NATION

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Pathfinder D&D eastern setting (OOC/closed)

For all of your non-NationStates related roleplaying needs!

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Memnoch de Marbulia
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Posts: 814
Founded: Sep 22, 2006
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Postby Memnoch de Marbulia » Tue Sep 25, 2012 3:41 am

Holy shit thats amazing.
Landenburg wrote:
Memnoch de Marbulia wrote:I swear. Rpers are the naughtiest people.

You too are a roleplayer...are you saying....are you saying you're naughty? :eyebrow:

:rofl:

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Odith
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Posts: 132
Founded: Sep 13, 2012
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Postby Odith » Tue Sep 25, 2012 5:52 am

Firstaria wrote:Still open for sub?

May I also suggest to use something like this, since is usually a PAIN to create a sheet from sheer nothingness?


Yup, that program will definitely help Jolleus out. By the way, J, Pathfinder and 3rd Edition D&D are quite a bit different from AD&D. Some things are simplified, but in the name of simplicity shit gets pretty complicated -- especially combat, imo. I think people coming from the earlier editions of D&D actually have a steeper learning curve with 3rd Edition (which is what Pathfinder essentially is) than those that came to the system as new players. For example, you will have to invert everything you think you know about Armor Class, because in 3E, higher is better. THAC0? Fuggettaboutit. You still roll a d20 for combat and add modifiers, but rather than rolling against a table you are rolling against your opponent's actual armor class. They cut out the table for simplicity, see... but wrapping your head around an inversion of AC and new terminology like Base Attack Bonus (BAB) can make you lose some of your hair. Fair warning.

:palm: :blush:
"Anybody who is stupid enough to want to be remembered deserves to be forgotten right now."
-Gore Vidal

My nation is a caricature. Philosophically, I'm a cooperative anarchist. I live in the United States, though, so in practice I just vote Democrat and call it good. Political Compass.

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Jolleus
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Posts: 957
Founded: Dec 01, 2011
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Postby Jolleus » Tue Sep 25, 2012 8:46 am

Odith wrote:
Firstaria wrote:Still open for sub?

May I also suggest to use something like this, since is usually a PAIN to create a sheet from sheer nothingness?


Yup, that program will definitely help Jolleus out. By the way, J, Pathfinder and 3rd Edition D&D are quite a bit different from AD&D. Some things are simplified, but in the name of simplicity shit gets pretty complicated -- especially combat, imo. I think people coming from the earlier editions of D&D actually have a steeper learning curve with 3rd Edition (which is what Pathfinder essentially is) than those that came to the system as new players. For example, you will have to invert everything you think you know about Armor Class, because in 3E, higher is better. THAC0? Fuggettaboutit. You still roll a d20 for combat and add modifiers, but rather than rolling against a table you are rolling against your opponent's actual armor class. They cut out the table for simplicity, see... but wrapping your head around an inversion of AC and new terminology like Base Attack Bonus (BAB) can make you lose some of your hair. Fair warning.

:palm: :blush:


They inverted AC and killed THAC0? And the heck is a Base Attack Bonus? AAAHHH! :(
Jormengand wrote:You don't have to know what an Oread is.

The point-buy system is simple. If you want one of your ability scores to be 11, then you must pay a single point for that ability score. If you want it to be 16, you must spend 10, as given in Table: Ability Score Costs. When you run out of points, then that is your ability score line.

Shad, as in this one.


...I'm assuming that the Ability Score Costs table will be in one of the PHB files that I downloaded last night, I'll look for it.

Oh! Shadyrya! That guy's cool!
Proud creator of the Tiger Pit RP franchise.
Tiger Pit Arena
Tiger Pit: New Blood

Generation 31 (The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.)

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Jormengand
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Posts: 8414
Founded: May 22, 2010
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Postby Jormengand » Tue Sep 25, 2012 8:53 am

Jolleus wrote:-snip-

Also, you might want to look at this thing that Firstaria gave us:
Firstaria wrote:May I also suggest to use something like this, since is usually a PAIN to create a sheet from sheer nothingness?
Jormengand wrote:It would be really meta if I sigged this.

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Sentinel XV
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Posts: 4454
Founded: Oct 09, 2011
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Postby Sentinel XV » Tue Sep 25, 2012 9:47 am

Aight. I have time now. You wanna help me with my character?
‹ all genius is a conquering of chaos and mystery

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Jolleus
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Posts: 957
Founded: Dec 01, 2011
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Postby Jolleus » Tue Sep 25, 2012 9:55 am

Jormengand wrote:
Jolleus wrote:-snip-

Also, you might want to look at this thing that Firstaria gave us:
Firstaria wrote:May I also suggest to use something like this, since is usually a PAIN to create a sheet from sheer nothingness?


I took a look at it. I don't think it'll work for me, considering that using the application requires a basic understanding of Pathfinder rules in the first place. The PHB that I downloaded is doing a decent job of walking me through so far.

On a side note: huh. They actually made Charisma do something useful in the Pathfinder version. I approve.
Proud creator of the Tiger Pit RP franchise.
Tiger Pit Arena
Tiger Pit: New Blood

Generation 31 (The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.)

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Firstaria
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Posts: 8409
Founded: Jun 29, 2007
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Postby Firstaria » Tue Sep 25, 2012 10:00 am

Jormengand wrote:
Jolleus wrote:-snip-

Also, you might want to look at this thing that Firstaria gave us:
Firstaria wrote:May I also suggest to use something like this, since is usually a PAIN to create a sheet from sheer nothingness?


SO, Jor, can I use it?
OVERLORD Daniel Mercury of Firstaria
Original Author of SC #5 and SC #30

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Jolleus
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Posts: 957
Founded: Dec 01, 2011
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Postby Jolleus » Tue Sep 25, 2012 10:31 am

CRAP! This is getting frustrating. I'm at the point of choosing my character class. Unfortunately, the PHB that I downloaded has separate links for each individual class and so I can't view the class details. I'll have to wait until I can use the internet at home to continue this. AARGH, dammit Jorm! Why does your RP idea have to be so attractive and frustrating at the same time?!
Proud creator of the Tiger Pit RP franchise.
Tiger Pit Arena
Tiger Pit: New Blood

Generation 31 (The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.)

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Sentinel XV
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Posts: 4454
Founded: Oct 09, 2011
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Postby Sentinel XV » Tue Sep 25, 2012 10:43 am

Jolleus wrote:CRAP! This is getting frustrating. I'm at the point of choosing my character class. Unfortunately, the PHB that I downloaded has separate links for each individual class and so I can't view the class details. I'll have to wait until I can use the internet at home to continue this. AARGH, dammit Jorm! Why does your RP idea have to be so attractive and frustrating at the same time?!

I'll compile the classes for you. Here's the first one.
For some, there is only rage. In the ways of their people, in the fury of their passion, in the howl of battle, conflict is all these brutal souls know. Savages, hired muscle, masters of vicious martial techniques, they are not soldiers or professional warriors—they are the battle possessed, creatures of slaughter and spirits of war. Known as barbarians, these warmongers know little of training, preparation, or the rules of warfare; for them, only the moment exists, with the foes that stand before them and the knowledge that the next moment might hold their death. They possess a sixth sense in regard to danger and the endurance to weather all that might entail. These brutal warriors might rise from all walks of life, both civilized and savage, though whole societies embracing such philosophies roam the wild places of the world. Within barbarians storms the primal spirit of battle, and woe to those who face their rage.

Role: Barbarians excel in combat, possessing the martial prowess and fortitude to take on foes seemingly far superior to themselves. With rage granting them boldness and daring beyond that of most other warriors, barbarians charge furiously into battle and ruin all who would stand in their way.

Alignment: Any non-lawful

Hit Die: d12

Starting Wealth: 3d6 × 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills

The barbarian’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Skill Ranks Per Level: 4 + Int modifier.
Table: Barbarian
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Fast movement, rage
2nd +2 +3 +0 +0 Rage power, uncanny dodge
3rd +3 +3 +1 +1 Trap sense +1
4th +4 +4 +1 +1 Rage power
5th +5 +4 +1 +1 Improved uncanny dodge
6th +6/+1 +5 +2 +2 Rage power, trap sense +2
7th +7/+2 +5 +2 +2 Damage reduction 1/—
8th +8/+3 +6 +2 +2 Rage power
9th +9/+4 +6 +3 +3 Trap sense +3
10th +10/+5 +7 +3 +3 Damage reduction 2/—, rage power
11th +11/+6/+1 +7 +3 +3 Greater rage
12th +12/+7/+2 +8 +4 +4 Rage power, trap sense +4
13th +13/+8/+3 +8 +4 +4 Damage reduction 3/—
14th +14/+9/+4 +9 +4 +4 Indomitable will, rage power
15th +15/+10/+5 +9 +5 +5 Trap sense +5
16th +16/+11/+6/+1 +10 +5 +5 Damage reduction 4/—, rage power
17th +17/+12/+7/+2 +10 +5 +5 Tireless rage
18th +18/+13/+8/+3 +11 +6 +6 Rage power, trap sense +6
19th +19/+14/+9/+4 +11 +6 +6 Damage reduction 5/—
20th +20/+15/+10/+5 +12 +6 +6 Mighty rage, rage power
Class Features
3pp Support Products
#1 With a Bullet Point: 8 Barbarian Feats (Super Genius Games)

All of the following are class features of the barbarian.

Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Fast Movement (Ex)

A barbarian’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.
Rage (Ex)

A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
Rage Powers (Ex)

As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.

(Editor's Note: A complete list of rage powers can be found here: Rage Powers)
Uncanny Dodge (Ex)

At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to Armor Class if immobilized. A barbarian with this ability can still lose her Dexterity bonus to Armor Class if an opponent successfully uses the feint action against her.

If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Trap Sense (Ex)

At 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to Armor Class against attacks made by traps. These bonuses increase by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.
Improved Uncanny Dodge (Ex)

At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking her, unless the attacker has at least four more rogue levels than the target has barbarian levels.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Damage Reduction (Ex)

At 7th level, a barbarian gains damage reduction. Subtract 1 from the damage the barbarian takes each time she is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.
Greater Rage (Ex)

At 11th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +6 and the morale bonus on her Will saves increases to +3.
Indomitable Will (Ex)

While in rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves she also receives during her rage.
Tireless Rage (Ex)

Starting at 17th level, a barbarian no longer becomes fatigued at the end of her rage.
Mighty Rage (Ex)

At 20th level, when a barbarian enters rage, the morale bonus to her Strength and Constitution increases to +8 and the morale bonus on her Will saves increases to +4.
Ex-Barbarians

A barbarian who becomes lawful loses the ability to rage and cannot gain more levels as a barbarian. She retains all other benefits of the class.
Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a Favored Class, some races have the option of choosing from a number of other bonuses, depending upon their Favored Classes. The following options are available to the listed race who have barbarians as their Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.
Race Bonus Source
Paizo
Core Races
Dwarves Add 1 to the dwarf’s total number of rage rounds per day. APG
Elves Add 1 to the elf's base speed. In combat this has no effect unless the elf has selected this reward 5 times (or another increment of 5); a speed of 34 feet is effectively the same as a speed of 30 feet, for example. This bonus stacks with a class’s fast movement feature and applies only under the same conditions as that ability. APG
Gnomes Add a +1/2 bonus to the barbarian's trap sense. ARG
Half-elves Add 1/4 to the bonus on Reflex saves and dodge bonus to AC against attacks made by traps granted by trap sense. ARG
Half-orcs Add 1 to the Half-orc’s total number of rage rounds per day. APG
Halflings Add a +1/2 bonus to trap sense or +1/3 to the bonus from the surprise accuracy rage power. ARG
Humans Add a +1/2 bonus to trap sense or +1/3 to the bonus from the superstition rage power. APG
Other Races
Goblins Add +1/2 on critical hit confirmation rolls for attacks made with unarmed strikes or natural weapons (maximum bonus of +4). This bonus does not stack with Critical Focus. ARG
Orcs Add +1 to the barbarian’s total number of rage rounds per day. ARG
Ratfolk When raging, add +1/4 to the barbarian’s swarming trait’s flanking bonus on attack rolls. ARG
Strix Add +1 to the barbarian’s total number of rage rounds per day. ARG
Tengus Add +1/3 to the bonus from the superstition rage power. ARG
3rd Party Publishers
Super Genius Games
Asterion
+1 ft. fast movement. (+5 feet fast movement for every five times you select this option.) SGG:HHO
Lapith
Reduce AC penalty when raging by 1/5, to a maximum reduction of 2. (AC penalty is reduced by 1 for every five times you select this option.)
‹ all genius is a conquering of chaos and mystery

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Sentinel XV
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Posts: 4454
Founded: Oct 09, 2011
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Postby Sentinel XV » Tue Sep 25, 2012 10:45 am

Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weaponcraft to hone their bodies in battle and prove their mettle in the forge of war. Lords of the battlefield, fighters are a disparate lot, training with many weapons or just one, perfecting the uses of armor, learning the fighting techniques of exotic masters, and studying the art of combat, all to shape themselves into living weapons. Far more than mere thugs, these skilled warriors reveal the true deadliness of their weapons, turning hunks of metal into arms capable of taming kingdoms, slaughtering monsters, and rousing the hearts of armies. Soldiers, knights, hunters, and artists of war, fighters are unparalleled champions, and woe to those who dare stand against them.

Role: Fighters excel at combat—defeating their enemies, controlling the flow of battle, and surviving such sorties themselves. While their specific weapons and methods grant them a wide variety of tactics, few can match fighters for sheer battle prowess.

Alignment: Any.

Hit Die: d10.

Starting Wealth: 5d6 x 10 gp (average 175gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills

The fighter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Skill Ranks Per Level: 2 + Int modifier.
Table: Fighter
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Bonus feat
2nd +2 +3 +0 +0 Bonus feat, bravery
3rd +3 +3 +1 +1 Armor training
4th +4 +4 +1 +1 Bonus feat
5th +5 +4 +1 +1 Weapon training
6th +6/+1 +5 +2 +2 Bonus feat
7th +7/+2 +5 +2 +2 Armor training
8th +8/+3 +6 +2 +2 Bonus feat
9th +9/+4 +6 +3 +3 Weapon training
10th +10/+5 +7 +3 +3 Bonus feat
11th +11/+6/+1 +7 +3 +3 Armor training
12th +12/+7/+2 +8 +4 +4 Bonus feat
13th +13/+8/+3 +8 +4 +4 Weapon training
14th +14/+9/+4 +9 +4 +4 Bonus feat
15th +15/+10/+5 +9 +5 +5 Armor training
16th +16/+11/+6/+1 +10 +5 +5 Bonus feat
17th +17/+12/+7/+2 +10 +5 +5 Weapon training
18th +18/+13/+8/+3 +11 +6 +6 Bonus feat
19th +19/+14/+9/+4 +11 +6 +6 Armor mastery
20th +20/+15/+10/+5 +12 +6 +6 Bonus feat, Weapon mastery
Class Features

The following are class features of the fighter.
Weapon and Armor Proficiency

A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
Bonus Feats
FAQ/Errata
Can I use the Bonus Feats class feature to retrain a feat that I gained at 1st level (such as Cleave) to gain a feat that I did not qualify for at 1st level, but do qualify for now (such as Lunge)?
Yes. So long as the feat that you "lose" is not used as a prerequisite for any other feat, prestige class, or other ability, you can gain any feat that you qualify for at the time that you retrain it.
[Source]

At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Bravery (Ex)
3pp Support Products
#1 With a Bullet Point: 12 Alternatives For The Fighter's Bravery Class Feature (Super Genius Games)

Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Armor Training (Ex)

Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
Weapon Training (Ex)

Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):

Axes: bardiche, battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, hooked axe, knuckle axe, light pick, mattock, orc double axe, pata, and throwing axe.

Blades, Heavy: Aldori dueling sword, bastard sword, chakram, double chicken saber, double walking stick katana, elven curve blade, falcata, falchion, flambard, greatsword, great terbutje , katana, khopesh, klar, longsword, nine-ring broadsword, nodachi, scimitar, scythe, seven-branched sword, shotel, temple sword, terbutje, and two-bladed sword.

Blades, Light: bayonet, butterfly knife, butterfly sword, chakram, dagger, gladius, hunga munga, kama, katar, kerambit, kukri, madu, pata, quadrens, rapier, sawtooth sabre, scizore, shortsword, sica, sickle, starknife, swordbreaker dagger, sword cane, wakizashi, and war razor.

Bows: composite longbow, composite shortbow, longbow, and shortbow.

Close: bayonet, brass knuckles, cestus, dan bong, emei piercer, fighting fan, gauntlet, heavy shield, iron brush, katar, light shield, madu, mere club, punching dagger, rope gauntlet, sap, scizore, spiked armor, spiked gauntlet, spiked shield, tekko-kagi, tonfa, unarmed strike, wooden stake, and wushu dart.

Crossbows: double crossbow, hand crossbow, heavy crossbow, launching crossbow, light crossbow, heavy repeating crossbow, light repeating crossbow, and tube arrow shooter.

Double: bo staff, chain spear, dire flail, double walking stick katana, double-chained kama, dwarven urgrosh, gnome hooked hammer, kusarigama, orc double axe, quarterstaff, and two-bladed sword.

Firearms: all one-handed, two-handed, and siege firearms.

Flails: battle poi, bladed scarf, chain spear, dire flail, double chained kama, flail, flying blade, heavy flail, kusarigama, kyoketsu shoge, meteor hammer, morningstar, nine-section whip, nunchaku, sansetsukon, scorpion whip, spiked chain, urumi, and whip.

Hammers: aklys, battle aspergillum, club, greatclub, heavy mace, light hammer, light mace, mere club, taiaha, tetsubo, wahaika, and warhammer.

Monk: bo staff, brass knuckles, butterfly sword, cestus, dan bong, double chained kama, double chicken saber, emei piercer, fighting fan, hanbo, jutte, kama, kusarigama, kyoketsu shoge, lungshuan tamo, monk's spade, nine-ring broadsword, nine-section whip, nunchaku, quarterstaff, rope dart, sai, sansetsukon, seven-branched sword, shang gou, shuriken, siangham, temple sword, tiger fork, tonfa, tri-point double-edged sword, unarmed strike, urumi, and wushu dart.

Natural: unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing.

Polearms: bardiche, bec de corbin, bill, glaive, glaive-guisarme, guisarme, halberd, hooked lance, lucerne hammer, mancatcher, monk's spade, naginata, nodachi, ranseur, rhomphaia, tepoztopilli, and tiger fork.

Siege engines: Ballista, bombard, catapult, corvus, firedrake, firewyrm, gallery, ram, siege tower, springal, trebuchet, and all other siege engines.

Spears: amentum, boar spear, chain spear, javelin, harpoon, lance, longspear, pilum, shortspear, sibat, spear, tiger fork, and trident.

Thrown: aklys, amentum, atlatl, blowgun, bolas, boomerang, chakram, club, dagger, dart, halfling sling staff, harpoon, hunga munga, javelin, lasso, kestros, light hammer, net, poisoned sand tube, rope dart, Shoanti bolas, shortspear, shuriken, sling, sling glove, spear, starknife, throwing axe, throwing shield, trident, and wushu dart.
Armor Mastery (Ex)

At 19th level, a fighter gains Damage Reduction 5/— whenever he is wearing armor or using a shield.
Weapon Mastery (Ex)

At 20th level, a fighter chooses one weapon, such as the longsword, greataxe, or longbow. Any attacks made with that weapon automatically confirm all critical threats and have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, he cannot be disarmed while wielding a weapon of this type.
Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a Favored Class, some races have the option of choosing from a number of other bonuses, depending upon their Favored Classes. The following options are available to the listed race who have fighters as their Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.
Race Bonus Source
Paizo
Dwarf Add +1 to the fighter's CMD when resisting a bull rush or trip. APG
Elf Add +1 to the elf's CMD when resisting a disarm or sunder attempt. APG
Half-Elf Add +1 to the fighter's CMD when resisting a disarm or overrun. APG
Halfling Add +1 to the fighter's CMD when resisting a grapple or trip. APG
Half-Orc Add +2 on rolls to stabilize when dying. APG
Human Add +1 to the fighter's CMD when resisting two combat maneuvers of the character's choice. APG
3rd Party Publishers
Super Genius Games
Asterion +1 to CMD against bull rush or overrun maneuvers. SGG:HHO
Lapith
+1/2 to damage dealt on a charge attack. SGG:HHO

Life is an endless adventure for those who live by their wits. Ever just one step ahead of danger, rogues bank on their cunning, skill, and charm to bend fate to their favor. Never knowing what to expect, they prepare for everything, becoming masters of a wide variety of skills, training themselves to be adept manipulators, agile acrobats, shadowy stalkers, or masters of any of dozens of other professions or talents. Thieves and gamblers, fast talkers and diplomats, bandits and bounty hunters, and explorers and investigators all might be considered rogues, as well as countless other professions that rely upon wits, prowess, or luck. Although many rogues favor cities and the innumerable opportunities of civilization, some embrace lives on the road, journeying far, meeting exotic people, and facing fantastic danger in pursuit of equally fantastic riches. In the end, any who desire to shape their fates and live life on their own terms might come to be called rogues.

Role: Rogues excel at moving about unseen and catching foes unaware, and tend to avoid head-to-head combat. Their varied skills and abilities allow them to be highly versatile, with great variations in expertise existing between different rogues. Most, however, excel in overcoming hindrances of all types, from unlocking doors and disarming traps to outwitting magical hazards and conning dull-witted opponents.

Alignment: Any

Hit Die: d8

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills

The rogue's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level: 8 + Int modifier.
Table: Rogue
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +0 Sneak attack +1d6, trapfinding
2nd +1 +0 +3 +0 Evasion, rogue talent
3rd +2 +1 +3 +1 Sneak attack +2d6, trap sense +1
4th +3 +1 +4 +1 Rogue talent, uncanny dodge
5th +3 +1 +4 +1 Sneak attack +3d6
6th +4 +2 +5 +2 Rogue talent, trap sense +2
7th +5 +2 +5 +2 Sneak attack +4d6
8th +6/+1 +2 +6 +2 Improved uncanny dodge, rogue talent
9th +6/+1 +3 +6 +3 Sneak attack +5d6, trap sense +3
10th +7/+2 +3 +7 +3 Advanced talents, rogue talent
11th +8/+3 +3 +7 +3 Sneak attack +6d6
12th +9/+4 +4 +8 +4 Rogue talent, trap sense +4
13th +9/+4 +4 +8 +4 Sneak attack +7d6
14th +10/+5 +4 +9 +4 Rogue talent
15th +11/+6/+1 +5 +9 +5 Sneak attack +8d6, trap sense +5
16th +12/+7/+2 +5 +10 +5 Rogue talent
17th +12/+7/+2 +5 +10 +5 Sneak attack +9d6
18th +13/+8/+3 +6 +11 +6 Rogue talent, trap sense +6
19th +14/+9/+4 +6 +11 +6 Sneak attack +10d6
20th +15/+10/+5 +6 +12 +6 Master strike, rogue talent
Class Features

The following are class features of the rogue.

Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
Sneak Attack
FYI

Precision damage (such as that dealt by a rogue's sneak attack ability) applies to more creatures than it did in previous editions of the game.

Some may balk at this but it can easily be imagined or explained as the rogue having found a weak point in the undead's "body" (such as a zombie's head) or even finding a crack or flaw in a construct's "body."
Creatures Immune to Critical Hits

Aeons
Elementals
Incorporeal (unless using a ghost touch attack) creatures
Oozes
Proteans (50% ignore)
Swarms

Creatures Immune to Precision Damage (like Sneak Attacks)

Elementals
Incorporeal (unless using a ghost touch attack) creatures
Oozes
Proteans (50% ignore)

Creatures Immune to Flanking

Swarms

Source: Paizo Blog.

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage (called "precision damage") anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Trapfinding

A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Evasion (Ex)

At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talents

As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.

(Editor's Note: A complete listing of rogue talents can be found here: Rogue Talents)
Advanced Talents

At 10th level, and every two levels thereafter, a rogue can choose one of the following advanced talents in place of a rogue talent.

(Editor's Note: A complete listing of advanced rogue talents can be found here: Advanced Rogue Talents)
Trap Sense (Ex)

At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.
Uncanny Dodge (Ex)

Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Improved Uncanny Dodge (Ex)

A rogue of 8th level or higher can no longer be flanked.

This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Master Strike (Ex)

Upon reaching 20th level, a rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, she can choose one of the following three effects:

The target can be...

put to sleep for 1d4 hours
paralyzed for 2d6 rounds, or
slain

Regardless of the effect chosen, the target receives a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue's level + the rogue's Intelligence modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to that rogue's master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.
Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a Favored Class, some races have the option of choosing from a number of other bonuses, depending upon their Favored Classes. The following options are available to the listed race who have rogues as their Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.
Race Bonus Source
Paizo
Dwarf
Add a +1/2 bonus on Disable Device checks regarding stone traps and a +1/2 bonus to trap sense regarding stone traps. APG
Gnome Gnome rogues gain a +1 bonus on Disable Device and Use Magic Device checks related to glyphs, symbols, scrolls, and other magical writings each time they gain a level of rogue. APG
Half-Elf Add a +1/2 bonus on Bluff checks to feint and Diplomacy checks to gather information. APG
Halfling Choose a weapon from the following list: sling, dagger, or any weapon with “halfling” in its name. Add a +1/2 circumstance bonus on critical hit confirmation rolls with that weapon (maximum bonus of +4). This bonus does not stack with Critical Focus. APG
Human The human gains +1/6 of a new rogue talent. APG
3rd Party Publishers
Super Genius Games
Lapith
+1 ft. to the maximum range you can use sneak attack. (+5 feet to maximum sneak attack range for every five times you select this option.) SGG:HHO
Piper
Add +1/2 level to all Sense Motive and Use Magic Device checks. (+1 to these checks for every two times you select this option.) SGG:HHO
‹ all genius is a conquering of chaos and mystery

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Sentinel XV
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Posts: 4454
Founded: Oct 09, 2011
Ex-Nation

Postby Sentinel XV » Tue Sep 25, 2012 10:47 am

Untold wonders and secrets exist for those skillful enough to discover them. Through cleverness, talent, and magic, these cunning few unravel the wiles of the world, becoming adept in the arts of persuasion, manipulation, and inspiration. Typically masters of one or many forms of artistry, bards possess an uncanny ability to know more than they should and use what they learn to keep themselves and their allies ever one step ahead of danger. Bards are quick-witted and captivating, and their skills might lead them down many paths, be they gamblers or jacks-of-all-trades, scholars or performers, leaders or scoundrels, or even all of the above. For bards, every day brings its own opportunities, adventures, and challenges, and only by bucking the odds, knowing the most, and being the best might they claim the treasures of each.

Role: Bards capably confuse and confound their foes while inspiring their allies to ever-greater daring. While accomplished with both weapons and magic, the true strength of bards lies outside melee, where they can support their companions and undermine their foes without fear of interruptions to their performances.

Alignment: Any

Hit Die: d8

Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills

The bard’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Skill Ranks Per Level: 6 + Int modifier.
Table: Bard
Level BAB Fort Save Ref Save Will Save Special Spells Per Day
1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Bardic knowledge, bardic performance, cantrips, countersong, distraction, fascinate, inspire courage +1 1 — — — — —
2nd +1 +0 +3 +3 Versatile performance, well-versed 2 — — — — —
3rd +2 +1 +3 +3 Inspire competence +2 3 — — — — —
4th +3 +1 +4 +4 — 3 1 — — — —
5th +3 +1 +4 +4 Inspire courage +2, lore master 1/day 4 2 — — — —
6th +4 +2 +5 +5 Suggestion, versatile performance 4 3 — — — —
7th +5 +2 +5 +5 Inspire competence +3 4 3 1 — — —
8th +6/+1 +2 +6 +6 Dirge of doom 4 4 2 — — —
9th +6/+1 +3 +6 +6 Inspire greatness 5 4 3 — — —
10th +7/+2 +3 +7 +7 Jack-of-all-trades, versatile performance 5 4 3 1 — —
11th +8/+3 +3 +7 +7 Inspire competence +4, inspire courage +3, lore master 2/day 5 4 4 2 — —
12th +9/+4 +4 +8 +8 Soothing performance 5 5 4 3 — —
13th +9/+4 +4 +8 +8 — 5 5 4 3 1 —
14th +10/+5 +4 +9 +9 Frightening tune, versatile performance 5 5 4 4 2 —
15th +11/+6/+1 +5 +9 +9 Inspire competence +5, inspire heroics 5 5 5 4 3 —
16th +12/+7/+2 +5 +10 +10 — 5 5 5 4 3 1
17th +12/+7/+2 +5 +10 +10 Inspire courage +4, lore master 3/day 5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 Mass suggestion, versatile performance 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 Inspire competence +6 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 Deadly performance 5 5 5 5 5 5
Class Features

All of the following are class features of the bard.

Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and using a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells
3pp Support Products

Bard's Tales (Raging Swan Press)

Do you want to play a bard, but don't want to simply make a lot of boring, Perform checks? Do you want to enliven the game and breathe life into your bard's performances?

Bard's Tales is a rich resource of easily customisable stories, legends, poems and songs designed to bring your bard's performances to life!
Table: Bard Spells Known
Level 0th 1st 2nd 3rd 4th 5th 6th
1st 4 2 — — — — —
2nd 5 3 — — — — —
3rd 6 4 — — — — —
4th 6 4 2 — — — —
5th 6 4 3 — — — —
6th 6 4 4 — — — —
7th 6 5 4 2 — — —
8th 6 5 4 3 — — —
9th 6 5 4 4 — — —
10th 6 5 5 4 2 — —
11th 6 6 5 4 3 — —
12th 6 6 5 4 4 — —
13th 6 6 5 5 4 2 —
14th 6 6 6 5 4 3 —
15th 6 6 6 5 4 4 —
16th 6 6 6 5 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 5

A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.

Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: bard. In addition, he receives bonus spells per day if he has a high Charisma score.

The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard’s choice. At each new bard level, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score (See Table: Ability Modifiers and Bonus Spells).

Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A bard 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 allotment of spells per day for the spell’s level.
Bardic Knowledge (Ex)

A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Bardic Performance

A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
Countersong (Su)

At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Distraction (Su)

At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Fascinate (Su)

At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Inspire Courage (Su)

A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Inspire Competence (Su)

A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).

Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. inspire competence relies on audible components.
Suggestion (Sp)

A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature that he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.

A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components.
Dirge of Doom (Su)

A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance. The performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.
Inspire Greatness (Su)

A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally while using this performance (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.
Soothing Performance (Su)

A bard of 12th level or higher can use his performance to create an effect equivalent to the mass cure serious wounds, using the bard's level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken condition from all those affected. Using this ability requires 4 continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance relies on audible and visual components.
Frightening Tune (Sp)

A bard of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard's performance. Frightening tune relies on audible components.
Inspire Heroics (Su)

A bard of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, all of the targets must be able to see and hear the bard. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components.
Mass Suggestion (Sp)

This ability functions just like suggestion, but allows a bard of 18th level or higher to make a suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language dependent ability that relies on audible components.
Deadly Performance (Su)

A bard of 20th level or higher can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature's saving throw fails, it dies. Deadly performance is a mind-effecting death effect that relies on audible and visual components.
Cantrips (Sp)

Bard's learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.
Versatile Performance (Ex)

At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.

The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).
Well-Versed (Ex)

At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
Lore Master (Ex)

At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.
Jack of All Trades (Ex)

At 10th level, the bard can use any skill, even if the skill normally requires him to be trained. At 16th level, the bard considers all skills to be class skills. At 19th level, the bard can take 10 on any skill check, even if it is not normally allowed.
Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a Favored Class, some races have the option of choosing from a number of other bonuses, depending upon their Favored Classes. The following options are available to the listed race who have bards as their Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.
Race Bonus Source
Paizo
Core Races
Dwarves
Reduce arcane spell failure chance for casting bard spells when wearing medium armor by +1%. Once the total reaches 10%, the bard also receives Medium Armor Proficiency, if he does not already possess it. ARG
Elves
Add +1 to the elf's CMD when resisting a disarm or sunder attempt. APG
Gnomes Add 1 to the gnome's total number of bardic performance rounds per day. APG
Half-Elves
Add 1 to the half-elf's total number of bardic performance rounds per day. APG
Halfling Add +1/2 on Bluff checks to pass secret messages, +1/2 on Diplomacy checks to gather information, and +1/2 on Disguise checks to appear as an elven, half-elven, or human child. APG
Half-orcs
Add +1 to the bard’s total number of bardic performance rounds per day. ARG
Halflings
Add +1/2 on Bluff checks to pass secret messages, +1/2 on Diplomacy checks to gather information, and +1/2 on Disguise checks to appear as an elven, half-elven, or human child. ARG
Humans Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast. APG
Other Races
Aasimars
Choose one bardic performance; treat the bard as +1/2 level higher when determining the effects of that performance. ARG
Catfolk
Add +1/2 to the bard’s bardic knowledge bonus. ARG
Goblins
Add +1 to the bard’s total number of bardic performance rounds per day. ARG
Ifrits
Add +1/6 to the number of people the bard can affect with the fascinate bardic performance. ARG
Kitsune
Add a +1/2 bonus on Bluff checks to lie and a +1/2 bonus on Diplomacy checks to gather information. ARG
Kobolds
Treat the bard’s level as +1/2 level higher for the purpose of determining the effect of the fascinate bardic performance. ARG
Oreads
Add +5 feet to the range of one of the bard’s bardic performances (max +30 feet to any one performance). ARG
Undines
Add a +1 bonus on Perform checks to use the countersong bardic performance against creatures with the aquatic or water subtypes. ARG
Vishkanyas
Add +1 to the bard’s total number of bardic performance rounds per day. ARG
Wayangs
Add one spell known from the wizard’s illusion school spell list. This spell must be at least one level below the highest spell level the bard can cast. The spell is treated as being one level higher, unless it is also on the bard spell list. ARG

For the truly exemplary, martial skill transcends the battlefield—it is a lifestyle, a doctrine, a state of mind. These warrior-artists search out methods of battle beyond swords and shields, finding weapons within themselves just as capable of crippling or killing as any blade. These monks (so called since they adhere to ancient philosophies and strict martial disciplines) elevate their bodies to become weapons of war, from battle-minded ascetics to self-taught brawlers. Monks tread the path of discipline, and those with the will to endure that path discover within themselves not what they are, but what they are meant to be.

Role: Monks excel at overcoming even the most daunting perils, striking where it's least expected, and taking advantage of enemy vulnerabilities. Fleet of foot and skilled in combat, monks can navigate any battlefield with ease, aiding allies wherever they are needed most.

Alignment: Any lawful

Hit Die: d8

Starting Wealth: 1d6 × 10 gp (average 35 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills

The monk’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.
Table: Monk
Level Base Attack Bonus Fort Save Ref Save Will Save Special Flurry of Blows Attack Bonus Unarmed Damage AC Bonus Fast movement
1st +0 +2 +2 +2 Bonus feat, flurry of blows, stunning fist, unarmed strike –1/–1 1d6 +0 +0 ft.
2nd +1 +3 +3 +3 Bonus feat, evasion +0/+0 1d6 +0 +0 ft.
3rd +2 +3 +3 +3 Fast movement, maneuver training, still mind +1/+1 1d6 +0 +10 ft.
4th +3 +4 +4 +4 Ki pool (magic), slow fall 20 ft. +2/+2 1d8 +1 +10 ft.
5th +3 +4 +4 +4 High jump, purity of body +3/+3 1d8 +1 +10 ft.
6th +4 +5 +5 +5 Bonus feat, slow fall 30 ft. +4/+4/–1 1d8 +1 +20 ft.
7th +5 +5 +5 +5 Wholeness of body +5/+5/+0 1d8 +1 +20 ft.
8th +6/+1 +6 +6 +6 Slow fall 40 ft. +6/+6/+1/+1 1d10 +2 +20 ft.
9th +6/+1 +6 +6 +6 Improved evasion +7/+7/+2/+2 1d10 +2 +30 ft.
10th +7/+2 +7 +7 +7 Bonus feat, Ki pool (lawful), slow fall 50 ft. +8/+8/+3/+3 1d10 +2 +30 ft.
11th +8/+3 +7 +7 +7 Diamond body +9/+9/+4/+4/–1 1d10 +2 +30 ft.
12th +9/+4 +8 +8 +8 Abundant step, slow fall 60 ft. +10/+10/+5/+5/+0 2d6 +3 +40 ft.
13th +9/+4 +8 +8 +8 Diamond soul +11/+11/+6/+6/+1 2d6 +3 +40 ft.
14th +10/+5 +9 +9 +9 Bonus feat, slow fall 70 ft. +12/+12/+7/+7/+2 2d6 +3 +40 ft.
15th +11/+6/+1 +9 +9 +9 Quivering palm +13/+13/+8/+8/+3/+3 2d6 +3 +50 ft.
16th +12/+7/+2 +10 +10 +10 Ki pool (adamantine), slow fall 80 ft. +14/+14/+9/+9/+4/+4/–1 2d8 +4 +50 ft.
17th +12/+7/+2 +10 +10 +10 Timeless body, tongue of the sun and moon +15/+15/+10/+10/+5/+5/+0 2d8 +4 +50 ft.
18th +13/+8/+3 +11 +11 +11 Bonus feat, slow fall 90 ft. +16/+16/+11/+11/+6/+6/+1 2d8 +4 +60 ft.
19th +14/+9/+4 +11 +11 +11 Empty body +17/+17/+12/+12/+7/+7/+2 2d8 +4 +60 ft.
20th +15/+10/+5 +12 +12 +12 Perfect self, slow fall any distance +18/+18/+13/+13/+8/+8/+3 2d10 +5 +60 ft.
Class Features

All of the following are class features of the monk.

Weapon Proficiency: Monks are proficient with the brass knuckles*, cestus*, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword*.

Armor and Shield Proficiency: Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

* Per Advanced Player's Guide.
AC Bonus (Ex)

When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Flurry of Blows (Ex)
FAQ/Errata
The monk rules for flurry of blows state: "For the purpose of these attacks, the monk's base attack bonus is equal to his monk level." How does this interact with BAB from class levels and racial Hit Dice? Does a multiclassed fighter 19/monk 1 flurry as if his BAB were only +1?
A monk using flurry treats his BAB from monk levels as equal to his monk level. He still adds BAB from other sources (such as other classes or racial Hit Dice) normally to this total.
So a fighter 19/monk 1 has a normal BAB of +19. When he flurries, he treats his monk BAB as +1 (for his 1 level of monk) and still gets BAB +19 from his fighter levels, for a total flurry BAB of +20.
[Source]

Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.

At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
Unarmed Strike

At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: monk. The unarmed damage values listed on Table: monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large monk Unarmed Damage.

Table: Small or Large Monk Unarmed Damage
Level Damage (Small monk) Damage (Large monk)
1st–3rd 1d4 1d8
4th–7th 1d6 2d6
8th–11th 1d8 2d8
12th–15th 1d10 3d6
16th–19th 2d6 3d8
20th 2d8 4d8
Bonus Feat

At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list:

Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything.

At 6th level, the following feats are added to the list:

Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility.

At 10th level, the following feats are added to the list:

Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack.

A monk need not have any of the prerequisites normally required for these feats to select them.
Stunning Fist (Ex)

At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.

At 4th level, he can choose to make the target fatigued.

At 8th level, he can make the target sickened for 1 minute.

At 12th level, he can make the target staggered for 1d6+1 rounds.

At 16th level, he can permanently blind or deafen the target.

At 20th level, he can paralyze the target for 1d6+1 rounds.

The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.
Evasion (Ex)

At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Fast Movement (Ex)

At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
Maneuver Training (Ex)

At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.
Still Mind (Ex)

A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.
Ki Pool (Su)

At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.

By spending 1 point from his ki pool, a monk can do one of the following:

Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
increase his speed by 20 feet for 1 round, or
give himself a +4 dodge bonus to AC for 1 round.

Each of these powers is activated as a swift action. A monk gains additional powers that consume points from his ki pool as he gains levels.

At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. Ki strike improves with the character's monk level.
At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Slow Fall (Ex)

At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.
High Jump (Ex)

At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.
Purity of Body (Ex)

At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Wholeness of Body (Su)

At 7th level or higher, a monk can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level by using 2 points from his ki pool.
Improved Evasion (Ex)

At 9th level, a monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
Diamond Body (Su)

At 11th level, a monk gains immunity to poisons of all kinds.
Abundant Step (Su)

At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door. Using this ability is a move action that consumes 2 points from his ki pool. His caster level for this effect is equal to his monk level. He cannot take other creatures with him when he uses this ability.
Diamond Soul (Ex)

At 13th level, a monk gains spell resistance equal to his current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk's spell resistance.
Quivering Palm (Su)

Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. He can use this quivering palm attack once per day, and he must announce his intent before making his attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to his monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk's level + the monk's Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. A monk can have no more than 1 quivering palm in effect at one time. If a monk uses quivering palm while another is still in effect, the previous effect is negated.
Timeless Body (Ex)

At 17th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the monk still dies of old age when his time is up.
Tongue of the Sun and Moon (Ex)

A monk of 17th level or higher can speak with any living creature.
Empty Body (Su)

At 19th level, a monk gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness. Using this ability is a move action that consumes 3 points from his ki pool. This ability only affects the monk and cannot be used to make other creatures ethereal.
Perfect Self

At 20th level, a monk becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the monk's creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/chaotic, which allows him to ignore the first 10 points of damage from any attack made by a nonchaotic weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type.
Ex-Monks

A monk who becomes nonlawful cannot gain new levels as a monk but retains all monk abilities.
Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a Favored Class, some races have the option of choosing from a number of other bonuses, depending upon their Favored Classes. The following options are available to the listed race who have monks as their Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.
Race Bonus Source
Paizo
Halfling
Add +1 to the monk’s CMD when resisting a grapple and +1/2 to the number of stunning attacks he can attempt per day. APG
Human
Add +1/4 to the monk’s ki pool. APG
3rd Party Publishers
Super Genius Games
Asterions +1/3 to CMD. (+1 to CMD for every three times you select this option.) SGG:HHO
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Sentinel XV
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Posts: 4454
Founded: Oct 09, 2011
Ex-Nation

Postby Sentinel XV » Tue Sep 25, 2012 10:48 am

Scions of innately magical bloodlines, the chosen of deities, the spawn of monsters, pawns of fate and destiny, or simply flukes of fickle magic, sorcerers look within themselves for arcane prowess and draw forth might few mortals can imagine. Emboldened by lives ever threatening to be consumed by their innate powers, these magic-touched souls endlessly indulge in and refine their mysterious abilities, gradually learning how to harness their birthright and coax forth ever greater arcane feats. Just as varied as these innately powerful spellcasters' abilities and inspirations are the ways in which they choose to utilize their gifts. While some seek to control their abilities through meditation and discipline, becoming masters of their fantastic birthright, others give in to their magic, letting it rule their lives with often explosive results. Regardless, sorcerers live and breathe that which other spellcasters devote their lives to mastering, and for them magic is more than a boon or a field of study; it is life itself.

Role: Sorcerers excel at casting a selection of favored spells frequently, making them powerful battle mages. As they become familiar with a specific and ever-widening set of spells, sorcerers often discover new and versatile ways of making use of magics other spellcasters might overlook. Their bloodlines also grant them additional abilities, assuring that no two sorcerers are ever quite alike.

Alignment: Any

Hit Die: d6

Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills

The sorcerer's class skills are Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 2 + Int modifier.
Table: Sorcerer
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Bloodline power, cantrips, eschew materials 3 — — — — — — — —
2nd +1 +0 +0 +3 4 — — — — — — — —
3rd +1 +1 +1 +3 Bloodline power, bloodline spell 5 — — — — — — — —
4th +2 +1 +1 +4 6 3 — — — — — — —
5th +2 +1 +1 +4 Bloodline spell 6 4 — — — — — — —
6th +3 +2 +2 +5 6 5 3 — — — — — —
7th +3 +2 +2 +5 Bloodline feat, bloodline spell 6 6 4 — — — — — —
8th +4 +2 +2 +6 6 6 5 3 — — — — —
9th +4 +3 +3 +6 Bloodline power, bloodline spell 6 6 6 4 — — — — —
10th +5 +3 +3 +7 6 6 6 5 3 — — — —
11th +5 +3 +3 +7 Bloodline spell 6 6 6 6 4 — — — —
12th +6/+1 +4 +4 +8 6 6 6 6 5 3 — — —
13th +6/+1 +4 +4 +8 Bloodline feat, bloodline spell 6 6 6 6 6 4 — — —
14th +7/+2 +4 +4 +9 6 6 6 6 6 5 3 — —
15th +7/+2 +5 +5 +9 Bloodline power, bloodline spell 6 6 6 6 6 6 4 — —
16th +8/+3 +5 +5 +10 6 6 6 6 6 6 5 3 —
17th +8/+3 +5 +5 +10 Bloodline spell 6 6 6 6 6 6 6 4 —
18th +9/+4 +6 +6 +11 6 6 6 6 6 6 6 5 3
19th +9/+4 +6 +6 +11 Bloodline feat, bloodline spell 6 6 6 6 6 6 6 6 4
20th +10/+5 +6 +6 +12 Bloodline power 6 6 6 6 6 6 6 6 6
Class Features

All of the following are class features of the sorcerer.

Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).
Spells
Table: Sorcerer Spells Known
Level Spells Known
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2 — — — — — — — —
2nd 5 2 — — — — — — — —
3rd 5 3 — — — — — — — —
4th 6 3 1 — — — — — — —
5th 6 4 2 — — — — — — —
6th 7 4 2 1 — — — — — —
7th 7 5 3 2 — — — — — —
8th 8 5 3 2 1 — — — — —
9th 8 5 4 3 2 — — — — —
10th 9 5 4 3 2 1 — — — —
11th 9 5 5 4 3 2 — — — —
12th 9 5 5 4 3 2 1 — — —
13th 9 5 5 4 4 3 2 — — —
14th 9 5 5 4 4 3 2 1 — —
15th 9 5 5 4 4 4 3 2 — —
16th 9 5 5 4 4 4 3 2 1 —
17th 9 5 5 4 4 4 3 3 2 —
18th 9 5 5 4 4 4 3 3 2 1
19th 9 5 5 4 4 4 3 3 3 2
20th 9 5 5 4 4 4 3 3 3 3
FAQ/Errata
Do the bonuses granted from Bloodline Arcana apply to all of the spells cast by the sorcerer, or just those cast from the sorcerer's spell list?
The Bloodline Arcana powers apply to all of the spells cast by characters of that bloodline, not just those cast using the sorcerer's spell slots.
[Source]

A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier.

Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.

Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Unlike a wizard or a cleric, a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.
Bloodline

Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.

At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.

At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

Filled with magical power that screams for release, sorcery is not so much a calling as a blessing—or a curse. For some sorcerers, this arcane birthright manifests in subtle and carefully controlled ways, assisting in their manipulation of others or the pursuit of lofty goals. For others, it is wild and unpredictable, the primal and explosive lashing out of a power greater than themselves. Presented below are a number of bloodlines representing the mysterious origin of your sorcerer’s abilities.

The following bloodlines represent only some of the possible sources of power that a sorcerer can draw upon. Unless otherwise noted, most sorcerers are assumed to have the arcane bloodline.
Sorcerer Bloodlines from Paizo

Aberrant Bloodline
Abyssal Bloodline
Accursed Bloodline
Aquatic Bloodline
Arcane Bloodline
Boreal Bloodline
Celestial Bloodline
Daemon Bloodline
Deep Earth Bloodline
Destined Bloodline
Djinni Bloodline
Draconic Bloodline
Dreamspun Bloodline
Efreeti Bloodline
Elemental Bloodline
Fey Bloodline
Infernal Bloodline
Maestro Bloodline
Marid Bloodline
Martyred Bloodline
Oni Bloodline
Orc Bloodline
Pestilence Bloodline
Protean Bloodline
Racial Bloodlines
Imperious Bloodline (Sorcerer; Human)
Kobold Bloodline (Sorcerer; Kobold)
Rakshasa Bloodline
Serpentine Bloodline
Shadow Bloodline
Shaitan Bloodline
Starsoul Bloodline
Stormborn Bloodline
Undead Bloodline
Verdant Bloodline


Sorcerer Bloodlines from 3rd Party Publishers

Paizo Fans United (Wayfinder Magazine)
Ancestral Bloodline
Haunted Bloodline
Linnorm Bloodline
Ophidian Bloodline
Psionic Bloodline
Shadow Bloodline
Spes Magna Games
Aquatic Bloodline
Divine Bloodline
Giant Bloodline
Ooze Bloodline
Plant Bloodline
Psychic Bloodline
Vermin Bloodline
Super Genius Games
Frost Bloodline
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Cantrips

Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Eschew Materials

A sorcerer gains Eschew Materials as a bonus feat at 1st level.
Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a Favored Class, some races have the option of choosing from a number of other bonuses, depending upon their Favored Classes. The following options are available to the listed race who have sorcerers as their Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.
Race Bonus Source
Paizo
Elf
Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer’s Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power. APG
Half-Orc Add +1/2 to fire spell damage. APG
Human Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast. APG
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Lapith
Choose a new spell in place of one your already know. The new spell’s level must be the same as that of the spell being exchanged. You cannot swap any spell gained from your bloodline. SGG:HHO
Piper
Gain the ability to add metamagic to spells without increasing casting time 1/3 times/day. (One use of this ability per day for every three times you select this option.) SGG:HHO

In faith and the miracles of the divine, many find a greater purpose. Called to serve powers beyond most mortal understanding, all priests preach wonders and provide for the spiritual needs of their people. Clerics are more than mere priests, though; these emissaries of the divine work the will of their deities through strength of arms and the magic of their gods. Devoted to the tenets of the religions and philosophies that inspire them, these ecclesiastics quest to spread the knowledge and influence of their faith. Yet while they might share similar abilities, clerics prove as different from one another as the divinities they serve, with some offering healing and redemption, others judging law and truth, and still others spreading conflict and corruption. The ways of the cleric are varied, yet all who tread these paths walk with the mightiest of allies and bear the arms of the gods themselves.

Role: More than capable of upholding the honor of their deities in battle, clerics often prove stalwart and capable combatants. Their true strength lies in their capability to draw upon the power of their deities, whether to increase their own and their allies' prowess in battle, to vex their foes with divine magic, or to lend healing to companions in need. As their powers are influenced by their faith, all clerics must focus their worship upon a divine source. While the vast majority of clerics revere a specific deity, a small number dedicate themselves to a divine concept worthy of devotion—such as battle, death, justice, or knowledge—free of a deific abstraction. (Work with your GM if you prefer this path to selecting a specific deity.)

Alignment: A cleric’s alignment must be within one step of her deity’s, along either the law/chaos axis or the good/evil axis.

Hit Die: d8

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills

The cleric’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks Per Level: 2 + Int modifier.
Table: Cleric
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells Per Day
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Aura, channel energy 1d6, domains, orisons, spontaneous casting 3 1+1 — — — — — — — —
2nd +1 +3 +0 +3 4 2+1 — — — — — — — —
3rd +2 +3 +1 +3 Channel energy 2d6 4 2+1 1+1 — — — — — — —
4th +3 +4 +1 +4 4 3+1 2+1 — — — — — — —
5th +3 +4 +1 +4 Channel energy 3d6 4 3+1 2+1 1+1 — — — — — —
6th +4 +5 +2 +5 4 3+1 3+1 2+1 — — — — — —
7th +5 +5 +2 +5 Channel energy 4d6 4 4+1 3+1 2+1 1+1 — — — — —
8th +6/+1 +6 +2 +6 4 4+1 3+1 3+1 2+1 — — — — —
9th +6/+1 +6 +3 +6 Channel energy 5d6 4 4+1 4+1 3+1 2+1 1+1 — — — —
10th +7/+2 +7 +3 +7 4 4+1 4+1 3+1 3+1 2+1 — — — —
11th +8/+3 +7 +3 +7 Channel energy 6d6 4 4+1 4+1 4+1 3+1 2+1 1+1 — — —
12th +9/+4 +8 +4 +8 4 4+1 4+1 4+1 3+1 3+1 2+1 — — —
13th +9/+4 +8 +4 +8 Channel energy 7d6 4 4+1 4+1 4+1 4+1 3+1 2+1 1+1 — —
14th +10/+5 +9 +4 +9 4 4+1 4+1 4+1 4+1 3+1 3+1 2+1 — —
15th +11/+6/+1 +9 +5 +9 Channel energy 8d6 4 4+1 4+1 4+1 4+1 4+1 3+1 2+1 1+1 —
16th +12/+7/+2 +10 +5 +10 4 4+1 4+1 4+1 4+1 4+1 3+1 3+1 2+1 —
17th +12/+7/+2 +10 +5 +10 Channel energy 9d6 4 4+1 4+1 4+1 4+1 4+1 4+1 3+1 2+1 1+1
18th +13/+8/+3 +11 +6 +11 4 4+1 4+1 4+1 4+1 4+1 4+1 3+1 3+1 2+1
19th +14/+9/+4 +11 +6 +11 Channel energy 10d6 4 4+1 4+1 4+1 4+1 4+1 4+1 4+1 3+1 3+1
20th +15/+10/+5 +12 +6 +12 4 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1
Class Features

The following are class features of the cleric.

Weapon and Armor Proficiency Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.
Aura (Ex)

A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).
Spells

A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance.

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Channel Energy (Su)
FAQ/Errata
If I have the channel energy ability from more than one class, do they stack?
No—unless an ability specifically says it stacks with similar abilities (such as an assassin's sneak attack), or adds in some way based on the character's total class levels (such as improved uncanny dodge), the abilities don't stack and you have to use them separately. Therefore, cleric channeling doesn't stack with paladin channeling, necromancer channeling, oracle of life channeling, and so on.
[Source]

Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

A cleric must be able to present her holy symbol to use this ability.
Domains
Gods of Golarion
Major deities of Golarion

Abadar | Asmodeus | Calistria | Cayden Cailean | Desna | Erastil | Gorum | Gozreh | Iomedae | Irori | Lamashtu | Nethys | Norgorber | Pharasma | Rovagug | Sarenrae | Shelyn | Torag | Urgathoa | Zon-Kuthon
Minor deities

Achaekek | Apsu | Azathoth | Besmara | Chamidu | Dahak | Droskar | Ghlaunder | Groetus | Kurgess | Lissala | Milani | Peacock Spirit | Sivanah | Ydersius | Zyphus
Holy Symbols

Abadar | Aroden | Asmodeus | Calistria | Cayden Cailean | Dahak | Desna | Erastil | Gorum | Gozreh | Groetus | Iomedae | Irori | Lamashtu | Nethys | Norgorber | Pharasma | Razmir | Rovagug | Shelyn | Sarenrae | Torag | Urgathoa | Ydersius | Zon-Kuthon

A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.

In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.

(Editor's Note: A complete listing of cleric domains can be found here: Cleric Domains)
Orisons

Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.
Spontaneous Casting

A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

An evil cleric (or a neutral cleric of an evil deity) can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).
Chaotic, Evil, Good, and Lawful Spells

A cleric can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Bonus Languages

A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.
Ex-Clerics

A cleric who grossly violates the code of conduct required by her god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. She cannot thereafter gain levels as a cleric of that god until she atones for her deeds (see the atonement spell description).
Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a Favored Class, some races have the option of choosing from a number of other bonuses, depending upon their Favored Classes. The following options are available to the listed race who have clerics as their Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.
Race Bonus Source
Paizo
Core Races
Dwarves Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds 1/2 to the number of uses per day of that domain power. APG
Elves Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power. ARG
Gnomes Add +1/2 to the cleric’s channeled energy total when healing creatures of the animal, fey, and plant types. ARG
Half-elves Add +1/3 to the amount of damage dealt or damage healed when the cleric uses channel energy. ARG
Half-orcs Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power. ARG
Halflings Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds 1/2 to the number of uses per day of that domain power. APG
Humans Add +1 on caster level checks made to overcome the spell resistance of outsiders. APG
Other Races
Aasimars Add +1/2 to damage when using positive energy against undead or using Alignment Channel to damage evil outsiders. ARG
Dhampir Add +1 to the caster level of any channeling feat used to affect undead. ARG
Drow Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power. ARG
Duergar Add a +1/2 bonus on checks made to craft magic items. ARG
Hobgoblins Add +1/2 to negative energy spell damage, including inf lict spells. ARG
Ifrits Add a +1/2 bonus on Knowledge (planes) checks relating to the Plane of Fire and creatures with the fire subtype. ARG
Kobolds Add +1 to channel energy damage dealt to creatures denied their Dexterity bonus to AC (whether or not the creature has a Dexterity bonus to AC). ARG
Oreads Add a +1/2 bonus on Knowledge (planes) checks relating to the Plane of Earth and creatures with the earth subtype. ARG
Sylphs Add a +1/2 bonus on Knowledge (planes) checks relating to the Plane of Air and creatures with the air subtype. ARG
Tieflings Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders. ARG
Undines Add a +1 bonus on caster level checks to overcome the spell resistance of creatures with the aquatic or water subtype. ARG
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Asterions +1 to concentration checks to cast a spell from one of your domains. SGG:HHO
Lapith
+1/4 to damage healed or dealt with the channel energy ability. (+1 healing or damage for every four times you select this option.) SGG:HHO
Pipers
Increase the radius of your channel energy ability by +1 foot. (+5 foot radius for every five times you select this option.) SGG:HHO
‹ all genius is a conquering of chaos and mystery

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Sentinel XV
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Posts: 4454
Founded: Oct 09, 2011
Ex-Nation

Postby Sentinel XV » Tue Sep 25, 2012 10:49 am

hrough a select, worthy few shines the power of the divine. Called paladins, these noble souls dedicate their swords and lives to the battle against evil. Knights, crusaders, and law-bringers, paladins seek not just to spread divine justice but to embody the teachings of the virtuous deities they serve. In pursuit of their lofty goals, they adhere to ironclad laws of morality and discipline. As reward for their righteousness, these holy champions are blessed with boons to aid them in their quests: powers to banish evil, heal the innocent, and inspire the faithful. Although their convictions might lead them into conflict with the very souls they would save, paladins weather endless challenges of faith and dark temptations, risking their lives to do right and fighting to bring about a brighter future.

Role: Paladins serve as beacons for their allies within the chaos of battle. While deadly opponents of evil, they can also empower goodly souls to aid in their crusades. Their magic and martial skills also make them well suited to defending others and blessing the fallen with the strength to continue fighting.

Alignment: Lawful good

Hit Die: d10

Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills

The paladin's class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks per Level: 2 + Int modifier.
Table: Paladin
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st 2nd 3rd 4th
1st +1 +2 +0 +2 Aura of Good, Detect Evil, Smite Evil 1/day — — — —
2nd +2 +3 +0 +3 Divine Grace, Lay On Hands — — — —
3rd +3 +3 +1 +3 Aura of Courage, Divine Health, Mercy — — — —
4th +4 +4 +1 +4 Channel Positive Energy, Smite Evil 2/day 0 — — —
5th +5 +4 +1 +4 Divine Bond 1 — — —
6th +6/+1 +5 +2 +5 Mercy 1 — — —
7th +7/+2 +5 +2 +5 Smite Evil 3/day 1 0 — —
8th +8/+3 +6 +2 +6 Aura of Resolve 1 1 — —
9th +9/+4 +6 +3 +6 Mercy 2 1 — —
10th +10/+5 +7 +3 +7 Smite Evil 4/day 2 1 0 —
11th +11/+6/+1 +7 +3 +7 Aura of Justice 2 1 1 —
12th +12/+7/+2 +8 +4 +8 Mercy 2 2 1 —
13th +13/+8/+3 +8 +4 +8 Smite Evil 5/day 3 2 1 0
14th +14/+9/+4 +9 +4 +9 Aura of Faith 3 2 1 1
15th +15/+10/+5 +9 +5 +9 Mercy 3 2 2 1
16th +16/+11/+6/+1 +10 +5 +10 Smite Evil 6/day 3 3 2 1
17th +17/+12/+7/+2 +10 +5 +10 Aura of Righteousness 4 3 2 1
18th +18/+13/+8/+3 +11 +6 +11 Mercy 4 3 2 2
19th +19/+14/+9/+4 +11 +6 +11 Smite Evil 7/day 4 3 3 2
20th +20/+15/+10/+5 +12 +6 +12 Holy Champion 4 4 3 3
Class Features

All of the following are class features of the paladin.

Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura of Good (Ex)

The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp)

At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil (Su)

Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
Divine Grace (Su)

At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
Lay On Hands (Su)
FAQ/Errata

Does a paladin's lay on hands use positive energy?

Yes.

[Source]

Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Aura of Courage (Su)

At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Divine Health (Ex)

At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
Mercy (Su)

At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

At 3rd level, the paladin can select from the following initial mercies.

Fatigued: The target is no longer fatigued.
Shaken: The target is no longer shaken.
Sickened: The target is no longer sickened.

At 6th level, a paladin adds the following mercies to the list of those that can be selected.

Dazed: The target is no longer dazed.
Diseased: The paladin's lay on hands ability also acts as remove disease, using the paladin's level as the caster level.
Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.

At 9th level, a paladin adds the following mercies to the list of those that can be selected.

Cursed: The paladin's lay on hands ability also acts as remove curse, using the paladin's level as the caster level.
Exhausted: The target is no longer exhausted. The paladin must have the fatigue mercy before selecting this mercy.
Frightened: The target is no longer frightened. The paladin must have the shaken mercy before selecting this mercy.
Nauseated: The target is no longer nauseated. The paladin must have the sickened mercy before selecting this mercy.
Poisoned: The paladin's lay on hands ability also acts as neutralize poison, using the paladin's level as the caster level.

At 12th level, a paladin adds the following mercies to the list of those that can be selected.

Blinded: The target is no longer blinded.
Deafened: The target is no longer deafened.
Paralyzed: The target is no longer paralyzed.
Stunned: The target is no longer stunned.

These abilities are cumulative. For example, a 12th-level paladin's lay on hands ability heals 6d6 points of damage and might also cure Fatigued and Exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can't be changed.
Channel Positive Energy (Su)
FAQ/Errata
If I have the channel energy ability from more than one class, do they stack?
No—unless an ability specifically says it stacks with similar abilities (such as an assassin's sneak attack), or adds in some way based on the character's total class levels (such as improved uncanny dodge), the abilities don't stack and you have to use them separately. Therefore, cleric channeling doesn't stack with paladin channeling, necromancer channeling, oracle of life channeling, and so on.
[Source]

When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.
Spells

Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.

To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the paladin's Charisma modifier.

Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Paladin. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level.

A paladin must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3.
Divine Bond (Sp)

Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.

The second type of bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid's animal companion, using the paladin's level as her effective druid level. Bonded mounts have an Intelligence of at least 6.

Once per day, as a full-round action, a paladin may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the paladin's level. The mount immediately appears adjacent to the paladin. A paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.

At 11th level, the mount gains the celestial creature advanced simple template and becomes a magical beast for the purposes of determining which spells affect it.

At 15th level, a paladin's mount gains spell resistance equal to the paladin's level + 11.

Should the paladin's mount die, the paladin may not summon another mount for 30 days or until she gains a paladin level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.
Aura of Resolve (Su)

At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects.

This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Aura of Justice (Su)

At 11th level, a paladin can expend two uses of her smite evil ability to grant the ability to smite evil to all allies within 10 feet, using her bonuses. Allies must use this smite evil ability by the start of the paladin's next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability.
Aura of Faith (Su)

At 14th level, a paladin's weapons are treated as good-aligned for the purposes of overcoming Damage Reduction. Any attack made against an enemy within 10 feet of her is treated as good-aligned for the purposes of overcoming Damage Reduction.

This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Aura of Righteousness (Su)

At 17th level, a paladin gains DR 5/evil and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects.

This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Holy Champion (Su)

At 20th level, a paladin becomes a conduit for the power of her god. Her DR increases to 10/evil. Whenever she uses smite evil and successfully strikes an evil outsider, the outsider is also subject to a banishment, using her paladin level as the caster level (her weapon and holy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever she channels positive energy or uses lay on hands to heal a creature, she heals the maximum possible amount.
Code of Conduct

A paladin must be of lawful good alignment and loses all class features except proficiencies if she ever willingly commits an evil act.

Additionally, a paladin's code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.

Associates: While she may adventure with good or neutral allies, a paladin avoids working with evil characters or with anyone who consistently offends her moral code. Under exceptional circumstances, a paladin can ally with evil associates, but only to defeat what she believes to be a greater evil. A paladin should seek an atonement spell periodically during such an unusual alliance, and should end the alliance immediately should she feel it is doing more harm than good. A paladin may accept only henchmen, followers, or cohorts who are lawful good.
Ex-Paladins

A paladin who ceases to be lawful good, who willfully commits an evil act, or who violates the code of conduct loses all paladin spells and class features (including the service of the paladin's mount, but not weapon, armor, and shield proficiencies). She may not progress any further in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations (see atonement), as appropriate.
Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a Favored Class, some races have the option of choosing from a number of other bonuses, depending upon their Favored Classes. The following options are available to the listed race who have paladins as their Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.
Race Bonus Source
Paizo
Dwarf
Add a +1 bonus on concentration checks when casting paladin spells. APG
Halfling
Add +1/2 hp to the paladin’s lay on hands ability (whether using it to heal or harm). APG
Human
Add +1 to the paladin’s energy resistance to one kind of energy (maximum +10). APG
3rd Party Publishers
Super Genius Games
Lapith
+1/4 AC bonus against a foe you are targeting with smite evil. SGG:HHO

Beyond the veil of the mundane hide the secrets of absolute power. The works of beings beyond mortals, the legends of realms where gods and spirits tread, the lore of creations both wondrous and terrible—such mysteries call to those with the ambition and the intellect to rise above the common folk to grasp true might. Such is the path of the wizard. These shrewd magic-users seek, collect, and covet esoteric knowledge, drawing on cultic arts to work wonders beyond the abilities of mere mortals. While some might choose a particular field of magical study and become masters of such powers, others embrace versatility, reveling in the unbounded wonders of all magic. In either case, wizards prove a cunning and potent lot, capable of smiting their foes, empowering their allies, and shaping the world to their every desire.

Role: While universalist wizards might study to prepare themselves for any manner of danger, specialist wizards research schools of magic that make them exceptionally skilled within a specific focus. Yet no matter their specialty, all wizards are masters of the impossible and can aid their allies in overcoming any danger.

Alignment: Any

Hit Die: d6

Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills

The wizard's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).

Skill Ranks per Level: 2 + Int modifier.
Table: Wizard
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Arcane bond, arcane school, cantrips, Scribe Scroll 3 1 — — — — — — — —
2nd +1 +0 +0 +3 4 2 — — — — — — — —
3rd +1 +1 +1 +3 4 2 1 — — — — — — —
4th +2 +1 +1 +4 4 3 2 — — — — — — —
5th +2 +1 +1 +4 Bonus feat 4 3 2 1 — — — — — —
6th +3 +2 +2 +5 4 3 3 2 — — — — — —
7th +3 +2 +2 +5 4 4 3 2 1 — — — — —
8th +4 +2 +2 +6 4 4 3 3 2 — — — — —
9th +4 +3 +3 +6 4 4 4 3 2 1 — — — —
10th +5 +3 +3 +7 Bonus feat 4 4 4 3 3 2 — — — —
11th +5 +3 +3 +7 4 4 4 4 3 2 1 — — —
12th +6/+1 +4 +4 +8 4 4 4 4 3 3 2 — — —
13th +6/+1 +4 +4 +8 4 4 4 4 4 3 2 1 — —
14th +7/+2 +4 +4 +9 4 4 4 4 4 3 3 2 — —
15th +7/+2 +5 +5 +9 Bonus feat 4 4 4 4 4 4 3 2 1 —
16th +8/+3 +5 +5 +10 4 4 4 4 4 4 3 3 2 —
17th +8/+3 +5 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 Bonus feat 4 4 4 4 4 4 4 4 4 4
Class Features

The following are the class features of the wizard.

Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.
Spells

A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.

A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Starting Spells (See Spellbooks below): A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).

Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast. If he has chosen to specialize in a school of magic, one of the two free spells must be from his specialty school.
Bonus Languages

A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.
Arcane Bond (Ex or Sp)
FAQ/Errata
Can you identify an item that is the subject of an arcane bond from a wizard with detect magic or a similar affect, even if the item contains no other enchantments?
Since the arcane bond class feature, when tied to an item, grants a wizard the ability to cast any one spell, it is safe to assume that it does radiate magic when it is the subject of detect magic. The aura power would be directly related to the highest level spell it could be used to cast, but there would be no school associated with the item unless it was further enchanted.
[Source]
Can I dismiss my familiar so I may select a new familiar?
This isn't addressed in the rules anywhere, but yes, you should be able to dismiss a familiar if you want to select a new one. However, you must still wait 1 week and pay 200 gp for the 8-hour ritual. Dismissing a familiar is ending a link between your soul and it, so it should probably take about an hour. The exception to the above is if you take the Improved Familiar feat, which allows you to immediately replace your familiar with the new familiar, at no cost or time required (it is assumed this occurs during whatever preparations you make while leveling up). Once dismissed, an animal familiar is just a normal animal of its type (a special familiar from the Improved Familiar feat reverts to a normal creature of its type). Whether or not it wants to remain with you is up to your GM and probably based on how you treated the creature while it was your familiar.
[Source]

At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.

Rules for bonded items are given below, while rules for familiars are located here: Familiars.

Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school below).

A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
Arcane School
Paizo Classic Arcane Schools

Abjuration
Banishment
Counterspell
Conjuration
Creation
Infernal Binder (Cheliax)
Teleportation
Divination
Foresight
Scryer
Enchantment
Controller
Manipulator
Evocation
Admixture
Generation
Illusion
Mage of the Veil (Qadira)
Phantasm
Shadow
Necromancy
Life
Undead
Thassilonian Specialist
Transmutation
Enhancement
Shapechange
Universalist
Arcanamirium Crafter (Absalom)

Paizo Elemental Arcane Schools

Air
Earth
Fire
Metal
Void
Water
Wood

3rd Party Publisher Arcane Schools

Super Genius Games - Arcane Schools
Cold
Earth
Wind

A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.

A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.

Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
Elemental Arcane Schools

Instead of specializing in a focused arcane school of magic, a wizard can choose to specialize in one of the elemental schools of magic. Like a normal arcane school, an elemental school grants a number of school powers and one bonus spell slot of each level the wizard can cast, from 1st on up. This bonus spell slot must be used to prepare a spell from the elemental school’s spell list. Unlike a normal arcane school, each elemental school requires the wizard to select his opposed element as his opposition school (air opposes earth, fire opposes water). He does not need to select a second opposition school. He must expend two spell slots to prepare a spell from his opposed elemental school as normal.
Cantrips

Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).
Scribe Scroll

At 1st level, a wizard gains Scribe Scroll as a bonus feat.
Bonus Feats

At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of Item Creation Feats, Metamagic Feats, or Spell Mastery when choosing those feats.
Spellbooks

A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.

A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook.

Adding spells to a wizard's spellbook (see Magic):

Wizards can add new spells to their spellbooks through several methods. A wizard can only learn new spells that belong to the wizard spell lists.

Spells Gained at a New Level:

Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast. If he has chosen to specialize in a school of magic, one of the two free spells must be from his specialty school.

Spells Copied from Another’s Spellbook or a Scroll:

A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard’s spellbook. No matter what the spell’s source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell’s level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty.
Arcane Spells and Armor

Armor restricts the complicated gestures required while casting any spell that has a somatic component. The armor and shield descriptions list the arcane spell failure chance for different armors and shields.

If a spell doesn't have a somatic component, an arcane spellcaster can cast it with no arcane spell failure chance while wearing armor. Such spells can also be cast even if the caster's hands are bound or he is grappling (although concentration checks still apply normally). The metamagic feat Still Spell allows a spellcaster to prepare or cast a spell without the somatic component at one spell level higher than normal. This also provides a way to cast a spell while wearing armor without risking arcane spell failure.
Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a Favored Class, some races have the option of choosing from a number of other bonuses, depending upon their Favored Classes. The following options are available to the listed race who have wizards as their Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.
Race Bonus Source
Paizo
Elf
Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power. APG
Gnome Add +1/2 to the number of uses per day of arcane school powers. This increase only applies to arcane school powers available at 1st level and normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier. APG
Human Add one spell from the wizard spell list to the wizard’s spellbook. This spell must be at least one level below the highest spell level he can cast. APG
3rd Party Publishers
Super Genius Games
Piper
Add +1/2 to your effective caster level for any enchantment (charm) spell you cast. (+1 effective level for every two times you select this option.) SGG:HHO
‹ all genius is a conquering of chaos and mystery

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Sentinel XV
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Founded: Oct 09, 2011
Ex-Nation

Postby Sentinel XV » Tue Sep 25, 2012 10:50 am

Within the purity of the elements and the order of the wilds lingers a power beyond the marvels of civilization. Furtive yet undeniable, these primal magics are guarded over by servants of philosophical balance known as druids. Allies to beasts and manipulators of nature, these often misunderstood protectors of the wild strive to shield their lands from all who would threaten them and prove the might of the wilds to those who lock themselves behind city walls. Rewarded for their devotion with incredible powers, druids gain unparalleled shape-shifting abilities, the companionship of mighty beasts, and the power to call upon nature's wrath. The mightiest temper powers akin to storms, earthquakes, and volcanoes with primeval wisdom long abandoned and forgotten by civilization.

Role: While some druids might keep to the fringe of battle, allowing companions and summoned creatures to fight while they confound foes with the powers of nature, others transform into deadly beasts and savagely wade into combat. Druids worship personifications of elemental forces, natural powers, or nature itself. Typically this means devotion to a nature deity, though druids are just as likely to revere vague spirits, animalistic demigods, or even specific awe-inspiring natural wonders.

Alignment: Any neutral

Hit Die: d8

Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills

The druid’s class skills are Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).

Skill Ranks Per Level: 4 + Int modifier.
Table: Druid
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells Per Day
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Nature bond, nature sense, orisons, wild empathy 3 1 — — — — — — — —
2nd +1 +3 +0 +3 Woodland stride 4 2 — — — — — — — —
3rd +2 +3 +1 +3 Trackless step 4 2 1 — — — — — — —
4th +3 +4 +1 +4 Resist nature’s lure, wild shape (1/day) 4 3 2 — — — — — — —
5th +3 +4 +1 +4 4 3 2 1 — — — — — —
6th +4 +5 +2 +5 Wild shape (2/day) 4 3 3 2 — — — — — —
7th +5 +5 +2 +5 4 4 3 2 1 — — — — —
8th +6/+1 +6 +2 +6 Wild shape (3/day) 4 4 3 3 2 — — — — —
9th +6/+1 +6 +3 +6 Venom immunity 4 4 4 3 2 1 — — — —
10th +7/+2 +7 +3 +7 Wild shape (4/day) 4 4 4 3 3 2 — — — —
11th +8/+3 +7 +3 +7 4 4 4 4 3 2 1 — — —
12th +9/+4 +8 +4 +8 Wild shape (5/day) 4 4 4 4 3 3 2 — — —
13th +9/+4 +8 +4 +8 A thousand faces 4 4 4 4 4 3 2 1 — —
14th +10/+5 +9 +4 +9 Wild shape (6/day) 4 4 4 4 4 3 3 2 — —
15th +11/+6/+1 +9 +5 +9 Timeless body 4 4 4 4 4 4 3 2 1 —
16th +12/+7/+2 +10 +5 +10 Wild shape (7/day) 4 4 4 4 4 4 3 3 2 —
17th +12/+7/+2 +10 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +13/+8/+3 +11 +6 +11 Wild shape (8/day) 4 4 4 4 4 4 4 3 3 2
19th +14/+9/+4 +11 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +15/+10/+5 +12 +6 +12 Wild shape (at will) 4 4 4 4 4 4 4 4 4 4
Class Features

All of the following are class features of the druid.

Weapon and Armor Proficiency Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).

Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description. Druids are proficient with shields (except tower shields) but must use only wooden ones.

A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Spells

Source Paizo Blog.

A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.

To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier.

Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Spontaneous Casting

A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.
Chaotic, Evil, Good, and Lawful Spells

A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Orisons (Sp)

Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Bonus Languages

A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids.

Druidic has its own alphabet.
Nature Bond (Ex)
FAQ/Errata
Can druids, inquisitors, and other classes with access to domains take subdomains?
Yes, as long as they follow the rules for subdomains. A character who does not worship a deity (such as some druids and paladins) may select any one subdomain appropriate to a domain available to his or her class.
[Source]

At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.

The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.

(Editor: Details on how animal companions work can found be here: Animal Companions)

Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.
Nature Sense (Ex)

A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex)

A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Woodland Stride (Ex)

Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
Trackless Step (Ex)

Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist Nature’s Lure (Ex)

Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.
Wild Shape (Su)

At 4th level, a druid gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains in levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily usage of this ability, regardless of the form taken.

At 6th level, a druid can use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid’s wild shape now functions as beast shape II. When taking the form of an elemental, the druid’s wild shape functions as elemental body I.

At 8th level, a druid can use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid’s wild shape now functions as beast shape III. When taking the form of an elemental, the druid’s wild shape now functions as elemental body II. When taking the form of a plant creature, the druid’s wild shape functions as plant shape I.

At 10th level, a druid can use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid’s wild shape now functions as elemental body III. When taking the form of a plant, the druid’s wild shape now functions as plant shape II.

At 12th level, a druid can use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid’s wild shape now functions as elemental body IV. When taking the form of a plant, the druid’s wild shape now functions as plant shape III.
Venom Immunity (Ex)

At 9th level, a druid gains immunity to all poisons.
A Thousand Faces (Su)

At 13th level, a druid gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form.
Timeless Body (Ex)

After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the druid still dies of old age when her time is up.
Ex-Druids

A druid who ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a nondruid loses all spells and druid abilities (including her animal companion, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a druid until she atones (see the atonement spell description).
Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a Favored Class, some races have the option of choosing from a number of other bonuses, depending upon their Favored Classes. The following options are available to the listed race who have druids as their Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.
Race Bonus Source
Paizo
Gnome
Gain energy resistance 1 against acid, cold, electricity, or fire. Each time the druid selects this reward, increase her resistance to one of these energy types by 1 (maximum 10 for any one type). APG
Half-Elf
Select one cleric domain power at 1st level that is normally usable a number of times per day equal to 3 + the druid’s Wisdom modifier. The druid adds 1/2 to the number of uses per day of that domain power. For half-elf druids whose nature bond gives them an animal companion, add +1 skill rank to the animal companion. If the half-elf ever replaces her animal companion, the new companion gains these bonus skill ranks. APG
Human
Add a +1/2 bonus on Diplomacy and Intimidate checks to change a creature’s attitude. APG
3rd Party Publishers
Super Genius Games
Asterion +1 ft. fast movement when in wild shape. (+5 feet fast movement for every five times you select this option.) SGG:HHO
Lapith
+1/4 to the number of 0-level spells you may prepare. (+1 0-level spell for every four times you select this option). SGG:HHO
Piper
Add +1/2 to all Handle Animal and Knowledge (nature) checks. (+1 to these checks for every 2 times you select this option.) SGG:HHO

For those who relish the thrill of the hunt, there are only predators and prey. Be they scouts, trackers, or bounty hunters, rangers share much in common: unique mastery of specialized weapons, skill at stalking even the most elusive game, and the expertise to defeat a wide range of quarries. Knowledgeable, patient, and skilled hunters, these rangers hound man, beast, and monster alike, gaining insight into the way of the predator, skill in varied environments, and ever more lethal martial prowess. While some track man-eating creatures to protect the frontier, others pursue more cunning game—even fugitives among their own people.

Role: Ranger are deft skirmishers, either in melee or at range, capable of skillfully dancing in and out of battle. Their abilities allow them to deal significant harm to specific types of foes, but their skills are valuable against all manner of enemies.

Alignment: Any

Hit Die: d10

Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills

The ranger's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 6 + Int modifier.
Table: Ranger
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st 2nd 3rd 4th
1st +1 +2 +2 +0 1st favored enemy, track, wild empathy — — — —
2nd +2 +3 +3 +0 Combat style feat — — — —
3rd +3 +3 +3 +1 Endurance, 1st favored terrain — — — —
4th +4 +4 +4 +1 Hunter's bond 0 — — —
5th +5 +4 +4 +1 2nd favored enemy 1 — — —
6th +6/+1 +5 +5 +2 Combat style feat 1 — — —
7th +7/+2 +5 +5 +2 Woodland stride 1 0 — —
8th +8/+3 +6 +6 +2 Swift tracker, 2nd favored terrain 1 1 — —
9th +9/+4 +6 +6 +3 Evasion 2 1 — —
10th +10/+5 +7 +7 +3 3rd favored enemy, combat style feat 2 1 0 —
11th +11/+6/+1 +7 +7 +3 Quarry 2 1 1 —
12th +12/+7/+2 +8 +8 +4 Camouflage 2 2 1 —
13th +13/+8/+3 +8 +8 +4 3rd favored terrain 3 2 1 0
14th +14/+9/+4 +9 +9 +4 Combat style feat 3 2 1 1
15th +15/+10/+5 +9 +9 +5 4th favored enemy 3 2 2 1
16th +16/+11/+6/+1 +10 +10 +5 Improved evasion 3 3 2 1
17th +17/+12/+7/+2 +10 +10 +5 Hide in plain sight 4 3 2 1
18th +18/+13/+8/+3 +11 +11 +6 4th favored terrain, combat style feat 4 3 2 2
19th +19/+14/+9/+4 +11 +11 +6 Improved quarry 4 3 3 2
20th +20/+15/+10/+5 +12 +12 +6 5th favored enemy, master hunter 4 4 3 3
Class Features

All of the following are class features of the ranger.

Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Favored Enemy (Ex)
Table: Ranger Favored Enemies
Type (Subtype) Type (Subtype)
Aberration Magical beast
Animal Humanoid (other subtype)
Construct Monstrous humanoid
Dragon Ooze
Fey Outsider (air)
Humanoid (aquatic) Outsider (chaotic)
Humanoid (dwarf) Outsider (earth)
Humanoid (elf) Outsider (evil)
Humanoid (giant) Outsider (fire)
Humanoid (goblinoid) Outsider (good)
Humanoid (gnoll) Outsider (lawful)
Humanoid (gnome) Outsider (native)
Humanoid (halfling) Outsider (water)
Humanoid (human) Plant
Humanoid (orc) Undead
Humanoid (reptilian) Vermin
Source Paizo Blog

At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Track (Ex)

A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy (Ex)

A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Combat Style Feat (Ex)

At 2nd level, a ranger must select one combat style to pursue. The choices depend on if the Advanced Player's Guide is being used.

If Core Rules only: archery or two-weapon combat.
If Advanced Player's Guide allowed: crossbow, mounted combat, natural weapon, two-handed weapon, and weapon and shield).

The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.

The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
Combat Style Options
Archery

If the ranger selects archery style, he can choose from the following list whenever he gains a combat style feat:

Far Shot, Focused Shot, Point Blank Shot, Precise Shot, and Rapid Shot.

At 6th level, he adds Crossbow Mastery, Improved Precise Shot, Parting Shot, Point Blank Master and Manyshot to the list.
At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.

Crossbow

If the Ranger selects crossbow style, he can choose from the following list whenever he gains a combat style feat:

Deadly Aim, Focused Shot, Precise Shot, and Rapid Reload.

At 6th level, he adds Crossbow Mastery and Improved Precise Shot to the list.
At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.

Mounted Combat

If the Ranger selects mounted combat style, he can choose from the following list whenever he gains a combat style feat:

Mounted Combat, Mounted Archery, Ride-By Attack, and Trick Riding.

At 6th level, he adds Mounted Shield and Spirited Charge to the list.
At 10th level, he adds Mounted Skirmisher and Unseat to the list.

Natural Weapon

If the Ranger selects natural weapon style, he can choose from the following list whenever he gains a combat style feat:

Aspect of the Beast, Improved Natural Weapon, Rending Claws, and Weapon Focus.

At 6th level, he adds Eldritch Claws and Vital Strike to the list.
At 10th level, he adds Multiattack and Improved Vital Strike to the list.

Two-Handed Weapon

If the Ranger selects two-handed weapon style, he can choose from the following list whenever he gains a combat style feat:

Cleave, Power Attack, Pushing Assault, and Shield of Swings.

At 6th level, he adds Furious Focus and Great Cleave to the list.
At 10th level, he adds Dreadful Carnage and Improved Sunder to the list.

Two-Weapon Combat

If the ranger selects two-weapon combat style, he can choose from the following list whenever he gains a combat style feat:

Double Slice, Improved Shield Bash, Quick Draw, and Two-Weapon Fighting.

At 6th level, he adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list.
At 10th level, he adds Greater Two-Weapon Fighting and Two-Weapon Rend to the list.

Weapon and Shield

If the Ranger selects weapon and shield style, he can choose from the following list whenever he gains a combat style feat:

Improved Shield Bash, Shield Focus, Shield Slam and Two-Weapon Fighting.

At 6th level, he adds Saving Shield and Shield Master to the list.
At 10th level, he adds Bashing Finish and Greater Shield Focus to the list.

Endurance

A ranger gains Endurance as a bonus feat at 3rd level.
Favored Terrain (Ex)
Table: Ranger Favored Terrains
Favored Terrains
Cold (ice, glaciers, snow, and tundra)
Desert (sand and wastelands)
Forest (coniferous and deciduous)
Jungle
Mountain (including hills)
Plains
Planes (pick one, other than Material Plane)
Swamp
Underground (caves and dungeons)
Urban (buildings, streets, and sewers)
Water (above and below the surface)

At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.

If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.
Hunter's Bond (Ex)

At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.

The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the list on this page. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger's animal companion shares his favored enemy and favored terrain bonuses.

This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger's effective druid level is equal to his ranger level –3.
Spells

Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance.

To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger's spell is 10 + the spell level + the ranger's Wisdom modifier.

Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). When Table: Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.

A ranger must spend 1 hour per day in quiet meditation to regain his daily allotment of spells. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is equal to his ranger level – 3.
Woodland Stride (Ex)

Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.
Swift Tracker (Ex)

Beginning at 8th level, a ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Evasion (Ex)

When he reaches 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion.
Quarry (Ex)

At 11th level, a ranger can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a ranger can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A ranger can have no more than one quarry at a time and the creature's type must correspond to one of his favored enemy types. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the ranger sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour.
Camouflage (Ex)

A ranger of 12th level or higher can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn't grant cover or concealment.
Improved Evasion (Ex)

At 16th level, a ranger's evasion improves. This ability works like evasion, except that while the ranger still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless ranger does not gain the benefit of improved evasion.
Hide in Plain Sight (Ex)

While in any of his favored terrains, a ranger of 17th level or higher can use the Stealth skill even while being observed.
Improved Quarry (Ex)

At 19th level, the ranger's ability to hunt his quarry improves. He can now select a quarry as a free action, and can now take 20 while using Survival to track his quarry, while moving at normal speed without penalty. His insight bonus to attack his quarry increases to +4. If his quarry is killed or dismissed, he can select a new one after 10 minutes have passed.
Master Hunter (Ex)

A ranger of 20th level becomes a master hunter. He can always move at full speed while using Survival to follow tracks without penalty. He can, as a standard action, make a single attack against a favored enemy at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the ranger's level + the ranger's Wisdom modifier. A ranger can choose instead to deal an amount of nonlethal damage equal to the creature's current hit points. A successful save negates this damage. A ranger can use this ability once per day against each favored enemy type he possesses, but not against the same creature more than once in a 24-hour period.
Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a Favored Class, some races have the option of choosing from a number of other bonuses, depending upon their Favored Classes. The following options are available to the listed race who have rangers as their Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.
Race Bonus Source
Paizo
Dwarf Add a +1/2 bonus on wild empathy checks to influence animals and magical beasts that live underground. APG
Elf Choose a weapon from the following list: longbow, longsword, rapier, shortbow, short sword, or any weapon with “elven” in its name. Add a +1/2 circumstance bonus on critical hit confirmation rolls with that weapon (maximum bonus of +4). This bonus does not stack with Critical Focus. APG
Gnome Add DR 1/magic to the ranger’s animal companion. Each time the ranger selects this benefit, the DR/magic increases by +1/2 (maximum DR 10/magic). If the gnome ever replaces his animal companion, the new companion gains this DR. APG
Half-Elf Add +1 skill rank to the ranger’s animal companion. If the half-elf ever replaces his companion, the new companion gains these bonus skill ranks. APG
Halfling Add +1/3 dodge bonus to armor Class against the halfling’s favored enemies. APG
Half-Orc Add +1 hit point to the ranger’s animal companion. If the Half-orc ever replaces his animal companion, the new animal companion gains these bonus hit points. APG
Human Add +1 hit point or +1 skill rank to the ranger’s animal companion. If the ranger ever replaces his companion, the new companion gains these bonus hit points or skill ranks. APG
3rd Party Publishers
Super Genius Games
Asterion Choose one favored enemy. +1/2 circumstance bonus to attack rolls to confirm critical hits against those enemies (maximum +4). (+1 to rolls to confirm criticals for every two times you select this option.) Does not stack with Critical Focus. SGG:HHO
Lapith +1/4 an additional favored terrain selection. (+1 favored terrain for every 4 times you select this option.) SGG:HHO
Piper Add one type of humanoid to your humanoid favored enemy. (Must have humanoid favored enemy to select this option.) SGG:HHO
‹ all genius is a conquering of chaos and mystery

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Sentinel XV
Senator
 
Posts: 4454
Founded: Oct 09, 2011
Ex-Nation

Postby Sentinel XV » Tue Sep 25, 2012 10:51 am

There ya go. Hope that helps out some.
‹ all genius is a conquering of chaos and mystery

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Jormengand
Powerbroker
 
Posts: 8414
Founded: May 22, 2010
Ex-Nation

Postby Jormengand » Tue Sep 25, 2012 10:55 am

Sentinel, thanks so fucking much for doing that. Firstaria, you can use it, but I'd rather you converted it into approved format afterwards.
Jormengand wrote:It would be really meta if I sigged this.

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Firstaria
Powerbroker
 
Posts: 8409
Founded: Jun 29, 2007
Ex-Nation

Postby Firstaria » Tue Sep 25, 2012 11:03 am

MY APP


Daniel De Simon
Male Human Bard 6
Chaotic Good
Representing Firstaria

Strength 14 (+2)
Dexterity 18 (+4)
Constitution 13 (+1)
Intelligence 12 (+1)
Wisdom 11 (+0)
Charisma 20 (+5)

Size: Medium
Height: 5' 10"
Weight: 180 lb
Eyes: Dark Brown
Hair: Dark Brown Straight; Beardless
Skin: Light
Total Hit Points: 28

Speed: 30 feet

Armor Class: 17 = 10 + 3 [studded] + 4 [dexterity]

Touch AC: 14
Flat-footed: 13
Initiative modifier: + 4 = + 4 [dexterity]
Fortitude save: + 3 = 2 [base] + 1 [constitution]
Reflex save: + 9 = 5 [base] + 4 [dexterity]
Will save: + 5 = 5 [base]
Attack (handheld): + 6 = 4 [base] + 2 [strength]
Attack (missile): + 8 = 4 [base] + 4 [dexterity]
Combat Maneuver Bonus: + 6 = 4 [base] + 2 [strength]
Combat Maneuver Defense: + 20 = 10 + 4 [base] + 2 [strength] + 4 [dexterity]

Light load: 58 lb. or less
Medium load: 59-116 lb.
Heavy load: 117-175 lb.
Lift over head: 175 lb.
Lift off ground: 350 lb.
Push or drag: 875 lb.

Languages: Celestial, Common, Elven.

Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]

Punching Dagger [1d4, crit x3, 1 lb., light, piercing or slashing]

Light Crossbow [1d8, crit 19-20/x2, range inc 80 ft., 4 lb, piercing]]

Rapier [1d6, crit 18-20/x2, 2 lb., one-handed, piercing]

Studded armor [light; + 3 AC; max dex + 5; check penalty -1 20 lb.]

Feats:

Alertness +2 on perception and sense motive
Athletic +1 on climb and swim
Deceitful +2 on bluff and disguise
Persuasive +2 on diplomacy and intimidate


Acrobatics Dex* 10 = +4+3 +3 [class skill]
Appraise Int 5 = +1+ 1+ 3 [class skill]
Bluff Cha 14 = +5+ 4+ 3 [class skill] + 2 [persuasive]
Climb Str* 9 = +2+ 2+ 3 [class skill] + 2 [athletic]
Craft_1 Int 1 = +1
Craft_2 Int 1 = +1
Craft_3 Int 1 = +1
Diplomacy Cha 12 = +5+ 4 + 3 [class skill]
Disguise Cha 13 = +5+ 3 + 3 [class skill] +2 [deceitful]
Escape Artist Dex* 9 = +4+ 2 + 3 [class skill]
Fly Dex* 4 = +4
Heal Wis 0 = +0
Intimidate Cha 14 = +5+ 4 + 3 [class skill] + 2 [persuasive]
Knowledge (arcana) Int 4 = +1[cannot use untrained] + 3 [bardic knowledge]
Knowledge (dungeoneering) Int 4 = +1[cannot use untrained] + 3 [bardic knowledge]
Knowledge (engineering) Int 4 = +1[cannot use untrained] + 3 [bardic knowledge]
Knowledge (geography) Int 4 = +1[cannot use untrained] + 3 [bardic knowledge]
Knowledge (history) Int 4 = +1[cannot use untrained] + 3 [bardic knowledge]
Knowledge (local) Int 4 = +1[cannot use untrained] + 3 [bardic knowledge] + 3 [bardic knowledge]
Knowledge (nature) Int 4 = +1[cannot use untrained] + 3 [bardic knowledge]
Knowledge (nobility) Int 4 = +1[cannot use untrained] + 3 [bardic knowledge]
Knowledge (planes) Int 4 = +1[cannot use untrained] + 3 [bardic knowledge]
Knowledge (religion) Int 4 = +1[cannot use untrained] + 3 [bardic knowledge]
Linguistics Int 5 = +1+ 1 + 3 [class skill]
Perception Wis 7 = +0+ 2 + 3 [class skill] + 2 [alertness]
Perform_1 Cha 11 = +5+ 3 + 3 [class skill]
Perform_2 Cha 10 = +5+2 + 3 [class skill]
Perform_3 Cha 9 = +5+ 1 + 3 [class skill]
Perform_4 Cha 5 = +5
Perform_5 Cha 5 = +5
Profession Wis 5 = +0+ 2+ 3 [class skill]
Ride Dex* 4 = +4
Sense Motive Wis 9 = +0+ 4 + 3 [class skill] + 2 [alertness]
Sleight of Hand Dex* 9 = +4+ 2 + 3 [class skill]
Stealth Dex* 10 = +4+ 3 + 3 [class skill]
Spellcraft Int 5 = +1+ 1 + 3 [class skill]
Survival Wis 0 = +0
Swim Str** 8 = +2+ 1 + 3 [class skill] + 2 [athletic]
Use Magic Device Cha 11 = +5+ 3 + 3 [class skill]
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers

This character also has 1 ranks in Linguistics.

Zero-level Bard spells: Unlimited casting of cantrips known

First-level Bard spells: 6 (4 + 2) per day

Second-level Bard spells: 4 (3 + 1) per day

Favored class points: Hit points +6; Skill points +0

Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.

Human

This human chose +2 to charisma (already included)
Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Bard
Bardic Knowledge

Bardic Performance -- 4 + chr mod rounds per day. Two more rounds day for each level above 1.

Cantrips

Can know only limited numbers of spells

High charisma gains bonus spells daily

Countersong

Distraction

Fascination

Inspire Courage +1

Versatile Performance (Level 2) -- you'll need to hand-edit

Well-Versed (Level 2) -- +4 on saves vs other bards, and sounds in general

Inspire Competence +2 (Level 3)

Inspire Competence +4 (Level 11)

Inspire Competence +5 (Level 15)

Inspire Competence +6 (Level 19)

Mass Suggestion (Level 18)

Inspire Courage +2 (Level 5)

Lore Master 1/day (Level 5)

Lore Master 2/day (Level 11)

Suggestion (Level 6)

Versatile Performance (Level 6) -- you'll need to hand-edit

Inspire Competence +3 (Level 7)

Dirge of Doom (Level 8)

Inspire Greatness (Level 9)

Versatile Performance (Level 10) -- you'll need to hand-edit

Jack of All Trades (Level 10)

Soothing Performance (Level 12)

Frightening Tune (Level 14)

Versatile Performance (Level 14) -- you'll need to hand-edit

Inspire Heroics (Level 15)

Lore Master 3/day (Level 17)

Versatile Performance (Level 18) -- you'll need to hand-edit

Deadly Performance (Level 20)

Concentration check: d20 + bard level + charisma modifier vs. DC

Class HP rolled
Level 1: Bard 8
Level 2: Bard 2
Level 3: Bard 1
Level 4: Bard 3 + 1 to dexterity
Level 5: Bard 1
Level 6: Bard 1

Daniel De Simon's Equipment:

Weapons / Armor / Shield (from above) 28 lb
Crossbow bolts (quiver of 10) x10 10 lb
Throwing daggers x10 10 lb
Backpack 2 lb
Grappling hook 4 lb
Ink vial 1 lb
Ink pen 1 lb
Spyglass 1 lb
Disguise kit 8 lb
Musical instrument 3 lb
Spell component pouch 2 lb

Total 68 lb

More about Daniel De Simon:
Daniel is a bard who likes to travel around with groups he meets to learn about stories and find inspiration. He wanted once to be an hero, but he discovered to not be fit and usually he follows others in their adventures, and tries to use intelligence to came out of dire situations. He jokingly claims to want to be the second best swordsman in the world. At those who ask why second, he said that he met a bard who is the best, and he doesn't believe that man can be defeated.
Last edited by Firstaria on Tue Sep 25, 2012 11:08 am, edited 1 time in total.
OVERLORD Daniel Mercury of Firstaria
Original Author of SC #5 and SC #30

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Jormengand
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Posts: 8414
Founded: May 22, 2010
Ex-Nation

Postby Jormengand » Tue Sep 25, 2012 11:07 am

Firstaria wrote:MY APP


Daniel De Simon
Male Human Bard 6
Chaotic Good
Representing Firstaria

Strength 14 (+2)
Dexterity 18 (+4)
Constitution 13 (+1)
Intelligence 12 (+1)
Wisdom 11 (+0)
Charisma 20 (+5)
Size: Medium
Height: 5' 10"
Weight: 180 lb
Eyes: Dark Brown
Hair: Dark Brown Straight; Beardless
Skin: Light
Total Hit Points: 28

Speed: 30 feet

Armor Class: 17 = 10 + 3 [studded] + 4 [dexterity]

Touch AC: 14
Flat-footed: 13
Initiative modifier: + 4 = + 4 [dexterity]
Fortitude save: + 3 = 2 [base] + 1 [constitution]
Reflex save: + 9 = 5 [base] + 4 [dexterity]
Will save: + 5 = 5 [base]
Attack (handheld): + 6 = 4 [base] + 2 [strength]
Attack (missile): + 8 = 4 [base] + 4 [dexterity]
Combat Maneuver Bonus: + 6 = 4 [base] + 2 [strength]
Combat Maneuver Defense: + 20 = 10 + 4 [base] + 2 [strength] + 4 [dexterity]

Light load: 58 lb. or less
Medium load: 59-116 lb.
Heavy load: 117-175 lb.
Lift over head: 175 lb.
Lift off ground: 350 lb.
Push or drag: 875 lb.

Languages: Celestial, Common, Elven.

Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]

Punching Dagger [1d4, crit x3, 1 lb., light, piercing or slashing]

Light Crossbow [1d8, crit 19-20/x2, range inc 80 ft., 4 lb, piercing]]

Rapier [1d6, crit 18-20/x2, 2 lb., one-handed, piercing]

Studded armor [light; + 3 AC; max dex + 5; check penalty -1 20 lb.]

Feats:

Alertness +2 on perception and sense motive
Athletic +1 on climb and swim
Deceitful +2 on bluff and disguise
Persuasive +2 on diplomacy and intimidate
Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Acrobatics Dex* 10 =
+4
+ 3 + 3 [class skill]
Appraise Int 5 =
+1
+ 1 + 3 [class skill]
Bluff Cha 14 =
+5
+ 4 + 3 [class skill] + 2 [persuasive]
Climb Str* 9 =
+2
+ 2 + 3 [class skill] + 2 [athletic]
Craft_1 Int 1 =
+1
Craft_2 Int 1 =
+1
Craft_3 Int 1 =
+1
Diplomacy Cha 12 =
+5
+ 4 + 3 [class skill]
Disguise Cha 13 =
+5
+ 3 + 3 [class skill] +2 [deceitful]
Escape Artist Dex* 9 =
+4
+ 2 + 3 [class skill]
Fly Dex* 4 =
+4
Heal Wis 0 =
+0
Intimidate Cha 14 =
+5
+ 4 + 3 [class skill] + 2 [persuasive]
Knowledge (arcana) Int 4 =
+1
[cannot use untrained] + 3 [bardic knowledge]
Knowledge (dungeoneering) Int 4 =
+1
[cannot use untrained] + 3 [bardic knowledge]
Knowledge (engineering) Int 4 =
+1
[cannot use untrained] + 3 [bardic knowledge]
Knowledge (geography) Int 4 =
+1
[cannot use untrained] + 3 [bardic knowledge]
Knowledge (history) Int 4 =
+1
[cannot use untrained] + 3 [bardic knowledge]
Knowledge (local) Int 4 =
+1
[cannot use untrained] + 3 [bardic knowledge] + 3 [bardic knowledge]
Knowledge (nature) Int 4 =
+1
[cannot use untrained] + 3 [bardic knowledge]
Knowledge (nobility) Int 4 =
+1
[cannot use untrained] + 3 [bardic knowledge]
Knowledge (planes) Int 4 =
+1
[cannot use untrained] + 3 [bardic knowledge]
Knowledge (religion) Int 4 =
+1
[cannot use untrained] + 3 [bardic knowledge]
Linguistics Int 5 =
+1
+ 1 + 3 [class skill]
Perception Wis 7 =
+0
+ 2 + 3 [class skill] + 2 [alertness]
Perform_1 Cha 11 =
+5
+ 3 + 3 [class skill]
Perform_2 Cha 10 =
+5
+ 2 + 3 [class skill]
Perform_3 Cha 9 =
+5
+ 1 + 3 [class skill]
Perform_4 Cha 5 =
+5
Perform_5 Cha 5 =
+5
Profession Wis 5 =
+0
+ 2 + 3 [class skill]
Ride Dex* 4 =
+4
Sense Motive Wis 9 =
+0
+ 4 + 3 [class skill] + 2 [alertness]
Sleight of Hand Dex* 9 =
+4
+ 2 + 3 [class skill]
Stealth Dex* 10 =
+4
+ 3 + 3 [class skill]
Spellcraft Int 5 =
+1
+ 1 + 3 [class skill]
Survival Wis 0 =
+0
Swim Str** 8 =
+2
+ 1 + 3 [class skill] + 2 [athletic]
Use Magic Device Cha 11 =
+5
+ 3 + 3 [class skill]
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers

This character also has 1 ranks in Linguistics.

Zero-level Bard spells: Unlimited casting of cantrips known

First-level Bard spells: 6 (4 + 2) per day



Second-level Bard spells: 4 (3 + 1) per day



Favored class points: Hit points +6; Skill points +0

Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.

Human

This human chose +2 to charisma (already included)
Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Bard
Bardic Knowledge

Bardic Performance -- 4 + chr mod rounds per day. Two more rounds day for each level above 1.

Cantrips

Can know only limited numbers of spells

High charisma gains bonus spells daily

Countersong

Distraction

Fascination

Inspire Courage +1

Versatile Performance (Level 2) -- you'll need to hand-edit

Well-Versed (Level 2) -- +4 on saves vs other bards, and sounds in general

Inspire Competence +2 (Level 3)

Inspire Competence +4 (Level 11)

Inspire Competence +5 (Level 15)

Inspire Competence +6 (Level 19)

Mass Suggestion (Level 18)

Inspire Courage +2 (Level 5)

Lore Master 1/day (Level 5)

Lore Master 2/day (Level 11)

Suggestion (Level 6)

Versatile Performance (Level 6) -- you'll need to hand-edit

Inspire Competence +3 (Level 7)

Dirge of Doom (Level 8)

Inspire Greatness (Level 9)

Versatile Performance (Level 10) -- you'll need to hand-edit

Jack of All Trades (Level 10)

Soothing Performance (Level 12)

Frightening Tune (Level 14)

Versatile Performance (Level 14) -- you'll need to hand-edit

Inspire Heroics (Level 15)

Lore Master 3/day (Level 17)

Versatile Performance (Level 18) -- you'll need to hand-edit

Deadly Performance (Level 20)

Concentration check: d20 + bard level + charisma modifier vs. DC

Class HP rolled
Level 1: Bard 8
Level 2: Bard 2
Level 3: Bard 1
Level 4: Bard 3 + 1 to dexterity
Level 5: Bard 1
Level 6: Bard 1

Daniel De Simon's Equipment:

Weapons / Armor / Shield (from above) 28 lb
Crossbow bolts (quiver of 10) x10 10 lb
Throwing daggers x10 10 lb
Backpack 2 lb
Grappling hook 4 lb
Ink vial 1 lb
Ink pen 1 lb
Spyglass 1 lb
Disguise kit 8 lb
Musical instrument 3 lb
Spell component pouch 2 lb

Total 68 lb

More about Daniel De Simon:
Daniel is a bard who likes to travel around with groups he meets to learn about stories and find inspiration. He wanted once to be an hero, but he discovered to not be fit and usually he follows others in their adventures, and tries to use intelligence to came out of dire situations. He jokingly claims to want to be the second best swordsman in the world. At those who ask why second, he said that he met a bard who is the best, and he doesn't believe that man can be defeated.

Apart from the thing that's apparently at 8) 'th level, you're good.
Jormengand wrote:It would be really meta if I sigged this.

User avatar
Firstaria
Powerbroker
 
Posts: 8409
Founded: Jun 29, 2007
Ex-Nation

Postby Firstaria » Tue Sep 25, 2012 11:09 am

Firstaria wrote:MY APP


Dan Issun
Male Human Bard 6
Chaotic Good
Representing Firstaria

Strength 14 (+2)
Dexterity 18 (+4)
Constitution 13 (+1)
Intelligence 12 (+1)
Wisdom 11 (+0)
Charisma 20 (+5)

Size: Medium
Height: 5' 10"
Weight: 180 lb
Eyes: Dark Brown
Hair: Dark Brown Straight; Beardless
Skin: Light
Total Hit Points: 28

Speed: 30 feet

Armor Class: 17 = 10 + 3 [studded] + 4 [dexterity]

Touch AC: 14
Flat-footed: 13
Initiative modifier: + 4 = + 4 [dexterity]
Fortitude save: + 3 = 2 [base] + 1 [constitution]
Reflex save: + 9 = 5 [base] + 4 [dexterity]
Will save: + 5 = 5 [base]
Attack (handheld): + 6 = 4 [base] + 2 [strength]
Attack (missile): + 8 = 4 [base] + 4 [dexterity]
Combat Maneuver Bonus: + 6 = 4 [base] + 2 [strength]
Combat Maneuver Defense: + 20 = 10 + 4 [base] + 2 [strength] + 4 [dexterity]

Light load: 58 lb. or less
Medium load: 59-116 lb.
Heavy load: 117-175 lb.
Lift over head: 175 lb.
Lift off ground: 350 lb.
Push or drag: 875 lb.

Languages: Celestial, Common, Elven.

Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]

Punching Dagger [1d4, crit x3, 1 lb., light, piercing or slashing]

Light Crossbow [1d8, crit 19-20/x2, range inc 80 ft., 4 lb, piercing]]

Rapier [1d6, crit 18-20/x2, 2 lb., one-handed, piercing]

Studded armor [light; + 3 AC; max dex + 5; check penalty -1 20 lb.]

Feats:

Alertness +2 on perception and sense motive
Athletic +1 on climb and swim
Deceitful +2 on bluff and disguise
Persuasive +2 on diplomacy and intimidate


Acrobatics Dex* 10 = +4+3 +3 [class skill]
Appraise Int 5 = +1+ 1+ 3 [class skill]
Bluff Cha 14 = +5+ 4+ 3 [class skill] + 2 [persuasive]
Climb Str* 9 = +2+ 2+ 3 [class skill] + 2 [athletic]
Craft_1 Int 1 = +1
Craft_2 Int 1 = +1
Craft_3 Int 1 = +1
Diplomacy Cha 12 = +5+ 4 + 3 [class skill]
Disguise Cha 13 = +5+ 3 + 3 [class skill] +2 [deceitful]
Escape Artist Dex* 9 = +4+ 2 + 3 [class skill]
Fly Dex* 4 = +4
Heal Wis 0 = +0
Intimidate Cha 14 = +5+ 4 + 3 [class skill] + 2 [persuasive]
Knowledge (arcana) Int 4 = +1[cannot use untrained] + 3 [bardic knowledge]
Knowledge (dungeoneering) Int 4 = +1[cannot use untrained] + 3 [bardic knowledge]
Knowledge (engineering) Int 4 = +1[cannot use untrained] + 3 [bardic knowledge]
Knowledge (geography) Int 4 = +1[cannot use untrained] + 3 [bardic knowledge]
Knowledge (history) Int 4 = +1[cannot use untrained] + 3 [bardic knowledge]
Knowledge (local) Int 4 = +1[cannot use untrained] + 3 [bardic knowledge] + 3 [bardic knowledge]
Knowledge (nature) Int 4 = +1[cannot use untrained] + 3 [bardic knowledge]
Knowledge (nobility) Int 4 = +1[cannot use untrained] + 3 [bardic knowledge]
Knowledge (planes) Int 4 = +1[cannot use untrained] + 3 [bardic knowledge]
Knowledge (religion) Int 4 = +1[cannot use untrained] + 3 [bardic knowledge]
Linguistics Int 5 = +1+ 1 + 3 [class skill]
Perception Wis 7 = +0+ 2 + 3 [class skill] + 2 [alertness]
Perform_1 Cha 11 = +5+ 3 + 3 [class skill]
Perform_2 Cha 10 = +5+2 + 3 [class skill]
Perform_3 Cha 9 = +5+ 1 + 3 [class skill]
Perform_4 Cha 5 = +5
Perform_5 Cha 5 = +5
Profession Wis 5 = +0+ 2+ 3 [class skill]
Ride Dex* 4 = +4
Sense Motive Wis 9 = +0+ 4 + 3 [class skill] + 2 [alertness]
Sleight of Hand Dex* 9 = +4+ 2 + 3 [class skill]
Stealth Dex* 10 = +4+ 3 + 3 [class skill]
Spellcraft Int 5 = +1+ 1 + 3 [class skill]
Survival Wis 0 = +0
Swim Str** 8 = +2+ 1 + 3 [class skill] + 2 [athletic]
Use Magic Device Cha 11 = +5+ 3 + 3 [class skill]
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers

This character also has 1 ranks in Linguistics.

Zero-level Bard spells: Unlimited casting of cantrips known

First-level Bard spells: 6 (4 + 2) per day

Second-level Bard spells: 4 (3 + 1) per day

Favored class points: Hit points +6; Skill points +0

Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.

Human

This human chose +2 to charisma (already included)
Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Bard
Bardic Knowledge

Bardic Performance -- 4 + chr mod rounds per day. Two more rounds day for each level above 1.

Cantrips

Can know only limited numbers of spells

High charisma gains bonus spells daily

Countersong

Distraction

Fascination

Inspire Courage +1

Versatile Performance (Level 2) -- you'll need to hand-edit

Well-Versed (Level 2) -- +4 on saves vs other bards, and sounds in general

Inspire Competence +2 (Level 3)

Inspire Competence +4 (Level 11)

Inspire Competence +5 (Level 15)

Inspire Competence +6 (Level 19)

Mass Suggestion (Level 18)

Inspire Courage +2 (Level 5)

Lore Master 1/day (Level 5)

Lore Master 2/day (Level 11)

Suggestion (Level 6)

Versatile Performance (Level 6) -- you'll need to hand-edit

Inspire Competence +3 (Level 7)

Dirge of Doom (Level 8 )

Inspire Greatness (Level 9)

Versatile Performance (Level 10) -- you'll need to hand-edit

Jack of All Trades (Level 10)

Soothing Performance (Level 12)

Frightening Tune (Level 14)

Versatile Performance (Level 14) -- you'll need to hand-edit

Inspire Heroics (Level 15)

Lore Master 3/day (Level 17)

Versatile Performance (Level 18) -- you'll need to hand-edit

Deadly Performance (Level 20)

Concentration check: d20 + bard level + charisma modifier vs. DC

Class HP rolled
Level 1: Bard 8
Level 2: Bard 2
Level 3: Bard 1
Level 4: Bard 3 + 1 to dexterity
Level 5: Bard 1
Level 6: Bard 1

Daniel De Simon's Equipment:

Weapons / Armor / Shield (from above) 28 lb
Crossbow bolts (quiver of 10) x10 10 lb
Throwing daggers x10 10 lb
Backpack 2 lb
Grappling hook 4 lb
Ink vial 1 lb
Ink pen 1 lb
Spyglass 1 lb
Disguise kit 8 lb
Musical instrument 3 lb
Spell component pouch 2 lb

Total 68 lb

More about Dan Issun:
Dan is a bard who likes to travel around with groups he meets to learn about stories and find inspiration. He wanted once to be an hero, but he discovered to not be fit and usually he follows others in their adventures, and tries to use intelligence to came out of dire situations. He jokingly claims to want to be the second best swordsman in the world. At those who ask why second, he said that he met a bard who is the best, and he doesn't believe that man can be defeated.


Made it more easy to read, this are all the info the thing gives once fully made. So, am I accepted?

(By the way kudos if you know the best swordsman in the world :lol: )
Last edited by Firstaria on Wed Sep 26, 2012 11:13 am, edited 2 times in total.
OVERLORD Daniel Mercury of Firstaria
Original Author of SC #5 and SC #30

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Jolleus
Diplomat
 
Posts: 957
Founded: Dec 01, 2011
Ex-Nation

Postby Jolleus » Tue Sep 25, 2012 12:37 pm

Sentinel XV wrote:There ya go. Hope that helps out some.


It should, thanks! :lol: I should have just said "Cleric." Would've saved you some work, sorry. :?

EDIT: Um... I can't read any of the tables. And there are a couple important-looking tables. I'll just wait until I get home. I appreciate the thought and effort, though.
Last edited by Jolleus on Tue Sep 25, 2012 12:44 pm, edited 1 time in total.
Proud creator of the Tiger Pit RP franchise.
Tiger Pit Arena
Tiger Pit: New Blood

Generation 31 (The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.)

User avatar
Jolleus
Diplomat
 
Posts: 957
Founded: Dec 01, 2011
Ex-Nation

Postby Jolleus » Tue Sep 25, 2012 3:47 pm

Argh, I quit again. This time, I mean it. Making a character with a completely different ruleset than I'm used to—I honestly don't know why it's still called D&D—is pointless without someone to walk me through the stuff IRL, and things like combat rounds are going to take bloody FOREVER done on a forum instead of IRL. I'd absolutely love to get a chance to play D&D again, really I would, but there's no point trying to do it under these conditions.
Proud creator of the Tiger Pit RP franchise.
Tiger Pit Arena
Tiger Pit: New Blood

Generation 31 (The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.)

User avatar
Firstaria
Powerbroker
 
Posts: 8409
Founded: Jun 29, 2007
Ex-Nation

Postby Firstaria » Tue Sep 25, 2012 4:25 pm

Jolleus wrote:Argh, I quit again. This time, I mean it. Making a character with a completely different ruleset than I'm used to—I honestly don't know why it's still called D&D—is pointless without someone to walk me through the stuff IRL, and things like combat rounds are going to take bloody FOREVER done on a forum instead of IRL. I'd absolutely love to get a chance to play D&D again, really I would, but there's no point trying to do it under these conditions.


Pathfinder is usally played on a PDF map, with a ruleset meant to work with a specific set.

I suggest to find videos before getting in.
OVERLORD Daniel Mercury of Firstaria
Original Author of SC #5 and SC #30

User avatar
Memnoch de Marbulia
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Posts: 814
Founded: Sep 22, 2006
Ex-Nation

Postby Memnoch de Marbulia » Wed Sep 26, 2012 1:45 am

Verasqaeliaenas the Magnificent

Male Drow Sorcerer 1 / Wizard 4

True Neutral

Representing Memnoch de Marbulia

Strength 10 (+0)
Dexterity 16 (+3)
Cons 12 (+1)
Int 16 (+3)
Wisdom 12 (+1)
Charisma 17 (+3)

Size: Medium
Height: 5' 6"
Weight: 105 lb
Eyes: Violet
Hair: Silver Curly
Skin: Red

Total Hit Points: 34
Speed: 30 feet
Armor Class: 13 = 10 + 3 [dexterity]
Touch AC: 13
Flat-footed: 10
Initiative modifier: + 3 = + 3 [dexterity]
Fortitude save: + 2 = 1 [base] + 1 [constitution]
Reflex save: + 4 = 1 [base] + 3 [dexterity]
Will save: + 7 = 6 [base] + 1 [wisdom]
Attack (handheld): + 2 = 2 [base]
Attack (missile): + 5 = 2 [base] + 3 [dexterity]
CMB: + 2 = 2 [base]
CMD: + 15 = 10 + 2 [base] + 3 [dexterity]
Light load: 33 lb. or less
Medium load: 34-66 lb.
Heavy load: 67-100 lb.
Lift over head: 100 lb.
Lift off ground: 200 lb.
Push or drag: 500 lb.

Languages:
Abyssal
Celestial
Common
Dwarven
Draconic
Elven
Dark_Elf_Silent
Infernal
Orc
Sylvan
Undercommon

Quarterstaff [1d6/1d6, crit x2, 4 lb., two-handed, bludgeoning]
Rapier [1d6, crit 18-20/x2, 2 lb., one-handed, piercing]
No familiar yet -- option to create your bonded object instead

Feats:
Combat Casting +4 on concentration checks for defensive casting
Deceitful +2 on bluff and disguise
Persuasive +2 on diplomacy and intimidate
Spell Mastery x1 No spellbook required. Spells:
Spell Penetration +2 to beat spell resistance
Scribe Scroll [free to wizard]

Skill Name KeyAbi. SkillMod. AbilityMod. Ranks Misc.Modifier

Acrobatics Dex* 3 = +3
Appraise Int 3 = +3
Bluff Cha 10 = +3 + 2 + 3 [class skill] + 2 [persuasive]
Climb Str* 0 = +0
Craft_1 Int 3 = +3
Craft_2 Int 3 = +3
Craft_3 Int 3 = +3
Diplomacy Cha 3 = +3
Disguise Cha 5 = +3 +2 [deceitful]
Escape Artist Dex* 3 = +3
Fly Dex* 8 = +3 + 2 + 3 [class skill]
Heal Wis 1 = +1
Intimidate Cha 5 = +3 + 2 [persuasive]
Knowledge (arcana) Int 12 = +3 + 6 + 3 [class skill]
Knowledge (geography) Int 9 = +3 + 3 + 3 [class skill]
Knowledge (history) Int 9 = +3 + 3 + 3 [class skill]
Knowledge (nature) Int 7 = +3 + 1 + 3 [class skill]
Knowledge (nobility) Int 10 = +3 + 4 + 3 [class skill]
Knowledge (planes) Int 7 = +3 + 1 + 3 [class skill]
Knowledge (religion) Int 10 = +3 + 4 + 3 [class skill]
Linguistics Int 12 = +3 + 6 + 3 [class skill]
Perception Wis 3 = +1 + 2 [drow]
Perform_1 Cha 3 = +3
Perform_2 Cha 3 = +3
Perform_3 Cha 3 = +3
Perform_4 Cha 3 = +3
Perform_5 Cha 3 = +3
Profession Wis 6 = +1 + 2 + 3 [class skill]
Ride Dex* 3 = +3
Sense Motive Wis 1 = +1
Stealth Dex* 3 = +3
Spellcraft Int 10 = +3 + 4 + 3 [class skill]
Survival Wis 1 = +1
Swim Str** 0 = +0


This character also has 6 ranks in Linguistics.
Zero-level Sorcerer spells: Cantrips can be used at will
First-level Sorcerer spells: 4 (3 + 1) per day
Zero-level Wizard spells: 4 can be chosen per day; unlimited casting
First-level Wizard spells: 5 (4 + 1) per day
Second-level Wizard spells: 4 (3 + 1) per day
Third-level Wizard spells: 4 (3 + 1) per day
Fourth-level Wizard spells: 2 per day
Favored class points: Hit points +2; Skill points +2
Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.
Drow [Dark Elf]
• +2 dexterity, +2 charisma, -2 constitution (already included).
• Darkvision to 120 feet
• Immune to magical sleep; +2 on saves vs. enchantments
• Dancing lights, darkness, faerie fire each once daily
• +2 racial bonus to perception (already included)
• 6 + level resistance to magic spells
• Proficient with hand crossbow, rapier, and short sword
• Abrupt exposure to bright light blinds for one round, dazzles afterwards

Sorcerer
• Can know only limited numbers of spells
• Sorcerer spells no longer require cheap material components.
• High charisma gains bonus spells daily
• Concentration check: d20 + sorcerer level + charisma modifier vs. DC
• Pathfinder sorcerers each choose a bloodline, which provides a class skill, extra spells, powers, and feats. Please write these in. Thanks for understanding.

Fey bloodline sorcerers can gain +2 on DC saves versusconpulsions, cause a creature to burst outlaughing by touch, and as levels are gained move at normal speed and without damage through undergrowth, turn invisible, reroll levelchecks to overcome spell resistance,, and finally become imune to poison, gain D 10/cold iron, animals will not attack you, and you can cast shadow walk

Wizard
• Familiar / Alertness, etc.; or bound object that can contain one known spell
• Bonus Feats (already included)
• Armor causes a chance of arcane spell failure only if there is a somatic component.
• High intelligence gains bonus spells daily
• Concentration check: d20 + wizard level + intelligence modifier vs. DC
• Non-specializing wizards can now use melee wepons to 30 feet, the return to thehand, int mod to hit, strength mod fordamage. At level 8, apply one metamagic to a spell you are casting.

More:

Class HP rolled
Level 1: Wizard 6
Level 2: Wizard 4
Level 3: Sorcerer 4
Level 4: Wizard 4 + 1 to constitution
Level 5: Wizard 4
Level 6: Wizard 4

Verasqaeliaenas's Equipment:

Weapons / Armor / Shield (from above)
Backpack
Bedroll
Blanket, winter x1
Bottle
Case (for map or scroll)
Flasks x1
Ink vial
Ink pen
Parchment sheets x5
Sealing wax
Signet ring
Vial (for ink or potions) x5
Waterskins x2
Hourglass
Musical instrument
Spell component pouch
Spellbook x2

41 lb Total
Last edited by Memnoch de Marbulia on Sat Sep 29, 2012 6:33 am, edited 2 times in total.
Landenburg wrote:
Memnoch de Marbulia wrote:I swear. Rpers are the naughtiest people.

You too are a roleplayer...are you saying....are you saying you're naughty? :eyebrow:

:rofl:

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Khytenna
Ambassador
 
Posts: 1698
Founded: Feb 18, 2010
Ex-Nation

Postby Khytenna » Wed Sep 26, 2012 4:44 am

Nao Ji

Male Half-Elf Rogue 6
Chaotic Neutral
Representing Khytenna

Strength 10 (+0)
Dexterity 16 (+3)
Constitution 15 (+2)
Intelligence 13 (+1)
Wisdom 8 (-1)
Charisma 12 (+1)
Size: Medium
Height: 5' 11"
Weight: 150 lb
Eyes: Amber
Hair: Red Straight; Beardless
Skin: Light
Total Hit Points: 44

Speed: 30 feet

Armor Class: 17 = 10 + 4 [studded] + 3 [dexterity]

Touch AC: 13
Flat-footed: 16 [uncanny dodge]
Initiative modifier: + 3 = + 3 [dexterity]
Fortitude save: + 4 = 2 [base] + 2 [constitution]
Reflex save: + 10 = 5 [base] + 3 [dexterity] + 2 [lightning reflexes]
Will save: + 1 = 2 [base] -1 [wisdom]
Attack (handheld): + 4 = 4 [base]
Weapon Finesse: + 7 = 4 [base] + 3 [dexterity]
Attack (missile): + 7 = 4 [base] + 3 [dexterity]
Combat Maneuver Bonus: + 4 = 4 [base]
Combat Maneuver Defense: + 17 = 10 + 4 [base] + 3 [dexterity]

Light load:33 lb. or less
Medium load:34-66 lb.
Heavy load:67-100 lb.
Lift over head:100 lb.
Lift off ground:200 lb.
Push or drag:500 lb.


Languages: Common Dwarven Elven Orc Gnome

Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]

Light Crossbow + 2 [1d8 +2, crit 19-20/x2, range inc 80 ft., 4 lb, piercing]]

40 fire bolts (1d4 for fire damage)
50 bolts
2 bolts drow poisoned ( DC 13 Fortitude save or become affected by drow poison)
Flaming Rapier +4 [2d6 +4 , crit 18-20/x2, 2 lb., one-handed, piercing]

Studded armor +1 [light; + 4 AC; max dex + 5; check penalty -1 20 lb.]

Feats:

Lightning Reflexes
Point Blank Shot +1 attack on damage on ranged targets within 30 feet
Skill Focus (Stealth)
Weapon Finesse

Acrobatics Dex* 11 = +3+ 5 + 3 [class skill]
Appraise Int 6 = +1+ 2 + 3 [class skill]
Bluff Cha 8 = +1 + 4 + 3 [class skill]
Climb Str* 4 = +0+ 1 + 3 [class skill]
Craft_1 Int 1 = +1
Craft_2 Int 1 = +1
Craft_3 Int 1 = +1
Diplomacy Cha 9 = +1+ 3 + 3 [class skill] + 2 [half-elf]
Disable Device Dex 4 = +1+ 1 + 3 [class skill]
Disguise Cha 7 = +1+ 3 + 3 [class skill]
Escape Artist Dex* 11 = +3 + 5 + 3 [class skill]
Fly Dex* 4 = +3+ 1
Heal Wis -1 = -1
Intimidate Cha 1 = +1
Knowledge (local) Int 7 = +1+ 3 + 3 [class skill]
Linguistics Int 7 = +1+ 3 + 3 [class skill]
Perception Wis 6 = -1+ 3 + 3 [class skill] + 1 [half-elf]
Ride Dex* 7 = +3+ 4
Sense Motive Wis 6 = -1+ 4 + 3 [class skill]
Sleight of Hand Dex* 11 = +3+ 5 + 3 [class skill]
Stealth Dex* 15 = +3+ 6+ 3 [class skill] + 3 [skill focus]
Survival Wis -1 = -1
Swim Str** 4 = +0 + 1+ 3 [class skill]
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers

This character also has 3 ranks in Linguistics.

Favored class points: Hit points +6; Skill points +0

Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.

Half-Elf

This half-elf chose +2 to charisma (already included)
Immune to magical sleep

Allowed two favored classes. Here I am assuming it is the first two favored classes.

Take a skill focus as a bonus feat at level 1

+ 2 racial bonus on saves vs. enchantments

Low-light vision

+ 1 racial bonus on perception checks

+ 2 racial bonus on diplomacy and gather information checks

Rogue
Sneak Attack +3d6

Trapfinding -- add half of rogue level to find traps, minimum +1

Evasion (level 2) -- no damage on a successful reflex save

Rogue talents:

Fast stelth; This ability allows a rogue to move at full speed using the Stealth skill without penalty.
surprise Attack : During the surprise round, opponents are always considered flat-footed to a rogue with this ability, even if they have already acted.
Bleeding Attack: Cause opponents damaged by your sneak attack to bleed


Trap sense (level 3) -- armor class and reflex bonuses against traps

Uncanny Dodge (level 4) -- cannot be caught flat-footed, keep dexterity bonus to AC if attacker is invisible

Improved Uncanny Dodge (level 8) -- cannot be flanked

Master strike (level 20) -- each sneak attack either kills, paralyzes, or puts into coma.

Class HP rolled
Level 1: Rogue 8
Level 2: Rogue 6
Level 3: Rogue 2
Level 4: Rogue 6 + 1 to dexterity
Level 5: Rogue 1
Level 6: Rogue 3

Nao Hawk's Equipment:

27 lbWeapons / Armor / Shield (from above)
5 lb Crossbow bolts (quiver of 10) x5
4 lb Backpack master work
5 lb Bedroll
Flint and steel
1lbTool, Masterwork
4 lb Grappling hook
1 lb Tools, Thieves', Masterwork
15lb Rations (15 days)
0.5lb Shaving Kit
0.5lb Compass
6lb Explorer's Outfit
Rope (spider's silk)
Waterskin
Total 79 lb

gold: 3871

Silver: 5

More about Nao Hawk:
Nao is a traveller, keeps to himself always trying to get the best for himself first.
Last edited by Khytenna on Tue Oct 02, 2012 9:11 am, edited 6 times in total.
Xephik, Mygevia, Pelothia, Lilac, Keltyme, Ginto
Call me Khy
Current Chairman: Sebastain Tyler (UWP-SDP Coalition)
Rugby World Cup 16 Winners
Vvardenfell Football Championship 1: Winners. 7th in the Draggonnii Inviyatii!

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Jormengand
Powerbroker
 
Posts: 8414
Founded: May 22, 2010
Ex-Nation

Postby Jormengand » Wed Sep 26, 2012 8:40 am

Jolleus wrote:Argh, I quit again. This time, I mean it. Making a character with a completely different ruleset than I'm used to—I honestly don't know why it's still called D&D—is pointless without someone to walk me through the stuff IRL, and things like combat rounds are going to take bloody FOREVER done on a forum instead of IRL. I'd absolutely love to get a chance to play D&D again, really I would, but there's no point trying to do it under these conditions.

It doesn't actually call itself D&D any more, I don't think. But that's fine, we have loads of players here anyway.
Jormengand wrote:It would be really meta if I sigged this.

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