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Unearthed Arcana
VARIANT CHARACTER CLASSES
This section presents sixteen variant versions of the
standard character classes, along with several
additional variants created by swapping one or more
class features for features of other classes.
Each fully detailed variant has entries for one or
more of the following topics. If an entry does not
appear, use the material for the standard class.
Alignment
Changes to the class's alignment restrictions.
Hit Die
Changes to the class's Hit Die.
Base Attack Bonus
If the class uses a different base attack bonus,
this entry gives the column to use (good, average, or
poor).
Base Save Bonuses
If the class has a different mix of good and poor
saves, this entry gives the appropriate column for each
save.
Class Skills
Additions or subtractions from the class skill
list, and/or changes in the number of skill points
gained per level.
Class Features
Changes, additions, or subtractions to the class's
special features, including spellcasting.
Multiclassing And Variant Classes
Multiclassing between variants of the same class
is a tricky subject. In cases where a single class
offers a variety of paths (such as the totem
barbarian or the monk fighting styles), the easiest
solution is simply to bar multiclassing between
different versions of the same class (just as a
character can't multiclass between different versions
of specialist wizards). For variants that are wholly
separate from the character class - such as the
bardic sage or the urban
ranger - multiclassing, even into multiple variants
of the same class, is probably okay. Identical class
features should stack if gained from multiple versions
of the same class (except for spellcasting, which is
always separate).
In any case, only the first version of a favored
class is treated as favored; a halfling rogue/wizard
who later begins gaining levels in the
wilderness rogue variant class can't treat both
the rogue and wilderness rogue classes as favored,
only the class gained first (in this case, rogue).
Under no circumstances does spellcasting ability from
multiple classes (even variants of the same class)
stack. A character with levels of bard and levels of
bardic sage has two separate caster levels and
two separate sets of spells per day, even though the
classes are very similar.
Simple Variants
These variants simply swap one or more of that
class's features for one or more class features of
another class. A class feature gained works just as it
did for its original class, including the level at
which it is gained and any other effects, except as
noted below.
BARBARIAN VARIANTS
Totem Barbarian
In a barbarian-heavy
campaign, you can increase the variation between
barbarian characters if each barbarian tribe dedicates
itself to a different totem creature, such as the
bear or the jaguar.
The choice of a totem must be taken at 1st level, and
cannot be changed later except under extreme
circumstances (such as the barbarian being adopted by
another tribe).
If you use this variant, the barbarian loses one or
more of the following standard class features: fast
movement, uncanny dodge, trap sense, and improved
uncanny dodge. In place of these abilities, the
barbarian gains class features as determined by his
totem. All totems do not necessarily grant abilities
at the same levels, nor do they all grant the same
number of abilities. These class features are
extraordinary abilities unless otherwise indicated.
The list of totems discussed here is by no means
exhaustive. If you prefer to use other totems, you
can either substitute the totem name for that of a
similar creature (such as changing the
Lion Totem to the Tiger Totem) or create a new
set of totem abilities, using the information here as
a guide.
APE TOTEM CLASS FEATURES
A barbarian dedicated
to the ape totem does not gain the standard fast
movement, uncanny dodge, trap sense, and improved
uncanny dodge barbarian class features, and instead
gains the following abilities.
- At 1st level, an ape-totem barbarian gains a
climb speed equal to one-half his base land speed
(round down to the nearest 5-foot interval). For
instance, a human, elf, half-elf, or half-orc
ape-totem barbarian has a climb speed of 15 feet,
while a dwarf, gnome, or halfling ape-totem barbarian
has a climb speed of 10 feet.
- At 2nd level, an ape-totem barbarian gains a +2
bonus on
Intimidate checks.
- A 3rd level ape-totem barbarian gains
Power Attack as a bonus feat.
- At 5th level, an ape-totem barbarian's climb
speed equals his base land speed.
BEAR TOTEM CLASS FEATURES
A barbarian dedicated
to the bear totem does not gain the standard fast
movement, uncanny dodge, trap sense, and improved
uncanny dodge barbarian class features, and instead
gains the following abilities.
- A 1st-level bear-totem barbarian gains
Toughness as a bonus feat.
- At 2nd level, a bear-totem barbarian gains
Improved
Grapple as a bonus feat, even if he doesn't meet
the normal prerequisites.
- A 3rd-level bear-totem barbarian gains
Great Fortitude as a bonus feat.
- Beginning at 5th level, a bear-totem barbarian
gains a +4 bonus on
grapple checks when raging.
BOAR TOTEM CLASS FEATURES
A barbarian dedicated
to the boar totem does not gain the standard fast
movement, uncanny dodge, trap sense, and improved
uncanny dodge barbarian class features, and instead
gains the following abilities.
- When raging, a 1st-level boar-totem barbarian is
treated as having the
Diehard feat, even if he doesn't meet the
normal prerequisites.
- At 3rd level and higher, a boar-totem barbarian's
rage lasts for 2 rounds longer than normal.
- Beginning at 7th level, a boar-totem barbarian's
damage reduction
is 1 point higher than the normal value. Thus, at 7th
level, a boar-totem barbarian's damage reduction is
2/-, and it rises by 1 point every three levels
thereafter.
DRAGON TOTEM CLASS
FEATURES
A barbarian dedicated
to the dragon totem does not gain the standard fast
movement, uncanny dodge, trap sense, and improved
uncanny dodge barbarian class features, and instead
gains the following abilities.
- A 1st-level dragon-totem barbarian gains
Blind-Fight
as a bonus feat.
- At 2nd level, a dragon-totem barbarian gains a +2
bonus on saves against
paralysis and sleep effects.
- At 5th level, a dragon-totem barbarian gains the
frightful presence ability. The save DC is
equal to 10 + 1/2 barbarian level + barbarian's Cha
modifier.
EAGLE TOTEM CLASS FEATURES
A barbarian dedicated
to the eagle totem does not gain the standard fast
movement and trap sense barbarian class features, and
instead gains the following abilities.
- At 1st level, an eagle-totem barbarian's keen
vision grants him a +2 bonus on
Spot checks.
- An eagle-totem barbarian gains
Lightning Reflexes as a bonus feat at 3rd
level.
HORSE TOTEM CLASS FEATURES
A barbarian dedicated
to the horse totem does not gain the standard uncanny
dodge, trap sense, and improved uncanny dodge barbarian
class features, and instead gains the following
abilities.
- At 2nd level, a horse-totem barbarian gains
Run as a bonus feat.
- A 3rd-level horse-totem barbarian gains a +2
bonus on
Handle Animal checks made with regard to horses
and a +2 bonus on Ride checks made to ride
a horse.
- At 5th level, a horse-totem barbarian gains
Endurance as a
bonus feat.
JAGUAR TOTEM CLASS
FEATURES
A barbarian dedicated
to the jaguar totem represents the "standard" barbarian
and gains the standard barbarian class features.
LION TOTEM CLASS FEATURES
A barbarian dedicated
to the lion totem does not gain the standard fast
movement, uncanny dodge, and improved uncanny dodge
barbarian class features, and instead gains the
following abilities.
- At 1st level, a lion-totem barbarian gains
Run as a bonus feat.
- A 2nd-level lion-totem barbarian gains a +2 bonus
on Hide checks.
- A 5th-level lion-totem barbarian gains a +2 bonus
on damage rolls whenever he
charges.
SERPENT TOTEM CLASS
FEATURES
A barbarian dedicated
to the serpent totem does not gain the standard fast
movement, uncanny dodge, trap sense, and improved
uncanny dodge barbarian class features, and instead
gains the following abilities.
- At 1st level, a serpent-totem barbarian gains a
+2 bonus on Fortitude saves against
poison.
- A 2nd-level serpent-totem barbarian gains a +2
bonus on Move
Silently checks.
- At 3rd level, a serpent-totem barbarian gains
Improved
Grapple as a bonus feat, even if he doesn't meet
the normal prerequisites.
- A serpent-totem barbarian gains
Improved Initiative as a bonus feat at 5th
level.
WOLF TOTEM CLASS FEATURES
A barbarian dedicated to the wolf totem does not
gain the standard uncanny dodge, trap sense, and
improved uncanny dodge barbarian class features, and
instead gains the following abilities.
- A 2nd-level wolf-totem barbarian gains
Improved Trip as a bonus feat, even if he
doesn't meet the normal prerequisites.
- A 5th-level wolf-totem barbarian gains
Track as a bonus feat.
Simple Variant
A barbarian who
prefers crafty hunting over pure ferocity might choose
to exchange his rage ability for certain ranger
class features.
Gain
Favored enemy (as ranger);
archery combat style, improved archery combat style,
and archery combat style mastery (as ranger).
Lose
Rage, greater rage, indomitable will, tireless
rage, mighty rage.
BARD VARIANTS
Bard Variant: Bardic Sage
The bardic sage focuses his efforts on learning,
research, and the power of knowledge.
Alignment
The bardic sage must be neutral good, neutral, or
neutral evil. The true pursuit of knowledge cares
little for ethical extremes. A bardic sage who becomes
chaotic or lawful cannot progress in levels as a bardic
sage, though he retains all his bardic sage abilities.
Base Save Bonuses
The bardic sage has good will saves, but has poor
Fortitude and Reflex saves.
CLASS FEATURES
The bardic sage has all the standard bard
class features, except as noted below.
Spellcasting
A bardic sage learns and casts spells as a normal
bard, with a few exceptions. In
addition to the normal number of spells known, a bardic
sage knows one divination spell of each spell level he
is capable of casting. For example, a 1st-level bardic
sage knows four 0-level bard spells plus one 0-level
bard spell of the divination school (such as
detect magic, know direction, or
read magic). The bardic sage's number of spells per
day does not change.
To learn or cast a spell, a bardic sage must have an
intelligence score (not Charisma score) equal to at
least 10 + the spell level. All other spellcasting
factors, including bonus spells and save DCs, are
still determined using the bardic sage's Charisma
score. Add the following spells to the bardic sage's
class spell list:
1st - detect
chaos/evil/good/law;
2nd - zone of
truth;
3rd - arcane
sight;
4th -
analyze dweomer (lowered from 6th),
sending;
5th -
contact other plane,
greater scrying (lowered from 6th);
6th - true
seeing,
vision.
Bardic Knowledge
A bardic sage gains a +2 bonus on all bardic
knowledge checks.
Bardic Music
A bardic sage's powers of inspiration are not as
persistent as those of a traditional bard.
His ability to inspire courage, inspire greatness, or
inspire heroics lasts only 3 rounds after the ally can
no longer hear the bardic sage sing, rather than the
normal 5 rounds.
Divine Bard
Not all bards are
arcanists; some derive their special powers from a
divine tradition. In many primitive cultures, the
divine bard takes the place of the cleric
or the
adept as the guide of the people's religious
beliefs.
CLASS FEATURES
The divine bard has all the standard bard
class features, except as noted below.
Spellcasting
A divine bard learns and casts spells as a normal
bard, with some minor
exceptions. A divine bard's spells are divine spells,
not arcane spells.
To learn or cast a spell, a divine bard must have a
Wisdom score (not Charisma score) equal to at least
10 + the spell level. All other Spellcasting factors,
including bonus spells and save DCs, are still
determined using the divine bard's Charisma score.
Like druids, paladins, and rangers, divine bards need
not designate a specific deity as the source of their
spells. However, a divine bard can't cast spells of
an alignment that doesn't match his. Thus, divine
bards cannot cast lawful spells (since bards can't be
lawful). Neutral divine bards can't cast any spells
associated with an alignment (and are thus relatively
rare).
Add the following spells to the divine bard's class
spell list:
0 - create
water,
cure minor wounds;
1st - detect
evil/good/law,
protection from evil/good/law;
2nd -
consecrate,
desecrate,
gentle repose;
3rd -
magic circle against evil/good/law,
prayer;
4th - remove
disease,
speak with dead, sending;
5th -
divination,
restoration;
6th - commune,
hallow,
unhallow,
raise dead.
Savage Bard
The savage bard is a warrior at heart, though his
arcane powers strike fear into the enemies of his
tribe. Savage bards often multi-class as barbarians
to improve their combat prowess.
Alignment
A savage bard must be chaotic in alignment. A
savage bard who becomes nonchaotic cannot progress in
levels as a bard, though he retains all his bard
abilities.
Base Save Bonuses
A savage bard has good Fortitude and Will saves,
but has poor Reflex saves.
Class Skills
A savage bard loses
Decipher Script and Speak Language as
class skills. He adds
Survival to his list of class skills.
CLASS FEATURES
The savage bard has all the standard bard
class features, except as noted below.
Illiteracy
A savage bard is illiterate, just as a barbarian
is. An illiterate savage bard cannot use or scribe
scrolls.
Spellcasting
Remove the following spells from the savage bard's
class spell list:
calm emotions, comprehend
languages,
detect secret doors, erase,
prestidigitation, read magic, sepia snake sigil,
summon monster (I through VI).
Add the following spells to the savage bard's class
spell list:
1st - calm
animals,
detect snares and pits,
endure elements,
summon nature's ally I;
2nd - bull's
strength,
pass without trace,
summon nature's ally II;
3rd - snare,
summon
nature's ally III;
4th - insect
plague,
summon nature's ally IV;
5th -
commune with nature,
summon nature's ally V;
6th - creeping
doom,
reincarnate, summon nature's
ally VI.
Simple Variant
A rare bard might display
a special link to nature and the mysterious world of
the fey. Such characters tend to be more aloof and less
inspiring than standard bards.
Gain
Animal companion (as druid),
nature sense (as druid),
resist nature's lure (as druid), wild empathy (as druid).
Lose
Bardic knowledge, inspire courage, inspire
competence, inspire greatness, inspire heroics.
CLERIC VARIANTS
Cloistered Cleric
The cloistered cleric spends more time than other
clerics in study and prayer and less in martial
training. He gives up some of the cleric's combat
prowess in exchange for greater skill access and a
wider range of spells devoted to knowledge (and the
protection of knowledge).
Most cloistered clerics are nonchaotic, since they
believe that a disciplined lifestyle lends itself
better to learning.
Hit Die
The cloistered cleric uses a d6 for his Hit Die
(and has hit points at 1st level equal to 6 + Con
modifier).
Base Attack Bonus
The cloistered cleric's lack of martial training
means that he uses the poor base attack bonus.
Class Skills
The cloistered cleric's class skill list includes
Decipher
Script,
Speak Language, and all Knowledge skills (from
the
Knowledge domain, see below). The cloistered cleric
gains skill points per level equal to 6 + Int modifier
(and has this number x4 at 1st level).
CLASS FEATURES
The cloistered cleric has all the standard
cleric class features, except
as noted below.
Weapon and Armor Proficiency
Cloistered clerics are proficient with
simple weapons and with
light armor.
Lore (Ex)
Thanks to long hours of study, a cloistered cleric
has a wide range of stray knowledge. This ability is
identical to the bard's bardic
knowledge class feature, using the cloistered cleric's
class level in place of the bard level.
Deity, Domains, and Domain Spells
Most cloistered clerics worship deities associated
with knowledge and learning.
In addition to any domains selected from his deity's
list, a cloistered cleric automatically gains the
Knowledge
domain as a bonus domain (even if the Knowledge
domain is not normally available to clerics of that
deity). He gains the Knowledge domain granted power
and may select his bonus domain spell from the
Knowledge domain or from one of his two regular
domains.
Spellcasting
Add the following spells to the cloistered
cleric's class spell list:
0 - message;
1st - erase,
identify,
unseen
servant;
2nd - fox's
cunning;
3rd -
illusory script, secret page,
tongues (reduced from 4th level);
4th - detect
scrying;
6th -
analyze dweomer;
7th - sequester;
9th - vision.
Simple Variant
Some clerics prefer to
be champions of good (or evil), standing at the
forefront of the battle against the enemy.
Gain
Smite evil, if the cleric would normally channel
positive energy, or smite good, if the cleric would
normally channel negative energy (as paladin);
aura of courage (as paladin).
Lose
Turn undead.
DRUID VARIANTS
Druidic Avenger
The druidic avenger channels her inner fury to
wreak vengeance upon those who injure the natural
world. This comes at a price, however, since the
avenger must give up some of her own sensitivity to
nature.
Class Skills
Add
Intimidate to the avenger's list of class skills.
Eliminate
Diplomacy from the avenger's list of class skills.
CLASS FEATURES
The druidic avenger has all the standard druid
class features, except as noted below.
Animal Companion
An avenger does not gain the service of an animal
companion.
Fast Movement (Ex)
A druidic avenger's base land speed is faster than
the norm for her race by 10 feet. This ability is
identical to the barbarian
ability of the same name.
Rage (Ex)
An avenger can enter a furious rage, identical to
that of a barbarian. An
avenger can use this ability once per day at 1st level,
and one additional time per day for every five levels
above 1st.
An avenger does not gain the greater rage,
indomitable will, or mighty rage abilities.
Spontaneous Casting
An avenger cannot channel stored spell energy into
summoning spells.
Tireless Rage (Ex)
At 17th level and higher, an avenger no longer
becomes
fatigued at the end of her rage.
Wild Empathy
A druidic avenger takes a -4 penalty on wild
empathy checks.
Simple Variant
The druid might choose to give up her wild shape
ability in exchange for becoming a swift and deadly
hunter.
Gain
Bonus to Armor Class when unarmored (as monk,
including Wisdom bonus to AC), fast movement (as
monk), favored enemy (as
ranger), swift tracker (as
ranger), Track feat (as ranger).
Lose
Armor and shield proficiency, wild shape (all
versions).
FIGHTER VARIANTS
Thug
The thug is a street fighter, a survivor who
learns to mix brute force with a bit of craftiness. He
has most of the fighter's strengths, along with some
additional skills to help keep him alive on the mean
streets. Despite the name, not all thugs are mere
hooligans - many are crafty veterans who use their
knowledge of the streets to gain an advantage against
their opponents.
Most thugs are nonlawful, though sometimes gangs of
thugs with a lawful streak band together.
Class Skills
Add the following skills to the fighter's class
skill list: Bluff,
Gather
Information,
Knowledge (local), and Sleight of Hand.
The thug gains skill points per level equal to 4 + Int
modifier (and has this number x4 at 1st level).
CLASS FEATURES
The thug has all the standard fighter
class features, except as noted below.
Weapon and Armor Proficiency
Thugs are proficient with all
simple and
martial weapons and with
light armor.
Bonus Feats
A thug doesn't gain the normal fighter bonus feat
at 1st level. Also, add Urban
Tracking to the list of fighter bonus feats
available to the thug.
Simple Variant
Some fighters prefer
stealth and cunning over martial skill. This variant
can also be combined with the thug variant described
earlier in this chapter.
Gain
Sneak attack (as rogue).
Lose
Bonus feats.
MONK VARIANTS
Fighting Styles
In literature and lore, the combat styles and
aptitudes of a monk depend
greatly on where (or by whom) she was trained. The
standard monk, however, presents only a relatively
limited variety of options to personalize your monk.
A 1st-level monk (regardless of character level) may
select one of the fighting styles described below. By
selecting one of these fighting styles, she dictates
which bonus feats she gains at 1st, 2nd, and 6th
level (when a standard monk normally gains one of two
bonus feats). In addition, at 1st level she gets a +2
bonus on checks involving a skill of her selection
(in exchange for the freedom of choice she gives up
by preselecting her bonus feats). Finally, she gains
a bonus ability at 6th level if she has met the
listed prerequisites by that time. If the character
hasn't yet met the prerequisites, she doesn't gain
the bonus ability, even if she meets the
prerequisites at some later time.
These fighting styles serve a variety of purposes in
a campaign. Each one might symbolize a different
monastery, creating a rivalry (friendly or
unfriendly) between their students. Perhaps a
specific master teaches each style only to a few
select students, meaning that a monk must prove
herself worthy before pursuing the training. Or maybe
each monk simply chooses her own way in life, styling
herself after great martial artists of the past.
A monk can abandon her fighting style by selecting a
different bonus feat at 2nd or 6th level; however, if
she does so, she loses the bonus on skill checks
gained at 1st level and never gains the bonus ability
of the fighting style (even if she meets the
prerequisites).
COBRA STRIKE
Monks of the Cobra Strike School specialize in
agility and defense. By making herself hard to pin
down, the Cobra Strike monk forces the enemy to fight
on her terms.
DENYING STANCE
The Denying Stance monk seeks to neutralize the
opponent's maneuvers, thwarting him at every turn until
he becomes so frustrated that he makes a crucial error.
HAND AND FOOT
Students of the Hand and Foot style learn to use
their appendages for both offense and defense.
1st-Level Skill Bonus:
|
Balance.
|
1st-Level Feat:
|
Stunning
Fist.
|
2nd-Level Feat:
|
Deflect
Arrows.
|
6th-Level Feat:
|
Improved
Trip.
|
6th-Level Bonus Ability:
|
You gain a +2 bonus on attacks of opportunity
made against an opponent attempting to
bull rush or trip you, and a
+4 bonus on Dexterity or Strength checks to
avoid being tripped or bull rushed.
|
Prerequisites:
|
Balance 9
ranks,
Tumble 4 ranks.
|
INVISIBLE EYE
Monks of the Invisible Eye rely on their senses,
particularly hearing, to aid them in combat.
OVERWHELMING
ATTACK
A monk trained in the Overwhelming Attack style
always presses the advantage, preferring a showy
display of all-out offense to any form of defense.
PASSIVE WAY
The Passive Way focuses on making your opponent
overreach himself or underestimate your skill.
SLEEPING TIGER
The Sleeping Tiger style mixes smooth motions with
powerful strikes. It favors a quick, first strike
approach, preferably from a position of ambush.
1st-Level Skill Bonus:
|
Hide.
|
1st-Level Feat:
|
Weapon
Finesse.
|
2nd-Level Feat:
|
Improved Initiative.
|
6th-Level Feat:
|
Improved Sunder.
|
6th-Level Bonus Ability:
|
Once per round, when an opponent would be
denied his Dexterity bonus to Armor Class, the
monk deals an extra 1d6 points of damage with a
melee attack made with a light weapon. Any
creature immune to sneak attacks is immune to
this ability.
|
Prerequisites:
|
Hide 9 ranks,
Power
Attack.
|
UNDYING WAY
Monks of the Undying Way believe in patience above
all else. They work to outlast their opponents by means
of superior endurance.
Simple Variant
A monk might choose to
give up some of her mobility in exchange for the
ability to withstand attacks.
Gain
Damage reduction (as barbarian).
Lose
Enhancement bonus to unarmored speed, bonus to
Armor Class when unarmored (retain Wisdom bonus to AC
when unarmored).
PALADIN VARIANTS
Freedom,
Slaughter, and Tyranny
The three paladin
variants presented here demonstrate examples of
alternative-alignment paladins. Each one follows a
specific code of conduct tailored to its specific
alignment. The paladin of freedom is chaotic good,
dedicated to liberty and free thought. The paladin of
tyranny is the opposite, a lawful evil villain bent on
dominating those weaker than she. The paladin of
slaughter is a brutal champion of chaos and evil who
leaves only destruction trailing in his wake. (If you
use these versions of the paladin class, you might
consider designating the standard paladin as the
"paladin of honor" to differentiate it from the
variants.)
These paladin variants aren't meant to be unique
classes in and of themselves, but rather
alignment-based variations of the paladin. They have
the same Hit Die, skill points per level, weapon and
armor proficiencies, and spells per day as the
standard paladin. Their class skill lists are nearly
identical, with exceptions noted below. Their
spellcasting functions identically to that of the
standard paladin (though their spell lists are
somewhat different). When a class feature has the
same name as a paladin class feature, it functions
the same as the one described for the standard
paladin.
Table: Variant Paladin Class Features
Level
|
Freedom
|
Tyranny
|
Slaughter
|
1st
|
Aura of good, detect evil, smite evil 1/day
|
Aura of evil, detect good, smite good 1/day
|
Aura of evil, detect good, smite good 1/day
|
2nd
|
Divine grace, lay on hands
|
Divine grace, deadly touch
|
Divine grace, deadly touch
|
3rd
|
Aura of resolve, divine health
|
Aura of despair, divine health
|
Debilitating aura, divine health
|
4th
|
Turn undead
|
Rebuke undead
|
Rebuke undead
|
5th
|
Smite evil 2/day, special mount
|
Smite good 2/day, special mount
|
Smite good 2/day, special mount
|
6th
|
Remove disease 1/week
|
Cause disease 1/week
|
Cause disease 1/week
|
7th
|
?
|
?
|
?
|
8th
|
?
|
?
|
?
|
9th
|
Remove disease 2/week
|
Cause disease 2/week
|
Cause disease 2/week
|
10th
|
Smite evil 3/day
|
Smite good 3/day
|
Smite good 3/day
|
11th
|
?
|
?
|
?
|
12th
|
Remove disease 3/week
|
Cause disease 3/week
|
Cause disease 3/week
|
13th
|
?
|
?
|
?
|
14th
|
?
|
?
|
?
|
15th
|
Remove disease 4/week, smite evil 4/day
|
cause disease 4/week, smite good 4/day
|
cause disease 4/week, smite good 4/day
|
16th
|
?
|
?
|
?
|
17th
|
?
|
?
|
?
|
18th
|
Remove disease 5/week
|
Cause disease 5/week
|
Cause disease 5/week
|
19th
|
?
|
?
|
?
|
20th
|
Smite evil 5/day
|
Smite good 5/day
|
Smite good 5/day
|
PALADIN OF FREEDOM
CLASS FEATURES
The paladin of freedom has all the standard
paladin class features,
except as noted below.
Class Skills
Replace
Diplomacy with
Bluff on the class skill list.
Aura of Resolve (Su)
Beginning at 3rd level, a paladin of freedom is
immune to compulsion effects. Each ally within 10 feet
of him gains a +4 morale bonus on saving throws against
compulsion effects. This ability otherwise functions
identically to the paladin's aura of courage class
feature.
Spellcasting
Remove the following spells from the paladin's
spell list: death
ward,
discern lies, dispel chaos,
magic circle against chaos,
protection from chaos.
Add the following spells to the paladin's spell
list:
1st - protection
from law;
3rd -
magic circle against law,
remove curse;
4th - dispel
law,
freedom of movement.
Code of Conduct
A paladin of freedom must be of chaotic good
alignment and loses all class abilities if he ever
willingly commits an evil act. Additionally, a paladin
of freedom's code requires that he respect individual
liberty, help those in need (provided they do not use
the help for lawful or evil ends), and punish those who
threaten or curtail personal liberty.
Associates
While he may adventure with characters of any good
or neutral alignment, a paladin of freedom will never
knowingly associate with evil characters (except on
some sort of undercover mission), nor will he continue
an association with someone who consistently offends
his moral code. A paladin of freedom may accept only
henchmen, followers, or cohorts who are chaotic good.
PALADIN OF
SLAUGHTER CLASS FEATURES
The paladin of slaughter has all the standard
paladin class features,
except as noted below.
Class Skills
Replace
Diplomacy with
Intimidate on the class skill list.
Aura of Evil (Ex)
The power of a paladin of slaughter's aura of evil
(see the detect
evil spell) is equal to her paladin of slaughter
level, just as with the aura of a cleric of an evil
deity.
Detect Good (Sp)
At will, a paladin of slaughter can use
detect good, as the spell.
Smite Good (Su)
Once per day, a paladin of slaughter may attempt
to smite good with one normal melee attack. This
ability is otherwise identical to the standard
paladin's ability to smite evil, including increased
daily uses as the paladin of slaughter gains class
levels.
Deadly Touch (Su)
Beginning at 2nd level, a paladin of slaughter can
cause wounds with a successful touch attack. Each day
she can deal a total number of hit points of damage
equal to her paladin level x her Charisma bonus. An
opponent subjected to this attack can make a Will save
(DC 10 + 1/2 paladin level + paladin's Cha modifier) to
halve the damage dealt.
Alternatively, a paladin of slaughter can use any or
all of this power to cure damage to undead creatures,
just as an
inflict wounds spell does. This power otherwise
functions identically to the paladin's lay on hands
ability.
Debilitating Aura (Su)
Beginning at 3rd level, a paladin of slaughter
radiates a malign aura that causes enemies within 10
feet of her to take a -1 penalty to Armor Class. This
ability otherwise functions identically to the
paladin's aura of courage class feature.
Rebuke Undead (Su)
A paladin of slaughter rebukes undead rather than
turning undead.
Cause Disease (Sp)
A paladin of slaughter can inflict disease with
her touch (as the
contagion spell) a number of times per week that a
standard paladin of her level would normally be able to
remove disease.
Spellcasting
Replace the standard paladin's spell list with the
following spell list:
1st - bane,
cause fear,
corrupt weapon, create water,
curse water,
detect
poison, detect undead,
divine
favor, endure
elements, inflict light
wounds, magic
weapon, protection
from good, protection from
law, read magic, resistance, virtue;
2nd - bull's
strength, cure light
wounds, darkness,
delay poison,
eagle's
splendor, inflict
moderate wounds, owls wisdom,
resist
energy, undetectable
alignment;
3rd - blindness/deafness,
cure
moderate wounds, deeper
darkness, dispel magic,
greater magic
weapon, heal
mount, inflict
serious wounds, magic
circle against good/law, prayer;
4th - break
enchantment, cure serious
wounds, dispel good,
dispel law,
inflict
critical wounds, poison, unholy sword.
Code of Conduct
A paladin of slaughter must be of chaotic evil
alignment and loses all class abilities if she ever
willingly commits a good act. Additionally, a paladin
of slaughter's code requires that she disrespect all
authority figures who have not proven their physical
superiority to her, refuse help to those in need, and
sow destruction and death at all opportunities.
Associates
While she may adventure with characters of any
evil or neutral alignment, a paladin of slaughter will
never knowingly associate with good characters, nor
will she continue an association with someone who
consistently offends her moral code. A paladin of
slaughter may accept only henchmen, followers, and
cohorts who are chaotic evil.
PALADIN OF TYRANNY
CLASS FEATURES
The paladin of tyranny has all the standard
paladin class features,
except as noted below.
Aura of Evil (Ex)
The power of a paladin of tyranny's aura of evil
(see the detect
evil spell) is equal to his paladin of tyranny
level, just as with the aura of a cleric of an evil
deity.
Detect Good (Sp)
At will, a paladin of tyranny can
use detect
good, as the spell.
Smite Good (Su)
Once per day, a paladin of tyranny may attempt to
smite good with one normal melee attack. This ability
is otherwise identical to the standard paladin's
ability to smite evil, including increased daily uses
as the paladin of tyranny gains class levels.
Deadly Touch (Su)
Beginning at 2nd level, a paladin of tyranny can
cause wounds with a successful touch attack. Each day
she can deal a total number of hit points of damage
equal to her paladin level x her Charisma bonus. An
opponent subjected to this attack can make a Will save
(DC 10 + 1/2 paladin level paladin's Cha modifier) to
halve the damage dealt.
Alternatively, a paladin of tyranny can use any or
all of this power to cure damage to undead creatures,
just as an inflict
wounds spell does. This power otherwise functions
identically to the paladin's lay on hands ability.
Aura of Despair (Su)
Beginning at 3rd level, a paladin of tyranny
radiates a malign aura that causes enemies within 10
feet of him to take a -2 penalty on all saving throws.
This ability otherwise functions identically to the
paladin's aura of courage class feature.
Rebuke Undead (Su)
A paladin of tyranny rebukes undead rather than
turning undead.
Cause Disease (Sp)
A paladin of tyranny can inflict disease with his
touch (as the contagion
spell) a number of times per week that a standard
paladin of her level would normally be able to remove
disease.
Spellcasting
Replace the paladin's spell list with the
following spell list:
1st - bane,
corrupt weapon, create water,
curse water,
detect
poison, detect undead,
divine
favor, doom,
endure
elements, inflict light
wounds, magic weapon,
protection
from chaos, protection
from good, read magic, resistance, virtue;
2nd - bull's
strength, cure light
wounds, darkness,
delay poison,
eagle's
splendor, hold person,
inflict
moderate wounds, owl's wisdom,
resist
energy, undetectable
alignment;
3rd - bestow
curse, cure moderate
wounds, deeper
darkness, discern lies,
dispel
magic, greater magic
weapon, heal
mount, inflict
serious wounds, magic
circle against chaos/good, prayer;
4th - break
enchantment, cure serious
wounds, dispel chaos,
dispel
good, dominate
person, inflict
critical wounds, unholy sword.
Code of conduct
A paladin of tyranny must be of lawful evil
alignment and loses all class abilities if he ever
willingly commits a good act. Additionally, a paladin
of tyranny's code requires that he respect authority
figures as long as they have the strength to rule over
the weak, act with discipline (not engaging in random
slaughter, keeping firm control over those beneath his
station, and so forth), help only those who help him
maintain or improve his status, and punish those who
challenge authority (unless, of course, such
challengers prove more worthy to hold that authority).
Associates
While he may adventure with characters of any evil
or neutral alignment, a paladin of tyranny will never
knowingly associate with good characters unless it
serves his needs, nor will he continue an association
with someone who consistently offends his moral code. A
paladin of tyranny may accept henchmen and followers of
any alignment, but may only accept cohorts who are
lawful evil.
Simple Variant
The paladin who takes
an active role in hunting her foul enemies must give up
her defensive powers.
Gain
Favored enemy (as ranger;
may only select aberrations, dragons, giants, monstrous
humanoids, evil outsiders, or undead).
Lose
Lay on hands, turn undead, remove disease.
RANGER VARIANTS
Planar Ranger
The planar ranger roams the multiverse instead of
the wilderness, learning the secrets of the planes.
Class Skills
Eliminate
Knowledge (nature) and Knowledge
(dungeoneering) from the ranger's class skill list.
Add Knowledge
(the planes) and
Speak Language (Abyssal, Aquan, Auran, Celestial,
Ignan, Infernal, Terran only) to the class skill
list.
CLASS FEATURES
The planar ranger has all the standard ranger
class features, except as noted below.
Wild Empathy
A planar ranger takes no penalty on wild empathy
checks made to influence magical beasts with the
celestial or
fiendish templates. However, he takes a -4 penalty
when using this ability against animals.
Animal Companion
A nonevil planar ranger may have a
celestial version of a normal
animal as his animal companion. A nongood ranger
may have a
fiendish version of a normal animal as his animal
companion.
Spellcasting
A planar ranger's spellcasting ability is largely
unchanged from that of the standard ranger, with one
exception: Any ranger spell that normally affects
animals also affects
celestial or
fiendish versions of animals when cast by a planar
ranger.
Urban Ranger
The urban ranger stalks the treacherous streets of
the city, relying on his knowledge of alleyways and
underworld contacts to keep him alive.
Class Skills
Eliminate
Knowledge (nature), Knowledge
(dungeoneering), and
Survival from the ranger's class skill list. Add
Gather Information,
Knowledge (local), and Sense Motive to the
class skill list.
CLASS FEATURES
The urban ranger has all the standard ranger
class features, except as noted below.
Animal Companion
An urban ranger cannot have an animal larger than
Medium as his animal companion.
Urban Tracking
An urban ranger does not gain the
Track feat at 1st level. Instead, he gains the
Urban Tracking feat (see
below), which allows him to use Gather
Information to track down a missing person,
suspect, or other individual within a community.
Wild Empathy
An urban ranger adds only one-half his class level
to wild empathy checks, reflecting his limited
connection with the natural world.
Favored Enemy
At the game master's discretion, an urban ranger
may select an organization instead of a creature type
as his favored enemy. For example, a character might
select a particular thieves' guild, merchant house, or
even the city guard. The favored enemy bonuses would
apply to all members of the chosen organization,
regardless of their creature type or subtype.
Spellcasting
The urban ranger's spell list is different from
the standard ranger list. The following spells are
eliminated from the urban ranger's spell list: animal
messenger, charm animal, detect animals or plants,
speak with animals, bear's endurance, hold animal,
snare, speak with plants, command plants, diminish
plants, plant growth, reduce animal, tree shape, water
walk, commune with nature, and tree stride.
In exchange, the urban ranger adds the following
spells to his class spell list:
1st - comprehend
languages, detect
chaos/good/evil/law, detect secret
doors, message;
2nd - detect
thoughts, eagle's
splendor, knock, locate
object;
3rd - discern
lies, invisibility,
speak with
dead, tongues;
4th - dimensional
anchor, locate
creature, mage's
faithful hound, true seeing.
Woodland Stride
An urban ranger does not gain this ability.
Swift Tracker (Ex)
Beginning at 8th level, am urban ranger may make a
Gather
Information check for his Urban
Tracking feat every half hour without taking the
normal -5 penalty.
Camouflage
An urban ranger does not gain this ability.
Hide in Plain Sight (Ex)
An urban ranger can use this ability in any area,
whether natural terrain or not.
URBAN TRACKING
[GENERAL]
Community Size
|
DC
|
Checks Required
|
Thorp, hamlet, or village
|
5
|
1d3
|
Small or large town
|
10
|
1d4+1
|
Small or large city
|
15
|
2d4
|
Metropolis
|
20
|
2d4+2
|
Conditions
|
DC Modifier
|
Every three creatures in the group being sought
|
-1
|
Every 24 hours party has been missing/sought
|
+1
|
Tracked party "lies low"
|
+5
|
Tracked party matches community's
primary racial demographic
|
+2
|
Tracked party does not match community's
primary, or secondary racial demographic
|
-2
|
You can track down the location of missing persons or
wanted individuals within communities.
Benefit: To find the trail of an individual
or to follow it for 1 hour requires a
Gather Information check. You must make another
Gather Information check every hour of the search, as
well as each time the trail becomes difficult to
follow, such as when it moves to a different area of
town.
The DC of the check, and the number of checks
required to track down your quarry, depends on the
community size and the conditions:
If you fail a Gather Information check, you can retry
after 1 hour of questioning. The game master should
roll the number of checks required secretly, so that
the player doesn't know exactly how long the task
will require.
Normal: A character without this feat can
use Gather
Information to find out information about a
particular individual, but each check takes 1d4+1 hours
and doesn't allow effective trailing.
Special: A character with 5 ranks in
Knowledge (local) gains a +2 bonus on the
Gather Information check to use this feat.
You can cut the time between Gather Information
checks in half (to 30 minutes per check rather than 1
hour), but you take a -5 penalty on the check.
Simple Variant
A ranger might forgo
training in weapon combat in exchange for the ability
to take animal form and move swiftly through the
woodlands.
Gain
Wild shape (as druid;
Small or Medium animals only), fast movement (as
barbarian).
Lose
Combat style, improved combat style, combat style
mastery.
ROGUE VARIANTS
Wilderness Rogue
The wilderness rogue prefers to put her skills to
use in the great outdoors, rather than in cramped
alleys and dungeon corridors. In many ways, she is
similar to the traditional ranger, though with less
combat savvy and with none of the ranger's divine link
to the natural world.
Class Skills
Remove the following rogue class skills from the
wilderness rogue's class skill list:
Appraise,
Diplomacy,
Decipher Script, Forgery, and Gather
Information.
Add the following skills to the wilderness rogue's
class skill list:
Handle Animal, Knowledge (geography),
Knowledge (nature), Ride, and
Survival.
CLASS FEATURES
The wilderness rogue has all the standard rogue
class features, except as noted below.
Special Abilities
Add woodland stride (as the 7th-level ranger
ability), camouflage (as the 13th-level ranger ability) and hide in plain
sight (as the 17th-level ranger
ability, requires the rogue to already have the
camouflage ability) to the list of special abilities
that can be chosen by the wilderness rogue.
Simple Variant
The rogue who favors
martial training over stealth and cunning can profit if
she chooses her fights carefully.
Gain
Bonus feats (as fighter).
Lose
Sneak attack.
SORCERER VARIANTS
Battle Sorcerer
The battle sorcerer is no weak arcanist, hiding
behind the fighters. Instead, she is a capable physical
combatant who mixes magical prowess with fighting
skill.
Hit Die
d8.
Base Attack Bonus
The battle sorcerer uses the base attack bonus
progression of the cleric.
Class Skills
Remove Bluff
from the battle sorcerer's class skill list. Add
Intimidate to
the battle sorcerer's class skill list.
CLASS FEATURES
The battle sorcerer has all the standard sorcerer
class features, except as noted below.
Weapon and Armor Proficiency
At 1st level, a battle sorcerer gains proficiency
with any light or one-handed martial weapon of the
character's choice. She also gains proficiency with
light
armor.
Spellcasting
A battle sorcerer can cast sorcerer spells derived
from her class levels of battle sorcerer while in light
armor without the normal arcane spell failure chance.
A battle sorcerer has fewer daily spell slots than a
standard sorcerer.
Subtract one spell per day from each spell level on
Table: The Sorcerer (to a minimum of zero spells per
day). For example, a 1st-level battle sorcerer may
cast four 0-level spells and two 1st-level spells per
day (plus bonus spells, if any).
A battle sorcerer knows fewer spells per spell level
than a standard sorcerer.
Subtract one spell known from each spell level on
Table: Sorcerer Spells Known (to a minimum of one
spell per spell level). For example, a 4th-level
battle sorcerer knows five 0-level spells, two
1st-level spells, and one 2nd-level spell. When she
reaches 5th level, the battle sorcerer learns one
additional 1st-level spell, but doesn't learn an
additional 2nd-level spell (since two minus one is
one).
Simple Variant
A sorcerer or wizard
might desire a more durable companion to accompany him
on excursions into the wilderness.
Gain
Animal companion (as druid;
treat sorcerer or wizard as a druid ofhalf his class
level).
Lose
Familiar.
WIZARD VARIANTS
Domain Wizard
A wizard who uses the arcane domain system (called
a domain wizard) selects a specific arcane domain of
spells, much like a cleric selects a pair of domains
associated with his deity. A domain wizard cannot also
be a specialist wizard; in exchange for the versatility
given up by specializing in a domain instead of an
entire school, the domain wizard casts her chosen
spells with increased power.
Some of the arcane domains described below have the
same name as a divine domain. Regardless of any
apparent similarity, these domains have no connection
to one another.
CLASS FEATURES
The domain wizard has all the standard wizard
class features, except as noted below.
Arcane Domain
At 1st level, a domain wizard selects an arcane
domain from those listed below. (At the game master's
discretion, the player might create an alternatively
themed domain instead.) Once selected, the domain may
never be changed.
A domain wizard automatically adds each new domain
spell to her list of known spells as soon as she
becomes able to cast it. These spells do not count
against her two new spells known per wizard level.
A domain wizard casts spells from her chosen domain
(regardless of whether the spell was prepared as a
domain spell or a normal spell) as a caster one level
higher than her normal level. This bonus applies only
to the spells listed for the domain, not all spells
of the school or subtype whose name matches the
domain name.
In some cases, an arcane domain includes spells not
normally on the wizard's class spell list. These
spells are treated as being on the character's class
spell list (and thus she can use wands or arcane
scrolls that hold those spells, or even prepare those
spells in her normal wizard spell slots).
Spellcasting
A domain wizard prepares and casts spells like a
normal wizard. However, a domain wizard gains one bonus
spell per spell level, which must be filled with the
spell from that level of the domain spell list (or with
a lower-level domain spell that has been altered with a
metamagic feat).
No Prohibited Schools
Unlike a specialist wizard, a domain wizard need
not select any prohibited schools or domains. All
wizard spells are available to her to learn.
ABJURATION DOMAIN
0 - resistance;
1st - shield;
2nd - resist energy;
3rd - dispel
magic;
4th - remove
curse;
5th - mage's private
sanctum;
6th - greater dispel
magic;
7th - banishment;
8th - mind
blank;
9th - prismatic
sphere.
ANTIMAGIC DOMAIN
0 - detect
magic;
1st - protection
from chaos/evil/good/law;
2nd - obscure object;
3rd - dispel
magic;
4th - lesser
globe of invulnerability;
5th - break
enchantment;
6th - antimagic
field;
7th - spell
turning;
8th - protection
from spells;
9th - mage's
disjunction.
BATTLE DOMAIN
0 - daze;
1st - true
strike;
2nd - protection
from arrows;
3rd - greater magic
weapon;
4th - fire
shield;
5th - interposing
hand;
6th - transformation;
7th - power word
blind;
8th - moment of
prescience;
9th - time
stop.
COLD DOMAIN
0 - ray of
frost;
1st - chill
touch;
2nd - chill
metal (as 2nd-level druid spell);
3rd - sleet
storm;
4th - wall of
ice;
5th - cone of
cold;
6th - freezing
sphere;
7th - delayed blast frostball (as delayed
blast fireball, but deals cold damage instead of
fire damage);
8th - polar
ray;
9th - comet swarm (as meteor swarm, but
deals cold damage instead of fire damage).
CONJURATION DOMAIN
0 - acid
splash;
1st - mage
armor;
2nd - web;
3rd - stinking
cloud;
4th - summon
monster IV;
5th - wall of
stone;
6th - acid
fog;
7th - summon monster
VII;
8th - maze;
9th - gate.
DIVINATION DOMAIN
0 - detect
magic;
1st - detect secret
doors;
2nd - see
invisibility;
3rd - arcane
sight;
4th - arcane
eye;
5th - prying
eyes;
6th - true
seeing;
7th - greater arcane
sight;
8th - discern
location;
9th - foresight.
ENCHANTMENT DOMAIN
0 - daze;
1st - charm
person;
2nd - hideous
laughter;
3rd - suggestion;
4th - confusion;
5th - hold
monster;
6th - greater
heroism;
7th - insanity;
8th - mass
charm monster;
9th - dominate
monster.
EVOCATION DOMAIN
0 - light;
1st - magic
missile;
2nd - flaming sphere;
3rd - lightning bolt;
4th - shout;
5th - wall of
force;
6th - forceful hand;
7th - mage's
sword;
8th - telekinetic
sphere;
9th - crushing
hand.
FIRE DOMAIN
0 - flare;
1st - burning
hands;
2nd - scorching
ray;
3rd - fireball;
4th - wall of
fire;
5th - cone of fire (as cone of cold, but
deals fire damage instead of cold damage);
6th - summon
monster VI (fire creatures only);
7th - delayed
blast fireball;
8th - incendiary
cloud;
9th - meteor
swarm.
ILLUSION DOMAIN
0 - ghost
sound;
1st - disguise self;
2nd - invisibility;
3rd - major
image;
4th - phantasmal
killer;
5th - shadow
evocation;
6th - mislead;
7th - mass
invisibility;
8th - scintillating
pattern;
9th - shades.
NECROMANCY DOMAIN
0 - disrupt
undead;
1st - ray of
enfeeblement;
2nd - false
life;
3rd - vampiric touch;
4th - fear;
5th - waves of
fatigue;
6th - circle
of death;
7th - control
undead;
8th - horrid
wilting;
9th - energy
drain.
STORM DOMAIN
0 - ray of
frost;
1st - obscuring mist
(as 1st-level cleric
spell);
2nd - gust of
wind;
3rd - lightning bolt;
4th - ice
storm;
5th - control
winds (as 5th-level druid spell);
6th - chain
lightning;
7th - control
weather;
8th - whirlwind (as
8th-level druid
spell);
9th - storm
of vengeance (as 9th-level cleric spell).
TRANSMUTATION
DOMAIN
0 - mage
hand;
1st - expeditious
retreat;
2nd - levitate;
3rd - haste;
4th - polymorph;
5th - baleful
polymorph;
6th - disintegrate;
7th - reverse
gravity;
8th - iron
body;
9th - shapechange.
Simple Variant
Some wizards trade their
knowledge of magic and craft to improve their combat
prowess.
Gain
Bonus feat list (as fighter;
bonus feats gained at 1st level and every five levels
as wizard).
Lose
Scribe Scroll, wizard bonus feat list.
Wizards can also take the simple sorcerer variant.
|