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Classes

ImageClassing and leveling up works the same as in Star Wars Saga Edition, except that the five core classes of SE have been replaced with the following six classes, and skills work a little differently. Each character is allowed to learn up to 3 base classes and 3 prestige classes during the course of his career.


Core Classes

Core classes have no pre-requisites and as such all heroes possess at least some levels in those classes. Here is a brief description of each of the available core classes.
  • Adventurer: On the lookout for fame, fortune, and glory, adventurers have a wide array of skills and a carefully honed ability to work with one another.
  • Cleric: Pious warriors of their patron deities, clerics are adept in combat, as well as killed healers and practitioners of divine magic.
  • Fighter: An able warrior with exceptional combat capability and unequalled skill with weapons.
  • Mage: A master of the arcane arts, a skilled shaper of spells, and an able manipulator of arcane energies.
  • Noble: Masters of diplomacy and strategy, nobles affect the lives and fates of entire countries by their actions.
  • Rogue: A tricky, skillful scoundrel who succeeds with stealth and daring rather than brute force.


Adventurer

ImageWhile many people may call themselves adventurers, few actually make a profession out of it. Those that do tend to be hardy individuals, skilled at working as a team to overcome the many challenges that they face. Adventurers are peerless in overcoming the odds and an absolute necessity for any group that wishes to become more than simply the sum of its
parts.

Adventurer Training

You are trained in the following skills. Whenever you use one of these skills, you do not get the usual -5 penalty for being untrained.
  • Combat Skills
    • Melee Combat
    • Ranged Combat
  • General Skills
    • Athletics
    • Awareness
    • Stealth
    • Wilderness Aptitude

Adventurer Defenses

At novice level, you receive a +1 bonus to your Reflex defense.

Adventurer Feats

If this is your first level class, you begin play with the following feats:
  • Armor Group Proficiency (light)
  • Courageous Actions
  • Weapon Proficiency (basic weapons plus any three others)

Adventurer Talents

Agile Combat Talent Tree

You are a skilled melee duelist, a dervish with a blade.
  • Acrobatic Recovery: If an effect causes you to fall prone, you can make a DC 20 acrobatics check to remain on your feet.
  • Elusive Target: When fighting an opponent or multiple opponents in melee, other opponents attempting to target you with ranged attacks take a -5 penalty. This is in addition to the standard -5 penalty for firing into melee, for a total of -10.
  • Parry: As a reaction, you may negate a melee attack by making a successful Acrobatics check. The DC of the skill check is equal to the result of the attack roll you wish to negate, and you take a cumulative -5 penalty on your Acrobatics check for every time you have used Parry or Avoid since the beginning of your last turn. You must have a one-handed melee weapon drawn to use this talent, and you must be aware of the attack and not flat-footed. If you have the Martial Arts feat, then you may use this talent even if unarmed.
  • Avoid: As a reaction, you may negate a ranged attack by making a successful Acrobatics check. The DC of the skill check is equal to the result of the attack roll you wish to negate, and you take a cumulative -5 penalty on your Acrobatics check for every time you have used Parry or Avoid since the beginning of your last turn. You must have a one-handed melee weapon drawn to use this talent, and you must be aware of the attack and not be flat-footed. This talent cannot be used to negate attacks from large siege weapons, such as catapults or ballistae.
  • Skilled Defense: As a swift action, you can use your weapon to parry your opponent’s attacks, gaining a +1 deflection bonus to your Reflex Defense until the start of your next turn. You must have a one-handed melee weapon drawn to use this talent, and you don’t gain the deflection bonus if you are flat-footed or otherwise unaware of the incoming attack. You can take this talent multiple times; each time you take it, the deflection bonus increases by +1 (maximum +3). If you have the Martial Arts feat, then you may use this talent even if unarmed.
  • Skirmisher: If you move at least 2 squares before you make an attack and end your move in a different square from where you started, you gain a +1 bonus on attack rolls until the start of your next turn.

Tactician Talent Tree

You are a naturally skilled leader when it comes to adventuring.
  • Born Tactician: Once per encounter, as a swift action, you grant all allies within your line of sight a +1 insight bonus on attack rolls. This effect lasts for as long as they remain within line of sight of you. An ally looses this bonus immediately if line of sight is broken or if you are unconscious or dead.
  • Coordinate: An adventurer with this talent has a knack for getting people to work together. When you use this talent as a standard action, all allies within your line of sight gain an additional +1 bonus when they use the aid another action until the start of your next turn. You may use this talent multiple times; each time you do, the bonus granted by the coordinate ability increases by +1 (to a maximum of +5).
  • Distant Command: Any ally who gains the benefit of your Born Leader talent (see above) does not loose the benefit if their line of sight to you is broken. Prerequisite: Born Tactician
  • Fearless Leader: As a swift action, you can provide a courageous example for your allies. For the remainder of the encounter, your allies receive a +5 moral bonus to their Will defense against any fear effect. Your allies lose this benefit if they lose line of sight to you, or if you are killed or knocked unconscious. Prerequisite: Born Tactician
  • Rally: Once per encounter, you can rally your allies and bring them back from the edge of defeat. As a swift action, any allies within your line of sight who have less than half their total hit points remaining gain a +2 morale bonus to their Reflex defense and Will defense and a +2 bonus to all damage rolls for the remainder of the encounter. Prerequisites: Born Leader, Distant Command
  • Trust: You can give up your standard action to give one ally within your line of sight an extra standard action or move action on his next turn, to do with as he pleases. The ally does not loose this action if the line of sight is later broken. Prerequisites: Born Tactician, Coordinate.

Survival Talent Tree

You are skilled at navigating, and surviving, the dangerous places where adventurers often travel.
  • Evasion: Whenever you are subject to an area attack that deals half damage if it misses, you take no damage instead.
  • Improved Evasion: As Evasion, except that you take only half damage even if the attack hits, and no damage at all if it misses. Prerequisite: Evasion.
  • Uncanny Dodge I: You retain your Dexterity bonus to your Reflex Defense regardless of being caught flat-footed or struck by a hidden attacker. You still lose your Dexterity bonus to Reflex defense if your are immobilized. Prerequisite: Evasion.
  • Uncanny Dodge II: You can’t be flanked; you can react to opponents on opposite sides of him or herself as easily as he or she can react to a single attacker. Prerequisites: Evasion, Uncanny Dodge I.
  • Dungeoneering Savant: You may re-roll any Knowledge(Dungeoneering) check. You must still keep the second result, even if it’s worse. Prerequisite: Trained in Knowledge (Dungeoneering).

Trapfinding Talent Tree

You are talented at finding, disarming, and manipulating traps of all kinds.
  • Bypass Trap: If you beat a trap’s DC by 10 or more with an Artifice check, you can study a trap, figure out how it works, and bypass it (with your party) without disarming it. Prerequisite: Trapfinding.
  • Finder: Whenever you pass within 1 square of a hidden object, such as a secret door or trap, you are entitled to a Perception check, even if you are not actively looking for hidden objects.
  • Trapfinding: You can use the Awareness(Search) skill to locate traps even if the DC is higher than 20.
  • Trap Sense: You gain an intuitive sense that alerts you to danger from traps, giving you a +1 dodge bonus to your Reflex Defense when attacked by a trap. You may take this talent multiple times, increasing the dodge bonus each time you do. Prerequisite: Trapfinding.


Cleric

ImageClerics are servants of the gods in Dungeons & Dragons. They may be alternatively pious, upstanding servants of good, or debased, dark servants of evil – or anything in between. Clerics are a varied lot, and while often martial-minded warriors, some focus more on healing or spreading their faith than combat. A party without a cleric in it is worse for wear, if for no other reason than the healing touch they bring to it.

Cleric Training

You are trained in the following skills. Whenever you use one of these skills, you do not get the usual -5 penalty for being untrained.
  • Combat Skills
    • Melee
    • Spellcasting
  • General Skills
    • Craft
    • Interaction
    • Knowledge
    • Spellcraft

Cleric Defenses

At novice level, you receive a +1 bonus to your Fortitude defense.

Cleric Feats

If this is your first level class, you begin play with the following feats:
  • Armor Group Proficiency (light, medium)
  • Magic Sensitive
  • Weapon Proficiency (basic weapons plus any two others)

Cleric Talents

Divine Spellcaster Talent Tree

You are a skilled shaper of divine magic.
  • Spellcasting Adept: You are skilled at using a particular spell. Select one spell you know. When using that spell, you have the option of spending an action die to make two Spellcasting checks, keeping the better result. This talent may be selected multiple times, choosing a new spell each time. Prerequisite: Divine Caster.
  • Divine Evocation: Once per encounter, as a full-round action, you can make a DC 15 Endurance check. If the check succeeds, you regain mana points equal to your skill check result. Prerequisite: Divine Caster.
  • Divine Caster: When you take the Spell Training feat, you have access to spells of the Divine type, in addition to universal spells. In addition, you use your Wisdom modifier in place of your Constitution modifier when making Spellcasting checks and when determining how many spells you receive when taking the Spell Training feat.

Healer Talent Tree

You are a skilled healer, adept at bringing others back from even the brink of death.
  • Cure Disease: Once per day as a standard action, you can cure a being of any diseases it has simply be touching the being. This cures both mundane and magical diseases. A being can benefit from this ability only once per day. Prerequisite: Divine Healing, Lay on Hands.
  • Cure Poison: Once per day as a standard action, you can cure a being of any poison that is afflicting it simply by touching the being. A being can benefit from this ability only once per day. Prerequisite: Divine Healing, Lay on Hands.
  • Divine Healing: You may make a Spellcasting check in the place of a Heal check. You are considered trained in the Heal skill for the purposes of using this talent. If you are entitled to a Heal check reroll, you may reroll your Spellcasting check instead (subject to the same circumstances and limitations). In addition, you can administer first aid, treat disease, and treat poison without the requisite healer’s kit.
  • Lay on Hands: As a standard action, you may lay your hands upon a wounded individual. They immediately recover a number of hit points equal to your Spellcasting check. A given character can benefit from Lay on Hands only once per day. Alternatively, you may forgo healing hit points on a character and instead cure him of any disease, poison, or other debilitating condition. This counts as the target’s once-per-day of Lay on Hands, however.

Imbue Item Talent Tree

You have the ability to imbue items within your possession with holy (or unholy) power.
  • Attune Weapon: You may spend an action point to attune a weapon. Attuning the weapon takes a full round action. From that point forward, whenever you wield the attuned weapon, you gain a +1 divine bonus on attack rolls. The weapon is attuned to you alone; others who wield the weapon do not gain the divine bonus.
  • Divine Talisman: You may spend one action point to imbue a weapon or some other portable object with divine radiance, creating a talisman that provides protection to you. Creating the talisman takes a full-round action. While you wear or carry the talisman on your person, you gain a +1 divine bonus to one of your defenses (Reflex, Fortitude, or Will). You may only have one divine talisman active at any given time, and if your divine talisman is destroyed, you may not create another divine talisman for another 24 hours.
  • Empower Weapon: You may spend an action point to empower a weapon. Empowering the weapon takes a fullround action. From that point forward, the empowered weapon deals an additional D6 of damage, but only when wielded by you. (For example an empowered longsword deals 1d8+1d6 points of damage instead of 1d8.) Others who wield the weapon do not gain the bonus damage die. This talent can be taken up to three times, each time increases the bonus die size by one category.
  • Greater Divine Talisman: As Divine Talisman (above), except that the talisman’s divine bonus extend to all three of your defenses (Reflex, Fortitude, and Will). Prerequisites: Divine Talisman

Inspiration Talent Tree

You can inspire your followers and allies and urge them on to greatness.
  • Bolster Ally: As a standard action, you can grant an ally within line of sight the ability to fight on longer. The ally must be able to hear you. He gains a number of bonus hit points equal to his character level if he’s at one-half his maximum hit points or less. Damage is subtracted from bonus hit points first, and any bonus hit points remaining at the end of the encounter go away. You can’t bolster the same ally more than once in a single encounter, and you can’t bolster yourself.
  • Ignite Fervor: Whenever you hit an opponent with a melee or ranged attack, you can (as a free action) choose to give one ally within your line of sight a bonus to damage on his next attack equal to his character level. Once his fervor has been ignited, the ally doesn't need to remain within your line of sight, but if his next attack misses, the fervor is wasted. You can’t use this ability on yourself. Prerequisite: Bolster Ally, Inspire Confidence.
  • Inspire Confidence: As a standard action, you can inspire confidence in all allies in your line of sight, granting them a +1 morale bonus on attack rolls and a +1 morale bonus on skill checks for the rest of the encounter or until you’re unconscious or dead. Once inspired, your allies don’t need to remain within line of sight of you. You can’t inspire confidence in yourself.
  • Inspire Haste: As a swift action, you can encourage one of your allies within line of sight to make haste with a skill check. On that ally’s next turn, that ally can make a skill check that normally requires a standard action as a move action instead.
  • Inspire Zeal: Whenever an ally within line of sight of you deals damage to an enemy equal to or exceeding that target’s damage threshold, the target also takes a -1 penalty to all rolls, saves, and checks for the rest of the encounter. Prerequisite: Bolster Ally, Inspire Confidence, Ignite Fervor.


Fighter

ImageFighters are skilled warriors, mercenaries, bandits, knights, pirates, or any other manner of being who’s principle focus is combat. Fighters could easily being noble and pious knights, or debased and treacherous corsairs, and fill either role well. Principally, fighters fight. Parties without fighters are going to have trouble in combat situations.

Fighter Training

You are trained in the following skills. Whenever you use one of these skills, you do not get the usual -5 penalty for being untrained.
  • Combat Skills
    • Melee Combat
    • Ranged Combat
  • General Skills
    • Athletics
    • Craft
    • Initiative
    • Wilderness Lore

Fighter Defenses

At novice level, you receive a +1 bonus to your Fortitude defense.

Fighter Feats

If this is your first level class, you begin play with the following feats:
  • Armor Group Proficiency (light, medium, heavy)
  • Weapon Proficiency (basic weapons plus any four others)

Fighter Talents

Armor Specialist Talent Tree

You can maximize the benefits of wearing armor while reducing or eliminating some of the drawbacks.
  • Armor Mastery: The maximum Dexterity bonus of your armor improves by +1. You must be proficient with the armor you are wearing to gain this benefit.
  • Armor & Shield Competence: Whenever you wear armor and shields, their normal armor check penalty is reduced by two. You can take this talent additional times: each additional talent invested reduces the armor check penalty by one.
  • Juggernaut: Your armor does not reduce your speed or the distance you can move while running. You must be proficient with the armor you are wearing to gain this benefit.
  • Second Skin: When wearing armor with which you are proficient, your armor bonus to your Reflex defense increases by +1.

Brawler Talent Tree

You like to get “up close and personal” with your enemies and engage them in melee combat.
  • Expert Rusher: You push your opponents an extra square when using the Battle Rush feat. Prerequisite: Battle Rush.
  • Improvised Weapons: You may use item not normally considered weapons, such as a beer mug or a chair, as a weapon without penalty. Usually, improvised weapons will deal bludgeoning damage, but certain may deal piercing or slashing at the DM’s discretion. he damage dealt by an improvised weapon depends upon the weapon’s size, as follows, as well as examples in parentheses: Diminutive, 1 (ashtray); Tiny, 1d2 (fist-sized rock); Small, 1d3 (helmet); Medium, 1d4 (bar stool); Large, 1d6 (guitar), Huge, 1d8 (10-foot ladder), Gargantuan, 1d10 (desk), Colossal, 1d12 (lamp post). Fine items are too small to deal any damage. What you can actually wield as a weapon depends upon the given item’s weight and DM discretion. This talent also covers using normal weapons in an unusual way, such as bashing someone with the butt of a crossbow.
  • Melee Smash: You deal +1 damage with melee attacks.
  • Pummeling Blows: Whenever you are using the full attack option, each time you hit an opponent with an unarmed attack, you deal 1 point of mana damage to that target also. Prerequisite: Stunning Punch.
  • Stunning Punch: When you damage an opponent with an unarmed melee attack, your opponent moves an additional -1 step on the condition track if your attack roll result equals or exceeds the target’s damage threshold.
  • Unbalance Opponent: You are skilled at keeping your opponents off balance in melee combat. During your action, you designate an opponent no more than one size category larger or smaller than you. That opponent doesn’t get to add his Strength bonus on attack rolls when targeting you (if the opponent has a Strength penalty, he still suffers that penalty). The opponent’s Strength bonus still applies to damage, as normal. You can select a new opponent on each turn.

Mounted Combat Talent Tree

You are skilled at fighting from atop a mount.
  • Mounted Archery: The penalty you take while using a ranged weapon while on a mount is reduced: -2 instead of -5 if your mount is taking a double move, and -5 instead of -10 if your mount is running. Prerequisite: Mounted Combat.
  • Mounted Combat: As a reaction, if your mount is hit in combat, you may make a Ride check to negate the hit. The DC is equal to the damage dealt to your mount.
  • Ride-By Attack: When you are mounted and using the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent you attack. Prerequisite: Mounted Combat.
  • Spirited Charge: When mounted and using the charge action, you deal double damage with a melee attack, or triple damage with a lance. Prerequisite: Mounted Combat, Ride-By Attack.
  • Trample: When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one melee attack against any target you knock down, gaining the standard +5 bonus on attack rolls against prone targets. Prerequisite: Mounted Combat.

Weapon Specialist Talent Tree

You are highly trained at using specific weapons.
  • Devastating Attack: Choose a single weapon group with which you are proficient. Whenever you make a successful attack against a target using such a weapon, treat your target’s damage threshold as if it were 5 points lower when determining the result of your attack. You may select this talent multiple times, choosing a new weapon group each time. Prerequisite: Weapon Group Proficiency.
  • Penetrating Attack: Choose a single weapon with which you are proficient. Whenever you make a successful attack against a target using such a weapon, treat your target’s damage reduction as if it were 5 points lower when determining the result of your attack. You may select this talent multiple times, choosing a new weapon in which you are focused each time. Prerequisite: Weapon Focus.
  • Subjugating Attack: Choose a single weapon group with which you are proficient. Take a -5 penalty to your attack. If it hits, you deal half the normal damage, but the damage is applied to the target's mana pool, instead of to his health pool. You may select this talent multiple times, choosing a new weapon group each time.
  • Weapon Specialization: Choose a single weapon with which your are proficient and focused. You gain a +2 bonus on damage rolls with it. You may select this talent multiple times, choosing a new weapon group each time. Prerequisite: Weapon Focus with a weapon in the chosen weapon group.


Mage

ImageMages, also known as magicians, spellshapers, or by a host of other names, are arcane spellcasters capable of great feats of magic. While magic is open to anyone who takes the Magic-Sensitive feat, Mages get a head-start, having been studying it all their lives rather than dabbling in it every now and then. They are not good at physical combat, but the magical prowess they bring to the battlefield is invaluable.

Mage Training

You are trained in the following skills. Whenever you use one of these skills, you do not get the usual -5 penalty for being untrained.
  • Combat Skills
    • Spellcasting
  • General Skills
    • Awareness
    • Craft
    • Interaction
    • Knowledge
    • Spellcraft

Mage Defenses

At novice level, you receive a +1 bonus to your Willpower defense.

Mage Feats

If this is your first level class, you begin play with the following feats:
  • Magic Senstive
  • Spell Training
  • Weapon Proficiency (basic weapons plus any one other)

Mage Talents

Arcane Spellcaster Talent Tree

You are a learned caster of arcane magic.
  • Counterspelling: Whenever a target casts a spell, you may as a reaction attempt to counter that spell. To do so, you must make a Spellcasting check and must have an unused spell in your spell suite. The DC of your Spellcasting check is equal to the target’s spellcasting roll for the spell they cast. You take a cumulative -5 penalty on your Spellcasting check for every time you have cast a spell or attempted to counter a spell since the beginning of your last turn If you succeed, you expend the mana necessary to cast the spell, and negate the target’s spell.
  • Improved Counterspelling: As Counterspelling, except you no longer need to pay the mana cost to execute a counterspell. Prerequisite: Counterspelling
  • Arcane Caster: When you take the Spell Training feat, you have access to spells of the Arcane type, in addition to universal spells. In addition, you use your Intelligence modifier in place of your Constitution modifier when making Spellcasting checks.
  • Spellcasting Adept: You are skilled at using a particular spell. Select one spell you know. When using that spell, you have the option of spending an action point to make two Spellcasting checks, keeping the better result. This talent may be selected multiple times, choosing a new spell each time.
  • Arcane Evocation: Once per encounter, as a full-round action, you can make a DC 15 Endurance check. If the check succeeds, you regain mana points equal to your skill check result. Prerequisite: Arcane Caster.

Cantrip Talent Tree

You know various cantrips, or minor spells that are usable at will.
  • Expeditious Retreat: By spending an action, you can increase your movement by 6 squares for the duration of the encounter. There is no effect on other modes of movement, such as burrow, climb, fly, or swim.
  • Ghost Sound: At will, you can create a ghost sound. This sound can be any you like, but it is indistinct and quiet – you can mimic the sound of a quiet conversation, for example, but you couldn’t create actual words, or make the conversation loud. This ghost sound seems to originate from a space no further than 6 squares from you.
  • Magic Light: At will, you may create a small orb of light. The orb of light can move no further than 6 squares from you. Moving the orb is a free action. You can dismiss this orb at will, again as a free action. The orb illuminates like a torch. You may have no more than one dancing light active at a time.
  • Magic Missile: At will as a standard action, you may fire off magical missiles at your opponents at a maximum range of 100 squares. Magic missiles automatically hit their target (no attack roll necessary), dealing 1d4+1 points of force damage. You may select this talent multiple times, gaining additional missiles each time you do so. These missiles may be aimed individually.

Metamagic Talent Tree

You are skilled at manipulating the very energies of arcane magic. You may select any talent from the Metamagic tree more than once, gaining additional uses per day each time you do.
  • Empower Spell: Once per day as a free action, you may make an arcane spell you cast have all its variable, numeric effects increase by one-half (rounded down). For example, if a spell has you roll 1d6, and you roll a 2, then the result is instead 3 (½ of 2 is 1, so 2 + 1 = 3). You may not apply this talent to a spell if you have already applied another Metamagic talent to the spell. Empowering a spell raises its DC by 5. Prerequisite: Any other Metamagic talent.
  • Maximize Spell: Once per day as a free action, you may spend an action point and make an arcane spell you cast have all of its variable, numeric effects be maximized. For example, if a spell would have you roll 1d6, you instead simply get a result of 6. You may not apply this talent to a spell if you have already applied another Metamagic talent to the spell. Maximizing a spell raises its DC by 10. Prerequisite: Empower spell, any other Metamagic talent.
  • Metamagician: You may apply the effects of up to two Metamagic talents to a single arcane spell, ignoring the normal restriction. Note that any increase to spell DCs will stack. Prerequisite: Any two Metamagic talents.
  • Quicken Spell: Once per day, you may cast an arcane spell that normally takes a standard action or move action with a swift action instead. You may not apply this talent to a spell if you have already applied another Metamagic talent to the spell. Quickening an arcane spell raises its DC by 5. Prerequisite: Any other Metamagic talent.
  • Still Spell: Once per day, you may cast an arcane spell without making any gestures. You may not apply this talent to a spell if you have already applied another Metamagic talent to the spell.
  • Silent Spell: Once per day, you may cast an arcane spell without invoking any magical words. You may not apply this talent to a spell if you have already applied another Metamagic talent to the spell.

Warmage Talent Tree

You are an experienced veteran of combat casting.
  • Arcane Concentration: Your DC penalty when casting spells defensively is reduced by one. This talent can be selected up to 5 times.


Noble

ImageNobles form the leading elite of any community or organization. Through wealth and influence, they affect the outcome of entire nations. But with this power comes responsibility, and with responsability comes interdependence with one's own subjects. A noble is a character with a tangible stake in the world, a hero born to lead by example as much as by authority.

Noble Training

You are trained in the following skills. Whenever you use one of these skills, you do not get the usual -5 penalty for being untrained.
  • Awareness
  • Craft
  • Deception
  • Initiative
  • Interaction
  • Knowledge

Noble Defenses

At novice level, you receive a +1 bonus to your Willpower defense.

Noble Feats

If this is your first level class, you begin play with the following feats:
  • Armor Proficiency (Light)
  • Weapon Proficiency (basic weapons plus any two others)

Noble Talents

Natural Born Leader Talent Tree
You have the means, the talent and the will to gather, organize & lead men efficiently.
  • Contacts: Each time you select this talent, you gain an important contact. An important contact is someone you are acquainted with, and can gain an audience with. The contact is a genuine famous non-player character from the campaign setting in which the game is set, chosen by the player, with dungeon master approval. The contact will be willing to hear out, and possibly help the character, when needed.
  • Followers: You gain a follower. Consult the Rules section on Character Companions for details on how to design and integrate followers into the campaign. This talent may be taken multiple times, each time grants a new follower.
  • Magnetic Personality: Every time this feat is selected, the effective maximum number of henchmen that the noble may control increases by 1.
  • Resources: The noble gains a monthly stream of income from his holdings, generally resulting from the titles he is granted through his Sovereign's authority. This talent can be taken multiple times. For each talent invested in the noble class, the noble receives a monthly income of 1000 gold. This amount is further multiplied by the number of Resources talents the character purchased.

Courtly Etiquette Talent Tree

Your diplomatic tact can save yourself and others from a world of hurt.
  • Diplomatic Immunity: Your Sovereign gives you the title of Ambassador & Representative of the Nation. Whenever you act on official business, you gain a +1 bonus to all your checks for the duration of the mission. Prerequisite: Don't Shoot The Messenger.
  • Don't Shoot The Messenger: Whenever an Interaction (Diplomacy) check failure results in a situation where your life is threatened, you can spend an action action to prevent an escalation towards violence.
  • Fake Death: Whenever an attacker hits you for damage while you are below half your maximum health, you can spend an action point and attempt to fake your own death as a free action. By succeeding at a Deception (Bluff) roll against the Attacker's willpower defense, you successfully convince the attacker that he has effectively slain you. If you fail your test, you are considered prone.
  • Man of the People: Your upbringing among the ivory towers of the upper class has not sundered you from the plea of the common man. Whenever you interact with people of your own nation or region, you gain a +5 bonus on all your interaction checks.

Strategic Acumen Talent Tree

Your senses are acutely attuned to the competitive nature of nobility.
  • Free Handed Combat: You gain a +1 bonus to all defenses while fighting without a shield and with a free hand available. This talent can be taken an additional time, providing a +2 bonus to all defenses.
  • Noble Challenge: By spending an action point, you can challenge a rival or opponent to single combat. Until the designated target of the challenge yields or is defeated, you add your charisma bonus to all damage rolls you make against that target. If the target of your challenge flees or otherwise avoids a confrontation with you, the effect persists indefinitely, unless you chose to challenge another target, in which case the challenge on the previous target is abandoned.
  • Noble Heart: Your dedication and devotion to your work demonstrate a true nobility of the heart. You gain a +2 bonus to your willpower defense when resisting mind-affecting effects.
  • One Step Ahead: Whenever your Noble Challenge is active against a target, you can gain an insight about your opponent's next move. You can use this talent only once per encounter, and using the One Step Ahead talent is a full round action that costs an action point. Make a Knowledge (Nobility) check and use the result to receive an insight about your target's logical next move. A low result will not reveal much information, while an incredible result (DC 40) provides a detailed insight into the target's motivations and decisions. Prerequisite: Noble Challenge.

Esoteric Knowledge Talent Tree

You have a well-rounded education, bolstered by esoteric insight.
  • Educated: Thanks to your well rounded education, you receive a +1 bonus per 3 talents invested in the Noble class, valid for any Knowledge check you make.
  • Spontaneous Skill: Sometimes you surprise others with your skill. Once per day, you may make an untrained general skill check as though you were trained in the skill. You can select this talent multiple times; each time you do, you can use it one additional time per day. Prerequisite: Educated
  • Social Perception: You can make an Interaction check instead of a Perception check to avoid surprise, notice enemies, sense deception, or sense influence. You are considered trained in the Perception skill for purposes of using this talent. If you are entitled to a Perception check reroll, you may reroll your Interaction check instead (subject to the same circumstances and limitations).
  • Foresight: You may spend an action point to reroll an Initiative check, keeping the better of the two rolls. Additionally, if you roll a natural 20 on the Initiative check reroll, you immediately regain the mana points spent to activate this talent.
  • Esoteric Visions: Whenever you use the Interaction skill, you may spend an action point as a swift action to see into the target's past or future instead of the glimpsing the target in the present. You declare how far into the target's past or future you wish to look, up to a maximum of 1 year per character level. Any information gained about a target’s future is subject to change, depending on whether steps are taken to alter that future. Prerequisite: Foresight, Social Perception.


Rogue

ImageRogues have many names: scoundrels, knaves, and just simple thieves. Rogues could also be diplomats and other perfectly legal-minded individuals. They are a varied lot, and rarely will rogues get along well with one another, though great rogues’ guilds do exist in many cities. In game terms, rogues are fast, agile fighters, skilled at disrupting enemies and striking hard. This is good, because they don’t have the hit points needed to stand up in long fights.

Rogue Training

You are trained in the following skills. Whenever you use one of these skills, you do not get the usual -5 penalty for being untrained.
  • Athletics
  • Awareness
  • Craft
  • Deception
  • Initiative
  • Interaction
  • Knowledge
  • Thievery
  • Stealth

Rogue Defenses

At novice level, you receive a +1 bonus to your Reflex defense.

Rogue Feats

If this is your first level class, you begin play with the following feats:
  • Armor Proficiency (light)
  • Weapon Proficiency (basic weapons plus any one other)

Rogue Talents

Dirty Fighting Talent Tree

The concept of a fair fight is utterly foreign to you.
  • Critical Strike: Whenever you would execute a sneak attack, you may choose instead lose one dice from your sneak attack damage roll. If you do, the critical threat range on your weapon increases by 1. If you roll multiple dice with a sneak attack, then you may drop additional dice. You must make this choice before any sneak attack rolls are made. Prerequisite: Sneak attack.
  • Dastardly Strike: Whenever you make a successful attack on a target that is denied its Dexterity bonus to Reflex defense, the target moves -1 step on the condition track.
  • Disrupting Strike: Whenever you would execute a sneak attack, you may choose to deal 2 points of Strength damage to your target. If you do, you deal no sneak attack damage. You must make this choice before any attack rolls are made. Prerequisite: Sneak Attack
  • Sneak Attack: Any time you catch your opponent flatfooted or it is otherwise denied its bonus to Reflex defense, your attack deals an additional 1d6 points of damage. This extra damage can be applied with either melee or ranged attacks; if a ranged attack, the target must be within 6 squares for you to execute a sneak attack. Extra damage from a sneak attack is added in after any critical hit multipliers. You may take this talent multiple times, dealing an additional 1d6 points of damage on a successful sneak attack each time you do (maximum 10d6).

Fortune Talent Tree

Many rogues like to gamble with destiny, putting everything on the line and trusting fate to bring them fortune, fame, and success.
  • Fool’s Luck: As a standard action, you can spend an Action Point to gain one of the following benefits for the rest of the encounter: a +1 luck bonus on attack rolls, a +5 luck bonus on general skill checks, or a +1 luck bonus to all your defenses.
  • Fortune’s Favor: Whenever you score a critical hit with a melee or ranged attack, you gain a free standard action. You must take the extra standard action before the end of your turn, or else it is lost.
  • Knack: Once per day, you can reroll a skill check and take the better result. You can take this talent multiple times; each time, you can use this talent an additional time per day.
  • Lucky Shot: Once per day, you can reroll an attack roll and take the better result. You can take this talent multiple times; each time, you can use this talent an additional time per day.

Misfortune Talent Tree

Your mother always said you were trouble. Now your enemies know it, too.
  • Counteraction: Once per encounter as a reaction, you may spend an action point. If you do, one opponent within line of sight can’t use action points or courage points for the remainder of the round. You may use this talent to cancel an action that an opponent is about to make, or to stop them from using talents or other abilities that require action points to use. Prerequisite: Disruptive.
  • Disruptive: By spending two swift actions, you can use your knack for causing (and escaping) trouble to disrupt your enemies. Until the start of your next turn, you suppress all morale and insight bonuses applied to enemies in your line of sight.
  • Walk the Line: As a standard action, you can do or say something that catches your enemies off guard. All opponents within 6 squares of you and in your line of sight take a -2 penalty to their defenses until the start of your next turn. This penalty is negated if line of sight is broken. Prerequisite: Disruptive.
  • Poison Attack: As a full round action, you can coat a slashing or piercing weapon with poison. The effect of the poison lasts until the end of the encounter. This talent can be taken multiple times, each time adds 1d4 poison damage to the attacks made with the weapon during the encounter. Creating the poison for 20 coatings on a single weapon requires 100 gold pieces per talent possessed in Poison Attack. A Craft(Poison) check is required, with a DC of 10 + 5 per additional Poison attack talent after the first.

Thief Talent Tree

You're not simply a rogue, you’re an outright thief.
  • Cat Burglar: You may use Acrobatics in place of Climb or Jump when jumping or climbing.
  • Catch Weapon: As a reaction, may catch a thrown weapon, arrow, or disarmed weapon. Make a Sleight of Hand check against the attack roll, or DC 25 for a disarmed weapon. Each catch in a round after the first applies a cumulative –5 to the roll.
  • Fast Talk: You may reroll any Deception check, but you must take the second result.
  • Hidden Movement: You’re very good at hiding while mobile, taking no penalty on Stealth checks when moving at normal speed. Prerequisite: Improved Stealth.
  • Improved Stealth: You may choose to reroll any Stealth check, but the second result must be kept even if it’s worse. Prerequisite: Trained in the Stealth skill.
  • Return Fire: Once per round, you may throw back a caught weapon (or shoot back an arrow if you are armed with a bow). You still take the -5 penalty for improvised weapons if the item or weapon you are throwing was not meant to be thrown, such as swords, clubs, or fellow party members. Prerequisite: Catch Weapon.
  • Combat Stealer: You may pickpocket in combat as a full-round action. Roll your Sleight of Hand skill with the DC of the target’s Reflex defense, and you can acquire any items that the target might have that are not totally impossible to get (pick pocketing the target's full plate armor is a bit much, but his wielded weapon or a potion is not out of the question).
  • Steal Heart: You may reroll any Persuasion check, but you must take the second result.


Prestige Classes

A prestige class is a blah blah blah you know what a God damned prestige class is. There’s a solid bunch of them listed below. Each one is conceived as being an extension of a core class. A Barbarian is a Fighter upgrade, for example. This isn’t a strict classification, though; a Spellblade could just as easily be considered a Mage upgrade, for example, and the Sorcerer class is open to anyone with a bit of magic in them regardless of class. A brief description of each class follows.
  • Arcane Archer: Skilled with a bow and with spells, this warrior is a dangerous foe.
  • Artificer: An adventuring craftsman who enchants things in efficient and useful ways.
  • Assassin: A ruthless killer who uses stealth and precision to slay his prey.
  • Avenger: An enforcer of chaos, often called the "anti-paladin" class.
  • Barbarian: A warrior who fights with his rage and fury rather than finesse or guile.
  • Bard: A charlatan trickster whose music and dance contains powerful magic.
  • Defender: A dwarven protector & champion, geared to excel in defensive combat.
  • Druid: A divine caster who takes his divine energies from the natural creation itself.
  • Explorer: A spellcaster whose travels through uncharted lands are facilitated by special abilities.
  • Gladiator: An agile, canny fighter who relies on blazing speed rather than brute strength.
  • Monk: A combatant who specializes in unarmed combat and powerful ki techniques.
  • Paladin: A holy warrior armed with powers of evil’s bane and the blessings of the gods.
  • Necromancer: A master of undeath who surrounds himself with undead creatures.
  • Pirate: A sea-faring adventurer who relies on crime and trickery to prosper.
  • Priest: A powerful Shaper of divine magic who dedicates more of his art to wielding his deity's energies.
  • Ranger: A stealthy combatant at home in the wilderness who specializes in battling one kind of foe.
  • Shadowmancer: A thief, dancer, or other agile individual who can call upon the concealing power of shadows.
  • Shaman: A spiritualist who compels spiritual energies to assist him and his allies.
  • Sorcerer: A natural, wild spellcaster who casts spells through force of personality rather than intellect.
  • Spellblade: A warrior who mixes sorcery with swords to create a deadly combination.
  • Weapon Master: A martial expert who focuses his training on a specific group of weapons.
  • Summoner: A magic user who specializes in summoning monsters to assist him in combat.
  • Wizard: A learned sage and practiced magic user that relies on intellect over brute spell power.


Arcane Archer

ImageWhy in the world would you want to get close to your opponents? They might hit you! The problem is, eventually, you run out of spells, and arrows by themselves might not be what you need. Enter the Arcane Archer, who mixes archery with magic to create a potent long-ranged warrior who doesn’t need to get close to get to his foes. This prestige class is ideal for any archer, complementing their abilities nicely, but also for many mages who might wish for more hit points and more combat options.

Arcane Archer Requisites

To qualify as an Arcane Archer, the character must meet the following requisites:
  • Combat Skills
    • Ranged Combat
  • General Skills
    • Awareness
    • Spellcraft
  • Talent
    • Arcane Caster
  • Race
    • Elf only

Arcane Archer Training

All Arcane archers learn to shower their enemies with a deadly rain of magically guided arrows.
  • Arcane Volley: You can spend an action point as a standard action to fire multiple arrows at opponents situated within a cone extending in front of you and within your line of sight, applying range penalties normally. For every 2 talents invested in the Arcane Archer prestige class, you fire an extra arrow on top of the basic one. These arrows are all cocked and fired simultaneously. This volley can not hit a single opponent with more than one arrow during a given round, unless the character learns the Volley Storm talent.

Arcane Archer Defenses

At novice level, you receive a +1 bonus to your Reflex and Willpower defenses.

Arcane Archer Talents

Arcane Arrows Talent Tree

You can imbue your arrows with the power of magic.
  • Arrow Ricochet: You may spend an action point to have your next attack with an arrow hit any target that does not have total cover and which you are aware of, accomplishing this feat by ricocheting your arrow off of walls, the floor, or other smooth surface. Damage from your attack is reduced by 1 die type, however (2d6 becomes 2d4, for example). Prerequisite: Greater Weapon Focus (bows), Weapon Focus (bows), Weapon Specialization (bows).
  • Energy Arrow: You may spend an action point as a swift action to have all your attacks with a bow for the next round deal +1 die of damage. The damage is of the magical energy type of your choice (acid, cold, electric, fire, or sonic). You can take this talent multiple times, each time applies to a different energy type.
  • Volley Explosion: Once per encounter, you can use your Arcane Volley class ability as a swift action. Prerequisite: Arcane Volley class feature.
  • Volley Storm: When you use your Arcane Volley class feature, you can aim more than a single arrow on each opponent. Prerequisite: Volley Explosion, Arcane Volley class feature.

Expert Archery Talent Tree

  • Melee Archery: You no longer generate attacks of opportunities when using your bow in melee. Prerequisite: Point Blank Shot.
  • Multi-Shot Expertise: You reduce the penalty to attack from the double and triple attack feats by 2, when using a ranged weapon. This talent can be selected multiple times, up to five times.
  • Greater Weapon Focus (bows): You gain a +1 bonus to attack rolls with a selected weapon from the (bows) group. This stacks with the +1 bonus provided by Weapon Focus. Prerequisite: Weapon Focus (bows), Weapon Specialization (bows)
  • Greater Weapon Specialization (bows): You gain a +2 bonus to damage with a selected weapon from the (bows) group. This stacks with the +2 bonus to damage provided by Weapon Specialization. Prerequisite: Greater Weapon Focus (Specific Bow), Weapon Focus (Specific Bow), Weapon Specialization (Specific Bow).

Arcane Sniper Talent Tree

Your craft has evolved into a holistic understanding of how arcane magic and martial archery can interweave, and you have mastered innovative methods of combining them.
  • Arrow Weaving: As a full round action, you weave an arcane spell into an arrow that you also fire off. To weave a spell into an arrow, you must succeed at a normal Spellcasting check appropriate to the spell being woven. Instead of dealing the normal damage, the arrow instead delivers a spell effect. The result of the check determines the mana cost and the effect of the spell. The following mechanics apply when firing spell woven arrows:
    • Range: The effective range of the spell becomes the actual range of the arrow.
    • Available Spells: Only arcane spells listed below are available for arrow weaving. You must first know how to cast the spell in order to master how to weave it into an arrow.
      • Corrosion
      • Disintegrate
      • Fire
      • Sleep
      • Slow
    • Mastered Spells: Every time you select this talent, you learn how to weave a single spell of your choice. You can select this talent up to 5 times, effectively learning how to arrow weave all 5 spells into your arrows.
    • Duration: The arrow must be fired at the end of the full round action, or the spell weave vanishes from the arrow.
    • Improved Arrow Weaving: The duration of the spell weave now lasts until the arrow is fired, or until the end of the encounter, whichever comes first. Prerequisites: Arrow Weaving.
    • Greater Arrow Weaving: You can select a single arrow, whose weave duration lasts indefinitely, or until it is fired. Prerequisites: Improved Arrow Weaving.
    • Supreme Arrow Weaving: As Greater Arrow Weaving, but you can select a single arrow for each mastered spell you possess. Prerequisites: Greater Arrow Weaving.

Order of the Bow Initiate Talent Tree

You have been indoctrinated into the highly restrictive Order of the Bow. As an Order of the Bow initiate, you are introduced to the sacred wisdom of the ancient Archery secrets of the Elves.
  • Order of the Bow Initiation: You gain acceptance within the Order of the Bow, and are initiated according to the ancient rituals of your kin. You gain a +5 insight bonus to all your Interaction skill checks when dealing with other Elves. Prerequisites: Any Lawful, Master Arcane Archer.
  • Zen Reflexes: Once per round, when one of your allies makes an attack of opportunity against a foe, you can also make a free basic ranged attack with your bow against that target, provided the target is within your line of sight and within your weapon's range. Prerequisites: Order of the Bow Initiation.
  • Zen Concentration: By spending an action point as a swift action, you can replace your Willpower defense with the result of a Ranged Combat (Bows) skill check that you make. The effect lasts until the end of your next round. Prerequisites: Order of the Bow Initiation.
  • Zen Archery: You can use your Wisdom modifier instead of your dexterity modifier when making ranged attacks with a bow. Prerequisites: Zen Concentration, Zen Reflexes.
  • Improved Zen Archery: You can add your Wisdom modifier to your dexterity modifier when making ranged attacks with a bow. Prerequisite: Zen Archery.


Artificer

ImageTo an artificer, magic is neither arcane nor divine but a force to be captured and infused into items. Artificers treat mastery of magic like a technical skill. They see a pattern in energy and matter, and they develop an understanding of how to manipulate the flow of arcane energy in and around material objects and creatures. Artificers learn to channel magic into items by using complex chains of sigils and diagrams or by using magical materials. With their skills, they can assemble the perfect magical object for any situation.

Artificer Requisites

To qualify as an Artificer, the character must meet the following requisites:
  • Combat Skills
    • Ranged Combat
  • General Skills
    • Craft
    • Spellcraft

Artificer Training

All Artificers learn to infuse objects with special properties, by focusing their Mana into specific infusions.
  • Infusions: You can temporarily infuse any item with the appropriate infusion effect as selected from the Magic Items section. Each use costs an action point, and infusions last a number of rounds equal to 3 plus the Artificer's constitution modifier.
    • Determining Effect: Roll a Spellcasting (Infusion) check, the result determines the effect:
      • DC 10: Add an infusion worth a single extra implement. This temporary implements is in the addition to the ones that are magically imbued in the object (if any).
      • DC 20: Add an infusion worth extra two implements. These temporary implements are in the addition to the ones that are magically imbued in the object (if any).
      • DC 30: Add an infusion worth extra three implements. These temporary implements are in the addition to the ones that are magically imbued in the object (if any).
      • DC 40: Add an infusion worth extra four implements. These temporary implements are in the addition to the ones that are magically imbued in the object (if any).
    • Known Infusions: For every 2 talents invested in the Artificer prestige class, you learn to infuse a new implement. Implements you can infuse must be selected from those found in the Rewards section of the rules.

Artificer Defenses

At novice level, you receive a +2 bonus to your Willpower defense.

Artificer Talents

Battlecraft Talent Tree

You use your unique abilities to power effects that defy all norms.
  • Detect Magic: As a full round action, you can focus your inherent magical power to detect all magical enchantments within your line of sight. During that round, all nearby magical effects glow with a bluish hue, that you alone are able to perceive.
  • Dual Wand Fighting: You can fight with two wands (one in each hand) simultaneously. You otherwise use the existing two-weapon fighting mechanics when determining attack penalties.
  • Lasting Infusions: Your infusions last until the end of the encounter. Prerequisite: Detect Magic.
  • Improved Item Creation: You reduce the cost of materials by 25% when creating magical items. Prerequisite: Any Create Magic talent.
  • Skill Mastery: Chose a trained general skill of your choice. You can take 10 even in dangerous situations with that skill. This talent can be taken multiple times, each time applies to a different trained general skill. Prerequisite: Skill Focus in the appropriate skill, any 3 other Battlecraft talents.

Magister Talent Tree

You can create magic items of all types and imbue them with permanent magic.
  • Create Magic Armor & Shields: You can create magical armors and shields. The material costs are equal to half the item's market value. You must be proficient with the armor or shield type you wish to enchant.
  • Create Magic Weapons: You can create magical weapons. The material costs are equal to half the item's market value. You must be proficient with the weapon you wish to enchant.
  • Create Magic Wands: You can create magical wands. The material costs are equal to half the item's market value. You must know and be able to cast the spell(s) which you enchant into the wand.
  • Create Magic Wondrous Items: You can create magical wondrous items. The material costs are equal to half the item's market value. You must know and be able to cast the spell(s) which you enchant into the wand.
  • Create Magic Potions: You can create magical potions. The material costs are equal to half the item's market value. You must know and be able to cast the spell(s) which you enchant into the wand.

Golem Creation Talent Tree

You have accessed the erudite knowledge on how to craft and mold the Golems.
  • Constructs Homunculus: A homunculus is shaped from a mixture of clay, ashes, mandrake root, spring water, and one pint of the creator’s own blood. The materials cost 50 gp. The creature’s master may assemble the body or hire someone else to do the job. Creating the body requires a DC 12 Craft (Constructs) check. After the body is sculpted, it is animated through an extended magical ritual that requires a specially prepared laboratory or workroom, similar to an alchemist’s laboratory and costing 500 gp to establish. If the creator is personally Constructsing the creature’s body, the building and ritual can be performed together. A homunculus with more than 2 Hit Dice can be created, but each additional Hit Die adds +2,000 gp to the cost to create.
    • Maximum Hit Die: Up to four additional hit die.
    • Telepathic Link: Only a single Homunculus can be binded by the Artificer at a time.
    • Material Cost: 2,000 gp
  • Constructs Flesh Golem: The pieces of a flesh golem must come from normal human corpses that have not decayed significantly. Assembly requires a minimum of six different bodies—one for each limb, the torso (including head), and the brain. In some cases, more bodies may be necessary. Special unguents and bindings worth 500 gp are also required. Note that creating a flesh golem requires casting a spell with the evil descriptor. Assembling the body requires a DC 13 Craft (leatherworking) check or a DC 13 Heal check. Prerequisite: Must be Evil.
    • Minimum Character Level: Artificer must be at least character level 8;
    • Material Cost: 20,000 gp
  • Constructs Clay Golem: A clay golem’s body must be sculpted from a single block of clay weighing at least 1,000 pounds, treated with rare oils and powders worth 1,500 gp. Creating the body requires a DC 15 Craft (Constructs) check. Prerequisite: Constructs Homunculus.
    • Minimum Character Level: Artificer must be at least character level 11;
    • Material Cost: 40,000 gp
  • Constructs Stone Golem: A stone golem’s body is chiseled from a single block of hard stone, such as granite, weighing at least 3,000 pounds. The stone must be of exceptional quality, and costs 5,000 gp. Assembling the body requires a DC 17 Craft (Constructs) check. Prerequisite: Constructs Clay Golem.
    • Minimum Character Level: Artificer must be at least character level 14;
    • Material Cost: 40,000 gp
  • Constructs Iron Golem: An iron golem’s body is sculpted from 5,000 pounds of pure iron, smelted with rare tinctures and admixtures costing at least 10,000 gp. Assembling the body requires a DC 20 Craft (Constructs) check. Prerequisite: Constructs Stone Golem.
    • Minimum Character Level: Artificer must be at least character level 11;
    • Material Cost: 150,000 gp
  • Constructs Greater Stone Golem: A greater stone golem is 18 feet tall and weighs around 32,000 pounds. It resembles a typical stone golem in all respects: the stone must be of exceptional quality, and costs 50,000 gp. Assembling the body requires a DC 17 Craft (Constructs) check. Prerequisite: Constructs Iron Golem.
    • Minimum Character Level: Artificer must be at least character level 14;
    • Material Cost: 196,000 gp

Warforged Creation Talent Tree

You can play god and create viable sentient creatures.
  • Create Warforge: Warforged creatures require a specially enchanted forge that can converge both the magical and sentient forces into a single smelting. With this talent, the Artificer learns how to create such a forge.
    • Material Cost: 20,000 gp
  • Create Normal Warforged: You create a Normal Warforged of a character level equal to or lower than yours. The Warforged is treated as a retainer, for purposes of abilities and advancement. You cannot control a Warforge of a higher level than you. Prerequisite: Create Warforge.
    • Normal: 14-13-12-11-10-09
    • Starting Courage: 1
    • Minimum Character Level: The Artificer must be at least character level 8.
    • Material Cost: Character Level x (Character Level-1) x 125 = Material Cost.
  • Create Superior Warforged: You create a Superior Warforged of a character level equal to or lower than yours. The Warforged is treated as a follower, for purposes of abilities and advancement. You cannot control a Warforge of a higher level than you. Prerequisite: Create Normal Warforged.
    • Superior: 16-15-14-13-12-11
    • Starting Courage: 2
    • Minimum Character Level: The Artificer must be at least character level 12.
    • Material Cost: Character Level x (Character Level-1) x 250 = Material Cost.
  • Create Heroic Warforged: You create a Heroic Warforged of a character level equal to or lower than yours. The Warforged is treated as a henchman, for purposes of abilities and advancement. These creations count against the maximum number of henchmen you can control, but they cost no experience point to create. You cannot control a Warforge of a higher level than you. Prerequisite: Create Superior Warforged.
    • Heroic: 18-17-16-15-14-13
    • Starting Courage: 3
    • Minimum Character Level: The Artificer must be at least character level 16.
    • Material Cost: Character Level x (Character Level-1) x 500 = Material Cost.
  • Construct Mithral Body: You can create Mithral casings for Warforged. The price covers the materials and the installation. You can install Mirthal bodies during creation on both normal and superior Warforged, even if they do not have the necessary talent. You can install such a casing on a Heroic Warforged, if he has the necessary talent only. Prerequisite: Create Warforge.
    • Mithral Body: The basic frame is improved with a mithril shell providing +5 armor bonus to Reflex, +1 bonus to Fortitude, Max Dex +5. It is considered light armor but does not require the light armor proficency feat as it is a natural part of the body. A mithral body affects arcane spellcasting just as a normal armor would.
    • Material Cost: Each body costs 5,000 gp.
  • Construct Adamantine Body: You can create Mithral casings for Warforged. The price covers the materials and the installation. You can install Mirthal bodies during creation on both normal and superior Warforged, even if they do not have the necessary talent. You can install such a casing on a Heroic Warforged, if he has the necessary talent only. Prerequisite: Create Warforge.
    • Adamantine Body: The basic frame is improved with an adamantine shell providing +8 armor bonus to Reflex, +4 bonus to Fortitude, a Maximum Dexterity bonus of +2. It also grants Damage Reduction 2. It is considered heavy armor but does not require the Heavy Armor Proficency feat as it is part of the body. An adamantine body affects arcane spellcasting just as a normal armor would.
    • Material Cost: Each body costs 18,000 gp.


Assassin

ImageThe Assassin is the master of dealing quick, lethal blows. Assassins often function as spies, informants, killers for hire, or agents of vengeance. Their training in anatomy, stealth, poison, and the dark arts allows them to carry out missions of death with shocking, terrifying precision.

Assassin Requisites

To qualify as an Assassin , the character must meet the following requisites:
  • Combat Skills
    • Melee Combat
  • General Skills
    • Awareness
    • Stealth
  • Alignment
    • Any non-good

Assassin Training

All Assassins learn to approach their enemies stealthily and slay their target through precision and ruthlessness.
  • Death Attack: If an assassin studies his victim for 3 rounds and then makes a surprise attack with a melee weapon that successfully deals damage, the attack has the possibility of either paralyzing or killing the target (assassin’s choice). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. The following rules must be observed when attempting a death attack:
    • The Assassin makes a death attack using the following formula:
      • (1d20)+(Intelligence Modifier)+(1 per talent invested in the Assassin class)
      • Note: The Death Attack class feature does not function against opponents who are immune to critical hits.
    • If the attack succeeds while employing the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per talent invested in the Assassin class. If the attack fails, the attack is just a normal melee attack.
    • If the attack succeeds while employing the death effect, the victim is instantly slain where she stands.
    • If a death attack is attempted and fails or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

Assassin Defenses

At novice level, you receive a +2 class bonus to your Reflex defense.

Assassin Talents

Stalker Talent Tree

Through skill and patience, you take control of the location and the timing to strike for maximized devastation.
  • Hide In Plain Sight: An assassin can use the Hide specialty of the Stealth skill even while being observed. As long as he is within 10 feet of some sort of shadow, an assassin can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow. Prerequisite: Cat's Grace
  • Cat's Grace: As a standard action, the assassin can spend an action point to gain a +2 bonus to his Dexterity ability. The effect lasts for 3 + Intelligence modifier rounds.
  • Pass Without Trace: As a standard action, the assassin can move without leaving any traces of his passage. Make an Athletics (Balance) check, DC 20 to determine if the effect succeeds. The effect lasts until the beginning of your next turn.
  • Improved Pass Without Trace: By spending an action point, your pass without trace effect now lasts until the end of the encounter.
  • Non-Detection: The Assassin's deadly art now makes him completely immunized against scrying attempts. Prerequisite: Hide In Plain Sight, Improved Pass Without Trace.
  • Invisibility: As a standard action, the Assassin can spend an action point to become invisible. Invisibility grants the Assassin +20 bonus to stealth checks and all attacks against him have a miss chance of 50%. If the Assassin attacks or casts an offensive spell, the effect is dissipated. The invisibility is considered an illusion effect, and is subject to the same rules as other illusions. The effect lasts for 3 + Intelligence modifier rounds. Prerequisite: Cat's Grace, Hide In Plain Sight
    • Note:This effect can only be used once per encounter.

Murderer Talent Tree

You learn to devastate your prey with the precision and ruthlessness of a cold blooded killer.
  • Designate Target: As a swift action, you designate a target for assassination. You must be within line of sight of the target, and the target must not be aware of your presence. You gain a +1 to combat and general skills against that target until the end of the encounter.
  • Deadly Ruthlessness: As a swift action, you can spend an action point to ignore your designated target's armor bonus to his Reflex defense. This talent lasts until the end of your current turn. Prerequisite: Designate Target
  • Terrifying Precision: So long as the assassin has more than half his maximum health, his attacks bypass the damage reduction of all opponents by one point. This talent can be taken multiple times, it's effect stacks.
  • Lethal Art Select one of the following spells: Locate, Poison, Shift. You can cast that spell even if you don't qualify to cast it. Instead of using the Spellcasting skill check to determine the effect, you use the Spellcraft (Trick) skill specialty. Casting the spell still costs you the normal amount of Mana points. This talent can be selected up to three times, each time applies to a different spell.
  • Improved Death Attack: You add an +1 to your death attack check.

Apothecary Talent Tree

You have brought your knowledge of poisons to a completely new level, and have specialized your research according to your own needs.
  • Experimental Lab: This laboratory allows you to create more effective and diversified poisons. Prerequisites: A large enough room, and 10,000 gold pieces worth of materials. Prerequisites: At least one Poison Attack talent from the Rogue Misfortune talent tree.
  • Improved Potency: Each time you select this talent, the damage caused by each die of damage from the rogue Poison Attack talent is increased by one. Only one poison can be applied on a given weapon at a given time. Prerequisites: Experimental Lab.
  • Draining Poison: Each time you select this talent, each successful hit with a poisoned weapon deals normal damage, but in addition it also drains 1 mana point from the target. Only one poison can be applied on a given weapon at a given time. Prerequisites: Experimental Lab.
  • Slowing Poison: Each time you select this talent, each successful hit with a poisoned weapon deals normal damage, but in addition it also slows the target’s movement by one, lasting until the end of the target’s next round. Only one poison can be applied on a given weapon at a given time. Prerequisites: Experimental Lab.
  • Numbing Poison: Each time you select this talent, each successful hit with a poison weapon deals normal damage, but the damage is considered 3 points higher than the actual amount for purposes of overcoming the target's threshold. Prerequisites: Experimental Lab.

Burglar Talent Tree

You have perfected the methods of break-in and entry, mixing both natural and obscure means to achieve your ends while avoiding detection.
  • Scope: By spending time near a specific building or fortification, you can assess it's architectural design and reverse engineer it's plans, helping you identify various entry and exit points it may possess. If you succeed in spending an hour or more observing the location from all of it's sides, make a Awareness (Appraise) check:
    • DC 10: You identify all existing visible windows and doors.
    • DC 20: You identify all other visible entry points.
    • DC 30: You identify all dissimulated windows and doors.
    • DC 40: You identify all other dissimulated entry points.
  • Break: When breaking into a structure of any kind, you are adept at destroying the obstacles that are preventing entry. When attempting damage and destroy such obstacles, your attacks deal double damage as long as you are using a weapon of the most appropriate martial damage type (slashing, piercing, or bludgeoning) for damaging the obstacle in question.
  • Silence: By spending an action point as a standard action, you can impose an effect of magical silence over a cubic area of with diameter of 2 squares. The effect lasts for 3 + Constitution modifier rounds.
  • Snuff: By spending an action point as a swift action, you can cause a static discharge that snuffs out light sources from torches, lanterns and other small sources of natural light. The snuffed out sources of light must be located with a 10 square range of you, and you must have a direct line of sight to them. Every use of this talent, you can simultaneously affect one source of light for each 3 talents in the Assassin class.
  • Divert: By spending an action point as a standard action, you can cause a static discharge to occur in a chosen location, which can attract the attention of anyone within the discharge's vicinity. Make a Deception (Bluff) check. If the result beats the target's willpower, their attention is diverted towards the static effect. Until the end of their next round, they suffer a -10 penalty to all other Awareness checks.


Avenger

ImageAvengers are agents of chaos. They deliver vengeful retribution against organized forms of rulership, often in a a very indiscriminate fashion. Whenever the forces of civilized society encroach too much on the unpredictable areas unrestrained by the rule of law, Avengers roam. They are often recruited and employed by evil characters who find their skills quite adapted to act as a ruthless counter measure when confronted and menaced by the relentless fervor of a paladin.

Avenger Requisites

To qualify as a Avenger, the character must meet the following requisites:
  • Combat Skills
    • Melee Combat
  • General Skills
    • Deception
    • Interaction
  • Alignment
    • Chaotic Neutral

Avenger Training

All Avengers learn how to embrace and harness the unpredictable & wild nature chaos.
  • Unleash Chaos: Once per day for every 3 talents in the Avenger class, the Avenger can use an immediate action to force a re-roll on any skill check made by an opponent within his line of sight. The opponent must keep the new result, even if it's worst. This ability can be used once per round only.

Avenger Defenses

At novice level, you receive a +2 class bonus to your Fortitude defense.

Avenger Talents

Chaos Mastery Talent Tree

You can perceive the inherent entropy of all things and twist it to your own will when needed.
  • Avenging Strike: Every time you suffer damage from an attack, you can spend an action point. If you do, you can make a free melee attack against an adjacent opponent of your choice. If the attack hits, the Avenger adds his Charisma modifier to the damage dealt. This ability only functions once per round.
  • Disrupt Attack: Every time you are dealt damage by a martial or spell attack, you can spend an action point to mitigate the damage taken. The attack automatically deals minimum damage, instead of the normal damage. This talent can be used a maximum of once per encounter.
  • Evil Eye: Once per encounter as a standard action, you can spend an action point to curse an enemy with an Evil Eye effect. Make an Intimidation check, if the result exceeds the target's Willpower defense, his next combat skill check attempted that would normally hit, instead automatically fails. The effect lasts up the end of the encounter or until it is expended, whichever comes first.
  • Hex: Once per encounter as a standard action, you can spend an action to cause 1d6 points of ability damage on an opponent within 10 squares of you. You chose which attribute is affected. You must overcome the target's Willpower with an Interaction (Intimidation) check for the effect to function. The effect lasts for the duration of the encounter.
  • Vengeful Bash: When you successfully hit a target with your shield and deal at least 1 point of damage, the target is moved one step down on the condition track. To use this talent, you must have suffered damage from an enemy's attack during the previous round.

Martial Darkening Talent Tree

You can imbue your own equipment with special properties by draining their structure of all predictable organization, blackening them with entropic energies in the same process.
  • Darkened Armor: You blacken a set of Armor attuned for you only, ritualistically imbuing it to grant half of it's armor bonus to Reflex as a bonus to your Willpower defense. If anyone else attempts to don the set of Armor, it disintegrates into ashes immediately.
  • Darkened Shield: You blacken a shield attuned for you only, ritualistically imbuing it to grant Energy Resist (All) equal to it's shield bonus value. If anyone else attempts to use the shield, it disintegrates into ashes upon blocking the first blow.
  • Darkened Weapon: You blacken a weapon attuned for you only, ritualistically imbuing it with the ability to bypass any damage reduction. If anyone else attempts to use the weapon, it disintegrates into ashes upon dealing it's first blow.
  • Light Armor Fortification: This suit of armor or shield produces a magical force that protects vital areas of the wearer more effectively. When a critical hit or sneak attack is scored on the wearer, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. Prerequisite: Light Armor, Darkened Armor.
  • Medium Armor Fortification: As Light Armor Fortification, but the chance for normal damage is 50% instead of 25%. Prerequisite: Medium Armor, Light Armor Fortification.
  • Heavy Armor Fortification: As Light Armor Fortification, but the chance for normal damage is 75% instead of 25%. Prerequisite: Heavy Armor, Medium Armor Fortification.
  • Supreme Armor Fortification: You become immune to critical hits and sneak attacks. Prerequisite: Heavy Armor, Heavy Armor Fortification.

Magical Darkening Talent Tree

Your ability to twist the aimless void to your own will allows you to affect the odds and inject chaos into otherwise perceivable outcomes.
  • Disrupt Weather: By spending an action point as a full round action, you worsen the weather conditions in your area by one step. The worsened condition lasts until the end of the encounter.
  • Disrupting Strike: Instead of making a normal melee attack against a target, you can spend an action point to take a -5 penalty to a melee attack that attempts to hit the target's weapon or other worn item. If the attack succeeds, it deals no damage, but any magical effect from that item is suppressed until the end of the encounter.
  • Gaseous Form: By spending an action point as a standard action, the Avenger can transform (along with his equipment) into a gaseous form. The Avenger and all its gear become insubstantial, misty, and translucent. It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can’t enter water or other liquid. It also can’t manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot. While in the gaseous form, the Avenger cannot attack or cast spells, and cannot run. The effect lasts a number of rounds equal to the Avenger's constitution modifier +3. While in gaseous form the Avenger gains the following abilities:
    • Damage Reduction 10.
    • Immunity to Poisons.
    • Immunity to Critical Hits and Sneak Attacks.
    • Fly Speed of 2 squares.
  • Obscuring Mist: Once per encounter, you can use a an action point as a standard action to release an opaque black mist. The mist emanates from you in a radius extending a number of squares equal to your Charisma modifier. The effect lasts Constitution modifier + 3 rounds, but can be dissipated earlier by high winds, as determined by the Dungeon Master. Everyone within the mist gains full concealment. Darkvision cannot pierce the mist. Prerequisite: Charisma Score 12 or more.
  • Darkened Spell: Select a single spell, even if you do not meet the requisites for it. You can cast that spell using the appropriate Spellcasting skill specialty, but with a +5 DC penalty. Prerequisite: Darkened Soul.

Spiritual Darkening Talent tree

You have mastered the art of shielding your thoughts and will from the encroachment of others, and learned to turn such assaults against their owners.
  • Confusion: By spending an action point as a standard action, the Avenger can confuse a target within 10 squares with whom he has a line of sight. The Avenger makes a Deception (Intimidate) check against the selected target's Willpower defense. If he succeeds, the target is confused for a number of rounds equal to the Avenger's Intelligence modifier. While confused, the victim can only take a standard action, a move action or a swift action each round.
  • Darkened Soul: You become immune to energy drain effects.
  • Falsify Effect: When successfully resisting an attack targeting the Avenger's Willpower defense, the Avenger can spend an action point to delude the attacker into believing that his attack has functioned. As a free action, the Avenger makes a Deception (Bluff) check against the attacker's own Willpower defense. If it succeeds, the attacker is fooled into believing that his attack has functioned. The falsify effect is entropic in nature, it lasts for 3 + Constitution modifier rounds.
  • Mental Fortification: The Avenger adds his constitution modifier to his Willpower defense.
  • Affect Alignment: You can temporarily change the alignment of a victim of your confusion talent. By spending an action point as a full round action while the target is under the effect of your confusion talent, you may attempt to modify his alignment. You must succeed at an Interaction (Persuade) check against the target's Willpower defense. If you succeed, you change the target's alignment by one step (Lawful Good to Lawful Neutral for example) for the remainder of the encounter. Prerequisite: Confusion, Darkened Soul.


Barbarian

ImageA barbarian is a warrior who eschews complex learning of battle forms and combat styles in favor of pure, unbridled rage. Wild and free, a barbarian is a terror to behold in battle, often able to shrug of wound far in excess of what any other character could, and possessed of a mindless fury to find and destroy the object of their rage. Barbarian is an excellent prestige class for any character that wants to excel in sheer combat capability.

Barbarian Requisites

To qualify as a Barbarian, the character must meet the following requisites:
  • Combat Skills
    • Melee Combat
  • General Skills
    • Athletics
    • Wilderness Aptitude
  • Alignment
    • Any non-lawful

Barbarian Training

All barbarians learn to embrace their pain and their anger, to the detriment of their foes.
  • Rage: As a swift action, you may enter a Rage once per encounter for each 2 talents invested in the barbarian prestige class. While in a Rage, you gain a +4 bonus to your Strength and a +2 bonus to your Will defense, but you take a -2 penalty to your Reflex defense. Your increased Strength improves your melee attack and damage rolls, as normal, and you gain 3 temporary health point per talent invested in this class. You cannot use any skill or feat that requires concentration while in a Rage, as determined by the DM. The Rage lasts for a number of rounds equal to 3 + your Constitution modifier. At the end of the rage, the Barbarian loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter. You cannot voluntarily end the Rage unless you have the Calm Down talent. Your cannot enter into both a Rage and a Fury (as per the Orc talent) at the same time.

Barbarian Defenses

At novice level, you receive a +2 bonus to your Fortitude defense.

Barbarian Talents

Berserker Talent Tree

You rely upon fury and ferocity in battle rather than cunning or guile.
  • Calm Down: You may voluntarily end a Rage that you are in.
  • Endless Rage: When your Rage would end, you may make an Endurance check, with a DC of 15 + the number of rounds you have been in Rage. If you succeed, you may continue Raging.
  • Extra Rage: You may enter a Rage one additional time per encounter. You may take this talent multiple times, gaining additional uses of the Rage ability each time you do.
  • Fearsome Rage: The bonuses to your Strength while Raging increase to +6, an the bonus to your Will defense improves to +3. Prerequisite: Extra Rage.
  • Mighty Rage: The bonuses to your Strength while Raging increase to +8, and the bonus to your Will defense improves to +5. This overlaps (does not stack with) Fearsome Rage. Prerequisite: Fearsome Rage
  • Raging Surge: When activating your rage, you can use your second wind as part of the same action.
  • Tireless Rage: The barbarian no longer becomes fatigued at the end of his rage. Prerequisite: Calm Down, Endless Rage.

Raider Talent Tree

You've learned how to earn a decent living, the barbarian way.
  • Fast Movement: The barbarian’s land speed is faster than the norm for his race by 2 squares. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.
  • Trap Sense: You gain a +1 bonus to your Reflex defense against traps for every 2 talents invested in this class.
  • Uncanny Dodge: The barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
  • Improved Uncanny Dodge: The barbarian can no longer be flanked. Prerequisite: Uncanny Dodge.

Survivor Talent Tree

Your body is resilient and relentless, you know how to take a beating.
  • Damage Reduction: The barbarian gains Damage Reduction. Subtract one from the damage the barbarian takes each time he is dealt normal damage. This talent can be taken multiple times, each increases the Damage Reduction by one.

Nomad Talent Tree

You are accustomed to the harsh dangers of a nomadic life.
  • Survivalist: For every 2 talents invested in the barbarian class, you gain a +1 bonus to your Survival (Heal, Survival & Tracking) skill checks.
  • Tribalist: You have maintained ties with your Tribe and are respected among them. For every 2 talents invested in the barbarian class, you gain a +1 bonus to all Interaction skill checks involving them.
  • Wonderer: For every 2 talents invested in the barbarian class, you gain a +1 bonus to your Athletics (Climb, Endurance, Jump, Lift, Run & Swim) skill checks.
  • Scout: For every 2 talents invested in the barbarian class, you gain a +1 bonus to your Awareness(Listen, Sense Magic & Spot) skill checks.
  • Chieftain: Your fame within your tribe has become widespread. Once per season, you can call upon your tribe for assistance. You can lead them into war, or any other venture of your choice. Prerequisites: Tribalism.


Bard

ImageThere is magic in music, or so they say, while others note that music soothes the savage beast. Perhaps this is more than just a saying. Bards are individuals who use music and dance to create magical, extraordinary effects to help their allies and hinder their foes. Armed with nothing more than a musical instrument and a bit of magic, a bard could bring down even a mighty dragon if he plays his cards right - and did we mention that bards tend to be quite good at card games? Bard is a good prestige class for anyone who wants to mix magic with guile and who wants more talents then an angry audience could throw rotten tomatoes at (because hopefully they didn’t bring pointed sticks).

Bard Requisites

To qualify as a Bard, the character must meet the following requisites:
  • Combat Skills
    • Spellcasting
  • General Skills
    • Interaction
    • Spellcraft
  • Alignment
    • Any non-lawful

Bard Training

All bards travel and learn as much as they teach. Their love of knowledge and the arts gifts them with a better understanding of the world in all it's intricacies.
  • Bardic Knowledge: For each talent invested into the Bard prestige class, the Bard gains a cumulative +1 insight bonus to all his Knowledge skill checks. The bard does not need to have invested skill points into ranks or specialties, in order to benefit from this class feature.

Bard Defenses

At novice level, you receive a +1 bonus to your Reflex and Willpower defenses.

Bard Talents

Storyteller Talent Tree

Your stories not only impart knowledge and emotions, they literally galvanize and inspire the listeners towards great things.
  • Inspiring Story: By spending an hour telling an inspiring story to people, all those who listen gain a temporary courage point to spend during their next encounter, regardless of their normal maximum courage. You can take this talent up to four times, each extra time grants an additional courage point to all those who listen. For the effect to function, the Bard must succeed at a Perform check:
    • DC 10: Impart one courage point to your listeners. Requires Inspiring Story I.
    • DC 20: Impart two courage point to your listeners. Requires Inspiring Story II.
    • DC 30: Impart three courage point to your listeners. Requires Inspiring Story III.
    • DC 40: Impart four courage point to your listeners. Requires Inspiring Story IV.
  • Profitable Story: By spending an hour you tell an informative story that people are willing to pay to hear.
    • DC 10: You gain 1d10 x 15 gold.
    • DC 20: You gain 1d20 x 30 gold.
    • DC 30: You gain 1d8 x 275 gold.
    • DC 40: You gain 1d12 x 650 gold.
  • Entertaining Story: By spending an hour you tell a funny story that people usually love to hear. You gain +5 bonus to all Interaction skill checks with those who listened to your story. The effect lasts indefinitely, unless the Bard does something to affect their reactions negatively, in which case this bonus is lost.
  • Frightening Story: By spending an hour you tell a terrifying story that people can feel vividly. Their experience of fear fortifies them against it during the next encounter they go through.
    • DC 10: Your listeners receive +2 to their Willpower defense against fear lasting throughout their next encounter.
    • DC 20: Your listeners receive +4 to their Willpower defense against fear lasting throughout their next encounter.
    • DC 30: Your listeners receive +6 to their Willpower defense against fear lasting throughout their next encounter.
    • DC 40: Your listeners receive +8 to their Willpower defense against fear lasting throughout their next encounter.
  • Swift Storyteller: You can tell your stories in 10 minutes rather than in the normal hour, but the contractions increase the DC of your Perform check by 5. Prerequisite: One talent in any one Story type.
  • Expert Storyteller: Whenever you tell a story, you gain a +5 insight bonus to your Perform check. Prerequisite: Talents in any 3 different Story types.

Musician Talent Tree

You play your musical instruments like spells, flowing your music in magical flourishes that affect your allies.
  • Combat Musician: Your perform checks while playing music no longer provoke attacks of opportunities.
  • Mobile Musician: You can play your musical instrument as a standard action, instead of as a full round action, allowing you to use a move action each round. You can only use this talent when wielding a small or tiny instrument.
  • Acrobatic Musician: You can now use the Acrobatics, Jump & Tumble skill specialties to move while playing music with a small or tiny instrument, albeit you take a -5 DC penalty to your Perform check if you do. Prerequisite: Mobile Musician.
  • Rejuvenating Music: For every 2 talents invested in the Bard class, all allies who can hear your music (including yourself) regain 1 health point per round. Maintaining the effect requires a round after round Perform check at a DC equal to 5 times the amount of health points healed during a round. The Rejuvenating Music talent can be used once per encounter only.
  • Replenishing Music: For every 4 talents invested in the Bard class, all allies who can hear your music (including yourself) regain 1 mana point per round. Maintaining the effect requires a round after round Perform check at a DC equal to 10 times the amount of mana points replenished during a round. The Replenishing Music talent can be used once per encounter only.
  • Empowering Music: You can combine the effects of your music to provide your allies with a full flourish of rejuvenation & replenishment. By spending an action when you begin to play to music, your allies regain both health & mana, but you suffer a +5 DC penalty to your perform checks. The Empowering Music can be used once per encounter only. Prerequisite: Rejuvenating Music, Replenishing Music.

Dancer Talent Tree

Some people think there is magic in your movement. As it turns out, they’re right.
  • Blade Dance: When using a melee weapon, you may make two strikes as a single attack against a single target. You deal +1 die of damage with a successful attack. The effects of this talent do not stack with the extra damage provided by the Mighty Swing feat.
  • Elusive Grace: You may take 10 on Acrobatics checks to tumble even when distracted or threatened. Additionally, each threatened or occupied square that you tumble through only counts as one square of movement.
  • Evasion: Whenever you are subject to an area attack that deals half damage if it misses, you take no damage instead.
  • Improved Evasion: As Evasion, except that you take only half damage even if the attack hits, and no damage at all if it misses. Prerequisite: Evasion.
  • Mystical Movement: When you take this talent, you must choose a spell you know to apply it to. You may cast that spell even while you are silenced or gagged as long as you can move freely. You make select this talent multiple times. Each time you do, it applies to a new spell that you know. Prerequisite: Spell Training.
  • Magic Dance: Whenever you cast a spell with a duration (such as surge or illusion), you may extend the spell’s duration indefinitely as long as you spend a move action each round to dance, maintaining the spell. You may not cast another spell while you are maintaining the first.
  • Graceful Caster: You can cast Arcane spells while wearing light armor without incurring the usual spell failure chance.

Singer Talent Tree

Your music can do more than soothe the savage beast - it can convince them to dance along.
  • Lullaby: You can make a Spellcasting check as a full round action. All enemies who can hear and understand you must compare the result of your Spellcasting check to their Will defense. If the result of the Spellcasting check equals or exceeds their Will defense, move the target(s) –1 step on the condition track. If you spend an action point, the target(s) move -2 stepson the condition track instead. This is a persistent effect as you take a standard action each round to maintain the song.
  • Countersong: You can attempt to disrupt any spell being cast. As a reaction, you may make a Perform check with a DC of the opponent’s Spellcasting check. If you succeed, the spell is countered. You may attempt to counter multiple spells each round, however each spell that is countered after the first in a round adds a cumulative –5 to your Perform check. This song may be maintained from round to round as a standard action. You may only counter a spell that is being cast while you are singing.
  • Inspirational Melody: You may apply any Inspiration talent you know to all allies who can hear and understand you, and you are not limited to line of sight.
  • Potent Song: You may spend an action point to double the effects of any Inspiration talent.
  • Battle Hymn: As a standard action you may grant all allies able to hear and understand you a +2 morale bonus to all damage rolls.


Defender

ImageThe defender is a dwarven champion of a sponsored cause, serving and protecting it with his life and blood. As the name might imply, this character is a skilled combatant trained in the arts of defense. A line of dwarven defenders is a far better defense than a 10-foot-thick wall of stones, and much more dangerous.

Defender Requisites

To qualify as a Defender, the character must meet the following requisites:
  • Combat Skills
    • Melee Combat
  • General Skills
    • Athletics
    • Initiative
  • Alignment
    • Any Lawful
  • Race
    • Dwarf Only

Defender Training

Defenders are the experts of frontline warfare. Their stalwart training and practice allow them to prevail where others never could.
  • Defensive Stance: When he adopts a defensive stance, a defender gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, 2 temporary health points per character level, a +2 resistance bonus to his Fortitude & Willpower defenses, and a +4 dodge bonus to his Reflex defense. Temporary health points go away whenever the stance ends.
    • While in a defensive stance, a defender cannot use skills or abilities that would require him to shift his position.
    • A defensive stance lasts for a number of rounds equal to 3 + the character’s Constitution modifier. A defender may end his defensive stance voluntarily prior to this limit.
    • At the end of the defensive stance, the defender is winded and takes a –2 penalty to Strength for the duration of that encounter.
    • A defender can only use his defensive stance a certain number of times per day, once for every 2 talents invested in the Defender prestige class.
    • Using the defensive stance takes no time itself, but a defender can only do so during his action.

Defender Defenses

At novice level, you receive a +2 bonus to your Fortitude defense.

Defender Talents

Dwarven Protector Talent Tree

Your are trained in the secret Dwarven martial techniques of anchored combat, and are capable of incredible battle prowess.
  • Damage Reduction: For every 2 talents spent in the Defender class, you gain one point of Damage Reduction.
  • Improved Block: You gain +1 to all your Block reactive skill checks. You can take this feat multiple times, each time increases the bonus to Block checks by one.
  • Improved Dodge: For every 2 talents invested in the class, you gain a +1 cumulative dodge bonus.
  • Improved Threshold: for every 2 talents invested in this class, your damage threshold increases by one point.

Dwarven Champion Talent Tree

Through rigorous training and focus, you have become a real paragon of dwarven might.
  • Tireless Stance: You are no longer winded at the end of your stance.
  • Uncanny Dodge: The defender retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a defender already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
  • Improved Uncanny Dodge: The defender can no longer be flanked. Prerequisite: Uncanny Dodge.
  • Trap Sense: You gain a +1 bonus to your Reflex defense against traps for every 2 talents invested in this class.
  • Mobile Defense: The defender can adjust his position while maintaining a defensive stance. While in a defensive stance, he can take one 5-foot step each round without losing the benefit of the stance.


Druid

ImageDruids are the caretakers and defenders of Nature. The divine beauty and life found in nature are fiercely guarded by these servants of philosophical balance. These divine protectors of the wild strive to shield their lands from all who would threaten them. Rewarded for their devotion with incredible powers, druids gain unparalleled shape-shifting abilities, the companionship of mighty beasts, and the power to call upon nature's wrath.

Druid Requisites

To qualify as a Druid, the character must meet the following requisites:
  • Combat Skills
    • Spellcasting
  • General Skills
    • Knowledge
    • Wilderness Aptitude
  • Talent
    • Divine Caster
  • Alignment
    • True Neutral

Druid Training

All Druids tend to devellop a symbiosis with world that surrounds them.
  • Favored Terrain: For each 2 talents invested into the Druid prestige class, the Druid gains a cumulative +1 insight bonus to all his Divine or Universal Spellcasting checks and all general skill checks while in a favored terrain. Chose a single terrain from among this list:
    • Cold (ice, glaciers, snow, and tundra)
    • Desert (sand and wastelands)
    • Forest (coniferous and deciduous)
    • Jungle
    • Mountain (including hills)
    • Plains
    • Swamp
    • Underground (caves and dungeons)
    • Water (above and below the surface)

Druid Defenses

At novice level, you receive a +1 bonus to your Fortitude and Willpower defenses.

Druid Talents

Beastwarden Talent Tree

You posses an aptitude for calming and understanding the denizens of the wild.
  • Charm Beast: You can use your divine spellcasting skill instead of diplomacy in order to change the attitude of animals, magical beasts or plants with an intelligence of 2 or less. You do not take the normal -5 penalty if the creature cannot speak or understand your language.
  • Nature's Bond: You can spend an action point to permanently establish a bond with an animal that has a friendly attitude towards you. The bonded animal can be used as a mount if it can carry you. It shares an empathic link with you, allowing you to sense its emotions as a free action. When you use your bonded companion as a mount, its uses your reflex and will defenses instead of his own. If it has special senses, such as darkvision, scent or low-light vision, you share those senses if you are within 6 squares of the companion. Prerequisite: Charm Beast.
  • Soothing Presence: Whenever you encounter an animal, magical beast or plant with an intelligence of 2 or less that has an unfriendly attitude, you automatically shift its attitude to indifferent. No roll is needed. Prerequisite: Charm Beast.
  • Share Spell: Whenever you cast a divine or universal spell on yourself, you can spend an action point to affect your bonded companion as well, even if the spell cannot normally affect animals. Prerequisite: Nature's Bond.
  • Warded Bond: You endow your animal companion with a portion of your own power. It gains +4 to it's Strength and Constitution abilities. Prerequisite: Nature's Bond.

Nature's Wrath Talent Tree

You learn to call upon Nature's wrath, empowering effects when the natural conditions are favorable.
  • Natural Lightning: When casting the Thunder spell outdoors in a clouded area, the druid invokes additional lightning bolts straight from the sky. Each target suffers an additional 3d8 points of electric damage. Prerequisite: Thunder Spell.
  • Entangle: With this talent, you can cast the Slow spell (found in the Arcane spell list) as an area spell with a radius of 3 squares, even if you do not normally qualify to cast it. However, you are only able to cast it when you are within your favored terrain.
  • Barkskin: With this talent, as a standard action, you can spend an action point to gain a +2 natural armor bonus. This effect lasts until the end of the encounter. This talent only functions while no armor, or while wearing non-metallic armor and shields.
  • Brambles: You enchant a wooden weapon to increase it's damage. As a full-round action, spend an action point to give the weapon a bonus to damage of +1 for every 2 talents invested in the Druid class. The effect lasts 3 + Constitution modifier rounds.
  • Natural Evocation: Once per encounter while you are in your favored terrain, as a full-round action, you can make a DC 15 Endurance check. If the check succeeds, you regain mana points equal to your skill check result.
  • Extended Domain: You can choose another favored terrain in addition to the original one. This talent can be talent several times, every time applies to a different type of terrain.

Shapeshifter Talent Tree

Your divine familiarity with the inhabitants of the wild and the elements of nature is so great that you acquire the ability to morph into them.
  • Lesser Wild Shape: By spending an action point, as a standard action, you can assume the form of any Small or Medium creature of the animal type.
      • Effect lasts 3 + Constitution modifier rounds.
      • If you are in your favored terrain, you can maintain the effect indefinitely.
      • You cannot cast any spells while shape-shifted.
      • You effectively become the selected creature (from 3.5 rules), taking all it's statistics, even it's health pool.
      • Every time you shapeshift to and from your normal form, you are automatically restored to at least 25% of the new form's health. If your previous form had more than 25% of your new form's health left, you keep the previous form's health points, up to the maximum health pool of the new form.
      • If your shapeshifted form is reduced to 0 health or less, you immediately transform back into your normal form, with 25% of your health. You are also prone.
  • Wild Shape: This works as lesser wild shape except that it also allows you to assume the form of a Tiny or Large creature of the animal type. Prerequisite: Lesser Wild Shape.
  • Greater Wild Shape: This works as lesser wild shape except that it also allows you to assume the form of a Diminutive or Huge creature of the animal type. This spell also allows you to take on the form of a Small or Medium creature of the magical beast type. Prerequisite: Wildshape.
  • Plant Shape: This works as lesser wild shape except that it also allows you to assume the form of a Huge creature of the plant type.
  • Elemental Shape: This works as lesser wild shape except that it also allows you to assume the form of a Huge air elemental, Huge earth elemental, Huge fire elemental, or Huge water elemental. Pre-requisite: Greater Wild Shape.
  • Practiced Shapeshfiter: Your can shapeshift as a swift action.

Druidic Council Talent Tree

Your have attuned yourself to nature to a point where you may now be part of the Druidic Council, an organization of the greatest druids in the world.
  • Council Member: You are now a member of the Druidic Council. You gain a +5 interaction with other druids and with animals. Prerequisite: Master Druid.
  • Tree Stride: By spending an action point, as a standard action, you can travel instantly from a tree you are touching to another tree within line of sight. Prerequisite: Council Member.
      • You may bring others with you, but you must spend 10 additional stamina per additional person.
  • Natural Spell: Your understanding of the wildshape has gone beyond usual. As a result, you may now cast spells while in wildshape. However the process is more taxing on the animal nature, so you must spend 3 stamina points every time you cast a spell, and cannot cast spells that rely on verbal components, such as the Command spell. Prerequisite: Council Member, Lesser Wildshape.
  • Command Elements: By spending an action point, as a standard action, you may change one atmospheric conmponent by one step, improving or worsening it. You affect an area equivalent to 20 squares per wisdom modifier you possess. Atmospheric conditions steps are as follows in order from best to worst:
    • Clouds: Clear Skies, Scattered Clouds, Cloudy, Rainfall, Thunderstorm, Powerful Storm.
    • Winds: No wind, Light Breeze, Moderate Wind, Strong Wind, Severe Wind, Wind Storm, Hurricane, Tornado. Prerequisite: Council Member
  • Treant Skin: Your Barkskin ability now grants you a natural armor bonus equal to your wisdom modifier. It also grant you Damage Reduction of the same amount. Prerequisite: Council Member, Barkskin.


Explorer

ImageExplorers are more than simple travelers, they are professional discoverers of unknown lands and places, who specialize their magic for this purpose. Their understanding of both space and magic is unequaled: As a result, explorers are able to go almost anywhere, find almost any place, and get themselves out of almost any situation.

Explorer Requisites

To qualify as a Explorer, the character must meet the following requisites:
  • Combat Skills
    • Spellcasting
  • General Skills
    • Spellcraft
    • Wilderness Aptitude
  • Talents
    • Arcane Caster

Explorer Training

Explorers are specialists of magical effects that assist them through their journeys. This magically empowered travel affinity enables the explorer to cross large distances quickly and to overcome terrain challenges in ways that others cannot.
  • Travel Affinity: For every 2 talents invested in the Explorer class, you gain a cumulative +1 to your Spellcasting checks when casting the spells found below. You must know the spell in order to be able to cast it.
    • Fly
    • Gate
    • Nourish
    • Teleport
    • Shift
    • Surge

Explorer Defenses

At novice level, you receive a +2 bonus to your Willpower defense.

Explorer Talents

Traveler Talent Tree

Explorers travel far and wide, in search of new knowledge about the world they inhabit.
  • Expeditious Traveler: By spending an action point each hour, you double the normal distance traveled.
  • Expeditious Guide: As Expeditious Traveler, but the effect applies to every ally within a 3 square radius. Prerequisite: Expeditious Traveler.
  • Extended Flight: Whenever you use the Fly spell, you can spend an action point. If you do, your spell lasts until the end of the encounter.
  • Voyaging Flight: As Extended Flight, but your spell lasts 3 + Constitution modifier hours. Prerequisite: Extended Flight, Wayfarer.
  • Wayfarer: For each 2 talents invested in the Explorer class, you gain +1 to your Knowledge (Area) & Wilderness Lore skill checks.

Cartographer Talent Tree

Your love of travel and discovery has evolved into both a science and a profession for you. You possess a skill set that can be marketed and used to chart new areas in accurate and magically imbued ways.
  • Map Maker: You are skilled in the craft of map making. You can chart new areas and map them accurately. You are considered to automatically have the Craft (Maps) specialty even though it is not normally available. When making a map, you require the proper tools. You must succeed at a Craft (Maps) check with a difficulty assigned by the Dungeon Master depending on the purpose and precision level of the map.
  • Magical Map: By spending an action point, you can magically create a map, by funneling your mana unto a blank sheet. This action is a full round action. A magical map requires only one update per day when exploring, and does not require any craft check: it automatically suceeds. Prerequisite: Map Maker.
  • Improved Location: As long as you possess a map of the area where the object of your locate spell is situated, you are able to pinpoint the location on the map, regardless of the usual spell range limitations. To use this talent, the character must spend an action point. Prerequisite: Magical Map.
  • Professional Sponsor: You have attracted a powerful sponsor, from an important organization. Whenever you undertake an explorative effort on behalf of your sponsor, you gain your level x (your level - 1) x 500 gold pieces as payment upon successful completion. Prerequisite: Map Maker.
  • Cartographic Analysis: Whenever you possess an appropriate map for an area or place, you gain a competence bonus to all your general skill checks while exploring the area in question. For every 3 talents invested in the explorer prestige class, you gain a one point bonus. Prerequisite: Map Maker.

Geomancer Talent Tree

You have melded magic and exploration into a useful knowledge about the natural nodes of magic.
  • Geomancy: You know how to perceive magical energy nodes and ley lines. By spending an action point, you can use the Awareness (Sense Magic) specialty to detect nearby nodes and ley lines. The DM determines the DC check based on the distance and the strength of the node or ley lines.
  • Geomantic Channeler: While near an energy node or ley line, you can focus your magic to convert the energy into other forms. By spending an action point, you can use the node or ley line to produce the following effect, with a strength equal to the node or ley line's effective rating. Prerequisite: Geomancy.
    • Rejuvenating Conversion: All allies within 10 squares regain twice the node or ley line's effective rating in health points.
    • Replenishing Conversion: All allies within 10 squares regain the node or ley line's effective rating in mana points.
    • Reinvigorating Conversion: All allies within 10 squares regain half the node or ley line's effective rating in courage points.
  • Geomantic Divination: Whenever you use the Locate or Scry spells while near an energy node, you add it's rating to your Spellcasting check.
  • Geomantic Evocation: Once per encounter, as a full-round action, you can make a DC 15 Endurance check. If the check succeeds, you regain one mana point for every 5 points of your skill check result. If the encounter occurred over a ley line or an energy node, you gain the line or node's rating in addition to the normal mana points restored. Prerequisite: Spiritual Caster. Prerequisite: Arcane Evocation, Geomancy.

Geobinder Talent Tree

  • Geomantic Architect: You can design buildings that further channel and amplify the effects of energy nodes. You can take this talent many times, each time increases the effect of energy nodes by one when standing in the Nexus room of a building constructed according to your design. Prerequisite: Geomancy, Geomantic Channeler, Geomantic Divination.
  • Geomantic Engineer: You can design vehicles that harness and exploit the energy flowing through ley lines. You can take this talent many times, each time increases the effect of ley lines by one when using a vehicle built according to your schematic. Prerequisite: Geomancy, Geomantic Channeler, Geomantic Divination.
  • Powered Shield: You can dedicate a building design to harness an energy node's power for the single purpose of magically shielding it. The shield uses the node's effective rating as an attack against the Willpower defense of any unwelcome creature who wishes to cross through it. If the check result exceeds the creature's Willpower defense, it is unable to enter. Any Magic-Sensitive character can sit at a specially designed throne in the Nexus room of a Powered Shield building to control which creatures are considered welcome or unwelcome. The shield extends a number of squares equal to the effective rating of the energy node times itself. Prerequisite: Geomantic Architect.
  • Powered Transportation: You can dedicate a vehicle schematic to harness a ley line's energy for the single purpose of magically enhancing the vehicle's movement. The vehicle uses the ley line's effective rating as a bonus to it's main movement speed. To retain the bonus, the vehicle must be traveling along the ley line in question. Prerequisite: Geomantic Engineer.


Gladiator

ImageThe gladiator is the master of quick, agile combat. Gladiators are expert combatants who specialize in single combat. They favor speed and guile, misdirection and fortune, over brute combat power. A single hit from a gladiator probably won’t kill you, but a gladiator isn’t going to hit you only once. Play a gladiator if you want to be able to move around the battlefield freely rather than be locked in place after each attack, and thereby turn yourself into dervish of steel and style.

Gladiator Requisites

To qualify as a Gladiator, the character must meet the following requisites:
  • Combat Skills
    • Melee Combat
  • General Skills
    • Athletics
    • Initiative

Gladiator Training

Gladiators train to overcome their foes through agility and swiftness. Hence their training brings them a unique understanding of mobility while fighting.
  • Mobile Combatant: With 2 talents invested into the Gladiator prestige class, the Gladiator can do a full attack on an opponent, and still move 2 squares. For each additional 2 talents, he can move an additional square after making such a full attack. Moving in this way provokes attacks of opportunity as normal, unless you tumble away at half this movement in squares.

Gladiator Defenses

At novice level, you receive a +1 bonus to your Reflex and Fortitude defenses.

Gladiator Talents

Single Combat Talent Tree

Your weapons strike fast and true.
  • Arterial Strike: When attacking with a melee weapon, you score a critical hit on a natural roll of 19 or 20. However, a natural 19 is not considered an automatic hit; if you roll a natural 19 and still miss the target, you do not score a critical hit. Prerequisites: Duelist, Weapon Focus, Weapon Specialization, Melee Combat Rank 12
  • Riposte: Once per round when an opponent hits you with a melee attack, you may spend an action point as a reaction to make an immediate attack against that opponent.
  • Duelist: Once per encounter, you may spend an action point as a swift action to designate a single enemy in your line of sight. For the remainder of the encounter, you may reroll your first attack roll each round against that opponent, keeping the better result. Prerequisites: Weapon Focus, Weapon Specialization, Melee Combat rank +12
  • Surgical Strike: You may add your Dexterity bonus (instead of your Strength bonus) on damage rolls when wielding a melee weapon. When you wield a melee weapon two-handed, you may apply double your Dexterity bonus (instead of double your Strength bonus) to the damage.
  • Improved Riposte: Instead of the normal riposte, the Gladiator can chose to make an unarmed attack a reaction. Using an unarmed attack does not cost any action point.

Arena Combat Talent Tree

You know the taste of deadly games firsthand.
  • Improved Feint: By harnessing your unique knowledge of melee weapons, you can catch your opponent off guard by quick light thrusts and feinting movements. When wielding a melee weapon, you may spend two swift actions to make a Deception check to feint in combat.
  • Steel Wall: When you use the Skilled Defense talent, you gain twice the normal deflection bonus to your Reflex defense when you are wielding two melee weapons. Prerequisites: Blade Defense talent, Heart of Battle
  • Heart of Battle: When wielding a melee weapon, you gain a +1 bonus to your Reflex defense and Will defense.
  • Recuperating Strike: By spending an action point as a standard action, you can attempt a comeback by hitting your enemy. Half of the normal damage is instead regained as health points. The target must be flat-footed or denied his dexterity bonus to reflex.
  • Sway Crowds: You can influence the reaction of crowds positively. Each time you hit an enemy and deal damage, you can use a swift action to make an Interaction (Perform) skill check. The effective DC cannot be higher than the damage caused in the attack.


Inventor

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Knight

ImageA knight is a proud, skilled melee combatant who fights in the name of honor and chivalry. A knight relies on more than a sharp sword and a stout suit of armor to defeat his foes. His drive, determination, and fighting spirit allow him to control the battlefield in ways that others cannot match. The knight's talent with heavy armor, shields, and defensive tactics grant her the ability to disrupt his foe's plans.

Knight Requisites

To qualify as a Knight, the character must meet the following requisites:
  • Combat Skills
    • Melee Combat
  • General Skills
    • Interaction
    • Wilderness Aptitude
  • Alignment
    • Any Non-Chaotic

Knight Training

Knights can abandon themselves completely in battle. Their selflessness can cost them their lives, but they will also shake their enemy's resolve in an unmistakable way.
  • Never Retreat: When a battle is imminent, a knight can solemnly declare by invoking his God's name that he will fight to the death. If he does so, he cannot retreat during the ensuing battle. For the duration of the encounter, the Knight's group tactics cost is reduced by one for each 3 talents invested in the class. No matter the rebate, the minimum for using a tactic is 1 mana point.

Knight Defenses

At novice level, you receive a +2 bonus to your Fortitude defense.

Knight Talents

Crusader Talent Tree

You are trained in both mind and body, to prevail enemies.
  • Siege Specialist: Whenever a Knight is attacking or defending a fortification, he gains +1 to all skill checks. This talent can be taken multiple times, it's effect stacks.
  • Elite Infantry: Your class feature also functions with personal tactics.
  • Fanatical Devotion: Through discipline and stoicism, you become extremely resistant to fear and compulsion effects. You gain +5 to your willpower defense against all such effects.
  • Banking Interests: Your responsibilities increase within the organization. For this talent to function, the Knight must be the Lord over a fortification or city of adequate size for his Expedition Leader talents. You are expected to provide capital to allow travelers to transfer wealth to and from your location safely. The Knight sets aside an amount of wealth of his own choosing. Every month, the Knight receives 1% of this amount per talent invested in the Expedition Leader talent. Prerequisite: Expedition Leader I.

Commander Talent Tree

You are directly involved with the operations of a military order.
  • Expedition Leader: You qualify to become an expedition leader in your order. You are awarded a lump sum of wealth and resources to accommodate a specific expedition purpose, often exploratory, scientific, geographic, military or political in nature. You can take this feat multiple times. Each time increases the expedition scope and size which you are qualified to lead. Examples are given for expeditions of a military nature, but other types of expeditions can be deducted from this as well:
    • Expedition Leader I: You are qualified to lead a patrol force.
    • Expedition Leader II: You are qualified to lead a small army or siege.
    • Expedition Leader III: You are qualified to lead a medium army or siege.
    • Expedition Leader IV: You are qualified to lead a large army or siege.
    • Expedition Leader V: You are qualified to lead an entire crusade.
  • War Captain: The troops under your command gain a +1 morale bonus to either their attack rolls or to their Reflex defense (your choice). This bonus improves by one for each successful encounter where you and your troops prevail, but is reset once any of your troops take an extended rest. You do not gain that bonus yourself. This bonus only applies to troops you control through your Expedition Leader talent(s). Prerequisite: Expedition Leader.

Chivalry Talent Tree

You are familiar with the art of courtly love, and the activities of noble life.
  • Equitation Expert: Whenever you make a Wilderness Lore check with the Ride specialty, you can roll twice and keep the better result.
  • Romantic Quality: Despite the savageness and the harshness of your lifestyle, you have protected and nurtured an affinity for refinement and beauty. You gain +5 on all Interaction (Charm) checks.
  • Dedicated Squire: You gain a single follower, which must be proficient at supporting you with your mount and equipment.
  • Jousting Expert: Whenever you make a Melee Combat check while using a lance during mounted combat, you can roll twice and keep the better result. Prerequisite: Elite Cavalry, Dedicated Squire, Equitation Expert.
  • Honorable Opponent: You treat your enemies fairly and inspire them to do the same. Whenever you are defeated in combat you can make an Interaction (Diplocacy) check against the victor's willpower defense. If you succeed, the victor treats you fairly as well. Prerequisite: Lawful Good.
  • Elite Cavalry: Your class feature now works with mobile tactics also.

Captain Talent Tree

You are a leader on the front lines, and your men at arms know they can trust your battle flair with their lives.
  • Hold The Line: By spending an action point as a swift action, you shout out a command for your troops to stay in formation while charging. All those involved in the charge (including yourself) gain your Intelligence modifier as a bonus to damage on their charge attack. Only troops who can hear you are affected by this shout.
  • Stay With Me: By spending an action point as a swift action, you shout out a command for your troops to close ranks with you. As long as your troops stay within 5 squares from you, you and your troops gain a bonus to your reflex defense equal to your Intelligence modifier. The bonus lasts until the end of your next round. Only troops who can hear you are affected by this shout.
  • As One: By spending an action point as a swift action, you shout out a command to simultaneously concentrate attacks against a single target. Those within melee reach of that target add a +1 bonus to the damage caused by their attack, for each ally also attacking that target.
  • Dive On: By spending an action point as a swift action, you shout out a command for your troops to lunge forward while wielding reach weapons. If the next attack hits, it also causes the target to fall prone. Only troops who can hear you are affected by this shout.
  • Rally to me: By spending an action point as a swift action, you shout out a rallying cry. Troops within hearing range that move towards you gain your Intelligence modifier as a bonus to their movement speed for this round.


Monk

ImageMonks are philosophers and thinkers who believe that spiritual enlightenment is found within oneself. They practice training regimens that focus on their physical form in order to achieve a state of balance between their mind and body. As a side effect of this free-thinking philosophy, a well-trained monk can break stone with his bear fists. The Monk prestige class is excellent if you want to focus on order, enlightenment, self-discipline, and the ability to kill people with your bear hands.

Monk Requisites

To qualify as a Monk, the character must meet the following requisites:
  • Combat Skills
    • Melee Combat
  • General Skills
    • Athletics
    • Initiative
  • Alignment
    • Any Lawful

Monk Training

Monks dedicate themselves to the martial arts, bringing their expertise beyond the level found in any other practitioner.
  • Martial Art Mastery: Once you have invested 2 talents in the Monk prestige class, your monk adds +1 to his attack and damage rolls when fighting unarmed or with any of the following weapons: gauntlet, dagger, katar, or quarterstaff. This bonus increases by +1 for each 2 additional talents you invest into the Monk class.

Monk Defenses

At novice level, you receive a +1 bonus to your Fortitude and Willpower defenses.

Monk Talents

Ascetic Discipline Talent Tree

You are skilled at focusing your ki energy in amazing ways.
  • Chakra: Whenever you use your second wind, you regain a number of additional hit points equal to 1d6 per action point you possess (max 10d6). Prerequisite: Equilibrium
  • Damage Reduction: You can spend an action point as a standard action to gain damage reduction 10 for 1 minute.
  • Improved Damage Reduction: As Damage Reduction, but it can be maintained as a swift action, by spending another action point extending the duration for another minute.
  • Equilibrium: As a swift action, you can spend an action point to remove all debilitating conditions affecting you and return to your normal state.
  • Flurry of Blows: You reduce the penalty to attack from the double and triple attack feats by 2 for every 2 talents in the monk class. This talent only works when using an unarmed or gauntlet attack, not other monk weapons.
  • Fortified Body: You have learned to use your inner ki to shield yourself against ailments and toxins, making you immune to disease and poison. Prerequisite: Equilibrium

Agile Reflexes Talent Tree

Through exercise and contemplation, you achieve what others can't.
  • Intuitive Initiative: You may choose to reroll any Initiative check, but you must keep the second result even if it’s worse. Prerequisite: Trained in Initiative.
  • Counter: Once per round when an opponent hits you with a melee weapon, you may as a reaction make an immediate attack against that opponent.
  • Falling Mastery: As long as you can skim the surface of a nearby ledge, you can significantly reduce the amount of damage you take from falling. For every 2 talents in the Monk class, reduce the falling damage by one die.
  • Untouchable: You may take 10 on Acrobatics checks to tumble even when distracted or threatened. In addition, each threatened or occupied square that you tumble through counts as only 1 square of movement. Prerequisite: Acrobatic Recovery, trained in Athletics.
  • Blinding Speed: By spending an action point as a swift action, your movement speed increases by 1 for each 2 talents invested in the Monk class. This effect lasts until the end of the encounter.

Meditation Talent Tree

By entering into a meditative state, you are able to enhance yourself for specific purposes.
  • Combat Trance: By spending an action point and meditating for a full round, you enter into a combat trance. As long as you are not wearing any armor, you gains your Wisdom modifier as an insight bonus to your reflex defense until the end of the encounter. During the round spent meditating, any damage will disrupt the effect and prevent the trance from activating. If the monk takes any damage during the meditation round, the trance fails to activate, but the action point is still lost. A single trance can be active at a given time.
  • Indomitable Trance: By spending an action point and meditating for a full round, you enter into an indomitable trance. As long as you are not wearing any armor, you gains your Wisdom modifier as an insight bonus to your willpower defense until the end of the encounter. During the round spent meditating, any damage will disrupt the effect and prevent the trance from activating. If the monk takes any damage during the meditation round, the trance fails to activate, but the action point is still lost. A single trance can be active at a given time.
  • Metabolic Trance: By spending an action point and meditating for a full round, you enter into a metabolic trance. As long as you are not wearing any armor, you gains your Wisdom modifier as an insight bonus to your fortitude defense until the end of the encounter. If the monk takes any damage during the meditation round, the trance fails to activate, but the action point is still lost. A single trance can be active at a given time.
  • Concentration Trance: By spending an action point and meditating for a full round, you enter into a concentration trance. As long as you are not wearing any armor, you gains your Wisdom modifier as an insight bonus to your general skill checks until the end of the encounter. If the monk takes any damage during the meditation round, the trance fails to activate, but the action point is still lost. A single trance can be active at a given time.
  • Lethal Trance: By spending an action point and meditating for a full round, you enter into a lethal trance. As long as you are not wearing any armor, your next unarmed attack is considered to be a natural 20. During the round spent meditating, any damage will disrupt the effect and prevent the trance from activating. If the monk takes any damage during the meditation round, the trance fails to activate, but the action point is still lost. A single trance can be active at a given time. Prerequisite: Combat Trance, Indomitable Trance, Metabolic Trance, Concentration Trance.

Zealotry Talent Tree

Your growing zeal enables your martial philosophy to inspire others and convert them to your radical views.
  • Radicalism: You radicalize your martial philosophy. You add your Wisdom modifier to damage on all unarmed attacks made against opponents possessing an alignment precisely opposite of yours.
  • Fanatism: You gain a number of followers equal to your Charisma modifier +1. These followers are fanatically loyal to you, and will obey almost any command. Your followers are automatically of your alignment. Prerequisites: Temple Master, Radicalism, Terrorism.
  • Terrorism: Through obsessive and repetitive martial training, you learn to make your unarmed attacks bypass any hardness when targeting inanimate objects and structures.
  • Warmongering: Once per encounter, when you lead your retainers and followers in battle, you can spend an action point as a standard action to grant them your character level in temporary health points. The temporary health points last until the end of the encounter, or until they are expanded, whichever comes first. Prerequisites: Temple Master.
  • Temple Master: You have achieved recognition for your Mastery of martial arts. You establish a martial temple in a remote and inaccessible area near a troubled region dominated by unlawful (i.e. usurping, foreign) and/or chaotic aligned rulers. The Temple must be worth at least 100,000 gold pieces. You immediately attract free retainers from the troubled region, worth half of the Temple's worth in gold. Prerequisites: Melee Combat Rank 10.
    • Lost retainers can be replaced each new season.
    • New retainers can be attracted by aggrandizing the Temple (by increasing it's gold value).
    • Retainers do not require any maintenance as they live an ascetic lifestyle.
    • Retainers are extremely loyal to you, and will obey almost any order.


Necromancer

ImageA Necromancer is a spellcaster who harbors the ability to raise, animate, create, or summon undead. They are not unlike other magic users, but they are more adept in the arts of necromancy, and magic pertaining to life after death.

Necromancer Requisites

To qualify as a Necromancer, the character must meet the following requisites:
  • Combat Skills
    • Spellcasting
  • General Skills
    • Deception
    • Spellcraft
  • Feat
    • Magic Sensitive
  • Alignment
    • Any Evil

Necromancer Training

In their rejection of all ethics and morality, Necromancers delve deep into the forbidden science of necromancy.
  • Raise Undead. You can raise the fallen as undead companions under your control. These companions are permanent and remain within your control unless you release them, or if they become affected by a Turn spell. The following rules apply when raising undead:
    • Undead Companion Type: Necromancers can raise fallen creatures as either zombies or skeletons (player's choice).
    • Maximum Companion Power: For every talent invested in the Necromancer class, the maximum hit dice of the raise undead companion increases by one.
    • Maximum Number of Companions: A necromancer can never control more undead companions than his Charisma modifier.
    • Raising Undead Companions: To raise an undead companion, the Necromancer must first locate an adequate dead creature. By spending an action point, the Necromancer raises that creature.
    • Mana Pool Reduction: Each companion reduces the Maximum Mana pool of the Necromancer by a number of points equal to it's hit die. Powerful Necromancers tend to have high mental abilities. For as long as the Necromancer controls the companions, these mana points are not available to him.
    • Controlling Undead Companions: The Necromancer dominates the undead companions and can communicate commands to them telepathically. This works even when the companions are separated from him. However, such companions are unable to reciprocate and alert the Necromancer if something is happening to them while he is away.

Necromancer Defenses

At novice level, you receive a +2 class bonus to your Willpower defense.

Necromancer Talents

Defiler Talent Tree

You learn to harness necromantic magic in unspeakable ways, subduing it to your will.
  • Necromantic Empathy: You can spend a full round action to scry (as the spell) any of your undead companions or minions, even if you cannot normally cast this spell. Using this ability does not cost any Mana.
  • Wither life: As a standard action, you can drain the life out of the vegetation around you. For every standard action spent withering life this way, an area equal in feet to your Charisma modifier in radius is withered and killed. You regain your Charisma modifier in health points. This effect can not be repeated twice over the same area.
  • Desecrate: As a standard action, you release your necromantic magic to contaminate the environment around you. Spend an action point: Any opponent who enters the desecrated area suffers a -1 penalty to all skill checks against you. The desecration extends around you where you stand at the moment you cast it, with a radius in squares equal to your 1 + your Charisma modifier. This talent can be selected multiple times. Every time it is selected, it's effect stacks. The effect lasts until the end of the encounter.
  • Control Undead: When casting the Turn spell, the Necromancer can chose to control the undead, instead of rebuking or destroying them. The effect lasts 1 + Constitution modifier rounds.

Unholy Summoning Talent Tree

You learn to empower your necromantic magic to summon undead minions to fight for you, as well as to improve your ability to control them.
  • Augmented Summoning: All your raised companions and summoned minions gain +4 to their Strength ability. Prerequisite: Summon Undead I.
  • Improved Raise Undead I: The Necromancer can now chose to raise undead companions of the Ghoul type, in addition to the Skeletons & Zombie types. Each ghoul companion costs one hit die more than it normally would. The Necromancer must be able to control it in order to raise it. Prerequisite: Summon Undead I.
  • Improved Raise Undead II: The Necromancer can now chose to raise undead companions of the Shadow type, in addition to the Ghouls, Skeletons & Zombie types. Each Shadow companion costs three hit dice more than it normally would. The Necromancer must be able to control it in order to raise it. Prerequisite: Summon Undead II.
  • Summon Undead I: By spending an action point, the Necromancer can use a standard action to summon his Character level in hit dice of Ghouls, Shadows or Wights (player's decision). The summons appear out of nothingness, and fight for the Necromancer for 3 + Constitution modifier rounds, at which point they vanish. This talent can only be used once per encounter.
  • Summon Undead II: By spending an action point, the Necromancer can use a standard action to summon his Character level in hit dice of Ghasts, Wraiths or Mummies (player's decision). The summons appear out of nothingness, and fight for the Necromancer for 3 + Constitution modifier rounds, at which point they vanish. This talent can only be used once per encounter. Prequisite: Summon Undead I.
  • Summon Undead III: By spending an action point, the Necromancer can use a standard action to summon his Character level in hit dice of Spectres, Vampires or Ghosts (player's decision). The summons appear out of nothingness, and fight for the Necromancer for 3 + Constitution modifier rounds, at which point they vanish. This talent can only be used once per encounter. Prequisite: Summon Undead II.
  • Persistent Summoning: You Summon Undead talents now last until the end of the encounter. Prerequisite: Summon Undead I.


Paladin

ImageWarriors of evil’s bane who carry a holy light with them wherever they go, paladins are those called upon by the deities, the forces of good, or even simply within their own hearts. Paladins steadfastly stand against evil wherever they go, combining the will to oppose evil with the power to fight it wherever they encounter it. Paladins are not necessarily knights in shining armor, but they are certainly enough to send most evil-doers running. The paladin class is excellent for any who has a bone to pick with the forces of evil.

Paladin Requisites

To qualify as a Paladin, the character must meet the following requisites:
  • Combat Skills
    • Melee Combat
  • General Skills
    • Interaction
    • Knowledge
  • Talents
    • Lay on Hands
  • Alignment
    • Lawful Good

Paladin Training

In their relentless crusade to eradicate all evil from the world, Paladins learn the most efficient methods of destroying it.
  • Smite Evil: Once you have invested three talents in the Paladin prestige class, you may designate a target once per day. For the duration of the encounter, you then add your Charisma bonus (if any) to your attack rolls and deal 1 extra point of damage for every two talents invested in the paladin class. These bonuses apply against the designated target only. If you accidentally smite a creature that is not evil, the smite has no effect, but the ability is still used up for that day. You may attempt to smite evil an additional time per day for each three additional talents you invest into the Paladin class.

Paladin Defenses

At novice level, you receive a +1 bonus to your Fortitude and Willpower defenses.

Paladin Talents

Holy Crusader Talent Tree

You bring fear to the hearts of evildoers everywhere.
  • Detect Evil: At will, you can choose a target within your line of sight and make a Wisdom check. If your result equals or exceeds the target’s Will defense, you know if they are evil or not. Certain steps can be taken to give a false reading, however.
  • Divine Grace: You add your Charisma modifier (if positive) to your Reflex, Fortitude, and Will defenses.
  • Divine Health: You become immune to all diseases.
  • Fearless: You are immune to fear, and all mind-affecting fear affects.
  • Improved Lay on Hands: You can use lay on hands as a swift action.

Holy Avenger Talent Tree

  • Battle Prayer: Paladins learn a technique known as Battle Prayer that allows you and your allies to work together seamlessly and with an astonishing level of precision. As a full round action, you can spend an action point to give you and all allies within 6 squares of you a +1 insight bonus on attack rolls that lasts until the end of the encounter. This bonus does not extend to allies outside the range of the effect, even if they move within 6 squares of you later on. Allies who benefit from the Battle Prayer must remain within 6 squares of you to retain the insight bonus, and they lose it if you are knocked unconscious or killed. This is a mind-affecting effect.
  • Consecrated Blade: You select a specific blade weapon and attune it to act as your Holy Avenger weapon. The consecration costs 5,000 gold in materials. When using the blade, all attacks made against evil creatures gain a +1 insight bonus to damage. Prerequisite: Weapon Focus feat, Weapon Specialization with the weapon you wish to use in conjunction with this talent.
  • Defender Blade: The consecrated weapon's enhancement bonus can be transferred to a shield bonus that stacks with other shield bonuses, as a swift action. Prerequisite: Consecrated Blade.
  • Severing Strike: When you score a critical strike with a slashing weapon that does damage which is equal to or greater than the target's damage threshold, you may chose to use this talent. Instead of dealing normal damage, you instead deal half damage to your target and move it -1 step on the condition track. In addition, you sever one of your target's arms at the wrist or elbow joint, or one of the target's legs at the knee or ankle joint (your choice). Severing part of an arm prevents the target from wielding weapons or using tools in that hand and imposes a -5 penalty on skill checks and ability checks keyed to Strength and Dexterity. Severing part of a leg knocks the target prone, reduces the target’s speed by half, reduces its carrying capacity by half, and imposes a -5 penalty on skill checks keyed to Strength and Dexterity. Because of the severity of such an injury, loosing a part of a limb causes a persistent condition that can only be removed by certain very powerful magic or technology. Prerequisite: Battle Prayer.
  • Vorpal Strike: As severing strike, except that you must be wielding a consecrated Holy Avenger blade, and that if the creature is evil, instead of severing a limb you sever the creatures head off, often killing it instantly. Consecrated Blade, Defender Blade, Severing Strike.

Holy Cavalier Talent Tree

  • Special Mount: A special mount is a mount with which the paladin has established an empathic link. Establishing an empathic link requires a trained and friendly mount. A paladin’s mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal’s HD, base attack bonus, saves, skill points, and feats). The paladin imparts his empathic mount with special bonuses and abilities. Only one empathic mount can be controlled at any given time. The bonuses gained by the mount are determined by the talents invested in the Paladin class:
    • 1 to 5 talents: +2 Bonus Hit Die, +4 Natural Armor, +1 Strength.
    • 6 to 10 talents: +4 Bonus Hit Die, +6 Natural Armor, +2 Strength.
    • 11 to 15 talents: +6 Bonus Hit Die, +8 Natural Armor, +3 Strength.
    • 16 to 20 talents: +8 Bonus Hit Die, +10 Natural Armor, +4 Strength.
  • Improved Evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, your mount takes no damage if it successfully resists the attack and half damage if the attack hits. Prerequisite: Special Mount.
  • Share Spells: At the paladin’s option, she may have any divine spell (but not any spell-like ability) he casts on himself also affect his mount. Prerequisite: Special Mount.
  • Share Defenses: When mounted, the mount uses the Paladin's defenses as it's own, instead of it's normal ones. Prerequisite: Special Mount.
  • Mounted Spell Resistance: While mounted, the paladin and his mount both gain Spell Resistance, adding a +2 bonus to their defenses when resisting spells. This bonus overlaps with other forms of Spell Resistance, it does not stack. Prerequisite: Special Mount.


Pirate

ImagePirates. Swarthy, scurvy, seafaring scalliwags seeking sunken or stolen silver and gems. Playing a pirate may seem fun, but without the high seas to sail, a pirate loses his knack for sailing, his adventuring spirit crushing against the rocks of the land. Without a ship and a crew, a pirate is nothing more than a brigand with a blade and a desire for the sailing life.

Pirate Requisites

To qualify as a Pirate, the character must meet the following requisites:
  • Combat Skills
    • Melee Combat
  • General Skills
    • Deception
    • Thievery
  • Alignment
    • Any Non-Lawful

Pirate Training

You learn to bluff your way out of trouble and to create your own fortune.
  • Master Bluff: for every 2 talents in the Pirate prestige class that you invest, you gain a +1 bonus to all Deception (Bluff) checks.

Pirate Defenses

At novice level, you receive a +1 class bonus to your Fortitude & Reflex defenses.

Pirate Talents

Swashbuckler Talent Tree

  • Athletic Prowess: For each 2 talents in this class, the Pirate gains a +1 bonus to his Acrobatics, Jump, Swim & Tumble skill checks.
  • Weapon Familiarity: Select a Weapon Finesse compatible weapon of your choice. With a successful attack with this weapon, before damage is rolled, you can use a swift action to deal +3d6 points of damage. This damage is not doubled by the effects of critical hits.
  • Deflect Missiles: For each 2 talents in this class, the Pirate gains a +1 bonus to his Deflect reactive skill checks.
  • Insightful Strike: The insightful strike ability that the swashbuckler gains lets her add her Intelligence bonus (if any) to attack rolls made when using the Weapon Finesse feat.
  • Weakening Critical: Whenever you score a critical hit with the Weapon Finesse feat, you can spend an action point to cause an additional 1d6 Strength damage to the victim of the blow.

Buccaneer Talent Tree

  • Criminal: Whenever you break the law in some significant way, you gain +1 circumstance bonus to your Block and Dodge reactive skill checks. This talent can be taken multiple times, each adds an additional +1 to Block and Dodge reactive skill checks.
  • Outlaw: You have been declared an outlaw by a major faction or organization. Whenever you deal with this faction or organization, you gain +1 to your combat skill checks. This talent can be taken multiple times, each adds an additional +1 to your combat skill checks.
  • Pillager: Whenever you raid a civilized inhabited area, you gain frightful presence, inciting fear for 3 + Charisma modifier rounds in all whose willpower defense you exceed with your check result, using the formula below. Prerequisite: Chaotic Neutral or Chaotic Evil.
      • 1d20 + Half your character level = Frightful presence result.
  • Plunderer: You leave nothing to spare. Whenever you raid a civilized inhabited area, you gain +10% to all treasure rewards you find while raiding. This talent can be selected multiple times, each provides a +10% bonus to all treasure rewards you find while raiding.

Corsair Talent Tree

  • Improved Feint: . This talent allows characters to feint in combat as a move action rather than a standard action.
  • Low Blow: If a pirate successfully feints against an opponent, any attacks she makes in the same round deal an extra 1d6 damage. This damage increases by 1d6 every 5 talents invested in the Pirate class. If a pirate can attack multiple times in the same round, the damage is applied to each attack separately.
  • Swindler: You can now feint as a free action instead of a move action. Prerequisite: Improved Feint, Low Blow.
  • Uncanny Dodge: The Pirate retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Pirate already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
  • Improved Uncanny Dodge: The Pirate can no longer be flanked. Prerequisite: Uncanny Dodge.

Privateer Talent Tree

Your trade is anything that has value on the seas, and your profession is turning a fat profit out of it, while staying alive.
  • Slippery Mind: If the Pirate fails to resist a harmful enchantment effect, he can spend an action point one round later to throw off the effect.
  • Commission: You have been charter commissioned by an important organization to attack their opponents freely. You gain a Port of Call where you can find safe haven for you and your privately owned ship if you have one. Whenever you deal with members of this organization, you gain a +5 bonus to your interaction checks.
  • Navigator: For each 2 talents you invest in the Pirate class, you gain a +1 bonus to all Thievery (Appraise), Knowledge (Navigation) and Knowledge (Pilot) checks.
  • Sea Legs: A pirate has spent so much time on a rocking boat that she gets a +1 inherent bonus to Balance checks for every 2 talents invested in the Pirate class.
  • Profiteer: Your know how to best monetize the various treasures you find. You gain +10% from all treasure rewards you receive. This talent can be taken multiple times, each gives an additional +10% to all treasure rewards you receive. Prerequisite: Commission, Navigator.


Priest

ImageHealer; adviser; sage; trusted companion; caretaker of the soul; defender of the faith: the priest is all of these, and more. He is an intermediary between the material world and the realms of the divine — gods, elemental forces, hostile and benevolent spirits, angels and demons, and other such things that are beyond the ken of everyday folk. Invested with momentous gifts by the powers that be, the priest provides spiritual guidance and leadership to her people, and gives them succour in times of peril.

Priest Requisites

To qualify as a Priest, the character must meet the following requisites:
  • Combat Skills
    • Spellcasting
  • General Skills
    • Knowledge
    • Spellcraft
  • Talents
    • Divine Caster

Priest Training

Priests elevate their divine worship above everything else. As part of their training, they learn the following class feature.
  • Divine Gift: For every 2 talents in the Priest prestige class that you invest, chose a divine spell you know. Whenever you cast the chosen spell(s), you may make two Spellcasting checks, keeping the better results.

Priest Defenses

At novice level, you receive a +2 bonus to your Willpower defense.

Priest Talents

Divine Intervention Talent Tree

Your faith can make you overcome any challenge.
  • Summon Deity: Through relentless faith & devotion, you nurture a relationship to your Deity which literally empowers you with the ability to convince your God to directly manifest and come to your assistance. By spending an action point as a standard action, you can attempt to call upon your God to personally intervene in a dire situation you are confronted with. If you do attempt to call upon your Deity, roll a percentage die. If you roll 01%, your deity appears and intercedes in your favor, usually resulting in a total victory for the encounter in question. This talent can only be attempted once per encounter. This talent can be selected multiple times, each time increases the success chance by one cumulative percentage point.

Domain Magic Talent Tree

You become attuned with the magical domains of Divine power. Priests can cast the spells acquired from these domains in armor without suffering any spell failure chance.
  • Air Domain: You learn to cast the Fly spell, even if you do not meet the requisites to cast it.
  • Animal Domain: You gain the Druid talent "Lesser Wild Shape", even if you do not qualify for it's requisites.
  • Chaos Domain: You learn to cast the Shatter spell, even if you do not meet the requisites.
  • Death Domain: You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 for every talent you possess in the Priest prestige class. If the total at least equals the creature’s current hit points, it dies.
  • Destruction Domain: You increase the damage dealt by your divine spells by one for each die of damage they cause.
  • Earth Domain: You learn to cast the Stoneskin spell, even if you do not meet the requisites to cast it.
  • Evil Domain: You increase the effect of your Curse spell by one. Prerequisite: Any Evil.
  • Fire Domain: You learn to cast the Fire spell, even if you do not meet the requisites to cast it.
  • Good Domain: Once you have invested 3 talents in the Priest prestige class, you may designate a target once per day. For the duration of the encounter, you then add your Wisdom bonus to your attack rolls and you deal one extra point of damage for every 2 talents invested in the Priest class. These bonuses apply against the designated target only. If you accidentally smite a creature that is not evil, the smite has no effect, but the ability is still used up for that day. Prerequisite: Any Good.
  • Healing Domain: Your Cure spell now heals an additional point of damage per die of healing.
  • Knowledge Domain: For every 3 talents in the Priest prestige class, you gain +1 to all your Knowledge skill checks.
  • Law Domain: Your followers cost 25% less to maintain. Prerequisite: Any Lawful.
  • Luck Domain: You can now re-roll one skill check per encounter. You must keep the second result, even if it's worst.
  • Magic Domain: If you possess the Arcane Evocation talent, you regain double the normal mana when utilizing it.
  • Plant Domain: You can use the Turn spell to rebuke creatures of the plant type.
  • Protection Domain: You learn to cast the Shield spell, even if you do not meet the requisites to cast it.
  • Strength Domain: By spending an action point as a standard action, you can bestow a temporary insight bonus of 1d6 points of Strength to a target you touch. The effect lasts until the end of the encounter. The effect cannot be attempted more than once per target per encounter.
  • Sun Domain: Once per day when using the Turn spell, you can perform a greater turning instead of the normal turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.
  • Travel Domain: You learn to cast the Teleport spell, even if you do not meet the requisites to cast it.
  • Trickery Domain: You learn to cast the Illusion spell, even if you do not meet the requisites to cast it.
  • War Domain: You become proficient with a weapon group you do not already know, and you gain the Weapon Focus feat for a selected weapon within that group.
  • Water Domain: You gain the permanent ability to breath underwater.

Metaconjuring Talent Tree

You are skilled at manipulating the very energies of divine magic. You may select any talent from the Metaconjuring tree more than once, gaining additional uses per day each time you do.
  • Empower Spell: Once per day as a free action, you may make an divine spell you cast have all its variable, numeric effects increase by one-half (rounded down). For example, if a spell has you roll 1d6, and you roll a 2, then the result is instead 3 (½ of 2 is 1, so 2 + 1 = 3). You may not apply this talent to a spell if you have already applied another Metaconjuring talent to the spell. Empowering a spell raises its DC by 5. Prerequisite: Any other Metaconjuring talent.
  • Maximize Spell: Once per day as a free action, you may spend an action point and make an divine spell you cast have all of its variable, numeric effects be maximized. For example, if a spell would have you roll 1d6, you instead simply get a result of 6. You may not apply this talent to a spell if you have already applied another Metaconjuring talent to the spell. Maximizing a spell raises its DC by 10. Prerequisite: Empower spell, any other Metaconjuring talent.
  • Metaconjurer: You may apply the effects of up to two Metaconjuring talents to a single divine spell, ignoring the normal restriction. Note that any increase to spell DCs will stack. Prerequisite: Any two Metaconjuring talents.
  • Quicken Spell: Once per day, you may cast an divine spell that normally takes a standard action or move action with a swift action instead. You may not apply this talent to a spell if you have already applied another Metaconjuring talent to the spell. Quickening an divine spell raises its DC by 5. Prerequisite: Any other Metaconjuring talent.
  • Still Spell: Once per day, you may cast an divine spell without making any gestures. You may not apply this talent to a spell if you have already applied another Metaconjuring talent to the spell.
  • Silent Spell: Once per day, you may cast an divine spell without invoking any magical words. You may not apply this talent to a spell if you have already applied another Metaconjuring talent to the spell.

Warpriest Talent Tree

You are an experienced veteran of combat casting.
  • Divine Concentration: Your DC penalty when casting spells defensively is reduced by one. This talent can be selected up to 5 times.


Ranger

ImageRangers combine martial prowess with stealth and an uncanny ability to find what they’re looking for. Most put their skills to use as wilderness explorers, scouts, and skirmishers, but some prefer a more urban environment and the thrills of city life. Rangers tend to be loners in either case, but a group with a ranger in it will rarely lose its way - or its target. Become a ranger if you want to be skilled at stalking and finding things and people you’re looking for - and then taking them down.

Ranger Requisites

To qualify as a Ranger, the character must meet the following requisites:
  • Combat Skills
    • Melee Combat
  • General Skills
    • Stealth
    • Wilderness Aptitude

Ranger Training

By learning to fully harness their natural affinity with magic, Sorcerers become living vehicles of flowing magic.
  • Hunter's Mark: Rangers excel at dealing with a single target. Once 2 talents have been invested into the Ranger prestige class, the Ranger gains the ability to mark a target. At the start of each encounter the ranger may designate a single opponent. The ranger gains a +1 bonus to all attack rolls and skill checks against that opponent, and a +1 bonus to each of his Reflex, Fortitude, and Will defenses against that opponent. The Ranger may not change his Target until the end of the encounter. The bonuses provided by the Hunter's Mark class ability improve by +1 for each 2 additional talents invested in this prestige class.

Ranger Defenses

At novice level, you receive a +1 bonus to your Reflex and Fortitude defenses.

Ranger Talents

Tracker Talent Tree

You are quite adept at finding things that people don’t want you to find, as well as hiding yourself from view.
  • Acute Senses: You may choose to reroll any Perception check, but you must keep the second result, even if it’s worse.
  • Expert Tracker: You take no penalty on Survival checks made to follow tracks while moving your normal speed (normally, you take a -5 penalty). Prerequisite: Acute Senses
  • Relentless: This talent applies only to an opponent you’ve designated as your Hunter's Mark (see below). An attack or effect originating from the target that would normally move you along the condition track does not, in fact, move you along the condition track. Prerequisite: Target, Hunter's Mark class ability.
  • Target: If you aim before making a ranged attack, you move the target -1 step on the condition track if the attack deals damage.
  • Total Concealment: Any situation that would give you concealment grants you total concealment instead. Prerequisite: Hidden Movement, Improved Stealth.

Hunter Talent Tree

ImageYou are an expert at slaying enemies & fighting on familiar terrain.
  • Favored Enemy: A ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
    • This talent can be selected multiple times. Each time, the ranger may select an additional favored enemy from those given on the table. In addition, for each Favored Enemy talent selected, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.
    • If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.
  • Preferred Terrain: A ranger may select a type of creature from among those listed below. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills while in a terrain of this type. Likewise, he gets a +2 bonus on all weapon damage rolls while in a preferred terrain. This talent can be selected multiple times. Each time, the ranger may select an additional Preferred terrain from those listed below. In addition, for each Preferred Terrain talent selected, the bonus while in one of his Preferred Terrains (including the one just selected, if so desired) increases by 2.
    • Cold (ice, glaciers, snow, and tundra)
    • Desert (sand and wastelands)
    • Forest (coniferous and deciduous)
    • Jungle
    • Mountain (including hills)
    • Plains
    • Swamp
    • Underground (caves and dungeons)
    • Water (above and below the surface)

Predator Talent Tree

You develop a combat style that empowers you to land precise blows even while rushing your assaults.
  • Multi-Attack Expertise: Your combat style reduces the penalty to attack from the double and triple attack feats by 2. This talent can be selected multiple times, up to five times.

Strider Talent Tree

Your have a knack for moving unhindered and quickly, regardless of the terrain.
  • Long Stride: Your speed increases by 2 squares if you are wearing light armor or no armor. If you have a natural fly, climb, or swim speed, it increases by 2 squares as well. You can’t use this talent if you’re wearing medium or heavy armor.
  • Sprint: When you use the run action, you can move up to five times your speed (instead of four times).
  • Surefooted: Your speed is not reduced by difficult terrain.
  • Hidden Movement: You're very good at hiding when mobile. You take no penalty on your Stealth check when moving your normal speed.


Shadowmancer

ImageShadows are the playground of Shadowmancers - individuals of legendary ability and unrivaled mobility who can move between the shadows, appearing and disappearing at will. Shadowmancers themselves are a varied lot, some acting as simple performers and dancers, while others may be thieves, and some are even assassins. The Shadowmancer prestige class is perfect for any player who wants a character that can basically ignore the rules on movement and position themselves anywhere there’s a bit of shadow.

Shadowmancer Requisites

To qualify as a Shadowmancer, the character must meet the following requisites:
  • Combat Skills
    • Any Combat Skill
  • General Skills
    • Athletics
    • Stealth

Shadowmancer Training

By learning to fully harness their natural affinity with magic, Shadowmancer become living vehicles of flowing magic.
  • Shadow Jump: When you have invested 2 talents into the Shadowmancer prestige class, you may execute shadow jumps. Shadow jumping is a move action. You may shadow jump any number of times per encounter, but the total distance you may shadow jump is limited. With 2 talents in the class, you may shadow jump up to 2 squares per encounter. This may be in a single 2-square jump, or two 1-square jumps. The distance you may shadow jump increases by 2 for each additional 2 talents you invest in the class; the Long Shadowdancing and Endless Shadowdancing talents improve this limit further. In order to shadow jump, you must begin and end in an area that has at least some shadow, but you can’t use your own shadow unless you have the One’s Own Shadow talent. You must also either have line of sight to where you wish to shadow jump, or else you must have been to the location before. You never risk accidentally shadow jumping into solid matter - if the square you are trying to shadow jump to is occupied to capacity, you instead appear in the nearest square. When you shadow jump, you leave behind a puff of shadowshroud. This flows like slow-moving smoke. It is entirely harmless, and dissipates after 1 round.

Shadowmancer Defenses

At novice level, you receive a +1 bonus to your Reflex and Willpower defenses.

Shadowmancer Talents

Shadowdancing Talent Tree

Why would you want to walk anywhere, when you can shadowdance?
  • Dark Corridor: Whenever you shadow jump, you may choose to leave behind a dark corridor. The dark corridor persists for 1 round and is clearly visible. Any character may enter the dark corridor simply by walking into it. If they do, they instantly move to wherever you shadow jumped to. You may also enter your own dark corridors if you are able. You may concentrate on each of your turns to make your dark corridor persist for longer than 1 round. Doing so requires a successful Charisma check (DC 10) each round.
  • Endless Shadowdancing: The distance you can shadow jump is doubled. For example, if before you could shadow jump 10 squares, you can now shadow jump 20 squares. Prerequisite: Shadow Recover
  • Hide in Plain Sight: You may make use of the Stealth skill even if you are being directly observed and have nothing to hide behind, as long as there is some amount of shadow around. You can’t hide in your own shadow, however, unless you have the One’s Own Shadow talent.
  • One's Own Shadow: You may use your own shadow to begin a shadow jump. Prerequisite: Hide in Plain Sight
  • Shadow Clone: Whenever you shadow jump, you may choose to leave behind a shadow clone instead of a puff of shadowshroud. The shadow clone persists for 1 round. You may command your shadow clone to move or attack as a free action. However, any attempt by an individual to physically interact with your shadow clone, including attacking it, instantly destroys it in a puff of shadowshroud. The shadow clone itself is completely unreal, and can be noticed as such with a successful Perception check (DC 20). You may concentrate on each of your turns to make your shadow clone persist for longer than 1 round. Doing so requires a successful Charisma check (DC 10) each round.
  • Shadow Recovery: As a standard action, you may spend an action point. If you do, you recover 1 square of shadow jumping per talent invested in the Shadowmancer class, effectively treating it as though you never shadow jumped those squares at all.

Shadowcasting Talent Tree

You are adept at wielding shadow energy to emulate spells and duplicate their effects.
  • Shadow Senstive: Your character becomes attuned to the shadow magic that inhabits the world. This talent allows you to learn skill ranks in the Spellcasting combat skill, even if you do not quality for it. You become able to wield shadow magic. You use your Dexterity modifier when casting Shadow spells.
  • Shadow Evocation: Once per encounter, as a full-round action, you can make a DC 15 Endurance check. If the check succeeds, you regain the result of the skill check roll as mana points. Prerequisite: Shadow Caster. Prerequisite: Shadow Sensitive.
  • Shadow Training: Learns you a number of shadow spells equal to 1 + your Intelligence modifier. Shadow spells can be selected from the arcane, divine and universal spell lists. You can cast these spells, but their shadow nature adds +5 to the Spellcasting check DC. The spell's mana cost is determined by calculating the effective DC, up to 9 mana points for DC 45. This talent can be selected multiple times. Prerequisite: Shadow Sensitive.
  • Shadow Mastery: Your offensive shadow spells now bypass all Spell Resistance. Prerequisite: Obscuration Ward, Shadow Training.

Shadowwarding Talent Tree

You learn to conjure shadow energy wards to assist you in different functions. Only one ward may be active per target at any given moment.
  • Stealth Ward: By spending an action point as a standard action, you conjure a stealth ward on yourself or someone you touch. For the duration of the effect, the recipient receives a +5 arcane bonus to his stealth checks. The effect lasts until the end of the encounter.
  • Dampening Ward: By spending an action point as a standard action, you conjure a shadowy swirl over yourself or someone you touch. For the duration of the effect, the recipient receives damage reduction 5 against all physical attacks. The effect lasts until the end of the encounter.
  • Inhibitor Ward: By spending an action point as a standard action, you conjure a shadow field around yourself or someone you touch. The reactive ward cancels the damage dealt by the next attack that hits the target of the ward. The effect lasts until the end of the encounter, or until the effect is expanded, whichever comes first.
  • Obscuration Ward: By spending an action point as a standard action, you conjure a shadow vacuum over yourself or someone you touch. For the duration of the effect, the recipient gain Magic Resistance 5 against all spell effects. The effect lasts until the end of the encounter.
  • Gloom Ward: By spending an action point as a standard action, you conjure a shadow vacuum over yourself or someone you touch. For the duration of the effect, the recipient becomes immunized against all negative energy effects. The effect lasts until the end of the encounter.
  • Twilight Ward: By spending an action point as a standard action, you conjure a shadow vacuum over yourself or someone you touch. The Twilight ward provides the bearer a +5 arcane bonus to his Willpower defense, valid until the end of the encounter. Prerequisite: Adumbration.

Shadowwarping Talent Tree

You have acquired a deeper understanding of the quintessential origins of shadow energies. You have mastered arcane methods to channel and access the plane of shadow.
  • Shadow Warp: You gain the ability to briefly rip open the fabric of the material plane, allowing you to pass over into the plane of shadow. By spending an action point as a full round action action, you transpose yourself into a private dimensional pocket on the shadow plane, accessible only to you.
  • Adumbration: You have become magically attuned to the shadow plane. Whenever you are in the shadow plane, you can use your Spellcasting (Arcane) skill instead of any of the general skills, and are automatically considered to have the appropriate specialty. Using the Spellcasting (Arcane) skill in this fashion does not cost any mana points. Prerequisites: Shadow Warp.
  • Shadow Gate: By spending an action point as a full round action, you open a gate to the plane of shadow, leading directly to your private dimensional pocket there. Anything or anyone of a large size or smaller can pass through the gate. The gate lasts 3 + Constitution modifier rounds, after which it vanishes into nothingness. Prerequisites: Adumbration.
  • Imminent Domain: Whenever you reside in your private dimensional pocket on the shadow plane, your shadows spells no longer receive the +5 DC penalty. In addition, you also gain a +5 arcane bonus to your Spellcasting (Arcane) checks when casting shadow spells while in your private dimensional pocket on the shadow plane. Prerequisites: Shadow Gate.
  • Black Hole: By spending an action as a standard action, you open up a black hole at a location of your choice, within a range of up to 12 squares. Any large or smaller creatures within 3 squares of the black hole must resist a Spellcasting (Arcane) check made by the Shadowmancer. The Shadowmancer receives a +5 DC penalty to this check. If the result beats the Willpower defense of the affected targets, they are swallowed alive by the black hole, and projected against their will into your dimensional pocket on the shadow plane. If a Black hole is summoned while on the shadow plane, the swallowed targets are consumed and destroyed instantly. Prerequisites: Imminent Domain.


Shaman

ImageThe shaman is a magic user who has veered away from the commonly threaded paths. Every shaman has within him the self-taught understanding of spiritual forces that inhabit and influence the world. Shamans learn to deal with these forces and become vested with their unique and powerful energies.

Shaman Requisites

To qualify as a Shaman, the character must meet the following requisites:
  • Combat Skills
    • Spellcasting
  • General Skills
    • Awareness
    • Knowledge

Shaman Training

By dealing with spiritual guides, the shaman learns to imbue himself with their spiritual energies.
  • Shamanic Aura: The shaman radiates a specific aura that bolsters all allies within range with a special effect. Translucent Spiritual forces are seen shimmering and swirling within the area of effect.
    • Activating Auras: Activating an aura is a standard action. It costs the shaman an action point to do so. Only a single aura can be active at any given moment. Activating a new aura while an existing aura is already active results in the dissipation of the previously active aura. Once activated, an aura does not require any special action to maintain: the shaman is free to act normally.
    • Determining Aura Duration: Auras last a number of rounds equal to 3 + Constitution modifier. This duration can be extended with talents.
    • Determining Aura Effect: For each 4 talents invested in the shaman class, auras provide a cumulative +1 effect to the shaman and his allies. The effect can be augmented with talents.
    • Determining Aura Radius: The radius of an aura emanates from the shaman and extends a number of squares equal to the shaman's Charisma or Wisdom modifier, whichever is higher.
    • Determining Known Auras: The basic number of known auras equals the shaman's Intelligence modifier. Further auras can be learned through talents as well.
    • Available Auras: The existing auras are listed here, along with their effect. The effect occurs once every round, on the shaman's turn.
      • Damage Aura: All allies within range gain +1 damage.
      • Rejuvenation Aura: All allies within range regain +1 health.
      • Replenishment Aura: All allies within range regain +1 mana.
      • Invigoration Aura: All allies within range regain +1 stamina.
      • Movement Aura: All allies within range gain +1 movement speed.
      • Energy Resistance Aura: All allies within range gain Resist Energy 1.
      • Concentration Aura: All allies within range gain +1 bonus to all general skill checks.
      • Reflex Aura: All allies within range gain +1 to their Reflex defense.
      • Fortitude Aura: All allies within range gain +1 to their Fortitude defense.
      • Willpower Aura: All allies within range gain +1 to their Willpower defense.
      • Spell Resistance Aura: All allies within range regain +1 to their defenses when resisting any spell.

Shaman Defenses

At novice level, you receive a +1 bonus to your Fortitude and Willpower defenses.

Shaman Talents

Spiritual Magic Talent Tree

The spirits agree to further impart you with their secrets concerning spiritual magic.
  • Spiritual Caster: You use your Wisdom modifier in place of your Constitution modifier when casting Universal spells and when determining how many spells you receive when taking the Spell Training feat. Prerequisite: Spell Training
  • Spiritual Teaching: You learn an additional aura from your spirit guides. This talent can be selected multiple times.
  • Powerful Auras: Your auras increase their effect by an additional +1. This talent can be taken multiple times.
  • Radiating Auras: Your auras extend further than normal. Add 1 square to the radius of all your auras, every time your select this talent.
  • Lasting Auras: You increase the duration of your auras by 1 round. This talent can be selected multiple times.

Shamanic Secrets Talent Tree

You explore the deeper aspects of your relationship with spiritual energies and contemplate new insights about your art.
  • Shamanic Discovery: Select an arcane spell for which you meet the prerequisites. You can cast that spell even if you don't have the Arcane Caster talent. Prerequisite = Spiritual Advice.
  • Spiritual Revelation: Select a divine spell for which you meet the prerequisites. You can cast that spell even if you don't have the Arcane Caster talent. Prerequisite = Spiritual Advice.
  • Spiritual Advice: You have established a deeper relationship with your spirit guides. Spending an action point costs one less mana point when it is spent to activate an aura. Prerequisite: Spiritual Insight.
  • Spiritual Evocation: Once per encounter, as a full-round action, you can make a DC 15 Endurance check. If the check succeeds, you regain mana points equal to your skill check result. Prerequisite: Spiritual Caster.
  • Shamanic Insight: Once per day, add your wisdom bonus to a general skill check result.

Shamanic Transfer Talent Tree

You temporarily imbue an ally with the ability to cast certain spells.
  • Shamanic Transference: By spending an action point as a standard action, you touch an ally to imbue them with the ability to cast a selected spell. The ally can cast the spell until the encounter, spending an action point instead of paying the usual mana cost, every time it is used.
    • The shaman learns 1 + intelligence modifier spells that can be used for shamanic transference. These spells must be selected from known spells at the moment when this talent is learned. This talent can be taken multiple times.
    • The transference lasts until the end of the encounter, or until the effect is dispelled, whichever comes first.
    • The effective DC of a transference spell cast by an ally is determined by the Shaman's spellcasting check result while doing the spiritual transference, up to a maximum of DC20.
    • Spells with a duration have use the constitution modifier of the ally casting them to determine their duration.
  • Potent Transference: Each time this talent is selected, the maximum effective DC of a transferred spell increases by 5. This talent can be taken up to four times. Prerequisite: Shamanic Transfer.
  • Distant Transfer: The shamans develops a flowing technique which allows him to use the Shamanic Transference talent as a ranged touch action with a range of up to 1 + charisma modifier in squares.

Spiritual Guide Talent Tree

A spiritual ally assists you during the course of your adventuring.
  • Spiritual Assistant: You gain a spiritual ally which influences events in your favor. By spending an action point as a standard action, you call upon an invisible and intangible spirit who subtly supports and assists you in your efforts. Once summoned, the spirit guide can assist the shaman with WIS modifier services. The shaman decides when to call upon a service as an immediate action. A service can be used to increase a check result by one. Each time this talent is selected, the bonus provided by the spirit guide's services increases by one.


Sorcerer

ImageMost people who use magic do so through a combination of learning and innate potential. That is, while their innate potential allows them to perform some magic tricks, they must actively learn how to cast their spells by studying and practice. A lucky few, however, are an exception to this rule. They learn how to cast spells because magic is almost literally in their blood. These people are known as sorcerers. Play a sorcerer if you want to be able to use magic in the same way that other people are able to breathe and blink - innately, with no true effort expended on your part.

Sorcerer Requisites

To qualify as a Sorcerer, the character must meet the following requisites:
  • Combat Skills
    • Spellcasting
  • General Skills
    • Knowledge
    • Spellcraft
  • Talents
    • Arcane Caster

Sorcerer Training

By learning to fully harness their natural affinity with magic, Sorcerers become living vehicles of flowing magic.
  • Spontaneous Spells: Whenever the sorcerer casts an arcane spell, the Mana cost is reduced. For each 3 talents invested in the class, the Mana cost is reduced by one. No matter the rebate, the minimum for casting a spell is 1 Mana point.

Sorcerer Defenses

At novice level, you receive a +2 bonus to your Willpower defense.

Sorcerer Talents

Natural Magic Talent Tree

You cast spells based not on learning or arcane formulae, but instead due to sheer force of will.
  • Natural Caster: You use your Charisma modifier in place of your Intelligence modifier when making Spellcasting checks and when determining how many spells you receive when taking the Spell Training feat. This talent effectively supplants the Arcane Caster talent, and you still have access to Arcane spells as a Natural caster. Prerequisite: Arcane Caster
  • Spell Power: Choose an arcane spell you know with an effect that requires you to roll a dice (such as Fire). The number of dice you roll for that spell increases by one. You may select this talent multiple times; each time you do, you may either increase the number of dice rolled for an already chosen spell, or else choose a new spell. You may only select this talent three times for a single spell. Prerequisite: Natural Caster.

Bloodline Heritage Talent Tree

One of your ancestors interbred with a shape-shifted dragon. It's powerful draconic blood still flows through you and manifests in a number of ways.
  • Draconic Bloodline: Your draconic heritage becomes manifest. You gain immunity to paralysis & sleep.
  • Bloodline Arcana: Chose an energy type: Acid, Cold, Electricity or Fire. When you cast spells that deal this type of damage, you add +1 point of damage per die rolled. Prerequisite: Draconic Bloodline.
  • Draconic Resistances: You gain resist 10 against your energy type. Prerequisite: Draconic Bloodline.
  • Blindsense: You can pinpoint creatures within a distance of 6 squares. Opponents the Sorcerer can’t actually see still have total concealment against the Sorcerer. Prerequisite: Draconic Bloodline.
  • True Darkvision: You ignore concealment (including total concealment) due to darkness. You can even perceive colors in darkness, although the color spectrum is different from the one given from normal lighting. Prerequisite: Draconic Bloodline.

Blood Magic Talent Tree

You have become initiated into the self-sacrificing ways of blood magic, trading your own life force for increased spell effects.
  • Bloodrust: As a swift action, you drain your own life force and convert it into mana. For every 2 points of health you convert, you gain 1 regain mana point.
  • Bloodburn: As a swift action, you cause yourself to take 5 health points of damage, but you gain a +5 bonus on your spell next Spellcasting check. Prerequisite: Bloodrust.
  • Bloodlust: As a swift action, you increase the blood flow in your own body, converting mana into healing. For each 2 mana points converted, you regain 1 health point.
  • Bloodboil: As a swift action, you enter into magically empowered state, causing yourself 1 point of damage per round for the next 3 + Constitution modifier rounds. While the lustful state lasts, your damage spells increase damage caused by 1 point of damage for each damage die of the spell. This talent can be selected multiple times, each time increases the damage taken per round as well as the damage die bonus by one point. Prerequisite: Bloodlust.

Spellfire Magic Talent Tree

You discovered how to play with spellfire, allowing you to manipulate raw mana energies through sheer willpower.
  • Spellfire Channeling: As standard action, you can spend an action point to channel some of your mana to an ally within 10 squares of you. Make a Spellcasting (Spellfire) check, the result determines that maximum amount that can be transferred in this spellfire channeling attempt.
  • Spellfire Healing: As a standard action, you can convert some of your own mana pool into health points. Make a Spellcating (Spellfire) check to determine the maximum amount of mana that can be converted into health points.. Each mana point converted heals you by one health point.
  • Spellfire Shield: As a standard action, you activate a protective spellfire shield of seething energies around you. The shield lasts until the end of the encounter, but can \be ended at any time by the Sorcerer as a free action. While active, the Spellfire shield absorbs half of the damage that you would normally suffer, but each point of damage absorbed reduces your mana by one point.
  • Spellfire Bolt: You gain the ability to convert mana into spellfire bolts that you can unleash unto your foes from a distance. Each bolt requires a standard action to cast, and has a 10 square range. To hit the target, you must exceed the Reflex defense of the target. If the bolt hits, you cause the target 2 health points of damage for each point of mana converted into spellfire. You Spellcasting (Spellfire) result also determines the maximum amount of mana that can be converted into spellfire damage.


Spellblade

ImageSome people just can’t decide whether they prefer hacking something to pieces, or else burning them to cinders with conjured fire. It is a tough choice, after all. Fortunately, untold centuries of magical experimentation and practice have resulted in the creation of spellblades - mage-warriors who are adept at both magic and mayhem. This prestige class is for the characters who want swords and sorcery.

Spellblade Requisites

To qualify as a Spellblade, the character must meet the following requisites:
  • Combat Skills
    • Melee Combat
    • Spellcasting
  • General Skills
    • Spellcraft

Spellblade Training

All Spellblades devote themselves to the art of balancing martial and magical prowess. As a result of the techniques and discipline involved in their training as Spellblades, they gain a specific ability to ignore the sources of spell failure that affect other casters.
  • Resilient Caster: For each talent invested into the Spellblade prestige class, the Spellblade cancels a cumulative -1 of penalty resulting from wearing armor or falling out of favor with one's God when casting Arcane & Divine spells. This class feature also reduces the effective damage suffered for purposes of resisting spell disruption after having suffered damage, making it easier for the Spellblade to succeed at this Endurance check in order to cast a spell even while sustaining damage.

Spellblade Defenses

At novice level, you receive a +1 bonus to your Fortitude and Willpower defenses.

Spellblade Talents

Sword & Sorcery Talent Tree

Swords or sorcery. Why choose?
  • Energy Sword: You may spend an action point as a standard action to make a ranged attack up to 6 squares away that deals 1d6 points of damage per spellblade talent to the target. The damage is acid, cold, electric, fire, or sonic at your discretion.
  • Focus Armor: As a full-round action, you can spend an action point to focus a suit of armor, permanently increasing its armor bonus by +2. In addition, the maximum Dexterity bonus of the focused armor permanently increases by +1. Only you can benefit from wearing the focused armor; the benefits do not apply if someone else dons it.
  • Improved Focus Armor: You have learned to bond with your armor to an even greater degree. Select any suit of armor with which you have made use of the Focus Armor talent. By spending an action point as a full-round action, you can permanently grants damage reduction equal to one half its Reflex Defense bonus to your armor. If it already granted damage reduction, then its DR rating is improved by this amount instead.
  • Osmose Sword: As a standard action, you may spend an action point to make a ranged attack roll against a target up to 6 squares away. If you attack roll equals or exceeds the target’s Will defense, you may steal one spell from the target’s list and add it to your own. The target may refresh that spell normally, and once you cast the spell, you cannot cast it again; otherwise, you may retain the stolen spell indefinitely.
  • Spell Sword: Whenever you successfully strike a target in melee combat, you may spend an action point. If you do, you may immediately cast any one spell from your spell suite on them.

Might & Magic Talent Tree

You learn to exploit the synergies of seemingly opposite arts.
  • Battlefield Tactician: Choose one tactic in the mobile tactics category. When using that tactic, you can roll the skill twice and keep the better result. You may take this talent several times, each time for a new mobile tactic of your choice.
  • Mind before Brawn: If you affect a single opponent with a spell, on the next round you gain a +2 bonus to your melee attacks or maneuver for that round.
  • Might serves you right: If you hit an opponent with a melee attack or Maneuver, on the next round you gain a +2 bonus to your Spellcasting check for a single target spell against that opponent.
  • Perfect Harmony: If you successfully use both talents in succession, you gain the Perfect Harmony state. In this state, as a full round action you can make one melee attack and spend an action point to cast one single target spell on the same target in the same round. This spell does not generate any attack of opportunity. The state lasts for one round. If you do not expand it, it is lost. Prerequisite: Mind before Brawn, Might serves you right

Weapon Channeling Talent Tree

You flow your spell through your weapon, maximizing the might of your attacks.
  • Spell Strike: Chose a spell among the list given below. With this talent, you can spend an action after casting this spell, in order to channel it into your weapon. Every round, the first strike you do with your weapon that hits your target automatically casts the spell effect again in addition to your normal damage.
    • Available Spells: Aegis, Cure, Dispel, Push, Slow, Strike.
    • Note: You must be able to cast the spell, in order to chose it for this talent.
    • Note: The effect lasts for 3 + Constitution modifier rounds.
    • Note: Every time the weapon strikes successfully, roll a normal Spellcasting check using the player's statistic as if he was himself casting the spell, but with a 5 point penalty to the Spellcasting DC.
    • Note: If the spell is not cast & channeled defensively, the spell and it's channeled after effects provoke attacks of opportunity normally.
  • Blade Hand: You can cast spells with your hand while it is wielding a one-handed blade weapon. The weapon must be from the "Blades" weapon group, and must be a one-handed weapon. Each time you cast a spell, you must expend 3 stamina point, on top of the spell's mana cost. Casting spells this way still generates attack of opportunities. The Spellblade can cast defensively to avoid generating attacks of opportunity.

Battlecaster Talent Tree

You have mastered the art of casting spells in close combat, and your defensive casting techniques actually enhance your spell effects instead of hindering them.
  • Battlecasting Mastery: You actually gain a bonus to your Spellcasting checks while casting defensively. Each time your select this feat, you gain a +1 bonus to your Spellcasting checks when casting defensively.


Summoner

ImageThe Summoner is a specialist mage who focuses his arcane arts in the summoning of magically conjured creatures. Summoners are adept at fighting indirectly, using their minions as pawns and fodder while safely directing them from afar. Summoner is assuredly the most advanced and complex class of all, and should be considered by experienced players who enjoy a truly rewarding challenge.

Summoner Requisites

To qualify as a Summoner, the character must meet the following requisites:
  • Combat Skills
    • Spellcasting
  • General Skills
    • Knowledge
    • Spellcraft
  • Talents
    • Arcane Caster

Summoner Training

Summoners not only know how to magically summon creatures, they also possess the specialized knowledge which allows them to bind a single summoned creature as their permanent minion.
  • Creature Companion. To use this class feature, you must know at least one Summon Creature talent from the Creature Summoning talent tree. You can summon or capture a single creature from a type you have mastered and make it your permanent companion. Your creature companion requires appropriate feeding and accommodation, as a normal creature of that type would. It is treated as a summoned creature, with the following differences:
      • Your total talents invested in the summoner class determines the base maximum challenge rating of the creature companion. For every talent in the Summoner class, you can bind a creature companion of a corresponding challenge rating. The usual Hit Die restrictions do not apply for your creature companion, if it is a captured creature.
      • Binding a summoned or captured creature to turn it into your permanent companion costs an action point and requires a full round action. A captured creature must be affected by the helpless condition for the binding to succeed.
      • Your summoned companion is not subject to dispel effects.
      • Your summoned companion is still subject to normal banish effect rules as appropriate (i.e. Outsider creature type).

Summoner Defenses

At novice level, you receive a +2 bonus to your Willpower defense.

Summoner Talents

Creature Summoning Talent Tree

You master the magical ways that allow you to summon creatures out of thin air, to be your obedient minions.
  • Summon Creature: Select one creature type from the list below. You must meet the individual requisite of each creature type before selecting it. This talent can be taken multiple times, each time applies to a different creature type.
      • Each summoning costs an action point.
      • Each summoning takes a standard action.
      • Each summoning brings a single creature of the selected type.
      • The summoned creature cannot possess more Hit Die than the Summoner's own character level. Some talents can increase this limit.
      • The creature appears within 10 squares of the summoner.
      • Each summoning lasts 3 + the Summoner's Constitution modifier rounds.
      • Summonings are subject to dispel effects.
      • Some creature types are subject to banish effects also.
      • Use this link for the creature lists by type: Creature Type(external link)
      • The Humanoid creature type is purposefully excluded from the available list of creature types.
    • Aberration: You learn to summon creatures from the Aberration list.
        • Aberration summonings have a 50% failure chance.
        • Prerequisite: Any four Creature Summon talents.
    • Animal: You learn to summon creatures of the Animal list.
    • Celestial: You learn to summon creatures from the Celestial list.
        • Celestial summonings have a 50% failure chance.
        • Prerequisite: Any four Creature Summon talents.
    • Construct: You learn to summon creatures from the Construct list.
    • Dragon: You learn to summon creatures of the Dragon list.
    • Elemental: You learn to summon creatures from the Elemental list.
    • Fey: You learn to summon creatures from the Fey list.
    • Fiend: You learn to summon creatures of the Fiend list.
        • Fiend summonings have a 50% failure chance.
        • Prerequisite: Any four Creature Summon talents.
    • Giant: You learn to summon creatures from the Giant list.
    • Magical Beast: You learn to summon creatures from the Magical Beast list.
    • Monstrous Humanoid: You learn to summon creatures from the Monstrous Humanoid list.
    • Ooze: You learn to summon creatures of from Ooze list.
    • Outsider: You learn to summon creatures of from Celestial list.
        • Outsider summonings have a 50% failure chance.
        • Prerequisite: Any four Creature Summon talents.
    • Plant: You learn to summon creatures from the Plant list.
    • Undead: You learn to summon creatures from the Undead list.
    • Vermin: You learn to summon creatures of the Vermin list.
  • Augmented Summoning: Your creature companion and summoned creatures gain +4 to their Strength & Constitution ability. Prerequisite: Summon Creature.
  • Improved Companion: The maximum challenge rating of your Creature Companion increases by one. This talent can be selected up to five times. Prerequisite: Summon Creature.
  • Improved Summoning: The maximum number of Hit Die of your summoned creatures increases by one. This talent can be selected up to five times. Prerequisite: Summon Creature.

Dungeon Master Talent Tree

Your mastery of creature summoning allows you to summon lasting creatures by using rituals binding them to your lair.
  • Summoner Lair: You designate an underground location as your permanent lair -usually a Dungeon-. Each room in that lair permanently freezes an action point's worth of Mana from your Mana pool. Prequisites: Summon Creature.
    • If you have feats and abilities that reduce the cost of action points, this also reduces the number of Mana points that are frozen.
    • Frozen Mana points can be released by abandoning the Summoner lair.
  • Dungeon Binding: You can use a full round action to bind a summoned creature to a specific room of your lair. As long as the creature remains in that room, it remains summoned indefinitely. The creature does not require sustenance of any kind, and will defend the room if any intruder enters it. You can select this talent multiple times, each time allows an additional creature to be binded within each room of your dungeon. Prequisites: Summoner Lair.
    • Each creature binding ritual costs 100 gold pieces per hit die of the binded creature.
  • Errant Monster: By spending an action point as a full round action, you can select a single binded creature within your dungeon. This creature is no longer restricted to it's binding room, and can roam & patrol the dungeon freely. This talent can be taken multiple times, each time allows an additional creature to be made errant simultaneously. Prequisites: Summoner Lair.
  • Vigorous Monster: Binded creatures who inhabit your dungeon gain a bonus health point for every hit die they possess. This talent can be taken multiple times, each time adds an additional health point per hit die possessed by the creature. Prequisites: Summoner Lair.

Aligned Summoning Talent Tree

You are more effective when summoning creatures who possess the same alignment as you.
  • Efficient Summoning: The Mana cost of the action point required to summon aligned creatures is reduced by one. Prerequisite: Creature Summoning.
  • Durable Summoning: The summoning duration of all aligned creatures is extended by one round. This talent can be taken multiple times, each time extends the summoning duration by an additional round. Prerequisite: Creature Summoning.
  • Resistant Summoning: Aligned creatures summoned by you are more difficult to dispel. For each Resistant Summoning talent, your creatures gain a +2 bonus to their resistance against dispel effects. Prerequisite: Creature Summoning.
  • Rejuvenating Summoning: Aligned creatures summoned by you regain one health point each round. This talent can be selected multiple times, each time heals an extra health point each round. Prerequisite: Creature Summoning.

Subtype Specialist Talent Tree

You have concentrated your arcane research in the understanding of specific creature subtypes. Subtype Specialist talents do not function for creatures not possessing any specific subtype.
  • Subtype Mastery: You master the intricacies of creature subtypes equal to your Intelligence modifier. When summoning creatures whose subtypes you have all mastered, the maximum Hit Die limit increases by one. Select the know subtypes from the list provided below. Prerequisite: Summon Creature.
    • Air
    • Angel
    • Aquatic
    • Archon
    • Augmented
    • Chaotic
    • Cold
    • Demon
    • Devil
    • Earth
    • Evil
    • Extraplanar
    • Fire
    • Good
    • Incorporeal
    • Lawful
    • Native
    • Psionic
    • Shapechanger
    • Swarm
    • Water
  • Reduced Failure Chance: If you attempt to summon a creature from a type with a summoning failure chance, and you have mastered all of that creature's subtypes, you reduce the failure chance by 5%. This talent can be selected multiple times, each time reduces the failure chance by 5%. Prerequisite: Subtype Mastery.
  • Aggressive Summoning: If you attempt to summon a creature for which you have mastered all of its subtypes, that creature gains a +1 insight bonus on all it's attacks. This talent can be selected multiple times, each time increases the insight bonus to it's attacks by +1. Prerequisite: Subtype Mastery.
  • Guarded Summoning: If you attempt to summon a creature for which you have mastered all of its subtypes, that creature gains a +1 insight bonus on all of it's defenses. This talent can be selected multiple times, each time increases the insight bonus to it's defenses by +1. Prerequisite: Subtype Mastery.


Weapon Master

ImageThe weapon master is the embodiment of the perfection achieved through the mastery of melee combat in all it's forms. Possessing masterful expertise of every fighting style imaginable, the Weapon Master specializes in a single chosen weapon, to which he devotes his experimental training and practice. The result is a uniquely deadly and graceful fighting style that few other martial combatants can hope to match or compete against.

Weapon Master Requisites

To qualify as a Weapon Master, the character must meet the following requisites:
  • Combat Skills
    • Melee Combat
  • General Skills
    • Athletics
    • Initiative
  • Talents
    • Weapon Specialization (one weapon of your choice)

Weapon Master Training

Weapon Masters have a broad knowledge of all weapons and combat forms, they know how to predict and deflect assaults that others can't.
  • Tactical Fighting: for every 3 talents in the Weapon Master prestige class that you invest, the weapon master gains a +1 bonus to all his Tactics skill checks.

Weapon Master Defenses

At novice level, you receive a +2 class bonus to your Fortitude defense.

Weapon Master Talents

Two Handed Fighting Talent Tree

You know how to leverage the larger weapons for maximized damage output.
  • Strengthened Blows: When using two-handed weapons, you add three times your strength modifier to damage, instead of the normal two times.
  • Expert Block: You can block any other weapon group, without taking the usual -5 penalty of weapon groups different from the weapon you wield.
  • Improved Power Attack: When using the Power Attack feat, you deal an additional 10 points of damage instead of the normal 5 points. Prerequisite: Power Attack.
  • Martial Athletics: You can use your melee combat skill rank (including all other attack modifiers) when making Athletics skill checks. You need to be proficient in the appropriate skill specialty for this talent to function.

Two Weapon Fighting Talent Tree

You gain mastery of the combat forms involving using multiple weapons & double weapons in battle.
  • Two Weapon Mastery: You gain a +1 insight bonus to your attack rolls, while wielding two weapons. This feat can be selected multiple times, every time adds an additional +1 insight bonus to your attack rolls. Shields do not qualify as weapons for the purposes of this talent.
  • Dual Wielding Mastery: You gain an additional reactive action per round, when using the Two Weapon Fighting style. Shields do not qualify as weapons for the purposes of this talent.
  • Double Weapon Defense: When using a double weapon, you gain a +1 insight bonus to your Reflex defense. This feat can be selected multiple times, every time adds an additional +1 insight bonus to your Reflex defense.

Weapon & Shield Fighting Talent Tree

You have developed the perfect balance between offensive and defensive capabilities offered by this style.
  • Two Handed Shielding: You do not lose your shield bonus from using a Round shield while using a two handed weapon, however all your attacks suffer a -1 penalty.
  • Improved Shield Bash: You no longer lose your shield bonus while using your shield as a weapon.
  • Shield Focus: You gain an additional +1 shield bonus to your reflex defense when using a shield.
  • Shield Specialization: You gain an additional +2 damage when using your shield as a weapon. Prerequisite: Shield Focus.
  • Shield Hardness: In addition to the normal advantages of wearing a shield, you gain your Shield bonus as damage reduction, as long as you have it equipped. Prerequisite: Shield Focus, Shield Specialization.
  • Sure Strike: While using the Weapon & Shield fighting style, your one-handed weapon attacks can no longer be blocked, dodged or parried. Prerequisite: Shield Focus, Shield Specialization.

Chosen Weapon Talent Tree

Your dedication to a single weapon has allowed you to develop a powerful mastery of it's every aspect, enabling you to prevail in almost every combat situation.
  • Quadruple Critical: When you score a critical hit with your chosen weapon, you deal quadruple damage instead of the normal multiplier. Prerequisite: Triple Critical or chosen weapon that normally deals triple damage on a critical hit.
  • Multi-Strike Expertise: You reduce the penalty to attack from the double and triple attack feats by 2, when using a melee weapon. This talent can be selected multiple times, up to five times.
  • Greater Weapon Focus (one specific melee weapon): You gain a +1 bonus to attack rolls with the chosen weapon. This stacks with the +1 bonus provided by Weapon Focus. Prerequisite: Weapon Focus (one specific melee weapon), Weapon Specialization (one specific melee weapon)
  • Greater Weapon Specialization (one specific melee weapon): You gain a +2 bonus to damage with the chosen weapon. This stacks with the +2 bonus to damage provided by Weapon Specialization. Prerequisite: Greater Weapon Focus (one specific melee weapon), Weapon Focus (one specific melee weapon), Weapon Specialization (one specific melee weapon).


Wizard

ImageMages are quite good at magic, but compared to a wizard, a mage is simply so much untapped potential. While sorcerers are able to bend and twist magic un unexpected ways, wizards are the most adept beings at putting power behind their spells. If you want sheer spell power, then you want a sorcerer, but if you want someone who can twist magic and make it do tricks, find a wizard. Wizard is the ideal prestige class for any character that wants to get more bang for their buck from spells.

Wizard Requisites

To qualify as a Wizard, the character must meet the following requisites:
  • Combat Skills
    • Spellcasting
  • General Skills
    • Knowledge
    • Spellcraft
  • Talents
    • Arcane Caster

Wizard Training

Wizards elevate their magical study to an art form. As part of their training, they learn the following class feature.
  • Refined Spell: for every 2 talents in the Wizard prestige class that you invest, chose an Arcane or Universal spell you know. Whenever you cast the chosen spell(s), you may make two Spellcasting checks, keeping the better results.

Wizard Defenses

At novice level, you receive a +2 class bonus to your Willpower defense.

Wizard Talents

Archmage Talent Tree

You are able to do things to spells that others can only dream of.
  • Area Effect: Whenever you cast a spell with a single target (other than ‘self’), you may spend an action point. If you do, the spell instead effects all valid targets within a 3-square radius. Note that unless the spell specifically mentions otherwise, this will cause it to target both allies and enemies.
  • Disciplined Spell: Whenever you use the Area Effect talent, you may choose to exclude any target that would otherwise be effect. This, for example, lets you use fire as an area effect without the risk of hitting your allies. Prerequisite: Area Effect
  • Greater Metamagician: You gain an extra daily use of each Metamagic talent you know. Prerequisite: Metamagician, any two other Metamagic talents.
  • Overwhelming Magic: Your spells bypass the Magic Resistance of your opponents more easily. When casting any spell against opponents, their magic resistance bone is reduced by two. This talent can be taken a total of three times. Each reduces the magic resistance of opponents by a cumulative two points.

High Arcana Talent Tree

You learn to dedicate parts of your magical essence for specific and unique arcane benefits.
  • Arcane Fire: The Archmage gains the ability to change arcane energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with an 80 square range that deals 1d6 points of damage per racial or class talent. This ability permanently freezes 10 Mana points from the Archmage's Mana pool. Using this talent costs an action point.
  • Arcane Reach: The Archmage can use spells with a range of touch on a target up to 6 squares away. The Archmage must make a ranged touch attack. Arcane reach can be selected a second time as a talent, in which case the range increases to 12 squares. Each step fo this ability permanently freezes 8 Mana points from the Archmage's Mana pool.
  • Spell Reflection: When the Archmage counterspells a spell, it is turned back upon the caster as if it were fully affected by it. If the spell cannot be affected by spell turning, then it is merely counterspelled. This ability permanently freezes 8 Mana points from the Archmage's Mana pool. Pre-Requisite: Counterspelling.
  • Elementalist: The Archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time is unaffected. The caster decides whether to alter the spell’s energy type and chooses the new energy type when he begins casting. This ability permanently freezes 9 Mana points from the Archmage's Mana pool.
  • Master Caster: This ability increases the Archmage’s effective spellcasting check results by one. This ability permanently freezes 6 Mana points from the Archmage's Mana pool.

Familiar Talent Tree

ImageYou create a sentient illusion to be your permanent companion and helper.
  • Create Familiar: You learn to shape your magic into a permanent effect through which a familiar is born. The Familiar has the following characteristics. Prerequisites: Illusion Spell.
    • Incorporeality: As an incorporeal illusory creature, your familiar is immune to all attacks.
    • Illusory: Because it is an ultimately an illusion, albeit a permanent & sentient one, your familiar can be suppressed through means like the Dispel spell. You can summon your familiar by spending an action point. Summoning your familiar is a standard action. If your familiar is suppressed, you can summon it back during combat, but this generates an attack of opportunity if within the threat area of enemies.
    • Sentient Illusion: Because your familiar is sentient, it develops it's own personality and attitude, and is treated as a character companion.
    • Mental Projection: Your familiar is a mental projection, it is only active while you are conscious. The familiar can only operate within a radius around you extending for 3 + Intelligence modifier squares. The mental projection must always remain within line of sight, but you do not have to be looking at it to maintain it within your radius.
    • Translucent: Observers can see through the familiar and perceive the things behind it. They appear as holographic projections a bit like in the Star Wars movies.
    • Movement: 6 Squares.
    • Quintessence: Familiars are tiny sentient illusory elementals. When you create a familiar for yourself, you must select it's elemental type from among the following choices:
      • Air: Once per encounter, an air familiar is capable of granting you flying 6 squares for 3 + constitution modifier rounds.
      • Earth: Your Earth familiar grants you a +2 bonus to your Fortitude defense.
      • Fire: Each round, your familiar can inflict 1d4 fire damage to a target within it's square.
      • Water: A water familiar grants you underwater breathing continuously as long as
  • Battle Familiar: Your familiar can automatically touch and hit creatures situated within it's square. Each round, it automatically deals 1d4 elemental damage of his type. This talent can be taken multiple times, each time grants an additional 1d4 of damage. Prerequisite: Create Familiar.
  • Guardian Familiar: Guardian familiars provide defense bonuses to their creator. Each time you select this talent, your Familiar increases your Fortitude, Reflex or Willpower defenses by one point, applied as an insight bonus. You can take up to 3 times in a single defense. Prerequisite: Create Familiar.
  • Assistant Familiar: The assistant familiar fuels the Wizard a stead stream of help, by helping him replenish mana and rejuvenate health points each round. You can take this talent up to three times for each effect. This talent does not stack with other rejuvenation or replenishment effects. Prerequisite: Create Familiar.
  • Autonomous Familiar: Autonomous familiars can operate outside your line of sight, and ten times the normal radius. Prerequisite: Create Familiar.

High Magic Talent Tree

Elves study magic with a matchless passion. High Magic enchantments provide magical means of creating astonishing marvels of civilization. High Magic rituals are powerful enough to affect deities or to create world-changing spell effects. All High Magic spells are rituals, and they frequently require collaboration of more than one High Mage. In addition, the necessary material components and timing of High Magic can be very specific.
  • High Mage: You have been exposed to the ancient teachings of High Magic, and are now able to learn the secrets of High Magic. Your new found understanding increases your mana pool by one point per character level you possess. Prerequisites: Elf, Master Caster, Master Wizard.
  • High Magic Enchantment: This talent can be selected multiple times. Every time you select this talent, you learn a High Magic enchantment of your choice, chosen from the list below. An enchantment requires the High Mage (or circle of High Mages) to expand a pre-determined amount of courage points, while focusing the enchantment for an uninterrupted period of time. All enchantments require a mythal in order to function, and creating the enchantment also requires material components of an indicated amount. If the enchantment is interrupted, the material components are lost, however the mythal is not.
      • Minor: 3 courage points, 3 uninterrupted hours. Can power a single implement mythal effect.
      • Medium: 6 courage points, 6 uninterrupted hours. Can power a three implement mythal effect.
      • Major: 9 courage points, 9 uninterrupted hours. Can power a five implement mythal effect.
    • Dome Shield:
      • One Implement:
      • Two Implements:
      • Three Implements:
      • Four Implements:
      • Five Implements:
    • Interdiction Field:
      • One Implement:
      • Two Implements:
      • Three Implements:
      • Four Implements:
      • Five Implements:
    • Warp Gate:
      • One Implement:
      • Two Implements:
      • Three Implements:
      • Four Implements:
      • Five Implements:
    • Force Bridge:
      • One Implement:
      • Two Implements:
      • Three Implements:
      • Four Implements:
      • Five Implements:
    • Flying Fortress: This enchantment empowers a mass of earth to float in the air magically. It can be maneuvered and flown around from a control room where the mythal is socketed, albeit the speed is relatively slow (10 squares) and the maneuverability is extremely poor.
      • One Implement: A floating tower.
      • Two Implements: A floating castle.
      • Three Implements: A floating fortress.
      • Four Implements: A floating city.
      • Five Implements: A floating metropolis.
  • High Magic Ritual: This talent can be selected multiple times. Every time you select this talent, you learn a High Magic ritual of your choice, chosen from the list below. Unless noted otherwise, all High Magic ritual effects are permanent.
      • Minor: 20 courage points, 8 uninterrupted hours.
      • Medium: 60 courage points, 16 uninterrupted hours.
      • Major: 180 courage points, 24 uninterrupted hours.
    • Create Islands: This ritual literally causes entirely new islands to emerge from a chosen location.
      • Minor Creation: A island about the size of crete.
        • Material Cost: 25,000 gold.
      • Medium Creation: A medium island about the size of Taiwan, or a couple of smaller ones.
        • Material Cost: 250,000 gold.
      • Major Creation: A large island about the size of Cuba, or multiple smaller ones.
        • Material Cost: 2,500,000 gold.
    • Devastate Region:
      • Minor Devastation:
      • Medium Devastation:
      • Major Devastation:
    • Shatter Mountains: This ritual literally explodes and shatters mountain ranges, causing them to implode and collapse on themselves, with destructive effect for all those with the great misfortune of all living things within them.
      • Minor Shattering: A small group of mountains.
        • Material Cost: 25,000 gold.
      • Medium Shattering: An entire segment of a mountain chain.
        • Material Cost: 250,000 gold.
      • Major Shattering: An entire mountain chain.
        • Material Cost: 2,500,000 gold.
    • Reshape Landscape: This ritual actually remolds an entire zone into something else, even transforming the very behavior of physics is this is what is sought.
      • Minor Reshaping: The equivalent of a small kingdom.
        • Material Cost: 50,000 gold.
      • Medium Reshaping: The equivalent of a medium kingdom.
        • Material Cost: 500,000 gold.
      • Major Reshaping: The equivalent of a large kingdom.
        • Material Cost: 5,000,000 gold.
    • Sunder Lands: This ritual allows the circle of High Mages to literally sunder a coastal region from it's continent, effectively causing a detroit of water to come fill the vacuum left by the movement of the land mass. The sundering can cause massive earthquakes and even tsunamis. The size of the area affected depends on the power of the ritual:
      • Minor Sundering: The equivalent of a coastal area the size of an island is sundered.
        • Material Cost: 25,000 gold.
      • Medium Sundering: The equivalent of a coastal area the size of a small kingdom is sundered.
        • Material Cost: 250,000 gold.
      • Major Sundering: The equivalent of a coastal area the size of a large kingdom is sundered.
        • Material Cost: 2,500,000 gold.
    • Crystallize Mythal: A mythal is created by a circle of elven High Mages to protect and ward a large area with numerous powerful enchantments. They infuse high magic into a focal point, which eventually condenses and materializes into a pulsating crystal whose size varies according to the number of implements it is endowed with. These mythal implements can then be used to power high magic spells, by being socketed into specifically designed emplacements. If the crystallization process fails because the ritual is interrupted, the material components are expanded and lost. If a mythal has more than 1 implements, it can be used to power different simultaneous high magic spells, assuming their total number of implements matches the mythal's.
      • Minor Mythal: These mythals possess a single mythal implement. They are tiny sized.
        • Material Cost: 100,000 gold.
      • Medium Mythal: These mythals possess three mythal implements. They are small sized.
        • Material Cost: 1,000,000 gold.
      • Major Mythal: These mythals possess five mythal implements. They are medium sized.
        • Material Cost: 10,000,000 gold.



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