darkness, delay poison, eagle’s
splendor, hold person, inflict moderate wounds, Base Save Bonuses: The holy protector has
owl’s wisdom, resist energy, undetectable align- Good Will saves, but poor Fortitude and Reflex saves.
ment; 3rd—bestow curse, cure moderate wounds, Class Features
deeper darkness, discern lies, dispel magic,
The holy protector has all of the standard paladin
greater magic weapon, heal mount, prayer, inflict
class features, except as noted below.
serious wounds, magic circle against chaos/good;
4th—break enchantment, cure serious wounds, Lay on Hands (Su): The holy protector’s lay on
dispel chaos, dispel good, dominate person, hands ability is identical to that of a normal paladin
inflict critical wounds, unholy sword. except that it may only be used on others and never
on himself.
Code of conduct: A paladin of tyranny must
be of lawful evil alignment and loses all class abil- Aura of Courage (Su): Identical to the paladin’s
ities if he ever willingly commits a good act. aura of courage ability except the hold protector
Additionally, a paladin of tyranny’s code requires gains this ability at 1st level.
that he respect authority figures as long as they Divine Touched (Su): The holy protector bears
have the strength to rule over the weak, act with the mark of his god on his forehead, placed there
discipline (not engaging in random slaughter, directly by his god. Beginning at 2nd level, once per
keeping firm control over those beneath his sta- day, the holy protector may summon divine power
tion, and so forth), help only those who help him directly from his god, gaining bonuses identical to
maintain or improve his status, and punish those that of a barbarian’s rage ability for a number of
who challenge authority (unless, of course, such rounds equal to 4 + the holy protector’s Charisma
challengers prove more worthy to hold that modifier.
authority).

22
Ranger Variants
Strict Code of Conduct: As
strict as the normal paladin’s
punishment for straying
from his alignment is,
the holy protec-
tor’s punish-
ment is far
worse. If a
holy protec-
tor ever willingly
commits an evil act, or
strays in any way from his
alignment, he immediately
loses one-half of his
experience points and is
stripped of all of his class
abilities. Additionally, the
mark of his god becomes a
blackened patch of skin that
cannot be removed through any
means of power less than a deity.
A holy protector may never fully
redeem himself and can, at best,
become a normal paladin.

RANGER VARIANT:
PLANAR RANGER
The planar ranger roams the
multiverse instead of the wilder-
ness, learning the secrets of
the planes.
Class Skills: Eliminate
Knowledge (nature) and templates. However, he takes a -4 penalty when
Knowledge (dungeoneering) using this ability against animals.
from the ranger’s class skill list. Animal Companion: A nonevil planar ranger
Add Knowledge (the planes) and Speak may have a celestial version of a normal animal as
Language (Abyssal, Aquan, Auran, Celestial, his animal companion. A nongood ranger may
Ignan, Infernal, Terran only) to the class skill list. have a fiendish version of a normal animal as his
animal companion.
Class Features Spellcasting: A planar ranger’s spellcasting
The planar ranger has all the standard ranger ability is largely unchanged from that of the stan-
class features, except as noted below. dard ranger, with one exception: Any ranger spell
Wild Empathy: A planar ranger takes no that normally affects animals also affects celestial
penalty on wild empathy checks made to influ- or fiendish versions of animals when cast by a
ence magical beasts with the celestial or fiendish planar ranger.

23
Ranger Variants
Camouflage (Ex): The stalker may use this
RANGER VARIANT: STALKER ability as detailed in the main rules and in any
The stalker is a hunter of humanoids, skilled at urban environment.
tracking his prey across unexplored lands and Hide in Plain Sight (Ex): The stalker may use
through the most densely packed of cities. The this ability as detailed in the main rules and in any
stalker relies upon his skills, experience, and con- urban environment.
tacts to find and capture those wanted by legal or
illegal groups and agencies.
Stalkers are also sometimes refered to as boun-
R ANGER V A R I A N T :
ty hunters. U RBAN R A N G E R
Hit Die: The holy protector uses a d10 for his The urban ranger stalks the treacherous
Hit Die (and has hit points at 1st level equal to 10 streets of the city, relying on his knowledge of
+ Con modifier). alleyways and underworld contacts to keep him
alive.
Class Skills: Add Diplomacy, Gather
Information, Intimidate, Knowledge (local), Class Skills: Eliminate Knowledge (nature),
Search, and Sense Motive to the class skill list. Knowledge (dungeoneering), and Survival from
the ranger’s class skill list. Add Gather
The stalker gains skill points per level equal to
Information, Knowledge (local), and Sense
8 + Int modifier (and has this number x4 at 1st
Motive to the class skill list.
level).
Class Features Class Features
The urban ranger has all the standard ranger
The stalker has all of the standard ranger class
class features, except as noted below.
features, except as noted below.
Animal Companion: An urban ranger can-
Weapon and Armor Proficiency: Temple
not have an animal larger than Medium as his
defenders are proficient with all simple and mar-
animal companion.
tial weapons, with all types of armor (heavy,
medium, and light), and with all shields. Urban Tracking: An urban ranger does not
gain the Track feat at 1st level. Instead, he gains
Animal Companion: Stalkers do not have
the Urban Tracking feat (see box), which allows
animal companions.
him to use Gather Information to track down a
Urban Tracking: In addition to the Track feat,
missing person, suspect, or other individual
the stalker also gains the Urban Tracking feat at
within a community.
1st level (see box).
Wild Empathy: An urban ranger adds only
Favored Enemy: The stalker does not have a
one-half his class level to wild empathy checks,
favored enemy.
reflecting his limited connection with the natural
Contacts: If the variant contact rules are being world.
used (see Fantasy Player’s Companion:
Favored Enemy: At the game master’s dis-
Contacts), the stalker gains contacts at the same
cretion, an urban ranger may select an organiza-
rate as the bard (one contact every even level). If
tion instead of a creature type as his favored
the GM is not using the variant contact rules the
enemy. For example, a character might select a
stalker gains a +4 unnamed bonus to all Gather
particular thieves’ guild, merchant house, or
Information checks made in a large town (or larg-
even the city guard. The favored enemy bonus-
er) community.
es would apply to all members of the chosen
Urban Stride (Ex): Starting at 8th level, the organization, regardless of their creature type or
stalker’s speed in an urban environment is subtype.
increased by 5 feet.

24
Ranger Variants

URBAN TRACKING [GENERAL]


You can track down the location of missing persons or wanted individuals within communities.
Benefit: To find the trail of an individual or to follow it for 1 hour requires a Gather Information check.
You must make another Gather Information check every hour of the search, as well as each time the trail
becomes difficult to follow, such as when it moves to a different area of town.
The DC of the check, and the number of checks required to track down your quarry, depends on the
community size and the conditions:

Community Size DC Checks Required


Thorp, hamlet, or village 5 1d3
Small or large town 10 1d4+1
Small or large city 15 2d4
Metropolis 20 2d4+2

Conditions DC Modifier
Every three creatures in the group being sought -1
Every 24 hours party has been missing/sought +1
Tracked party “lies low” +5
Tracked party matches community’s primary racial demographic +2
Tracked party does not match community’s primary or secondary racial demographic -2

You can cut the time between Gather Information checks in half (to 30 minutes per check rather than 1
hour), but you take a –5 penalty on the check.

If you fail a Gather Information check, you can retry after 1 hour of questioning. The GM should roll the
number of checks required secretly, so that the player doesn’t know exactly how long the task will require.
Normal: A character without this feat can use Gather Information to find out information about a par-
ticular individual, but each check takes 1d4+1 hours and doesn’t allow effective trailing.
Special: A character with 5 ranks in Knowledge (local) gains a +2 bonus on the Gather Information
check to use this feat.

Spellcasting: The urban ranger’s spell list is In exchange, the urban ranger adds the fol-
different from the standard ranger list. The fol- lowing spells to his class spell list: 1st—compre-
lowing spells are eliminated from the urban hend languages, detect chaos/good/evil/law,
ranger’s spell list: animal messenger, charm ani- detect secret doors, message; 2nd—detect
mal, detect animals or plants, speak with ani- thoughts, knock, locate object, eagle’s splendor;
mals, bear’s endurance, hold animal, snare, 3rd—discern lies, invisibility, speak with dead,
speak with plants, command plants, diminish tongues; 4th—dimensional anchor, locate crea-
plants, plant growth, reduce animal, tree shape, ture, mage’s faithful hound, true seeing.
water walk, commune with nature, and tree
stride.

25
Rogue Variants
Woodland Stride: An urban ranger does not Sneak Attack: The highway bandit, since his
gain this ability. method of operation involves the direct approach,
Swift Tracker (Ex): Beginning at 8th level, does not have the rogue’s sneak attack ability.
am urban ranger may make a Gather Information Trapfinding and Trap Sense: The highway
check for his Urban Tracking feat every half hour bandit does not have either of these abilities.
without taking the normal -5 penalty. Bonus Feats: At 1st level, a highway bandit
Camouflage: An urban ranger does not gain gets a bonus combat-oriented feat in addition to
this ability. the feat that any 1st-level character gets and the
Hide in Plain Sight (Ex): An urban ranger bonus feat granted to a human character. The
can use this ability in any area, whether natural highway bandit gains an additional bonus feat at
terrain or not. 2nd level and every two rogue levels thereafter
(4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and
20th). These bonus feats must be drawn from the
ROGUE VARIANT: feats noted as fighter bonus feats. A highway ban-
HIGHWAY BANDIT dit must still meet all prerequisites for a bonus
Highway bandits are brutish, slow-witted feat, including ability score and base attack bonus
rogues who make their living accosting merchants minimums.
and travelers on the roads between cities.
Tougher than most rogues, and more skilled in ROGUE VARIANT: THIEF
combat, highway bandits are often used as mus-
The thief is a rogue who uses his skills to steal
cle in most thieves guilds.
materials belonging to others. Thieves are crimi-
Many highway bandits die at an early age, and nals, always trying to stay one step ahead of the
those that do survive are hunted by the law until law and struggling to survive in the cutthroat
they either retire or are captured by the law. Many world of the criminal underworld.
highway bandits find themselves connected with
The thief is at home in a large city though they
adventuring companies when they’re forced to
often find themselves forced to lie low in smaller
flee their usual area of operations.
areas. Many a thief has taken a job with a mer-
Alignment: A highway bandit must be of any chant caravan or joined an adventuring party in
evil alignment; most highway bandits are neutral an attempt to escape capture.
evil.
Alignment: Any non-lawful.
Hit Die: The highway bandit uses a d8 for his
Hit Die: The thief uses a d8 for his Hit Die
Hit Die (and has hit points at 1st level equal to 8
(and has hit points at 1st level equal to 8 + Con
+ Con modifier).
modifier).
Base Attack Bonus: The highway bandit’s
Class Skills: Eliminate Tumble and any two of
training means that he uses the good base attack
the following: Balance, Climb, Craft, Escape Artist,
bonus.
Forgery, Intimidate, Jump, Perform, Profession,
Class Features and Use Magic Device.
The highway bandit has all the standard rogue Class Features
class features, except as noted below.
The thief has all of the standard rogue class
Weapon and Armor Proficiency: The high- features, except as noted below.
way bandit is proficient with all simple and mar-
Weapon and Armor Proficiency: The thief
tial weapons. Highway bandits are proficient with
is proficient with all simple weapons and light
light armor, but not with shields.
armor. The thief is not proficient with shields.

26
Rogue Variants
Sneak Attack: The thief, while skilled at A criminal accomplice is an NPC that sticks
sneak attacks, is less proficient at the tactic than around for one job only. Once the job is com-
normal rogues. The damage of a thief’s sneak pleted he goes on with his life. The accomplice
attack is 1d4 at 1st level and increases by 1d4 will not do anything that may get himself killed
every two levels after the first. but he will do almost anything in his power to
Trapfinding: The thief does not have this ensure that the job succeeds. An NPC accomplice
ability. expects one-half of whatever loot is stolen and
Trap Sense: The thief does not have this abil- could become an enemy if treated unfairly or bul-
ity. lied by the PC.
Contacts: If the variant contact rules are being There is a 1% chance that a criminal accom-
used (see Fantasy Player’s Companion: plice, after a successful burglary, will become a
Contacts), the thief gains contacts at the same bonus contact for the PC (if the variant contact
rate as the bard (one contact every even level). If rules are being used).
the GM is not using the variant contact rules the
thief gains a +4 unnamed bonus to all Gather ROGUE VARIANT:
Information checks made in a large town (or larg- WILDERNESS ROGUE
er) community.
The wilderness rogue prefers to put her skills
Fence: The thief, connected with the criminal to use in the great outdoors, rather than in
underworld, can find a buyer for stolen goods cramped alleys and dungeon corridors. In many
within a number of hours dependent upon the ways, she is similar to the traditional ranger,
size of the community he is attempting to sell the though with less combat savvy and with none of
item in. Finding a buyer requires a Gather the ranger’s divine link to the natural world.
Information check (see the table below for the
Class Skills: Remove the following rogue
DC).
class skills from the wilderness rogue’s class skill
list: Appraise, Diplomacy, Decipher Script,
Community Size DC Hours Required Forgery, and Gather Information.
Thorp, hamlet, or village 30 4d10
Add the following skills to the wilderness
Small or large town 25 2d10
rogue’s class skill list: Handle Animal, Knowledge
Small or large city 20 1d10
(geography), Knowledge (nature), Ride, and
Metropolis 15 1d4
Survival.

Note: Particularly mean GMs will roll this Class Features


check for the thief character. A failed check may The wilderness rogue has all the standard
result in the thief finding a “buyer” who is actual- rogue class features, except as noted below.
ly an agent of the law. The life of a thief is a dan- Special Abilities: Add woodland stride (as the
gerous one. 7th-level ranger ability), camouflage (as the 13th-
Criminal Accomplice: Starting at 6th level, if level ranger ability) and hide in plain sight (as the
the thief so wishes, he can locate a fellow thief to 17th-level ranger ability, requires the rogue to
assist him in a job. This NPC thief will always be already have the camouflage ability) to the list of
of a level equal to one-half the player character’s special abilities that can be chosen by the wilder-
thief level. There is a 3% chance/1,000 gp of loot ness rogue.
that the accomplice will turn on the PC thief. If a
PC thief makes a successful Sense Motive check
(DC 10 + the level of the NPC thief) he can reduce
this % chance to 1%/1,000 gp.

27
Sorcerer Variants
SORCERER VARIANT: SORCERER VARIANT:
BATTLE SORCERER DEFORMIMANCER
The battle sorcerer is no weak arcanist, hiding The deformimancer augments his magical
behind the fighters. Instead, she is a capable phys- powers through self-mutilation. By injuring him-
ical combatant who mixes magical prowess with self, the deformimancer’s spells are more power-
fighting skill. ful. A deformimancer is covered in numerous
Hit Die: The battle sorcerer uses a d8 for his Hit scars – evidence of his masochistic methods of
Dice (and has hit points at 1st level equal to 8 + sorcery.
Con modifier). Alignment: Any non-lawful.
Base Attack Bonus: The battle sorcerer uses Hit Die: The deformimancer uses a d6 for his
the base attack bonus progression of the cleric. Hit Die (and has hit points at 1st level equal to 6
Class Skills: Remove Bluff from the battle sor- + Con modifier).
cerer’s class skill list. Add Intimidate to the battle Class Skills: Add Intimidate to the deformi-
sorcerer’s class skill list. mancer’s list of class skills.
Class Features Class Features
The battle sorcerer has all the standard sorcerer The deformimancer has all of the standard sor-
class features, except as noted below. cerer class features, except as noted below.
Weapon and Armor Proficiency: At 1st level, Familiar: Deformimancers do not have famil-
a battle sorcerer gains proficiency with any light or iars.
one-handed martial weapon of the character’s Frightening Appearance: The scarification
choice. She also gains proficiency with light armor. and self-mutilation of the deformimancer grants
Spellcasting: A battle sorcerer can cast sorcer- him a +4 circumstance bonus on all Intimidate
er spells derived from her class levels of battle sor- checks.
cerer while in light armor without the normal Deformimancy: The deformimancer casts
arcane spell failure chance. spells like any other sorcerer though they have
A battle sorcerer has fewer daily spell slots than the ability to increase the power of their spells by
a standard sorcerer. Subtract one spell per day from causing themselves harm. As a deformimancer
each spell level on Table: The Sorcerer (to a mini- increases in level his spell-enhancing self-mutila-
mum of zero spells per day). For example, a 1st- tion options expand.
level battle sorcerer may cast four 0-level spells and Scarification: Beginning at 1st level, a
two 1st-level spells per day (plus bonus spells, if deformimancer may spend a full round to cut
any). himself with a knife or dagger. For every point of
A battle sorcerer knows fewer spells per spell damage inflicted by the cut – the player may
level than a standard sorcerer. Subtract one spell select the amount of damage up to the maximum
known from each spell level on Table: Sorcerer possible with the weapon – the DC to save
Spells Known (to a minimum of one spell per spell against a spell cast by you within two rounds of
level). For example, a 4th-level battle sorcerer the scarification is increased by 2.
knows five 0-level spells, two 1st-level spells, and Minor Self-Mutilation: At 5th level, the
one 2nd-level spell. When she reaches 5th level, deformimancer may choose to sever a finger, toe,
the battle sorcerer learns one additional 1st-level ear, or his nose. The severed body part may then
spell, but doesn’t learn an additional 2nd-level be used as a spell component in the casting of
spell (since two minus one is one). any spell that causes damage, though it must be
used within 30 minutes of being cut from the cast-

28
Sorcerer Variants
er’s body. The damage of the spell is increases by Draconic Ancestry: The dragon soul must
6d6 and, if the deformimancer succeeds a select one dragon type (black, gold, etc.) to rep-
Spellcraft check (DC 20 + level of the spell cast), resent his draconic ancestry and soul. The char-
the body part will regrow after 2d4 days have acter’s alignment must match that of the chosen
passed. If the check fails the severed part may dragon type.
never be returned, not even through magic or if Spells: Dragon souls progress in spellcasting
the deformimancer is resurrected. ability at a lower rate than standard sorcerers. For
Self-Mutilation: Starting at 10th level, the purposes of spells per day, but not spells known,
deformimancer may inflict damage on himself the character’s level is divided by two (round up)
with a dagger or knife – of any amount he choos- to determine spells per day. (Example: A 7th-level
es up to the maximum that can be caused by the dragon soul would be treated as a 4th-level sor-
weapon. Each point of damage increases the cerer.)
effective level of the caster by one for any one Familiar: A dragon soul sorcerer does not
spell cast within the next 24 hours. The caster’s have a familiar.
effective level may not be increased by more than Breath Weapon (Su): Beginning at 4th-level
6 for the casting of any one spell. The damage the dragon soul gains a breath weapon attack,
sustained due to this self-mutilation is permanent. once per day as a full round action, of the same
Major Self-Mutilation: Beginning at 15th level, energy type as the selected draconic ancestry (see
the deformimancer may sacrifice a limb by taking above). This attack deals a number of d6 of dam-
four full rounds to cut the limb from his body age equal to one-half the character’s class level
with a knife or dagger. Severing the limb boosts (round down) plus his Charisma modifier.
the deformimancer’s spellcasting abilities for 24 (Example: A 10th-level dragon soul (Charisma
hours – the caster’s effective caster level is 14) with brass dragon ancestry breathes a line of
increased by +4 for that time. The sacrificed limb fire that inflicts 7d6 points of damage.)
cannot be restored through any means less than Draconic Visage (Su): Starting at 8th-level the
resurrection. dragon soul sorcerer’s body transforms, becoming
slightly scaly in appearance and taking on the
SORCERER VARIANT: same color as his draconic ancestry. The charac-
DRAGON SOUL ter gains a +6 bonus to Intimidation checks.
While many sorcerers claim to possess dra- Frightful Presence (Su): At 12th-level a drag-
conic ancestors few are charged with the very on soul sorcerer can unsettle foes with his mere
spiritual essence of a long-deceased dragon. The presence. The ability takes effect automatically
dragon soul sorcerer, much like the possessed whenever the character attacks or charges.
monk (see p. 18), is bonded to a draconic soul Creatures within a radius of 30 feet x one-half the
that significantly increases his arcane abilities. As dragon soul sorcerer’s class level (round down)
a dragon soul sorcerer increases in power he are subject to the effect if they have fewer HD
slowly unlocks his draconic ancestry, slowly than the character. A potentially affected creature
transforming into a frighteningly bizarre creature. that succeeds on a Will save (DC 10 + 1/2 the
character’s level + his Cha modifier) remains
Hit Die: The dragon soul sorcerer uses a d6
immune to that character’s frightful presence for
for his Hit Die (and has hit points at 1st level
24 hours. On a failure, creatures with 4 or less HD
equal to 6 + Con modifier).
become panicked for 4d6 rounds and those with
Class Features 5 or more HD become shaken for 4d6 rounds.
The dragon soul has all of the standard sor- Dragon soul sorcerers ignore the frightful pres-
cerer class features, except as noted below. ence of other dragon souls and true dragons.

29
Wizard Variants
Spellcasting: A domain wizard prepares and
WIZARD VARIANT: casts spells like a normal wizard. However, a
DOMAIN WIZARD domain wizard gains one bonus spell per spell
A wizard who uses the arcane domain system level, which must be filled with the spell from that
(called a domain wizard) selects a specific arcane level of the domain spell list (or with a lower-level
domain of spells, much like a cleric selects a pair domain spell that has been altered with a metam-
of domains associated with his deity. A domain agic feat).
wizard cannot also be a specialist wizard; in No Prohibited Schools: Unlike a specialist
exchange for the versatility given up by specializ- wizard, a domain wizard need not select any pro-
ing in a domain instead of an entire school, the hibited schools or domains. All wizard spells are
domain wizard casts her chosen spells with available to her to learn.
increased power. Abjuration Domain
Some of the arcane domains described below 0—resistance; 1st—shield; 2nd—resist energy;
have the same name as a divine domain. 3rd—dispel magic; 4th—remove curse; 5th—
Regardless of any apparent similarity, these mage’s private sanctum; 6th—greater dispel
domains have no connection to one another. magic; 7th—banishment; 8th—mind blank; 9th—
prismatic sphere.
Class Features
Antimagic Domain
The domain wizard has all the standard wizard
class features, except as noted below. 0—detect magic; 1st—protection from
chaos/evil/good/law; 2nd—obscure object; 3rd—
Arcane Domain: At 1st level, a domain wiz-
dispel magic; 4th—minor globe of invulnerability;
ard selects an arcane domain from those listed
5th—break enchantment; 6th—antimagic field;
below. (At the game master’s discretion, the play-
7th—spell turning; 8th—protection from spells;
er might create an alternatively themed domain
9th—mage’s disjunction.
instead.) Once selected, the domain may never be
changed. Battle Domain
A domain wizard automatically adds each new 0—daze; 1st—true strike; 2nd—protection
domain spell to her list of known spells as soon from arrows; 3rd—greater magic weapon; 4th—
as she becomes able to cast it. These spells do not fire shield; 5th—interposing hand; 6th—transfor-
count against her two new spells known per wiz- mation; 7th—power word blind; 8th—moment of
ard level. prescience; 9th—time stop.
A domain wizard casts spells from her chosen Cold Domain
domain (regardless of whether the spell was pre- 0—ray of frost; 1st—chill touch; 2nd—chill
pared as a domain spell or a normal spell) as a metal (as 2nd-level druid spell); 3rd—sleet storm;
caster one level higher than her normal level. This 4th—wall of ice; 5th—cone of cold; 6th—freezing
bonus applies only to the spells listed for the sphere; 7th—delayed blast frostball (as delayed
domain, not all spells of the school or subtype blast fireball, but deals cold damage instead of fire
whose name matches the domain name. damage); 8th—polar ray; 9th—comet swarm (as
In some cases, an arcane domain includes meteor swarm, but deals cold damage instead of
spells not normally on the wizard’s class spell list. fire damage).
These spells are treated as being on the charac- Conjuration Domain
ter’s class spell list (and thus she can use wands 0—acid splash; 1st—mage armor; 2nd—web;
or arcane scrolls that hold those spells, or even 3rd—stinking cloud; 4th—summon monster IV;
prepare those spells in her normal wizard spell 5th—wall of stone; 6th—acid fog; 7th—summon
slots). monster VII; 8th—maze; 9th—gate.

30
Wizard Variants
Divination Domain Transmutation Domain
0—detect magic; 1st—detect secret doors; 0—mage hand; 1st—expeditious retreat; 2nd—
2nd—see invisibility; 3rd—arcane sight; 4th— levitate; 3rd—haste; 4th—polymorph; 5th—baleful
arcane eye; 5th—prying eyes; 6th—true seeing; polymorph; 6th—disintegrate; 7th—reverse gravity;
7th—greater arcane sight; 8th—discern location; 8th—iron body; 9th—shapechange.
9th—foresight.
Enchantment Domain WIZARD VARIANT:
0—daze; 1st—charm person; 2nd—hideous MILITANT MAGE
laughter; 3rd—suggestion; 4th—confusion; 5th—
The militant mage is an arcane spellcaster
hold monster; 6th—greater heroism; 7th—insani-
skilled in the art of combat. By sacrificing spell-
ty; 8th—mass charm monster; 9th—dominate
casting ability the militant mage greatly improves
monster.
his combat proficiency.
Evocation Domain
Hit Die: The militant mage uses a d6 for his Hit
0—light; 1st—magic missile; 2nd—flaming Die (and has hit points at 1st level equal to 6 + Con
sphere; 3rd—lightning bolt; 4th—shout; 5th—wall modifier).
of force; 6th—forceful hand; 7th—mage’s sword; Class Skills: Add Intimidate to the militant
8th—telekinetic sphere; 9th—crushing hand. mage’s list of class skills.
Fire Domain
Class Features
0—flare; 1st—burning hands; 2nd—scorching
ray; 3rd—fireball; 4th—wall of fire; 5th—cone of The militant mage has all of the standard wiz-
fire (as cone of cold, but deals fire damage ard class features, except as noted below.
instead of cold damage); 6th—summon monster Weapon and Armor Proficiency: Militant
VI (fire creatures only); 7th—delayed blast fire- mages are proficient with all simple and martial
ball; 8th—incendiary cloud; 9th—meteor swarm. weapons. The militant mage is proficient with light
Illusion Domain and medium armor and shields (except tower
shields).
0—ghost sound; 1st—disguise self; 2nd—invis-
ibility; 3rd—major image; 4th—phantasmal killer; Due to their training, militant mages may cast
5th—shadow evocation; 6th—mislead; 7th—mass spells that require a somatic component while
invisibility; 8th—scintillating pattern; 9th—shades. wearing light or medium armor without suffering
Necromancy Domain the normal arcane spell failure chance.
Bonus Feats: At 1st level, a militant mage gets
0—disrupt undead; 1st—ray of enfeeblement;
a bonus feat selected from either the fighter bonus
2nd—false life; 3rd—vampiric touch; 4th—fear;
feat list in the Player’s Handbook or a metamag-
5th—waves of fatigue; 6th—circle of death; 7th—
ic feat or Spell Mastery. The militant mage gains a
control undead; 8th—horrid wilting; 9th—energy
second bonus feat at 3rd level and then one more
drain.
every three levels after that (6th, 9th, 12th, 15th,
Storm Domain and 18th).
0—ray of frost; 1st—obscuring mist (as 1st- Familiar: Militant mages do not have familiars.
level cleric spell); 2nd—gust of wind; 3rd—light-
Spellcasting: A militant mage progresses in
ning bolt; 4th—ice storm; 5th—control winds (as
spellcasting abilities at a slower rate than normal
5th-level druid spell); 6th—chain lightning; 7th—
wizards. The militant mage does not gain access to
control weather; 8th—whirlwind (as 8th-level
spells until he reaches second level and from then
druid spell); 9th—storm of vengeance (as 9th-
on casts arcane spells as if he were a wizard of
level cleric spell).
one-half his militant mage level.

31
Other Class Variants

OTHER CLASS VARIANTS


These variants simply swap one or more of Druid
that class’s features for one or more class features
The druid might choose to give up her wild
of another class. A class feature gained works just
shape ability in exchange for becoming a swift
as it did for its original class, including the level at
and deadly hunter.
which it is gained and any other effects, except as
Gain: Bonus to Armor Class when unarmored
noted below.
(as monk, including Wisdom bonus to AC), fast
Barbarian movement (as monk), favored enemy (as ranger),
A barbarian who prefers crafty hunting over swift tracker (as ranger), Track feat (as ranger).
pure ferocity might choose to exchange his rage Lose: Armor and shield proficiency, wild
ability for certain ranger class features. shape (all versions).
Gain: Favored enemy (as ranger); archery Fighter
combat style, improved archery combat style, and
Some fighters prefer stealth and cunning over
archery combat style mastery (as ranger).
martial skill. This variant can also be combined
Lose: Rage, greater rage, indomitable will, tire-
with the thug variant described earlier in this
less rage, mighty rage.
chapter.
Bard Gain: Sneak attack (as rogue).
A rare bard might display a special link to Lose: Bonus feats.
nature and the mysterious world of the fey. Such
Monk
characters tend to be more aloof and less inspir-
ing than standard bards. A monk might choose to give up some of her
mobility in exchange for the ability to withstand
Gain: Animal companion (as druid), nature
attacks.
sense (as druid), resist nature’s lure (as druid),
wild empathy (as druid). Gain: Damage reduction (as barbarian).
Lose: Bardic knowledge, inspire courage, Lose: Enhancement bonus to unarmored
inspire competence, inspire greatness, inspire speed, bonus to Armor Class when unarmored
heroics. (retain Wisdom bonus to AC when unarmored).

Cleric Paladin
Some clerics prefer to be champions of good The paladin who takes an active role in hunt-
(or evil), standing at the forefront of the battle ing her foul enemies must give up her defensive
against the enemy. powers.
Gain: Smite evil, if the cleric would normally Gain: Favored enemy (as ranger; may only
channel positive energy, or smite good, if the cler- select aberrations, dragons, giants, monstrous
ic would normally channel negative energy (as humanoids, evil outsiders, or undead).
paladin); aura of courage (as paladin). Lose: Lay on hands, turn undead, remove dis-
Lose: Turn undead. ease.

32
Other Class Variants
Ranger
A ranger might forgo
training in weapon combat
in exchange for the ability to
take animal form and move
swiftly through the wood-
lands.
Gain: Wild shape (as
druid; Small or Medium
animals only), fast move-
ment (as barbarian).
Lose: Combat style,
improved combat style,
combat style mastery.
Rogue
The rogue who favors
martial training over stealth
and cunning can profit if she
chooses her fights carefully.
Gain: Bonus feats (as
fighter).
Lose: Sneak attack.
Sorcerer/Wizard
A sorcerer or wizard might
desire a more durable compan-
ion to accompany him on
excursions into the
wilderness.
Gain: Animal com-
panion (as druid;
treat sorcerer or wiz-
ard as a druid ofhalf his
class level).
Lose: Familiar.
Wizard
Some wizards trade their knowledge of magic
and craft to improve their combat prowess.
Gain: Bonus feat list (as fighter; bonus feats
gained at 1st level and every five levels as wiz-
ard).
Lose: Scribe Scroll, wizard bonus feat list.

33
Psionic Class Variants

PSIONIC CLASS VARIANTS


The following are class variants that were writ- To steal power a thought thief must make an
ten specifically for three of the four core classes opposed d20 roll against a target, both characters
that appear in the psionics rules. involved in the opposed roll adding their Will
save bonus and Intelligence modifier to the roll;
PSION VARIANT: additionally the thought thief adds his class level
to the roll. The resulting effect depends on the
THOUGHT THIEF outcome of this opposed roll, as follows:
The thought thief is a master of the memories • If the thought thief’s roll equals or exceeds
and thoughts of others, capable of snatching frag- the opposing roll the thought thief has managed
ments of information and mental ability directly to snatch a number of power points from the tar-
from those around him in order to power his own get equal to the target’s level plus Intelligence
abilities. The thought thief, unlike a standard modifier. These power points must be used with-
psion, is unable to manifest psionic powers while in a number of rounds equal 1 plus to the thought
alone; a thought thief has no power points of his thief’s Intelligence modifier; failure to use the
own and must instead generate power points by stolen power points within that time results in
tapping into the minds of those around him. their loss and the thought thief is shaken for 1d4
Alignment: The act of stealing the thoughts rounds. The targeted character, after the thought
and memories of others is a selfish act that goes thief steals power from him, must make a suc-
against the concepts of good. A thought thief can- cessful Will save (DC 10 + the thought thief’s class
not be of any good alignment. level) or be shaken for 1d4+1 rounds.
Hit Die: The thought thief uses a d6 for his Hit • If the thought thief’s roll is less than the
Die (and has hit points at 1st level equal to 6 + opposing roll the thought thief gains no power
Con modifier). points and is stunned for 1d4+1 rounds. The tar-
Class Features geted character is unaffected.

The thought thief has all the standard psion


class features, except as noted below.
PSYCHIC WARRIOR VARIANT:
Power Points/Day: A thought thief does not PSYCHIC BARBARIAN
receive any power points from his class or In some barbaric societies individuals grow to
Intelligence modifier, though he may receive adulthood exhibiting strange, unusual powers that
power points from his race, feats, and items. are identified as gifts from the gods. These bar-
Steal Power (Su): A number of times per day barians, specialized psychic warriors that blend
equal to his thought thief level plus his features of the two core classes into a single,
Intelligence modifier a thought thief may reach powerful class variant, are oftentimes elevated to
out with his mind and steal power from intelligent positions of leadership and authority in their
characters or creatures within a number of feet of tribes, looked upon as living legends with direct
his current location equal to 10 + 2x his thought connection to the tribe’s gods. A psychic barbar-
thief level. This is a free action though it may be ian is a dangerous foe.
attempted only once per round.

34
Psionic Class Variants
Hit Die: The psychic barbarian uses a d12 for Rage(Ex): Beginning at 1st level a psychic
his Hit Die (and has hit points at 1st level equal barbarian may fly into a rage as per the barbarian
to 12 + Con modifier). class feature. At 1st level a psychic barbarian may
Base Attack Bonus: The psychic uses the use his rage ability once per day. At 6th level and
base attack bonus progression of the barbarian. every six levels thereafter he may use it one addi-
tional time per day (to a maximum of four times
Class Features per day at 18th level).
The psychic barbarian has all the standard psy- Damage Reduction (Ex): At 10th level the
chic warrior class features, except as noted below. psychic barbarian gains damage reduction; sub-
Illiteracy: A psychic barbarian is illiterate, just tract 1 from the damage the psychic barbarian suf-
as a barbarian is. fers from a weapon or natural attack. At 13th
Power Points and Powers Known: A psy- level, and every two levels thereafter (15th, 17th,
chic barbarian uses the following table to deter- and 19th) this damage reduction increases by 1
mine his base daily allotment of power points and point. Damage reduction can reduce damage to 0
the number of powers that he knows. but not below 0.
Greater Rage (Ex): At 15th level the psychic
Level Power Points/Day Powers Known barbarian gains the greater rage ability as per the
1st 0* 1 standard barbarian class.
2nd 0* 1 Ex-Psychic Barbarian: As a barbarian, a psy-
3rd 0* 1 chic barbarian that becomes lawful loses his abil-
4th 1 2 ity to rage and cannot gain more levels as a psy-
5th 1 2 chic barbarian.
6th 3 3
7th 3 3 SOULKNIFE VARIANT:
8th 5 4
9th 5 4 SOULSHIELD
10th 7 5 A soulshield concentrates his psychic energy
11th 7 5 into a semisolid barrier with which he protects
12th 11 6 himself and his allies. Concentrating more on
13th 11 6 defense than attack, the soulshield is a valuable
14th 15 7 ally to spellcasters and ranged attack experts such
15th 15 7 as archers, and it is not uncommon for soulshields
16th 19 8 to adventure with those that are most in need of
17th 19 8 defensive capabilities.
18th 23 9 Hit Die: The soulshield uses a d12 for his Hit
19th 23 9 Die (and has hit points at 1st level equal to 12 +
20th 27 10 Con modifier).
Base Attack Bonus: The soulshield uses the
* The psychic barbarian gains no power points base attack bonus progression of the fighter.
from his class until 4th level. However, he does Base Save Bonuses: A soulshield has good
add any bonus power points he gains from a high Fortitude and Will saves, but has poor Reflex
Wisdom score, his race, and feats or other sources saves.
to his reserve. He can use these points (if any) to Class Skills: A soulshield loses Climb, Jump,
manifest his power. and Tumble as class skills.

35
Psionic Class Variants
Class Features A mind shield can be broken (it has a hardness
10 and 30 hit points); however, a soulshield can
The soulshield has all the standard soulknife
simply create another on his next move action. A
class features, except as noted below.
mind shield remains in existence in the place that
Mind Blade: The soulshield does not possess
it was formed as long as the soulshield remains
the mind blade class feature or any class features
conscious or the soulshield willingly dimisses the
dependant upon the mind blade (throw mind
mind shield.
blade, weapon focus (mind blade), psychic strike,
Multiple Mind Shields (Su): Beginning at
free draw, shape mind blade, mind blade
2nd-level, as a move action, a soulshield can cre-
enhancement, bladewind, greater weapon focus
ate a number of mind shields equal to one-half his
(mind blade), knife to the soul, and multiple
soulshield level, placing each one anywhere with-
throw).
in 50-ft. of his location. If the soulshield moves
Mind Shield (Su): As a move action, a soul-
more than 50-ft. from a mind shield at any time
shield can create a semisolid shield composed of
the mind shield automatically fades from exis-
psychic energy distilled from his own mind. This
tence.
mind shield is an invisible mobile disk, much like
Greater Mind Shield (Su): At 6th level the
that created by the force screen psionic power,
mind shields created by a soul shield are larger,
that hovers in front of the soulshield (or any other
each one spanning two 5-foot squares.
location within 50-feet of his position) , granting
anyone in the protected square with a shield
bonus equal to one-half the soulshield’s level
(round down) plus his Wisdom modifier. A mind
shield provides protection to a single 5-foot
square from one direction only.

36
Spells

SPELLS
Components: V, S, DF
Spells Casting Time: 10 minutes
Range: 10 ft.
DETECT CURSE Target: One creature or object
Divination Duration: Instantaneous
Level: Clr 2, Sor/Wiz 2 Saving Throw: Will negates
Components: V, S, DF Spell Resistance: Yes (see text)
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels) By casting this spell, you negate possession of
a creature or object by any force, whether crea-
Target or Area: Creature or object touched, or
ture (a ghost using its malevolence ability, for
a cone-shaped emanation
example) or magic (a spellcaster using magic jar).
Duration: Concentration, up to 1
When you cast this spell, you must make a
min./level(D)
caster level check (1d20 + your caster level)
Saving Throw: Fortitude negates (object)
against the possessing creature’s spell resistance.
Spell Resistance: Yes (object) If successful, the possessing creature is ejected
from the host and stunned for 1 round. Creatures
You can determine whether a creature, object without spell resistance are automatically ejected.
(including magic items), or area is affected by a A creature affected by this spell cannot attempt to
curse. You must touch a creature or object. If a possess the same host for one day.
creature is unwilling to be touched, you must suc- This spell can be cast on a lich’s phylactery or
ceed at a melee touch attack. You can determine an ancient vampire’s soul object If the creature
the exact type of curse and its effects with a DC currently inhabits its phylactery or soul object, it
20 Wisdom check. A character with the Spellcraft is immediately ejected and possesses the closest
skill may try a DC 20 Spellcraft check if the material body (which could very well be yours).
Wisdom check fails, or may try the Spellcraft A creature so inhabited (possessed) is affected as
check prior to the Wisdom check. if by magic jar.
This spell does not function when used on an If holy water is sprinkled on the object or crea-
artifact. The spell can penetrate barriers, but 1 ture during the casting of this spell, you gain a +2
foot of stone, 1 inch of common metal, a thin bonus on your caster level check and the Will
sheet of lead, or 3 feet of wood or dirt blocks it. save DC (for creatures without spell resistance) is
If the item touched has a curse invoked by touch- increased by +2.
ing it, you immediately know about the curse
while possibly being affected by it. GLOWING BONES
Necromancy
EXORCISE Level: Clr 2, Sor/Wiz 2
Abjuration
Components: V, S, M
Level: Clr 4
Casting Time: 1 standard action

37
Spells
Range: 20 ft. radius burst Range: Touch
Target: Living creatures within range Area: 10-ft.-radius emanation from touched
Duration: 10 min./level creature
Saving Throw: Will negates Duration: 10 min./level
Spell Resistance: Yes Saving Throw: Will negates (harmless)
Spell Resistance: No; see text
You draw upon the inner life force of creatures
in the area causing their bones to glow. The light All creatures within the area gain the effects of
within their bodies is enough to shine through a protection from spirits spell. This spell is not
their skins granting a +10 circumstance bonus on cumulative with protection from spirits and vice
Spot checks to notice hidden creatures. All bones versa.
in the area begin to glow, including inanimate Arcane Material Component: A little powdered
bones, as well as your own bones and those of iron with which you trace a 3- foot diameter cir-
any companions nearby. The glowing light does cle on the floor (or ground) around the creature
no damage, it just makes it easier to Spot crea- to be warded.
tures that are affected. A successful Will save
negates the effect.
MAGIC CIRCLE AGAINST
IMMUNITY TO FEAR UNDEAD
Abjuration
Abjuration [Mind-Affecting]
Level: Clr 3, Pal 3, Sor/Wiz 3
Level: Clr 2, Drd 2, Pal 1, Sor/Wiz 2
Components: V, S, M/DF
Components: V, S, DF/M
Casting Time: 1 standard action
Casting Time: 1 standard action
Range: Touch
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft.-radius emanation from touched
Target: One creature
creature
Duration: 1 round/level
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Spell Resistance: No; see text

The subject gains an immunity to fear effects


All creatures within the area gain the effects of
for the duration of the spell. If the subject is under
a protection from undead spell. This spell is not
the influence of a fear effect when receiving this
cumulative with protection from undead and vice
spell, that effect is suppressed for the duration of
versa.
the spell.
Arcane Material Component: Dirt from a
Arcane Material Component: A bit of hair or
cemetery with which you trace a 3-foot diameter
flesh from a lion or tiger.
circle on the floor (or ground) around the crea-
ture to be warded.
MAGIC CIRCLE AGAINST SPIRITS
Abjuration PROTECTION FROM SPIRITS
Level: Clr 3, Pal 3, Sor/Wiz 3 Abjuration
Components: V, S, M/DF Level: Clr 1, Sor/Wiz 1
Casting Time: 1 standard action Components: V, S, M/DF

38
Spells
Casting Time: 1 standard action
Range: Touch
PROTECTION FROM UNDEAD
Abjuration
Target: Creature touched
Level: Clr 1, Pal 1, Sor/Wiz 1
Duration: 1 min./level (D)
Components: V, S, M/DF
Saving Throw: Will negates (harmless)
Casting Time: 1 standard action
Spell Resistance: No; see text
Range: Touch
Target: Creature touched
This spell wards a creature from attacks by
spirit creatures (creatures with the spirit subtype). Duration: 1 min./level (D)
It creates a magical barrier around the subject at a Saving Throw: Will negates (harmless)
distance of 1 foot. The barrier moves with the Spell Resistance: No; see text
subject and has two major effects.
First, the subject gains a +2 deflection bonus to Similar to protection from evil, this spell wards a
AC and a +2 resistance bonus on saves. Both creature from attacks by undead creatures. It creates a
these bonuses apply against attacks made or magical barrier around the subject at a distance of 1
effects created by spirit creatures. foot. The barrier moves ith the subject and has two
Second, the barrier blocks any attempt to pos- major effects.
sess the warded creature (by a magic jar attack, First, the subject gains a +2 deflection bonus to AC
for example) or to exercise mental control over and a +2 resistance bonus on saves. Both these bonus-
the creature (including enchantment (charm) es apply against attacks made or effects created by
effects and enchantment (compulsion) effects that undead creatures.
grant the caster ongoing control over the subject,
Second, the barrier blocks any attempt to possess
such as dominate person). The protection does
the warded creature (by a magic jar attack, for exam-
not prevent such effects from targeting the pro-
ple) or to exercise mental control over the creature
tected creature, but it suppresses the effect for the
(including enchantment (charm) effects and enchant-
duration of the protection from spirits effect. If the
ment (compulsion) effects that grant the caster ongo-
protection from spirits effect ends before the effect
ing control over the subject, such as dominate person).
granting mental control does, the would-be con-
The protection does not prevent such effects from tar-
troller would then be able to mentally command
geting the protected creature, but it suppresses the
the controlled creature. Likewise, the barrier
effect for the duration of the protection from undead
keeps out a possessing life force but does not
effect. If the protection from undead effect ends before
expel one if it is in place before the spell is cast.
the effect granting mental control does, the would-be
The protection against spirits ends if the ward- controller would then be able to mentally command
ed creature makes an attack against or tries to the controlled creature. Likewise, the barrier keeps out
force the barrier against the blocked creature. a possessing life force but does not expel one if it is in
Spell resistance can allow a creature to overcome place before the spell is cast.
this protection and touch the warded creature.
The protection against undead creatures ends if the
Arcane Material Component: A little powdered warded creature makes an attack against or tries to
iron with which you trace a 3-foot-diameter circle force the barrier against the blocked creature. Spell
on the floor (or ground) around the creature to be resistance can allow a creature to overcome this pro-
warded. tection and touch the warded creature.
Arcane Material Component: Dirt from a cemetery
with which you trace a 3-foot-diameter circle on the
floor (or ground) around the creature to be warded.

39
Open Game License
OPEN GAME LICENSE with the exact terms of this License to Use, the Open 14 Reformation: If any provision of this License is held
Version 1.0A Game Content. to be unenforceable, such provision shall be reformed
only to the extent necessary to make it enforceable.
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1. Definitions: (a)"Contributors" means the copyright rights conveyed by this License. of the Coast, Inc.
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tive works under copyright law, but specifically taining Open Game Content except as expressly
excludes Product Identity. (e) "Product Identity" means licensed in another, independent Agreement with the Mutants & Masterminds Copyright 2002, Green Ronin
product and product line names, logos and identifying owner of such Trademark or Registered Trademark. Publishing.
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and graphic, photographic and other visual or audio and interest in and to that Product Identity.
representations; names and descriptions of characters, Tome of Horrors II Copyright 2004, Necromancer
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Product Identity, and which specifically excludes the You may use any authorized version of this License to Fantasy Player’s Companion: Core Class Variants copy-
Open Game Content; (f) "Trademark" means the logos, copy, modify and distribute any Open Game Content right 2004, 2005 Philip Reed.
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Contributor to identify itself or its products or the asso- Fantasy Player’s Companion: ContactsCopyright © 2004
ciated products contributed to the Open Game License Philip Reed, www.philipjreed.com.
by the Contributor (g) "Use", "Used" or "Using" means 10 Copy of this License: You MUST include a copy of
to use, Distribute, copy, edit, format, modify, translate this License with every copy of the Open Game Content Bunyip from the Tome of Horrors, Copyright 2002,
and otherwise create Derivative Material of Open Game You Distribute. Necromancer Games, Inc.; Author Scott Greene, based
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2. The License: This License applies to any Open Game 11. Use of Contributor Credits: You may not market or Original Spell Name Compendium Copyright 2002
Content that contains a notice indicating that the Open advertise the Open Game Content using the name of Clark Peterson; based on NPC-named spells from the
Game Content may only be Used under and in terms any Contributor unless You have written permission Player’s Handbook that were renamed in the System
of this License. You must affix such a notice to any from the Contributor to do so. Reference Document. The Compendium can be found
Open Game Content that you Use. No terms may be on the legal page of www.necromancergames.com
added to or subtracted from this License except as 12 Inability to Comply: If it is impossible for You to com-
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40

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