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Table of Contents

Gamemastering ... 3

Ability Checks ... 3

Intoxication... 3

Maneuvers ... 4

Variant Rules in Effect ... 5

Classes... 6

Cleric [Base Class] ... 6

Sorcerer [Base Class] ... 9

Wizard [Base Class] ... 14

Feats ... 18

Spells ... 19

Equipment ... 31

Magic Weapons... 31

Traveler Items ... 31

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Gamemastering

Ability Checks

When called upon to make a check against an ability score, roll a d20 and add he relevant ability modifier + ½ your character level (truncating decimals) + any relevant conditional modifiers.

Intoxication

Getting Drunk

After consuming a serving of alcohol, a character must make a constitution check against a base DC of 10 using the following modifiers:

Beverage Modifiers

Beverage Modifier Mead +0 DC Beer +1 DC Ale +2 DC Wine +3 DC Mead +4 DC Liquor +5 DC

The penalties accumulate with each check per state of intoxication. For example: After Earin drinks her third ale she must make her constitution (CON 18, a +4 modifier) check against a DC of 16. She rolls an 8. Earin moves into a state of slight intoxication (see below) due to a failed constitution check, her ale DC 12. Of course, the DC will continue to get worse as she drinks in this state and reset to 12 when she goes into a moderate state of intoxication.

NOTE: Serving sizes vary depending on type. For example, a typical serving size of liquor is around 2 fluid ounces. Beer, ale, and mead have a serving size around 16 to 20 fluid ounces. While a serving size for wine is around 10 to 14 ounces. The GM decides the serving size.

If a character fails his constitution check, his state of intoxication moves up. There are three states: slight, moderate, and great. The state an intoxicated person is in will have the following effects:

Intoxication Table

Effect

On… Slight Moderate Great*

Dexterity -1 -3 -6 Intelligence -1 -4 -7 Wisdom 0 -2 -5 Charisma 0 -1 -4 To Hit 0 -1 -5 Hit Points 0 +1 +3 Spell Failure 25% 50% 100% State of Intoxication

* Beyond great intoxication, persons become comatose and will sleep for 7 to 10 (1d4+6) hours.

Being in a state of great intoxication is dangerous. When a character is in this state, he no longer continues to make a constitution check. Instead he must make a fortitude saving throw against DC 10. A cumulative penalty of 1 is added to the DC as the character continues to drink. If a character fails his save, he passes out.

With each save a character has a cumulative 5% chance of permanently lowering his constitution by 1 point.

For example: Earin has just missed her constitution check from her last glass of ale and is now in a state of great intoxication. She orders another glass and drinks it. She makes her fortitude save and has a 5% chance of lowering her constitution, which doesn't happen. She orders another glass and gulps it down. She makes her fortitude save and now has a 10% chance of lowering his constitution, which doesn't happen.

She orders yet another glass and gulps it down. This time she misses his save and passes out. Now she has 15% chance of lowering her constitution, which unfortunately happens.

Earin is now passed out and has a permanent deduction of 1 from her constitution; another victim of drunkenness.

Optional Wisdom Rule

As a person continues to drink, he tends to consume more and more alcohol without really noticing it. Thus, the consumer must begin making a Wisdom check (or sobriety if the personality sheet is being used) after each drink once he reaches a state of slight intoxication. A successful check against a DC of 10 allows the consumer to quit drinking if he desires. A failed check indicates that a person will attempt to have another drink if possible (i.e. has money, alcohol is available, etc.).

A friendly, non-hostile person around the drinker who wants to prevent him from continuing to drink can attempt to by making a successful Charisma check (DC 10). Success indicates that the person talked the drinker into stopping. However, a failed check makes the drinker angry and any person of a lower charisma can make no further attempts.

Optional Weight Rule

A person that weighs more tends to handle alcohol better than one who weighs less. Since most creatures' weights aren't known, the best indication of weight would be size. Thus, the modifiers are relative to size. The following modifiers can be assigned to the constitution check that is made after consuming a serving of alcohol:

Size Modifiers

Size Modifier Fine +8 DC Diminutive +6 DC Tiny +4 DC Small +2 DC Medium +0 DC Large -2 DC Huge -4 DC Gargantuan -6 DC Colossal -8 DC

Optional Boo-Hag Effect

The effect of being drunk (i.e. in a state of great intoxication) makes the character more susceptible to seduction. This effect is better known as the "boo-hag" effect. In other words, the appearance and charisma of a person of the opposite sex no longer matters. Any characters attempting to seduce him will not receive the appropriate ability modifier to their skill checks.

Note that the character is also 50% more likely to attempt seduction of other people.

Recovery

Time is the only cure for intoxication, although certain stimulants will shorten the recovery time.

Intoxication Recovery Table

Intox. Recovery

Level Time Mild Med. Strong

Slight 1-4 Hours x.80 x.65 x.50

Moderate 4-8 Hours x.85 x.70 x.55

Great 8-14 Hours x.90 x.75 x.55

Comatose 14-20 Hours x.95 x.80 x.60 Stimulent Effect

As a person recovers, his statistics that are affected begin to go back to normal. For example, a comatose person's recovery time is 19 hours and his stats are based on this. Five hours later, he moves into a state of great intoxication and his stats are relative to this state, and so on.

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Having a Hangover

Although the victim's statistics will slowly return to normal, he will suffer unpleasant after-effects that are known in the drunks' world as a hangover. After a person finally gets down to a state of slight intoxication, he rolls three times on the ―Hangover Table‖ using 1d20 to determine the hangover’s effect. Duplicate effects are re-rolled.

Hangover Table

Roll Effect 1-2 Blinding Headache 3-4 Headache 5-6 Vomiting 7-8 Nausea 9-10 The Squats 11-12 Trembling 13-14 Loss of Appitite 15-17 Ability Damage 18-20 No Effect

Notes on Hangover Table

Blinding Headache: For 1d4+1 hours the character suffers the following effects: -4 to hit, -3 to armor class, +25% chance of arcane and divine spell failure, -5 to all thieves’ skills. If headache was already rolled, then this effect replaces it.

Headache: For 1d4+1 hours. -2 to hit, -1 to armor class, +10% chance of arcane and divine spell failure, -2 to all thieves’ skills. If blinding headache has already been rolled, roll again.

Vomiting: 1d12 hours duration. A successful fortitude save reduces the duration by half. The PC must make a fortitude save at DC 10 every turn. Failure means the PC vomits, which takes 1d4+1 rounds. Strenuous activity (includes combat and Spellcasting) will also require a constitution check to avoid being ill.

Nausea: 1d12 hours duration. A successful fortitude save reduces the duration by half. The PC feels like vomiting. The PC has difficulty concentrating and therefore has a +05% chance of arcane spell failure for every hour of nausea. Furthermore, he suffers 2 points of ability damage to strength and dexterity for the duration of nausea.

"The Squats": 1d20 hours duration. A successful fortitude save reduces the duration by half. The PC must make a fortitude save at DC 12 every turn. Failure means PC will defecate within 1d4 rounds. The PC must find a suitable place and remove armor, clothing, etc. within that time or soil themselves (YECH!).

Trembling: For 1d4-1 hours. -1 to hit, -2 to dexterity.

Loss Of Appetite: Character will not eat. Also, character has dry mouth thus being very thirsty.

Ability Damage: The character temporarily loses one or more ability score points from both dexterity and constitution or from both intelligence and wisdom. Roll 1d6 once on the ―Ability Damage‖ table and on the ―Ability Damage Duration‖ table to determine the exact effect.

Ability Damage

Roll Effect

1 -1 to DEX and CON

2 -2 to DEX and CON

3 -3 to DEX and CON

4 -1 to INT and WIS

5 -2 to INT and WIS

6 -3 to INT and WIS

Ability Damage Duration

Roll Duration

1-2 1d4 Hours

3-4 1d6 Hours

5-6 1d8 Hours

For example: Our heroine Earin has found herself in a state of great intoxication partying until four in the morning in her favorite establishment, The Golden Griffon Inn.

Unfortunately, she is supposed to go adventuring at sunrise (6:00 AM), so she takes a strong stimulant in hopes to recover. Recovery time was 14 hours for Earin, but now it is 7.70 hours (14 x .55), and his stats go from the great intoxication state to the moderate intoxication state. Well, Earin can't even move out of bed until 1:00 PM.

But since she got little sleep and feels quite sick, Earin sleeps until 5:00 PM. When she awakens, she finds that she has a headache which will last for 3 hours. Also, she starts vomiting (which will last until at least 10:00 PM). She will suffer -2 to dexterity and constitution for the next 4 hours. To top it off, Earin finds out that her adventuring party has left town without her and she is left with nothing to do but go party again tonight.

Maneuvers

Block/Parry

This rule adds a dynamic layer of strategy into combat. As an immediate action, a character may expend his next move action to block or parry an incoming attack. This may be done after determining if the attack would hit his armor class.

The Character makes an attack roll with the weapon or natural weapon he intends to block or parry with. The attacker treats the parry roll as the new armor class he is attempting to hit. If the attacker’s roll is equal to or greater than the parry attack roll, then the attack still hits and is resolved normally, otherwise the attack has been successfully parried and causes no damage.

Called Shot

The Player’s Handbook and Dungeon Masters Guide do not get into aiming for specific body parts in combat. The following is provided to fill in that gap in the rules.

Monsters often have body parts or features with extraordinary or magical effects; examples include the eyes of the beholder, tentacles of the carrion crawler, individual heads of the chimera, and so on. Many animated statues are motivated by a medallion, inscription, or imbedded gem.

To hit a specific body part, roll to hit normally and apply a size modifier to the target’s defense based on the size of the body part you are targeting.

Hit Location Size Modifiers

Target Size Modifier Example

Fine +8 Finger, Toe, Eye, Ear

Diminutive +4 Head, Hand, Foot

Tiny +2 Arm

Small +1 Leg, Tail

Medium 0 Torso

The effects of damage to specific areas of the body are addressed on page 66 and 67 of the Dungeon Master’s Guide. One specific body part needs mentioning.

Groin: When a character has taken damage the groin, he must make a fortitude save against a DC equal to 10 plus the damage he sustained.

If he fails, he has the wind knocked out of him and has a hard time defending himself until a number of rounds pass equal to the number by which he failed the saving throw. His movement drops to half of what it should be and his AC is suffers a -2 circumstance penalty until he recovers. (This penalty is stackable with other circumstance adjustments for blindness or bad

Synchronized Casting

Requirements: Two or more spellcasters capable of casting the same spell. All of which must be within 5 feet of the primary caster.

The other caster(s) must delay their initiatives in order to synchronize with the primary spell caster. Once their initiatives are

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synchronized, all participating spellcasters cast the agreed upon spell in order to gain the following benefits:

Caster level check: If the target(s) of the synchronized spell has spell resistance, all participating casters make a may make a caster level check using the highest caster level in the synchronization, with all of them taking the highest result rolled in the group.

Spell effect: Each caster’s spell effect takes on the highest caster level for the effect of the synchronized spell, applying the separate effects as a single combined spell for purposes of resistances.

Saving throws: If the spell requires a saving throw, the DC of the synchronized spell id equal to that of the highest individual spell DC + 2 for each additional caster involved in the synchronized spell.

Attack rolls: All casters use the highest attack bonus in the synchronized casting group, applying a +2 bonus to hit for each additional caster in the group.

Variant Rules in Effect

Some DMs may wish to implement some variant rules to enhance their game sessions, while other DMs in the same group may not. To keep this straight, this section will list the variant rules and the DM’s whose campaigns use them.

The main header shows the title of the book in which the rules are contained. The next entry is the title of the variant rule with its page number within parentheses. Under that are the names of the DMs using these rules.

Dungeon Master’s Guide  Spell Roll (96)  Power Components (96)

 Summoning Individual Monsters (96) Epic Level Handbook

 Open-Ended Rolls (110)

 Death from Massive Damage (110)  Extended ―Death’s Door‖ (111)  Spell Resistance for Time Stop (111)  NPC Challenge Ratings (111)  Epic Luck (111)

 Three Deaths and Your Out (111) Psionics Handbook

 Saving Throw Difficulty Class  Against Psionic Powers (33)  Robb Gorman

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0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st 0 2 0 2 0 T urn or rebuke undead, Eschew Mat erials 3 1+1 — — — — — — — —

2nd 1 3 0 3 0 Divine implement 4 2+1 — — — — — — — —

3rd 2 3 1 3 1 Bonus feat 4 2+1 1+1 — — — — — — —

4t h 3 4 1 4 1 Brew Pot ion, Scribe Scroll 5 3+1 2+1 — — — — — — — 5t h 3 4 1 4 1 Craft Magic Arms and Armor 5 3+1 2+1 1+1 — — — — — —

6t h 4 5 2 5 1 Bonus feat 5 3+1 3+1 2+1 — — — — — —

7t h 5 5 2 5 2 Craft Wondrous It em 6 4+1 3+1 2+1 1+1 — — — — — 8t h 6/1 6 2 6 2 Craft Wand, Divine implement 6 4+1 3+1 3+1 2+1 — — — — — 9t h 6/1 6 3 6 2 Bonus feat 6 4+1 4+1 3+1 2+1 1+1 — — — — 10t h 7/2 7 3 7 2 Craft Const ruct 6 4+1 4+1 3+1 3+1 2+1 — — — —

11t h 8/3 7 3 7 3 6 5+1 4+1 4+1 3+1 2+1 1+1 — — —

12t h 9/4 8 4 8 3 Bonus feat , Craft St aff 6 5+1 4+1 4+1 3+1 3+1 2+1 — — —

13t h 9/4 8 4 8 3 6 5+1 5+1 4+1 4+1 3+1 2+1 1+1 — —

14t h 10/5 9 4 9 3 Divine Implement defense 6 5+1 5+1 4+1 4+1 3+1 3+1 2+1 — — 15t h 11/6/1 9 5 9 4 Bonus feat 6 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1 — 16t h 12/7/2 10 5 10 4 6 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1 — 17t h 12/7/2 10 5 10 4 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1 18t h 13/8/3 11 6 11 4 Bonus feat 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1 19t h 14/9/4 11 6 11 5 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1 20t h 15/10/5 12 6 12 5 Divine implement mast ery 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 4+1 4+1

Le ve l

Table: The Cleric

——————— Spells per Day ——–————

1

In ad d it io n t o t he s t at ed numb er o f s p ells p er d ay fo r 1s t - t hro ug h 9 t h-level s p ells , a cleric g et s a d o main s p ell fo r each s p ell level, s t art ing at 1s t .

The ―+1‖ in the entries o n this tab le rep res ents that s p ell. Do main s p ells are in ad d itio n to any b o nus s p ells the cleric may receive fo r having a hig h Wis d o m s co re.

Base Attack Bonus Fort Save Re f Save W i l l Save Re p Spe ci al

Classes

Cleric [Base Class]

Alignment: A cleric’s alignment must be within one step of his deity’s (that is, it may be one step away on either the lawful–chaotic axis or the good–evil axis, but not both). A cleric may not be neutral unless his deity’s alignment is also neutral.

Hit Die: d8.

Class Skills

The cleric’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).

Domains and Class Skills: A cleric who chooses the Animal or Plant domain adds Knowledge (nature) (Int) to the cleric class skills listed above. A cleric who chooses the Knowledge domain adds all Knowledge (Int) skills to the list. A cleric who chooses the Travel domain adds Survival (Wis) to the list. A cleric who chooses the Trickery domain adds Bluff (Cha), Disguise (Cha), and Hide (Dex) to the list. See Deity, Domains, and Domain Spells, below, for more information.

Skill Points at 1st Level: (2 + Int modifier) x?4. Skill Points at Each Additional Level: 2 + Int modifier.

Class Features

All of the following are class features of the cleric.

Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).

A cleric who chooses the War domain receives the Weapon Focus feat related to his deity’s weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Clerics who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.

Spells: A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A cleric must choose and prepare his spells in advance (see below).

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains (see Deities, Domains, and Domain Spells, below).

Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Deity, Domains, and Domain Spells: A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.

If a cleric is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.

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level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected.

With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.

Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can ―lose‖ any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with ―cure‖ in its name).

An evil cleric (or a neutral cleric of an evil deity), can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with ―inflict‖ in its name).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead (see below).

Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Turn or Rebuke Undead (Su): Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).

A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see above).

A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

Bonus Languages: A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.

Divine Implement: A cleric can specialize in one type of divine implement in which to focus his spells through. Metamagic feats may be applied to spells channeled through divine implements. At 2nd level, the cleric gains proficiency with one of the following implements: Cudgel, Holy Symbol, Open Hand, Shield, and Staff.

Cudgel: Cudgels include any magic or mundane one-handed bludgeoning melee weapons such as the club, mace, and morning star. The implement gains an enhancement bonus to hit and damage rolls equal to +1 at first level and increasing by an additional +1 every 4 caster levels (maximum bonus of +10).

Any touch spells cast through this implement automatically benefit from the Quickened Spell metamagic feat without modification to its level and is discharged with a successful melee attack.

Holy Symbol: Any spells of the cleric’s selected domain gain the

benefit of the Still Spell and Empowered Spell feats without the corresponding adjustment in spell level.

In addition, metamagic feats work more efficiently when channeled through a holy symbol. As a result, the total level adjustment of any applied metamagic feats is reduced by 1. The minimum spell level adjustment is 0.

Open Hand: Abhorring reliance on external paraphernalia, these clerics use their own bodies as the channeling device in order to deliver touch or ranged touch spells. Spells channeled in such a way gain a bonus to caster level equal to the cleric’s Constitution modifier and receive the benefit of the Still Spell feat without increase to the spell’s level. In addition, all channeled spells lose the divine focus component

and gain a somatic component in the form of a special hand sign representing her deity.

Clerics such as these automatically gain the Improved Unarmed Combat feat for free. If the cleric already has this feat, he may instead select one feat from the following list: Improved Grapple, Deflect Arrows, Snatch Arrows, Sacred Vow BoED, Stunning Fist, or Willing Deformity BoVD.

In addition, the cleric may channel his turn or rebuke undead ability into his body, allowing him to a divine bonus to either his armor class or attack and damage roll equal the cleric’s wisdom modifier for 1 round per caster level. The cleric may change the focus of the channeling once per round as a free action.

Clerics with this divine focus may freely multiclass with the Monk class.

Shield: Those choosing this implement can channel spells of the school of abjuration and spells from the protection domain efficiently through the shield. Such spells receive the benefits of the Silent Spell, Still Spell and Quicken Spell feats without corresponding increase to spell level.

In addition, the shield gains an enchantment bonus to armor class equal to +1 at first level and increasing by an additional +1 every 4 caster levels (maximum bonus of +10).

Staff: Any staff wielded by this cleric is treated as a quarterstaff for combat purposes and gains an enchantment bonus to hit and damage rolls equal to +1 at first level and increasing by an additional +1 every 4 caster levels (maximum bonus of +10).

The cleric may channel raw positive or negative energy (positive if turn undead was selected, or negative if rebuke undead was selected) into his staff to aid him in melee. By expending a spell slot, the wizard may deal a number of d6 positive or negative energy damage equal to the level of the slot expended. Therefore, expending a 5th level slot will cause the staff to inflict +5d6 damage on his next successful attack. Doing this uses a move-equivalent action that does not provoke an attack of opportunity.

Area effect or ray spells cast through this implement gain the benefit of the Silent Spell and Still Spell feats with no adjustment to their level.

Wand: Wands (defined here as a slender piece of wood approximately a foot in length) allow ranged touch spells channeled through them to gain an enhancement bonus to hit and damage rolls equal to +1 at first level and increasing by an additional +1 every 5 caster levels (to a maximum bonus of +10).

Any ranged touch spells (or spells that target one creature or object) channeled through a wand gain the benefit of the Still

Spell feat for free.

In addition, metamagic feats work more efficiently through a wand. As a result, the total level adjustment of any applied metamagic feats is reduced by 1. The minimum spell level adjustment is

0.

Bonus Feats: At 3rd, 6th, 9th, 12th, 15th and 18th level, a cleric gains a bonus feat. At each such opportunity, she can choose a divine, metamagic, or tactical feat. The cleric must still meet all prerequisites for a bonus feat, including caster level minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The cleric is not limited to the categories of divine feats, metamagic feats, or tactical feats when

choosing these feats.

Divine Implement Specialization: As the cleric progresses in gaining experience with his chosen implement, he learns new skills that improve his effectiveness. Depending on the

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implement he has chosen, he gains one bonus feat:

Cudgel: The cleric gains the Weapon Focus feat for one specific one-handed bludgeoning weapon of his choice. If he already has the Weapon Focus feat, he gains Greater Weapon Focus with the weapon that he has Weapon Focus in.

Holy Symbol: The cleric gains the extra turning feat for free. Open Hand: The cleric gains either the Improved Natural Armor or Improved Natural Attack feat for free.

Shield: The cleric gains the Spell Focus (Abjuration) feat for free. If he already this feat, he gains the Greater Spell Focus (Abjuration) feat instead.

Staff: The cleric gains the Spell Penetration feat for free. If he already has this feat, then he gains Greater Spell Penetration instead.

Wand: The cleric gains either the Augmented Healing or Reach metamagic feat as a bonus feat.

Divine Implement Defense: The cleric has used his implement for so long, that he has learned to defend himself against the arts of those using the same implement. Depending on the nature of the implement, the cleric gains the following ability:

Cudgel: Once per day, the cleric may attack a location, creature, or object that is under the effect of a spell or spell-like effect. In addition to the damage dealt by the attack, the cleric gains the effects of greater dispel magic. This ability increases to twice per day at 17th level and to

three times per day at 20th level.

Holy Symbol: Once per day, by spending five minutes in prayer, the cleric may invest a personal abjuration spell into his holy symbol. The duration of this spell becomes 24 hours.

Open Hand: The cleric becomes resistant to any effects that would drain his life energies by sacrificing his divine energies instead. In any event that would cause the cleric to gain a negative level, the cleric may instead sacrifice one of his turn/rebukes per day to avoid the effect on a 1:1 basis. Therefore, if a creature such as a shadow dragon, would cause the cleric to gain more than one negative level in an attack, each negative level could be by spending the same number of turn/rebuke attempts.

Shield: When wielding shield chosen as his divine focus, the cleric receives the benefits of spell resistance equal to 10 plus his caster level.

Staff: The cleric has learned how to counter incoming ranged spells by spinning his staff and channeling his divine energy into it. This ability may be used as an immediate action by expending a spell slot equal to the incoming spell.

Wand: A number of times per day equal to his Dexterity modifier, the cleric may, as an immediate action, deflect an incoming ranged or ranged touch attack. The attack harmlessly dissipates upon contacting the defending wand.

Divine Implement Mastery: Upon reaching 20th level, the cleric further improves the power he can channel through his implement.

Cudgel: The cleric may invest his divine magical energies into his chosen divine implement. By expending a spell slot, the cleric gains a bonus to damage equal to the level of the spell slot in d6. This invested energy lasts until it is discharged with a successful melee attack.

Holy Symbol: Open Hand:

Shield: By spending five minutes in prayer, the cleric may imbue his shield with a touch or ranged touch spell. This spell may be released as an immediate action on the event of an unsuccessful melee attack upon the cleric while the shield is used for defense.

Staff: At will, the cleric may transform his staff into a medium size constrictor snake or viper of the same length as the staff. The snake acts as a wizard’s familiar in all respects for the cleric, including the determination of hit points.

In the event that the snake is killed, it explodes as a retributive strike. All charges currently in the staff are instantly released in a 30-foot radius. All within 10 feet of the snake take points of damage equal to 4 x the number of charges in the staff, those up to 20 feet away take 2 x the number of charges in damage, and those up to 30 feet distant take the number of charges in damage. All those affected can make DC 17 Reflex saves to reduce the damage by half. However, does not suffer any of the usual effects in the event of the familiar’s death and may designate a new divine implement immediately.

Wand: The cleric may designate another wand as his current divine object with a move action instead of the standard full round action.

If the wand contains charges, the cleric may draw upon those charges to bolster his channeled spells, using the charge to cast his own spells or to offset the cost of applied metamagic feats. The level of each charge is equal to the spell level of the spell contained within. Thus, a wand of cure moderate wounds with 40 charges contains 40 2nd level spell slots. This would allow the cleric to use the wand to fuel his 2nd

level spells or compensate for 2 levels of applied metamagics.

In addition, the cleric may opt to invest his own spell slots into recharging the wand. Once per round, the cleric may invest a spell slot of equal or greater level than the spell in the wand in order to recover one expended charge. The wand cannot hold more than 50 charges.

Divine Implement Supremacy: Upon reaching 26th level, the cleric

has truly mastered the utilization of his implement. The implement becomes an epic magic item. Depending on the implement selected, the wizard gains the following abilities:

Cudgel: The cleric’s connection with his implement becomes so powerful that it manifests new weapon enhancements. These enhancements cannot exceed a total of +1 for every 5 character levels. The cleric can select only those enhancements for which the weapon qualifies. These slots can be reassigned later by spending 1 day and 500 XP for each enhancement bonus reassigned.

Holy Symbol: Open Hand:

Shield: The cleric’s connection with his implement becomes so powerful that it manifests new armor enhancements. These enhancements cannot exceed a total of +1 for every 5 character levels. The cleric can select only those enhancements for which the weapon qualifies. These slots can be reassigned later by spending 1 day and 500 XP for each enhancement bonus reassigned.

Staff: The cleric’s connection with his implement becomes so powerful that it manifests new weapon enhancements. These enhancements cannot exceed a total of +1 for every 5 character levels. The cleric can select only those enhancements for which the weapon qualifies. These slots can be reassigned later by spending 1 day and 500 XP for each enhancement bonus reassigned.

Wand: The cleric may designate another wand as his current divine object with a free action instead of the standard full round action.

In addition, the cleric may choose to create a surge through his wand by channeling his remaining turns/rebukes per day through it. For every turn channeled, the cleric adds 2d6 positive energy damage. For every rebuke channeled through the wand, an additional 2d6 negative energy damage is added. All metamagics applied to the channeled spell also apply to this additional damage.

Ex-Clerics

A cleric who grossly violates the code of conduct required by his god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as a cleric of that god until he atones (see the atonement spell description).

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Sorcerer [Base Class]

Alignment: Any. Hit Die: d4.

Class Skills

The sorcerer’s 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) x 4. Skill Points at Each Additional Level: 2 + Int modifier.

Class Features

All of the following are class features of the sorcerer.

Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer’s gestures, which can cause his spells with somatic components to fail.

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 sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier.

Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Sorcerer. In addition, he receives bonus spells per day if he has a high Charisma score.

A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new sorcerer level, he gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The sorcerer can’t use this method of spell acquisition to learn spells at a faster rate, however.

Le ve l 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st 4 2 — — — — — — — — 2nd 5 2 — — — — — — — — 3rd 5 3 — — — — — — — — 4t h 6 3 1 — — — — — — — 5t h 6 4 2 — — — — — — — 6t h 7 4 2 1 — — — — — — 7t h 7 5 3 2 — — — — — — 8t h 8 5 3 2 1 — — — — — 9t h 8 5 4 3 2 — — — — — 10t h 9 5 4 3 2 1 — — — — 11t h 9 5 5 4 3 2 — — — — 12t h 9 5 5 4 3 2 1 — — — 13t h 9 5 5 4 4 3 2 — — — 14t h 9 5 5 4 4 3 2 1 — — 15t h 9 5 5 4 4 4 3 2 — — 16t h 9 5 5 4 4 4 3 2 1 — 17t h 9 5 5 4 4 4 3 3 2 — 18t h 9 5 5 4 4 4 3 3 2 1 19t h 9 5 5 4 4 4 3 3 3 2 20t h 9 5 5 4 4 4 3 3 3 3

Table: Sorcerer Spells Known

—————— Spe lls Known ———————

Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one he already knows. In effect, the sorcerer ―loses‖ the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level sorcerer spell the sorcerer can cast. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Unlike a wizard or a cleric, a sorcerer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to

Base

Attack Fort Re f W i l l

Bonus Save Save Save Re p 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st 0 0 0 2 0 Bloodline power, cant rips, Eschew Mat erials 5 3 — — — — — — — —

2nd 1 0 0 3 0 Summon familiar 6 4 — — — — — — — —

3rd 1 1 1 3 1 Bloodline power 6 5 — — — — — — — —

4t h 2 1 1 4 1 Sorcerous init iat ive +1, Height en Spell 6 6 3 — — — — — — —

5t h 2 1 1 4 1 Bonus feat 6 6 4 — — — — — — —

6t h 3 2 2 5 1 Improved Spellcast ing I 6 6 5 3 — — — — — —

7t h 3 2 2 5 2 Bloodline feat 6 6 6 4 — — — — — —

8t h 4 2 2 6 2 Sorcerous init iat ive +2, Spell Disrupt ion I 6 6 6 5 3 — — — — —

9t h 4 3 3 6 2 Bloodline power 6 6 6 6 4 — — — — —

10t h 5 3 3 7 2 Improved Spellcast ing II 6 6 6 6 5 3 — — — —

11t h 5 3 3 7 3 Bonus feat 6 6 6 6 6 4 — — — —

12t h 6/1 4 4 8 3 Sorcerous init iat ive +3, Spell Disrupt ion II 6 6 6 6 6 5 3 — — —

13t h 6/1 4 4 8 3 Bloodline feat 6 6 6 6 6 6 4 — — —

14t h 7/2 4 4 9 3 Improved Spellcast ing III 6 6 6 6 6 6 5 3 — —

15t h 7/2 5 5 9 4 Bloodline power 6 6 6 6 6 6 6 4 — —

16t h 8/3 5 5 10 4 Sorcerous init iat ive +4, Spell Disrupt ion III 6 6 6 6 6 6 6 5 3 —

17t h 8/3 5 5 10 4 Bonus feat 6 6 6 6 6 6 6 6 4 —

18t h 9/4 6 6 11 4 Improved Spellcast ing IV 6 6 6 6 6 6 6 6 5 3

19t h 9/4 6 6 11 5 Bloodline Feat 6 6 6 6 6 6 6 6 6 4

20t h 10/5 6 6 12 5 Bloodline power, React ive cast ing 6 6 6 6 6 6 6 6 6 6

——––————Spells per Day——————

Table: The Sorcerer

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decide ahead of time which spells he’ll cast.

Cantrips (Sp): Sorcerers know a number of cantrips. They can cast these spells at will as a spell-like ability. The number of cantrips a sorcerer knows is noted on Table 4–13 under 0-level spells known. Cantrips are treated like any other spell cast by the sorcerer in terms of duration and other variables based on level.

Familiar: Upon reaching 2nd level, 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 sorcerer’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.

A character with more than one class that grants a familiar may have only one familiar at a time.

Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level.

Heighten Spell: At 4th level, the sorceror gains the Heighten Spell metamagic feat even if he does not normally qualify for it.

Sorcerous Initiative: At 4th, 8th, 12th and 16th level, the sorcerer

gains a cumulative +1 competence bonus to initiative rolls. The maximum bonus attainable is +4. This ability stacks with Improved Initiative.

Bonus Feats: At 5th, 11th, and 17th level, a sorcerer gains a bonus feat. At each such opportunity, she can choose a metamagic feat or an item creation feat. The wizard must still meet all

prerequisites for a bonus feat, including caster level minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.

Improved Spellcasting I: At 6th level,

all of the sorcerer’s spells benefit from the Silent Spell feat without alteration in spell level.

Improved Spellcasting II: At 10th level, all of the sorcerer’s spells gain the benefit of the still spell feat without adjustment to the spell’s level.

Improved Spellcasting III: At 14th level, the sorcerer

gains the Quicken Spell feat for free. In addition, any quickened spells are cast at only 2 levels higher than normal.

Improved Spellcasting IV: At 18th level, any

quickened spells increase by only 1 level.

Spell Disruption I: At 8th level, the sorceror can use his own magical energies to disrupt the casting of an opponent’s spell. This works identically to counter-spelling except that the sorceror does not have to have the same spell prepared. Instead, he expends a spell slot of the same level as the opponent’s spell.

Spell Disruption II: Upon reaching 12th level, the sorceror is no longer limited to expending the same level spell slot as his opponent’s spell. Instead, the

sorceror may elect to spend any combination of lower level spell slots to counter the opponent’s spell. The total level of these expended spell slots must equal the level of the opponent’s spell.

Spell Disruption III: At 16th level, the sorceror no longer

needs to hold his round in order to counter an opponent’s spell.

The sorceror may elect use Spell Disruption as an immediate action. Reactive Casting: Upon reaching 20th level, three times per day,

the sorcerer can cast a spell as an immediate action. This ability increases the spell’s level by 3.

Retributive Spell Disruption I: At 24th level, the sorceror may elect to expend a higher level slot than needed to counter an opponent’s spell. If he does so, the opponent also takes damage in d6 equal to the difference between the opponent’s spell level and that of the sorceror’s expended spell slot.

Retributive Spell Disruption II: At 28th level, the damage caused

by his retributive spell disruption increases to a number of dice equal to twice the difference between his expended spell slot and that of the opposing caster.

Sorcerer Bloodlines

The following bloodlines represent only some of the possible sources of power that a sorcerer can draw upon. Unless otherwise noted, most sorcerers are assumed to have the arcane bloodline.

Aberrant

There is a taint in your blood, one that is alien and bizarre. You tend to think in odd ways, approaching problems from an angle that most would not expect. Over time, this taint manifests itself in your physical form.

Class Skill: Knowledge (dungeoneering).

Bonus Spells: enlarge person (3rd), see invisibility (5th), tongues (7th), black tentacles (9th), feeblemind (11th), veil (13th), plane shift (15th), mind blank (17th), shapechange (19th).

Bonus Feats: Combat Casting, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will, Silent Spell, Skill Focus (Knowledge [dungeoneering]).

Bloodline Powers: Aberrant sorcerers show increasing signs of their tainted heritage as they increase in level. While these traits are simple to hide, a sorcerer can choose to show their traits at any time.

Acidic Ray (Su): Starting at 1st level, you can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 points of acid damage + 1 for every two caster levels you possess.

Long Limbs (Ex): At 3rd level, your reach increases by 5 feet

whenever you are making a melee touch attack. This ability does not increase your threatened area. At 11th level, this bonus to your reach increases to 10 feet. At 17th level, this bonus to your reach increases to 15 feet.

Unusual Anatomy (Ex): At 9th level, your anatomy

changes, giving you a 25% chance of ignoring any critical hit or sneak attack scored against you. This chance increases to 50% at 13th level.

Alien Resistance (Su): At 15th level, you gain spell resistance equal to your sorcerer level +10.

Aberrant Form (Ex): At 20th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and damage reduction 5/-. Abyssal Some time ago, a demon spread its filth into your heritage. While it does not manifest in all of your kin, for you it is particularly strong, calling on you to bring

ruin to those around you. Class Skill: Intimidate.

Bonus Spells: cause fear (3rd),

bull’s strength (5th), rage (7th),

stoneskin (9th), dismissal (11th), transformation (13th), greater teleport (15th),

unholy aura (17th), summon monster IX (19th). Bonus Feats: Augment Summoning, Cleave, Empower Spell, Great Fortitude, Improved Bull Rush, Improved Sunder, Power Attack, Skill Focus (Knowledge [planes]).

Bloodline Powers: While some would say that you are possessed, you know better. The demonic influence in your blood grows as you gain power.

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Claws (Ex): Starting at 1st level, you can make two claw attacks as your full-attack action. These claws are treated as natural weapons, meaning that you are always considered armed and you do not gain additional attacks for a high base attack bonus. These attacks deal 1d6 points of damage plus your Strength-modifier (1d4 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d8 points of damage (1d6 if you are Small). At 11th level, these claws

become flaming weapons, dealing 1d6 points of fire damage on a successful hit. This is a supernatural ability.

Demon Resistances (Ex): At 3rd level, you gain resist electricity 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to electricity increases to 10 and your bonus on poison saving throws increases to +4.

Strength of the Abyss (Ex): At 9th level, you gain a +2 inherent

bonus to your Strength. This bonus increases to +4 at 13th level, and again to +6 at 17th level.

Added Summonings (Su): At 15th level, whenever you summon a creature with the Demon subtype or the fiendish template using a summon monster spell, you summon one additional creature.

Demonic Might (Su): At 20th level, the power of the Abyss f lows through you. You gain immunity to electricity and poison. You also gain resistance to acid 10, cold 10, and fire 10, and gain telepathy with a range of 60 feet.

Arcane

Your family has always been skilled in the art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice.

Class Skill: Knowledge (any one).

Bonus Spells: identify (3rd), invisibility (5th), dispel magic (7th),

dimension door (9th), overland f light (11th), true seeing (13th), greater

teleport (15th), power word stun (17th), wish (19th).

Bonus Feats: Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus, Still Spell

Bloodline Powers: Magic comes naturally to you, but as you gain levels you must take care to prevent the power from overwhelming you.

Arcane Bond (Su): At 1st level, you gain an arcane bond, as a

wizard equal to your sorcerer level.

Metamagic Adept (Ex): At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.

New Arcana (Ex): At 9th level, you can add any one spell that you

are capable of casting to your list of spells known. You can also add one additional spell at 13th level and 17th level.

School Power (Ex): At 15th level, pick one school of magic. The DC for any spells you cast of that school increases by +2. This bonus stacks with the bonus granted by Spell Focus.

Arcane Apotheosis (Ex): At 20th level, your body surges with

arcane power. You can add any metamagic feats that you know to your spells without increasing their casting time, although you must still expend higher-level spell slots. Whenever you are using magic items that require charges, you can instead expend spell slots to power the item. For every three levels of spell slots that you expend, you consume one less charge when using a magic item that expends charges. Celestial

Your bloodline is blessed by a celestial power, either through having a celestial relative or through divine intervention. Although this power drives you along the path of good, your fate is your own to determine.

Class Skill: Heal.

Bonus Spells: bless (3rd), resist energy (5th), magic circle against

evil (7th), remove curse (9th), flame strike (11th), greater dispel magic (13th), banishment (15th), sunburst (17th), gate (19th).

Bonus Feats: Dodge, Extend Spell, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Skill Focus (Knowledge [religion]), Weapon Finesse.

Bloodline Powers: Your celestial heritage grants you a great many powers, but they come at a price. The powers of the higher planes are watching you and your actions closely.

Heavenly Fire (Su): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d6 points of fire damage +1 for every two caster levels you possess. Against good creatures, this ray heals them of 1d6 points of damage +1 for every two caster levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect.

Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and

resist cold 5. At 9th level, your resistances increase to 10.

Wings of Heaven (Su): At 9th level, you can sprout feathery wings

and f ly for a number of minutes per day equal to your sorcerer level with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but you must use it in 1 minute increments.

Conviction (Su): At 15th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed. You must take the second result, even if it is worse. You can use this ability once per day.

Ascension (Su): At 20th level, you can call upon the power of the heavens. You gain immunity to acid, cold, and petrification. You also gain a resist electricity 10, resist fire 10, and a +4 racial bonus on saves against poison. Finally, you gain the tongues ability, allowing you to speak with any creature that has a language.

Destined

Your family is destined for greatness in some way. Your birth could have been foretold in prophecy, or perhaps it occurred during an especially auspicious event, such as a solar eclipse. Regardless of its origin, you have a great future ahead of you.

Class Skill: Knowledge (history).

Bonus Spells: alarm (3rd), blur (5th), protection from energy (7th),

freedom of movement (9th), break enchantment (11th), mislead (13th),

spell turning (15th), moment of prescience (17th), foresight (19th). Bonus Feats: Arcane Strike, Diehard, Endurance, Leadership, Lightning Reflexes, Maximize Spell, Skill Focus (Knowledge [history]), Weapon Focus.

Bloodline Powers: You are destined for great things, and the powers that you gain serve to protect you and fulfill your destiny.

Touch of Destiny (Su): Starting at 1st level, you can touch a

creature as a standard action to give it a bonus to a single attack roll, skill check, ability check, or saving throw equal to half your caster level (minimum +1). This bonus lasts 3 rounds or until it is used. Once a creature has benefited from touch of destiny, it can gain no further benefit from this ability for 1 day.

Fated (Su): Starting at 3rd level, you gain a +1 luck bonus on all of your saving throws during surprise rounds or if you are otherwise unaware of the attack. At 7th level and every four levels thereafter, this

bonus increases by +1, to a maximum +5 at 19th level.

It Was Meant To Be (Su): At 9th level, you may reroll any one attack roll, critical hit confirmation roll, or level check made to overcome spell resistance. You must decide to use this ability after the first roll is made but before the results are revealed. You must take the second result, even if it is worse. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day.

Within Reach (Su): At 15th level, your ultimate destiny is drawing near. Once per day, when an attack or spell that causes damage would result in your death, you may attempt a DC 20 Will save. If successful, you are instead reduced to –9 hit points and are automatically stabilized. The bonus from your fated ability applies to this save.

Destiny Realized (Su): At 20th level, your moment of destiny is at

hand. Any critical threats made against you only confirm if the second roll results in a natural 20 on the die. Any critical threats you score are automatically confirmed. Once per day, you can automatically succeed

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at one caster level check made to overcome spell resistance. You must use this ability before making the roll.

Draconic

At some point in your family’s history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.

Class Skill: Perception.

Bonus Spells: mage armor (3rd), resist energy (5th), fly (7th), fear

(9th), spell resistance (11th), form of the dragon I (13th), form of the dragon II (15th), form of the dragon III (17th), wish (19th).

Bonus Feats: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness.

Bloodline Powers: The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type, as noted on the following table.

Dragon Type Energy Type Breath Shape

Black Acid 60-foot line

Blue Electricity 60-foot line

Green Acid 30-foot cone

Red Fire 30-foot cone

White Cold 30-foot cone

Brass Fire 60-foot line

Bronze Electricity 60-foot line

Copper Acid 60-foot line

Gold Fire 30-foot cone

Silver Cold 30-foot cone

Claws (Ex): Starting at 1st level, you can make two claw attacks as a full-attack action. These claws are treated as natural weapons, meaning that you are always considered armed and you do not gain additional attacks for a high base attack bonus. These attacks deal 1d6 points of damage plus your Strength modifier (1d4 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases to 1d8 points of damage (1d6 if you are Small). At 11th level, these claws deal an

additional 1d6 points of damage of your energy type on a successful hit. This is a supernatural ability.

Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.

Breath Weapon (Su): At 9th level, you gain a breath weapon. This

breath weapon deals 1d6 points of damage of your energy type per caster level. Those caught in the area of the breath receive a Ref lex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Constitution modifier. The shape of the breath weapon depends on your dragon type. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.

Wings (Su): At 15th level, leathery dragon wings grow from your

back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.

Power of Wyrms (Su): At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and damage of your energy type. You also gain blindsense 60 feet.

Elemental

The power of the elements resides in you, and at times you can hardly control its fury. This inf luence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force. Class Skill: Knowledge (planes).

Bonus Spells: burning hands* (3rd), scorching ray* (5th), protection from energy (7th), elemental body I (9th), elemental body II (11th),

elemental body III (13th), elemental body IV (15th), summon monster

VIII (elementals only) (17th), elemental swarm (19th).

*These spells always deal a type of damage determined by your element.

Bonus Feats: Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Ref lexes, Power Attack, Skill Focus (Knowledge [planes]), Weapon Finesse.

Bloodline Powers: One of the four elements is fused to your being, and you can draw upon its power in times of need. At first level, you must select one of the four elements: air, earth, fire, or water. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your element, as noted on the following table.

Element Energy Type Elemental Movement Air Electricity Fly 60 feet (average)

Earth Acid Burrow 30 feet

Fire Fire +30 feet base speed

Water Cold Swim 60 feet

Elemental Ray (Su): Starting at 1st level, you can unleash an

elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type +1 for every two caster levels you possess.

Elemental Resistance (Ex): At 3rd level, you gain resist 10 against

your energy. At 9th level, your energy resistance increases to 20. Elemental Blast (Su): At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of damage of your energy type per caster level. Those caught in the area of your blast receive a Ref lex save for half damage. Creatures that fail their save gain vulnerability to your energy type for 1 round. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Constitution modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use

this ability three times per day. This power has a range of 60 feet. Elemental Movement (Su): At 15th level, you gain a special

movement type or bonus. This ability is based on your element. Elemental Body (Su): At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and damage of your energy type.

Fey

The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. This tends to make you more emotional than most, prone to bouts of extreme joy and rage.

Class Skill: Knowledge (nature).

Bonus Spells: entangle (3rd), hideous laughter (5th), deep slumber (7th), poison (9th), tree stride (11th), mislead (13th), phase door (15th), irresistible dance (17th), shapechange (19th).

Bonus Feats: Dodge, Improved Initiative, Lightning Ref lexes, Mobility, Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Knowledge [nature]).

Bloodline Powers: You have always had a tie to the natural world and, as your power increases, so does the inf luence of the fey.

Laughing Touch (Su): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action and can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 1 day.

Woodland Stride (Ex): At 3rd level, you can move through any sort

of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

Fleeting Glance (Su): At 9th level, you can turn invisible for a number of rounds per day equal to your caster level. This ability functions as greater invisibility. These rounds need not be consecutive.

Fey Magic (Su): At 15th level, you may reroll any caster level check

made to overcome spell resistance. You must decide to use this ability before the results are revealed. You must take the second result, even if it is worse. You can use this ability at will.

Soul of the Fey (Su): At 20th level, your soul becomes one with the world of the fey. You gain immunity to poison and DR 10/cold iron. Creatures of the animal type do not attack you unless compelled to do so

References

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