BookClasses |
Class | Description |
---|---|
Fist of the Forest | Monk who lives like an animal of the forest. |
Forest Reeve | Defender of the wilderness. |
Holt Warden | Pious defender of the forest who gains a spritual connection to it. |
Mythic Exemplar | Mythic exemplars attempt to emulate an ancient hero. |
Ordained Champion | Zealous devotee of Hextor. |
Paragnostic Apostle | Spellcasters devoted to the acquisition of knowledge that gain power from what they know. |
Paragnostic Initiate | Seekers of hidden knowledge that can empower the magic cast by their allies. |
Sanctified One | Holy warrior who is absolutely devoted to their faith. |
Shadowspy | Shadowspies are the covert arm of Pelor�s Shadow Guard and gain powers of darkness. |
Shadowstriker | The military arm of Pelor�s Shadow Guard, given special authority to carry out the church's will. |
Squire of Legend | Hero who makes her allies stronger. |
General Feats | Prerequisite | Benefit |
---|---|---|
Battle Blessing | Ability to cast paladin spells | Cast paladin spells more quickly |
Spontaneous Domains | Ability to cast 3rd-level spells; access to two or more domains | Leave your domain spell slots open to be filled at need |
Swift Call | Special mount class feature | Call special mount as a swift action |
Divine Feats | Prerequisite | Benefit |
---|---|---|
Retrieve Spell | Any two divine feats, ability to turn or rebuke undead | Spend turn/rebuke attempts to regain a previously cast spell |
Spiritual Counter | Any other divine feat, ability to turn or rebuke undead | Spend turn/rebuke attempts to counterspell |
Domain Feats | Prerequisite | Benefit |
---|---|---|
Air Devotion | � | Gain bonus to AC; ranged attacks have a 50% miss chance against you |
Animal Devotion | � | Gain bonuses based on animal influence chosen |
Chaos Devotion | � | Gain bonus on attack rolls or to AC (randomly determined) for 1 minute |
Death Devotion | � | Cause one weapon to bestow negative levels |
Destruction Devotion | � | Reduce enemy�s armor or natural armor bonus for 1 minute |
Earth Devotion | � | Move freely through difficult terrain or create difficult terrain |
Evil Devotion | � | Grant yourself and allies within 30 feet DR/good for 1 minute |
Fire Devotion | � | Appear to be on fire, deal extra fire damage with melee attacks |
Good Devotion | � | Grant yourself and allies within 30 feet DR/evil for 1 minute |
Healing Devotion | � | Gain or grant fast healing for 1 minute |
Knowledge Devotion | � | Gain bonuses on attack rolls and damage rolls against specific creature types based on your knowledge of them |
Law Devotion | � | Gain bonus on attack rolls or to AC until your next action |
Luck Devotion | � | Improve damage roll to average result |
Magic Devotion | � | Make a ranged touch attack that deals 1d6 damage/two character levels |
Plant Devotion | � | Gain +2 bonus to natural armor and fortification effect based on character level |
Protection Devotion | � | Create 30-ft.-radius protective aura centered on yourself |
Strength Devotion | � | Gain adamantine slam attack and the ability to overcome hardness with melee attacks |
Sun Devotion | � | Cause your melee weapon to glow and deal extra sacred/profane damage |
Travel Devotion | � | Move your speed as a swift action |
Trickery Devotion | � | Create a simulacrum of yourself that can perform certain actions based on your level |
War Devotion | � | Improve your ability to fight defensively |
Water Devotion | � | Summon a water elemental with HD based on your character level |
ADEPT SPELLS2nd LevelBewildering Substitution: Seemingly swap one ally with one enemy. Bewildering Visions: Subject is sickened or nauseated. Interfaith Blessing: Subjects gain combat benefits based on their individual deities. 5th LevelBewildering Mischance: Target must take the lower of two rolls for each save, attack roll, and skill check. BARD SPELLS3rd LevelMoral Facade: Divination spells give a false alignment reading. BLACKGUARD SPELLS2nd LevelDivine Presence: Gain a +5, +10, or +15 bonus on Intimidate checks against those who don’t worship your deity. Execration: Target takes a –2 penalty on saves and must take the lower of two rolls on one attack. Master Cavalier: Gain a +10 bonus on Ride checks, or +20 with special mount; use with other spells grants mount fly speed. Turn Anathema: Use your turn/rebuke ability to turn creatures with the opposing alignment subtype. 3rd LevelDeific Bastion: Your shield or armor gains a +1 enhancement bonus plus a special ability that varies by deity. War-Mount: Your mount gains a +2 enhancement bonus on attack rolls and damage rolls with its natural weapons; use with other spells grants mount fly speed. 4th LevelAligned Aura: Grant combat bonuses to like-aligned allies and impose penalties on creatures of opposing alignment. Bleed: Touched creature takes Con damage from piercing or slashing weapons; repeated use imposes a –4 penalty on certain Fort saves. Phantom Charge: Mount teleports forward 5 ft./two caster levels; use with other spells grants mount fly speed. CLERIC SPELLS0 LevelSummon Holy Symbol: Wooden holy symbol appears in your hand. 1st LevelImpede: Subject is locked in place and takes a –1 penalty on melee attack rolls and a –2 penalty on Reflex saves. 2nd LevelBenediction: Subject gains a +2 luck bonus on saves, can reroll one attack roll, save, skill check, or ability check. Bewildering Substitution: Seemingly swap one ally with one enemy. Bewildering Visions: Subject is sickened or nauseated. Body Ward: Subject is protected against 5 points of ability damage to Strength, Dexterity, or Constitution; repeated use for different scores also increases damage absorbed. Conduit of Life: Heal 2d10+1/caster level (max. 10) points of damage to yourself while channeling positive energy. Divine Presence: Gain a +5, +10, or +15 bonus on Intimidate checks against those who don’t worship your deity. Execration: Target takes a –2 penalty on saves and must take the lower of two rolls on one attack. Interfaith Blessing: Subjects gain combat benefits based on their individual deities. Light of Faith: Gain a bonus equal to one-half your divine caster level (max. +5) on your next turning check. Lore of the Gods: Gain a +5 insight bonus on Knowledge checks; make one check with an untrained Knowledge skill or retry a failed Knowledge check. Master Cavalier: Gain a +10 bonus on Ride checks, or +20 with special mount; use with other spells grants mount fly speed. Soul Ward: Subject is protected against 5 points of ability damage to Intelligence, Wisdom, or Charisma; repeated use for different scores also increases damage absorbed. Substitute Domain: Temporarily swap one domain for another your deity offers. Turn Anathema: Use your turn/rebuke ability to turn creatures with the opposing alignment subtype. 3rd LevelBolster Aura: Subject’s aura strengthens as if it had 1 HD/two caster levels more than it actually does. Deific Bastion: Your shield or armor gains a +1 enhancement bonus plus a special ability that varies by deity. Footsteps of the Divine: Gain a new movement type and speed based on the deity chosen. Light of Wisdom: Your effective turning level increases by 1/three caster levels for the purpose of determining affected undead and destruction potential. Subdue Aura: Subject’s aura weakens as if it had 1 HD/two caster levels fewer than it actually does. 4th LevelAligned Aura: Grant combat bonuses to like-aligned allies and impose penalties on creatures of opposing alignment. Confound: Gain a +2 circumstance bonus on attack rolls against subject and impose a –2 penalty on its attack rolls against you; subject cannot make attacks of opportunity against you; repeated use extends benefits to allies. Dampen Magic: Decrease enhancement bonus of magic weapons as well as save DC and caster level of magical effects used against subject by 1 or more points; subject can invoke a 5-ft.-radius antimagic ? eld. Light of Purity: Your turning damage increases by 1d6/four divine caster levels (maximum +5d6) on your next successful turning check. Moral Façade: Divination spells give a false alignment reading. Profane Item: Target object deals 1d4/caster level (max. 10d4) points of negative energy damage to the next animal, plant, good outsider, or good shapechanger that touches it; animal or plant must also save or flee for 1d4 minutes. Sacred Item: Target object deals 1d4/caster level (max. 10d4) points of positive energy damage to the next undead, evil outsider, or evil shapechanger that touches it; undead must also save or flee for 1d4 minutes. Seed of Life: Subject gains fast healing 2 and can invoke a burst of healing. Spiritual Advisor: Gain a +4 divine bonus on Knowledge checks; make checks with an untrained Knowledge skill or retry a failed Knowledge check. 5th LevelBewildering Mischance: Target must take the lower of two rolls for each save, attack roll, and skill check. Bleed: Touched creature takes Con damage from piercing or slashing weapons; repeated use imposes a –4 penalty on certain Fort saves. Darts of Life: Create ten projectiles that you can launch at allies to cure 1d8 points of damage each. Divine Retribution: Any creature that harms you takes 1d6/caster level (max. 15d6) points of damage (half energy and half divine) and 1d4 points of ability damage based on the deity selected. Door of Decay: Move instantly from one willing or controlled undead to another. Healing Circle: Allies can tap healing energy pool for cure spells. Mark of Sin: Subject takes a –10 circumstance penalty on Diplomacy checks to change others’ attitudes and a –4 penalty to one ability score based on your deity; all creatures begin interactions with subject one step close to hostile. Surge of Fortune: Gain a +2 luck bonus on attack rolls and damage rolls, saving throws, skill checks, ability checks, AC, and spell penetration checks; take an automatic natural 20 on one of these rolls. 6th LevelLight of Courage: Each undead creature targeted by your turning check takes 1d8/two caster levels (max. 10d8) points of damage, whether the check succeeds or not. Spiritual Guardian: Translucent knight grants you a +6 deflection bonus to Armor Class and attacks at your command. Weight of Sin: Subject takes damage according to its degree of alignment difference from your own and suffers a secondary spell effect if its alignment opposes yours; repeated use increases severity of secondary effects. 7th LevelRavenous Darkness: Touched object sheds darkness; living creatures nearby take 1d6/round negative energy damage while undead gain fast healing 1. Rejuvenating Light: Touched object sheds light; undead nearby take 1d6/round positive energy damage while living creatures gain fast healing 1. |
DRUID SPELLS2nd LevelBody Ward: Subject is protected against 5 points of ability damage to Strength, Dexterity, or Constitution; repeated use for different scores also increases damage absorbed. Divine Presence: Gain a +5, +10, or +15 bonus on Intimidate checks against those who don’t worship your deity. Interfaith Blessing: Subjects gain combat benefits based on their individual deities. Metal Fang: One of subject’s natural weapons becomes cold iron or silvered and counts as magical for overcoming DR. Soul Ward: Subject is protected against 5 points of ability damage to Intelligence, Wisdom, or Charisma; repeated use for different scores also increases damage absorbed. 3rd LevelForest Eyes: See through a distant plant. Forest Voice: Converse with a creature through a distant plant. 4th LevelIconic Manifestation: Trade one daily use of wild shape to acquire celestial, fiendish, anarchic, or axiomatic template, according to your alignment. 5th LevelBleed: Touched creature takes Con damage from piercing or slashing weapons; repeated use imposes a –4 penalty on certain Fort saves. Seed of Life: Subject gains fast healing 2 and can invoke a burst of healing. 6th LevelWooden Blight: Subject turns to wood and takes 1d4/round Dex damage, becoming a wooden statue at 0 Dex. 8th LevelForest Child: Create a wooden duplicate of yourself. PALADIN SPELLS1st LevelSummon Holy Symbol: Wooden holy symbol appears in your hand. 2nd LevelBenediction: Subject gains a +2 luck bonus on saves, can reroll one attack roll, save, skill check, or ability check. Conduit of Life: Heal 2d10+1/caster level (max. 10) points of damage to yourself while channeling positive energy. Divine Presence: Gain a +5, +10, or +15 bonus on Intimidate checks against those who don’t worship your deity. Master Cavalier: Gain a +10 bonus on Ride checks, or +20 with special mount; use with other spells grants mount fly speed. Touch of Restoration: Use part of your lay on hands ability to cure 1 point of ability damage. Turn Anathema: Use your turn/rebuke ability to turn creatures with the opposing alignment subtype. 3rd LevelDeific Bastion: Your shield or armor gains a +1 enhancement bonus plus a special ability that varies by deity. War-Mount: Your mount gains a +2 enhancement bonus on attack rolls and damage rolls with its natural weapons; use with other spells grants mount fly speed. 4th LevelAligned Aura: Grant combat bonuses to like-aligned allies and impose penalties on creatures of opposing alignment. Bolster Aura: Subject’s aura strengthens as if it had 1 HD/two caster levels more than it actually does. Moral Façade: Divination spells give a false alignment reading. Phantom Charge: Mount teleports forward 5 ft./two caster levels; use with other spells grants mount fly speed. Sacred Item: Target object deals 1d4/caster level (max. 10d4) points of positive energy damage to undead, evil outsider, or evil shapechanger that touches it; undead must also save or flee for 1d4 minutes. Seed of Life: Subject gains fast healing 2 and can invoke a burst of healing. Subdue Aura: Subject’s aura weakens as if it had 1 HD/two caster levels fewer than it actually does. RANGER SPELLS2nd LevelMetal Fang: One of subject’s natural weapons becomes cold iron or silvered and counts as magical for overcoming DR. SHUGENJA SPELLS2nd LevelBewildering Substitution: Seemingly swap one ally with one enemy. Bewildering Visions: Subject is sickened or nauseated. Interfaith Blessing: Subjects gain combat benefits based on their individual deities. 5th LevelBewildering Mischance: Target must take the lower of two rolls for each save, attack roll, and skill check. |