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1 Classes on July 3rd 2013, 02:08






Major Classes


There are three major classes of training available to characters. Each class has specialties that trainees will eventually pick after they complete basic training. Training in a specialty typically continues until the trainee reaches their majority or they've mastered all of the abilities in that specialty. There are also prestige classes that adults can pursue once they've mastered their specialty.

Warriors


Warriors are fighters: scouts, hunters, guards, and military types. There are four specialty classes: barbarian, fighter, ranger, and rogue. All warriors receive basic training in simple weapons and unarmed combat.

Diviners


Diviners are the spiritual and religious leaders. There are four specialty classes: cleric, druid, monk, and paladin.

The handiwork of the gods is everywhere--in places of natural beauty, in mighty crusades, in soaring temples, and in the hearts of workshippers. Like people, gods run the gamut from benevolent to malicious, reserved to intrusive, simple to inscrutable. The gods, however, mostly work through intermediaries.

Mages


Mages specialize in magical feats. There are three specialty classes: bard, sorcerer, and wizard.

Careers


The life of a studious member of a specialty class isn't always the most appealing to those characters. And most classes have aspects that can be specialized in, but don't really rate classes of their own. Examples are included with each class.

Note: these are just examples. There are many careers that a class' skill can be turned to.

Prestige Classes


Prestige classes are extremely advanced classes. Most of those who rank in the prestige classes are in at least their second decade of practicing and training, more often their third or fourth decade.

Each prestige class has a base specialty class (sometimes a multi-class base, which requires additional training); skills that must be mastered before pursuing the prestige class; and a list of special skills obtained by pursuing the prestige class.

There are also advanced prestige classes that are only accessible to those of a specific specialty class, and sometimes only after mastering a standard prestige class. For example, only an ex-druid can become a blighter, or an arcane archer can advance to deepwood sniper.

There are many prestige classes; 14 of them are detailed here: arcane archer, arcane trickster, archmage, assassin, blackguard, duelist, eldritch knight, hierophant, horizon walker, loremaster, mystic theurge, red wizard, shadowdancer, and thaumaturge.

Other available prestige classes are listed with their base classes.

Career Prestige Classes


Characters who have taken their specialty class on the road for a career may also advance their career skills to a prestige class level.



Last edited by Kestrana on September 8th 2013, 14:34; edited 6 times in total


2 Re: Classes on September 8th 2013, 12:12






Barbarian


These brave, even reckless warriors come from all parts of the world. Civilized people call them barbarians or berserkers and suspect them of mayhem, impiety, and atrocities. These "barbarians," however, have proven their mettle and their value to those who would be their allies. To enemies who underestimated them, they have proved their cunning, resourcefulness, persistence, and mercilessness.

The barbarian is an excellent warrior. Where the fighter's skill in combat comes from training and discipline, the barbarian has a powerful rage. While in this berserk fury, he becomes stronger and tougher, better able to defeat his foes and withstand their attacks. These rages leave him winded and he has the energy for only a few such spectacular displays per day, but those few rages are usually sufficient. He is at home in the wild and he runs at great speed.

Barbarians come from uncivilized lands or from barbaric tribes on the outskirts of civilization. A barbarian adventurer may have been lured to the settled lands by the promise of riches, may have escaped after being captured in his homeland and sold into "civilized" slavery, may have been recruited as a soldier, or may have been driven out of his homeland by invaders. Barbarians share no bond with each other unless they come from the same tribe or land, and they often think of themselves not as barbarians but as warriors.

Barbarians don't automatically know how to read, write, and figure; they often multi-class in order to learn.

Game Rule Information


Abilities

Strength is the most important ability for barbarians, followed by dexterity, wisdom, and constitution.

Alignment:
Any nonlawful.

Hit Die:
d12

Skills

Class Skills: Climb, Craft, Handle Animal, Intimidate, Jump, Listen, Ride, Survival, Swim
Skill Points at 1st Level: (4 + Int mod) x 4
Skill Points at Each Add'l Level: 4 + Int mod

1st Level Class Features

Weapon and armor proficiency: all simple and martial weapons; light and medium armor, and all shields except tower shields
Fast Movement: +10 feet speed
Illiteracy: spend 2 skill points to learn to read/write all languages spoken
Rage: +4 Str, +4 Con, +2 Will, +2 HP; -2 AC; lasts for 3 + 4 + Con modifier; at end of rage, takes -2 Str, -2 Dex, and can't run/charge due to fatigue until the end of the encounter; can only be used once per encounter and only once per day
Money: 4d4 gp
Base Attack Bonus: +1
Base Fort Save: +2
Base Ref Save: 0
Base Will Save: 0

Character Information


Careers

Animal trainer; private detective; sniper; weapons master; magic hunter; berserker; healing mage; survivalist; chameleon; blade dancer; gardener; airborne cavalry

Prestige Classes

Arcane archer; assassin; blackguard; eldritch knight (multi-class); horizon walker; loremaster (multi-class); shadowdancer

Prestige Class Careers

Animal lord/tamer of beasts; bloodhound/watch detective; deepwood sniper; exotic weapons master; forsaker; frenzied berserker; geomancer; king/queen of the wild; shifter; tempest; verdant lord/lady; windrider



Last edited by Kestrana on September 8th 2013, 16:09; edited 4 times in total


3 Re: Classes on September 8th 2013, 12:16






Fighter


The questing knight, the conquering overlord, the king's champion, the elite foot soldier, the hardened mercenary, and the bandit king--all are fighters. They can be stalwart defenders of those in need, cruel marauders, or gutsy adventurers. Some are among the land's best souls, willing to face death for the greater good; others are among the worst, with no qualms about killing for private gain or even for sport. Fighters who are not adventuring may be soldiers, guards, bodyguards, champions, or criminal enforcers.

Fighters come to their profession in many ways. Most have had formal training in a noble's army or at least in the local militia. Some have trained in formal academies. Others are self-taught--unpolished but well-tested. A fighter may have taken up the sword as a way to escape the limits of life on a farm, or he may be following a proud family tradition. They do not see themselves as a group or brotherhood, although those who hail from a particular academy, merc company, or lord's regiment may share a certain camaraderie.

Game Rule Information


Abilities

Strength is the most important ability for fighters, followed by constitution and dexterity.

Alignment:
Any.

Hit Die:
d10

Skills

Class Skills: Climb, Craft, Handle Animal, Intimidate, Jump, Ride, Swim
Skill Points at 1st Level: (2 + Int mod) x 4
Skill Points at Each Add'l Level: 2 + Int mod

1st Level Class Features

Weapon and armor proficiency: all simple and martial weapons; all armor; all shields, including tower shields
Bonus Feats: additional combat-oriented feat
Money: 6d4 gp
Base Attack Bonus: +1
Base Fort Save: +2
Base Ref Save: 0
Base Will Save: 0

Special Skills

Rapid skill mastery.

Character Information


Careers

Cavalry; bodyguard; boxer; mercenary; show warrior; scout; flogger; champion; thief; archer; military strategist; armsmaster

Prestige Classes

Arcane archer; assassin; blackguard; duelist; eldritch knight (multi-class); loremaster (multi-class); shadowdancer

Prestige Class Careers

Cavalier; devoted defender; drunken master; fist of Hextor; gladiator; outrider; lasher; master samurai; ninja; order of the bow initiate; warmaster; weapons master



Last edited by Kestrana on September 8th 2013, 17:47; edited 5 times in total


4 Re: Classes on September 8th 2013, 12:16






Ranger


A skilled hunter and stalker, the ranger knows the woods as if they were his home (as indeed they are), and he knows his prey in deadly detail. The ranger can use a variety of weapons and is quite capable in combat. His skills allow him to survive in the wilderness, to find his prey, and to avoid detection. He also has special knowledge about certain types of creatures, which makes it easier for him to find and defeat such foes. Finally, an experienced ranger has such a tie to nature that he can actually draw upon natural power to cast divine spells, much as a druid does.

Some rangers gain their training as part of special military teams, but most learn their skills from solitary masters who accept them as students and assistants. The rangers of a particular master may count themselves as cohorts, or they may be rivals for the status of best student and thus rightful heir to their master's fame.

Game Rule Information


Abilities

Dexterity is the most important ability for rangers, followed by strength and wisdom.

Alignment:
Any.

Hit Die:
d8

Skills

Class Skills: Climb, Concentration, Craft, Handle Animal, Heal, Hide, Jump, Knowledge (dungeoneering), Knowledge (geography), Knowledge (nature), Listen, Move Silently, Profession, Ride, Search, Spot, Survival, Swim, Use Rope
Skill Points at 1st Level: (6 + Int mod) x 4
Skill Points at Each Add'l Level: 6 + Int mod

1st Level Class Features

Weapon and armor proficiency: all simple and martial weapons; light armor, and all shields except tower shields
Favored Enemy (Ex): +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks and +2 bonus on weapons rolls against favored enemy
Track: bonus feat
Wild Empathy (Ex): add ranger level and Cha bonus to rolls for improving demeanor of animals (can also use against low-intelligence magical beasts with a -4 penalty)
Money: 6d4 gp
Base Attack Bonus: +1
Base Fort Save: +2
Base Ref Save: +2
Base Will Save: 0

Special Skills

Favored enemy; track; wild empathy; combat style; endurance; animal companion; woodland stride; swift tracker; evasion; camouflage; hide-in-plain-sight.

Character Information


Careers

Animal trainer; private detective; sniper; weapons master; magic hunter; berserker; healing mage; survivalist; chameleon; blade dancer; gardener; airborne cavalry

Prestige Classes

Arcane archer; assassin; blackguard; duelist; eldritch knight (multi-class); horizon walker; loremaster (multi-class); shadowdancer

Prestige Class Careers

Animal lord/tamer of beasts; bloodhound/watch detective; deepwood sniper; exotic weapons master; forsaker; frenzied berserker; geomancer; king/queen of the wild; shifter; tempest; verdant lord/lady; windrider



Last edited by Kestrana on September 8th 2013, 17:47; edited 5 times in total


5 Re: Classes on September 8th 2013, 12:17






Rogue


Rogues have little in common with one another. Some are stealthy thieves. Others are silver-tongued tricksters. Still others are scouts, infiltrators, spies, diplomats, or thugs. What they do share is versatility, adaptability, and resourcefulness. In general, rogues are skilled at getting what others don't want them to get: entrance into a locked treasure vault, safe passage past a deadly trap, secret battle plans, a guard's trust, or some random person's pocket money.

Rogues are highly skilled and they can concentrate on developing any of several categories of skills. While not equal to members of many other classes in combat, a rogue knows how to hit where it hurts and she can dish out a lot of damage with a sneak attack.

Rogues have a sixth sense when it comes to avoiding danger. Experienced rogues develop mystical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, rogues can "fake it" well enough to cast spells from scrolls, activate wands, and use just about any other magic item.

Some rogues are officially inducted into an organized fellowship of rogues or "guild of thieves." Some are self-taught; others learned their skills from independent mentors. Often, an experienced rogue needs an assistant for scams, second-story jobs, or just for watching her back. She recruits a likely youngster, who then learns the skills of the trade on the job. Eventually, the trainee is ready to move on, perhaps because the mentor has run afoul of the law, or perhaps because the trainee has double-crossed her mentor and needs some "space." Rogues do not see each other as fellows unless they happen to be members of the same guild or students of the same mentor. In fact, rogues trust other rogues less than they trust anyone else; they're no fools.

Game Rule Information


Abilities

Dexterity is the most important ability for rogues, followed by intelligence and wisdom.

Alignment:
Any.

Hit Die:
d6

Skills

Class Skills: Appraise, Balance, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (local), Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device, Use Rope
Skill Points at 1st Level: (8 + Int mod) x 4
Skill Points at Each Add'l Level: 8 + Int mod

1st Level Class Features

Weapon and armor proficiency: all simple weapons plus hand crossbow, rapier, shortbow, and short sword; light armor, and no shields
Sneak Attack: +1d6 damage on successful attack against vital spot
Trapfinding: use Search skill to find traps when task has DC 20+; use Disable Device skill to disable magical traps
Money: 5d4 gp
Base Attack Bonus: 0
Base Fort Save: 0
Base Ref Save: +2
Base Will Save: 0

Special Skills

Sneak attack; trapfinding; evasion; trap sense; uncanny dodge; special abilities.

Character Information


Careers

Pirate; tomb raider; bandit; explorer; spy; thief; acrobat; investigator/detective; minstrel

Prestige Classes

Arcane trickster (multi-class); assassin; blackguard; duelist; eldritch knight (multi-class); horizon walker; loremaster (multi-class); shadowdancer

Prestige Class Careers

Dread pirate; dungeon delver; outlaw; royal explorer; spymaster; thief-acrobat; vigilante; virtuoso



Last edited by Kestrana on September 8th 2013, 17:46; edited 5 times in total


6 Re: Classes on September 8th 2013, 12:17






Cleric


Clerics are the most basic level of divine intermediary. Most diviners will end up as clerics. They are masters of divine magic, which is especially good at healing. Even an inexperienced cleric can bring people back from the brink of death, and an experienced on can bring back people who have crossed over that brink.

Clerics receive some basic combat training, similar in level to warrior class members of their society. However, they rarely advance beyond some basic self defense training unless they intend to seek adventure or become a monk or paladin.

Clerics specialize in two domains; if they are aligned with a particular deity, the domains they choose will belong to that deity. Those who do not choose a deity may ultimately become druids. However, evil clerics cannot choose good domains, and vice versa.

Most clerics join their churches as young adults, though some are devoted to a god's service from a young age and a few feel the call later in life. While some clerics are tightly bound to their churches' activities on a daily basis, others have more freedom to conduct their lives as they please, so long as they do so in accordance with their gods' wishes.

Clerics of a given religion are all supposed to get along, though schisms within a church are often more bitter than conflicts between religions. Clerics who share some basic ideals, such as goodness, may find common cause with each other and see themselves as part of an order or body that supersedes any given religion. Clerics of opposed goals, however, are sworn enemies. In civilized lands, open warfare between religions occurs only during civil wars and similar social upheavals, but vicious politicking between opposing churches is common.

Game Rule Information


Abilities

Wisdom is the most important ability for clerics, followed by constitution and charisma.

Alignment:
Any.

Hit Die:
d8

Skills

Class Skills: Concentration, Craft, Diplomacy, Heal, Knowledge (arcana), Knowledge (history), Knowledge (religion), Knowledge (the planes), Profession, Spellcraft
Skill Points at 1st Level: (2 + Int mod) x 4
Skill Points at Each Add'l Level: 2 + Int mod

1st Level Class Features

Weapon and armor proficiency: all simple weapons; light armor, and all shields except tower shields
Aura: a detectable aura associated with the deity or domains chosen
Spontaneous Casting: exchange a prepared spell for a cure spell (good clerics) or an inflict spell (evil clerics) of the same level
Turn or Rebuke Undead: turn or destroy undead (good clerics) or rebuke or command undead (evil clerics); action is available 3 + Cha mod times per day with a +2 bonus if character has 5 or more ranks in Knowledge (religion) skill
Bonus Languages: choose from Celestial, Abyssal, and Infernal (based on alignment)
Money: 5d4 gp
Base Attack Bonus: 0
Base Fort Save: +2
Base Ref Save: 0
Base Will Save: +2
Spells Per Day: 3 lvl0; 1 lvl1; 1 lvl1 domain

Special Skills

Turn or rebuke undead; divine spellcasting; domain spellcasting.

Character Information


Careers

Inquisitor; bounty hunter; priest; fortune-teller; holy warrior; knight; ghost hunter; stargazer; necromancer; shaman; bodyguard; temple guard; battle priest

Prestige Classes

Assassin; blackguard; hierophant; loremaster; mystic theurge (multi-class); shadowdancer; thaumaturge

Prestige Class Careers

Church inquisitor; consecrated harrier; contemplative; divine oracle; holy liberator/knight of the chalice; hospitaler; hunter of the dead; knight of the middle circle; master of shrouds; exorcist; sacred fist; templar; warpriest



Last edited by Kestrana on September 8th 2013, 17:46; edited 5 times in total


7 Re: Classes on September 8th 2013, 12:20






Druid


The fury of a storm, the gentle strength of the morning sun, the cunning of the fox, the power of the bear--all these and more are at the druid's command. The druid, however, claims no mastery over nature. That claim, she says, is the empty boast of a city dweller. The druid gains her power not by ruling nature, but by being at one with it. To trepsassers in a druid's sacred grove, and to those who feel her wrath, the distinction is overly fine.

Druids cast divine spells much the same way clerics do, though most get their spells from the power of nature rather than from deities. Their spells are oriented toward nature and animals. In addition to spells, druids gain an increasing array of magical powers, including the ability to take the shapes of animals as they advance in level.

Although outsiders often consider druids loners, they are actually part of a society that spans the land, ignoring political borders. A prospective druid is inducted into this society through secret rituals involving tests that not all survive. Only after achieving some level of competence is the druid allowed to strike out on her own. All druids are nominally members of this druidic society, although some individuals are so isolated that they have never seen any high-ranking members of the society or participated in druidic gatherings. All druids recognize each other as brothers and sisters; like true creatures of the wilderness, however, druids sometimes compete with or even prey on each other.

Game Rule Information


Abilities

Wisdom is the most important ability for druids, followed by dexterity (to counter their armor limitations).

Alignment:
NG, LN, N, CN, or NE.

Hit Die:
d8

Skills

Class Skills: Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (nature), Listen, Profession, Ride, Spellcraft, Spot, Survival, Swim
Skill Points at 1st Level: (4 + Int mod) x 4
Skill Points at Each Add'l Level: 4 + Int mod

1st Level Class Features

Weapon and armor proficiency: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, spear; padded, leather, or hide armor, and wooden shields (except tower shields)
Animal Companion: pick from the following loyal animal companions - badger, camel, dire rat, dog, donkey, eagle, hawk, owl, pony, snake, wolf, or crocodile
Nature Sense: +2 bonus to Knowledge (nature) and Survival checks
Wild Empathy: 1d20 + druidic level + Cha modifier to checks to affect an animal's disposition; can be used against low-intelligence magical beasts with a -4 penalty
Bonus Languages: Sylvan and Druidic
Money: 2d4 gp
Base Attack Bonus: 0
Base Fort Save: +2
Base Ref Save: 0
Base Will Save: +2
Spells Per Day: 3 lvl0; 1 lvl1

Special Skills

Animal companion; nature sense; wild empathy; woodland stride; trackeless step; resist nature's lure; wild shape; immunity to venom; a thousand faces; timeless body.

Character Information


Careers

Animal trainer; private detective; sniper; weapons master; magic hunter; berserker; healing mage; survivalist; chameleon; blade dancer; gardener; airborne cavalry

Prestige Classes

Assassin; blackguard; hierophant; loremaster; mystic theurge; shadowdancer

Prestige Class Careers

Animal lord/tamer of beasts; bloodhound/watch detective; deepwood sniper; exotic weapons master; forsaker; frenzied berserker; geomancer; king/queen of the wild; shifter; tempest; verdant lord/lady; windrider



Last edited by Kestrana on September 8th 2013, 17:45; edited 5 times in total


8 Re: Classes on September 8th 2013, 12:20






Monk


Dotted across the landscape are monasteries--small, walled cloisters inhabited by monks who pursue personal perfection through action as well as contemplation. They train themselves to be versatile warriors, skilled at fighting without weapons or armor. The inhabitants of monasteries headed by good masters serve as protectors of the people. Ready for battle even when barefoot and dressed in peasant clothes, monks can travel unnoticed among the populace, catching bandits, warlords, and corrupt nobles unawares. In contrast, the residents of monasteries headed by evil masters rule the surrounding lands through fear, as an evil warlord and his entourage might. Evil monks make ideal spies, infiltrators, and assassins.

The key feature of the monk is her ability to fight unarmed and unarmored. Thanks to her rigorous training, she can strike as hard as if she were armed and strike faster than a warrior with a sword. Though a monk casts no spells, she has a magic of her own. She channels a subtle energy, called ki, which allows her to perform amazing feats.

A monk's training is her spiritual path. She is inner-directed and capable of a private, mystic connection to the spiritual world, so she needs neither clerics nor gods. However, she may meditate upon a chosen deity and attempt to emulate their deeds.

A monk typically trains in a monastery. Most monks were children when they joined the monastery, sent to live there when their parents died, when there wasn't enough food to support them, or in return for some kindness that the monastery had performed for the family. Life in the monastery is so focused that by the time a monk sets off on her own, she feels little connection to her former family or village. In larger cities, master monks have set up monk schools to teach their arts to those who are interested and worthy. The monks who study at these academies often see their rural cousins from the monasteries as backward.

Game Rule Information


Abilities

Wisdom is the most important ability for monks, followed by dexterity and strength.

Alignment:
Any lawful.

Hit Die:
d8

Skills

Class Skills: Balance, Climb, Concentration, Craft, Diplomacy, Escape Artist, Hide, Jump, Knowledge (arcana), Knowledge (religion), Listen, Move Silently, Perform, Profession, Sense Motive, Spot, Swim, Tumble
Skill Points at 1st Level: (4 + Int mod) x 4
Skill Points at Each Add'l Level: 4 + Int mod

1st Level Class Features

Weapon and armor proficiency: club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling; no armors or shields
AC Bonus: when unarmored and unencumbered, + Wis mod to AC
Flurry of Blows: make two attacks with unarmed strike or special monk weapons (rather than one attack) with a -2 penalty to hit
Unarmed Strike: Improved Unarmed Strike feat (apply Str bonus to damage)
Bonus Feat: choose from Improved Grapple or Stunning Fist
Money: 5d4 sp
Base Attack Bonus: 0
Base Fort Save: +2
Base Ref Save: +2
Base Will Save: +2

Special Skills

Rapid skill mastery; flurry of blows; unarmed strike; evasion; still mind; ki strike; slow fall; purity of body; wholeness of body; diamond body; abundant step; diamond soul; quivering palm; timeless body; tongue of the sun and moon; empty body; perfect self.

Character Information


Careers

Cavalry; bodyguard; boxer; mercenary; show warrior; scout; flogger; champion; thief; archer; military strategist; armsmaster

Prestige Classes

Assassin; blackguard; duelist; eldritch knight (multi-class); loremaster (multi-class); mystic theurge (multi-class); shadowdancer

Prestige Class Careers

Cavalier; devoted defender; drunken master; fist of Hextor; gladiator; outrider; lasher; master samurai; ninja; order of the bow initiate; warmaster; weapons master



Last edited by Kestrana on September 8th 2013, 17:45; edited 5 times in total


9 Re: Classes on September 8th 2013, 12:20






Paladin


The compassion to pursue good, the will to uphold law, and the power to defeat evil--these are the three weapons of the paladin. Few have the purity and devotion that it takes to walk the paladin's path, but those few are rewarded with the power to protect, to heal, and to smite. The paladin is the final hope that cannot be extinguished.

Divine power protects the paladin and gives her special powers. It wards off harm, protects her from disease, lets her heal herself, and guards her heart against fear. A paladin can also direct this power to help others, healing their wounds or curing diseases. Finally, a paladin can use this power to destroy evil. Even a novice paladin can detect evil, and more experienced paladins can smite evil foes and turn away undead. In addition, this power draws a mighty steed to the paladin and imbues that mount with strength, intelligence, and magical protection.

A paladin need not devote herself to a single deity--devotion to righteousness is enough. Those paladins who choose to align themselves with a particular deity are scrupulous in observing religious duties and are welcome in every associated temple.

No one ever chooses to be a paladin. Becoming a paladin is answering a call, accepting one's destiny. No one, no matter how diligent, can become a paladin through practice; the nature is either within one or not and it is not possible to gain the paladin's nature by any act of will. Occasionally, one who is called to be a paladin denies that call and pursues some other life instead; still others fail to recognize their own potential or deny their destiny. Most paladins do answer the call and begin training as adolescents. Typically, they become squires or assistants to experienced paladins, train for years, and finally set off on their own to further the cause of good.

Game Rule Information


Abilities

Charisma is the most important ability for paladins, followed by strength and wisdom.

Alignment:
LG.

Hit Die:
d10

Skills

Class Skills: Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (nobility and royalty), Knowledge (religion), Profession, Ride, Sense Motive
Skill Points at 1st Level: (2 + Int mod) x 4
Skill Points at Each Add'l Level: 2 + Int mod

1st Level Class Features

Weapon and armor proficiency: all simple and martial weapons; all armor, and all shields except tower shields
Aura of Good (Ex): the aura is equal to the paladin's level
Detect Evil (Sp): at will, can detect evil as though using the spell
Smite Evil (Su): attempt to smite evil with a normal melee attack; apply Cha mod to to attack roll, +1 damage per paladin level
Money: 6d4 gp
Base Attack Bonus: +1
Base Fort Save: +2
Base Ref Save: 0
Base Will Save: 0
Spells Per Day: 0

Special Skills

Aura of good; detect evil; smite evil; divine grace; lay on hands; aura of courage; divine health; turn undead; special mount; remove disease.

Character Information


Careers

Inquisitor; bounty hunter; priest; fortune-teller; holy warrior; knight; ghost hunter; stargazer; necromancer; shaman; bodyguard; temple guard; battle priest

Prestige Classes

Arcane archer; assassin (ex-paladin only); blackguard (ex-paladin only); eldritch knight (multi-class); loremaster (multi-class); mystic theurge (multi-class); shadowdancer

Prestige Class Careers

Church inquisitor; consecrated harrier; contemplative; divine oracle; holy liberator/knight of the chalice; hospitaler; hunter of the dead; knight of the middle circle; master of shrouds; exorcist; sacred fist; templar; warpriest



Last edited by Kestrana on September 8th 2013, 17:44; edited 4 times in total


10 Re: Classes on September 8th 2013, 12:21






Bard


It is said that music has a special magic and the bard proves that saying true. Wandering across the land, gathering lore, telling stories, working magic with his music, living on the gratitude of his audience--such is the life of a bard. When chance or opportunity draws them into a conflict, bards serve as diplomats, negotiators, messengers, scouts, and spies.

A bard's magic comes from the heart. If his heart is good, a bard brings hope and courage to the downtrodden and uses his tricks, music, and magic to thwart the schemes of evildoers. If the nobles of the land are corrupt, the good bard is an enemy of the state, cunningly evading capture and raising the spirits of the oppressed. Evil bards forgo blatant violence in favor of manipulation, holding sway over the hearts and minds of others and taking what enraptured audiences "willing" give.

A bard brings forth magic from his soul, not from a book. He can cast only a small number of spells, but he can do so without selecting or preparing them in advance. His magic emphasizes charms and illusions over the more dramatic evocation spells that wizards and sorcerers often use.

In addition to spells, a bard works magic with his music and poetry. He can encourage allies, hold his audience rapt, and counter magical effects that rely on speech or sound. Bards have some of the skills that rogues have, although bards are not as focused on skill mastery as rogues are. A bard listens to stories as well as telling them, of course, so he has a vast knowledge of local events and noteworthy items.

An apprentice bard learns his skills from a single experienced bard, whom he follows and serves until he is ready to strike out on his own. Many bards were once young runaways or orphans, befriended by wandering bards who became their mentors. Since bards occasionally congregate in informal "colleges," the apprentice bard may meet many of the more prominent bards in the area. Still, a bard has no strong allegiance to bards as a whole. In fact, some are highly competitive with other bards, jealous of their reputations and defensive about their territories.

Game Rule Information


Abilities

Charisma is the most important ability for bards, followed by dexterity and intelligence.

Alignment:
Any nonlawful.

Hit Die:
d6

Skills

Class Skills: Appraise, Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Escape Artist, Gather Information, Hide, Jump, Knowledge (any), Listen, Move Silently, Perform, Profession, Sense Motive, Sleight of Hand, Spellcraft, Swim, Tumble, Use Magic Device
Skill Points at 1st Level: (6 + Int mod) x 4
Skill Points at Each Add'l Level: 6 + Int mod

1st Level Class Features

Weapon and armor proficiency: all simple weapons plus longsword, rapier, sap, short sword, shortbow, and whip; light armor, and all shields except tower shields
Bardic Knowledge: add bard level and Int mod to knowledge rolls on people, items, or places and +2 if 5 or more ranks in Knowledge (history)
Bardic Music: once per day per bard level, use song or poetry to produce magical effects on those around them; with 3+ ranks in Perform, can use countersong, fascinate, and inspire courage
Money: 4d4 gp
Base Attack Bonus: 0
Base Fort Save: 0
Base Ref Save: +2
Base Will Save: +2
Spells Per Day: 2 lvl0
Spells Known: 4

Special Skills

Bardic music; bardic knowledge; countersong; fascinate; inspire courage; inspire competence; suggestion; inspire greatness; song of freedom; inspire heroics.

Character Information


Careers

Pirate; tomb raider; bandit; explorer; spy; thief; acrobat; investigator/detective; minstrel

Prestige Classes

Assassin; blackguard; duelist; eldritch knight; horizon walker; loremaster (multi-class); mystic theurge (multi-class); shadowdancer; thaumaturge (multi-class)

Prestige Class Careers

Dread pirate; dungeon delver; outlaw; royal explorer; spymaster; thief-acrobat; vigilante; virtuoso



Last edited by Kestrana on September 8th 2013, 18:07; edited 3 times in total


11 Re: Classes on September 8th 2013, 12:23






Sorcerer


Sorcerers create magic the way a poet creates poems with inborn talent honed by practice. They have no books, no mentors, no theories--just raw power that they direct at will. Sorcerers often have striking good looks, usually with a touch of the exotic.

Sorcerers cast spells through innate power rather than through careful training and study. Their magic is intuitive rather than logical. Sorcerers know fewer spells that wizards do and acquire powerful spells more slowly, but they can cast spells more often and have no need to select and prepare their spells ahead of time. Sorcerers do not specialize in certain schools of magic the way wizards sometimes do.

Sorcerers develop rudimentary powers at puberty. Their first spells are incomplete, spontaneous, uncontrolled, and sometimes dangerous. A household with a budding sorcerer in it may be troubled by strange sounds or lights, which can create the impression that the place is haunted. Eventually, the young sorcerer understands the power that he has been wielding unintentionally. From that point on, he can begin practicing and improving his powers. Sometimes a sorcerer is fortunate enough to come under the care of an older, more experienced sorcerer, someone who can help him understand and use his new powers. More often, however, sorcerers are on their own, feared by erstwhile friends and misunderstood by family.

Sorcerers have no sense of identity as a group. Unlike wizards, they gain little by sharing their knowledge and have no strong incentive to work together.

Game Rule Information


Abilities

Charisma is the most important ability for sorcerers, followed by dexterity and constitution.

Alignment:
Any.

Hit Die:
d4

Skills

Class Skills: Bluff, Concentration, Craft, Knowledge (arcana), Profession, Spellcraft
Skill Points at 1st Level: (2 + Int mod) x 4
Skill Points at Each Add'l Level: 2 + Int mod

1st Level Class Features

Weapon and armor proficiency: all simple weapons; no armor or shields
Summon Familiar: requires 24 hours and 100gp in materials; choose from bat (+3 on Listen checks), cat (+3 on Move Silently checks), hawk (+3 on Spot checks in bright light), lizard (+3 on climb checks), owl (+3 on Spot checks in shadows), rat (+2 on Fort saves), raven (+3 on Appraise checks - raven can also speak one language), tiny viper snake (+3 on Bluff checks), toad (+3 HP), or weasel (+2 bonus on Reflex saves)
Money: 3d4 gp
Base Attack Bonus: 0
Base Fort Save: 0
Base Ref Save: 0
Base Will Save: +2
Spells Per Day: 5 lvl0; 3 lvl1
Spells Known: 4 lvl0; 2 lvl1

Special Skills

Spells; familiar.

Character Information


Careers

Astronomer; spellsword; necromancer; pyro; elemental mage; guide; apothecary

Prestige Classes

Arcane archer; arcane trickster; archmage; assassin; blackguard; duelist; eldritch knight (multi-class); loremaster; mystic theurge (multi-class); red wizard; shadowdancer; thaumaturge (multi-class)

Prestige Class Careers

Alienist; bladesinger; blood mage/pale master; candle caster; elemental savant; wayfarer guide; potionsmaster



Last edited by Kestrana on September 8th 2013, 18:26; edited 5 times in total


12 Re: Classes on September 8th 2013, 12:25






Wizard


A few unintelligible and fleeting gestures carry more power than a battleaxe, when they are the words and gestures of a wizard. These simple acts make magic seem easy, but they only hint at the time the wizard must spend poring over her spellbook, preparing each spell for casting, and the years before that spent in apprenticeship to learn the arts of magic. Wizards depend on intensive study to create their magic. They examine musty old tomes, debate magical theory with their peers, and practice minor magics whenever they can. For a wizard, magic is not a talent but a difficult, rewarding art.

The wizard's strength is her spells. Everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition to learning new spells, a wizard can, over time, learn to manipulate her spells so they go farther, work better, or are improved in some other way.

Some wizards prefer to specialize in a certain type (or school) of magic. Specialization makes a wizard more powerful in her chosen field, but it denies her access to some of the spells that lie outside that field. Like a sorcerer, a wizard can call a familiar--a small, magical animal companion that serves her. For some wizards, their familiars are their only true friends.

Wizards recognize each other as comrades or rivals. Even wizards from very different cultures or magical traditions have much in common because they all conform to the same laws of magic. Unlike fighters or rogues, wizards see themselves as members of a distinct, if diverse, group. In civilized lands where they study in academies, schools, or guilds, wizards also identify themselves and others according to membership in these formal organizations. But while a guild magician may look down her nose at a rustic wizard who learned his arts from a doddering hermit, she nevertheless can't deny the rustic's identity as a wizard.

Game Rule Information


Abilities

Intelligence is the most important ability for wizards, followed by dexterity and constitution.

Alignment:
Any.

Hit Die:
d4

Skills

Class Skills: Concentration, Craft, Decipher Script, Knowledge (any), Profession, Spellcraft
Skill Points at 1st Level: (2 + Int mod) x 4
Skill Points at Each Add'l Level: 2 + Int mod

1st Level Class Features

Weapon and armor proficiency: club, dagger, heavy crossbow, light crossbow, and quarterstaff; no armor or shields
Summon Familiar: requires 24 hours and 100gp in materials; choose from bat (+3 on Listen checks), cat (+3 on Move Silently checks), hawk (+3 on Spot checks in bright light), lizard (+3 on climb checks), owl (+3 on Spot checks in shadows), rat (+2 on Fort saves), raven (+3 on Appraise checks - raven can also speak one language), tiny viper snake (+3 on Bluff checks), toad (+3 HP), or weasel (+2 bonus on Reflex saves)
Scribe Scroll: create magical scrolls
Bonus Language: wizard may choose to substitute Draconic for one of the racial bonus languages
Money: 3d4 gp
Base Attack Bonus: 0
Base Fort Save: 0
Base Ref Save: 0
Base Will Save: +2
Spells Per Day: 3 lvl0; 1 lvl1

Special Skills

Spells; summon familiar; scribe scroll; bonus skills.

Character Information


Careers

Astronomer; spellsword; necromancer; pyro; elemental mage; guide; apothecary

Prestige Classes

Arcane archer; arcane trickster; archmage; assassin; blackguard; duelist; eldritch knight (multi-class); loremaster; mystic theurge (multi-class); red wizard; shadowdancer; thaumaturge (multi-class)

Prestige Class Careers

Alienist; bladesinger; blood mage/pale master; candle caster; elemental savant; wayfarer guide; potionsmaster



Last edited by Kestrana on September 8th 2013, 18:25; edited 4 times in total


13 Re: Classes on September 8th 2013, 12:26






Arcane Archer


The arcane archer is a warrior skilled in using magic to supplement her combat prowess. They gain renown for their supernatural accuracy with a bow and their ability to imbue their arrows with magic.

Base Specialty Class


Fighters; rangers; paladins; barbarians; wizards; sorcerers.

Skill Mastery


Point blank shot; precise shot; weapon focus (longbow or shortbow); base-level arcane spellcasting.

Special Skills


Enhance arrow; Imbue arrow; Seeker arrow; Phase arrow; Hail of arrows; Arrow of death.



Last edited by Kestrana on September 8th 2013, 14:25; edited 2 times in total


14 Re: Classes on September 8th 2013, 12:27






Arcane Trickster


Arcane tricksters combine their knowledge of spells with a taste for intrigue, larceny, or just plain mischief. They are among the most adaptable of prestige classes.

Arcane tricksters tend to use a seat-of-the-pants approach to life, loading up on spells that improve their stealth and mobility.

Base Specialty Class


Wizard/rogue multi-class; sorcerer/rogue multi-class.

Skill Mastery


Decipher Script (advanced); Disable Device (advanced); Escape Artist (advanced); Arcane Knowledge (moderate); Mage Hand spell and at least one moderate level arcane spell; Sneak Attack ability.

Special Skills


Ranged legerdemain; Improved sneak attack; impromptu sneak attack; spell limit increase.


15 Re: Classes on September 8th 2013, 14:26






Archmage


The highest art is magic--often referred to as the Art. Its most advanced practitioners are frequently archmages, characters who bend spells in ways unavailable to other mages. An archmage gains strange powers and the ability to alter spells in remarkable ways, but must sacrifice some of her spell capability in order to master these arcane secrets.

Archmages often hold positions of power in magic-focused guilds. Their pursuit of arcane excellence and their familiarity with high arcana place them above most of their peers. Some archmages choose a more solitary path, often eschewing society to study in quietude.

Base Specialty Class


Wizards; sorcerers.

Skill Mastery


Arcane Knowledge (Master); Spellcraft (Master); Skill Focus (on spellcraft); Spell Focus in at least two schools of magic; Advanced arcane spells and moderate-level spells from at least five schools of magic.

Special Skills


Spell limit increase; mastery of high arcana spells.


16 Re: Classes on September 8th 2013, 14:26






Assassin


The assassin is the master of dealing quick, lethal blows and excel at infiltration and disguise. They often function as spies, informants, killers for hire, or agents of vengeance. Their training in anatomy, stealth, poison, and the dark arts allows them to carry out missions of death with shocking, terrifying precision.

There are three types of assassin: classic, warrior, and arcane, generally depending on their base specialty class(es).

Assassins work in guilds or secret societies found hidden in cities or based in remote fortresses in the wilderness. Sometimes, they serve more powerful evil characters, either singly or as a group. Occasionally, an assassin works alone, but only the most capable are willing to operate without any sort of support or backup.

Base Specialty Class


Classic: rogues; monks; bards. Warrior: fighters; ex-paladins; rangers; druids; barbarians. Arcane: sorcerers; wizards; clerics.

Skill Mastery


Disguise (moderate); Hide (advanced); Move Silently (advanced); pass initiation rite (kill someone).

Special Skills


Improved sneak attack; death attack; poison use; special spells; immunity to poison; uncanny dodge; hide-in-plain-sight.


17 Re: Classes on September 8th 2013, 14:26






Blackguard


The blackguard epitomizes evil. He is nothing short of a mortal fiend. The quintessential black knight, this villain carries a reputation of the foulest sort that is very well deserved. Consorting with demons and devils and serving dark deities, the blackguard is hated and feared by all. Some people call these villains anti-paladins due to their completely evil nature.

The blackguard has multiple options available to him--sending forth dark minions and servants to do his bidding, attacking with stealth and honorless guile, or straightforward smiting of the forces of good that stand in his way. Druids make for indomitable combat-oriented blackguards.

Blackguards usually lead legions of undead, evil outsiders, or other monsters to conquer their own doomed demesne or expand their existing territory. Sometimes they serve more powerful evil characters as dark lieutenants. On occasion, they operate alone as hired killers or wandering purveyors of ill, destruction, and chaos.

Blackguards come in three flavors: combat, subtle, and diabolists.

Base Specialty Class


Combat: fighter; ex-paladin; ranger; monk; druid; barbarian. Subtle: rogue; bard. Diabolist: sorcerer; wizard; cleric.

Skill Mastery


Hide (moderate); Religious knowledge (basic); Cleave; Improved Sunder; Power Attack; pass initiation right (make peaceful contact with an evil outsider who was summoned for the purpose).

Special Skills


Aura of evil; detect good spell; use poisons; dark blessing; smite good; command undead; aura of despair; improved sneak attack; fiendish servant. Ex-paladin blackguards gain extra skills.


18 Re: Classes on September 8th 2013, 14:27






Duelist


The duelist (sometimes known as the swashbuckler) is a nimble, intelligent fighter trained in making precise attacks with light weapons, such as the rapier. She always takes full advantage of her quick reflexes and wits in a fight. Rather than weary bulky armor, a duelist feels the best way to protect herself is not to get hit at all.

Duelists are usually loners looking for adventure or a get-rich-quick scheme. Occasionally, they work in small, tight-knit groups that specialize in team tactics.

Base Specialty Class

Fighter; ranger; rogue; bard; wizard; sorcerer; monk.

Skill Mastery

Performance ability (moderate); tumble (moderate); dodge; mobility; weapon finesse.

Special Skills

Canny defense; improved reaction; enhanced mobility; grace; improved precise strike; acrobatic charge; elaborate parry; deflect arrows.


19 Re: Classes on September 8th 2013, 14:28






Eldritch Knight


Studying the martial and arcane arts to equal degree, the eldritch knight is a versatile combatant who can cast a fireball on her foes or charge them with sword drawn. The eldritch knight takes pride in her ability to use the right technique for the job: spells against physically tough foes and force of arms against spellcasting enemies.

Eldritch knights split their time between physical training to become better soldiers and arcane study to learn more powerful spells. They tend to be driven individuals because simultaneously perfecting their spellcasting and combat prowess requires immense time and effort. Eldritch knights are never truly at home among the arcane spellcasters or elite soldiers, so many drift from wizard school to mercenary unit to band of adventurers.

Every would-be eldritch knight must demonstrate both skill with a broad array of weapons and mastery of the basis of arcane spellcasting. They can be found wherever there's a good fight or the promise of arcane lore. They find higher-level fighters and wizards particularly interesting, and some eldritch knights apprentice themselves for a time to learn the finer points of arcane technique or weapons prowess.

Base Specialty Class

Bards; any mage + warrior multi-class (fighter/wizard most common); any mage + monk/paladin multiclass.

Skill Mastery

Proficient with all martial weapons; moderate-level arcane spellcasting ability.

Special Skills

Bonus skill of choice; increased spell limit.


20 Re: Classes on September 8th 2013, 14:28






Hierophant


A divine spellcaster who rises high in the service of his deity gains access to spells and abilities of which lesser faithful can only dream. The hierophant prestige class is open to powerful divine spellcasters who are approaching access to the strongest and most difficult divine spells. They delay the acquisition of these greatest gifts in exchange for a deeper understanding of and ability to control the power they channel.

Base Specialty Class

Cleric; druid.

Skill Mastery

Religious knowledge (master); any metamagic skill; divine spellcasting (advanced).

Special Skills

Blast infidel; divine reach; faith healing; gift of the divine; mastery of energy; metamagic feat; power of nature; spell power; spell-like ability.


21 Re: Classes on September 8th 2013, 14:29






Horizon Walker


The horizon walker is an unceasing traveler to the universe's most dangerous places. As her journeys take her from place to place, she adapts to become one with her environment. In time, she develops a mystic connection with the ground beneath her. But she is by no means tied to a particular place, her restless feet are ever leading her toward the horizon, where new adventures await.

Horizon walkers tend to be hard to surprise or impress, because they've seen so many wonders during their travels. It's common for a horizon walker to have an outward attitude of "been there, done that." But horizon walkers are gripped by an unquenchable wanderlust, so they're always in the midst of a journey or planning their next one. As they travel, horizon walkers develop a magical resonance with the terrain that surrounds them, making them unparalleled guides and scouts. And they're formidable foes when their travels take them into danger, able to use the terrain they know so well to good advantage.

You'll find horizon walkers on the road, or in places so forbidding that roads don't exist. They rarely stay in one place for long and they're eager to launch new expeditions--the more exotic and remote the destination, the better.

Base Specialty Class

Ranger; bard; barbarian; rogue.

Skill Mastery

Geographic knowledge (advanced); endurance.

Special Skills

Terrain mastery; planar terrain mastery.


22 Re: Classes on September 8th 2013, 14:29






Loremaster


Loremasters are spellcasters who concentrate on knowledge, valuing lore and secrets over gold. They uncover secrets that they then use to better themselves mentally, physically, and spiritually.

Loremasters sometimes gather in secluded cabals but are more often found as members of an order attached to a university, a library, or some other source of information. They're likely to earn extra money as sages and information brokers, pouring their wages into their own research. A loremaster might also adopt a position as a wise one in a community, or even as its leader, drawing upon her knowledge to help others.

Base Specialty Class

Wizard; sorcerer; cleric; any multi-class including one of these three specialty classes.

Skill Mastery

Master of any two areas of Knowledge; any three metamagic or item creation skills; skill focus (of any knowledge skill); ability to cast at least seven divination spells, at least one of moderate level.

Special Skills

Obtain a secret; obtain lore (spec. legends or info about various topics); learn additional languages; obtain magical lore; lore spells.


23 Re: Classes on September 8th 2013, 14:29






Mystic Theurge


Blurring the line between divine and arcane, mystic theurges draw power from divine sources and musty tomes alike. While most spellcasters choose one path to magical power, mystic theurges walk two roads at once, simultaneous mastering spells commons to both clerics and wizards.

They have unparalleled diversity of spells. In time a mystic theurge can cast almost any spell. While they don't have the uninterrupted spell advancement that a cleric, wizard, or sorcerer has, they make up for this with versatility. They are often obsessed with magical lore, traveling to the ends of the earth to learn some new arcane secret or divine insight.

Mystic theurges tend to be fascinated with magic in whatever form it takes. They're always on the hunt for powerful magic items and new arcane spells. Those mystic theurges who worship a deity use the power of their spellcasting to further their deity's agenda.

Base Specialty Class

Any diviner-mage multiclass (cleric/sorcerer or cleric/wizard the most common).

Skill Mastery

Arcane knowledge (advanced); religious knowledge (advanced); able to cast low-level divine and arcane spells.

Special Skills

Increase spell limit for both types of spells.


24 Re: Classes on September 8th 2013, 14:30






Red Wizard


The Red Wizards are the masters of Thay, the would-be magical overlords of the land. They focus on a school of magic more intently than any specialist, achieving incredible mastery of magic within a very narrow focus. Seen as cruel and evil tyrants by people across the world, a few choose to leave their region, assume secret identities, and practice magic without having to worry about political alliances and possible slave uprisings.

Base Specialty Class

Wizard; sorcerer (rare).

Skill Mastery

Spellcraft (advanced); tattoo focus; three metamagic or item creation skills; ability to cast moderate-level arcane spells.

Special Skills

Increased spell limit; enhanced specialization; specialist defense; spell power boost; bonus skill of choice; circle leader; scribe tattoo.


25 Re: Classes on September 8th 2013, 14:30






Shadowdancer


Operating in the border between light and dark, shadowdancers are nimble artists of deception. They are mysterious and unknown, never completely trusted but always inducing wonder when met.

Shadowdancers often work in troupes, never staying in one place too long. Some use their abilities to entertain; others operate as thieves, using their abilities to infiltrate past defenses and dupe others. All shadowdancer troupes maintain an aura of mystery among the common folk, who never know whether to think well or ill of them.

Base Specialty Class

Any.

Skill Mastery

Move silently (advanced); Hide (master); Dance performance (moderate); combat reflexes; dodge; mobility.

Special Skills

Hide-in-plain-sight; evasion; darkvision; uncanny dodge; shadow illusion; summon shadow; shadow jump; defensive roll; slippery mind.


26 Re: Classes on September 8th 2013, 14:30






Thaumaturge


The thaumaturge reaches out with divine power to other planes of existence, calling creatures there to do his bidding. Evil thaumaturges conspire with demons and devils to gain power on the Material Plane, while good thaumaturges send powerful angels or eladrins on holy quests.

In combat, thaumaturges often summon creatures from the Outer Planes to fight on their behalf. These creatures fade away as soon as the battle is over, but thaumaturges also make agreements with more powerful creatures for long-term service. The planar ally of a thaumaturge is utterly devoted to furthering the thaumaturge's goals (or the goals of a deity, if the thaumaturge worships one).

A thaumaturge is keenly aware that his unparalleled conjurations are just tools in service of his overall philosophy or deity. Thus, thaumaturges often undertake quests to advance a cause, using their abilities to conjure up a strike force of summoned and called creatures at a moment's notice.

Base Specialty Class

Cleric; any cleric + mage multiclass.

Skill Mastery

Spell focus (conjuration); able to cast lesser planar ally spell.

Special Skills

Improved ally; augment summoning; extended summoning; contingent conjuration; planar cohort; increased spell limit.


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