As some of you might remember, I recently revamped psions to better fit with my mental image of them. (Link if you want to see it)
Upon further thought, I decided to do some other classes the same way. This thread is where I'll put them.
Personally, I like having the near-capstone and capstone abilities be very powerful. The way I see it, if you've spent 20 levels in a single class, there's probably a very good reason for it.
I'll spoiler everything so you can easily see whatever class you want. If I don't mention something in my revamp of a class, that aspect hasn't changed.
First up: Paladins
First off, I don't like the LG-only requirement, so I'm changing it. Being a Paladin requires that one belong to a church and worship a god. A Paladin has to have the same alignment as their god. This necessitates some changes to class features. (it also conveniently eliminates Blackguards, which is a good thing )
Any Paladin ability reliant on alignment changes accordingly (so a Paladin of an evil god has Aura of Evil, Detect and Smite Good, etc.) Paladins of gods who are neutral on the good-evil axis instead gain law/chaos-related abilities. True Neutral gods don't get Paladins.
Lay On Hands can also be used to harm the living or heal undead.
Evil Paladins can rebuke undead in the same way Good Paladins can turn them. Neutral Paladins can either turn or rebuke undead, but do so as a cleric 4 levels lower.
Paladin spells that are based on alignment are changed the same way that class abilities are. If the Paladin is evil, Cure spells are replaced by Inflict spells of the same strength, and other healing spells are replaced by spells that inflict the same (so Remove Curse is replaced by Bestow Curse, for example) Neutral Paladins may learn both versions, but they are two different spells.
Evil Paladins gain Contaigion as a spell-like ability instead of Remove Disease. Neutral Paladins may use do either, but either counts as a use of the ability.
Evil Paladins may not travel with good characters, but are otherwise free to adventure with anyone. Neutral Paladins may only associate with characters one step away from them on the law/chaos axis, but can freely associate with both good and evil characters.
Paladins will only accept cohorts of their own alignment.
The names of various abilities should be changed based on alignment (for instance, Evil Paladins gain an Infernal mount rather than a Celestial mount)
Godblast (new ability gained at level 20): Once per day, as a spell-like ability, the Paladin can literally channel the power of his god through his own body, doing tremendous damage. At casting, the Paladin chooses whether to channel this raw deific energy into a ray or let it burst out of him in a sphere.
The sphere has a radius of 60 feet and deals 5d6 + 1d6/level (half untyped, half is considered good, evil, anarchic, or axiomatic, depending on the Paladin's alignment) to all the Paladin's enemies within this range. The ray has a range of 300 feet, and the Paladin must make a ranged touch attack. The Godblast ray deals 10d6+1d6/level to the target. However, channeling this much energy has costs. The Paladin must make a Fortitude save (DC=10+character level) or take 10d6 damage and nonlethal damage equal to his maximum hit points. If the Paladin makes the save, he takes 5d6 damage and is Stunned for 1 minute.
Unlike Wizards, who spend much of their lives poring over tomes of arcane magic, Sorcerers simply know their magical abilities. This innate knowledge allows them more time in which to do other things, such as exercise and learn more practical skills. For this reason, the average Sorcerer is tougher and more skilled at mundane tasks than the average Wizard.
Skills at first level: (4+Int modifier) *4
Skills after first level: 4+Int modifier
Innate Spell 0
Innate Spell 1
Innate Spell 2
Innate Spell 3
Bonus Feat, Innate Spell 4
Bonus Feats: At levels 1, 5, 10, 15, and 20, the Sorcerer gains a bonus feat. These feats are limited to metamagic feats, item creation feats, and feats that improve or require magical abilities (for instance, Spell Focus or Antipsionic Magic would be valid choices, while Run or Point Blank Shot would not be) Innate Spell: The Sorcerer has a deeper understanding of his magical abilities than a Wizard, and can unlock powerful arcane abilities. At level 4, the Sorcerer gains the use of a Sorcerer spell-like ability up to a number of times per day equal to 3+Charisma modifier. This number grows by an additional 3+Charisma modifier at level 8, 12, 16, and 20. At level 4, the Sorcerer may choose one cantrip he knows to be able to cast as a spell-like ability, expending one use of his abilities. The maximum spell level and number of uses consumed by using spells of that level increase by 1 at level 8, 12, 16, and 20, so a level 20 Sorcerer could cast a single level 0 spell a number of times per day equal to 12 + 4*his Charisma modifier, or a single level 1 spell half that many times, etc. Spells useable this way cannot require expensive material components or an XP cost.
Barbarians were fairly easy
As the Barbarian's strength and toughness increases, his Rages become a terrifying thing to behold. Frightening Rage: Beginning at 8th level, when Raging, all hostile creatures that can see the Barbarian must make a Will save with DC equal to 10+half the Barbarian's HD+the Barbarian's increased Str modifier. Failing to beat the DC by at least 10 causes a creature to become panicked at the very sight of the barbarian. This effect lasts 24 hours after the creature loses sight of the raging character. Panic induced this way lasts for 5d6 rounds after losing sight of the character. Failing by more than 5 but less than 10 causes the creature to become frightened for the duration of the rage+2d4 rounds, failing by 5 or less renders the creature shaken for 2d4 rounds (at which point they must make another save against the rage's affect if still applicable, but with a +1 bonus). Beating the DC by 10 or less means that the creature is unaffected by that particular rage. Beating the DC by more than 10 means that the creature is immune to the frightful effects of that character's rage for the next 24 hours. Terrifying Rage: At 15th level, the save DC against the frightful rage effects increases by 5
Added Capstone Tap the Power Within: At level 20, the Barbarian chooses Fire, Cold, Earth, or Lightning as the type of power within them. This type cannot be changed by any known power, even Wish and similar reality-altering affects. Depending upon the Power tapped, the Barbarian gains different abilities while Raging. Fire: Resistance to fire 10, vulnerability to cold, Melee attacks do an additional die of fire damage, rage duration extended by 1 round. Cold: Resistance to cold 10, vulnerability to fire, Melee attacks do an additional die of cold damage, DR increases by 1. Earth: DR increases by 2, speed increases by 10 feet when moving over stone, rock, dirt, etc. and ignore movement penalties imposed by earth-based rough terrain such as gravel or loose rocks (this is an insight bonus), Str bonus increases by an additional 2. Lightning: Resistance to lightning 10, Melee attacks do an additional die of cold damage, melee attacks ignore AC granted from any metal armor.
Much the same way Sorcerers are overshadowed by Wizards, Wilders are often overshadowed by Psions, especially with my enhanced Psions. I'll try to fix that.
First of all, they get additional powers. The table on the Wilder list? That's for Psion powers known. They get the same number of powers from the Psychic Warrior list. So they actually start off knowing two powers, one from each list. Powers that are duplicated may be learned using either slot, and are manifested as if by the class that requires fewer PP.
Second, they get more powers. Wilders get one 'empty' slot for each power level. If they identify a power with Psicraft, they can attempt to copy it into their empty slot. This requires getting at least 8 hours of sleep within 24 hours after IDing it, then making another Psicraft check, same DC as the first. They can also copy powers from Psions or other Wilders, or from a dorje, power stone, or other object that stores psionic powers. This requires 5 consecutive minutes of concentration on the person or object with the power, followed by a Psicraft check DC 15+power level, with a +2 circumstance bonus if the power's "container" is a willing person.
Copied powers may be dropped or replaced at any time, and may themselves be copied. Copied powers may also occupy a slot higher than their level, so a 6th level Wilder could store up to 3 first-level powers. If a slot becomes empty and a power in a higher-level slot could fit in the now-empty slot, it essentially drops into the lower slot. Wilders manifest powers from these slots exactly the same way they normally manifest.
Finally, Wilders may add either their Cha or Int bonus to Psicraft, whichever is higher.
I'm trying to decide what characters to do next. If anyone has suggestions about that, new class features for any class (whether it's up already or not) constructive criticism, suggestions, etc. I'd be glad to hear them. My revamped psions from the thread I linked to in the OP are fair game as well.
Alignment: Any. Hit Die: d10.
The fighterís 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: (2 + Int modifier) ◊4. Skill Points at Each Additional Level: 2 + Int modifier.
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. He also receives the listed bonus feats at 1st, 4th, 8th, and 12th levels.
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.
Uncanny Dodge (Ex): As per the barbarian class feature.
Armor Optimization: Through constant use of arms and armor, the fighter has learned the best ways to rig his armor for the best fit and least amount of strain on his body. Armor Optimization reduces the Armor Check Penalty of the fighter's armor by -1. This reduction increases again at 11th and 17th level.
Battle Reflexes: The motions of war are no stranger to the fighter. Battle reflexes grants a +1 insight bonus to Initiative and to Reflex saves. This bonus increases at 13th and 19th level.
Improved Uncanny Dodge (Ex): As per the barbarian class feature.
Dual Strike (Ex): Due to his exceptional skill in combat, at 15th level the fighter may make two attacks on a single attack action. The fighter rolls his highest attack bonus for both attacks at a -4 penalty. The fighter may not apply precision-based damage to the second attack while using this ability. This ability applies both to ranged and melee attacks.
Improved Dual Strike (Ex): The fighter may now perform a Dual Strike at no penalty.
The paladinís 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: (2 + Int modifier) ◊4. Skill Points at Each Additional Level: 2 + Int modifier.
All of the following are class features of the paladin.
Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura of Good (Ex): The power of a paladinís aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.
Smite Evil (Su): Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day. At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level.
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay on Hands (Su): Beginning at 2nd level, a paladin 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 paladin level ◊ her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesnít have to use it all at once. Using lay on hands is a standard action. Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesnít provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
Aura of Courage (Su): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if she is unconscious or dead.
Divine Health (Ex): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.
Turn Undead (Su): When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.
Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.
To prepare or cast a spell, a paladin must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladinís spell is 10 + the spell level + the paladinís Wisdom modifier.
Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Paladin. In addition, she receives bonus spells per day if she has a high Wisdom score. When Table: The Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level The paladin does not have access to any domain spells or granted powers, as a cleric does.
A paladin prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is one-half her paladin level.
Special Mount (Sp): Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).
Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladinís level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.
Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.
Should the paladinís mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a -1 penalty on attack and weapon damage rolls.
Remove Disease (Sp): At 6th level, a paladin can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).
Bonus Feat: At 6th level, a paladin gets a bonus combat-oriented feat. The paladin gains an additional bonus feat at 9th level and every three paladin levels thereafter (12th, 15th, and 18th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A paladin must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. For fighter specific feats, a paladin counts as a fighter four levels lower (so a paladin would qualify for the Weapon Specialization feat at 8th level).
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A paladin is not limited to the list of fighter bonus feats when choosing these feats.
Domain Ability (Su or Sp): The paladin's holy power increases as he gains access to the domain abilities of the god he follows. At 7th level (and at 13th and 19th level), a paladin may select the domain ability of one of his chosen god's domains.
Greater Turning (Su): Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead. The paladin gains another use of this ability at 20th level.
Code of Conduct:
A paladin must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act.
Additionally, a paladinís code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.
While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin may accept only henchmen, followers, or cohorts who are lawful good.
A paladin who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all paladin spells and abilities (including the service of the paladinís mount, but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a paladin. 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 paladin may be a multiclass character, but multiclass paladins face a special restriction. A paladin who gains a level in any class other than paladin may never again raise her paladin level, though she retains all her paladin abilities.
The sorcererís class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int). Skill Points at 1st Level: (2 + Int modifier) ◊ 4. Skill Points at Each Additional Level: 2 + Int modifier.
All of the following are class features of the sorcerer.
Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons and one martial weapon of their choice. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcererís gestures, which can cause his spells with somatic components to fail.
Spells: A sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard 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 sorcererís spell is 10 + the spell level + the sorcererís 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 Table: The Sorcerer. In addition, he receives bonus spells per day if he has a high Charisma score.
A sorcererís 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 canít 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 spellís 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 heíll cast.
Familiar: A sorcerer can obtain a familiar. 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 sorcererís experience point total can never go below 0 as the result of a familiarís 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.
Detect Magic (Sp): Due to his innate connection to the forces of the arcane and mystical, the sorcerer may use detect magic at will as a spell-like ability.
Clear Casting (Su): The magic of a sorcerer's soul runs so powerfully, that once per day, he may tap into it at the cost of his vitality. He may generate the power to fuel his arcane magic by sapping his vital forces. At first, the sorcerer may only power cantrips (Clear Casting 0), but he may progress this ability to fuel up to 5th level magic. The sorcerer is capable of generating a number of spells equal to his Constitution modifier, with a maximum level of his Clear Casting range (0-V). To access this pool of vital energy, the sorcerer must first make a Will save (DC 20). Once accessed, he may cast these free spells as per normal. After this has been accessed, he must use them within five rounds or the energy dissipates. Once this duration is over, the sorcerer is exhausted.
Bonus Feats: The sorcerer may select a bonus metamagic feat of his choice at 5th level. He receives additional bonus feats at 10th, 15th, and 20th level.
The rogueís 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), and Use Rope (Dex). Skill Points at 1st Level: (8 + Int modifier) ◊4. Skill Points at Each Additional Level: 8 + Int modifier.
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, sap, 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 unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogueís attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and 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 living creatures with discernible anatomiesóundead, 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.
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 trapís 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.
Lucky (Ex): The rogue is often as lucky as he is good at something. Therefore, starting at 2nd level, the rogue may reroll any failed ability check, skill check, attack roll, or saving throw. (The second roll must be used, regardless of whether or not it is better than the first. The rogue may use this ability the listed number of times given.
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 instead.
Special Abilities: On attaining 4th level, and at every three levels thereafter (7th, 10th, 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. 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 rogueís attack of opportunity for that round. Even a rogue with the Combat Reflexes feat canít use the opportunist ability more than once per round. Slow Fall (Ex): A rogue within armís reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The rogue's ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves by +10 feet with each additional time this ability is taken. Poison Use: The rogue is trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade. Deadly Precision: The rogue may reroll 1ís on her sneak attack damage dice. Deadly Strikes: The rogue adds a +1 competence bonus per die on sneak attack damage. This ability may be taken a maximum of three times. 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 rollóif she is denied her Dexterity bonus to AC, she canít use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogueís evasion ability does not apply to the defensive roll. 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 rogueís 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. Dash: The rogue base land speed improves by +10 feet. The rogue may take this multiple times and its effects stack. The rogue must be wearing light armor or no armor and must be no more than lightly encumbered. Hide in Plain Sight (Ex): A rogue can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a rogue can hide herself from view in the open without having anything to actually hide behind. She cannot, however, hide in her own shadow. (13th+ level required) Feat: A rogue may gain a bonus feat in place of a special ability.
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 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.
Feint (Ex): The rogue knows how to strike his foes in the most vital of spots, and learns ways to do so that are more effective than others. At 8th level, the rogue may feint as a move action. This improves to a swift action at 14th level, and finally, at 20th level the rogue may feint as a free action.
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 takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.
The rangerís class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), 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) ◊4. Skill Points at Each Additional Level: 6 + Int modifier.
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).
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 modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the 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.
Animal Companion (Ex): A ranger 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: porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on her adventures as appropriate for its kind.
A 1st-level rangerís companion is completely typical for its kind except as noted below. As a ranger advances in level, the animalís power increases as shown on the table. If a ranger 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 ranger of 4th level or higher may select from alternative lists of animals. Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the characterís ranger level were lower than it actually is. Subtract the value indicated in the appropriate list header from the characterís ranger level and compare the result with the ranger level entry on the table to determine the animal companionís powers. (If this adjustment would reduce the rangerís effective level to 0 or lower, she canít have that animal as a companion.)
Skirmish (Ex): A ranger relies on mobility to deal extra damage and improve his defense. He deals an extra 1d6 points of damage on all attacks he makes during any round in whcih he moves at least 10 feet. The extra damage applies only to attacks taken during the ranger's turn. This extra damage increases by 1d6 for every four levels gained about 2nd.
The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The ranger must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Rangers can apply this extra damage to ranged attacks while skirmishing, but only if the target is within 30 feet.
At 4th level, a ranger gains a +1 competence bonus to Armor Class during any round in which he moves at least 10 feet. This bonus applies as soon as the ranger has moved 10 feet, and lasts until the start of his next turn. This bonus improves by 1 for every four levels gained above 4th.
A ranger loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If he gains the skirmish ability from another class, the bonuses stack.
Favored Enemy (Ex): At 2nd 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 rangerís bonuses do not stack; he simply uses whichever bonus is higher.
Ranger Favored Enemies
Endurance: A ranger gains Endurance as a bonus feat at 3rd level.
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.
Bonus Feat: At 5th level, a ranger gets a bonus combat-oriented feat. The ranger gains an additional bonus feat at 10th level and again at 15th and 20th levels. These bonus feats must be drawn from the feats noted as fighter bonus feats. A ranger must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. For fighter specific feats, a ranger counts as a fighter four levels lower (so a ranger would qualify for the Weapon Specialization feat at 8th level).
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A ranger is not limited to the list of fighter bonus feats when choosing these feats.
Fast Movement (Ex):A ranger'sland speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor or light armor, and not carrying a heavy load. Apply this bonus before modifying the ranger's speed because of any load carried or armor worn.
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.
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.
Swift Tracker (Ex): Beginning at 11th 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.
Camouflage (Ex): A ranger of 14th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesnít grant cover or concealment.
Hide in Plain Sight (Ex): While in any sort of natural terrain, a ranger of 15th level or higher can use the Hide skill even while being observed.
The Ranger's Animal Companion
A rangerís animal companion is different from a normal animal of its kind in many ways. A rangerís animal companion is superior to a normal animal of its kind and has special powers, as described below.
The Ranger's Animal Companion
Natural Armor Adj
Animal Companion Basics
Use the base statistics for a creature of the companionís kind, but make the following changes.
Class Level: The characterís ranger level. The rangerís class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companionís 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 companionís base attack and base save bonuses. An animal companionís base attack bonus is the same as that of a ranger of a level equal to the animalís HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animalís HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monsterís Hit Dice.
Natural Armor Adj.: The number noted here is an improvement to the animal companionís existing natural armor bonus.
Str/Dex Adj.: Add this value to the animal companionís 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 ranger might choose to teach it (see the Handle Animal skill). These bonus tricks donít require any training time or Handle Animal checks, and they donít count against the normal limit of tricks known by the animal. The ranger selects these bonus tricks, and once selected, they canít be changed.
Link (Ex): A ranger can handle her animal companion as a free action, or push it as a move action, even if she doesnít have any ranks in the Handle Animal skill. The ranger gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
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 ranger of sufficiently high level can select her animal companion from one of the following lists, applying the indicated adjustment to the rangerís level (in parentheses) for purposes of determining the companionís 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)
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