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Chapter 5: Characters
Classes
What’s New?
Dungeons & Dragons 3.5:
No new basic classes were added with the 3.5 revision.
Feyworld:
In Feyworld, the Paladin has been changed to the Champion and
is available for service both to the deities of light and
darkness. The Monk class has also been dropped from the
list because of the purely occidental nature of the campaign
world. Maximum class levels have been extended to 25,
to represent the pinnacle of achievement in each class. |
[Barbarian]
[Bard] [Champion] [Cleric]
[Druid] [Fighter]
[Mystic] [Noble]
[Ranger] [Rogue] [Sorceror]
[Wizard]
Barbarian
At the
edges of civilization lay more savage lands that require not only an
unconquerable will, but a great strength of body to survive. Some
people in less civilized lands surpass even those requirements to
become the heroes of their tribes or clans. These are the barbarians
of Feyworld. Barbarians often hail from the Gaelish lands (such as
Powys, Hageria and the Calmerian Marches), the Danic lands (where
they concentrate more on seamanship) and can even be found in the
orcish lands (though Orcs themselves have a surprising tendency to
view barbarians in much the same way the other, less combative races
do).
The
barbarian is basically unchanged from the standard D&D 3.5 rules.
Game Rule Information
Abilities:
Strength is important for barbarians because of its role in combat
and several barbarian class skills are based on Strength. Dexterity
is also useful to barbarians, especially those who wear light armor.
Wisdom is also important for several of the barbarian’s class
skills. A high Constitution score lets a barbarian rage longer (and
live longer, because it gives him more hit points).
Hit
Die: d12
Class Skills
The
barbarian’s class skills (and the key ability for each skill) are
Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha),
Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim
(Str).
Skill
Points at 1st Level: (4 + Int modifier) x 4.
Skill
Points at Each Additional Level: 4 + Int modifier.
Class Features
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 his 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.
Illiteracy:
Barbarians are the only characters who do not automatically know how
to read and write. A barbarian may spend 2 skill points to gain the
ability to read and write all languages he is able to speak.
A
barbarian who gains a level in any other class automatically gains
literacy. Any other character who gains a barbarian level does not
lose the literacy he or she already had.
Rage
(Ex): A barbarian can fly into a rage a certain number of times
per day. In a rage, a barbarian temporarily gains a +4 bonus to
Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will
saves, but he takes a –2 penalty to Armor Class. The increase in
Constitution increases the barbarian’s hit points by 2 points per
level, but these hit points go away at the end of the rage when his
Constitution score drops back to normal. (These extra hit points are
not lost first the way temporary hit points are.) While raging, a
barbarian cannot use any Charisma-, Dexterity-, or
Intelligence-based skills (except for Balance, Escape Artist,
Intimidate, and Ride), the Concentration skill, or any abilities
that require patience or concentration, nor can he cast spells or
activate magic items that require a command word, a spell trigger
(such as a wand), or spell completion (such as a scroll) to
function. He can use any feat he has except Combat Expertise, item
creation feats, and metamagic feats. A fit of rage lasts for a
number of rounds equal to 3 + the character’s (newly improved)
Constitution modifier. A barbarian may prematurely end his rage. At
the end of the rage, the barbarian loses the rage modifiers and
restrictions and becomes fatigued (–2 penalty to Strength, –2
penalty to Dexterity, can’t charge or run) for the duration of the
current encounter (unless he is a 17th-level barbarian, at which
point this limitation no longer applies; see below).
A
barbarian can fly into a rage only once per encounter. At 1st level
he can use his rage ability once per day. At 4th level and every
four levels thereafter, he can use it one additional time per day
(to a maximum of six times per day at 20th level). Entering a rage
takes no time itself, but a barbarian can do it only during his
action, not in response to someone else’s action.
Uncanny
Dodge (Ex): At 2nd level, a barbarian retains his Dexterity
bonus to AC (if any) even if he is caught flat-footed or struck by
an invisible attacker. However, he still loses his Dexterity bonus
to AC if immobilized. If a barbarian already has uncanny dodge from
a different class, he automatically gains improved uncanny dodge
(see below) instead.
Trap
Sense (Ex): Starting at 3rd level, a barbarian gains 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 by +1 every three
barbarian levels thereafter (6th, 9th, 12th, 15th, 18th, 21st, and
24th 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.
Damage
Reduction (Ex): At 7th level, a barbarian gains Damage
Reduction. Subtract 1 from the damage the barbarian takes each time
he is dealt damage from a weapon or a natural attack. At 10th level,
and every three barbarian levels thereafter (13th, 16th, 19th, 22nd
and 25th 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, a barbarian’s bonuses to Strength and
Constitution during his rage each increase to +6, and his morale
bonus on Will saves increases to +3. The penalty to AC remains at
–2.
Indomitable
Will (Ex): While in a 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 he also receives during his rage.
Tireless
Rage (Ex): At 17th level and higher, a barbarian no longer
becomes fatigued at the end of his rage.
Mighty
Rage (Ex): At 20th level, a barbarian’s bonuses to Strength and
Constitution during his rage each increase to +8, and his morale
bonus on Will saves increases to +4. The penalty to AC remains at
–2.
Table 3-3 (Revised): The Barbarian
|
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
|
1 |
+1 |
+2 |
+0 |
+0 |
Fast movement, illiteracy, rage 1/day |
|
2 |
+2 |
+3 |
+0 |
+0 |
Uncanny dodge |
|
3 |
+3 |
+3 |
+1 |
+1 |
Trap sense +1 |
|
4 |
+4 |
+4 |
+1 |
+1 |
Rage 2/day |
|
5 |
+5 |
+4 |
+1 |
+1 |
Improved uncanny dodge |
|
6 |
+6/+1 |
+5 |
+2 |
+2 |
Trap sense +2 |
|
7 |
+7/+2 |
+5 |
+2 |
+2 |
Damage reduction 1/— |
|
8 |
+8/+3 |
+6 |
+2 |
+2 |
Rage 3/day |
|
9 |
+9/+4 |
+6 |
+3 |
+3 |
Trap sense +3 |
|
10 |
+10/+5 |
+7 |
+3 |
+3 |
Damage reduction 2/— |
|
11 |
+11/+6/+1 |
+7 |
+3 |
+3 |
Greater rage |
|
12 |
+12/+7/+2 |
+8 |
+4 |
+4 |
Rage 4/day, trap sense +4 |
|
13 |
+13/+8/+3 |
+8 |
+4 |
+4 |
Damage reduction 3/— |
|
14 |
+14/+9/+4 |
+9 |
+4 |
+4 |
Indomitable will |
|
15 |
+15/+10/+5 |
+9 |
+5 |
+5 |
Trap sense +5 |
|
16 |
+16/+11/+6/+1 |
+10 |
+5 |
+5 |
Damage reduction 4/—, rage 5/day |
|
17 |
+17/+12/+7/+2 |
+10 |
+5 |
+5 |
Tireless rage |
|
18 |
+18/+13/+8/+3 |
+11 |
+6 |
+6 |
Trap sense +6 |
|
19 |
+19/+14/+9/+4 |
+11 |
+6 |
+6 |
Damage reduction 5/— |
|
20 |
+20/+15/+10/+5 |
+12 |
+6 |
+6 |
Mighty rage, rage 6/day |
|
21 |
+21/+16/+11/+6/+1 |
+12 |
+7 |
+7 |
Trap sense +7 |
|
22 |
+22/+17/+12/+7/+2 |
+13 |
+7 |
+7 |
Damage reduction 6/-- |
|
23 |
+23/+18/+13/+8/+3 |
+13 |
+7 |
+7 |
Rage 7/day |
|
24 |
+24/+19/+14/+9/+4 |
+14 |
+8 |
+8 |
Trap sense +8 |
|
25 |
+25/+20/+15/+10/+5 |
+14 |
+8 |
+8 |
Damage reduction 7/-- |
What’s New?
Dungeons & Dragons 3.5:
The levels at which barbarians gain many of their abilities
has changed.
Feyworld:
The barbarian is unchanged from the standard D&D 3.5 rules. |
[Barbarian]
[Bard] [Champion] [Cleric]
[Druid] [Fighter]
[Mystic] [Noble]
[Ranger] [Rogue] [Sorceror]
[Wizard]
Bard
Bards in
Feyworld are not the Jack-of-all-Trades seen in other D&D worlds,
but warrior poets. Bards are most common in the various pockets of
Gaelish and Danic lands, though there are several more civilized
nations that have a strong bardic tradition.
Game Rule Information
Abilities:
Charisma determines how powerful a spell a bard can cast, how many
spells he can cast per day and how hard those spells are to resist
(see Spells, below). Charisma, Dexterity and Intelligence are
important for many of the bard’s class skills.
Hit
Die: d8
Class Skills
The bard’s class skills (and the key ability for each
skill) are Animal Empathy (Cha), Appraise (Int), Bluff (Cha),
Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy
(Cha), Gather Information (Cha), Handle Animal (Wis), Heal (Wis),
Intimidate (Cha), Knowledge (all) (Int), Perform (Cha), Profession
(Wis), Ride (Dex), Sense Motive (Wis), Speak Language (Int),
Spellcraft (Int), Survival (Wis), Urban Lore (Wis).
Skill
Points at 1st Level: (6 + Int modifier) x 4
Skill
Points at Each Additional Level: 6 + Int modifier
Class Features
Weapon
and Armor Proficiency: A bard is proficient with all simple
weapons, plus the longsword, rapier, sap, short sword, shortbow, and
whip. Bards are proficient with light armor and shields (except
tower shields) and gain the Medium Armor Proficiency at 4th level
and the Heavy Armor Proficiency Feat at 6th level. A bard can cast
bard spells while wearing light armor without incurring the normal
arcane spell failure chance. However, like any other arcane
spellcaster, a bard wearing medium or heavy armor or using a shield
incurs a chance of arcane spell failure if the spell in question has
a somatic component (most do). A multiclass bard still incurs the
normal arcane spell failure chance for arcane spells received from
other classes.
Spells:
A bard casts Spellsongs, which are 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. 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 the table below. In addition, he receives bonus spells per day if
he has a high Charisma score. When Spells Known indicates that the
bard gets 0 spells per day of a given spell level, he gains only the
bonus spells he would be entitled to based on his Charisma score for
that spell level.
The
bard’s selection of spells is extremely limited. A bard begins play
knowing four 0-level spells of your choice. At most new bard levels,
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; the numbers on Table: Bard
Spells Known are fixed.)
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 two
levels 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.
As noted
above, 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
Music: Once per day per bard level, a bard can use his song or
poetics to produce magical effects on those around him (usually
including himself, if desired). While these abilities fall under the
category of bardic music and the descriptions discuss singing or
playing instruments, they can all be activated by reciting poetry,
chanting, singing lyrical songs, singing melodies, whistling,
playing an instrument, or playing an instrument in combination with
some spoken performance. Each ability requires both a minimum bard
level and a minimum number of ranks in the Perform skill to qualify;
if a bard does not have the required number of ranks in at least one
Perform skill, he does not gain the bardic music ability until he
acquires the needed ranks.
Starting
a bardic music effect is a standard action. Some bardic music
abilities require concentration, which means the bard must take a
standard action each round to maintain the ability. Even while using
bardic music that doesn’t require concentration, a bard cannot cast
spells, activate magic items by spell completion (such as scrolls),
or activate magic items by magic word (such as wands). Just as for
casting a spell with a verbal component, a deaf bard has a 20%
chance to fail when attempting to use bardic music. If he fails, the
attempt still counts against his daily limit.
Countersong
(Su): A bard with 3 or more ranks in a Perform skill can use his
music or poetics to counter magical effects that depend on sound
(but not spells that simply have verbal components). Each round of
the countersong, he makes a Perform 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 noninstantaneous 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 check result for the save. Countersong has no effect against
effects that don’t allow saves. The bard may keep up the countersong
for 10 rounds.
Fascinate
(Sp): A bard with 3 or more ranks in a Perform skill can use his
music or poetics 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 able to pay attention to him. The
bard must also be able to see the creature. The distraction of a
nearby combat or other dangers prevents the ability from working.
For every three levels a bard attains beyond 1st, he can target one
additional creature with a single use of this ability.
To use
the ability, a bard makes a Perform check. His check result is the
DC for each affected creature’s Will save against 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 listens to the song, taking no
other actions, for as long as the bard continues to play and
concentrate (up to a maximum of 1 round per bard level). While
fascinated, a target takes a –4 penalty on skill checks made as
reactions, such as Listen and Spot checks. Any potential threat
requires the bard to make another Perform check and allows the
creature a new saving throw against a DC equal to the new Perform
check result.
Any
obvious threat, such as someone drawing a weapon, casting a spell,
or aiming a ranged weapon at the target, automatically breaks the
effect. Fascinate is an enchantment (compulsion), mind-affecting
ability.
Inspire
Courage (Su): A bard with 3 or more ranks in a Perform skill can
use song or poetics 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 hear the bard
sing. The effect lasts for as long as the ally hears the bard sing
and for 5 rounds thereafter. An affected ally receives a +1 morale
bonus on saving throws against charm and fear effects and a +1
morale bonus on attack and weapon damage rolls. At 8th level, and
every six bard levels thereafter, this bonus increases by 1 (+2 at
8th, +3 at 14th, and +4 at 20th). Inspire courage is a
mind-affecting ability.
Inspire
Competence (Su): A bard of 3rd level or higher with 6 or more
ranks in a Perform skill can use his music or poetics to help an
ally succeed at a task. The ally must be within 30 feet and able to
see and hear the bard. The bard must also be able to see the ally.
The ally
gets a +2 competence bonus on skill checks with a particular skill
as long as he or she continues to hear the bard’s music. Certain
uses of this ability are infeasible. The effect lasts as long as the
bard concentrates, up to a maximum of 2 minutes. A bard can’t
inspire competence in himself. Inspire competence is a
mind-affecting ability.
Suggestion
(Sp): A bard of 6th level or higher with 9 or more ranks in a
Perform skill can make a suggestion (as the spell) to a creature
that he has already fascinated (see above). Using this ability does
not break the bard’s concentration on the fascinate effect, nor does
it allow a second saving throw against the fascinate effect.
Making a
suggestion doesn’t count against a bard’s daily limit on bardic
music performances. 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.
Inspire
Greatness (Su): A bard of 9th level or higher with 12 or more
ranks in a Perform skill can use music or poetics to inspire
greatness in himself or a single willing ally within 30 feet,
granting him or her extra fighting capability. For every three
levels a bard attains beyond 9th, he can target one additional ally
with a single use of this ability (two at 12th level, three at 15th,
four at 18th). To inspire greatness, a bard must sing and an ally
must hear him sing. The effect lasts for as long as the ally hears
the bard sing and for 5 rounds thereafter. 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 dependant. Inspire greatness is a mind-affecting
ability.
Song of Freedom (Sp): A bard of 12th level or higher with 15 or more
ranks in a Perform skill can use music or poetics to create an
effect equivalent to the break enchantment spell (caster level
equals the character’s bard level). Using this ability requires 1
minute of uninterrupted concentration and music, and it functions on
a single target within 30 feet. A bard can’t use song of freedom on
himself.
Inspire Heroics (Su): A bard of 15th level or higher with 18 or more
ranks in a Perform skill can use music or poetics to inspire
tremendous heroism in himself or a single willing 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, a bard must sing and an ally must hear the bard sing for a
full round. A creature so inspired gains a +4 morale bonus on saving
throws and a +4 dodge bonus to AC. The effect lasts for as long as
the ally hears the bard sing and for up to 5 rounds thereafter.
Inspire heroics is a mind-affecting ability.
Mass
Suggestion (Sp): This ability functions like suggestion, above,
except that a bard of 18th level or higher with 21 or more ranks in
a Perform skill can make the suggestion simultaneously to any number
of creatures that he has already fascinated (see above). Mass
suggestion is an enchantment (compulsion), mind-affecting,
language-dependent ability.
Bardic
Knowledge: A bard may make a special bardic knowledge check with
a bonus equal to his bard level + his Intelligence modifier to see
whether he knows some relevant information about a topic he is
familiar with. The bard gains a new topic other level, starting at
1st level (If the bard has 5 or more ranks in Knowledge (history),
he gains a +2 bonus on this check.)
A
successful bardic knowledge check will not reveal the powers of a
magic item but may give a hint as to its general function. A bard
may not take 10 or take 20 on this check; this sort of knowledge is
essentially random.
|
DC |
Type of Knowledge |
|
10 |
Common, known by at least a substantial minority; common legends
of the local population. |
|
20 |
Uncommon but available, known by only a few people legends. |
|
25 |
Obscure, known by few, hard to come by. |
|
30 |
Extremely obscure, known by very few, possibly forgotten by most
who once knew it, possibly known only by those who don’t
understand the significance of the knowledge. |
Spellsongs:
If the Bard class is taken at the 1st Character Level, this Feat is
gained as a Bonus Feat at 1st Level. Otherwise, a multi-classing
character must choose Spellsongs as a feat before he can use spells
as a Bard
Table 3-4 (Revised): The Bard
|
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
|
1 |
+0 |
+2 |
+0 |
+2 |
Bardic music,
Bardic knowledge, countersong, fascinate, inspire courage +1 |
|
2 |
+1 |
+3 |
+0 |
+3 |
|
|
3 |
+2 |
+3 |
+1 |
+3 |
Bardic
Knowledge; Inspire competence |
|
4 |
+3 |
+4 |
+1 |
+4 |
Medium Armor Proficiency |
|
5 |
+3 |
+4 |
+1 |
+4 |
Bardic Knowledge |
|
6 |
+4 |
+5 |
+2 |
+5 |
Heavy Armor Proficiency; Suggestion |
|
7 |
+5 |
+5 |
+2 |
+5 |
Bardic
Knowledge |
|
8 |
+6/+1 |
+6 |
+2 |
+6 |
Inspire
courage +2 |
|
9 |
+6/+1 |
+6 |
+3 |
+6 |
Bardic
Knowledge; Inspire greatness |
|
10 |
+7/+2 |
+7 |
+3 |
+7 |
|
|
11 |
+8/+3 |
+7 |
+3 |
+7 |
Bardic Knowledge |
|
12 |
+9/+4 |
+8 |
+4 |
+8 |
Song of Freedom |
|
13 |
+9/+4 |
+8 |
+4 |
+8 |
Bardic
Knowledge |
|
14 |
+10/+5 |
+9 |
+4 |
+9 |
Inspire
courage +3 |
|
15 |
+11/+6/+1 |
+9 |
+5 |
+9 |
Bardic
Knowledge; Inspire heroics |
|
16 |
+12/+7/+2 |
+10 |
+5 |
+10 |
|
|
17 |
+12/+7/+2 |
+10 |
+5 |
+10 |
Bardic Knowledge |
|
18 |
+13/+8/+3 |
+11 |
+6 |
+11 |
Mass
Suggestion |
|
19 |
+14/+9/+4 |
+11 |
+6 |
+11 |
Bardic Knowledge |
|
20 |
+15/+10/+5 |
+12 |
+6 |
+12 |
Inspire courage +4 |
|
21 |
+15/+10/+5 |
+12 |
+7 |
+12 |
Bardic Knowledge |
|
22 |
+16/+11/+6/+1 |
+13 |
+7 |
+13 |
|
|
23 |
+17/+12/+7/+2 |
+13 |
+7 |
+13 |
Bardic Knowledge |
|
24 |
+17/+12/+7/+2 |
+14 |
+8 |
+14 |
|
|
25 |
+18/+13/+8/+3 |
+14 |
+8 |
+14 |
Bardic Knowledge; Inspire courage +5 |
Table 3-4B (Revised): Bardic
Spells
| |
Spells Per Day |
Spells Known |
|
Level |
0 |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
0 |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
|
1 |
2 |
-- |
-- |
-- |
-- |
-- |
-- |
-- |
4 |
-- |
-- |
-- |
-- |
-- |
-- |
-- |
|
2 |
3 |
0 |
-- |
-- |
-- |
-- |
-- |
-- |
5 |
2 |
-- |
-- |
-- |
-- |
-- |
-- |
|
3 |
3 |
1 |
-- |
-- |
-- |
-- |
-- |
-- |
6 |
3 |
-- |
-- |
-- |
-- |
-- |
-- |
|
4 |
3 |
2 |
0 |
-- |
-- |
-- |
-- |
-- |
6 |
3 |
2 |
-- |
-- |
-- |
-- |
-- |
|
5 |
3 |
3 |
1 |
-- |
-- |
-- |
-- |
-- |
6 |
4 |
3 |
-- |
-- |
-- |
-- |
-- |
|
6 |
3 |
3 |
2 |
-- |
-- |
-- |
-- |
-- |
6 |
4 |
3 |
-- |
-- |
-- |
-- |
-- |
|
7 |
3 |
3 |
2 |
0 |
-- |
-- |
-- |
-- |
6 |
4 |
4 |
2 |
-- |
-- |
-- |
-- |
|
8 |
3 |
3 |
3 |
1 |
-- |
-- |
-- |
-- |
6 |
4 |
4 |
3 |
-- |
-- |
-- |
-- |
|
9 |
3 |
3 |
3 |
2 |
-- |
-- |
-- |
-- |
6 |
4 |
4 |
3 |
-- |
-- |
-- |
-- |
|
10 |
3 |
3 |
3 |
2 |
0 |
-- |
-- |
-- |
6 |
4 |
4 |
4 |
2 |
-- |
-- |
-- |
|
11 |
3 |
3 |
3 |
3 |
1 |
-- |
-- |
-- |
6 |
4 |
4 |
4 |
3 |
-- |
-- |
-- |
|
12 |
3 |
3 |
3 |
3 |
2 |
-- |
-- |
-- |
6 |
4 |
4 |
4 |
3 |
-- |
-- |
-- |
|
13 |
3 |
3 |
3 |
3 |
2 |
0 |
-- |
-- |
6 |
4 |
4 |
4 |
4 |
2 |
-- |
-- |
|
14 |
4 |
3 |
3 |
3 |
3 |
1 |
-- |
-- |
6 |
4 |
4 |
4 |
4 |
3 |
-- |
-- |
|
15 |
4 |
4 |
3 |
3 |
3 |
2 |
-- |
-- |
6 |
4 |
4 |
4 |
4 |
3 |
-- |
-- |
|
16 |
4 |
4 |
4 |
3 |
3 |
2 |
0 |
-- |
6 |
5 |
4 |
4 |
4 |
4 |
2 |
-- |
|
17 |
4 |
4 |
4 |
4 |
3 |
3 |
1 |
-- |
6 |
5 |
5 |
4 |
4 |
4 |
3 |
-- |
|
18 |
4 |
4 |
4 |
4 |
4 |
3 |
2 |
-- |
6 |
5 |
5 |
5 |
4 |
4 |
3 |
-- |
|
19 |
4 |
4 |
4 |
4 |
4 |
4 |
3 |
0 |
6 |
5 |
5 |
5 |
5 |
4 |
4 |
2 |
|
20 |
4 |
4 |
4 |
4 |
4 |
4 |
4 |
1 |
6 |
5 |
5 |
5 |
5 |
5 |
4 |
3 |
|
21 |
5 |
4 |
4 |
4 |
4 |
4 |
4 |
2 |
7 |
5 |
5 |
5 |
5 |
5 |
4 |
3 |
|
22 |
5 |
5 |
4 |
4 |
4 |
4 |
4 |
3 |
7 |
6 |
5 |
5 |
5 |
5 |
5 |
4 |
|
23 |
5 |
5 |
5 |
4 |
4 |
4 |
4 |
4 |
7 |
6 |
6 |
5 |
5 |
5 |
5 |
4 |
|
24 |
5 |
5 |
5 |
5 |
4 |
4 |
4 |
4 |
7 |
6 |
6 |
6 |
5 |
5 |
5 |
4 |
|
25 |
5 |
5 |
5 |
5 |
5 |
4 |
4 |
4 |
7 |
6 |
6 |
6 |
6 |
5 |
5 |
5 |
What’s New?
Dungeons & Dragons 3.5:
Bards get more skill points and gain the ability to make small
changes to their spells known.
Feyworld:
The Feyworld bard receives d8 hit points per level instead of
d6 and gains both the Medium and Heavy Armor Proficiencies at
later levels. The skill and spell lists have changed to
reflect their nature as warrior-poets. Their Fortitude
save progression was also improved in favor of their Reflex
save. Finally, Feyworld bards are able to cast 7th level
spells. |
[Barbarian]
[Bard] [Champion] [Cleric]
[Druid] [Fighter]
[Mystic] [Noble]
[Ranger] [Rogue] [Sorceror]
[Wizard]
Champion
The
champion, known as a paladin by most of the Ptarian religions, is
somewhat different in Feyworld than the paladin of other D&D3.5
campaign settings, in that they receive training in combat before
they begin to gain their Divine powers and spells. Use the Table
3-12 (Revised) below.
Game Rule Information
Abilities:
Charisma enhances the champion’s Lay on Hands power, self-protective
capabilities and undead turning/rebuking abilities. Strength is
important for him because of its role in combat. A Wisdom score of
14 or higher is required to get access to the most powerful champion
spells and a score of 11 or higher is required to cast any champion
spells at all.
Hit
Die: d10
Class Skills
The
champion’s class skills (and the key ability for each skill) are
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal
(Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge
(religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive
(Wis).
Skill
Points at 1st Level: (4 + Int modifier) x4.
Skill
Points at Each Additional Level: 4 + Int modifier.
Class Features
All of
the following are class features of the paladin.
Weapon
and Armor Proficiency: Champions are proficient with all simple
and martial weapons, with all types of armor (heavy, medium, and
light), and with shields (except tower shields).
Divine Spellcasting: If the Paladin class is taken at the 1st
Character Level and maintained for five levels, this Feat is gained
as a Bonus Feat at 5th Level.
Aura (Ex): A
champion has a particularly
powerful aura corresponding to the deity’s alliances and enemies
(see the detect faithful and detect anathema spells for details).
Detect
Anathema (Sp): Starting at 3rd level, a champion can use detect
anathema at will, as the spell.
Smite
Anathema (Su): At 3rd level, a champion may attempt to smite
an opponent of an anathemized faith with one normal melee attack
once per day. She adds her Charisma bonus (if any) to her attack
roll and deals 1 extra point of damage per champion level. If the
champion accidentally smites a creature that is not anathemized, the
smite has no effect, but the ability is still used up for that day.
At 8th
level, and at every four to five levels thereafter, the champion may smite
anathema one additional time per day, as indicated on the champion
table. At 25th level, a champion may smite anathema with each blow.
Divine
Grace (Su): At 4th level, a champion gains a bonus equal to her
Charisma bonus (if any) on all saving throws.
Lay
on Hands (Su): Beginning at 4th level, a champion of light with
a Charisma score of 12 or higher can heal wounds (her own or those
of others) by touch. Each day she can heal a total number of hit
points of damage equal to her champion level x her Charisma bonus. A
champion may choose to divide her healing among multiple recipients,
and she doesn’t have to use it all at once. Using lay on hands is a
standard action.
A
champion of darkness uses this ability to deal damage to others and
cannot heal. Using lay on hands in this way requires a successful
melee touch attack and doesn’t provoke an attack of opportunity. The
champion decides how many of her daily allotment of points to use as
damage after successfully touching an opponent. A champion of light
can use this power to damage undead only.
Aura
of Courage (Su): Beginning at 5th level, a champion 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 while the champion is conscious, but not if she is
unconscious or dead.
Divine
Health (Ex): At 5th level, a champion gains immunity to all
diseases, including supernatural and magical diseases.
Turn/Rebuke
Undead (Su): When a champion reaches 6th level, she gains the
supernatural ability to turn or rebuke undead (as appropriate to her
deity). She may use this ability a number of times per day equal to
3 + her Charisma modifier. She turns undead as a cleric of five
levels lower would.
Spells:
Beginning at 5th level, a champion gains the ability to cast a small
number of divine spells, which are drawn from one of the Domain
lists appropriate to the champion’s deity. A champion must choose
and prepare her spells in advance.
To
prepare or cast a spell, a champion must have a Wisdom score equal
to at least 10 + the spell level. The Difficulty Class for a saving
throw against a champion’s spell is 10 + the spell level + the
champion’s Wisdom modifier.
Like
other spellcasters, a champion can cast only a certain number of
spells of each spell level per day. Her base daily spell allotment
is given on the Champion table, below. In addition, she receives
bonus spells per day if she has a high Wisdom score. When the
Champion table indicates that the champion gets 0 spells per day of
a given spell level, she gains only the bonus spells she would be
entitled to based on her Wisdom score for that spell level. The
champion does not have access to any domain powers, as a cleric
does.
A
champion prepares and casts spells the way a cleric does, though she
does not have the spontaneous casting ability. A champion may
prepare and cast any spell on the Domain list chosen, provided that
she can cast spells of that level, but she must choose which spells
to prepare during her daily meditation.
Through
5th level, a champion has no caster level. At 5th level and higher,
her caster level is one-half her champion level.
Special
Mount (Sp): Upon reaching 5th level, a champion gains the
service of an unusually intelligent, strong, and loyal steed to
serve her in her crusade against evil (see below). This mount is
usually a heavy warhorse (for a Medium champion) or a warpony (for a
Small champion).
Should the champion’s mount die, the champion will not be
granted another mount for thirty days or until she gains a champion
level, whichever comes first, unless the mount is somehow returned
from the dead. During this thirty-day period, the champion takes a
–1 penalty on attack and weapon damage rolls.
Remove/Cause
Disease (Sp): At 8th level, a champion can produce a remove
disease or cause disease effect, as the spell, once per week. She
can use this ability one additional time per week for every three
levels after 8th (twice per week at 11th, three times at 14th, and so
forth).
Code
of Conduct: A champion must adhere to the tenants of his
religion and loses all class abilities if she ever willingly defies
her deity.
Associates:
A champion will never knowingly associate with characters who follow
an anathemized deity, nor will she continue an association with
someone who consistently offends her code of conduct. A champion may
accept only henchmen, followers, or cohorts who follow an allied
deity.
Ex-Champions
A
champion who willfully commits an act anathemized by his deity or
who grossly violates the code of conduct loses all champion spells
and abilities (including the service of the champion’s mount, but
not weapon, armor, and shield proficiencies). She may not progress
any farther in levels as a champion. She regains her abilities and
advancement potential if she atones for her violations (see the
atonement spell description), as appropriate.
Like a
member of any other class, a champion may be a multiclass character,
but multiclass champions face a special restriction. A champion who
gains a level in any class other than champion may never again raise
her champion level, though she retains all her champion abilities.
The Champion’s Mount
The
champion’s mount is superior to a normal mount of its kind and has
special powers, as described below. The standard mount for a Medium
champion is a heavy warhorse, and the standard mount for a Small
champion is a warpony. Another kind of mount, such as a riding dog
(for a halfling champion) or a Large shark (for a champion in an
aquatic campaign) may be allowed as well.
A
champion’s mount is treated as a magical beast, not an animal, for
the purpose of all effects that depend on its type (though it
retains an animal’s HD, base attack bonus, saves, skill points, and
feats).
|
Paladin Level |
Bonus HD |
Natural Armor Adj. |
Str Adj. |
Int |
Special |
|
5th–7th |
+2 |
+4 |
+1 |
6 |
Empathic link, improved evasion, share spells, share saving
throws |
|
8th–10th |
+4 |
+6 |
+2 |
7 |
Improved speed |
|
11th–14th |
+6 |
+8 |
+3 |
8 |
Command creatures of its kind |
|
15th–20th |
+8 |
+10 |
+4 |
9 |
Spell resistance |
Champion’s
Mount Basics: Use the base statistics for a creature of the
mount’s kind, but make changes to take into account the attributes
and characteristics summarized on the table and described below.
Bonus
HD: Extra eight-sided (d8) Hit Dice, each of which gains a
Constitution modifier, as normal. Extra Hit Dice improve the mount’s
base attack and base save bonuses. A special mount’s base attack
bonus is equal to that of a cleric of a level equal to the mount’s
HD. A mount has good Fortitude and Reflex saves (treat it as a
character whose level equals the animal’s HD). The mount gains
additional skill points or feats for bonus HD as normal for
advancing a monster’s Hit Dice.
Natural
Armor Adj.: The number on the table is an improvement to the
mount’s existing natural armor bonus.
Str
Adj.: Add this figure to the mount’s Strength score.
Int:
The mount’s Intelligence score.
Empathic
Link (Su): The champion has an empathic link with her mount out
to a distance of up to 1 mile. The champion cannot see through the
mount’s eyes, but they can communicate empathically.
Note
that even intelligent mounts see the world differently from humans,
so misunderstandings are always possible.
Because
of this empathic link, the champion has the same connection to an
item or place that her mount does, just as with a master and his
familiar (see Familiars).
Improved
Evasion (Ex): When subjected to an attack that normally allows a
Reflex saving throw for half damage, a mount takes no damage if it
makes a successful saving throw and half damage if the saving throw
fails.
Share
Spells: At the champion’s option, she may have any spell (but
not any spell-like ability) she casts on herself also affect her
mount.
The
mount must be within 5 feet at the time of casting to receive the
benefit. If the spell or effect has a duration other than
instantaneous, it stops affecting the mount if it moves farther than
5 feet away and will not affect the mount again even if it returns
to the paladin before the duration expires. Additionally, the
champion may cast a spell with a target of “You” on her mount (as a
touch range spell) instead of on herself. A champion and her mount
can share spells even if the spells normally do not affect creatures
of the mount’s type (magical beast).
Share
Saving Throws: For each of its saving throws, the mount uses its
own base save bonus or the champion’s, whichever is higher. The
mount applies its own ability modifiers to saves, and it doesn’t
share any other bonuses on saves that the master might have.
Improved
Speed (Ex): The mount’s speed increases by 10 feet.
Command
(Sp): Once per day per two champion levels of its master, a
mount can use this ability to command other any normal animal of
approximately the same kind as itself (for warhorses and warponies,
this category includes donkeys, mules, and ponies), as long as the
target creature has fewer Hit Dice than the mount. This ability
functions like the command spell, but the mount must make a DC 21
Concentration check to succeed if it’s being ridden at the time. If
the check fails, the ability does not work that time, but it still
counts against the mount’s daily uses. Each target may attempt a
Will save (DC 10 + 1/2 paladin’s level + paladin’s Cha modifier) to
negate the effect.
Spell
Resistance (Ex): A mount’s spell resistance equals its master’s
champion level + 5. To affect the mount with a spell, a spellcaster
must get a result on a caster level check (1d20 + caster level) that
equals or exceeds the mount’s spell resistance.
Table 3-12 (Revised): The Champion
|
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
|
1 |
+1 |
+2 |
+0 |
+2 |
Mounted Combat; Aura |
|
2 |
+2 |
+3 |
+0 |
+3 |
Ride-By Attack |
|
3 |
+3 |
+3 |
+1 |
+3 |
Detect anathema; Smite anathema 1/day |
|
4 |
+4 |
+4 |
+1 |
+4 |
Divine Grace; Lay On Hands |
|
5 |
+5 |
+4 |
+1 |
+4 |
Aura of Courage; Divine Health; Divine Spellcasting |
|
6 |
+6/+1 |
+5 |
+2 |
+5 |
Turn Undead |
|
7 |
+7/+2 |
+5 |
+2 |
+5 |
Smite Anathema 2/day; Special mount |
|
8 |
+8/+3 |
+6 |
+2 |
+6 |
Remove/Cause Disease 1/week |
|
9 |
+9/+4 |
+6 |
+3 |
+6 |
|
|
10 |
+10/+5 |
+7 |
+3 |
+7 |
|
|
11 |
+11/+6/+1 |
+7 |
+3 |
+7 |
Remove/Cause Disease 2/week |
|
12 |
+12/+7/+2 |
+8 |
+4 |
+8 |
Smite Anathema 3/day |
|
13 |
+13/+8/+3 |
+8 |
+4 |
+8 |
|
|
14 |
+14/+9/+4 |
+9 |
+4 |
+9 |
Remove/Cause Disease 3/week |
|
15 |
+15/+10/+5 |
+9 |
+5 |
+9 |
|
|
16 |
+16/+11/+6/+1 |
+10 |
+5 |
+10 |
|
|
17 |
+17/+12/+7/+2 |
+10 |
+5 |
+10 |
Remove/Cause Disease 4/week;
Smite Anathema 4/day |
|
18 |
+18/+13/+8/+3 |
+11 |
+6 |
+11 |
|
|
19 |
+19/+14/+9/+4 |
+11 |
+6 |
+11 |
|
|
20 |
+20/+15/+10/+5 |
+12 |
+6 |
+12 |
Remove/Cause Disease 5/week |
|
21 |
+21/+16/+11/+6/+1 |
+12 |
+7 |
+12 |
|
|
22 |
+22/+17/+12/+7/+2 |
+13 |
+7 |
+13 |
Smite Anathema 5/day |
|
23 |
+23/+18/+13/+8/+3 |
+13 |
+7 |
+13 |
Remove/Cause Disease 6/week |
|
24 |
+24/+18/+14/+9/+4 |
+14 |
+8 |
+14 |
|
|
25 |
+25/+19/+15/+10/+5 |
+14 |
+8 |
+14 |
Remove/Cause Disease at will; Smite Anathema at will |
Table 3-12 (Revised) Champion
Spells
| |
Spells Per Day |
|
Level |
0 |
1st |
2nd |
3rd |
4th |
|
1 |
-- |
-- |
-- |
-- |
-- |
|
2 |
-- |
-- |
-- |
-- |
-- |
|
3 |
-- |
-- |
-- |
-- |
-- |
|
4 |
-- |
-- |
-- |
-- |
-- |
|
5 |
0 |
-- |
-- |
-- |
-- |
|
6 |
0 |
-- |
-- |
-- |
-- |
|
7 |
1 |
-- |
-- |
-- |
-- |
|
8 |
1 |
-- |
-- |
-- |
-- |
|
9 |
1 |
0 |
-- |
-- |
-- |
|
10 |
1 |
0 |
-- |
-- |
-- |
|
11 |
1 |
1 |
-- |
-- |
-- |
|
12 |
1 |
1 |
-- |
-- |
-- |
|
13 |
1 |
1 |
0 |
-- |
-- |
|
14 |
1 |
1 |
0 |
-- |
-- |
|
15 |
2 |
1 |
1 |
-- |
-- |
|
16 |
2 |
1 |
1 |
-- |
-- |
|
17 |
2 |
1 |
1 |
0 |
-- |
|
18 |
2 |
1 |
1 |
0 |
-- |
|
19 |
3 |
2 |
1 |
1 |
-- |
|
20 |
3 |
2 |
1 |
1 |
-- |
|
21 |
3 |
2 |
1 |
1 |
0 |
|
22 |
3 |
2 |
1 |
1 |
0 |
|
23 |
4 |
3 |
2 |
1 |
1 |
|
24 |
4 |
3 |
2 |
1 |
1 |
|
25 |
4 |
3 |
2 |
1 |
1 |
What’s New?
Dungeons & Dragons 3.5:
Paladins smite more often at higher levels.
Feyworld:
The Feyworld champion starts as a squire, with no divine
abilities. At third level, he begins receiving divine gifts,
as per the Paladin in the normal rules. The Champion also
receives more skill points than the D&D Paladin. Several
special abilities have been modified to allow for dark
champions. |
[Barbarian]
[Bard] [Champion] [Cleric]
[Druid] [Fighter]
[Mystic] [Noble]
[Ranger] [Rogue] [Sorceror]
[Wizard]
Cleric
Clerics
in Feyworld tend to have a stronger connection to their deities, to
the point where they begin to take on greater aspects of their
deities as they progress in experience and power. These are mainly
evident in the domain powers that Clerics receive at 1st level and
every third level after learning a new Domain.
Domains
are also much more significant in Feyworld than in most D&D 3.5
games. The cleric can only select spells from the General Cleric
spells and the spells of their domain.
Game Rule Information
Abilities:
Wisdom determines how powerful a spell a cleric can cast, how many
spells she can cast per day, and how hard those spells are to resist
(see Spells, below). A high Constitution score improves a cleric’s
hit points and a high Charisma score improves his ability to turn
undead.
Hit
Die: d8
Class Skills
The
cleric’s class skills (and the key ability for each skill) are
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis),
Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge
(religion) (Int), Knowledge (the planes) (Int), Profession (Wis),
Spellcraft (Int) and Urban Lore (Wis).
Skill
Points at 1st Level: (6 + Int modifier) x 4
Skill
Points at Each Additional Level: 6 + Int modifier
Domains
and Class Skills: Each Domain includes at least one class skill
in addition to the list above.
Class Features
All
of the following are class features of the cleric.
Weapon
and Armor Proficiency: Clerics are proficient with all simple
weapons, with all types of armor (light, medium, and heavy), and
with shields (except tower shields).
A cleric
who chooses the War domain receives the Weapon Focus feat related to
his deity’s weapon as a bonus feat. He also receives the appropriate
Martial Weapon Proficiency feat as a bonus feat, if the weapon falls
into that category.
Aura
(Ex): A cleric has a particularly powerful aura corresponding to
the deity’s alliances and enemies (see the detect faithful and
detect anathema spells for details).
Spells:
A cleric casts divine spells, which are drawn from the General
Cleric spell list and the appropriate Domain spell list(s) for his
deity. A cleric must choose and prepare his spells in advance (see
below).
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 d20 + 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. His base daily spell allotment
is given on Table: The Cleric. In addition, he receives bonus spells
per day if he has a high Wisdom score.
Clerics
meditate or pray for their spells. Each cleric must choose a time at
which he must spend 1 hour each day in quiet contemplation or
supplication to regain his 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 General Cleric spell
list or any spell on the Domain(s) he has chosen, provided that he
can cast spells of that level, but he must choose which spells to
prepare during his daily meditation.
Deity,
Domains, and Domain Spells: A cleric’s deity influences his
attitude, what spells he has access to, his values, and how others
see him. A cleric chooses a domain at first level from among those
belonging to his deity. At that time, the cleric also receives his
first Domain power, as listed in the Domain. At 4th level, the
cleric receives his second Domain power and so on every four levels
thereafter.
The
Domain gives the cleric access to the Domain spell list at each
spell level he can cast, from 1st on up, as well as a granted power
at the 1st, 5th and 10th level that he can cast spells from that
Domain (thus, at 4th level, the cleric receives a new Domain and the
1st level power for that Domain)
Spontaneous
Casting: A cleric can channel stored spell energy into a spell
that is appropriate to his deity that the cleric did not prepare
ahead of time. The cleric can “lose” any prepared spell in order to
cast the stored spell.
Turn
or Rebuke Undead (Su): Any cleric, regardless of alignment, has
the power to affect undead creatures by channeling the power of his
faith through his holy (or unholy) symbol (see Turn or Rebuke
Undead).
A cleric
of light (one who worships Lord Ptharos or his descendants) can turn
or destroy undead creatures. A cleric of darkness (one who worships
Dagon or his descendants) instead rebukes or commands such
creatures. Some deities do not follow the patter of light and
darkness and the player should reference the description of the
deity to determine if clerics of that god can turn or rebuke undead.
A cleric
may attempt to turn undead a number of times per day equal to 3 +
his Charisma modifier. A cleric with 5 or more ranks in Knowledge
(religion) gets a +2 bonus on turning checks against undead.
Bonus
Languages: A cleric’s bonus language options include the
language used by his church (typically Zetian in the western lands,
but varies in the East). These choices are in addition to the bonus
languages available to the character because of his race.
Divine
Spellcasting: If the Cleric class is taken at the 1st Character
Level, this Feat is gained as a Bonus Feat at 1st Level.
Ex-Clerics
A cleric
who grossly violates the code of conduct required by his god loses
all spells and class features, except for armor and shield
proficiencies and proficiency with simple weapons. He cannot
thereafter gain levels as a cleric of that god until he atones (see
the atonement spell description).
What’s New?
Dungeons & Dragons 3.5:
The changes made to the Cleric in the D&D 3.5 revision have no
impact on the Feyworld cleric.
Feyworld:
Clerics in Feyworld receive more skill points per level to
reflect their more studious nature. The cleric’s available
spells include those from the General list of spells as well
as the list available for each Domain list (which is greatly
expanded in Feyworld). Finally, the Cleric receives Domain
Powers for their first and every fifth level that they have
been able to use that Domain. |
Table 3-6 (Revised): The Cleric
|
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
|
1 |
+0 |
+2 |
+0 |
+2 |
Turn or rebuke undead; Primary Domain and Power, Divine
Spellcasting (see above) |
|
2 |
+1 |
+3 |
+0 |
+3 |
|
|
3 |
+2 |
+3 |
+1 |
+3 |
|
|
4 |
+3 |
+4 |
+1 |
+4 |
Secondary Domain and Power |
|
5 |
+3 |
+4 |
+1 |
+4 |
Primary Domain Power |
|
6 |
+4 |
+5 |
+2 |
+5 |
|
|
7 |
+5 |
+5 |
+2 |
+5 |
|
|
8 |
+6/+1 |
+6 |
+2 |
+6 |
Tertiary Domain and Power |
|
9 |
+6/+1 |
+6 |
+3 |
+6 |
Secondary Domain Power |
|
10 |
+7/+2 |
+7 |
+3 |
+7 |
Primary Domain Power |
|
11 |
+8/+3 |
+7 |
+3 |
+7 |
|
|
12 |
+9/+4 |
+8 |
+4 |
+8 |
Fourth Domain and Power |
|
13 |
+9/+4 |
+8 |
+4 |
+8 |
Tertiary Domain Power |
|
14 |
+10/+5 |
+9 |
+4 |
+9 |
Secondary Domain Power |
|
15 |
+11/+6/+1 |
+9 |
+5 |
+9 |
|
|
16 |
+12/+7/+2 |
+10 |
+5 |
+10 |
Fifth Domain and Power |
|
17 |
+12/+7/+2 |
+10 |
+5 |
+10 |
Fourth Domain Power |
|
18 |
+13/+8/+3 |
+11 |
+6 |
+11 |
Tertiary Domain Power |
|
19 |
+14/+9/+4 |
+11 |
+6 |
+11 |
|
|
20 |
+15/+10/+5 |
+12 |
+6 |
+12 |
Sixth Domain and Power |
|
21 |
+15/+10/+5 |
+12 |
+7 |
+12 |
Fifth Domain Power |
|
22 |
+16/+11/+6/+1 |
+13 |
+7 |
+13 |
Fourth Domain Power |
|
23 |
+17/+12/+7/+2 |
+13 |
+7 |
+13 |
|
|
24 |
+17/+12/+7/+2 |
+14 |
+8 |
+14 |
Sixth Domain Power |
|
25 |
+18/+13/+8/+3 |
+14 |
+8 |
+14 |
|
Table 3-6 (Revised) Cleric
Spells
| |
Spells Per Day |
|
Level |
0 |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
|
1 |
3 |
2 |
-- |
-- |
-- |
-- |
-- |
-- |
-- |
-- |
|
2 |
4 |
3 |
-- |
-- |
-- |
-- |
-- |
-- |
-- |
-- |
|
3 |
4 |
3 |
2 |
-- |
-- |
-- |
-- |
-- |
-- |
-- |
|
4 |
5 |
4 |
3 |
-- |
-- |
-- |
-- |
-- |
-- |
-- |
|
5 |
5 |
4 |
3 |
2 |
-- |
-- |
-- |
-- |
-- |
-- |
|
6 |
5 |
4 |
4 |
3 |
-- |
-- |
-- |
-- |
-- |
-- |
|
7 |
6 |
5 |
4 |
3 |
2 |
-- |
-- |
-- |
-- |
-- |
|
8 |
6 |
5 |
4 |
4 |
3 |
-- |
-- |
-- |
-- |
-- |
|
9 |
6 |
5 |
5 |
4 |
3 |
2 |
-- |
-- |
-- |
-- |
|
10 |
6 |
5 |
5 |
4 |
4 |
3 |
-- |
-- |
-- |
-- |
|
11 |
6 |
6 |
5 |
5 |
4 |
3 |
2 |
-- |
-- |
-- |
|
12 |
6 |
6 |
5 |
5 |
4 |
4 |
3 |
-- |
-- |
-- |
|
13 |
6 |
6 |
6 |
5 |
5 |
4 |
3 |
2 |
-- |
-- |
|
14 |
6 |
6 |
6 |
5 |
5 |
4 |
4 |
3 |
-- |
-- |
|
15 |
6 |
6 |
6 |
6 |
5 |
5 |
4 |
3 |
2 |
-- |
|
16 |
6 |
6 |
6 |
6 |
5 |
5 |
4 |
4 |
3 |
-- |
|
17 |
6 |
6 |
6 |
6 |
6 |
5 |
5 |
4 |
3 |
2 |
|
18 |
6 |
6 |
6 |
6 |
6 |
5 |
5 |
4 |
4 |
3 |
|
19 |
6 |
6 |
6 |
6 |
6 |
6 |
5 |
5 |
4 |
3 |
|
20 |
6 |
6 |
6 |
6 |
6 |
6 |
5 |
5 |
4 |
4 |
|
21 |
7 |
6 |
6 |
6 |
6 |
6 |
6 |
5 |
5 |
4 |
|
22 |
7 |
6 |
6 |
6 |
6 |
6 |
6 |
5 |
5 |
4 |
|
23 |
7 |
7 |
6 |
6 |
6 |
6 |
6 |
6 |
5 |
5 |
|
24 |
7 |
7 |
6 |
6 |
6 |
6 |
6 |
6 |
5 |
5 |
|
25 |
7 |
7 |
7 |
6 |
6 |
6 |
6 |
6 |
6 |
5 |
[Barbarian]
[Bard] [Champion] [Cleric]
[Druid] [Fighter]
[Mystic] [Noble]
[Ranger] [Rogue] [Sorceror]
[Wizard]
Druid
The druid is a very different type of character in
Feyworld, though there are some strong similarities. While druids in
D&D3 concentrate on protecting nature, druids in Feyworld are judges
and spiritual leaders as well. They are only found among the Gaelish
folk who, in isolated corners of the world, still worship the Tuatha
and among some elves. None of the Triadic deities give power to
druids. Their magic, called Druidic Magic, even works slightly
differently from mainstream Divine Magic. Changes in the druid class
are reflected below.
Game Rule Information
Abilities: Wisdom determines how powerful a spell a
druid can cast, how many spells she can cast per day and how hard
those spells are to resist. To cast a spell, a druid must have a
Wisdom score of 10+the spell’s level. A druid gets bonus spells
based on Wisdom. The Difficulty Class of a saving throw against a
druid’s spell is 1d20 + the spell’s level + the druid’s Wisdom
modifier.
Since a druid wears only light and medium armor, a high
Dexterity score greatly improves her defensive ability.
Hit Die: d8
Class Skills
The druid’s class skills (and the key ability for each
skill) are Animal Empathy (Cha), Appraise (Int), Concentration
(Con), Decipher Script (Int), Diplomacy (Cha), Gather Information
(Cha), Handle Animal (Cha), Heal (Wis), Knowledge (any) (Int), Profession (Wis), Ride (Dex),
Search (Per), Sense Motive (Wis), Speak Language (Int), Spellcraft
(Int), Spot (Wis), Survival (Wis).
Skill Points at 1st Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int
modifier
Class Features
Weapon and Armor Proficiency: Druids are proficient
with the following weapons: club, dagger, dart, quarterstaff,
scimitar, 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 carries 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: A druid casts Druidic spells, which are
drawn from the druid spell list. A druid must choose and prepare her
spells in advance (see below).
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 d20 + 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: The Druid. In addition, she receives
bonus spells per day if she has a high Wisdom score. She does not
have access to any domain spells or granted powers, as a cleric
does.
A druid prepares and casts spells the way a cleric does. 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.
Aura (Ex): A cleric has a particularly powerful
aura corresponding to the deity’s alliances and enemies (see the
detect faithful and detect anathema spells for details).
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.
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.
Druidic Magic: If the Druid class is taken at the
1st Character Level, this Feat is gained as a Bonus Feat at 1st
Level.
Nature Sense
(Ex): A druid gains a +2 bonus on Knowledge
(nature) and Survival checks.
Animal Companion
(Ex): A druid may begin play with an
animal companion selected from the following list: badger, camel,
dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl,
pony, snake (Small or Medium viper), or wolf. If the campaign takes
place wholly or partly in an aquatic environment, the following
creatures are also available: crocodile, porpoise, Medium shark, and
squid. This animal is a loyal companion that accompanies the druid
on her adventures as appropriate for its kind.
A 1st-level druid’s companion is completely typical for
its kind except as noted below. As a druid advances in level, the
animal’s power increases as shown on the table. If a druid releases
her companion from service, she may gain a new one by performing a
ceremony requiring 24 uninterrupted hours of prayer. This ceremony
can also replace an animal companion that has perished.
A druid of 4th level or higher may select from alternative
lists of animals (see below). Should she select an animal companion
from one of these alternative lists, the creature gains abilities as
if the character’s druid level were lower than it actually is.
Subtract the value indicated in the appropriate list header from the
character’s druid level and compare the result with the druid level
entry on the table to determine the animal companion’s powers. (If
this adjustment would reduce the druid’s effective level to 0 or
lower, she can’t have that animal as a companion.)
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.
However, thorns, briars, and overgrown areas that have been
magically manipulated to impede motion 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
abilities of fey.
Discern Lies (Ex): Starting at 5th-level, the druid
can discern lies, as the spell, once per day. This is a spell-like
ability and does not require components or a casting time. This
ability can be used multiple times at 8th, 12th, and 14th-level. At
24th-level, this ability is permanent and may be used on anyone at
any time.
Madriel’s Empathic Resonance
(Su): At 6th-level, the
druid can use Madriel’s Empathic Resonance (RR pp. 90-1) as a
spell-like ability once per day.
Wild Shape
(Su): At 7th 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 polymorph 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 more times per day at 6th,
7th, 8th, 10th, 11th, 17th and 23rd level, as noted on The Druid
table, below. In addition, she gains the ability to take the shape
of a Large animal at 10th level, a Tiny animal at 13th level, and a
Huge animal at 19th level.
The new form’s Hit Dice can’t exceed the character’s druid level.
At 21st level, a druid becomes able to use wild shape to
change into a Small, Medium, or Large Fey once per day. These Fey
forms are in addition to her normal wild shape usage. In addition to
the normal effects of wild shape, the druid gains all the Fey’s
extraordinary, supernatural, and spell-like abilities. She also
gains the Fey’s feats for as long as she maintains the wild shape,
but she retains her own creature type. At 23rd level, a druid
becomes able to assume Fey form three times per day.
Venom Immunity (Ex): At 9th level, a druid gains immunity to all
poisons.
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.
Denev’s Exile From Nature
(Su): At 16th-level, the druid
gains Denev’s Exile From Nature (RR pp. 65-66) as a spell-like
ability once per week.
Ex-Druids
A druid who fails to render judgment fairly or brings
unnecessary harm to the natural cycle will lose all spells and druid
abilities and cannot gain levels as a druid, until she atones (see
the atonement spell, PHB).
What’s New?
Dungeons & Dragons 3.5:
Druids animal companions advance now.
Feyworld:
Druids have higher skill points in Feyworld to reflect a more
studious nature. They lose the Animal Empthy ability, but gain
several spell-like abilities at higher levels related to their
role as judges. |
Table 3-8 (Revised): The Druid
|
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
|
1 |
+0 |
+2 |
+0 |
+2 |
Nature sense, animal companion, Druidic Magic (see above) |
|
2 |
+1 |
+3 |
+0 |
+3 |
Woodland stride |
|
3 |
+2 |
+3 |
+1 |
+3 |
Trackless step |
|
4 |
+3 |
+4 |
+1 |
+4 |
Resist nature’s lure |
|
5 |
+3 |
+4 |
+1 |
+4 |
Discern Lies (1/day) |
|
6 |
+4 |
+5 |
+2 |
+5 |
Madriel’s Empathic Resonance (1/day) |
|
7 |
+5 |
+5 |
+2 |
+5 |
Wild shape (1/day) |
|
8 |
+6/+1 |
+6 |
+2 |
+6 |
Wild shape (2/day), Detect Lies (2/day) |
|
9 |
+6/+1 |
+6 |
+3 |
+6 |
Venom Immunitiy |
|
10 |
+7/+2 |
+7 |
+3 |
+7 |
Wild shape (3/day), Wild shape (large) |
|
11 |
+8/+3 |
+7 |
+3 |
+7 |
Wild shape (4/day) |
|
12 |
+9/+4 |
+8 |
+4 |
+8 |
Discern Lies (3/day) |
|
13 |
+9/+4 |
+8 |
+4 |
+8 |
Wild shape (tiny) |
|
14 |
+10/+5 |
+9 |
+4 |
+9 |
Discern Lies (5/day) |
|
15 |
+11/+6/+1 |
+9 |
+5 |
+9 |
Wild shape (dire), Timeless body |
|
16 |
+12/+7/+2 |
+10 |
+5 |
+10 |
Denev’s Exile from Nature (1/week) |
|
17 |
+12/+7/+2 |
+10 |
+5 |
+10 |
Wild shape (5/day) |
|
18 |
+13/+8/+3 |
+11 |
+6 |
+11 |
|
|
19 |
+14/+9/+4 |
+11 |
+6 |
+11 |
Wild shape (Huge) |
|
20 |
+15/+10/+5 |
+12 |
+6 |
+12 |
|
|
21 |
+15/+10/+5 |
+12 |
+7 |
+12 |
Wild shape (fey 1/day) |
|
22 |
+16/+11/+6/+1 |
+13 |
+7 |
+13 |
|
|
23 |
+17/+12/+7/+2 |
+13 |
+7 |
+13 |
Wild shape (6/day, fey 3/day) |
|
24 |
+17/+12/+7/+2 |
+14 |
+8 |
+14 |
Discern Lies (at will) |
|
25 |
+18/+13/+8/+3 |
+14 |
+8 |
+14 |
|
Table 3-8 (Revised): Druidic
Spells
| |
Spells Per Day |
|
Level |
0 |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
|
1 |
3 |
1 |
-- |
-- |
-- |
-- |
-- |
-- |
-- |
-- |
|
2 |
4 |
2 |
-- |
-- |
-- |
-- |
-- |
-- |
-- |
-- |
|
3 |
4 |
2 |
1 |
-- |
-- |
-- |
-- |
-- |
-- |
-- |
|
4 |
5 |
3 |
2 |
-- |
-- |
-- |
-- |
-- |
-- |
-- |
|
5 |
5 |
3 |
2 |
1 |
-- |
-- |
-- |
-- |
-- |
-- |
|
6 |
5 |
3 |
3 |
2 |
-- |
-- |
-- |
-- |
-- |
-- |
|
7 |
6 |
4 |
3 |
2 |
1 |
-- |
-- |
-- |
-- |
-- |
|
8 |
6 |
4 |
3 |
3 |
2 |
-- |
-- |
-- |
-- |
-- |
|
9 |
6 |
4 |
4 |
3 |
2 |
1 |
-- |
-- |
-- |
-- |
|
10 |
6 |
4 |
4 |
3 |
3 |
2 |
-- |
-- |
-- |
-- |
|
11 |
6 |
5 |
4 |
4 |
3 |
2 |
1 |
-- |
-- |
-- |
|
12 |
6 |
5 |
4 |
4 |
3 |
3 |
2 |
-- |
-- |
-- |
|
13 |
6 |
5 |
5 |
4 |
4 |
3 |
2 |
1 |
-- |
-- |
|
14 |
6 |
5 |
5 |
4 |
4 |
3 |
3 |
2 |
-- |
-- |
|
15 |
6 |
5 |
5 |
5 |
4 |
4 |
3 |
2 |
1 |
-- |
|
16 |
6 |
5 |
5 |
5 |
4 |
4 |
3 |
3 |
2 |
-- |
|
17 |
6 |
5 |
5 |
5 |
5 |
4 |
4 |
3 |
2 |
1 |
|
18 |
6 |
5 |
5 |
5 |
5 |
4 |
4 |
3 |
3 |
2 |
|
19 |
6 |
5 |
5 |
5 |
5 |
5 |
4 |
4 |
3 |
2 |
|
20 |
6 |
5 |
5 |
5 |
5 |
5 |
4 |
4 |
3 |
3 |
|
21 |
7 |
5 |
5 |
5 |
5 |
5 |
5 |
4 |
4 |
3 |
|
22 |
7 |
5 |
5 |
5 |
5 |
5 |
5 |
4 |
4 |
3 |
|
23 |
7 |
6 |
5 |
5 |
5 |
5 |
5 |
5 |
4 |
4 |
|
24 |
7 |
6 |
5 |
5 |
5 |
5 |
5 |
5 |
4 |
4 |
|
25 |
7 |
6 |
6 |
5 |
5 |
5 |
5 |
5 |
5 |
4 |
The Druid’s Animal Companion
A druid’s animal companion is different from a normal
animal of its kind in many ways. The companion is treated as a
magical beast, not an animal, for the purpose of all effects that
depend on its type (though it retains an animal’s HD, base attack
bonus, saves, skill points, and feats). It is superior to a normal
animal of its kind and has special powers, as described below.
|
Class Level |
Bonus HD |
Natural Armor Adj. |
Str/Dex Adj. |
Bonus Tricks |
Special |
|
1st–2nd |
+0 |
+0 |
+0 |
1 |
Link, share spells |
|
3rd–5th |
+2 |
+2 |
+1 |
2 |
Evasion |
|
6th–8th |
+4 |
+4 |
+2 |
3 |
Devotion |
|
9th–11th |
+6 |
+6 |
+3 |
4 |
Multiattack |
|
12th–14th |
+8 |
+8 |
+4 |
5 |
|
|
15th–17th |
+10 |
+10 |
+5 |
6 |
Improved evasion |
|
18th–20th |
+12 |
+12 |
+6 |
7 |
|
Animal Companion Basics: Use the base statistics
for a creature of the companion’s kind, but make the following
changes.
Class Level: The character’s druid level. The
druid’s class levels stack with levels of any other classes that are
entitled to an animal companion for the purpose of determining the
companion’s abilities and the alternative lists available to the
character.
Bonus HD: Extra eight-sided (d8) Hit Dice, each of
which gains a Constitution modifier, as normal. Remember that extra
Hit Dice improve the animal companion’s base attack and base save
bonuses. An animal companion’s base attack bonus is the same as that
of a druid of a level equal to the animal’s HD. An animal companion
has good Fortitude and Reflex saves (treat it as a character whose
level equals the animal’s HD). An animal companion gains additional
skill points and feats for bonus HD as normal for advancing a
monster’s Hit Dice.
Natural Armor Adj.: The number noted here is an
improvement to the animal companion’s existing natural armor bonus.
Str/Dex Adj.: Add this value to the animal
companion’s Strength and Dexterity scores.
Bonus Tricks: The value given in this column is the
total number of “bonus” tricks that the animal knows in addition to
any that the druid might choose to teach it (see the Handle Animal
skill). These bonus tricks don’t require any training time or Handle
Animal checks, and they don’t count against the normal limit of
tricks known by the animal. The druid selects these bonus tricks,
and once selected, they can’t be changed.
Link (Ex): A druid can handle her animal companion
as a free action, or push it as a move action, even if she doesn’t
have any ranks in the Handle Animal skill. The druid gains a +4
circumstance bonus on all wild empathy checks and Handle Animal
checks made regarding an animal companion.
Share Spells (Ex): At the druid’s option, she may
have any spell (but not any spell-like ability) she casts upon
herself also affect her animal companion. The animal companion must
be within 5 feet of her at the time of casting to receive the
benefit. If the spell or effect has a duration other than
instantaneous, it stops affecting the animal companion if the
companion moves farther than 5 feet away and will not affect the
animal again, even if it returns to the druid before the duration
expires.
Additionally, the druid may cast a spell with a target of
“You” on her animal companion (as a touch range spell) instead of on
herself. A druid and her animal companion can share spells even if
the spells normally do not affect creatures of the companion’s type
(animal).
Evasion (Ex): If an animal companion is subjected
to an attack that normally allows a Reflex saving throw for half
damage, it takes no damage if it makes a successful saving throw.
Devotion (Ex): An animal companion gains a +4
morale bonus on Will saves against enchantment spells and effects.
Multiattack: An animal companion gains Multiattack
as a bonus feat if it has three or more natural attacks and does not
already have that feat. If it does not have the requisite three or
more natural attacks, the animal companion instead gains a second
attack with its primary natural weapon, albeit at a –5 penalty.
Improved Evasion (Ex): When subjected to an attack
that normally allows a Reflex saving throw for half damage, an
animal companion takes no damage if it makes a successful saving
throw and only half damage if the saving throw fails.
Alternative Animal Companions
A druid of sufficiently high level can select her animal
companion from one of the following lists, applying the indicated
adjustment to the druid’s level (in parentheses) for purposes of
determining the companion’s characteristics and special abilities.
4th Level or Higher (Level –3)
Ape (animal)
Bear, black (animal)
Bison (animal)
Boar (animal)
Cheetah (animal)
Crocodile (animal)1
Dire badger
Dire bat
Dire weasel
Leopard (animal)
Lizard, monitor (animal)
Shark, Large1 (animal)
Snake, constrictor (animal)
Snake, Large viper (animal)
Wolverine (animal)
7th Level or Higher (Level –6)
Bear, brown (animal)
Dire wolverine
Crocodile, giant (animal)
Deinonychus (dinosaur)
Dire ape
Dire boar
Dire wolf
Elasmosaurus1 (dinosaur)
Lion (animal)
Rhinoceros (animal)
Snake, Huge viper (animal)
Tiger (animal) |
10th Level or Higher (Level –9)
Bear, polar (animal)
Dire lion
Megaraptor (dinosaur)
Shark, Huge1 (animal)
Snake, giant constrictor (animal)
Whale, orca1 (animal)
13th Level or Higher (Level –12)
Dire bear
Elephant (animal)
Octopus, giant1 (animal)
16th Level or Higher (Level –15)
Dire shark1
Dire tiger
Squid, giant1 (animal)
Triceratops (dinosaur)
Tyrannosaurus (dinosaur)
1 Available only in an aquatic environment. |
[Barbarian]
[Bard] [Champion] [Cleric]
[Druid] [Fighter]
[Mystic] [Noble]
[Ranger] [Rogue] [Sorceror]
[Wizard]
Fighter
Fighters in Feyworld typically represent individuals who
have been highly trained in combat and tend to be relatively rare.
Most individuals who know how to heft a sword are of the Warrior NPC
class and have never received the formalized training that a true
Fighter has.
Fighters can be found everywhere in Feyworld, though they
tend to be extremely rare in cultures that encourage the Barbarian
class.
Game Rule Information
Abilities: Strength is especially important for
fighters because it improves their melee attack and damage rolls.
Constitutionis important for giving fighters lots of hit points,
which they need in their many battles. Dexterity is important for
fighters who want to be good archers or who want access to certain
Dexterity-oriented feats, but the heavy armor that fighters usually
wear reduces the benefit of a very high Dexterity score.
Hit Die: d10
Class Skills
The fighter’s class skills (and the key ability for each
skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate
(Cha), Jump (Str), Ride (Dex), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int
modifier
Class Features
All of 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, medium, and light) and shields (including tower shields).
Bonus Feats: At 1st level, a fighter gets a bonus
combat-oriented feat in addition to the feat that any 1st-level
character gets and the bonus feat granted to a human character. The
fighter gains an additional bonus feat at 2nd level and every two
fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th,
18th, and 20th). These bonus feats must be drawn from the feats
noted as fighter bonus feats. A fighter must still meet all
prerequisites for a bonus feat, including ability score and base
attack bonus minimums.
These bonus feats are in addition to the feat that a
character of any class gets from advancing levels. A fighter is not
limited to the list of fighter bonus feats when choosing these
feats.
What’s New?
Dungeons & Dragons 3.5:
Fighters experienced the least change, but a number of their
feats were revised.
Feyworld:
As with most classes, Fighters in Feyworld receive more skill
points at first level and each level thereafter than their D&D
3.5 counterparts. |
Table: The 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 |
|
3rd |
+3 |
+3 |
+1 |
+1 |
|
|
4th |
+4 |
+4 |
+1 |
+1 |
Bonus feat |
|
5th |
+5 |
+4 |
+1 |
+1 |
|
|
6th |
+6/+1 |
+5 |
+2 |
+2 |
Bonus feat |
|
7th |
+7/+2 |
+5 |
+2 |
+2 |
|
|
8th |
+8/+3 |
+6 |
+2 |
+2 |
Bonus feat |
|
9th |
+9/+4 |
+6 |
+3 |
+3 |
|
|
10th |
+10/+5 |
+7 |
+3 |
+3 |
Bonus feat |
|
11th |
+11/+6/+1 |
+7 |
+3 |
+3 |
|
|
12th |
+12/+7/+2 |
+8 |
+4 |
+4 |
Bonus feat |
|
13th |
+13/+8/+3 |
+8 |
+4 |
+4 |
|
|
14th |
+14/+9/+4 |
+9 |
+4 |
+4 |
Bonus feat |
|
15th |
+15/+10/+5 |
+9 |
+5 |
+5 |
|
|
16th |
+16/+11/+6/+1 |
+10 |
+5 |
+5 |
Bonus feat |
|
17th |
+17/+12/+7/+2 |
+10 |
+5 |
+5 |
|
|
18th |
+18/+13/+8/+3 |
+11 |
+6 |
+6 |
Bonus feat |
|
19th |
+19/+14/+9/+4 |
+11 |
+6 |
+6 |
|
|
20th |
+20/+15/+10/+5 |
+12 |
+6 |
+6 |
Bonus feat |
|
21st |
+21/+16/+11/+6/+1 |
+12 |
+7 |
+7 |
|
|
22nd |
+22/+17/+12/+7/+2 |
+13 |
+7 |
+7 |
Bonus feat |
|
23rd |
+23/+18/+13/+8/+3 |
+13 |
+7 |
+7 |
|
|
24th |
+24/+19/+14/+9/+4 |
+14 |
+8 |
+8 |
Bonus feat |
|
25th |
+25/+20/+15/+10/+5 |
+14 |
+8 |
+8 |
|
[Barbarian]
[Bard] [Champion] [Cleric]
[Druid] [Fighter]
[Mystic] [Noble]
[Ranger] [Rogue] [Sorceror]
[Wizard]
Mystic
The mystic is a highly spiritual class that draws upon the
power of the world around them to enact their spells. Their magic is
very different than other spellcasters, as it does not stem from
Astral energies, extraplanar entities nor the embodiment of nature.
Because of the unusual nature of their magic and their rarity,
mystics are often confused with witches and are persecuted as such
by those ignorant of their nature. The fact that some mystics do
tend towards a darker bent certainly does not help the
misconception, though there are as many who follow the paths of
righteousness as well. Most mystics, however, fall very much in
between and are generally unconcerned with the war between good and
evil.
Game Rule Information
Abilities:
Charisma determines how powerful a spell a mystic can cast, how many
spells the mystic can cast per day and how hard those spells are to
resist. To cast a spell, a mystic must have a Charisma score of 10 +
the spell’s level. A mystic gets bonus spells based on Charisma. The
Difficulty Class of a saving throw against a mystic’s spell is 1d20
+ the spell’s level + the mystic’s Charisma modifier. Many of the
mystic’s abilities, however, are powered by Wisdom and this, too, is
an important attribute to the class. Like a wizard, a mystic
benefits from high Dexterity and Constitution scores.
Hit
Die: d4
Class Skills
The mystic’s class skills (and the key ability for each
skill) are Bluff (Cha), Concentration (Con), Craft (Int), Heal
(Wis), Knowledge (geology) (Int), Knowledge (spirits) (Int),
Profession (Wis), Sense Motive (Wis), Speak Language (None) and
Spellcraft (Int).
Skill
Points at 1st Level: (4 + Int modifier) x 4.
Skill
Points at Each Additional Level: 4 + Int modifier.
Class Features
All of
the following are class features of the mystic.
Weapon
and Armor Proficiency: Mystics are proficient with all simple
weapons. They are not proficient with any type of armor or shield.
Armor of any type interferes with a mystic’s gestures, which can
cause his spells with somatic components to fail.
Mysticism:
A mystic casts mysticism spells which are drawn primarily from the
mystic spell list. He can cast any spell he knows without preparing
it ahead of time, the way a wizard or a cleric must (see below).
To learn
or cast a spell, a mystic must have a Charisma score equal to at
least 10 + the spell level. The Difficulty Class for a saving throw
against a mystic’s spell is d20 + the spell level + the mystic’s
Charisma modifier.
Like
other spellcasters, a mystic can cast only a certain number of
spells of each spell level per day. His base daily spell allotment
is given on the Mystic table. In addition, he receives bonus spells
per day if he has a high Charisma score.
A
mystic’s selection of spells is extremely limited. A mystic begins
play knowing four 0-level spells and two 1st-level spells of your
choice. At each new mystic level, he gains one or more new spells,
as indicated on Table: Mystic Spells Known. (Unlike spells per day,
the number of spells a mystic knows is not affected by his Charisma
score; the numbers on Table: Mystic Spells Known are fixed.) These
new spells can be common spells chosen from the mystic spell list,
or they can be unusual spells that the mystic has gained some
understanding of by study. The mystic can’t use this method of spell
acquisition to learn spells at a faster rate, however.
Upon
reaching 4th level, and at every even-numbered mystic level after
that (6th, 8th, and so on), a mystic can choose to learn a new spell
in place of one he already knows. In effect, the mystic “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 two levels lower than the highest-level mystic spell the
mystic can cast. A mystic 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.
Unlike a wizard or a cleric, a mystic need not prepare his spells in
advance. He can cast any spell he knows at any time, assuming he has
not yet used up his spells per day for that spell level. He does not
have to decide ahead of time which spells he’ll cast.
If the
mystic class is taken at the 1st Character Level, the Mysticism Feat
is gained as a Bonus Feat at 1st Level.
Sense
Spirit: At first level, the mystic can attempt to sense an
ethereal and invisible spirit (such as a ghost and other ethereal
undead, but also including ethereal and invisible Fey and
Outsiders). To sense a spirit, the mystic must succeed in a Sense
Motive check against a DC equal to 10 + the spirit’s wisdom modifier
+ any levels of Hide the spirit may have. If successful, the mystic
can see the spirit normally, even if it is on the ethereal plane,
and talk to it (whether or not the mystic shares a common tongue
with the spirit). Though this ability does negate the spirit’s
invisibility (for only the mystic himself), it does not impart any
special ability to physically interact with the spirit.
Mystic
Visions: At second level, the mystic begins to receive visions
and portents of the future. These visions are typically highly
symbolic and the mystic must decipher their meaning. They tend to
occur most often when the mystic is calm and almost never when the
mystic is under stress, such as during combat. Mystic visions last
for 1d6 rounds, but may seem to have lasted much, much longer to the
mystic, depending on the amount of information in the vision. While
the mystic is entranced, she is considered Helpless and is not aware
of her surroundings. When the Mystic returns from the vision, she is
considered Exhausted unless she make a Will save against a DC of 20,
in which case she is merely Fatigued.
The
Mystic cannot herself initiate a Mystic Vision without the use of
Crystal Magic; this ability is very much a tool for the DM to
provide subtle hints about upcoming events.
Crystal
Magic: At third level and every three levels thereafter, the
mystic gains the ability to attune to a crystal or gem and gain a
single power of her choice from that attunement. To attune to a gem,
the mystic must meditate over the crystal for twenty-four hours,
doing nothing else but concentrating on the power within the
crystal. At the end of the twenty-four hours, she must succeed in a
Charisma check, DC 15. If the check fails, the mystic is not attuned
and may go through the attunement process again with the same
crystal. If the check succeeds, she can thereafter call upon the
power of the crystal. If someone other than the mystic touches an
attuned crystal, it immediately loses its attunement and the mystic
must attune to it again before it can be used. The mystic can only
be attuned to one crystal per power that she is capable of drawing
upon. The mystic must choose a different power each time this
special ability becomes available.
The
powers available to a mystic through attunement are:
Delve
into the Future: When attuned to smoky quartz (usually
spherically cut), the mystic can actually initiate a Mystic Vision.
She still has little control over what she sees, but usually it will
throw light on some significant event of a person nearby the crystal
when the mystic entered her trance (though not usually the mystic
herself). The power gained from the crystal with Delve into the
Future can only be used once per day.
Focus
the Heart: When attuned to a Carnelian, Rose Quartz or Ruby, the
Mystic gains a stronger force of personality and understanding of
others. The mystic gains a +2 bonus to her Charisma attribute.
Harden
the Body: The mystic can attune herself to a Hematite or Yellow
Jasper in such a way that she will have a greater resistance to
disease and other bodily harm. The mystic gains a +2 bonus to all
Fortitude saves
Healing
Touch: The mystic can attune to Chalcedony, Emerald, Green
Tourmaline or Topaz and draw upon the crystal’s healing properties.
When damaged, the mystic heals an additional 1d6 hit points of
damage per day. Thus, when a mystic rests for eight hours, she will
recover 1d6 + 1 hit point per level.
Hone
Awareness: When attuned to Bloodstone, Green Adventurine,
Obsidian, or Pink Tourmaline the mystic gains a heightened sense of
awareness and alacrity. When in possession of such a crystal, the
mystic gains a +2 bonus to all Reflex saves.
Revitalize
the Corporeal Form: The mystic can repair her physical strength,
alacrity and health as well by attuning to Onyx. When in possession
of such a crystal, the mystic recovers from Strength, Constitution
or Dexterity damage at twice the normal rate.
Revitalize
the Spirit: The mystic can attune to Amethyst or Peridot to draw
on the crystal’s power to strengthen her spirit, intellect and self.
When in possession of such a crystal, the mystic recovers from
Wisdom, Intelligence and Charisma damage at twice the normal rate.
Strengthen
the Will: The mystic can attune to Agate, Azurite, Citrine or
Chrysocolla to draw on the crystal’s power to strengthen her will
power. When in possession of such a crystal, the mystic gains a +2
bonus to all Will saves.
Compel
Spirit: At seventh level, the mystic is able to turn a spirit as
a cleric four levels lower can turn undead. This power can only be
used on ethereal or invisible Undead, Fey and Outsiders that the
mystic is aware of through Sense Spirit. A mystic may attempt to
compel a spirit a number of times per day equal to 3 + his Charisma
modifier. A mystic with 5 or more ranks in Knowledge (spirits) gets
a +2 bonus on turning checks against spirits. A spirit who has been
successfully compelled will attempt to flee the area of the mystic
as quickly as possible. If it is possible for them to return to
their plane of origin, they will do so immediately.
Corporealize
Spirit: At 14th level, a mystic can attempt to force a spirit to
take on a visible, corporeal form. To corporealize a spirit, the
mystic must concentrate on a spirit that the mystic is aware of
through Sense Spirit. The spirit must then succeed in a Will save,
DC equal to 10 + the highest level spell the mystic can cast + the
wisdom modifier of the mystic. If the spirit fails, they immediately
become corporeal and visible, losing all special advantages of being
ethereal or invisible and will remain so for 2d6 minutes. Use of
Corporealize Spirit is considered an attempt to Compel for that day.
Ethereal
Travel: At 20th level, the mystic can become a spirit herself,
departing her physical form and entering the ethereal plane. While
ethereal, the mystic cannot physically interact with the material
world, though they can choose to manifest as a ghost and become
visible to the material plane should they so choose. While on the
ethereal plane, the mystic’s physical form remains unconscious on
the material plane, though any damage or effects that she sustains
while in the ethereal is immediately transferred to her physical
form. To return to the material plane, the mystic must return to the
location of her physical body.
If the
mystic’s physical body is destroyed while she is ethereal, she
becomes a spirit permanently.
What’s New?
Dungeons & Dragons 3.5:
The mystic class is unique to Feyworld. |
The Mystic
|
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
|
1 |
+0 |
+0 |
+0 |
+2 |
Mysticism, Sense Spirit |
|
2 |
+1 |
+0 |
+0 |
+3 |
Mystic Visions |
|
3 |
+1 |
+1 |
+1 |
+3 |
Crystal Magic |
|
4 |
+2 |
+1 |
+1 |
+4 |
|
|
5 |
+2 |
+1 |
+1 |
+4 |
|
|
6 |
+3 |
+2 |
+2 |
+5 |
Crystal Magic |
|
7 |
+3 |
+2 |
+2 |
+5 |
Compel Spirit |
|
8 |
+4 |
+2 |
+2 |
+6 |
|
|
9 |
+4 |
+3 |
+3 |
+6 |
Crystal Magic |
|
10 |
+5 |
+3 |
+3 |
+7 |
|
|
11 |
+5 |
+3 |
+3 |
+7 |
|
|
12 |
+6/+1 |
+4 |
+4 |
+8 |
Crystal Magic |
|
13 |
+6/+1 |
+4 |
+4 |
+8 |
|
|
14 |
+7/+2 |
+4 |
+4 |
+9 |
Corporealize Spirit |
|
15 |
+7/+2 |
+5 |
+5 |
+9 |
Crystal Magic |
|
16 |
+8/+3 |
+5 |
+5 |
+10 |
|
|
17 |
+8/+3 |
+5 |
+5 |
+10 |
|
|
18 |
+9/+4 |
+6 |
+6 |
+11 |
Crystal Magic |
|
19 |
+9/+4 |
+6 |
+6 |
+11 |
|
|
20 |
+10/+5 |
+6 |
+6 |
+12 |
Ethereal Travel |
|
21 |
+10/+5 |
+7 |
+7 |
+12 |
Crystal Magic |
|
22 |
+11/+6/+1 |
+7 |
+7 |
+13 |
|
|
23 |
+11/+6/+1 |
+7 |
+7 |
+13 |
|
|
24 |
+12/+7/+2 |
+8 |
+8 |
+14 |
Crystal Magic |
|
25 |
+12/+7/+2 |
+8 |
+8 |
+14 |
|
Mystic Spells
| |
Spells Per Day |
Spells Known |
|
Level |
0 |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
0 |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
|
1 |
5 |
3 |
-- |
-- |
-- |
-- |
-- |
-- |
-- |
-- |
4 |
2 |
— |
— |
— |
— |
— |
— |
— |
— |
|
2 |
6 |
4 |
-- |
-- |
-- |
-- |
-- |
-- |
-- |
-- |
5 |
2 |
— |
— |
— |
— |
— |
— |
— |
— |
|
3 |
6 |
5 |
-- |
-- |
-- |
-- |
-- |
-- |
-- |
-- |
5 |
3 |
— |
— |
— |
— |
— |
— |
— |
— |
|
4 |
6 |
6 |
3 |
-- |
-- |
-- |
-- |
-- |
-- |
-- |
6 |
3 |
1 |
— |
— |
— |
— |
— |
— |
— |
|
5 |
6 |
6 |
4 |
-- |
-- |
-- |
-- |
-- |
-- |
-- |
6 |
4 |
2 |
— |
— |
— |
— |
— |
— |
— |
|
6 |
6 |
6 |
5 |
3 |
-- |
-- |
-- |
-- |
-- |
-- |
7 |
4 |
2 |
1 |
— |
— |
— |
— |
— |
— |
|
7 |
6 |
6 |
6 |
4 |
-- |
-- |
-- |
-- |
-- |
-- |
7 |
5 |
3 |
2 |
— |
— |
— |
— |
— |
— |
|
8 |
6 |
6 |
6 |
5 |
3 |
-- |
-- |
-- |
-- |
-- |
8 |
5 |
3 |
2 |
1 |
— |
— |
— |
— |
— |
|
9 |
6 |
6 |
6 |
6 |
4 |
-- |
-- |
-- |
-- |
-- |
8 |
5 |
4 |
3 |
2 |
— |
— |
— |
— |
— |
|
10 |
6 |
6 |
6 |
6 |
5 |
3 |
-- |
-- |
-- |
-- |
9 |
5 |
4 |
3 |
2 |
1 |
— |
— |
— |
— |
|
11 |
6 |
6 |
6 |
6 |
6 |
4 |
-- |
-- |
-- |
-- |
9 |
5 |
5 |
4 |
3 |
2 |
— |
— |
— |
— |
|
12 |
6 |
6 |
6 |
6 |
6 |
5 |
3 |
-- |
-- |
-- |
9 |
5 |
5 |
4 |
3 |
2 |
1 |
— |
— |
— |
|
13 |
6 |
6 |
6 |
6 |
6 |
6 |
4 |
-- |
-- |
-- |
9 |
5 |
5 |
4 |
4 |
3 |
2 |
— |
— |
— |
|
14 |
6 |
6 |
6 |
6 |
6 |
6 |
5 |
3 |
-- |
-- |
9 |
5 |
5 |
4 |
4 |
3 |
2 |
1 |
— |
— |
|
15 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
4 |
-- |
-- |
9 |
5 |
5 |
4 |
4 |
4 |
3 |
2 |
— |
— |
|
16 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
5 |
3 |
-- |
9 |
5 |
5 |
4 |
4 |
4 |
3 |
2 |
1 |
— |
|
17 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
4 |
-- |
9 |
5 |
5 |
4 |
4 |
4 |
3 |
3 |
2 |
— |
|
18 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
5 |
3 |
9 |
5 |
5 |
4 |
4 |
4 |
3 |
3 |
2 |
1 |
|
19 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
4 |
9 |
5 |
5 |
4 |
4 |
4 |
3 |
3 |
3 |
2 |
|
20 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
9 |
5 |
5 |
4 |
4 |
4 |
3 |
3 |
3 |
3 |
|
21 |
7 |
7 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
6 |
9 |
6 |
5 |
5 |
4 |
4 |
4 |
3 |
3 |
3 |
|
22 |
7 |
7 |
7 |
7 |
6 |
6 |
6 |
6 |
6 |
6 |
9 |
6 |
6 |
5 |
5 |
4 |
4 |
4 |
3 |
3 |
|
23 |
7 |
7 |
7 |
7 |
7 |
7 |
6 |
6 |
6 |
6 |
9 |
7 |
6 |
6 |
5 |
5 |
4 |
4 |
4 |
3 |
|
24 |
8 |
8 |
7 |
7 |
7 |
7 |
7 |
7 |
6 |
6 |
9 |
7 |
6 |
6 |
5 |
5 |
4 |
4 |
4 |
4 |
|
25 |
8 |
8 |
8 |
8 |
7 |
7 |
7 |
7 |
7 |
7 |
9 |
8 |
7 |
6 |
6 |
5 |
5 |
4 |
4 |
4 |
[Barbarian]
[Bard] [Champion] [Cleric]
[Druid] [Fighter]
[Mystic] [Noble]
[Ranger] [Rogue] [Sorceror]
[Wizard]
Noble
The Noble class presented here is based on the Noble from
the Wheel of Time Role Playing Game, core book pp. 54-6. The primary
differences between the Noble character class and the Aristocrat NPC
class is that the Nobles tend to be more highly trained and, thus,
tend to come from more civilized regions with a strong ruling class.
The Noble class could be used to represent an up-and-coming member
of the merchant class, but isn’t particularly applicable to those
characters coming from a lower class background.
Game Rule Information
Abilities: Same as Wheel of Time, p. 55
Hit Die: d8
Class Skills
The noble’s class skills (and the key ability for each
skill) are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Gather
Information (Cha), Intimidate (Cha), Knowledge (all) (Int), Listen (Wis), Perform (Cha), Ride
(Dex), Sense Motive (Wis), Speak Language (Int), Urban Lore (Wis).
Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int
modifier
Class Features
Weapon and Armor Proficiency: The noble is
proficient in the use of all simple and martial weapons, light armor
and shields. Note that some armor types incur armor check penalties
to the skills Balance, Climb, Escape Artist, Hide, Jump, Move
Silently, Pick Pocket and Tumble. Also Swim checks suffer a –1
penalty for every 5 pounds of armor and equipment carried.
Bonus Class Skill: At 1st level, a noble may
designate one cross-class skill as a class skill.
Call in Favor: At 1st level, and at every
odd-numbered level thereafter (3rd, 5th, 7th, etc.), the noble gains
the ability to call in a single favor. By using this favor, the
noble can call upon contacts and resources most heroes don’t have.
This allows the noble to gain important information without going
through the time and trouble of a Gather Information check, or to
requisition resources without paying for them.
To successfully call in a favor, the noble makes a special
Charisma check, adding his or her level to the roll. The GM sets the
check’s DC. Simple favors have a DC of 10, while expensive or
illegal favors could have a DC of 25 or higher. The noble can’t take
10 or take 20 on this check, nor can he or she make multiple
attempts at the same (or virtually the same) favor. However, the
favor isn’t called in if the noble fails the roll; he can try later
to call in a different favor. Truly extreme favors, such as getting
the plans to the Imperial Palace in Zeth, are generally impossible.
Such tasks should be the basis of an adventure, not a single die
roll.
A noble can accumulate multiple “favors” if he or she
doesn’t use ones previously gained. Unused favors don’t “expire,”
though the noble can never have more than five favors “stored up.”
If a noble has five unused favors and gains another for reaching an
odd-numbered level, the new favor is lost. Once a noble uses one of
his or her favors, he can never use it again.
The GM should carefully monitor the noble’s use of favors
to insure that this ability isn't abused. The success or failure of
a mission shouldn’t hinge on the use of a favor and calling in
favors shouldn’t replace good role-playing or the use of other
skills. The GM may disallow any favor he deems disruptive to the
game.
Inspire Confidence: Beginning at 2nd level, a noble
can use oratory to inspire confidence in allies. To inspire
confidence, the noble must speak (and the allies must hear the noble
speaking) for at least 1 round, and the noble must make a Diplomacy
check with a DC equal to 10 + 1 per five allies to be inspired
(including the noble).
An ally inspired with confidence gains a +1 bonus to
attacks, +1 to all skill checks and a +1 to Will saves (these
bonuses are competence bonuses). The effect begins as soon as the
noble ends an inspirational speech and lasts for 10 minutes per
round the noble spent inspiring the allies, to a maximum of 5 hours
for 30 rounds of inspiration. Thus, a noble who speaks for 6 rounds
grants the bonus for 60 minutes. The noble may attempt to use this
ability once per day. Whether or not the Diplomacy check succeeds,
the noble may not attempt to inspire confidence again for at least
24 hours.
The confidence inspired by the noble increases as the
noble attains levels. For every four levels after 2nd, the bonus
increases by +1.
Command: At 4th level, the noble can guide the
cooperation of other characters y making a Charisma check (DC 15 +
the number of characters commanded). This increases the bonus
granted by cooperation by +2. This increase goes up by two (to +4,
+6 and so forth) every four levels (8th, 12th, etc.). Commanding
other characters takes as long as the task to be attempted (minimum
of a full round).
What’s New?
Dungeons & Dragons 3.5:
The noble was not revised for D&D 3.5.
Feyworld:
As with most classes, nobles in Feyworld receive more skill
points at first level and each level thereafter. |
The Noble
|
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
|
1 |
+0 |
+0 |
+2 |
+2 |
Bonus class skill, Call in Favor |
|
2 |
+1 |
+0 |
+3 |
+3 |
Inspire confidence +1 |
|
3 |
+2 |
+1 |
+3 |
+3 |
Call in Favor |
|
4 |
+3 |
+1 |
+4 |
+4 |
Command +2 |
|
5 |
+3 |
+1 |
+4 |
+4 |
Call in Favor |
|
6 |
+4 |
+2 |
+5 |
+5 |
Inspire confidence +2 |
|
7 |
+5 |
+2 |
+5 |
+5 |
Call in Favor |
|
8 |
+6/+1 |
+2 |
+6 |
+6 |
Command +4 |
|
9 |
+6/+1 |
+3 |
+6 |
+6 |
Call in Favor |
|
10 |
+7/+2 |
+3 |
+7 |
+7 |
Inspire Confidence +3 |
|
11 |
+8/+3 |
+3 |
+7 |
+7 |
Call in Favor |
|
12 |
+9/+4 |
+4 |
+8 |
+8 |
Command +6 |
|
13 |
+9/+4 |
+4 |
+8 |
+8 |
Call in Favor |
|
14 |
+10/+5 |
+4 |
+9 |
+9 |
Inspire Confidence +4 |
|
15 |
+11/+6/+1 |
+5 |
+9 |
+9 |
Call in Favor |
|
16 |
+12/+7/+2 |
+5 |
+10 |
+10 |
Command +8 |
|
17 |
+12/+7/+2 |
+5 |
+10 |
+10 |
Call in Favor |
|
18 |
+13/+8/+3 |
+6 |
+11 |
+11 |
Inspire confidence +5 |
|
19 |
+14/+9/+4 |
+6 |
+11 |
+11 |
Call in Favor |
|
20 |
+15/+10/+5 |
+6 |
+12 |
+12 |
Command +10 |
|
21 |
+15/+10/+5 |
+7 |
+12 |
+12 |
Call in Favor |
|
22 |
+16/+11/+6/+1 |
+7 |
+13 |
+13 |
Inspire Confidence +6 |
|
23 |
+17/+12/+7/+2 |
+7 |
+13 |
+13 |
Call in Favor |
|
24 |
+17/+12/+7/+2 |
+8 |
+14 |
+14 |
Command +12 |
|
25 |
+18/+13/+8/+3 |
+8 |
+14 |
+14 |
Call in Favor |
[Barbarian]
[Bard] [Champion] [Cleric]
[Druid] [Fighter]
[Mystic] [Noble]
[Ranger] [Rogue] [Sorceror]
[Wizard]
Ranger
Game Rule Information
Abilities: Dexterity is important for a ranger
both because he tends to wear light armor and because several ranger
skills are based on that ability. Strength is important because
rangers frequently get involved in combat. Several ranger skills are
based on Wisdom; and a Wisdom score of 14 or higher is required to
get access to the most powerful ranger spells. A Wisdom score of 11
or higher is required to cast any ranger spells at all. One of the
ranger’s trademark skills, his ability to track foes, is based on
Wisdom.
Hit Die: d8
Class Skills
The ranger’s class skills (and the key ability for each
skill) are Animal Empathy (Cha), Climb (Str), Concentration (Con),
Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump
(Str), , Knowledge (geography) (Int), Knowledge (nature) (Int),
Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex),
Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope
(Dex).
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int
modifier.
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
and shields (except tower shields).
Divine Spellcasting: If the Ranger class is taken
at the 1st Character Level and maintained for four levels, this Feat
is gained as a Bonus Feat at 4th Level.
Favored Enemy (Ex): At 1st level, a ranger may
select a type of creature from among those given on Table: Ranger
Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense
Motive, Spot, and Survival checks when using these skills against
creatures of this type. Likewise, he gets a +2 bonus on weapon
damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th,
and 20th level), the ranger may select an additional favored enemy
from those given on the table. 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. 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.
Table: Ranger Favored Enemies
|
Type (Subtype) |
Type (Subtype) |
|
Aberration |
Humanoid (reptilian) |
|
Animal |
Magical beast |
|
Construct |
Monstrous humanoid |
|
Dragon |
Ooze |
|
Elemental |
Outsider (air) |
|
Fey |
Outsider (chaotic) |
|
Giant |
Outsider (earth) |
|
Humanoid (aquatic) |
Outsider (evil) |
|
Humanoid (dwarf) |
Outsider (fire) |
|
Humanoid (elf) |
Outsider (good) |
|
Humanoid (goblinoid) |
Outsider (lawful) |
|
Humanoid (gnoll) |
Outsider (native) |
|
Humanoid (gnome) |
Outsider (water) |
|
Humanoid (halfling) |
Plant |
|
Humanoid (human) |
Undead |
|
Humanoid (orc) |
Vermin |
Track: A ranger gains Track as a bonus feat.
Wild Empathy (Ex): A ranger can improve the
attitude of an animal. This ability functions just like a Diplomacy
check to improve the attitude of a person. 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
able to study each other, which means that they 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 (Ex): At 2nd level, a ranger must
select one of two combat styles to pursue: archery or two-weapon
combat. This choice affects the character’s class features but does
not restrict his selection of feats or special abilities in any way.
If the ranger selects archery, he is treated as having the
Rapid Shot feat, even if he does not have the normal prerequisites
for that feat.
If the ranger selects two-weapon combat, he is treated as
having the Two-Weapon Fighting feat, even if he does not have the
normal prerequisites for that feat.
The benefits of the ranger’s chosen style apply only when
he wears light or no armor. He loses all benefits of his combat
style when wearing medium or heavy armor.
Endurance: A ranger gains Endurance as a bonus feat
at 3rd level.
Animal Companion (Ex): At 4th level, a ranger gains
an animal companion selected from the following list: badger, camel,
dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl,
pony, snake (Small or Medium viper), or wolf. If the campaign takes
place wholly or partly in an aquatic environment, the following
creatures may be added to the ranger’s list of options: crocodile,
porpoise, Medium shark, and squid. This animal is a loyal companion
that accompanies the ranger on his adventures as appropriate for its
kind.
This ability functions like the druid ability of the same
name, except that the ranger’s effective druid level is one-half his
ranger level. A ranger may select from the alternative lists of
animal companions just as a druid can, though again his effective
druid level is half his ranger level. Like a druid, a ranger cannot
select an alternative animal if the choice would reduce his
effective druid level below 1st.
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 (see below).
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 d20 + 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 the Ranger table. In addition, he receives
bonus spells per day if he has a high Wisdom score. When the Ranger
table 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. The ranger does not
have access to any domain spells or granted powers, as a cleric
does.
A ranger prepares and casts spells the way a cleric does,
though he cannot lose a prepared spell to cast a cure spell in its
place. 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 one-half his ranger level.
Improved Combat Style (Ex): At 6th level, a
ranger’s aptitude in his chosen combat style (archery or two-weapon
combat) improves. If he selected archery at 2nd level, he is treated
as having the Manyshot feat, even if he does not have the normal
prerequisites for that feat.
If the ranger selected two-weapon combat at 2nd level, he
is treated as having the Improved Two-Weapon Fighting feat, even if
he does not have the normal prerequisites for that feat.
As before, the benefits of the ranger’s chosen style apply
only when he wears light or no armor. He loses all benefits of his
combat style when wearing medium or heavy armor.
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.
However, thorns, briars, and overgrown areas that are
enchanted or magically manipulated to impede motion still affect
him.
Swift Tracker (Ex): Beginning at 8th level, a
ranger can move at his normal speed while following 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): At 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 or no
armor. A helpless ranger does not gain the benefit of evasion.
Combat Style Mastery (Ex): At 11th level, a
ranger’s aptitude in his chosen combat style (archery or two-weapon
combat) improves again. If he selected archery at 2nd level, he is
treated as having the Improved Precise Shot feat, even if he does
not have the normal prerequisites for that feat.
If the ranger selected two-weapon combat at 2nd level, he
is treated as having the Greater Two-Weapon Fighting feat, even if
he does not have the normal prerequisites for that feat.
As before, the benefits of the ranger’s chosen style apply
only when he wears light or no armor. He loses all benefits of his
combat style when wearing medium or heavy armor.
Camouflage (Ex): A ranger of 13th level or higher
can use the Hide skill in any sort of natural terrain, even if the
terrain doesn’t grant cover or concealment.
Hide in Plain Sight (Ex): While in any sort of
natural terrain, a ranger of 17th level or higher can use the Hide
skill even while being observed.
What’s New?
Dungeons & Dragons 3.5:
Rangers have d8 for their Hit Die, more skill points and the
Animal Empathy skill became a class feature. Their animal
companions, favored enemies, and other class features
underwent substantial revision.
Feyworld:
The Ranger’s list of available spells was heavily revised for
Feyworld, but the class otherwise remains unchanged. |
Table 3-13 (Revised): The Ranger
|
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
|
1 |
+1 |
+2 |
+2 |
+0 |
1st favored enemy, Track, wild
empathy |
|
2 |
+2 |
+3 |
+3 |
+0 |
Combat Style |
|
3 |
+3 |
+3 |
+3 |
+1 |
Endurance |
|
4 |
+4 |
+4 |
+4 |
+1 |
Animal Companion,
Ranger Magic |
|
5 |
+5 |
+4 |
+4 |
+1 |
2nd favored enemy |
|
6 |
+6/+1 |
+5 |
+5 |
+2 |
Improved combat
style |
|
7 |
+7/+2 |
+5 |
+5 |
+2 |
Woodland stride |
|
8 |
+8/+3 |
+6 |
+6 |
+2 |
Swift tracker |
|
9 |
+9/+4 |
+6 |
+6 |
+3 |
Evasion |
|
10 |
+10/+5 |
+7 |
+7 |
+3 |
3rd favored enemy |
|
11 |
+11/+6/+1 |
+7 |
+7 |
+3 |
Combat style
mastery |
|
12 |
+12/+7/+2 |
+8 |
+8 |
+4 |
|
|
13 |
+13/+8/+3 |
+8 |
+8 |
+4 |
Camouflage |
|
14 |
+14/+9/+4 |
+9 |
+9 |
+4 |
|
|
15 |
+15/+10/+5 |
+9 |
+9 |
+5 |
4th favored enemy |
|
16 |
+16/+11/+6/+1 |
+10 |
+10 |
+5 |
|
|
17 |
+17/+12/+7/+2 |
+10 |
+10 |
+5 |
Hide in plain
sight |
|
18 |
+18/+13/+8/+3 |
+11 |
+11 |
+6 |
|
|
19 |
+19/+14/+9/+4 |
+11 |
+11 |
+6 |
|
|
20 |
+20/+15/+10/+5 |
+12 |
+12 |
+6 |
5th favored enemy |
|
21 |
+21/+16/+11/+6/+1 |
+12 |
+12 |
+7 |
|
|
22 |
+22/+17/+12/+7/+2 |
+13 |
+13 |
+7 |
|
|
23 |
+23/+18/+13/+8/+3 |
+13 |
+13 |
+7 |
|
|
24 |
+24/+19/+14/+9/+4 |
+14 |
+14 |
+8 |
|
|
25 |
+25/+20/+15/+10/+5 |
+14 |
+14 |
+8 |
6th favored enemy |
Table 3-13 (Revised): Ranger Spells
| |
Spells Per Day |
|
Level |
1st |
2nd |
3rd |
4th |
|
1 |
-- |
-- |
-- |
-- |
|
2 |
-- |
-- |
-- |
-- |
|
3 |
-- |
-- |
-- |
-- |
|
4 |
0 |
-- |
-- |
-- |
|
5 |
0 |
-- |
-- |
-- |
|
6 |
1 |
-- |
-- |
-- |
|
7 |
1 |
-- |
-- |
-- |
|
8 |
1 |
0 |
-- |
-- |
|
9 |
1 |
0 |
-- |
-- |
|
10 |
1 |
1 |
-- |
-- |
|
11 |
1 |
1 |
0 |
-- |
|
12 |
1 |
1 |
0 |
-- |
|
13 |
1 |
1 |
1 |
-- |
|
14 |
2 |
1 |
1 |
0 |
|
15 |
2 |
1 |
1 |
1 |
|
16 |
2 |
2 |
1 |
1 |
|
17 |
2 |
2 |
2 |
1 |
|
18 |
3 |
2 |
2 |
1 |
|
19 |
3 |
3 |
3 |
2 |
|
20 |
3 |
3 |
3 |
3 |
|
21 |
4 |
3 |
3 |
3 |
|
22 |
4 |
4 |
3 |
3 |
|
23 |
4 |
4 |
4 |
3 |
|
24 |
5 |
4 |
4 |
4 |
|
25 |
5 |
5 |
5 |
4 |
[Barbarian]
[Bard] [Champion] [Cleric]
[Druid] [Fighter]
[Mystic] [Noble]
[Ranger] [Rogue] [Sorceror]
[Wizard]
Rogue
Game Rule Information
Abilities: Dexterity affects many rogue skills and
provides the lightly armored rogue extra protection. Intelligence
and Wisdom are important for many of the rogue’s skills. A high
Intelligence score also gives the rogue extra skills points, which
can be used to expand her repertoire.
Hit Die: d8 Class
Skills
The rogue’s class skills (and the key ability for each
skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str),
Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device
(Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather
Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str),
Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open
Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense
Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble
(Dex), Use Magic Device (Cha), Urban Lore (Wis) and Use Rope (Dex).
Skill Points at 1st Level: (8 + Int modifier) x 4.
Skill Points at Each Additional Level: 8 + Int
modifier. Class Features
All of the following are class features of the rogue.
Weapon and Armor Proficiency: Rogues are proficient
with all simple weapons, plus the hand crossbow, rapier, shortbow,
and short sword. Rogues are proficient with light armor, but not
with shields.
Sneak Attack: If a rogue can catch an opponent when
he is unaware of her attack, she can strike a vital spot for extra
damage. Note that this is very different from how Sneak Attack works
in most D&D 3.5 campaigns.
The rogue’s attack deals extra damage any time an unaware
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 it 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 sap (blackjack) 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.
A rogue can sneak attack only unware living creatures with
discernible anatomies—undead, constructs, oozes, plants, and
incorporeal creatures lack vital areas to attack. Any creature that
is immune to critical hits is not vulnerable to sneak attacks. 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 or striking the
limbs of a creature whose vitals are beyond reach.
A rogue can only sneak attack a person who is unaware of
their presence. Once the rogue has been seen (whether the sneak
attack was successful or not), the sneak attack cannot be used again
that encounter, as the opponent(s) will be now be more wary.
Trapfinding: Rogues (and only rogues) can use the
Search skill to locate traps when the task has a Difficulty Class
higher than 20.
Finding a nonmagical trap has a DC of at least 20, or
higher if it is well hidden. Finding a magic trap has a DC of 25 +
the level of the spell used to create it.
Rogues (and only rogues) can use the Disable Device skill
to disarm magic traps. A magic trap generally has a DC of 25 + the
level of the spell used to create it.
A rogue who beats a trap’s DC by 10 or more with a Disable
Device check can study a trap, figure out how it works, and bypass
it (with her party) without disarming it.
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.
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 retains her Dexterity bonus to AC (if any) even if she is
caught flat-footed or struck by an invisible attacker. However, she
still loses her Dexterity bonus to AC if immobilized.
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
a second class, the character automatically gains improved uncanny
dodge instead, and the levels from the classes that grant uncanny
dodge stack to determine the minimum rogue level required to flank
the character.
Special Abilities: On attaining 10th level, and at
every three levels thereafter (13th, 16th, and 19th), a rogue gains
a special ability of her choice from among the following options.
Crippling Strike (Ex): A rogue with this ability
can sneak attack opponents with such precision that her blows weaken
and hamper them. An opponent damaged by one of her sneak attacks
also takes 2 points of Strength damage. Ability points lost to
damage return on their own at the rate of 1 point per day for each
damaged ability.
Defensive Roll (Ex): The rogue can roll with a
potentially lethal blow to take less damage from it than she
otherwise would. Once per day, when she would be reduced to 0 or
fewer hit points by damage in combat (from a weapon or other blow,
not a spell or special ability), the rogue can attempt to roll with
the damage. To use this ability, the rogue must attempt a Reflex
saving throw (DC = damage dealt). If the save succeeds, she takes
only half damage from the blow; if it fails, she takes full damage.
She must be aware of the attack and able to react to it in order to
execute her defensive roll—if she is denied her Dexterity bonus to
AC, she can’t use this ability. Since this effect would not normally
allow a character to make a Reflex save for half damage, the rogue’s
evasion ability does not apply to the defensive roll.
Improved Evasion (Ex): This ability works like
evasion, except that while the rogue still takes no damage on a
successful Reflex saving throw against attacks henceforth she
henceforth takes only half damage on a failed save. A helpless rogue
does not gain the benefit of improved evasion.
Opportunist (Ex): Once per round, the rogue can make an attack of
opportunity against an opponent who has just been struck for damage
in melee by another character. This attack counts as the rogue’s
attack of opportunity for that round. Even a rogue with the Combat
Reflexes feat can’t use the opportunist ability more than once per
round.
Skill Mastery: The rogue becomes so certain in the
use of certain skills that she can use them reliably even under
adverse conditions.
Upon gaining this ability, she selects a number of skills
equal to 3 + her Intelligence modifier. When making a skill check
with one of these skills, she may take 10 even if stress and
distractions would normally prevent her from doing so. A rogue may
gain this special ability multiple times, selecting additional
skills for it to apply to each time.
Slippery Mind (Ex): This ability represents the
rogue’s ability to wriggle free from magical effects that would
otherwise control or compel her. If a rogue with slippery mind is
affected by an enchantment spell or effect and fails her saving
throw, she can attempt it again 1 round later at the same DC. She
gets only this one extra chance to succeed on her saving throw.
Feat: A rogue may gain a bonus feat in place of a
special ability.
What’s New?
Dungeons & Dragons 3.5:
Rogues are unchanged in the 3.5 revision.
Feyworld:
The rogue’s Sneak Attack ability requires that the target be
unaware of the attack, greatly reducing its overpowering
affect on combat. |
Table 3-15 (Revised): The Rogue
|
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
|
1 |
+0 |
+0 |
+2 |
+0 |
Sneak attack
+1d6 |
|
2 |
+1 |
+0 |
+3 |
+0 |
Evasion |
|
3 |
+2 |
+1 |
+3 |
+1 |
Uncanny dodge
(Dex bonus to AC), sneak attack +2d6 |
|
4 |
+3 |
+1 |
+4 |
+1 |
|
|
5 |
+3 |
+1 |
+4 |
+1 |
Sneak attack +3d6 |
|
6 |
+4 |
+2 |
+5 |
+2 |
Uncanny dodge (cannot be flanked) |
|
7 |
+5 |
+2 |
+5 |
+2 |
Sneak attack
+4d6 |
|
8 |
| |