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     Prestige Classes
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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 +6/+1 +2 +6 +2  
9 +6/+1 +3 +6 +3 Sneak attack +5d6
10 +7/+2 +3 +7 +3 Special Ability
11 +8/+3 +3 +7 +3 Uncanny dodge (+1 against traps); sneak attack +6d6
12 +9/+4 +4 +8 +4  
13 +9/+4 +4 +8 +4 Sneak attack +7d6; special ability
14 +10/+5 +4 +9 +4 Uncanny dodge (+2 against traps)
15 +11/+6/+1 +5 +9 +5 Sneak attack +8d6
16 +12/+7/+2 +5 +10 +5 Special Ability
17 +12/+7/+2 +5 +10 +5 Uncanny dodge (+3 against traps), sneak attack +9d6
18 +13/+8/+3 +6 +11 +6  
19 +14/+9/+4 +6 +11 +6 Sneak attack +10d6, special ability
20 +15/+10/+5 +6 +12 +6 Uncanny dodge (+4 against traps)
21 +15/+10/+5 +7 +12 +7 Sneak attack +11d6
22 +16/+11/+6/+1 +7 +13 +7 Special Ability
23 +17/+12/+7/+2 +7 +13 +7 Uncanny dodge (+5 against traps), Sneak attack +12d6
24 +17/+12/+7/+2 +8 +14 +8  
25 +18/+13/+8/+3 +8 +14 +8 Uncanny dodge (+6 against traps), Sneak attack +13d6, Special Ability


[Barbarian] [Bard] [Champion] [Cleric] [Druid] [Fighter]
[Mystic] [Noble] [Ranger] [Rogue] [Sorceror] [Wizard]


Sorceror
          The Sorceror is relatively unchanged from the core rules. Sorceror’s in Feyworld use Sorcery, not Arcane Magic, to power their spells. They tend to manipulate the very stuff of reality and are able to traverse the planar barriers. Sorcerors are exceedingly rare in Feyworld and because of their interaction with strange and often dangerous creatures from other planes, they are usually treated with distrust, if not outright hatred.

Game Rule Information
          Abilities: Charisma determines how powerful a spell a sorceror can cast, how many spells the sorceror can cast per day and how hard those spells are to resist. To cast a spell, a sorceror must have a Charisma score of 10 + the spell’s level. A sorceror gets bonus spells based on Charisma. The Difficulty Class of a saving throw against a sorceror’s spell is 1d20 + the spell’s level + the sorceror’s Charisma modifier. Like a wizard, a sorceror benefits from high Dexterity and Constitution scores.
          Hit Die: d4

Class Skills
          The sorcerer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (The Planes) (Int), Profession (Wis), 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 sorcerer.
          Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer’s gestures, which can cause his spells with somatic components to fail.
          Sorcery: A sorcerer casts sorcery spells which are drawn primarily from the sorcerer 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 sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is d20 + the spell level + the sorcerer’s Charisma modifier.
          Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the Sorceror table. In addition, he receives bonus spells per day if he has a high Charisma score.
          A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new sorcerer level, he gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The sorcerer 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 sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one he already knows. In effect, the sorcerer “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level sorcerer spell the sorcerer can cast. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
          Unlike a wizard or a cleric, a sorcerer 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 Sorceror class is taken at the 1st Character Level, the Sorcery Feat is gained as a Bonus Feat at 1st Level.
          Familiar: A sorcerer can obtain a familiar (see below). Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.
          The sorcerer chooses the kind of familiar he gets. As the sorcerer advances in level, his familiar also increases in power.
          If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount. However, a sorcerer’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.
          A character with more than one class that grants a familiar may have only one familiar at a time.
          Bonus Feat: The Sorceror gains a bonus feat at first level and every five levels thereafter. These feats must be selected from the Metamagic Feats.

What’s New?
          Dungeons & Dragons 3.5: Sorcerors gain the ability to make small changes to their spells known. Several familiar bonuses have changed.
          Feyworld: In Feyworld, the sorceror gains a bonus Metamagic feat at 5th and every 5 levels thereafter.  Their spell list has changed dramatically.

Table 3-16 (Revised): The Sorceror

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +0 +0 +0 +2 Summon familiar; Bonus Feat
2 +1 +0 +0 +3  
3 +1 +1 +1 +3  
4 +2 +1 +1 +4  
5 +2 +1 +1 +4 Bonus Feat
6 +3 +2 +2 +5  
7 +3 +2 +2 +5  
8 +4 +2 +2 +6  
9 +4 +3 +3 +6  
10 +5 +3 +3 +7 Bonus Feat
11 +5 +3 +3 +7  
12 +6/+1 +4 +4 +8  
13 +6/+1 +4 +4 +8  
14 +7/+2 +4 +4 +9  
15 +7/+2 +5 +5 +9 Bonus Feat
16 +8/+3 +5 +5 +10  
17 +8/+3 +5 +5 +10  
18 +9/+4 +6 +6 +11  
19 +9/+4 +6 +6 +11  
20 +10/+5 +6 +6 +12 Bonus Feat
21 +10/+5 +7 +7 +12  
22 +11/+6/+1 +7 +7 +13  
23 +11/+6/+1 +7 +7 +13  
24 +12/+7/+2 +8 +8 +14  
25 +12/+7/+2 +8 +8 +14 Bonus Feat

Table 3-16 and 3-17 (Revised): Sorceror 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]


Wizard
          The Wizard is relatively unchanged from the standard rules. Wizards in Feyworld, however, are trained by Guilds or Houses, each of which has its own list of Arcane Spells. A wizard who attempts to use a spell not of his Guild must succeed in a Spellcraft check, DC 20 + the spell’s level. If he succeeds in getting the spell off, the spell’s save DC is penalized by –2. Doing so is considered a gross violation of Guild rules and punishments vary according to the style and structure of each Guild. There are some Wizards, called Renegades, who do not operate under these restrictions because they received training outside the Guild structure. Renegades are hunted by Guild Wizards and expect no quarter when encountered. A Guild Wizard who wishes to learn the secrets of another Guild may apply to the new Guild for membership, but is treated as if he multiclassed as a Wizard of that new Guild once his training is complete.

Game Rule Information
          Abilities: Intelligence determines how powerful a spell a wizard can cast, how many spells she can cast, and how hard those spells are to resist. To cast a spell, a wizard must have an Intelligence score of 10 + the spell’s level. In addition, a wizard gets bonus spells based on Intelligence. The Difficulty Class of a saving throw against a wziard’s spell is 1d20 + the spell’s level + the wizard’s Intelligence modifier. High Dexterity is helpful for a wizard, who typically wears little or not armor, because it provides her with an Armor Class bonus. A good Constitution gives a wizard extra hit points, a resource that she is otherwise very low on.
          Hit Die: d4

Class Skills
          The wizard’s class skills (and the key ability for each skill) depend upon the Guild in which he is a member, as follows:
          Apostate (The Fellowship of the Quill): Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (All) (Int), Profession (Wis), and Spellcraft (Int).
          Augur (The Watchful Order of the Shrouded Dawn): Concentration (Con), Gather Information (Cha), Knowledge (All) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
          Director (The Iron Band): Bluff (Cha), Concentration (Con), Innuendo (Wis), Intimidate (Cha), Knowledge (All) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
          Hermit (The Order of the Stave): Concentration (Con), Craft (Int), Handle Animal (Cha), Intuit Direction (Wis), Knowledge (All) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str) and Wilderness Lore (Wis).
          Magus (The Abarisian Order): Concentration (Con), Craft (Int), Knowledge (All) (Int), Profession (Wis), and Spellcraft (Int).
          Myrmidon (The Order of the Sword): Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (All) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Spot (Per).
          Philosopher (The Philosopher’s Academy): Concentration (Con), Craft (Int), Knowledge (All) (Int), Profession (Wis), and Spellcraft (Int).
          Regent (The Malachite League): Appraise (Int), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Innuendo (Wis), Knowledge (All) (Int), Sense Motive (Wis), Spellcraft (Int), and Urban Lore (Wis).
          Theurge (The Order of the Dark Star): Concentration (Con), Craft (Int), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (All) (Int), Profession (Wis), Spellcraft (Int), Read Lips (Per), and Use Magic Device (Cha)
          Renegade: Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
          Skill Points at 1st Level: (8 + Int modifier) x4.
          Skill Points at Each Additional Level: 8 + Int modifier.

Class Features
          All of the following are class features of the wizard.
          Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard’s movements, which can cause her spells with somatic components to fail.
          Arcane Spells: A wizard casts arcane spells which are drawn from the appropriate Guild spell list. A wizard must choose and prepare her spells ahead of time (see below).
          To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.
          Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Wizard. In addition, she receives bonus spells per day if she has a high Intelligence score.
          Unlike a bard or sorcerer, a wizard may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare.
          If the Wizard class is taken at the 1st Character Level, the Arcane Spellcasting Feat is gained as a Bonus Feat at 1st Level.
          Bonus Languages: A wizard may substitute Abasan for one of the bonus languages available to the character because of her race.
          Familiar: A wizard can obtain a familiar in exactly the same manner as a sorcerer can. See the sorcerer description and the information on Familiars below for details.
          Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.
          Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, she can choose an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums.
          These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.
          Guild Power: At 6th-level, a Wizard gains a 1st-level spell as a spell-like ability appropriate to his Guild, usable once per day. At 12th-level, he may use this ability twice per day and at 18th-level, he may use it at will. Renegades do not receive a Guild Power.
          Spellbooks: A wizard must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all wizards can prepare from memory.
          A wizard begins play with a spellbook containing all 0-level wizard spells (except those from her prohibited school or schools, if any; see School Specialization, below) plus three 1st-level spells of your choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice. At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to her own.

What’s New?
          Dungeons & Dragons 3.5: Wizard school specializations work differently. Several familiar bonuses have changed.
          Feyworld: In Feyworld, the Wizard class is essentially broken down by Guild, each with their own list of class skills and spell lists. Further, the Wizard gains a Guild Power at 6th level which increases in use as the Wizard gains levels.

Table 3-20 (Revised): The Wizard

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +0 +0 +0 +2 Summon familiar, Scribe Scroll
2 +1 +0 +0 +3  
3 +1 +1 +1 +3  
4 +2 +1 +1 +4  
5 +2 +1 +1 +4 Bonus feat
6 +3 +2 +2 +5 Guild Power
7 +3 +2 +2 +5  
8 +4 +2 +2 +6  
9 +4 +3 +3 +6  
10 +5 +3 +3 +7 Bonus feat
11 +5 +3 +3 +7  
12 +6/+1 +4 +4 +8 Guild Power 2/day
13 +6/+1 +4 +4 +8  
14 +7/+2 +4 +4 +9  
15 +7/+2 +5 +5 +9 Bonus feat
16 +8/+3 +5 +5 +10  
17 +8/+3 +5 +5 +10  
18 +9/+4 +6 +6 +11 Guild Power at will
19 +9/+4 +6 +6 +11  
20 +10/+5 +6 +6 +12 Bonus feat
21 +10/+5 +7 +7 +12  
22 +11/+6/+1 +7 +7 +13  
23 +11/+6/+1 +7 +7 +13  
24 +12/+7/+2 +8 +8 +14  
25 +12/+7/+2 +8 +8 +14 Bonus Feat

Table 3-20 (Revised): Wizard 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 4 3 2 -- -- -- -- -- -- --
5 4 3 2 1 -- -- -- -- -- --
6 4 3 3 2 -- -- -- -- -- --
7 4 4 3 2 1 -- -- -- -- --
8 4 4 3 3 2 -- -- -- -- --
9 4 4 4 3 2 1 -- -- -- --
10 4 4 4 3 3 2 -- -- -- --
11 4 4 4 4 3 2 1 -- -- --
12 4 4 4 4 3 3 2 -- -- --
13 4 4 4 4 4 3 2 1 -- --
14 4 4 4 4 4 3 3 2 -- --
15 4 4 4 4 4 4 3 2 1 --
16 4 4 4 4 4 4 3 3 2 --
17 4 4 4 4 4 4 4 3 2 1
18 4 4 4 4 4 4 4 3 3 2
19 4 4 4 4 4 4 4 4 3 3
20 4 4 4 4 4 4 4 4 4 4
21 5 5 4 4 4 4 4 4 4 4
22 5 5 5 5 4 4 4 4 4 4
23 6 6 5 5 5 5 4 4 4 4
24 6 6 6 6 5 5 5 5 4 4
25 7 7 6 6 6 6 5 5 5 5

School Specialization
          A school is one of eight groupings of spells, each defined by a common theme. If desired, a wizard may specialize in one school of magic (see below). Specialization allows a wizard to cast extra spells from her chosen school, but she then never learns to cast spells from some other schools.
          A specialist wizard can prepare one additional spell of her specialty school per spell level each day. She also gains a +2 bonus on Spellcraft checks to learn the spells of her chosen school.
          The wizard must choose whether to specialize and, if she does so, choose her specialty at 1st level. At this time, she must also give up two other schools of magic (unless she chooses to specialize in divination; see below), which become her prohibited schools. Guild wizards, whose spell lists are already limited, very rarely become specialists.
          A wizard can never give up divination to fulfill this requirement.
          Spells of the prohibited school or schools are not available to the wizard, and she can’t even cast such spells from scrolls or fire them from wands. She may not change either her specialization or her prohibited schools later.
          The eight schools of arcane magic are abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation.
          Spells that do not fall into any of these schools are called universal spells.
          Abjuration: Spells that protect, block, or banish. An abjuration specialist is called an abjurer.
          Conjuration: Spells that bring creatures or materials to the caster. A conjuration specialist is called a conjurer.
          Divination: Spells that reveal information. A divination specialist is called a diviner. Unlike the other specialists, a diviner must give up only one other school.
          Enchantment: Spells that imbue the recipient with some property or grant the caster power over another being. An enchantment specialist is called an enchanter.
          Evocation: Spells that manipulate energy or create something from nothing. An evocation specialist is called an evoker.
          Illusion: Spells that alter perception or create false images. An illusion specialist is called an illusionist.
          Necromancy: Spells that manipulate, create, or destroy life or life force. A necromancy specialist is called a necromancer.
          Transmutation: Spells that transform the recipient physically or change its properties in a more subtle way. A transmutation specialist is called a transmuter.
          Universal: Not a school, but a category for spells that all wizards can learn. A wizard cannot select universal as a specialty school or as a prohibited school. Only a limited number of spells fall into this category.

Familiars
          A familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service by a sorcerer or wizard. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but it is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.
          A familiar also grants special abilities to its master (a sorcerer or wizard), as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.
          Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master’s level.

Familiar Special
Bat Master gains a +3 bonus on Listen checks
Cat Master gains a +3 bonus on Move Silently checks
Hawk Master gains a +3 bonus on Spot checks in bright light
Lizard Master gains a +3 bonus on Climb checks
Owl Master gains a +3 bonus on Spot checks in shadows
Rat Master gains a +2 bonus on Fortitude saves
Raven1 Master gains a +3 bonus on Appraise checks
Snake2 Master gains a +3 bonus on Bluff checks
Toad Master gains +3 hit points
Weasel Master gains a +2 bonus on Reflex saves
1 A raven familiar can speak one language of its master’s choice as a supernatural ability.
2 Tiny viper.

          Familiar Basics: Use the basic statistics for a creature of the familiar’s kind, but make the following
changes:
          Hit Dice: For the purpose of effects related to number of Hit Dice, use the master’s character level or the familiar’s normal HD total, whichever is higher.
          Hit Points: The familiar has one-half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.
          Attacks: Use the master’s base attack bonus, as calculated from all his classes. Use the familiar’s Dexterity or Strength modifier, whichever is greater, to get the familiar’s melee attack bonus with natural weapons.
          Damage equals that of a normal creature of the familiar’s kind.
          Saving Throws: For each saving throw, use either the familiar’s base save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.
          Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master’s skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use.
          Familiar Ability Descriptions: All familiars have special abilities (or impart abilities to their masters) depending on the master’s combined level in classes that grant familiars, as shown on the table below. The abilities given on the table are cumulative.
          Natural Armor Adj.: The number noted here is an improvement to the familiar’s existing natural armor bonus.
          Int: The familiar’s Intelligence score.
          Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.
          Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
          Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar 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 familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself.
          A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).
          Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
          Because of this empathic link, the master has the same connection to an item or place that his familiar does.
          Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
          Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
          Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.
          Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master’s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance.
          Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.

Master Class Level Natural Armor Adj. Int Special
1st–2nd +1 6 Alertness, improved evasion, share spells, empathic link
3rd–4th +2 7 Deliver touch spells
5th–6th +3 8 Speak with master
7th–8th +4 9 Speak with animals of its kind
9th–10th +5 10
11th–12th +6 11 Spell resistance
13th–14th +7 12 Scry on familiar
15th–16th +8 13
17th–18th +9 14
19th–20th +10 15

Arcane Spells and Armor
          Wizards and sorcerers do not know how to wear armor effectively.
          If desired, they can wear armor anyway (though they’ll be clumsy in it), or they can gain training in the proper use of armor (with the various Armor Proficiency feats—light, medium, and heavy—and the Shield Proficiency feat), or they can multiclass to add a class that grants them armor proficiency. Even if a wizard or sorcerer is wearing armor with which he or she is proficient, however, it might still interfere with spellcasting.
          Armor restricts the complicated gestures that a wizards or sorcerer must make while casting any spell that has a somatic component (most do). The armor and shield descriptions list the arcane spell failure chance for different armors and shields.
          By contrast, bards not only know how to wear light armor effectively, but they can also ignore the arcane spell failure chance for such armor. A bard wearing armor heavier than light or using any type of shield incurs the normal arcane spell failure chance, even if he becomes proficient with that armor.
          If a spell doesn’t have a somatic component, an arcane spellcaster can cast it with no problem while wearing armor. Such spells can also be cast even if the caster’s hands are bound or if he or she is grappling (although Concentration checks still apply normally). Also, the metamagic feat Still Spell allows a spellcaster to prepare or cast a spell at one spell level higher than normal without the somatic component.           This also provides a way to cast a spell while wearing armor without risking arcane spell failure.


[Barbarian] [Bard] [Champion] [Cleric] [Druid] [Fighter]
[Mystic] [Noble] [Ranger] [Rogue] [Sorceror] [Wizard]