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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.