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Character Classes

SCOUT

Any force on the move, whether it's an army or an adventuring group, needs information about what's ahead and what's behind and, more important, time to prepare for
battle. A scout can navigate difficult terrain at good speed, and she specializes in seeing her foe before the opponent ever detects her presence. In a dungeon or in the
wild, a scout is seen only when she wants to be.
Scouts adventure for numerous reasons. Many have a role in a military organization. Whether serving as outriders for a large army or as foresters for a small border
fort, these scouts venture into the wilderness under orders. Although more common than other scouts, those attached to the military are unlikely to have the time or
permission necessary to undertake regular adventures. Instead, adventuring scouts come from rural villages, having honed their skills over a lifetime of wandering the
woods. Others have left their military service behind and find themselves attracted to the adventuring lifestyle. Many adventuring scouts begin their careers as guides
hired to lead other adventurers through the wilderness. Those who find the excitement and challenge of adventuring to their taste then seek out a group of their own.
A scout has some training in weapons and a unique combat style that favors fast movement and devastating attacks. She excels in performing during running battles,
which allow her to maximize her special fighting techniques and high movement rate. Although a scout can hold her own in a fight, she's at her best before combat
begins, when she can use her powers of stealth and observation to find an enemy and give her companions accurate information about what they face. The scout is a
backcountry expert, exceeding even the ranger's ability to navigate rough terrain and lead a group of companions through the wilderness.
The scout also excels in a dungeon environment, and she can find and disable traps as well as any rogue. As a scout advances in level, her senses become amazingly
acute, and she can eventually operate normally even in total darkness.
Scouts can be of any alignment, and a scout's alignment is often shaped more by her personal background than from any training. The notable exceptions to this are the
many scouts who receive their training in a military organization - such scouts are carefully and rigorously taught, and are almost always lawful in alignment. Outside
of military organizations, more scouts are neutral than any other alignment, but every alignment and philosophy is represented within the class.
Scouts have varied and individual takes on religion, and no single religion stands out as typical of the class. Scouts occasionally pay homage to deities of nature, but
these devotions are more a personal choice on the part of an individual than any outgrowth of their training. Scouts don't see nature as a force in its own right, and this
belief is one of the most profound differences between the scout and the ranger classes. Where the ranger sees nature as something to be revered and protected, the
scout sees it as the terrain over which she must do her job. Although a scout might love nature for its beauty or for the solitude she can find within it, she'll never draw
power from nature the way a ranger does.
Many scouts receive military training and serve for a time as outriders for an army. They perfect their techniques while trying to spot and hide from large groups of
foes. The crucible of military service turns out tough, independent scouts accustomed to working on their own or in small groups. Such steady individuals make great
additions to adventuring parties, and their expertise is often sought by members of other classes.
Other scouts come from a wide variety of backgrounds. Some train with foresters and rangers serving a rural lord, and others simply grow up among the common folk
of the countryside, spending month after month exploring the wild in their leisure time. Scouts from such diverse backgrounds often take up adventuring to leave their
home communities behind. Having exhausted the potential for exploration in their home region, they seek a wider variety of experience and wish to see a broader
portion of the world.
Humans make excellent scouts. Their adaptable nature allows them to perfect a wider variety of skills than most other races, and they make good use of the scout's
many abilities. Elves and halflings are the most naturally gifted scouts; both races have produced nimble scouts with amazing abilities of stealth and observation. While
halflings have more innate talent for sneaking than elves do, the greater speed of elf scouts gives them advantages of their own.
Dwarves and gnomes make respectable underground scouts, and the scout's bonuses to speed offset one of these races' greatest weaknesses. Combined with the dwarf's
knack for operating in areas of earth and stone, scout training can turn dwarves into impressive underground explorers - although most dwarves prefer a more
straightforward approach to combat and dislike the skirmish fighting style of the scout.
Scouts work well with members of almost any other class. Skilled and adaptable, they thrive when they can complement a slower and louder group of adventurers or
soldiers. Scouts move ahead of such a group for brief periods, stealthily checking the next room or forest clearing for foes, and then circling back again to ensure that
enemies are not sneaking up on the group from behind. When combat is joined, however, the group remains as a stable base to which a scout can fall back when
pressed. Clerics, wizards, and others willing to cast spells that enhance a scout's mobility or stealth make her job easier, and are welcome companions in combat as
well.
Conversely, a scout also welcomes a group made up entirely of stealthy characters such as rogues, rangers, ninjas, and fellow scouts. This group moves much more
quietly than a normal adventuring party, and it is seldom surprised.
A scout plays several roles in most adventuring groups. first and foremost, a scout excels at detecting an enemy or creature before being detected herself. Whether
moving well ahead of the group or guarding the rear, a scout is the character most likely to discover a potential threat and be ready to act in combat. Serving as a
backup melee combatant or ranged expert in battle, she provides support for the more straightforward fighters in the group and confuses and distracts the enemy. A
scout's stealth and trapfinding ability make her the natural choice for entering and searching dangerous areas.

Class Features
All of the following are class features of the scout.
Weapon and Armor Proficiency: Scouts are proficient with all simple weapons, plus the handaxe, throwing axe, short sword, and
shortbow. Scouts are proficient with light armor, but not with shields.
Skirmish (Ex):A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage
on all attacks she makes during any round in which she moves at least 10 feet away from where she was at the start of her turn.
The extra damage applies only to attacks made after the scout has moved at least 10 feet. The skirmish ability cannot be used while
mounted. The extra damage applies only to attacks taken during the scout's turn. This extra damage increases by 1d6 for every four
levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level).
The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants,
incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The
scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply
this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.
At 3rd level, a scout gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus
applies as soon as the scout has moved 10 feet, and lasts until the start of her next turn. This bonus improves by 1 for every four
levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level).
A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish
ability from another class, the bonuses stack.
Trapfinding (Ex):A scout can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to
bypass a trap or disarm magic traps. See the rogue class feature.
Battle Fortitude (Ex):At 2nd level, a scout gains a +1 competence bonus on Fortitude saves and initiative checks. This bonus
increases to +2 at 11th level and +3 at 20th level. A scout loses this bonus when wearing medium or heavy armor or when carrying
a medium or heavy load.
Uncanny Dodge (Ex):Starting at 2nd level, a scout cannot be caught fat-footed and reacts to danger before her senses would
normally allow her to do so. See the barbarian class feature.
Fast Movement (Ex):Starting at 3rd level, a scout's gains a +10 foot enhancement bonus to her base land speed. At 11th level,
this bonus increases to +20 feet. See the monk class feature. A scout loses this benefit when wearing medium or heavy armor or
when carrying a medium or heavy load.
Trackless Step (Ex):Beginning at 3rd level, a scout cannot be tracked in natural surroundings. See the druid class feature.
Bonus Feats: At 4th level and every four levels thereafter (8th, 12th, 16th, and 20th level), a scout gains a bonus feat, which must
be selected from the following list: Acrobatic, Agile, Alertness, Athletic, Blind-fight, Brachiation, Combat Expertise, Danger Sense,
Dodge, Endurance, Far Shot, Great Fortitude, Hear the Unseen, Improved Initiative, Improved Swimming, Iron Will, Lightning
Refexes, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Quick Reconnoiter, Rapid Reload, Shot on the Run, Skill Focus, Spring
Attack, Track. She must meet all the prerequisites for the feat.
Evasion (Ex):Beginning at 5th level, a scout can avoid damage from certain attacks with a successful Refex save. See
the monk class feature.
Flawless Stride (Ex):Starting at 6th level, a scout can move through any sort of terrain that slows movement (such as
undergrowth, rubble, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.
This ability does not let her move more quickly through terrain that requires a Climb or Swim check to navigate, nor can she move
more quickly through terrain or undergrowth that has been magically manipulated to impede motion.
A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Camouflage (Ex):Beginning at 8th level, a scout can use the Hide skill in any sort of natural terrain. See the ranger class feature.
She loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Blindsense (Ex): At 10th level, a scout gains the blindsense ability out to 30 feet.
Hide in Plain Sight (Ex):Beginning at 14th level, a scout can use the Hide skill in natural terrain even while being observed. See
the ranger class feature. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Free Movement (Ex):At 18th level and higher, a scout can slip out of bonds, grapples, and even the effects of confining spells
easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. A scout loses this benefit
when wearing medium or heavy armor or when carrying a medium or heavy load.
Blindsight (Ex):A 20th-level scout gains the blindsight ability out to 30 feet. Her senses become so acute that she can maneuver
and fight flawlessly even in total darkness. Invisibility, darkness, and most kinds of concealment are irrelevant, though the scout
must have line of effect to a creature or object to discern it.
WARMAGE

Some spellcasters care for only one thing: war. They dream of steel and mighty blasts of devastating magic, the march of troops,
and the unleashed destruction found on battlefields everywhere. Graduates of special arcane war colleges, those known as
warmages are drilled only and utterly in the casting of spells most useful for laying down destruction, confusing an enemy, or
screening an allied action. The utilitarian spells used by wizards and sorcerers have little importance to a warmage's way of thinking.
What are support casters for, after all? A warmage cares only for success on the battlefield, or, in some cases, in the series of
smaller campaigns favored by adventuring companies.
Warmages sign up for stints with adventuring companies that require straightforward, military-style blasting magic. Warmages hone
and develop their arts through action rather than study, so without prolonged use of their powers in combat they cannot reach the
pinnacle of their profession. Good-aligned warmages are concerned with rebuffing the movements of warlike groups - who better to
blast into smoking ruin than those who have it coming? Evil-aligned warmages feel no constraints on who might become the targets
of their spells. They adventure to gain destructive power.
Warmages access their magic peculiarly, at least compared to the way wizards, sorcerers, and clerics do. A warmage selects his
spells from a limited pool of knowledge that rarely changes. Early in their difficult training, warmages instill deep within themselves
the knowledge of all the spells they will ever need. Warmages know fewer spells than wizards and even sorcerers, but the spells they
do know are enhanced.
Warmages do not need to study spellbooks, but they do need to prepare their spells each day by spending time to call up the
knowledge from their unconscious minds. Warmages do not specialize in schools of magic the way wizards can.
In their training, warmages also learn a few mundane warlike skills. They develop proficiency with some weapons and armor,
learning to use such items without incurring a risk of arcane spell failure.
Because all alignments must be prepared to fight for their causes, warmages might be found among virtually any army that uses
spellcasting as artillery on the battlefield.
Some warmages favor Boccob (deity of magic), while others follow Wee Jas (deity of death and magic). Many warmages revere no
deity at all.
Warmages are chosen (or apply) to attend special arcane war colleges. Such colleges are not for the weak of spirit. The rigors of
both body and mind bear little resemblance to the apprenticeship undergone by regular wizards, or the self-taught fumbling of
sorcerers. Warmage colleges are more similar to boot camps sponsored by large nation-states. Throughout their training, warmages
are forced to wear ponderous garments (meant to familiarize their bodies with the limitations of movement in armor) while drilling
constantly with spells, most of which are too high in level to be cast by the student. This vigorous drilling instills the spells in a
warmage's unconscious mind, so that as he grows in power later in life, those spells become available for his use without his needing
a spellbook.
After their training, warmages share a deep feeling of camaraderie with their fellow students and continue to feel a slight affection
for any well-run military outfit.
Most warmages are humans or half-elves. But the toughness of spirit needed to survive a term at an arcane war college can manifest
itself in any of the common races. It is rare for savage humanoids to be accepted into a war college, though some of the more
organized societies might set up their own war colleges for arcane spellcasters.
Warmages find they have little in common with sorcerers and wizards, who learn their craft without the rigors or discipline of a
warmage's apprenticeship. In fact, warmages are likely to be more comfortable with the regimented classes - those that appreciate
military training - such as paladins, monks, and fighters.
The warmage's spell selection is already determined. He is the ranged magical artillery that military troops rely on, or the center of a
smaller adventuring company's offensive power. An adventuring company with a warmage should strongly consider including a
second spellcaster, such as a bard, cleric, druid, or even a wizard, to complement the warmage's offensive focus with defensive and
utilitarian abilities.

Alignment: Any.
Hit Die: d6.

Class Features
All of the following are class features of the warmage.
Weapon and Armor Proficiency: Warmages are proficient with all simple weapons, light armor, and light shields. At 8th level, a
warmage gains proficiency with medium armor (see Armored Mage, below).
Spells: A warmage casts arcane spells (the same type of spells available to sorcerers and wizards), which are drawn from
the warmage spell list. He can cast any spell he knows without preparing it ahead of time the way a cleric or wizard must. When a
warmage gains access to a new level of spells, he automatically knows all the spells for that level listed on the warmage's spell list.
Essentially, his spell list is the same as his spells known list. Warmages also have the option of adding to their existing spell list
through their advanced learning ability as they increase in level (see below).
To cast a spell, a warmage must have a Charisma score of 10 + the spell's level (Cha 10 for 0-level spells, Cha 11 for 1stlevel spells,
and so forth). The Difficulty Class for a saving throw against a warmage's spell is 10 + the spell's level + the warmage's Charisma
modifier. Like other spellcasters, a warmage can cast only a certain number of spells of each spell level per day. His base daily spell
allotment is given on Table: The Warmage. In addition, he receives bonus spells for a high Charisma score.
Unlike a cleric or a wizard, a warmage need not prepare his spells in advance. He can cast any spell he knows at any time, assuming
he has not yet used up his spells per day for that spell level.
Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause his spells to fail
(if those spells have somatic components). A warmage's limited focus and specialized training, however, allows him to avoid arcane
spell failure as long as he sticks to light armor and light shields. This training does not extend to medium or heavier armors, nor to
heavy shields. Nor does this ability apply to spells gained from a different spellcasting class.
At 8th level, a warmage learns to use medium armor with no chance of arcane spell failure.
Warmage Edge (Ex): A warmage is specialized in dealing damage with his spells. Whenever a warmage casts a spell that deals hit
point damage, he adds his Intelligence bonus (if any) to the amount of damage dealt. For instance, if a 1st-level warmage with 17
Intelligence casts magic missile, he deals 1d4+1 points of damage normally, plus an extra 3 points of damage due to his Intelligence
bonus. The bonus from the warmage edge special ability applies only to spells that he casts as a warmage, not to those he might
have by virtue of levels in another class.
A single spell can never gain this extra damage more than once per casting. For instance, a fireball deals the extra damage to all
creatures in the area it affects. However, if a 3rd-level warmage casts magic missile and produces two missiles, only one of them (of
the warmage's choice) gains the extra damage, even if both missiles are directed at the same target. If a spell deals damage for
more than 1 round, it deals this extra damage in each round.
Scrolls scribed by a warmage do not gain any benefit from warmage edge. Scrolls activated by a warmage also gain no benefit from
warmage edge. The same is true for most other magic items, such as wands and potions. However, staffs activated by a warmage
use not only the warmage's caster level but also gain the benefits of the warmage edge, if applicable.
Advanced Learning (Ex): At 3rd, 6th, 11th, and 16th level, a warmage can add a new spell to his list, representing the result of
personal study and experimentation. The spell must be a wizard spell of the evocation school, and of a level no higher than that of
the highest-level spell the warmage already knows. Once a new spell is selected, it is forever added to that warmage's spell list and
can be cast just like any other spell on the warmage's list.
Sudden Empower: At 7th level, a warmage gains Sudden Empower as a bonus feat. If he already has the feat, he can choose a
different metamagic feat.
Sudden Enlarge: At 10th level, a warmage gains Sudden Enlarge as a bonus feat. If he already has the feat, he can choose a
different metamagic feat.
Sudden Widen: At 15th level, a warmage gains Sudden Widen as a bonus feat. If he already has the feat, he can choose a different
metamagic feat.
Sudden Maximize: At 20th level, a warmage gains Sudden Maximize as a bonus feat. If he already has the feat, he can choose a
different metamagic feat.

WARMAGE SPELLS

0TH-LEVEL WARMAGE SPELLS


Source Spell Name Brief Description
Core Acid Splash: Orb deals 1d3 acid damage.
Core Disrupt Undead: Deals 1d6 damage to one
undead.
Core Light: Object shines like a torch.
Core Ray of Frost: Ray deals 1d3 cold damage.
1ST-LEVEL WARMAGE SPELLS
Source Spell Name Brief Description
CAr Accuracy: Doubles weapon’s range
increment.
Core Burning Hands: 1d4/level fire damage (max
5d4).
Core Chill Touch: One touch/level deals 1d6
damage and possibly 1 Str
damage.
CAr Fist of Stone: Gain +6 Str and natural slam
attack.
Core Hail of Stone: Rain of stone deals 1d4/level
damage (max 5d4).
Core Magic Missile: 1d4+1 damage; +1 missile per
two levels above 1st (max 5).
CAr Orb of Acid, Lesser: Ranged touch attack deals 1d8
acid damage + 1d8/two levels
beyond 1st (max 5d8).
CAr Orb of Cold, Lesser: Ranged touch attack deals 1d8
cold damage + 1d8/two levels
beyond 1st (max 5d8).
CAr Orb of Electricity, Lesser: Ranged touch attack deals 1d8
electricity damage + 1d8/two
levels beyond 1st (max 5d8).
CAr Orb of Fire, Lesser: Ranged touch attack deals 1d8
fire damage + 1d8/two levels
beyond 1st (max 5d8).
CAr Orb of Sound, Lesser: Ranged touch attack deals 1d6
sonic damage + 1d6/two levels
beyond 1st (max 5d6).
Core Shocking Grasp: Touch delivers 1d6/level
electricity damage (max 5d6).
Core True Strike: +20 on your next attack roll.
MH Acid Orb, Lesser: Ranged touch, 1d8 or more acid
damage.
MH Cold Orb, Lesser: Ranged touch, 1d8 or more cold
damage.
MH Electric Orb, Lesser: Ranged touch, 1d8 or more
electricity damage.
MH Fire Orb, Lesser: Ranged touch, 1d8 or more fire
damage.
MH Sonic Orb, Lesser: Ranged touch, 1d6 or more
sonic damage.
2ND-LEVEL WARMAGE SPELLS
Source Spell Name Brief Description
CAr Blades of Fire: Your melee weapons deal +1d6
fire damage for 1 round.
Core Continual Flame: Makes a permanent, heatless
torch.
Core Fire Trap: Opened object deals 1d4
+1/level fire damage.
CAr Fireburst: Adjacent subjects take
1d8/level fire damage.
Core Flaming Sphere: Creates rolling ball of fire, 2d6
damage, lasts 1 round/level.
CAr Ice Knife: Magical shard of ice deals 2d8
cold damage plus 2 Dex
damage, or deals 1d8 cold
damage in 10-ft.-radius burst.
Core Melf’s Acid Arrow: Ranged touch attack; 2d4
damage for 1 round +1
round/three levels.
Core Pyrotechnics: Turns fire into blinding light or
choking smoke.
Core Scorching Ray: Ranged touch attack deals 4d6
fire damage, +1 ray/four levels
(max 3).
Core Shatter: Sonic vibration damages objects
or crystalline creatures.
CAr Whirling Blade: Hurled slashing weapon
magically attacks all foes in 60-
ft. line.
MH Blades of fire: Your melee weapons deal +1d6
fire damage for 1 round (swift).
MH Fireburst: Adjacent subjects take
1d8/level fire damage.
3RD-LEVEL WARMAGE SPELLS
Source Spell Name Brief Description
Core Fire Shield: Creatures attacking you take
fire damage; you’re protected
from heat or cold.
Core Fireball: 1d6 damage per level, 20-ft.
radius.
Core Flame Arrow: Arrows deal +1d6 fire damage.
Core Gust of Wind: Blows away or knocks down
smaller creatures.
Core Ice Storm: Hail deals 5d6 damage in
cylinder 40 ft. across.
Core Lightning Bolt: Electricity deals 1d6/level
damage.
Core Poison: Touch deals 1d10 Con damage,
repeats in 1 min.
CAr Ring of Blades: Blades surround you, damaging
other creatures (1d6+1/level
damage).
Core Sleet Storm: Hampers vision and movement.
Core Stinking Cloud: Nauseating vapors, 1
round/level.
MH Ring of Blades: Blades surround you, damaging
other creatures (1d6+1/level
damage).
4TH-LEVEL WARMAGE SPELLS
Source Spell Name Brief Description
Core Blast of Flame: 60-ft. cone of fire (1d6/level
damage).
Core Contagion: Infects subject with chosen
disease.
Core Evard’s Black Tentacles: Tentacles grapple all within 20-
ft. spread.
CAr Orb of Acid: Ranged touch, 1d6/level acid
damage and target might be
sickened.
CAr Orb of Cold: Ranged touch, 1d6/level cold
damage and target might be
blinded.
CAr Orb of Electricity: Ranged touch, 1d6/level
electricity damage and target
might be entangled.
CAr Orb of Fire: Ranged touch, 1d6/level fire
damage and target might be
dazed.
CAr Orb of Force: Globe of force deals 1d6/level
damage (max 10d6).
CAr Orb of Sound: Ranged touch, 1d4/level sonic
damage and target might be
deafened.
Core Phantasmal Killer: Fearsome illusion kills subject or
deals 3d6 damage.
Core Shout: Deafens all within cone and
deals 5d6 sonic damage.
Core Wall of Fire: Deals 2d4 fire damage out to 10
ft. and 1d4 out to 20 ft. Passing
through wall deals 2d6 damage
+1/level.
MH Blast of Flame: 60-ft. cone of fire (1d6/level
damage).
5TH-LEVEL WARMAGE SPELLS
Source Spell Name Brief Description
Core Arc of Lightning: Line of electricity between two
creatures (1d6/level damage).
Core Cloudkill: Kills 3 HD or less; 4–6 HD save
or die; 6+ HD take Con damage.
Core Cone of Cold: 1d6/level cold damage.
Core Fire Shield, Mass: Creatures attacking allies take
damage; allies are protected
from fire or cold.
Core Fireburst, Greater: Subjects within 10 ft. take
1d8/level fire damage.
Core Flame Strike: Smite foes with divine fire
(1d6/level damage).
Core Prismatic Ray: Ray of light blinds target, deals
random effect.
MH Arc of Lightning: Line of electricity between two
creatures (1d6/level damage).
MH Fire Shield, Legion’s: Creatures attacking allies take
damage; allies are protected
from fire or cold.
MH Fireburst, Greater: Subjects within 10 ft. take
1d8/level fire damage.
6TH-LEVEL WARMAGE SPELLS
Source Spell Name Brief Description
Core Acid Fog: Fog deals acid damage.
Core Blade Barrier: Wall of blades deals 1d6/level
damage.
Core Chain Lightning: 1d6/level damage; 1 secondary
bolt/level each deals half
damage.
Core Circle of Death: Kills 1d4/level HD of creatures.
Core Disintegrate: Makes one creature or object
vanish.
Core Fire Seeds: Acorns and berries become
grenades and bombs.
Core Otiluke’s Freezing Sphere: Freezes water or deals cold
damage.
Core Tenser’s Transformation: You gain combat bonuses.
7TH-LEVEL WARMAGE SPELLS
Source Spell Name Brief Description
Core Delayed Blast Fireball: 1d6/level fire damage; you can
postpone blast for 5 rounds.
Core Earthquake: Intense tremor shakes 80-ft.
radius.
Core Finger of Death: Kills one subject.
Core Fire Storm: Deals 1d6/level fire damage.
Core Mordenkainen’s Sword: Floating magic blade strikes
opponents.
Core Prismatic Spray: Rays hit subjects with variety of
effects.
Core Sunbeam: Beam blinds and deals 4d6
damage.
Core Waves of Exhaustion: Several targets become
exhausted.
8TH-LEVEL WARMAGE SPELLS
Source Spell Name Brief Description
Core Horrid Wilting: Deals 1d6/level damage within
30 ft.
Core Incendiary Cloud: Cloud deals 4d6 fire
damage/round.
Core Polar Ray: Ranged touch attack deals
1d6/level cold damage.
Core Prismatic Wall: Wall’s colors have array of
effects.
Core Scintillating Pattern: Twisting colors make target
confused, stunned, or
unconscious.
Core Shout, Greater: Devastating yell deals 10d6
sonic damage, stuns creatures,
damages objects.
Core Sunburst: Blinds all within 10 ft., deals 6d6
damage.
9TH-LEVEL WARMAGE SPELLS
Source Spell Name Brief Description
Core Elemental Swarm: Summons multiple elementals.
Core Implosion: Kills one creature/round.
Core Meteor Swarm: Four exploding spheres each
deal 6d6 fire damage.
Core Prismatic Sphere: Rays hit subjects with variety of
effects.
Core Wail of the Banshee: Kills one creature/level.
Core Weird: As phantasmal killer, but affects
all within 30 ft.

Elemental Savant

Class Features

All the following are class features of the elemental savant prestige class.

Weapon and Armor Proficiency: Elemental savants gain no proficiency with any weapon or armor.

Spells per Day/Spells Known: At each level except 5th and 10th, an elemental savant gains new spells per day (and spells
known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the
prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved
chance of turning or destroying undead, a bonus feat, and so on). If she had more than one spellcasting class before
becoming an elemental savant, she must decide to which class to add each level for the purpose of determining spells
per day and spells known.

Elemental Specialty (Ex): The first step toward transcending mortal form requires an elemental savant to choose her
elemental specialty. Upon entering the class, she must select an element and its associated energy type (air = electricity,
earth = acid, fire = fire, or water = cold). This choice must match the Energy Substitution feat that the savant selected to
gain entry to the prestige class. When the savant casts a spell that normally deals energy damage, its energy descriptor
changes to the savant’s chosen energy type, and it deals damage of that energy type instead of its normal energy type.
For example, an elemental savant choosing to specialize in fire could still cast meld into stone, and its descriptor would
not change because it does not deal energy damage. However, if she casts Melf’s acid arrow, the spell would deal fire
damage and have the fire descriptor instead of dealing acid damage and having the acid descriptor.

Resistance to Energy (Ex): As an elemental savant gains levels in this prestige class, she becomes more resistant to the
type of energy allied with her chosen element. At 1 st level, she gains resistance 5 against this energy type. This resistance
rises to 10 at 4th level and 20 at 7th level.

Bloodhound

Class Features
Class Features

Weapon and Armor Proficiency: Bloodhounds are proficient with all simple and martial weapons, and with light armor.

Mark (Ex): A bloodhound can target, or mark, an individual humanoid or monstrous humanoid foe to better hunt that enemy.
To do so, the bloodhound must focus on a foe who is present and visible, or on the depiction or description of one who is not,
for 10 minutes. Any interruption ruins the attempt and forces the bloodhound to start the process again. Once this study is
complete, that target is called a mark.

A bloodhound adds his bloodhound level as an insight bonus on all Gather Information, Listen, Search, Spot, and Survival
checks made to determine the whereabouts of a mark. As a bloodhound gains levels, he gains additional abilities that can be
used against a mark.

If a bloodhound chooses a new mark before apprehending an existing one, the latter becomes unmarked, and the bloodhound
loses experience points equal to the amount he would have earned for defeating that creature. A bloodhound can choose a
mark only once a week.

Initially, a bloodhound can have only one mark at a time. For every three bloodhound levels gained beyond 1st, a bloodhound
can have one additional mark, but only if all the marks are chosen during the same process (see above). For example, a 4th-
level bloodhound could mark two bugbears in the same group of prisoners, or the depictions of a bugbear and a hobgoblin if
both were studied at the same time. If a bloodhound gives up on apprehending any of his marks, all remaining marked
creatures become unmarked as described above.

Swift Tracker (Ex): A bloodhound can move at his normal speed while following tracks. See the ranger class feature, page 48
of the Player's Handbook.

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