Ptolus House Rules

 

Update Log. 2

Character Creation Synopsis. 3

Ability Scores. 3

Creation. 3

Advancement 4

Intelligence. 4

Hit Points. 4

Race. 5

Common Races. 5

Minor Races. 5

Other Races. 5

Aasimar (Savage Progression) 5

Half-Giant — Frost (Savage Progression) 5

Kobold (Variant, Paragon Levels) 6

Minotaur (Savage Progression) 7

Warforged (Racial Base) 8

Base Classes. 9

Bard. 9

Druid. 9

Monk. 9

Paladin. 9

Paladin Aristocrat (Variant) 9

Planetouched Paladin Aristocrat (Substitution) 9

Sorcerer 9

Dragonblood Sorcerer (Substitution) 10

Urban Ranger (Variant) 10

Wizard. 10

Prestige Classes. 11

From the Core Rules. 11

From Monte Cook. 11

Custom Prestige Classes. 12

Apt of the Mystic Image. 12

Knight of the Mystic Image. 13

Dragonheart Mage. 14

Sigtyrsuggligr 15

Template Classes. 16

Half-Dragon. 16

Monster of Legend. 17

Skills. 19

Feats. 21

[Item Creation] Feats. 21

Rituals. 27

Draconic Rite of Passage. 27

Greater Draconic Rite of Passage. 27

Rite of Replenishment 27

Waken the Divine. 27

Equipment 28

Weapons. 28

Technological Devices. 30

Wondrous Items. 31

Spells. 33

Advisories. 33

Revised Spells. 33

New Spells. 34


Update Log

8/23/2006

§   Added the following spells: analyze dweomer, assess creature, caltrops, create trap, identify, identify device.

§   Added the following technological devices: barometer, bell alarm, clocks (wall or mantle, grandfather), magnetic compass, match cord, mercury thermometer, pocketwatch, pressurized launcher, printing press, paper, protective goggles, sundark goggles, sextant, spectacles, spyglass, syringe.

 

8/28/2006

§   Added the following template classes: half-dragon, monster of legend.

§   Added advisories to wild shape, astral projection, banishment, blasphemy, dictum, dismissal, gate, holy word, plane shift, word of chaos, the planar ally family of spells, the planar binding family of spells, and the polymorph family of spells.

§   Added the following prestige classes from the core rules: arcane archer, arcane trickster, archmage, dragon disciple, duelist, dwarven defender, eldritch knight, hierophant, loremaster, mystic theurge, shadow dancer

§   Added the following prestige classes from Monte Cook: blessed prelate, Diplomancer, eldritch warrior, embermage, graven one, gutter mage, hallowed mage, inverted pyramid initiate, inverted pyramid adept, inverted pyramid master, knight of the chord, knight of the pale, mirror master, shadowsworn, song mage.

§   Added the following feats: devout faith.

 

9/13/2006

§   Added the following races: kobold (variant, paragon levels), warforged.

§   Added the following equipment: double crossbows, greatpick.

§   Added the following feat: draconic reservoir.

§   Added the following ritual: greater draconic rite of passage.

§   Added the following spells: repair light damage, repair moderate damage, repair serious damage, repair critical damage, nether trail, eyes of the avoral, projectile mind.

 

9/23/2006

§   Modified the kobold variant race to include the cold-blooded feature.

§   Added the following ritual: draconic rite of passage.

§   Added the following feats: draconic heritage, draconic legacy, draconic skin, draconic toughness.

§   Tentatively added the following feat: draconic breath.

§   Added the following variant base class: dragonblood sorcerer.

 

9/26/2006

§   Modified the kobold variant race to include the dragonblood subtype.

§   Modified the Craft rules to include Rapid Craft as a new use.

§   Added the following spell: soul craft.

 

11/5/2006

§   Added the following feats: practiced restraint, shield specialization, shield ward, unhindered tower shield.

 

2/28/2007

§   Added the following race: half-giant—frost (savage progression).

§   Added the following custom prestige class: sigtyrsuggligr.

§   Added the following spells: bite of the wererat, blast of force, deeper darkvision, glimpse, heroics, resonating bolt, scale weakening, shadow mask, sigtyrsauga, sonic weapon, spell vulnerability, unseen crafter, weapon of energy.

§   Modified the Eyes of the Avoral spell to serve as the level 2 spell of the sigtyrsauga domain.

§   Modified [Item Creation] Feats to add to your Craft Reserve.

§   Added the following ritual: rite of replenishment.

§   Added the following feats: collegiate wizard, deep reserve, exceptional artisan, extraordinary artisan, legendary artisan.

 

3/8/2007

§   Added the following substitution level: planetouched paladin aristocrat.

§   Added the following custom prestige classes: apt of the mystic image, knight of the mystic image.

§   Added the following ritual: waken the divine.

§   Added the following feats: adept of glass, divine might, extra smiting, mirror sight.

§   Added the following spells: belligerent image, fetch mirror, glamour, mirror alert, mirror blast, mirror leap, mirror missive, mirror portal, mirror step, mirror theft, mirror-guided defense, mirror-guided strike, mirrored blow, mirrorskin, ray reflection, rupture image, wall of mirrors.

§   Abbreviated the table of contents.

 

3/13/2007

§   Added the following prestige class: dragonheart mage.

§   Added the following spells: draconic might, dragon breath, dragonsight, dragonskin, essence of the dragon, ghostly tail.

§   Added the following feats: draconic persuasion, draconic presence, draconic resistance.


Character Creation Synopsis

Ability scores: Use 28 point buy.  Ability scores rise more quickly than normal during play.

Race: All Common and Minor races are approved.  In addition, Aasimar and Warforged are approved.  Kobold and Minotaur are approved as graduates of the Brotherhood of Redemption.  Races that carry racial Hit Dice or a Level Adjustment will be scaled using a savage progression, so that all characters are equivalent to first level characters.

Base Class: Monks and Paladins may freely multiclass.  No multiclass combination will result in experience penalties.  A number of base class variants are introduced.

Prestige Class: Restricted to those appropriate to the setting.  Gaining access to a prestige class may require joining an organization.

Alignment: LG, NG, CG, LN, or N.  Graduates of the Brotherhood of Redemption must be LG, NG, or CG.

Wealth: Use the average roll.

Background: You are encouraged but not required to create a character that is from Ptolus.  A character from Ptolus gains a few minor perks based on background.

Ability Scores

Creation

Ability scores are generated with the point-buy system, using 28 points.    Apply any racial modifiers after all points are exhausted.

 

    Base                Point

   Score               Cost

       8                      0

       9                      1              

      10                     2

      11                     3

      12                     4

      13                     5

      14                     6

      15                     8

      16                    10

      17                    13

      18                    16


Advancement

Under core rules, a character gains a feat with his first HD and every third HD thereafter. He also gains a regular ability score increase every fourth HD.  In Ptolus, a character’s ability scores increase somewhat more rapidly.  As a consequence, a Ptolus character gets some significant benefit (either a feat, or some form of ability score increase) at every level from 1 to 20.

 

Hit Dice        Regular Benefits (Core Rules)               Additional Benefits (Ptolus)

       1                                    Feat

       2                                                                                Random ability score increase

       3                                    Feat

       4                Regular ability score increase

       5                                                                                Random ability score increase

       6                                    Feat

       7                                                                                Random ability score increase

       8                Regular ability score increase

       9                                    Feat

      10                                                                               Random ability score increase

      11                                                                               Random ability score increase

      12           Feat, regular ability score increase

      13                                                                               Random ability score increase

      14                                                                           Supplemental ability score increase

      15                                   Feat

      16               Regular ability score increase

      17                                                                           Supplemental ability score increase

      18                                   Feat

      19                                                                           Supplemental ability score increase

      20               Regular ability score increase

 

Random ability score increase: Randomly determine one ability score that has not already received a random increase.  That ability score increases by 1.  Gained at levels 2, 5, 7, 10, 11, and 13.

Supplemental ability score increase: Choose one ability score that has not already received a supplemental increase.  That ability score increases by 1.  Gained at levels 14, 17, and 19.

Racial Hit Dice: When a HD is gained by a creature whose kind normally possess racial HD, that creature does not gain regular ability score increases until the character’s total HD exceed the normal number of racial HD for that species.  For example, a minotaur normally has 6 racial HD.  A minotaur character (e.g., a minotaur 0/fighter 4) does not gain the regular ability score increase at 4 HD.  It receives all other ability score increases listed above.

Intelligence

Permanent increases to Intelligence result in retroactive skill point gain and languages known.  The following are considered permanent increases:

 

§  Ability score increases (regular, random, or supplemental)

§  Inherent bonuses

 

If a character desires, an enhancement bonus that operates continuously may also be considered permanent, if it persists for at least one week.  However, if the character ever loses the bonus (or the bonus is reduced or suppressed), the character suffers a number of negative levels equal to one half the magnitude of the missing bonus.  These negative levels never cause death or permanent level loss, but can be removed only if the missing enhancement bonus is regained.

Hit Points

A character gains maximum hit points at 1st level, and average hit points thereafter.

 

     Die      Average        

      d4            2.5            

      d6            3.5            

      d8            4.5            

     d10           5.5            

     d12           6.5            

 


Race

Common Races

Dwarves (Stonelost and Grailwarden), Elves (Shoal), Gnomes, Half-Elves (Shoal), Half-Orcs, Halflings, and Humans.

Minor Races

Centaurs (Aram), Elves (Cherubim, Harrow), Litorians, and Lizardfolk (Assari).

Other Races

Aasimar (Savage Progression)

 

Aasimar 0 (Racial Base)

§  Initial Ability score adjustment: +2 Charisma

§  Size: Medium

§  Type: Outsider (native)

§  Speed: 30 ft.

§  Darkvision (Ex): 60 ft.

§  Light (Sp): Light — 1/day.  The aasimar’s caster level equals her character level.

§  Skill Bonuses: An aasimar has a +2 racial bonus to Listen and Spot checks.

§  Initial Resistance (Ex): An aasimar starts with resistance (acid 2, cold 2, electricity 2).

§  Automatic Languages: Celestial, Common. 

§  Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan.

 

                        Base

             Hit    Attack  Fort   Reflex   Will           

Lvl     Dice   Bonus  Save    Save    Save  Skill Points      Class Features

   1         —        —        —        —        —            —              +2 Wis, daylight, resistances (acid 5, cold 5, electricity 5)

 

Daylight (Sp): At 1st level, an aasimar may cast daylight once per day as a spell-like ability, with a caster level equal to her character level.  This ability replaces the light ability gained at level 0.

Half-Giant — Frost (Savage Progression)

 

Half-Giant — Frost 0 (Racial Base)

§  Ability score adjustments: +2 Str, –2 Dex, +2 Con, –2 Int

§  Type: Giant

§  Size: Medium

§  Powerful Build: The physical stature of half-giants lets them function in many ways as if they were one size category larger.  Whenever a kobold is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size category larger if doing so is advantageous to him.  A half-giant is also considered one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) may affect him.  A half-giant can use weapons designed for a creature one size larger without penalty.  However, his space and reach remain those of a creature of his actual size.  The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

§  Speed: 30 ft.

§  Senses: Low-light Vision

§  Cold-Acclimated: Half-frost giants have a +2 racial bonus on saving throws against cold spells and effects, and do not suffer exposure from ordinary environmental cold.

§  Automatic Languages: Northern Speech

§  Bonus Languages: Draconic, Giant, Gnoll, Aquan

 

                        Base

             Hit    Attack  Fort   Reflex   Will           

Lvl     Dice   Bonus  Save    Save    Save  Skill Points      Class Features

   1         —        —        —        —        —            —              +2 Con, +2 Int, resistance (cold 10)


Kobold (Variant, Paragon Levels)

 

Kobold Variant 0 (Racial Base)

§  Ability score adjustments: –4 Str, +2 Dex, –2 Con

§  Type: Humanoid (dragonblood, reptilian)

§  Size: Small

§  Slight Build: The physical stature of kobolds lets them function in many ways as if they were one size category smaller.  Whenever a kobold is subject to a size modifier or special size modifier for an opposed check (such as Hide), the kobold is treated as one size category smaller if doing so is advantageous to the character.  A kobold is also considered one size smaller when squeezing through a restrictive space.  A kobold can use weapons designed for a creature one size smaller without penalty.  However, the space and reach of a kobold remain those of a creature of their actual size.  The benefits of this feat stack with the effects of powers, abilities, and spells that change the subject’s size category.

§  Speed: 30 ft.

§  Darkvision: 60 ft.

§  Skill Bonuses: A kobold has a +2 racial bonus to Craft (trapmaking), Profession (miner), and Search checks

§  Natural Armor: +1 natural armor bonus

§  Natural Weapons: 2 claws (1d3), bite (1d3)

§  Weapon Proficiency: Kobolds receive the Martial Weapon Proficiency feats for the heavy pick and light pick as bonus feats.  Kobolds are born and bred miners, regardless of their actual profession, allowing them to easily wield these weapons.

§  Weapon Familiarity: Kobolds may treat greatpicks as martial weapons, rather than exotic weapons.

§  Light sensitivity: Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.

§  Cold-blooded: Kobolds can go without food for 6 days before making Constitution checks to avoid nonlethal damage (normal is 3 days).

§  Automatic Languages: Common, Draconic

§  Bonus Languages: Undercommon

 

Class Skills: Bluff, Climb, Concentration, Craft, Disable Device, Escape Artist, Gather Information, Hide, Jump, Knowledge (arcana), Knowledge (dungeoneering), Listen, Move Silently, Profession, Search, Spellcraft, Spot, Swim.

 

                        Base

             Hit    Attack  Fort   Reflex   Will           

Lvl     Dice   Bonus  Save    Save    Save  Skill Points      Class Features

   1        1d6       +0        +0        +2        +2    4 + Int mod       Proficiencies, manual expertise, tunnel defense

   2        2d6       +1        +0        +3        +3    4 + Int mod       Improved darkvision, no light sensitivity, +1 sorcerer level

   3        3d6       +2        +1        +3        +3    4 + Int mod       +2 Cha, +1 sorcerer level

 

Proficiencies:  A kobold paragon is proficient with light armor, all simple weapons, and the heavy pick and light pick. 

Manual Expertise (Ex):  A kobold paragon’s racial bonus to Craft (trapmaking), Profession (miner), and Search checks improves by one point per kobold level.

Tunnel Defense (Ex):  A kobold paragon uses confined spaces to great advantage in melee combat.  A kobold paragon is treated as a Medium opponent when using or resisting any special attack (e.g., bull rush, disarm, grapple) but only when fighting in  a location no wider than their combat space (5 ft. wide).  In addition, a kobold paragon retains his Dexterity bonus when caught flat-footed or struck by an invisible attacker in these confined conditions.  If a kobold paragon has uncanny dodge from a different class, he automatically gains the benefits of improved uncanny dodge, but only when fighting in confined conditions.

Improved Darkvision (Ex):  At 2nd level, a kobold paragon’s darkvision range increases by 30 ft.

No Light Sensitivity (Ex):  At 2nd level, a kobold paragon loses his light sensitivity.

Spells per Day:  At 2nd and 3rd level, a kobold paragon gains new spells per day and spells known as if the character had also gained a level in sorcerer.  The kobold paragon does not, however, gain any other benefit a character of that class would have gained (familiar abilities, and so on).

 


Minotaur (Savage Progression)

 

Minotaur 0 (Racial Base)

§  Initial Ability score adjustments: +2 Str, +2 Dex, –4 Int, –2 Cha

§  Initial Size: Medium

§  Type: Monstrous Humanoid

§  Speed: 30 ft.

§  Darkvision: 60 ft.

§  Automatic Languages: Common, Giant

§  Bonus Languages: Orc, Goblin, Terran

 

Class Skills: Craft, Intimidate, Jump, Listen, Search, Spot

 

                        Base

             Hit    Attack  Fort   Reflex   Will           

Lvl     Dice   Bonus  Save    Save    Save  Skill Points      Class Features

   1        1d8       +1        +0        +2        +2    2 + Int mod       Proficiencies, gore (1d4), powerful charge (2d6), +2 natural armor

   2        2d8       +2        +0        +3        +3    2 + Int mod       +2 Str, keen senses (+1), natural cunning (never lost)

   3        2d8       +2        +0        +3        +3            —              Gore (1d6), powerful charge (2d8), +2 Con, +3 natural armor

   4        3d8       +3        +1        +3        +3    2 + Int mod       +2 Str, keen senses (+2), natural cunning (track), scent (10 ft.)

   5        3d8       +3        +1        +3        +3            —              +2 Con, +4 natural armor

   6        4d8       +4        +1        +4        +4    2 + Int mod       +2 Str, –2 Dex, keen senses (+3), scent (20 ft.), Large, reach 10 ft.

   7        5d8       +5        +1        +4        +4    2 + Int mod       Gore (1d8), powerful charge (4d6), +5 natural armor, natural cunning

                                                                                                (never flatfooted, immune to maze spells)

   8        6d8       +6        +2        +5        +5    2 + Int mod       keen senses (+4), scent (30 ft.)

 

Proficiencies: A minotaur is proficient with all simple and martial weapons, light and medium armor, and all shields.

Gore: A minotaur possesses a gore attack as a natural weapon.  Gore damage is 1d4 at 1st level, increasing to 1d6 at 3rd level, and 1d8 at 7th level.

Powerful Charge (Ex): When charging, a minotaur’s gore attack deals more damage than normal.  The damage from a powerful charge is 2d6 at 1st level, increasing to 2d8 at 3rd level, and 4d6 at 7th level.  When determining damage from a powerful charge, use 1.5 x Strength bonus (if any).

Natural Armor:  A minotaur enjoys a +2 natural armor bonus at 1st level, increasing to +3 at 3rd level, +4 at 5th level, and +5 at 7th level.

Ability Score Adjustments: At 2nd, 4th, and 6th levels, a minotaur gains a +2 increase to Strength.  At 3rd and 5th levels, a minotaur gains a +2 increase to Constitution.  At 6th level, a minotaur suffers a –2 decrease to Dexterity.

Keen Senses (Ex): A 1st level minotaur gains a +1 racial bonus to Listen, Search, and Spot checks.  The bonus rises to +2 at 4th level, +3 at 6th level, and +4 at 8th level.

Natural Cunning (Ex): Most minotaurs are not clever, but they all possess an innate logical ability.  At 2nd level, a minotaur never becomes lost.  At 4th level, when it develops the scent ability, it can track creatures by smell (even if it lacks the Track feat).  At 7th level, a minotaur becomes immune to maze spells and is never flatfooted.

Scent (Ex): A minotaur has a keen sense of smell and can detect opponents within 10 feet at 4th level, 20 feet at 6th level, and 30 feet at 8th level (double range if the scent is upwind, one-half range if it is downwind).  A minotaur may take a move action to determine the direction of a scent.  If an odor source, such as an opponent, is within 5 feet, the minotaur can pinpoint that source.

Large: At 6th level, a minotaur attains Large size (–1 size penalty to attacks and Armor Class, –4 size penalty to Hide checks, +4 Special Size bonus to grapple checks).

Reach: At 6th level, a minotaur gains a natural reach of 10 ft.


Warforged (Racial Base)

§  Construct Type: Warforged are immune to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.  Warforged cannot heal damage naturally.

§  Living Construct Subtype: Unlike other constructs, a Warforged has a Constitution score; does not have low-light vision or darkvision; is subject to mind-affecting spells and abilities, critical hits, nonlethal damage, stunning, ability damage, death effects, and necromancy effects; can be affected by spells that target living creatures as well as those that target constructs; gain only half the benefit of conjuration (healing) spells that cure hit point damage or ability damage; is disabled at 0 hit points, but does not risk further injury from strenuous activity; is unconscious but automatically stable at any hit point total less than 0 but greater than –10; can be raised or resurrected; does not need to eat, sleep, or breathe but can still benefit from the effects of consumable spells such as heroes’ feast or magic items such as potions.

§  Special Vulnerabilities: A Warforged is affected by heat metal, chill metal, or repel metal or stone as if wearing metal armor; is repelled by repel wood; takes 2d6 damage from rusting grasp (Reflex half; save DC 14 + caster’s ability modifier) or from a rust monster’s touch (Reflex DC 17 half).

§  Ability Score Adjustments: +2 Constitution, –2 Wisdom, –2 Charisma.

§  Size: Medium

§  Base Speed: 30 ft.  

§  Composite Plating: The plating used to build a Warforged is considered light armor and provides a +2 armor bonus as well as a 5% arcane spell failure chance.  This plating occupies the same space on the body as a suit of armor or a robe, and thus a Warforged cannot wear armor or magic robes.  Warforged can be enchanted just as armor can be.  The character must be present for the entire time it takes t enchant him.

§  Light Fortification (Ex):  When a critical hit or sneak attack is scored on a Warforged, there is a 25% chance that the critical hit or sneak attack is negated and the damage is instead rolled normally.

§  Natural Weapon: Slam (1d4)

§  Automatic Languages: Common

§  Bonus Languages: None


Base Classes

Bard

Alignment: No restriction.

Bardic Knowledge: A bard adds his bard level to any skill check used to identify a magical, technological, or chaositech item.

Bardic Fluidity: At 11th level, the casting time of a bard spell does not increase when modified by metamagic feats.

Druid

Wild Shape: For now, this ability works as written, but is subject to revision.

Monk

Weapon Proficiency: All crossbows (including hand crossbows and repeating crossbows)

Multiclassing: A monk has no special restriction against multiclassing.

Paladin

Multiclassing: A paladin has no special restriction against multiclassing.

Paladin Aristocrat (Variant)

This paladin variant has a smaller Hit Die (d8), more skill points per level (6 + Int mod) [x4 at 1st level], and a modified set of class skills (Appraise, Concentration, Diplomacy, Gather Information, Handle Animal, Heal, Knowledge [any], Ride, Sense Motive, and Speak Language).

Planetouched Paladin Aristocrat (Substitution)

This paladin aristocrat substitution level requires the outsider type and a Charisma of 19+.  At 6th level, a planetouched paladin aristocrat gains the Mirror Sight feat.  In exchange, she gives up the ability to remove disease as granted at 6th, 9th, 12th, 15th, and 18th levels.

Sorcerer

Bonus Feats: A sorcerer gains bonus feats as shown below.

 

            Level                  Bonus Feat

       1                 Eschew Materials

       7                   Heighten Spell

      13              Any Metamagic Feat

      19              Any Metamagic Feat

 

Sorcerous Power: At 3rd level, the sorcerer gains a +1 inherent bonus to caster level checks.

Sorcerous Fluidity: At 9th level, the casting time of a sorcerer spell does not increase when modified by metamagic feats.


Dragonblood Sorcerer (Substitution)

This sorcerer variant requires the dragonblood subtype.  At 1st level, a dragonblood sorcerer must substitute Draconic Heritage in lieu of gaining a familiar. 

At 4th level, a dragonblood sorcerer may transform one sorcerer spell he knows into a spell-like ability.  A spell chosen for this ability can’t have a costly material component, an XP cost, or any sort of focus, and it can’t be a spell of the highest level that the sorcerer can cast.  The chosen spell is removed from the sorcerer’s list of spells known, reducing the number of known spells of that level by one, and the sorcerer loses one spell slot from both that spell level and the next higher spell level.  In exchange, he gains the ability to use the chosen spell as a spell-like ability 3 times per day, using his sorcerer level as the caster level.

Each time a dragonblood sorcerer gains access to a new spell level, he may exchange his spell-like ability for a new one.  He returns the previously chosen spell to his list of spells known and regains both lost spell slots.  He then chooses a new spell, subject to the limitations and losses given above.

At 7th level (or 6th level if the dragonblood sorcerer has undergone the greater draconic rite of passage), a dragonblood sorcerer may gain four specific spells known instead of the three spells known he would normally gain.  The specific spells depend on the alignment of the dragon kind that acts as the source of the sorcerer’s dragonblood.  If a dragonblood sorcerer already knows any of the listed spells, he may pick another spell that a sorcerer would ordinarily have available at that level.

 

Dragon Kind’s Alignment   Spells Known

                 Evil                         1st: charm person; 2nd: darkness, resist energy; 3rd: suggestion

                Good                       1st: bless; 2nd: fog cloud, resist energy; 3rd: fly

Urban Ranger (Variant)

This ranger variant stalks the treacherous streets of the city, relying on his knowledge of alleyways and underworld contacts to keep him alive.

Class Skills: Climb, Concentration, Craft, Gather Information, Handle Animal, Heal, Hide, Jump, Knowledge (geography), Knowledge (local), Listen, Move Silently, Profession, Ride, Search, Sense Motive, Spot, Swim, and Use Rope.

Urban Tracking: An urban ranger does not gain the Track feat at 1st level.  Instead, he gains the Urban Tracking feat, which enables him to use Gather Information to track down a missing person, suspect, or other individual within a community.

Wild Empathy: An urban ranger adds on half his class level to wild empathy checks, reflecting his limited connection to the natural world.

Favored Enemy: An urban ranger selects an organization instead of a creature type as his favored enemy.  In this case, the favored enemy bonus applies to all members of the chosen organization, regardless of their type or subtype.  Possible selections include: Balcazar Crime Family, The Fallen, The Forsaken, House Sadar, House Vladaam, Killraven Crime League, Longfingers Guild, Pactlords, Pale Dogs, The Shuul, The Sorn, The Vai.

Spell List:

1.        alarm, calm animals, comprehend languages, delay poison, detect chaos/evil/good/law, detect poison, detect secret doors, detect snares and pits, endure elements, entangle, hide from animals, jump, longstrider, magic fang, message, pass without trace, read magic, resist energy, summon nature’s ally I

2.        barkskin, cat’s grace, cure light wounds, detect thoughts, eagle’s splendor, knock, locate object, owl’s wisdom, protection from energy, spike growth, summon nature’s ally II, wind wall

3.        cure moderate wounds, discern lies, darkvision, invisibility, magic fang (greater), neutralize poison, remove disease, repel vermin, speak with dead, summon nature’s ally III, tongues

4.        animal growth, cure serious wounds, dimensional anchor, freedom of movement, locate creature, mordenkainen’s faithful hound, nondetection, summon nature’s ally IV, true seeing

Woodland Stride: An urban ranger does not gain this ability.

Swift Tracker: Beginning at 8th level, an urban tracker may make a Gather Information check for his Urban Tracking feat every half hour without taking the –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.

Wizard

A wizard is proficient with all crossbows (including hand crossbows and repeating crossbows) and all firearms.


Prestige Classes

The following prestige classes are approved for use by player characters.

From the Core Rules

                   Class                          Frequency               Typical Associations

            Arcane Archer                     Common                 Shoal elves, the Order of the Bow

           Arcane Trickster                 Uncommon               Various

                Archmage                            Rare                    Inverted Pyramid, possibly others

           Dragon Disciple                   Very Rare                Possibly House Dallimothan, or others

                  Duelist                           Common                 Various aristocratic or criminal elements

         Dwarven Defender                 Common                 Mostly Stonelost dwarves

            Eldritch Knight                     Common                 Various

               Hierophant                   None currently            None currently

               Loremaster                        Common                 Inverted Pyramid, or various others

            Mystic Theurge                        Rare                    Possibly the Malkuth, or various others

           Shadow Dancer                  Uncommon               House Sadar, possibly others

From Monte Cook                                        

Your character may learn details of these classes through play.

 

                   Class                              Source                 Frequency                                  Notes

            Blessed Prelate               Hallowed Might               Rare                                           

              Diplomancer                  Eldritch Might                 Rare

           Eldritch Warrior                Eldritch Might                 Rare

               Embermage                   Eldritch Might            Very Rare           -Forbidden by the Inverted Pyramid-

              Graven One                   Eldritch Might            Very Rare                                       

              Gutter Mage                   Roguish Luck             Common                                                        

           Hallowed Mage              Hallowed Might            Common

     Inverted Pyramid Initiate               Ptolus                    Common                       Inverted Pyramid only

     Inverted Pyramid Adept                Ptolus                  Uncommon                     Inverted Pyramid only

    Inverted Pyramid Master               Ptolus                       Rare                           Inverted Pyramid only

        Knight of the Chord                   Ptolus                  Uncommon                  Knights of the Chord only

          Knight of the Pale                     Ptolus                    Common                                        

             Mirror Master                 Eldritch Might                 Rare                                           

             Shadowsworn                 Roguish Luck           Uncommon

               Song Mage                   Eldritch Might            Very Rare


Custom Prestige Classes                                  

Apt of the Mystic Image

 

Requirements:

§  Skills: Knowledge (religion) (8 Ranks)

§  Feats: Craft Wondrous Item, Mirror Sight