| Classes |
|
A characters class is perhaps the most important aspect as
far as determining what that character can do. Class
determines the characters combat abilities. As
characters gain more levels, they may choose to continue
training in their original class, or gain a level in a new
class to give them a broader range of abilities. This
however comes at the price of falling behind in the
abilities of the original class. These are the basic
classes a player character can posses. Prestige
classes are classes that a character can gain levels in
after meeting certain requirements. These classes can
be found here.
|
|
|
| Martial
Artist |
 |
Martial Artists are warriors skilled in hand
to hand combat and are experts at focusing their spirit
energy (Ki). They are able to learn more and more
combat techniques as the progress in level. The key
feature of a Martial Artist is his ability to fight unarmed
and unarmored. Thanks to rigorous training, he can
strike as hard as if he were armed, and faster than a
warrior with a sword. As the Martial Artist gains
experience and power, hi mundane and Ki-oriented abilities
grow, giving him more power over himself and, sometimes,
over others.
Hit Die:
10 + Constitution modifier
Skill Points: 4+ Intelligence modifier
|
| Level |
Base
Attack |
Fort |
Ref |
Will |
Special |
AC
Bonus |
| 1 |
+1 |
+2 |
+2 |
+2 |
Evasion,
Flurry of Blows, Ki Defense |
+2 |
| 2 |
+1 |
+3 |
+3 |
+3 |
Ki
Attack +1, Deflect Missile |
+2 |
| 3 |
+2 |
+3 |
+3 |
+3 |
Still Mind |
+3 |
| 4 |
+3 |
+4 |
+4 |
+4 |
Ki
Attack +2, Steel Lungs |
+3 |
| 5 |
+3 |
+4 |
+4 |
+4 |
Remain Conscious |
+4 |
| 6 |
+4/+1 |
+5 |
+5 |
+5 |
Ki
Attack +3, Improved Trip |
+4 |
| 7 |
+5/+2 |
+5 |
+5 |
+5 |
Defensive
Strike |
+5 |
| 8 |
+6/+3 |
+6 |
+6 |
+6 |
Ki
Attack +4 |
+5 |
| 9 |
+6/+3 |
+6 |
+6 |
+6 |
Improved
Evasion |
+6 |
| 10 |
+7/+4/+1 |
+7 |
+7 |
+7 |
Ki
Attack +5 |
+6 |
| 11 |
+8/+5/+2 |
+7 |
+7 |
+7 |
Diamond
Body |
+7 |
| 12 |
+9/+6/+3 |
+8 |
+8 |
+8 |
Ki
Attack +6 |
+7 |
| 13 |
+9/+6/+3 |
+8 |
+8 |
+8 |
|
+8 |
| 14 |
+10/+7/+4/+1 |
+9 |
+9 |
+9 |
Ki
Attack +7 |
+8 |
| 15 |
+11/+8/+5/+2 |
+9 |
+9 |
+9 |
Diamond
Soul |
+9 |
| 16 |
+12/+9/+6/+3 |
+10 |
+10 |
+10 |
Ki
Attack +8 |
+9 |
| 17 |
+12/+9/+6/+3 |
+10 |
+10 |
+10 |
|
+10 |
| 18 |
+13/+10/+7/+4/+1 |
+11 |
+11 |
+11 |
Ki
Attack +9 |
+10 |
| 19 |
+14/+11/+8/+5/+2 |
+11 |
+11 |
+11 |
|
+11 |
| 20 |
+15/+12/+9/+6/+3 |
+12 |
+12 |
+12 |
Ki
Attack +10, Perfect Body |
+11 |
| Level |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
| Speed |
6 |
6 |
7 |
7 |
7 |
8 |
8 |
8 |
9 |
9 |
| Damage |
1d6 |
1d6 |
1d6 |
1d8 |
1d8 |
1d8 |
1d8 |
2d6 |
2d6 |
2d6 |
| AC
Bonus |
+0 |
+0 |
+0 |
+0 |
+1 |
+1 |
+1 |
+1 |
+1 |
+2 |
|
| Level |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
| Speed |
9 |
10 |
10 |
10 |
11 |
11 |
11 |
12 |
12 |
12 |
| Damage |
3d6 |
3d6 |
3d6 |
3d6 |
3d6 |
4d6 |
4d6 |
4d6 |
4d6 |
5d6 |
| AC
Bonus |
+2 |
+2 |
+2 |
+2 |
+3 |
+3 |
+3 |
+3 |
+3 |
+4 |
| Note:
The Speed and AC Bonus outlined on this table only
applies when the character isn't wearing medium or
heavier armor. The Damage outlined on this table
only applies when the character is unarmed. |
Weapon
Proficiencies - The Martial Artist is proficient with
simple weapons.
Evasion - A Martial
Artist can avoid certain special attacks with great
agility. If a Martial Artist makes a successful Reflex
saving throw against an attack that normally deals half
damage on a successful save, the Martial Artist instead
takes no damage. Evasion can only be used when the
Martial Artist is wearing light or no armor.
Ki Defense - The
Martial Artist is able to fortify his body with spirit
energy. This allows the Martial Artist to add his Ki
modifier to his AC whenever he is not wearing any armor.
Flurry of Blows - The
Martial Artist may strike with a Flurry of Blows at the
expense of accuracy. When doing so, he may make one
extra attack at his highest base attack bonus, however all
attacks made that round suffer a -2 penalty to hit.
Deflect Missiles - At
2nd level, the Martial Artist gains the Deflect Missiles
feat, even is he doesn't have meet the prerequisites.
Ki Attack - At 2nd
level, the Martial Artist's attack is empowered with
Ki. The Martial Artists unarmed and Ki attacks gain DR
(damage reduction) penetration +1. This means that
these attacks can do full damage to a creature or character
with a DR defense of +1. Ki Attack improved as the
Martial Artist gains level, effectively increasing by +1
every two levels.
Fast Movement - At 3rd
level and higher, the Martial Artists movement rate
increases. A Martial Artist wearing medium or heavier
armor looses this ability.
Still Mind - At 3rd
level, the Martial Artist gains a +2 bonus to saving throws
against mind-affecting attacks. This is due to his
meditation and training.
Steel Lungs - At 4th
level, the Martial Artist gains the Steel Lungs
ability. With this ability, the Martial Artist adds
double his Constitution modifier to determine how long he
can hold his breath.
Remain Conscious - At
5th level, the Martial Artist gains the Remain Conscious
feat, even is he doesn't have meet the prerequisites.
Improved Trip - At 6th
level, the Martial Artist gains the Improved Trip Feat, even
is he doesn't have meet the prerequisites.
Defensive Strike - At
7th level, the Martial Artist gains the Defensive Strike
feat, even is he doesn't have meet the prerequisites.
Improved Evasion - At
9th level, the Martial Artist's Evasion ability
improves. He still takes no damage on a successful
Reflex save, but henceforth she only takes half damage on a
failed save.
Diamond Body - At 11th level, the Martial Artist is in such control of his Ki that he gains an +2 class bonus to his DR defense.
Diamond Soul - At 15th
level, the Martial Artist gains spell resistance. His
spell resistance is equal to his level +5. In order to
effect the Martial Artist with a spell, a spell caster must
roll the Martial Artist's spell resistance or higher on a
1d20 + the spell caster's level.
Perfect Body - At 20th level, the Martial Artist is in such control of his Ki that he gains an additional +2 class bonus to his DR defense.
|
| Kensei
(Weapon Master) |
 |
Masters in the arts of armed combat, the Kensei are deadly in the extreme,
combining cold steel with burning energy. For Kensei,
the perfection of Ki is found in the mastery of a single
melee weapon.
Hit Die: 10 + Constitution modifier
Skill Points: 2+ Intelligence modifier
|
| Level |
Base
Attack |
Fort |
Ref |
Will |
Special |
AC
Bonus |
| 1 |
+1 |
+2 |
+2 |
+0 |
Weapon
Focus, Canny Defense, Ki Damage |
+2 |
| 2 |
+2 |
+3 |
+3 |
+0 |
Ki
Strike +1, Expertise, Combat Reflexes |
+2 |
| 3 |
+3 |
+3 |
+3 |
+1 |
Increased
Multiplier |
+3 |
| 4 |
+4 |
+4 |
+4 |
+1 |
Ki
Strike +2, Precise Strike +1d6 |
+3 |
| 5 |
+5 |
+4 |
+4 |
+1 |
Weapon
Specialization |
+4 |
| 6 |
+6/+1 |
+5 |
+5 |
+2 |
Ki
Strike +3 |
+4 |
| 7 |
+7/+2 |
+5 |
+5 |
+2 |
Ki Critical |
+5 |
| 8 |
+8/+3 |
+6 |
+6 |
+2 |
Ki
Strike +4, Precise Strike +2d6 |
+5 |
| 9 |
+9/+4 |
+6 |
+6 |
+3 |
|
+6 |
| 10 |
+10/+5 |
+7 |
+7 |
+3 |
Ki
Strike +5, |
+6 |
| 11 |
+11/+6/+1 |
+7 |
+7 |
+3 |
Superior
Weapon Focus |
+7 |
| 12 |
+12/+7/+2 |
+8 |
+8 |
+4 |
Ki
Strike +6, Superior Combat Reflexes, Precise Strike
+3d6 |
+7 |
| 13 |
+13/+8/+3 |
+8 |
+8 |
+4 |
Superior
Expertise |
+8 |
| 14 |
+14/+9/+4 |
+9 |
+9 |
+4 |
Ki
Strike +7 |
+8 |
| 15 |
+15/+10/+5 |
+9 |
+9 |
+5 |
Superior
Weapon Specialization |
+9 |
| 16 |
+16/+11/+6/+1 |
+10 |
+10 |
+5 |
Ki
Strike +8, Precise Strike +4d6 |
+9 |
| 17 |
+17/+12/+7/+2 |
+10 |
+10 |
+5 |
|
+10 |
| 18 |
+18/+13/+8/+3 |
+11 |
+11 |
+6 |
Ki
Strike +9 |
+10 |
| 19 |
+19/+14/+9/+4 |
+11 |
+11 |
+6 |
|
+11 |
| 20 |
+20/+15/+10/+5 |
+12 |
+12 |
+6 |
Ki
Strike +10, Precise Strike +5d6 |
+11 |
Weapon
Proficiencies - Kensei are proficient with all melee weapons.
Canny Defense - When
not wearing armor heavier then light and using his weapon of
choice, the Kensei gains a bonus to his AC equal to his
Intelligence bonus. If the Kensei is denied his
Dexterity bonus to AC, he also looses this bonus.
Ki Damage - After
scoring a successful hit with his weapon of choice, the
Kensei can choose not to roll dice to determine
damage. Instead, his normal damage can be maximized
(extra damage due to power attack, precise strike, sneak
attack, or similar effects are figured normally). This
may not be used when a critical hit is made. The Kensei
can use this ability once per day per class level.
Weapon Focus - The
Kensei begins play with the Weapon Focus feat for free, even
if he doesn't meet the normal prerequisites. This
weapon is henceforth considered the Kensei's weapon of
choice, meaning he may only benefit from his special
abilities when using this weapon type.
Combat Reflexes - At
2nd level, the Kensei gains the Combat Reflexes feat for
free, even if he doesn't meet the normal prerequisites.
Expertise - At
2nd level, the Kensei gains the Expertise feat for free, even
if he doesn't meet the normal prerequisites.
Ki Strike - At 2nd
level the Kensei gains the ability to imbue his weapon with
Ki. The Kensei's weapon attacks gain DR
(damage reduction) penetration +1. This means that
these attacks can do full damage to a creature or character
with a DR defense of +1. Ki Strike improves as the
Kensei gains levels, effectively increasing by +1
every two levels.
Increased Multiplier -
A Kensei of 3rd level or higher can deal extra damage with a
critical hit. The critical multiplier for his weapon
of choice is increased by one. For example, a weapon
with a critical multiplier of x2 would now have a multiplier
of x3 when used by the Kensei.
Precise Strike - At
4th level, the Kensei gains the ability to strike precisely
with his weapon of choice, gaining a bonus 1d6 damage added
to his normal damage roll. Precise Strike only works
against creatures or characters with a discernable anatomy,
and if something is immune to critical hits, then it is also
immune to Precise Strike. Every four levels Kensei
levels gained thereafter, the damage is increased by +1d6.
Weapon Specialization
- At 5th level, the Kensei gains the Weapon Specialization
feat for free in his weapon of choice, even if he doesn't meet the
normal prerequisites.
Ki Critical - When a
Kensei reaches 7th level, the weapon masters critical range
increases by one step. For example, if a weapon scored
a critical hit on a 20 only before, it would now
critical on a 19-20. This ability stacks with the
Improved Critical feat.
Superior Weapon Focus
- At 11th level, the Kensei gains an additional +2 to
all attack rolls made with his weapon of choice.
Superior Combat Reflexes
- A Kensei of 12th level or higher can make a number of
attacks of opportunity in a round equal to his Dexterity
modifier plus his Ki modifier.
Superior Expertise - At
13th level, the Kensei gains the Superior Expertise feat for
free, even if he doesn't meet the normal prerequisites.
Superior Weapon
Specialization - At 15th level, the Kensei gains
an additional +2 to all damage rolls made with his weapon of
choice.
|
| Rouge |
|
 |
Rouges share little in common
with each other. Some are stealthy thieves.
Others are silver-tongued tricksters. Still others are
scouts, infiltrators, spies, diplomats, or thugs. What
they share is versatility, adaptability, and
resourcefulness. Poison use and back
stabbing dominates a rogue's combat abilities, but when
backed into a corner, expect a good fight.
Hit Die: 6 + Constitution modifier
Skill Points: 8+ Intelligence modifier
|
| Level |
Base
Attack |
Fort |
Ref |
Will |
Special |
AC
Bonus |
| 1 |
+0 |
+0 |
+2 |
+0 |
Sneak Attack +1d6 |
+3 |
| 2 |
+1 |
+0 |
+3 |
+0 |
Evasion, Canny Defense |
+3 |
| 3 |
+2 |
+1 |
+3 |
+1 |
Uncanny Dodge (1), Sneak
Attack +2d6 |
+4 |
| 4 |
+3 |
+1 |
+4 |
+1 |
Poison
Use |
+4 |
| 5 |
+3 |
+1 |
+4 |
+1 |
Sneak Attack +3d6 |
+5 |
| 6 |
+4 |
+2 |
+5 |
+2 |
Uncanny Dodge (2), Lightning Stealth |
+5 |
| 7 |
+5 |
+2 |
+5 |
+2 |
Sneak Attack +4d6 |
+6 |
| 8 |
+6/+1 |
+2 |
+6 |
+2 |
Hide in Plain Sight |
+6 |
| 9 |
+6/+1 |
+3 |
+6 |
+3 |
Sneak Attack +5d6 |
+7 |
| 10 |
+7/+2 |
+3 |
+7 |
+3 |
Special
Ability |
+7 |
| 11 |
+8/+3 |
+3 |
+7 |
+3 |
Uncanny Dodge (3), Sneak
Attack +6d6 |
+8 |
| 12 |
+9/+4 |
+4 |
+8 |
+4 |
Improved
Sneak Attack |
+8 |
| 13 |
+9/+4 |
+4 |
+8 |
+4 |
Sneak Attack +7d6,
Special Ability |
+9 |
| 14 |
+10/+5 |
+4 |
+9 |
+4 |
Uncanny
Dodge (4) |
+9 |
| 15 |
+11/+6/+1 |
+5 |
+9 |
+5 |
Sneak Attack +8d6 |
+10 |
| 16 |
+12/+7/+2 |
+5 |
+10 |
+5 |
Special
Ability |
+10 |
| 17 |
+12/+7/+2 |
+5 |
+10 |
+5 |
Uncanny Dodge (5), Sneak
Attack +9d6 |
+11 |
| 18 |
+13/+8/+3 |
+6 |
+11 |
+6 |
Improved Lightning Stealth |
+11 |
| 19 |
+14/+9/+4 |
+6 |
+11 |
+6 |
Sneak Attack
+10d6, Special Ability |
+12 |
| 20 |
+15/+10/+5 |
+6 |
+12 |
+6 |
Uncanny
Dodge (6) |
+12 |
Weapon
Proficiencies - Rouges are proficient with the crossbow,
dagger, dart, sap, and short sword.
Canny Defense - When not wearing armor heavier than light, the Rogue gains a bonus to his AC equal to his Intelligence bonus. If the Rogue is denied his Dexterity bonus to AC, he also looses this bonus.
Sneak Attack - The
Rouge has the ability to strike vital spots for extra
damage. Anytime an opponent is flanked or denied their
Dexterity bonus to AC, the Rouge's attack deals extra
damage. Sneak Attack only works
against creatures or characters with a discernable anatomy,
and if something is immune to critical hits, then it is also
immune to Sneak Attack. The extra damage is +1d6 at
first level, and +1d6 for every additional 2 levels in Rouge
thereafter. Due to the opponents inability to properly
defend against sneak attacks, all sneak attacks have a
damage reduction penetration equal to the number of sneak
attack damage dice dealt.
Evasion - A Rouge can avoid certain special attacks with great
agility. If a Martial Artist makes a successful Reflex
saving throw against an attack that normally deals half
damage on a successful save, the Martial Artist instead
takes no damage. Evasion can only be used when the
Martial Artist is wearing light or no armor.
Lightning Stealth - You can move at normal speed with no penalty to Hide or Move Silently checks. Also you may run with a negative 10 to both checks.
Hide in Plain Sight - When attempting to hide you no longer need to have any cover or concealment, but still are unable to hide while others are watching you.
Improved Lightning Stealth - You no longer suffer the -10 to hide and move silently checks while running.
Uncanny Dodge -
Starting at 3rd level, the Rouge gains the ability to react
to danger before his senses would allow him to do so.
Upon attaining the first level of Uncanny Dodge, the Rouge
retains his Dexterity bonus to AC regardless of being caught
flat-footed or struck by an invisible foe. With the
second level of Uncanny Dodge, the Rouge can no longer be
flanked. The exception to this defense is that another
Rouge at least four levels higher than the character can
flank him. Each additional level of Uncanny Dodge
grants you a cumulative 5% miss chance increase, assuming
you are not denied your Dexterity bonus to AC.
Poison Use - Rouges
are trained in the use of poisons, and by 4th level, they
never risk accidentally poisoning themselves when applying
poison to a blade.
Special Ability - Upon
reaching 10th level, and again every three levels after
that, the Rouge may select a special ability from the
following list.
Crippling Strike - A Rouge with this ability
can deal Strength damage with a successful sneak
attack. For each die of sneak attack damage the Rouge
deals, his opponent takes 1 point of Strength damage.
The ability points return at a rate of 1 per hour.
Defensive Roll - Once per day, when a Rouge
would be reduced to 0 hp or less by damage in combat, the
Rouge can attempt to roll with the damage. The Rouge
makes a Tumble check equal to the damage dealt and if
successful, takes only half damage. This ability
cannot be used when the Rouge is denied his Dexterity bonus
to AC.
Improved Evasion - The Rouge's Evasion ability
improves. He still takes no damage on a successful
Reflex save, but henceforth she only takes half damage on a
failed save.
Opportunist - Once per round, the Rouge can
make an attack or opportunity against an opponent who was
just struck for damage in melee by another character.
Slippery Mind - Whenever the Rouge succumbs to
a mind effect and fails his saving throw, 1 round later he
can attempt the saving throw again. He only gets one
extra chance to succeed at his saving throw.
Feat - A Rouge may select any feat in place of
a special ability.
Improved Sneak Attack
- At 12th level, the Rouge gains the Improved Sneak Attack feat for
free, even if he doesn't meet the normal prerequisites.
|
| Mystic |
 |
The
Mystic has a greater understanding of the supernatural
ability to control and utilize Ki. Ki is an
energy source created by and flowing through all
living things. Much of the Mystic's training is
devoted to understanding and learning to focus Ki.
Hit Die: 8 + Constitution modifier
Skill Points: 4+ Intelligence modifier
|
| Level |
Base
Attack |
Fort |
Ref |
Will |
Special |
AC
Bonus |
| 1 |
+0 |
+2 |
+0 |
+2 |
Spirit
Magic, Riddle of Awareness |
+2 |
| 2 |
+1 |
+3 |
+0 |
+3 |
Ki Potency +1, Spirit Sight, Blind-Fight, Ki Save, Ki Defense |
+2 |
| 3 |
+2 |
+3 |
+1 |
+3 |
Happo
Zanshin, Ki Skill |
+3 |
| 4 |
+2 |
+4 |
+1 |
+4 |
Ki
Potency +2, Sudden
Action, Ki Healing |
+3 |
| 5 |
+3 |
+4 |
+1 |
+4 |
Spirit's
Favor, Bonus Domain |
+4 |
| 6 |
+4 |
+5 |
+2 |
+5 |
Ki
Potency +3, Blindsight, Tongue of
the Sun and Moon |
+4 |
| 7 |
+4 |
+5 |
+2 |
+5 |
Wholeness of
Body |
+5 |
| 8 |
+5 |
+6 |
+2 |
+6 |
Ki
Potency +4, Mettle |
+5 |
| 9 |
+6/+1 |
+6 |
+3 |
+6 |
|
+6 |
| 10 |
+6/+1 |
+7 |
+3 |
+7 |
Ki
Potency +5, Abundant
Step, Bonus Domain |
+6 |
| 11 |
+7/+2 |
+7 |
+3 |
+7 |
|
+7 |
| 12 |
+8/+3 |
+8 |
+4 |
+8 |
Ki
Potency +6, |
+7 |
| 13 |
+8/+3 |
+8 |
+4 |
+8 |
|
+8 |
| 14 |
+9/+4 |
+9 |
+4 |
+9 |
Ki
Potency +7, |
+8 |
| 15 |
+10/+5 |
+9 |
+5 |
+9 |
Bonus Domain |
+9 |
| 16 |
+10/+5 |
+10 |
+5 |
+10 |
Ki
Potency +8, |
+9 |
| 17 |
+11/+6/+1 |
+10 |
+5 |
+10 |
|
+10 |
| 18 |
+12/+7/+2 |
+11 |
+6 |
+11 |
Ki
Potency +9, |
+10 |
| 19 |
+12/+7/+2 |
+11 |
+6 |
+11 |
|
+11 |
| 20 |
+13/+8/+3 |
+12 |
+6 |
+12 |
Ki Potency +10, Empty Body, Free Ki, Bonus Domain |
+11 |
Weapon
Proficiencies - Mystics aren't proficient in any weapons.
Spirit
Magic - Through mastery of their Ki energy, and by communing
with the spirits of the world, the Mystic is able to cast a
limited number of spells every day. At first level,
the Mystic chooses a domain of magic from this
list. Forevermore, the Mystic may cast any spell from
that list so long as they have not exhausted their maximum
number of spells per day, and the spell itself is within
their ability to cast. The Mystic gains additional
domains as he progresses in level.
Riddle of Awareness
- At 1st level, the Mystic can use Scrying as a spell-like
ability once per day per level, with a caster level
equal to his Mystic level. In addition, the Mystic
gains a +4 insight bonus on all Listen, Spot, Search, Sense
Ki, and Scry checks.
Blind-Fight
- At
2nd level, the Mystic gains the Blind-Fight feat for free, even
if he doesn't meet the normal prerequisites.
Ki
Potency - At 2nd
level, the Mystic's Ki attacks are empowered with
Ki. The Mystics Ki attacks gain DR
(damage reduction) penetration +1. This means that
these attacks can do full damage to a creature or character
with a DR defense of +1. Ki Potency improved as the
Mystic gains level, effectively increasing by +1
every two levels.
Ki Save
- At 2nd level, the Mystic gains the ability to channel his
Ki into protecting himself from adverse effects. He
gains a bonus equal to his Ki modifier on any saving throw
of his choice. This power may only be used once per
day per Mystic level.
Ki Defense - A Mystic is able to fortify his body with spirit energy. This allows the Mystic to add his Ki modifier to his AC whenever he is not wearing any armor.
Spirit
Sight - A Mystic of 2nd level or higher can see ethereal creatures (including spirits) as easily as he sees material creatures and objects. The Mystic can easily distinguish between ethereal creatures and material ones because ethereal creatures appear translucent and indistinct.
Happo
Zanshin - At 3rd level, the Mystic has a preternatural
awareness of danger and can no longer be flanked; he can
react to opponents on opposite sides of him as easily as he
can react to a single attacker. The exception to this defense is that
a Rouge at least four levels higher than the character can
flank him. This ability does not stack with Uncanny
Dodge.
Ki Skill
- At 3rd level, the Mystic gains a bonus to any skill check
equal to his Ki bonus. This power may only be used
once per day per Mystic level.
Ki Healing
- At 4th level, the Mystic gains the ability to channel Ki
into healing energy. When he lays his hands on a
living creature other than himself, he conducts the Ki in
such a way that it heals a number of hit points equal to his
class level multiplied by his Ki modifier. This
healing may be divided anyway among any number of uses, but
never more then once per day per Mystic level.
Sudden
Action - Starting at 4th level, once per day, a Mystic can focus Ki to burst
into sudden action. This gives him a +5 bonus on his initiative
check for that combat.
Spirit's
Favor - A Mystic of 5th level or higher applies his
Charisma modifier (if positive) as a bonus on all saving
throws.
Blindsight
- At 6th level, the Mystic gains the ability to perfectly
sense his surroundings without relying on sight. This
ability makes invisibility and darkness (even magical
darkness) irrelevant to the Mystic. This ability operates
out to a range of 30 feet.
Tongue
of the Sun and Moon - A Mystic of 6th level or higher
can speak with any intelligent creature.
Wholeness
of Body - At 7th level, the Mystic can heal his own
wounds. He can heal twice his current Mystic level in
hit points each day, and can spread this healing out among
several uses.
Mettle
- If a Mystic of at least 10th level, makes a successful Will
or Fortitude saving throw that would normally reduce the
effect, he suffers no effect from the ability at all.
Only those abilities with a saving throw entry of "Will
partial," "Fortitude half," or similar
entries can be negated by through this ability.
Abundant
Step - At 12th level, a Mystic can slip magically
between spaces, as per the spell Dimension Door, once
per day. This is a spell-like ability, with the caster
level equal to the Mystics class level.
Empty
Body - At 20th level, a Mystic can assume an ethereal
state for 1 round per level per day, as per the spell Etherealness.
The Mystic can go ethereal for a total number of rounds per
day equal to the Mystic's class level.
Free Ki - By 20th level, the Mystic has mastered the use of Ki energy and channels it with ease. Whenever using any feat, tech, ability ability that is imbued with Ki, the Mystic adds double his Ki bonus.
|
| Sorcerer |
 |
From
uber powerful warlocks in dark castles to freaky little dog
guys like Babiti, sorcerers delve into the arcane arts,
manipulating magic for their own means or to help the world
in general.
When sorcerers level up their
main bonus is the ability to cast either higher level
spells, or more of them.
Hit Die: 4 + Constitution modifier
Skill Points: 4+ Intelligence modifier
|
| Level |
Base
Attack |
Fort |
Ref |
Will |
Special |
AC
Bonus |
| 1 |
+0 |
+0 |
+0 |
+2 |
Arcane
Magic, Summon
Familiar |
+1 |
| 2 |
+1 |
+0 |
+0 |
+3 |
|
+1 |
| 3 |
+1 |
+1 |
+1 |
+3 |
Spell Secret |
+2 |
| 4 |
+2 |
+1 |
+1 |
+4 |
|
+2 |
| 5 |
+2 |
+1 |
+1 |
+4 |
Bonus Feat |
+3 |
| 6 |
+3 |
+2 |
+2 |
+5 |
Spell Secret |
+3 |
| 7 |
+3 |
+2 |
+2 |
+5 |
|
+4 |
| 8 |
+4 |
+2 |
+2 |
+6 |
|
+4 |
| 9 |
+4 |
+3 |
+3 |
+6 |
Spell Secret |
+5 |
| 10 |
+5 |
+3 |
+3 |
+7 |
Bonus Feat |
+5 |
| 11 |
+5 |
+3 |
+3 |
+7 |
|
+6 |
| 12 |
+6/+1 |
+4 |
+4 |
+8 |
Spell Secret |
+6 |
| 13 |
+6/+1 |
+4 |
+4 |
+8 |
|
+7 |
| 14 |
+7/+2 |
+4 |
+4 |
+9 |
|
+7 |
| 15 |
+7/+2 |
+5 |
+5 |
+9 |
Spell
Secret, Bonus Feat |
+8 |
| 16 |
+8/+3 |
+5 |
+5 |
+10 |
|
+8 |
| 17 |
+8/+3 |
+5 |
+5 |
+10 |
|
+9 |
| 18 |
+9/+4 |
+6 |
+6 |
+11 |
Spell Secret |
+9 |
| 19 |
+9/+4 |
+6 |
+6 |
+11 |
|
+10 |
| 20 |
+10/+5 |
+6 |
+6 |
+12 |
Bonus Feat |
+10 |
Weapon
Proficiencies - Sorcerers aren't proficient in any
weapons. Arcane
Magic - The Sorcerer is able to channel arcane magic.
This ability increases in power as the Sorcerer gains
levels. The details of this magic, including spells,
and however many times the Sorcerer can cast them per day is
detailed here. To channel this arcane power,
the Sorcerer must have a Charisma score equal to 10 plus the
level of the spell to be cast. The saving throw DC for
any spell is equal to 10 + the spell's level + the Sorcerers
Charisma modifier. Arcane magic gets passed all manor
or damage reduction. Summon
Familiar - A Sorcerer can summon a familiar. Doing
so takes one day. A familiar is a magical, unusually
tough, and intelligent version of a small animal. The
creature serves as a companion and a servant. The
Sorcerer chooses the type of familiar when he summons
it. The familiar increases in power as the Sorcerer
does. If the familiar dies, or is dismissed by the
Sorcerer, the Sorcerer looses a small amount of experience.
More details on familiars can be found here. Spell
Secret - At 3rd level and every three levels thereafter,
a Sorcerer can choose one spell known to her that then
becomes permanently modified as though affected by one of
the following metamagic feats: Empower Spell, Enlarge Spell,
Extend Spell, Still Spell, Silent Spell. The spell's
level does not change, and once the choice is made, it
cannot be changed. As the Sorcerer goes up in level,
he can choose the same spell to be modified by multiple
spell secrets. The Sorcerer does not need to know the
feat he applies the Spell Secret to. Bonus
Feat - Every five levels, the Sorcerer gains a bonus
feat. This feat must be an item creation feat, or a
metamagic feat.
|
|
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