Sunteți pe pagina 1din 79

Dungeons & Dragons 3.

Rebalanced Compendium

V 1.0 Organized by Robert RobbyPants Van Ark 2008 2009

Contents
Chapter 1: Races Chapter 2: Classes Chapter 3: Skills & Feats Chapter 4: Combat & Rules Chapter 5: Equipment Chapter 6: Magic 3 4 26 33 35 37

Acknowledgements
Id like to thank everyone who helped to make this possible, especially Bauglir, Bier, Bihlbo, Bkdubs123, Chemus, DaveoftheRave, Eldariel, Hallack, InnaBinder, JaronK, Kuroimaken, McPoyo, Midnight_V, Mister_Sinister, OneWing4ngel, Pfooti, Psychic Robot, RabidPirateMan, Risada, Runestar, Shadowhowler, SiggyDevil, Sinfire Titan, SKRP, Soda, Sunic_Flames, Ubernoob, Veekie, VennDygrem, ZanKhellendros, ZeroSum, and all the other wonderful people at Brilliantgameologists.

Chapter 1 Races
Favored Classes
Favored class rules no longer apply. There are no experience penalties for multiclassing.

Races
The changes below are in addition to the races existing traits.

Half-elf
A half-elf gains a humans bonus skill point. At first level, the half elf gains an extra four skill points and one extra skill point each level thereafter.

Half-Orc
Remove the -2 penalty to Charisma. Add a +2 racial bonus to Intimidate checks. Add weapon familiarity. A half-orc can treat a greataxe as a simple weapon and an Orcish shot-put as a martial weapon.

Hobgoblin
The ability score adjustments are +2 Dexterity,-2 Wisdom (removing the +2 bonus to Constitution). Add Toughness as a bonus feat. Add a +1 racial bonus to attack rolls against elves. Add a +2 racial bonus to Knowledge(History) and Profession(Siege Engineer) checks. Reduce level adjustment to +0.

Kobold
Remove the -2 penalty to Constitution.

Orc
Add a +2 racial bonus to Intimidate checks. Add weapon familiarity. An orc can treat a greataxe as a simple weapon and an Orcish shot-put as a martial weapon.

Chapter 2 Classes
Core Classes
Some of the classes presented are full re-writes of the old versions. These classes will have a new table showing the progression of class abilities. Other classes are presented as a few minor alterations to the existing class.

Barbarian
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Special Fast movement, illiteracy, rage 1/encounter, Rage (Temporary Hit Points) Uncanny dodge Rage (Mettle) Rage (Fear Immune) Improved uncanny dodge Pounce Damage reduction 1/-, Rage (Damage Reduction) Rage (Haste, 1) Temporary Hit Points (x3) Damage reduction 2/Greater rage Rage (Haste, 2) Damage reduction 3/Indomitable will Rage (Improved Mettle) Damage reduction 4/-, Rage (Haste, 3) Tireless rage Temporary Hit Points (x3) Damage reduction 5/Mighty rage, Rage (Haste, continuous)

Rage (Ex): Per the PHB with the following exceptions: the barbarian can use rage once per encounter instead of per day. Instead of gaining a +4 bonus on Constitution, the barbarian instead gains a +2 morale bonus on Fortitude saves. To account for no Constitution increase, rage lasts five rounds + the barbarian's Constitution modifier. The morale bonus to fortitude saves increases to +3 at 11th level when the barbarian gains Greater Rage and to +4 at 20th level when he gains Mighty Rage.

Rage (Temporary Hit Points) (Ex): While raging, the barbarian gains a number of temporary hit points equal to double his class level. These temporary hit points overlap with other temporary hit points and do not stack. For example, a 3rd level barbarian would gain 6 temporary hit points per round, but the total would never increase above 6. At 9th level, the barbarian gains a number of temporary hit points equal to three times his class level per round. This increases to four times his class level at 18th level. Uncanny Dodge (Ex): At 2nd level, the barbarian gains Uncanny Dodge, per the PHB. Rage (Mettle) (Ex): At 3rd level, the barbarian gains Mettle when he is raging. Rage (Fear Immune) (Ex): At 4th level, the barbarian is immune to fear while raging. Improved Uncanny Dodge (Ex): At 5th level, the barbarian gains Improved Uncanny Dodge, per the PHB. Pounce (Ex): At 6th level, the barbarian gains Pounce. Damage Reduction (Ex): At 7th level, the barbarian gains Damage Reduction per the PHB. Rage (Damage Reduction) (Ex): At 7th level, the damage reduction granted from barbarian levels doubles while the barbarian is raging. Rage (Haste) (Ex): At 8th level, as a swift action the barbarian can gain the benefits of Haste for one round while raging. This ability does not stack with any other rage ability. At 12th level, the barbarian can gain the effects of Haste for two rounds while raging, although it need not be two consecutive rounds. Each separate activation takes a swift action, although the barbarian can use it for two consecutive rounds for a single swift action activation. At 16th level, the barbarian can gain the benefit of Haste for three rounds. At 20th level, the duration of the Haste is limited only by the barbarian's rage. Indomitable Will (Ex): At 14th level, the barbarian gains Indomitable Will, per the PHB. Rage (Improved Mettle) (Ex): At 15th level, when the barbarian is raging, he gains Improved Mettle. This works exactly like Mettle, except on a failed save, he only takes the partial effects instead of the full effects of the spell or ability. Tireless Rage (Ex): At 17th level, the barbarian gains Tireless Rage, per the PHB.

Bard
No changes.

Cleric
The cleric's spell list is now much smaller (see the Spell List section). Each domain (with the exception of Healing) grants three spells per level. The cleric's list of "spells known" is the cleric list plus any spells from their domain. The cleric spontaneously casts from this list, but still uses Wisdom as the casting stat. The cleric gets 4 skill points per level. Use modified Turn Undead mechanic (see chapter four: Combat & Rules) Most other changes will come in the form of changed spells.

Druid
Use the Shapeshift alternate class feature found in the PHB II. The druid no longer has full access to his entire spell list. Instead, he chooses a number of spells known from the spell list similar to a sorcerer. The druid casts from this list spontaneously, but still uses Wisdom as the casting stat.

Druid Spells Known Level 0 1st 2nd 1 5 3 2 6 3 3 6 4 2 4 7 4 2 5 7 5 3 6 8 5 3 7 8 6 4 8 9 6 4 9 9 6 5 10 9 6 5 11 9 6 6 12 9 6 6 13 9 6 6 14 9 6 6 15 9 6 6 16 9 6 6 17 9 6 6 18 9 6 6 19 9 6 6 20 9 6 6

3rd 2 2 3 3 4 4 5 5 6 6 6 6 6 6 6 6

4th 2 2 3 3 4 4 5 5 6 6 6 6 6 6

5th 2 2 3 3 4 4 5 5 6 6 6 6

6th 2 2 3 3 4 4 5 5 6 6

7th 2 2 3 3 4 4 5 5

8th 2 2 3 3 4 4

9th 2 2 3 4

Fighter
Class skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge(History) (Int), Knowledge(Nobility) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex). 4 skill points per level Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Special Bonus Feat, Weapon Aptitude, Active Defense Bonus Feat Art of War Bonus Feat Battlefield Recon, Surprise Lunge Bonus Feat Shake it Off, Foil Bonus Feat True Grit Bonus Feat Array of Stunts Bonus Feat Improved Shake it Off Bonus Feat Improved Foil Bonus Feat Improved Array of Stunts Bonus Feat Greater Shake it Off Bonus Feat, Supreme Reach

Weapon Aptitude (Ex): As the Warblade ability. Active Defense (Ex): The fighter can make an attack of opportunity as an immediate action if provoked. This is in addition to his normal limit for the round. Art of War (Ex): Fighters train extensively in the basic arts of combat. At 3rd level the fighter gains a +1 bonus to opposed Trip, Disarm, Bull Rush, Sunder, Grapple, Feint, and Overrun checks. This bonus increases by +1 every three fighter levels thereafter. Battlefield Recon (Ex): Fighters battle against a great many foes, and learn to identify them quickly. A Fighter of 5th level or higher may add his class level to all Knowledge checks to identify creatures and to gain Strategic Advantage in planning for a large battle (Heroes of Battle). The fighter always counts as trained in any such Knowledge check. Surprise Lunge (Ex): As an immediate action the Fighter may treat his threatened area as 5' farther than usual, and any interrupted action which would then trigger an attack of opportunity does so. The fighter moves 5' such that the creature now

triggering this attack of opportunity would be within his normal threat range, and then resolves the attack of opportunity. His threatened area then returns to normal. Shake it Off (Ex): At 7th level, the fighter gains the ability to shake off various impeding effects. As a full round action, a fighter can attempt remove one of the following effects: blind, confused, dazzled, deaf, exhausted, fatigued, shaken, or sickened. To remove the effect, the fighter is allowed to roll another saving throw, at the original DC of the effect. If the effect was caused by a spell that did not allow a saving throw, the fighter may attempt a Fort save against a normal DC for a spell or spell-like ability of that level. Any other condition that does not allow a save cannot be removed with this ability. Foil (Ex): At level 7, a fighter can attempt to foil an opponent's action, causing it to fail, as an immediate action against an adjacent opponent. A fighter may foil another attack, a spell (even if cast defensively), or a skill check. To resolve the foil, the fighter makes an opposed attack roll using his full base attack bonus and all modifiers he'd normally add. If the fighter wins this opposed roll, the action fails. If foiling an attack, the opponent opposes the fighter with his attack roll. If foiling a spell, the caster opposes the fighter with a Concentration check. If foiling a skill check, the opponent opposes the fighter with the appropriate skill check. True Grit (Ex): Fighters must learn to tough it out under fire. A Fighter of 9th level or higher may add his constitution bonus to any Reflex or Will save he has to make. Array of Stunts (Ex): At 11th level the fighter gains an extra swift action each round. This extra action can also be used as an immediate action. Improved Shake it Off (Ex): At 13th level, a fighter can use shake it off to remove one of the following effects: cowering, dazed, fascinated, frightened, nauseated, panicked, paralyzed, and stunned. A fighter may use this ability despite the condition preventing him from using full round actions. Improved Foil (Ex): At 15th level, the fighter can use his foil ability at a greater range with a melee or ranged weapon. If using a melee weapon, the fighter can use foil against any opponent within his reach. If using a ranged weapon, the fighter can use foil with 30 feet or the weapon's first range increment, whichever is greater. All range penalties (if any) apply to the opposed roll. Improved Array of Stunts (Ex): At 17th level the fighter gains an extra swift action each round, which is in addition to the extra swift action he gains from Array of Stunts. This extra action can also be used as an immediate action. Greater Shake it Off (Ex): At 19th level a fighter may use Shake it Off and Improved Shake if Off as a move action. Supreme Reach (Ex): At 20th level, a fighter's melee reach increases by five feet. All range increments for ranged weapons are doubled. The fighter may use Foil with a ranged weapon at a distance of up to 60 feet.

Monk
This version was finalized by Midnight_V, with help from Risada and Orion: Class Skills: The monks class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex). 6 skill points per level Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 AC Bonus +0 +0 +0 +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 Speed +0 +0 +10 +10 +10 +20 +20 +20 +30 +30 +30 +40 +40 +40 +50 +50 +50 +60 +60 +60 Special AC bonus, Improved Unarmed Strike, flurry of blows, Enlightened Strike Bonus Feat, Evasion Combat Insight, Still Mind Ki Strike (magic) , Slow Fall (20') Purity of Body Bonus Feat, Storm of Blows, Slow Fall (30') Wholeness of Body, Ki Strike (cold iron) Ki Reinforce, Slow Fall (40') Improved Evasion Ki Strike (lawful), Slow Fall (fly 1/enc) Diamond Body Abundant Step, Slow Fall (fly 2/enc) Diamond Soul, Ki Strike (Ghost Touch) Slow Fall (fly 3/enc) Quivering Palm Ki Strike (adamantine), Slow Fall (fly 4/enc) Timeless Body, Tongue of the Sun and Moon, Diamond Soul (rebound) Slow Fall (fly 5/enc) Empty Body Perfect Self, Slow Fall (fly 6/enc)

Weapon and Armor Proficiency: Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities. AC Bonus (Ex): When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 every odd level thereafter (+2 at 7th, +3 at 9th, and +4 at 11th level, etc).

These bonuses to AC apply even against touch attacks or when the monk is flatfooted. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load. Flurry of Blows (Ex): as PHB. Improved Unarmed Strike: as PHB. Enlightened Strike (G. Stunning Fist / Immobilizing strike): At 1st level, a monk gains a special version of Stunning Fist as a bonus feat. Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + your character level + your Wis modifier), in addition to dealing damage normally, or be stunned for one round. Immobilizing Fist forces a foe damaged by your unarmed attack to make a reflex saving throw (DC 10 + your character level + your Wis modifier), in addition to dealing damage normally or have their movement modes reduced to "0" for one round. A monk who selects this feat may attempt a stunning attack a number of times per day equal to + the monks level, plus one more time per day for every four levels she has in classes other than monk. Bonus Feats (Ex): At 2nd and 6th levels, the monk may select a bonus feat, drawn from the list of fighter feats. Evasion (Ex): At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion. Combat Insight (Ex): starting at 3rd level and at every 3 levels thereafter the monk gains a +1 insight bonus on attacks of opportunity, Disarm, Grapple and Trip attempts. Additionally, whenever the monk succeeds at such checks, it may make a free attack againt her foe (at her highest attack bonus). This attack isn't considered an attack of opportunity. Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed. Still Mind (Ex): A monk of 3rd level through discipline and focus can postpone the effects of spells and effects from the school of enchantment. The monk must make his save as per normal however you may delay the actual effects for a number of rounds equal to your wisdom modifier or 4 which ever is lower at which point you are affected normally. Ki Strike (Su): At 4th level, a monks unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the characters monk level. At 7th level the unarmed attacks are also treated as cold iron for the purpose over dealing damage to creatures with damage reduction. At 10th level, her unarmed

10

attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 13th level the monks unarmed strikes gain the "ghost touch" weapon property. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness. Slow Fall (Ex): At 4th level or higher, a monks masters the art of slow falling and ultimately to defy gravity for short bursts. When first using this ability, a monk takes damage as if the fall were 20 feet shorter than it actually is. The monks ability to slow fall (that is, to reduce the effective distance of the fall) improves with her monk level until at 10th level. At 10th level, she can Swift fly once per encounter as an immediate action, with a movement equal to half the monks base speed. This does not count towards the monks movement in any individual round and can use this ability one additional time per encounter every two levels thereafter (two times at level 12, three times at level 14, etc). Purity of Body (Ex): At 5th level, a monk gains immunity to all poisons and diseases except for supernatural and magical diseases. Storm of Blows (Ex): At 6th level, as a full-round action, monks can move between flurry attacks. The can move their base speed (the equivalent of one move action), and make one full Flurry attack. They must move at least 5 feet before and 5 feet after their first and last attacks. Wholeness of Body (Su): At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to 4 times the monks level each day, and she can spread this healing out among several uses. Additionally the monk may instead spend 5 points from this pool to heal 1 point of ability damage or 20 points to remove a negative level. Ki Reinforce (Sp): starting at 8th level, three times per day, the monk can make a Concentration check as a swift action, and then imbue her attacks with force damage, based on the check result, as below: Check Result 15 or below 16-25 26-30 31-35 36+ Bonus Damage + 1d6 Force Damage +2d6 Force Damage +3d6 Force Damage +4d6 Force Damage +5d6 Force Damage + the opponent saves or is knocked prone from the impact

This ability lasts for 1 minute. Improved Evasion (Ex): At 9th level, a monks evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

11

Diamond Body (Su): At 11th level, the monk, gains immunity to the following conditions: Blindness, Deafness, exhaustion, fatigue, Nauseated, Petrified, stunned, sickened, and can ignore the effects of being staggered or unconscious (effectively gaining the die hard feat but without allowing it to qualify for other feats). Abundant Step (Su): At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per point of wisdom modifier per day. Her caster level for this effect is one-half her monk level (rounded down). Diamond Soul (Ex): At 13th level, a monk gains spell resistance equal to her current monk level + 15. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monks spell resistance. At 17th level, any effect that fails to overcome the monks spell resistance is rebounded upon the caster as the spell turning spell. (this second effect is an immediate action and you will not activate if you've used an immediate or swift action within the current round). Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once per day, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + the monks level + the monks Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. Timeless Body (Ex): Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up. Damage reduction increases by two Tongue of the Sun and Moon (Ex): A monk of 17th level or higher can speak with any living creature. Empty Body (Su): At 19th level, a monk gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level. Perfect Self (Su): At 20th level you have reached a level of mental, spiritual, and physical perfection. Some call it "transcendence", or "enlightenment" but ultimately you have reached a level of "oneness" with the universe that has allowed you to shed your mortal constraints. This manifests in a variety of ways: Your type changes to: Outsider (Lawful). You are no longer on the path, but you are instead of the path.

12

You are now immortal you have no maximum age limits and will not die due to the effects of aging also, you are forevermore treated as an outsider rather than as a humanoid (or whatever the monks creature type was) for the purpose of spells and magical effects. If subjected to any dismissal effect it will simply move you to the ethereal plane (which you can return from at your leisure barring dimensional locking effects). Unlike other outsiders, the monk can still be brought back from the dead as if still a member of the previous creature type You gain damage reduction 10/Chaotic and silver. Enlightened One: You may radiate an immaculate light to a range of 60ft at will. This grants you total concealment and lasts 4 rounds. This is a visual effect that is not bypassed by true seeing. However, creatures who do not use sight (oozes and such) are unaffected by this power. This effect may only be dispelled by a Darkness spell of 7th level or higher. You may use this ability each day a number or times equal to your wisdom modifier. Awe of perfection: You are under the permanent effects of a Sanctuary spell DC = 10 + monk level + Wis modifier). Constructs, Elementals, Mindless undead, and other outsiders are immune to this effect, and any other creature that does not have an age maximum age limit (or that is defined as immortal) are immune to this effect (this does however include exceptionally long lived creatures Dragons, elves, elan, etc...). Immunity to Magic (Ex): You are immune to any spell or spell-like ability that allows spell resistance. Though you may suppress this ability as a full round action, and the suppression lasts for one round (until just before your next turn.) This replaces the Diamond Soul ability. Walk the path: You may plane shift (as the spell) twice per day as a supernatural ability. You are immune to the harmful environmental effects (temperature extremes, lack of oxygen). This ability takes one full round to use.

Paladin
(From OneWing4ngels paladin at http://forums.gleemax.com/showthread.php?t=761045) 4 Skill Points per level Level 1 2 3 4 5 6 7 8 9 10 11 Special Aura of Good, Detect Evil, Smite Evil 1/encounter, Divine Grace, Lay on Hands Aura of Courage, Divine Health, Hero's Courage Turn Undead Smite Evil 2/encounter, specialization Panacean Touch Bonus Feat Aura of Devotion Revitalizing Touch Smite Evil 3/encounter Vigilance 1 0 1 2 2 3 3 3 4 Spells Per Day 2 3 4 0 1 2 2 0 3 1 -

13

12 13 14 15 16 17 18 19 20

Refreshing Touch Aura of Resolve Bonus Feat Smite Evil 4/encounter Break Enchantment Constant Vigilance Aura of Faith Energizing Touch Smite Evil 5/encounter, A Hero Never Falls

4 4 4 5 5 5 5 5 6

3 3 4 4 4 4 5 5 5

2 2 3 3 3 4 4 4 4

0 1 2 2 3 3 3 4

Aura of Good (Ex): The power of a paladins aura of good (see the detect good spell) is equal to her paladin level. It is not a switchable aura. Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. Smite Evil (Su): Once per encounter, a paladin may attempt to smite evil with one normal melee attack. This damage is not multiplied on a critical, or by any other multiplier that would not count "bonus dice." If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that encounter. At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per encounter, as indicated on Table: The Paladin, to a maximum of five times per encounter at 20th level. An encounter is considered over when you do no strenuous action for 1 minute or more. Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws, up to a maximum of her class level. Lay on Hands (Su): Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. She gains a pool of healing, which allows her to heal a total number of hit points of damage equal to her paladin level her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesnt have to use it all at once. A Paladin may fill this pool with a full minute (10 rounds) of concentration and prayer. Refreshing the pool brings the Paladin's pool of healing back up to the maximum (Paladin level * Charisma Bonus). She may fill her healing pool a number of times per day equal to 1 + half her Charisma modifier (rounded down). Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesnt provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature. The target may make a Will save (DC 10+1/2 Paladin Level+Cha) to negate the damage. The paladin's Lay on Hands gains additional capabilities as she progresses in level as a paladin. The paladin may use all additional effects in conjunction with healing, as long as she spends enough points.

14

Switchable Auras: All auras except Aura of Good are switchable as a move action. You may have only one aura other than Aura of Good active at a given time. These auras function while the paladin is conscious, but not while the paladin is unconscious or dead. The paladin's auras only affect her allies, and not the paladin herself. Aura of Courage (Ex): At 3rd level, the paladin may exude an aura of courage that inspires her allies. Each ally within 30 feet of her gains a +4 morale bonus on saving throws against fear effects. Aura of Courage's bonuses scale by level. At level 8, allies gain +6 to saves against fear, and a +1 morale bonus to attack rolls. At level 13, allies gain +8 to saves against fear, and a +2 morale bonus to attack rolls. At level 18, allies gain immunity to fear, and +3 morale bonus to attack rolls. This is a switchable Aura. Hero's Courage (Ex): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Divine Health (Ex): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases. Turn Undead (Su): When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 2 + her Charisma modifier. She turns undead as a cleric of her level. Spells: Per the PHB, except that through 3rd level, a Paladin has no caster level. At 4th level and higher, her caster level is her Paladin level minus 3. Specialization: Upon reaching 5th level, a paladin may choose any of three abilities representing three different specializations: Charging Smite (Aggressive), Special Mount (Mounted), and Argent Bastion (Defensive) Argent Bastion: The paladin gains a number of abilities as she rises in level. Paladin Level Ability 5 Shield Ward 8 Cover 11 Retribution 15 Divine Wall Shield Ward: The Paladin gains Shield Ward as a bonus feat, even if the paladin does not meet the prerequisites. Cover (Ex): Once per round, as long as the paladin is wielding a shield (and is not flatfooted or otherwise prevented from taking action), the paladin may interpose herself between an adjacent ally and an incoming attack as an immediate action. The paladin absorbs all damage the damage from this single attack, and any additional effects it might have (such as something requiring a save, etc). You must decide to use this ability after the attacker determines the attack has succeeded but before she rolls damage.

15

Retribution: The paladin gains Retribution* as a bonus feat, even if she does not meet the prerequisites. Divine Wall (Su): As long as the paladin wields a shield, her square blocks line of effect for all effects. For example, if allies hid behind the paladin when a dragon used its breath weapon from the opposite side, it would only hit the paladin. Charging Smite: As PHB II variant. Special Mount (Sp): As the PHB. Panacean Touch (Su): Upon reaching 6th level, whenever a paladin expends at least 10 points of healing from her lay on hands she may remove poison from any person she touches, and whenever she spends at least 20 points of healing she may remove disease from any person she touches. This is in addition to hit points restored. Bonus Feats: At 7th level, and again at 14th level, the Paladin gains a bonus feat. At each such opportunity, a paladin may choose any Smite feat*, or a feat drawn from the following list. If a feat is labeled with "Aggressive", "Defensive", or "Mounted", then that feat may only be chosen by a paladin of the corresponding specialization. Divine Cleansing (CW) Divine Might (CW) Divine Resistance (CW) Divine Shield (CW) Divine Vigor (CW) Sacred Vengeance (CW) Extra Smiting* Divine Armor (PHB II) Divine Justice (PHB II) Shield Specialization (Defensive) (PHB II) Armor Specialization (Defensive) (PHB II) Agile Shield Fighter (Defensive) (PHB II) Active Shield Defense (Defensive) (PHB II) Improved Shield Bash (Defensive) Mounted Combat (Mounted) Mounted Archery (Mounted) Ride-By Attack (Mounted) Spirited Charge (Mounted) Trample (Mounted) Intimidating Strike (Aggressive) (PHB II) Power Attack (Aggressive) Cleave (Aggressive) Great Cleave (Aggressive) Weapon Focus (Aggressive)

16

Aura of Devotion (Ex): Upon reaching 8th level, the Paladin may exude an Aura of Devotion. While this ability is active, the Paladin grants a +1 morale bonus to AC to all allies within 30 feet. At level 13, this bonus increases to +2. At level 18, this bonus increases to +3. This is a switchable aura. Revitalizing Touch (Su): Beginning at 9th level The Paladin can use her Lay on Hands ability to remove ability damage from a person she touches when she heals at least 5 points per point of ability damage to be removed (It is possible for only a portion of ability damage to be restored if the paladin does not spend enough to cure them all). This is in addition to hit points restored. Vigilance (Su): Upon reaching 11th level, the Paladin's ability to detect evil increases. When she uses her Detect Evil ability, the area of effect is a 60-foot radius centered on the Paladin, rather than a 60-foot cone. Refreshing Touch (Su): Beginning at 12th level Paladin can remove exhaustion, fatigue, sickness, and nausea with a touch whenever she spends at least 10 points from her lay on hands pool. This is in addition to hit points restored. Aura of Resolve (Ex): Beginning at 13th level, the paladin gains Aura of Resolve. While this ability is active, the Paladin grants the ability to re-roll one Fortitude save every round to any ally within a 30ft radius of her. The decision to re-roll must be made after the roll is made but before the result is declared. This is a switchable Aura. Break Enchantment (Su): Beginning at 16th level, the Paladin can break an enchantment with a touch whenever she expends at least 40 points of healing from her lay on hands ability. Her caster level for the purpose of this effect is equal to her paladin caster level, just as if she had actually cast the Break Enchantment spell. This is in addition to hit points restored. Constant Vigilance (Su): Upon reaching 17th level, the Paladin is always vigilant for any signs of Evil, and her eyes begin to glow with an inner light. Her Detect Evil no longer requires any concentration to maintain, and has an unlimited duration. Aura of Faith (Ex): At 18th level, the paladin gains Aura of Faith. While this ability is active, the Paladin grants the ability to re-roll one Will save every round to any one ally within a 30ft radius of her. The decision to re-roll must be made after the roll is made but before the result is declared. This is a switchable Aura. Energizing Touch (Su): Beginning at 19th level, Paladin may remove negative levels from a subject whenever she spends at least 15 points from her lay on hands pool per negative level the target is afflicted with (It is possible for only a portion of negative levels to be restored if the paladin does not spend enough to cure them all). This is in addition to hit points restored. A Hero Never Falls (Ex): At 20th level, the paladin's sheer strength of will drives her on when death would claim lesser men. Once per day when a paladin would be reduced to 0 or less hp or otherwise killed (such as by a death effect), she instead is reduced to 1 hp. If the paladin would be killed by having an ability score reduced to zero, that score is instead reduced to 1.

17

Ranger
A ranger is treated as a druid of equal level for purposes of his Animal Companions abilities and the type of Animal Companions available. The ranger still gets the Animal Companion at 4th level. Improved Two-Weapon Fighting and Greater Two-Weapon Fighting are now part of the Two-Weapon Fighting feat, which leaves the 6th and 11th level Two-Weapon Fighting combat style abilities open. To compensate, at level 6, the ranger can make a single attack with both of his weapons at his full BAB (normal Two-Weapon Fighting penalties apply) as a standard action. At level 11 the ranger gets Two-Weapon Rend (from PHB2).

Rogue
A rogue can deal Sneak Attack damage to creatures immune to critical hits. The rogue deals half the normal amount of sneak attack damage to creatures immune to critical hits.

Sorcerer
4 skill points per level Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Special Eschew Materials/heritage, Familiar Advanced Learning Bonus Feat Advanced Learning Bonus Feat Advanced Learning Bonus Feat Advanced Learning Bonus Feat Advanced Learning Bonus Feat

Familiar: Per PHB Spellcasting: Other than from Advanced learning (see below), the sorcerer uses the new generalist Sorcerer/Wizard spell list in the Chapter 6: Spells.

18

Eschew Materials/Bonus Feat (Ex): Sorcerers have two options: 1) Pick a heritage (draconic, infernal, celestial, etc...). Get the appropriate base heritage feat at 1st level (instead of Scribe Scroll) and a new heritage feat of the appropriate type with each new bonus feat. 2) Do not pick a heritage. Get Eschew Materials at level 1 and a bonus item creation or metamagic feat with the new bonus feats. Advanced Learning (Ex): Pick a spell off of a printed Sorcerer/Wizard list (not the new generalist list). This spell is added as a spell known. Spells Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Known: Increase the 0 1st 2nd 5 3 6 3 6 4 7 4 2 7 5 3 8 5 3 8 6 4 9 6 4 9 6 5 9 6 5 9 6 6 9 6 6 9 6 6 9 6 6 9 6 6 9 6 6 9 6 6 9 6 6 9 6 6 9 6 6 sorcerer's spell's known as follows: 3rd 4th 5th 6th 7th 2 3 3 2 4 3 4 3 2 5 4 3 5 4 3 2 6 5 4 3 6 5 4 3 2 6 6 5 4 3 6 6 5 4 3 6 6 6 5 4 6 6 6 5 4 6 6 6 6 5 6 6 6 6 5

8th 2 3 3 4 4

9th 2 3 4

Wizard
Level 1 2 3 4 5 6 7 Special Scribe Scroll, Familiar Advanced Learning Bonus Feat Advanced Learning

19

8 9 10 11 12 13 14 15 16 17 18 19 20

Bonus Feat Advanced Learning Bonus Feat Advanced Learning Bonus Feat Advanced Learning Bonus Feat

Familiar: Per PHB Scribe Scroll/Bonus Feat: Per PHB. Spellcasting: Other than from Advanced learning (see below), the wizard uses the new generalist Sorcerer/Wizard spell list in the Chapter 6: Spells. Advanced Learning: Pick a spell off of a printed Sorcerer/Wizard list (not the new generalist list). This spell is added to their spell book. Note that a specialist wizard cannot pick a spell of a prohibited school. Specialist Wizards: A specialist wizard uses the original Sorcerer/Wizard (as printed in the PHB) list when selecting spells for his school of specialization. The new generalist list is used for all other non-prohibited schools.

Psionic Classes
Psion
No changes to the class (all changes are made to powers).

Psychic Warrior
Level 1 2 3 4 The psychic warrior adds 2 power points cumulative per level. Power Point Total 2 5 9 13

20

5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

17 23 29 35 41 47 57 67 77 87 97 111 125 139 153 167

Soulknife
The soulknife will be dropped, and an alternate class feature will be available to the psychic warrior. The original link can be found at the Minds Eye (http://www.wizards.com/default.asp?x=dnd/psm/20070214a).

Soulbound Weapon
You can summon a specific weapon to your hand that is bound to your very soul. Level: 1st and 2nd. Replaces: You lose your 2nd-level bonus feat. Benefit: You must choose a soulbound weapon at 1st level and you gain the Weapon Focus feat with this weapon. Also, the first power you learn must be call weaponry. You can summon your chosen soulbound weapon to your hand using call weaponry. At 2nd level, you gain the soulbound weapon class ability, and the weapon you summon using call weaponry is of the same type as you chose at 1st level. Its physical appearance slowly changes, growing in power as you do. You must manifest the power call weaponry to obtain your soulbound weapon; you retain the weapon for the duration of the power. You may still use the call weaponry power as normal if you wish. This is a specific weapon every time you summon it, and it automatically gains a weapon enhancement at the following levels: Level Enhancement Bonus 4 +1 weapon 8 +2 weapon 12 +3 weapon 16 +4 weapon 20 +5 weapon

21

Also, add the following augmentation to your call weaponry power: Augmentation: When you manifest your soulbound weapon, for each additional 5 power points you spend, you may add a weapon enhancement of +1 value to the weapon. For example, if you spend an additional 10 power points, you could add two +1 weapon enhancements or a single +2 weapon enhancement.

Wilder
Powers Known: The wilder starts at first level with two powers known. Each level thereafter, she learns another power. Wild Surge/Psychic Enervation: This version of Wild Surge removes the need for Psychic Enervation. Now, surging is a gamble, slightly in favor of the wilder. When using wild surge, your manifester level is modified (see the table below). If the power has an augment cost, any boost to your manifester level adds the same amount of points when you activate the power (so you can augment for free). If your manifester level drops below one, the power fails. Note that this modification is applied after any other effect that would adjust your manifester level, such as the Practiced Manifester feat. Wilder Level 1-4 5-8 9-12 13-16 17-20 Manifester Level +1d4-2 +2d4-4 +3d4-6 +4d4-8 +5d4-10

Volatile Mind: If someone targets you with a mind affecting spell, power, or ability, they must make a Will save (DC 10 + Wilder level + Cha mod) or be dazed for one round. This does not apply if you are in a mind affecting area of effect. Volatile Mind is a mind affecting ability, although it does not trigger Volatile Mind from other wilders.

Other Classes
Swashbuckler
This has been replaced with an alternate class feature for the fighter (see below).

22

Warmage
Modify the damage granted by Warmage's Edge. The extra damage granted is equal to the warmage's Int mod (minimum 1) x the spell's level. The warmage adds his Int mod (minimum 1) to 0-level spells. The ability functions the same in all other respects.

Scout
Skirmish deals damage to creatures immune to critical hits, but it only does half damage.

Warlock
Eldritch Blast damage is 1d6 per warlock level. The warlock gains an invocation every level, instead of the old 12/20 progression. Damage Reduction/Cold Iron starts at 2 points at 2nd level, and increases another two points every four levels thereafter.

Alternate Class Features


Druid - Beastmaster
Lose: Shapeshifting Gain: Animal Companion (per the PHB)

Fighter - Swashbuckler
Lose: Medium and heavy armor proficiencies. Light, heavy, and tower shield proficiencies (but retain buckler proficiency). Battlefield Recon at level 5 True Grit at level 9

Move: Art of War is moved from level 3 to level 5. The bonus begins as +1 at 5th level, and increases every three levels (+2 at 8th, +3 at 11th... +6 at 20th) Gain: Balance as a class skill.

23

Canny Defense at level 1. The fighter adds his Intelligence mod to AC, to a maximum of his fighter level. This bonus only applies if wearing light or no armor, wearing a buckler or no shield, and carrying a light load. If the fighter his denied his Dexterity bonus to AC, he does not apply this bonus. Insightful Strike at level 3. The fighter can add his Int mod to damage on any melee weapon with which he could use the Weapon Finesse feat. Tuck and Roll at level 9: The fighter can add his Dexterity mod to any Fortitude or Will save that he makes.

So, the progression would look like this: Level Special 1 Bonus Feat, Weapon Aptitude, Active Defense, Canny Defense 2 Bonus Feat 3 Insightful Strike 4 Bonus Feat 5 Art of War, Surprise Lunge 6 Bonus Feat 7 Shake it Off, Foil 8 Bonus Feat 9 Tuck and Roll 10 Bonus Feat 11 Array of Stunts 12 Bonus Feat 13 Improved Shake it Off 14 Bonus Feat 15 Improved Foil 16 Bonus Feat 17 Improved Array of Stunts 18 Bonus Feat 19 Greater Shake it Off 20 Bonus Feat, Supreme Reach Note: As written, Daring Outlaw is no longer needed. Unless the feat is rewritten, it should not be allowed with this version of the swashbuckler.

24

Chapter 3 Skills & Feats


Skills
Regarding cross class skills
The cap for cross class skills still applies to maximum ranks. What changes is all skills (class or cross-class) are purchased one rank per point. Effectively, this gives everyone the Able Learner feat.

Feats
Alertness *
You gain a +2 competence bonus on Spot and Listen checks. You gain Spot and Listen as class skills. * Note: All other +2/+2 skill feats such as Athletic, Persuasive, and Nimble Fingers follow this pattern. You add both of the two skills as class skills.

Dodge
You gain a +1 dodge bonus to AC (usable against all opponents). You may only take this feat once.

Great Fortitude
You gain a +2 bonus on Fortitude saves. Instead of rolling one save, you may roll two dice and pick the higher of the two results. You may reroll in this fashion one time day plus one for every three character levels (round down).

Improved Toughness
Prerequisites: Toughness, Base Fort +2 You gain +10 additional hit points. You may take this feat multiple times. Each time you gain an additional ten hit points.

Iron Will
You gain a +2 bonus on Will saves. Instead of rolling one save, you may roll two dice and pick the higher of the two results. You may reroll in this fashion one time day plus one for every three character levels (round down).

25

Lightning Reflexes
You gain a +2 bonus on Reflex saves. Instead of rolling one save, you may roll two dice and pick the higher of the two results. You may reroll in this fashion one time day plus one for every three character levels (round down).

Persistent Spell [METAMAGIC]


(Proposed by Veekie) Spells affected by this metamagic have their duration increased as per the table below: Initial Duration Modified Duration Concentration rounds/level rounds/level minutes/level minutes/level 10 minutes/level 10 minutes/level hours/level hours/level 24 hours Spells of instantaneous or permanent duration cannot be affected by this feat, and spells whose effects are discharged still end normally when they are discharged. You dont need to maintain concentration on persistent detect spells (such as detect magic or detect thoughts) for you to be aware of the mere presence or absence of the subject detected, but gaining additional information requires concentration as normal. Spells with fixed durations have their duration increased to 10 times normal, to a maximum of 24 hours. A persistent spell uses up a spell slot two levels higher than the spells actual level.

Shot on the Run


Drop all the prerequisites except Point Blank Shot. This feat can be taken at level 1.

Skill Focus
Pick a skill. You gain a +4 competence bonus on skill checks for that skill. You gain the selected skill as a class skill.

Spring Attack
Drop the prerequisites. This feat can be taken at level 1.

Toughness
You gain a number of hit points equal to the number of hit dice you have plus two. Each hit die you gain after taking this feat grants you an additional hit point. You may only take this feat once.

26

Two-Weapon Fighting
In addition to the normal benefits, you gain a second off-hand attack when your BAB is +6*. This attack is at -5 from your BAB. When your BAB is +11, you gain a third off-hand attack*, which is at -5 from your BAB**. When your BAB is +16, you gain a fourth off-hand attack, which is at -5 from your BAB**. *Note: You are counted as having Improved Two-Weapon fighting at BAB +6 and Greater Two-Weapon Fighting at BAB +11 for purposes of prerequisites. **Note: This is taking into account that all iterative attacks are at -5 BAB.

Weapon Focus
Choose a weapon. You gain a +1 bonus on attack rolls with that weapon. A fighter of 4th level and higher adds a +2 bonus to all damage rolls with the chosen weapon. He is counted as having the Weapon Specialization* feat for purposes of prerequisites. A warblade of 6th level also gains this ability. A fighter of 8th level and higher adds an additional +1 bonus to all attack rolls with the chosen weapon (for a total of +2). He is counted as having the Greater Weapon Focus* feat for purposes of prerequisites. A warblade of 10th level also gains this ability. A fighter of 12th level and higher adds an additional +2 bonus to all damage rolls with the chosen weapon (for a total of +4). He is counted as having the Greater Weapon Specialization* feat for purposes of prerequisites. A warblade of 14th level also gains this ability. *Note: This replaces the feats Weapon Specialization, Greater Weapon Focus, and Greater Weapon Specialization.

New Feats
Act on the move
You are skilled at performing complex actions while you move. Prerequisites: Spring Attack or Shot on the Run. Benefit: When taking a standard action, you can move both before and after the action, provided that your total distance moved is not greater than your speed.

Shield Specialization
You have learned to get the best defense from your shield. Prerequisite: Proficiency with shields. Benefit: Choose a type of shield with which you are proficient. The shield bonus granted by that shield increases by +1. In addition, when making a Reflex save for half damage, you add your shield's shield bonus (but not any enhancement bonus) to Reflex saves you make. You may also add your shield bonus (including any enhancement bonus it might have) to Tumble checks made to avoid attacks of opportunity. The shield bonus granted by this feat increases by +1 for every two fighter levels a character has, by +1 for every four non-fighter, full Base Attack class levels a character has, and by +1 for every six levels of other classes. For example, an 8th level fighter would get a +5 shield bonus from this feat, an 8th level barbarian would get a +3 shield bonus, an 8th level cleric would get a +2 shield bonus, and 4th level

27

fighter/2nd level barbarian/2nd level blackguard would get a +4 shield bonus (the barbarian and blackguard levels add together as full Base Attack classes). Special: You may take this feat multiple times. Each time it applies to a different type of shield. A fighter may take Shield Specialization as a fighter bonus feat.

Studied Precision
Your knowledge of strange and exotic creatures allows you to strike them precisely. Prerequisite: +1d6 Sneak Attack, Sudden Strike, Skirmish, or Precise Strike damage. Benefit: You apply full Sneak Attack, Sudden Strike, Skirmish, or Precise Strike damage to creatures immune to critical hits based on your ranks in various Knowledge skills. You need to have at least three ranks in the appropriate Knowledge skill to deal full precision damage with this feat. Use the table below to find the appropriate Knowledge skill for each creature type: Knowledge Skill Creature Type Arcana Constructs, Dragons, Magical Beasts Dungeoneering Aberrations, Oozes Local Humanoids Nature Animals, Fey, Giants, Monstrous Humanoids, Plants, Vermin Planes Elementals, Outsiders Religion Undead Normal: You only do half Sneak Attack, Sudden Strike, Skirmish, or Precise Strike damage to creatures immune to critical hits.

Two-Weapon Parry
You are skilled at using one of your weapons to tie up an opponents weapon. Prerequisites: Two-Weapon Fighting, Dex 15+ Benefit: You may forgo your off hand attacks during a full attack, although you still take the normal penalties for fighting with two weapons with your main hand attacks. If you do so, you may designate one opponent you threaten as flanked. This condition lasts until the beginning of your next turn. You must use at least one of your attacks against this opponent. You must be wielding a weapon in your off hand to use this feat. You may use an empty hand if you have the Improved Unarmed Strike feat. You cannot use armor spikes to parry with this feat. Opponents with multiple weapons or shields may negate this flanking bonus. An opponent with multiple weapons can negate the flank by forgoing all attacks with one weapon on his next turn, but he must take a full attack option if able. An opponent with a shield can negate the flank, but he does not add his shield bonus to AC until the end of his next turn.

28

New Paladin Feats


(From OneWing4ngels paladin)

New feat type: [Smite]


A smite feat allows you to channel the holy energy used to smite evil enemies in new ways, expanding your options in combat. All smite feats require the user to expend uses of their Smite Evil ability. Only one use of Smite Evil may be applied to any single attack. All Smite feats are considered Supernatural abilities, and cannot be used in any situation that such abilities would not function (such as in an anti magic field)

Celestial Lightning [Smite]


A fearsome bolt of lightning streaks from the sky and strikes your upraised weapon, arcing out in all directions and striking down surrounding foes. Prerequisite: Holy Wrath (Electricity), Smite 3/encounter Benefit: By expending a smite attempt as a full-round action, you raise your weapon above your head, and a lightning bolt strikes your weapon before arcing off in all directions to hit other targets. This is treated as a Chain Lightning Spell, with a caster level equal to your level in smiting classes. The weapon is considered the initial target (but takes no damage). Note: Alternatively, the player may decide that the initial target is any other piece of equipment, or the character's body, as this is purely a flavor element.

Consecration [Smite]
You channel fearsome holy energy into your weapon and slams it into the earth, unleashing the stored energy into the ground and uplifting the earth around you in a powerful shockwave. Prerequisite: Smite 4/encounter, Str 15 Benefit: As a standard action, by expending a use of your smites per encounter, you can unleash a powerful surge of holy energy into the ground. You immediately make a bull rush attempt against all enemies within a 30ft radius of you, for the purposes of this attack, you are considered one size category larger than normal, and add your Charisma to the check rather than strength. Enemies may move further than 5 feet as if you had bull rushed and moved with them. Additionally, all enemies affected take damage equal to twice your Charisma modifier.

Conviction [Smite]
Holy energy fills you with righteous conviction, driving you forward in battle. Prerequisite: Smite 1/encounter, Hero's Courage class feature, Cha 15 Benefit: By expending a use of your Smite Evil ability, you gain a morale bonus on your attack roll equal to your Charisma bonus for a single attack.

Divine Cross [Smite]


Prerequisite: Two Weapon Fighting, Smite 1/encounter Benefit: When you are wielding two weapons (or a double weapon) and use a smite attempt, you may instead make a smite attempt with both one primary weapon attack and one offhand attack, but only expend one use of your smites per encounter.

Holy Wrath [Smite]


You summon holy energy in order to smite your foes.

29

Prerequisite: Smite 2/encounter, Cha 13 Benefit: As a standard action, you may expend a smite Evil attempt in order to create a burst of holy energy that damages a single target. The energy deals damage equal to 1d6 per level of smiting class, and the target get a reflex save (DC 10+1/2 paladin level+Cha) for half damage. Half of the damage dealt is of either Fire, Electricity, or Cold damage (Chosen at the time the feat is taken), and the other half is pure divine energy, which is not subject to energy resistance. Special: This feat may be taken multiple times. Each time, the paladin's holy wrath may correspond to a different element. For example, a paladin could take the Holy Wrath (Electricity) and then take Holy Wrath (Fire).

Inspiration [Smite]
You inspire your allies by channeling a divine presence. Prerequisite: Smite 2/encounter, Cha 15, switchable aura class feature Benefit: You may expend a smite attempt as a swift action to activate this ability. For the next round, the Paladin's switchable aura's radius is tripled, and any bonuses are doubled. In the case of a benefit that may normally be used once per round, it may be used twice this round.

Judgment [Smite]
You channel pure holy energy into your weapon, and unleash a holy explosion with a swing, hurtling forward in a line through your enemies. Prerequisite: Cha 15, Smite 3/encounter, Holy Wrath Benefit: You may expend a use of your Smite Evil ability to use this ability as a standard action. You call forth a violent burst of holy energy, dealing 1d6 sacred damage per level of smiting class in a 5 foot wide line. The length of the line is equal to 25+5 feet/2 levels of smiting class. Targets get a reflex save (DC 10+1/2 paladin level+Cha) for half damage.

Reckoning [Smite]
You channel powerful holy energy into an overwhelmingly forceful blow that stuns your enemy. Prerequisite: Str 13, Smite 2/encounter Benefit: You may expend one use of your Smite Evil as a standard action in order to make a single melee attack. An enemy struck by this attack must make a Fort save (DC 10+1/2 level+Cha modifier) or be dazed for one round (In addition to taking normal damage from the attack).

Retribution [Smite]
You channel holy energy into your shield which is unleashed when you are attacked. Prerequisite: Smite Evil 3/encounter, Shield Specialization Benefit: As an immediate action when an opponent attempts to strike you, you may expend a use of your Smite Evil to add your Charisma bonus to your Shield Bonus to AC against this attack. If the opponent's attack misses, they are automatically knocked back 5 feet by the unleashed holy energy and take damage equal to twice your Charisma modifier. The movement provokes an attack of oppurtunity from anyone but you.

Vindication [Smite]
By channeling holy energy into your weapon, it can cross the nexus between planes and harm ethereal foes. Prerequisite: Cha 13, Smite Evil 1/encounter

30

Benefit: You may expend a Smite Evil use to give all attacks for 1 round the benefit of the Ghost Touch weapon enhancement.

Holy Arrow [General]


Your presence and faith guide your arrows true. Your faith is not limited to the single-minded close combat of your peers. Prerequisite: Smite Evil 1/encounter, Point Blank Shot Benefit: You may use the Smite (alignment) ability with ranged weapons.

Extra Lay on Hands [General]


You are a focused healer, and are able to draw upon more holy power in order to heal yourself and your allies. Prerequisite: Wis 13, Lay on Hands class feature Benefit: You may refresh your Lay on Hands pool one extra time per day.

Extra Smiting [General]


You can make more smite attacks. Prerequisites: Smite ability, base attack bonus +4 Benefit: When you take this feat, you gain one extra smite per encounter. Note: This replaces the Extra Smiting feat written in Complete Warrior, which does not apply to the Rebalanced Paladin.

Tactical and Style Feats


Shield Guard [Tactical]
Your extensive training with shields has taught you how to protect others as well as yourself. Prerequisite: Proficiency with shields, Shield Specialization, Combat Expertise, Base Attack Bonus +6 Benefit: Shield Guard gives you three maneuvers you can use with a shield: Shield Ally: As an immediate action, you may grant any adjacent ally a shield bonus to AC equal to that provided by your shield plus it's enhancement bonus. However, you do not benefit from the shield's shield bonus to AC or the enhancement bonus. This effect lasts until the start of your next turn or until you and your ally are no longer adjacent. Shielded Interception: When an ally is charged and the charge line is within 5' of you, you may take a 5' step into the charge line as an immediate action if you are wielding a Heavy Shield. The charging enemy now counts as charging you for all purposes, and you take a -2 penalty to AC until the beginning of your next turn. Shielded Defense: When using the Combat Expertise feat, any bonus you add to your Armor Class from Combat Expertise is also added to your Reflex saves you make for half damage. Special: A fighter may take Shield Guard as a fighter bonus feat.

31

Chapter 4 Combat & Rules


General Combat
All iterative attacks come at a -5 penalty from the attackers full BAB, instead of a cumulative -5 penalty. So a full BAB attack routine at level 20 would look like +20/+15/+15/+15 instead of +20/+15/+10/+5. The following forms of precision damage work against creatures immune to critical hits, but they deal half damage: Sneak Attack Sudden Strike Skirmish Precise Strike

Turn Undead
Turn Undead
You create a burst of positive energy centered on yourself with a thirty foot radius. All undead creatures in the area take 1d6 points of damage per Cleric level. A successful Will save (DC 10 + cleric level + Cha mod) halves the damage. All living creatures in the area are ]healed the same amount (Will save for half, harmless). You are not affected by your own turn attempts. Undead creatures with Turn Resistance take less damage. For each point of turn resistance, reduce the number of damage dice by one. So if a ninth level Cleric (9d6 turn damage normally) would turn a vampire (turn resistance 4), he would roll 4d6 damage less, so he would only deal 5d6 damage to the vampire.

Bolster Undead (replace rebuke undead)


You create a burst of negative energy centered on yourself with a thirty foot radius. All undead creatures in the area are healed 1d6 points of damage per Cleric level (Will save for half, harmless). All living creatures in the area take the same amount of damage, with a Will save for half damage (DC 10 + Cleric level + Cha mod). You are not affected by your own bolster attempts.

Improved Turn Undead


Prerequisite: Ability to turn undead Benefit: When you turn undead, all undead creatures in the area are dazed for a number of rounds equal to half your Cleric level plus your Cha mod. If they succeed on the Will save for half damage from turning, they are not dazed.

32

Rebuke Undead
Prerequisite: Ability to bolster undead Benefit: When you bolster undead, all undead creatures in the area must make a Will save (DC 10 + Cleric level + Cha mod) or risk falling under your control. If your Cleric level is at least double the undead creature's hit dice and it fails its Will save, it is under your mental control. You may control any number of undead creature's whose total hit dice does not exceed your Cleric level.

Other Rules
Repairing Magical Equipment
If a magical item is destroyed, but can still be physically repaired, then it is possible to restore it's enchantment. First, the item must be fully physically repaired to its original masterwork quality. If the item has been partially or wholly destroyed (disintegrated, burned, dissolved, etc), then it cannot be physically repaired. Second, the enchantment needs to be "repaired". The broken pieces still contain residual magical energies, so once the item is made whole, those energies need to be refocused to get the item to full working order. Repairing the enchantment requires the person to have the appropriate item creation feat, and any other special creation prerequisites for the specific item. This repair costs 1/10 of the market price of the item, and 1/25 of that cost in XP. As usual, the repair takes one day per 1,000 gp of the repair cost. For example, if a +1 longsword is sundered, and later repaired, the enchantment can be repaired for 200 gp (one tenth the original 2,000 gp cost to enchant it), and would cost 8 XP (1/25 of 200).

33

Chapter 5 Equipment
Weapons
Great club is now a simple weapon instead of a martial weapon. Orcish shot put reduce the critical from 19-20/x3 to 20/x4.

Armor
Light Armors
Type Light leather Light mail AC +2 +4 Max Dex +6 +4 ACP -0 -2 ASF% 10% 20% Cost 10 gp 100 gp

Medium Armors*
Type Full leather Full mail Light plate AC +4 +5 +6 Max Dex +5 +4 +3 ACP -2 -3 -4 ASF% 20% 25% 30% Cost 50 gp 150 gp 200 gp

Heavy Armors**
Type Full plate AC +9 Max Dex +1 ACP -6 ASF% 40% Cost 1,500 gp

*The penalty for movement in medium armor is that your run speed is x3 instead of x4 **The penalty for movement in heavy armor is both your run speed is x3 instead of x4 and your speed drops depending on your base speed (40 to 30, 30 to 20, 20 to 15).

Special materials
Mithril: Per the DMG. Adamantine: Adamantine armor grants damage reduction overcome by adamantine weapons. The amount of damage reduction is half (the armor's AC bonus plus its enhancement bonus to AC (if any)), round down. This bonus is further boosted by +1 for light armor, +2 for medium, and +3 for heavy.

34

So the numbers would look like:

Light Armors
Type Adamantine light mail Mithril light mail Mithril full mail Mithril light plate AC +4 +4 +5 +6 Max Dex +4 +6 +6 +5 ACP -2 -0 -0 -1 ASF% 20% 10% 15% 20% Special DR 3/adamantine

Medium Armors
Type Adamantine full mail Mithril full mail Mithril full plate AC +5 +6 +9 Max Dex +4 +3 +3 ACP -3 -4 -3 ASF% 25% 30% 30% Special DR 4/adamantine DR 5/adamantine

Heavy Armors
Type Adamantine full plate AC +9 Max Dex +1 ACP -6 ASF% 40% Special DR 7/adamantine

Magic Items
Animated Shield
The animated shield works as listed in the DMG, except that it only provides the user a shield bonus to their AC. It cannot be used with any shield based maneuvers, and the user cannot apply the benefits of the Shield Specialization to an animated shield while animated.

Candle of Invocation
Instead of treating the cleric as two levels higher for purposes of spell preparation, the candle grants the cleric +1 to his caster level for the duration. Remove the Gate feature. Market price: 4,000 gp

35

Chapter 6 Magic
Abusive Spells
The three Planar Binding spells
You can only force a bound creature to use a spell or spell-like ability of a lower level than the level of the Planar Binding spell cast. So if you use Planar Binding (a 6th level spell) to bind an efreeti, you could not force it to cast anything above 5th level in exchange for it's freedom (thus, no Wishes). The creature could decide to use these types of spells to fulfill its service, but at its discretion.

Gate
The only use of this spell is now for the transport feature. Use Planar Binding and Summon Monster for other summons. Also, specific creatures can be called with gate, but they do not have to travel through.

Alter Self
Works as printed in the PHB with the following exceptions: The natural armor gained by the spell is capped at 1/3 caster level (max +5 at 15th level). Any racial skill bonuses gained by the spell is capped at 1/3 caster level (max +4 at 12th level). Any movement speeds gained by the spell is capped at 10 feet per 3 caster levels (max 50 feet at 15th level). Use the caster's base land speed if it is higher. Flight speeds are not granted until caster level 5, and the maneuverability is never greater than average.

Polymorph
You form changes into that of another creature. You may increase or decrease your size by one size category. Increasing your size gives you a +2 bonus to Strength and a -2 penalty to Dexterity, and decreasing your size gives you a +2 bonus on Dexterity and a -2 Penalty on Strength. You have the reach of a long creature of your new size. If using this spell to impersonate someone, you gain a +10 circumstance bonus on your Disguise check. You gain a number of points equal to your caster level, to a maximum of 15 at 15th level. You can use these points however you want to purchase special abilities and ability enhancements.

36

Abilities: Ability Score Increase (2 points): You gain a +2 enhancement bonus to Str, Dex, or Con. You can use this ability multiple times, but you cannot gain an enhancement bonus to a single ability greater than +6. If you gain a bonus to your Con score, you do not gain additional hit points. Natural Armor (1 point): You gain a +1 bonus to your natural armor, which stacks with existing natural armor. You can take this ability multiple times, to a maximum bonus of +5. Flight (4 points): You gain the ability to fly at your base speed with average maneuverability. Swimming (2 points): You gain a swim speed equal to your base land speed and a +8 bonus on Swim checks. You may take 10 while swimming and may charge while swimming in a straight line. You are able to breath underwater. Scent (2 points): You gain the scent ability Natural attack (2 points): You either gain bite, slam, or tentacle attack that deals 1d8 damage (2d6 if large, 1d6 if small). Alternately, you gain two claw attacks that deal 1d4 damage each (1d6 if large, 1d3 if small). A single attack adds one-and-a-half times your Str modifier to damage. Paired attacks simply add your Str modifier. This can be taken more than once to gain both a single attack and a pair of attacks. Choose which is your primary attack form and which is the secondary. All secondary attacks take a -5 penalty on the attack role (-2 if you have the Multiattack feat). Reach (4 points): Your reach increases by five feet. Burrow (4 points): You gain a burrow speed equal to your base land speed. Low light vision (1 point): You gain low light vision. Darkvision (2 points): You gain dark vision 60 ft. Speed (1 point): Your base land speed increases by 5 ft. This can be taken several times. Energy Resistance (1 point): You gain energy resistance of 5 for any one of the five energy types (acid, cold, electricity, fire, or sonic). You can take this ability several times, either increasing the resistance of one type by 5, and/or by gaining resistances to new energy types. Energy Immunity (6 points): You are immune to one of the five energy types (acid, cold, electricity, fire, or sonic). This ability can be taken multiple times, granting you immunity to a different energy type.

Blasphemy
(Proposed by Sunic_Flames) Any non-evil creature within the area of a blasphemy spell must make special Will save (DC = spells save DC - creatures HD + your caster level + 1). or suffer the following ill effects. Save Result Failed save Failed save by 2-5 Failed save by 6-10 Failed save by 11 or more Effect Dazed Weakened, dazed Paralyzed, weakened, dazed Killed, paralyzed, weakened, dazed

37

The effects are cumulative and concurrent. Dazed: The creature can take no actions for 1 round, though it defends itself normally. Weakened: The creatures Strength score decreases by 2d6 points for 2d4 rounds. Paralyzed: The creature is paralyzed and helpless for 1d10 minutes. Killed: Living creatures die. Undead creatures are destroyed.

Furthermore, if you are on your home plane when you cast this spell, non-evil extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the blasphemy. The banishment effect allows a Will save (as above, but at a -4 penalty) to negate.

Mordenkainen's Disjunction
Works as normal, except the item's magical properties are merely suppressed for one hour. After this period, they begin working as normal. The items do not get a save.

Spells in General
This is to help balance direct damage, save or dies, and crowd control, and other save-based spells.

General Direct Damage Change


Here's the basic idea: A direct damage spell directly opposes a monster's HP. Now, a monster primarily gets HP from two sources: their hit dice and their Con mod (* their HD). Because their Con mod is multiplied by their HD, they get a very solid boost at higher levels. This is a way to boost damage on a per-damage die basis for direct damage spells. The idea is to add a bonus to the damage per damage die of the spell. This bonus damage would be the spell's level plus one, divided by two (or spell's level, divided by two, round up). So, 1st level spells would add 1 point per damage die, 1 point for 2nd level spells, 2 points for 3rd level spells, etc. The bonus per spell level would be: Spell Level 0 1 2 3 4 5 Bonus damage per die +0 +1 +1 +2 +2 +3

38

6 7 8 9

+3 +4 +4 +5

A few examples: A 12th level wizard casts Fireball for 10d6+20 (+2 per die for a 3rd level spell). The same wizard casts Cone of Cold for 12d6+36 (+3 per die) and Magic Missile for 5d4+10 (an additional +5 on top of what Magic Missile normally does).

The spell gains additional abilities based on the damage type of the spell: [fire] On a failed save the target catches fire (taking spell level d6 fire damage each round) for a number of rounds equal to half the spell's level (minimum 1). It requires a full-round action (that provokes an attack of opportunity) to extinguish the flames. [cold] On a failed save the target takes a penalty to your Strength score equal to the spell's level, but this cannot reduce your Strength score below 1. This penalty overlaps with other Str penalties from other cold spells. The penalty lasts for a number of rounds equal to the spell's level. [acid] On a failed save, the target becomes sickened for a number of rounds equal to the spell's level. [electric] On a failed save the target takes a penalty to your Dexterity score equal to the spell's level, but this cannot reduce your Dexterity score below 1. This penalty overlaps with other Dex penalties from other electric spells. The penalty lasts for a number of rounds equal to the spell's level. [sonic] On a failed save the target is deafened for a number of rounds equal to half the spell's level (minimum 1). [Force] On a failed save, small and smaller creatures are knocked prone. Higher level spells are capable of knocking larger creatures prone, per the table below: Spell Level 0 1-2 3-4 5-6 7-8 9 Creature Size small and smaller medium and smaller large and smaller huge and smaller gargantuan and smaller colossal and smaller

Save or Dies

39

All save or dies take a full round to cast (not to be confused with a full-round action), assuming the casting time isn't already longer. The simple fix is to increase the setup time for the spell.

Crowd Control
Crowd control is somewhat of a large category. This can be broken down into other types, such as de-buffs, terrain modification, and save-or-lose spells. Now, it's the save-or-lose spells that are the most potent, generally speaking, as they can often have the same effect as a save or die. Any spell that would impose a status on a target that limits the actions they can take is more potent than one that merely gives a penalty. So, any spell that gives any of the following conditions to the target will have a casting time of one full round (assuming the casting time isn't already longer): Blinded Confused Dazed Disabled Dying Fascinated Frightened Helpless Nauseated Panicked Paralyzed Petrified Staggered Stunned Unconscious

Spells with a Casting Time of an Entire Round


Once the caster decides to cast a spell with a casting time of one full round, he cannot change the spell, although, he can opt to stop casting before the spell goes off and save the spell slot. The target or area of effect does not need to be picked until the spell goes off, so the caster can dynamically target as needed. If no valid target is available (or desirable), then the caster can dismiss the spell at the last minute. It is possible to counter a spell with a casting time of an entire round. Doing so takes a standard action (even though the spells casting time would otherwise be an entire round).

Cantrips and Orisons


Casters gain unlimited daily use of their 0-level spells. In addition, the direct damage cantrips gain a small, non-scaling boost to damage, to make them useful at low levels. Being 0-level spells, they would not gain any bonus damage from the previous changes to direct damage spells. Also, they will not gain any special

40

secondary effects for their energy type. Each of these spells has a range of close and requires a ranged touch attack to hit. Acid Splash - 1d6 acid damage. Electric Jolt - 1d6 electric damage. Finger of Flame - 1d6 fire damage. Force Ball - 1d3 force damage. Ray of Frost - 1d6 cold damage. Sonic Snap - 1d4 sonic damage.

Do note that this change would make unlimited healing available to several casters quite easily through Cure Minor Wounds. This healing would be slow (one point per round), so it would only be useful out of combat, like most other existing, unlimited healing tricks. For DMs who think this is a problem, there are several possible alternatives: Only allow Cure Minor Wounds to work if the target is either at 0 HP or lower, or if the target is below half HP.

Spell Lists and Domain Powers


Cleric Spells and Domains Cleric
Level 0 Create Water Cure Minor Wounds Detect Magic Detect Poison Guidance Inflict Minor Wounds Light Mending Purify Food and Drink Read Magic Resistance Virtue Level 1 Bane Bless Bless Water Cure Light Wounds Curse Water Detect Chaos/Evil/Good/Law Detect Undead Endure Elements Inflict Light Wounds Magic Weapon

41

Remove Fear Shield of Faith Level 2 Aid Cure Moderate Wounds Delay Poison Eagles Splendor Enthrall Inflict Moderate Wounds Make Whole Owls Wisdom Remove Paralysis Restoration, Lesser Level 3 Consecrate Create Food and Water Cure Serious Wounds Desecrate Hold Person Inflict Serious Wounds Prayer Remove Blindness/Deafness Remove Disease Speak with Dead Level 4 Bestow Curse Cure Critical Wounds Dismissal Dispel Magic Inflict Critical Wounds Magic Weapon, Greater Neutralize Poison Planar Ally, Lesser Remove Curse Restoration Tongues Level 5 Atonement Commune Cure Light Wounds, Mass Death Ward Inflict Light Wounds, Mass Raise Dead Slay Living Level 6 Banishment Break Enchantment Cure Moderate Wounds, Mass

42

Dispel Chaos/Evil/Good/Law Disrupting Weapon Eagles Splendor, Mass Geas/Quest Hallow Harm Heal Inflict Moderate Wounds, Mass Owls Wisdom, Mass Planar Ally Plane Shift Unhallow Level 7 Cure Serious Wounds, Mass Destruction Dispel Magic, Greater Inflict Serious Wounds, Mass Regenerate Restoration, Greater Resurrection Level 8 Cure Critical Wounds, Mass Inflict Critical Wounds, Mass Planar Ally, Greater Level 9 Heal, Mass Miracle Soul Bind True Resurrection

Air
Granted Power You no longer need to breathe. You may cast Feather Fall (self only) at will as an immediate action. At Level 10, you gain a fly speed equal to your base land speed (perfect maneuverability). At 20th level, your type changes to outsider (air). Alternative Turn Undead Option As normal except you turn earth creatures as undead and heal air creatures as living creatures. Level 1 Jet of Steam (CM) Obscuring Mist Summon Monster I (Air subtype only)

43

Level 2 Fog Cloud Summon Monster II (Air subtype only) Wind Wall Level 3 Call Lightning Summon Monster III (Air subtype only) Water Breathing Level 4 Air Walk Solid Fog Summon Monster IV (Air subtype only) Level 5 Call Lightning Storm Control Winds Summon Monster V (Air subtype only) Level 6 Chain Lightning Summon Monster VI (Air subtype only) Wind Walk Level 7 Acid Fog Control Weather Summon Monster VII (Air subtype only) Level 8 Reverse Gravity Summon Monster VIII (Air subtype only) Whirlwind Level 9 Elemental Swarm (Air subtype only) Storm of Vengeance Summon Monster IX (Air subtype only)

Animal
Granted Power You gain an animal companion like a druid. Alternative Turn Undead Option Heal 1d6 damage per cleric level to all animals within 30 feet. Any hit points healed above the animal's maximum are added as temporary hit points. The animal cannot gain more temporary hit points in this fashion than their maximum hit points. These temporary hit points last for one hour.

44

Level 1 Charm Animal Magic Fang Summon Natures Ally I (Animals only) Level 2 Animal Trance Hold Animal Summon Natures Ally II (Animals only) Level 3 Dominate Animal Poison Summon Natures Ally III (Animals only) Level 4 Giant Vermin Repel Vermin Summon Natures Ally IV (Animals only) Level 5 Animal Growth Awaken Summon Natures Ally V (Animals only) Level 6 Antilife Shell Insect Plague Summon Natures Ally VI (Animals only) Level 7 Animal Shapes Aura of Vitality (SC) Summon Natures Ally VII (Animals only) Level 8 Awaken, Mass (SC) Phantom Wolf (SC) Summon Natures Ally VIII (Animals only) Level 9 Nature's Avatar (SC) Phantom Bear (SC) Shapechange (Animals only)

Chaos
Granted Power You gain damage reduction overcome by lawful weapons equal to half your cleric level.

45

Your melee attacks are considered chaotic aligned for purposes of overcoming damage reduction. At 20th level, your type changes to outsider (chaotic).

Alternative Turn Undead Option As normal except you turn lawful outsiders as undead and heal chaotic outsiders as living creatures. Level 1 Cause Fear Protection from Law Summon Monster I (Chaotic subtype only) Level 2 Align Weapon Shatter Summon Monster II (Chaotic subtype only) Level 3 Displacement Magic Circle Law Summon Monster III (Chaotic subtype only) Level 4 Chaos Hammer Confusion Summon Monster IV (Chaotic subtype only) Level 5 Baleful Polymorph Dispel Law Summon Monster V (Chaotic subtype only) Level 6 Animate Objects Forbiddance Summon Monster VI (Chaotic subtype only) Level 7 Insanity Summon Monster VII (Chaotic subtype only) Word of Chaos Level 8 Cloak of Chaos Summon Monster VIII (Chaotic subtype only) Symbol of Insanity Level 9 Maze Scintillating Pattern Summon Monster IX (Chaotic subtype only)

46

Death
Granted Power You gain resistance to negative energy damage (such as from an Inflict spell) equal to your cleric level. Alternately, if you are healed by negative energy, you gain an equal amount of resistance to positive energy (such as from Cure spells). It is possible for this resistance to change, such as if you become undead or take the Tomb-Tainted Soul feat. At 10th level, once per day if you would otherwise be killed by a death effect or negative energy effect (such as negative levels), you can ignore the effect entirely. Alternative Turn Undead Option You may spend an additional bolster undead use to increase the damage you roll for that turn attempt. Each target that fails their Will save takes one-and-a-half times the damage you roll. Targets still only take half damage on a successful Will save. This extra damage only applies when damaging living creatures, and not to healing undead. Level 1 Cause Fear Doom Summon Undead I (SC) Level 2 Command Undead Ghoul Touch Summon Undead II (SC) Level 3 Animate Dead Summon Undead III (SC) Vampiric Touch Level 4 Death Ward Enervation Summon Undead VI (SC) Level 5 Fear Summon Undead V (SC) Symbol of Pain Level 6 Circle of Death Create Undead Symbol of Fear Level 7 Finger of Death Plague (PHB2)

47

Waves of Exhaustion Level 8 Create Greater Undead Horrid Wilting Symbol of Death Level 9 Energy Drain Soul Bind Wail of the Banshee

Destruction
Granted Power Your physical attacks ignore an amount of hardness and damage reduction equal to half your cleric level. Alternative Turn Undead Option You deal 1d6 damage per cleric level to all non-magical objects and constructs within 30 feet. Attended objects and constructs are allowed a Fortitude save (DC 10 + cleric level + Cha mod) for half damage. Level 1 Burning Rage (PHB2) Enlarge Person Orb of Acid, Lesser (SC) Level 2 Battering Ram (SC) Shatter Warp Wood Level 3 Acid Breath (SC) Contagion Explosive Runes Level 4 Enlarge Person, Mass Ice Storm Orb of Acid (SC) Level 5 Acid Sheath (SC) Contagion, Mass (SC) Insect Plague Level 6 Acid Storm (SC) Disintegrate Lingering Flames (CM)

48

Level 7 Slime Wave (SC) Storm of Elemental Fury (SC) Wrack Earth (PHB2) Level 8 Earthquake Incendiary Cloud Plague (PHB2) Level 9 Implosion Meteor Swarm Storm of Vengeance

Earth
Granted Power You gain the stability ability of a dwarf. If you already have this ability, the bonus increases from +4 to +8. Any spell you cast that heals hit point damage can be used to heal stone objects, stone-based creatures, and creatures with the Earth subtype. At 10th level, you gain a burrow speed equal to your base land speed, and may burrow through solid stone. At 20th level, your type changes to outsider (earth). At 20th level, you gain the earth glide ability, with a speed equal to your base land speed. Alternative Turn Undead Option As normal except you turn air creatures as undead and heal earth creatures as living creatures. Level 1 Hail of Stone (SC) Magic Stone Summon Monster I (Earth subtype only) Level 2 Shatter Soften Earth and Stone Summon Monster II (Earth subtype only) Level 3 Meld into Stone Stone Shape Summon Monster III (Earth subtype only) Level 4 Spike Stones Stoneskin Summon Monster IV (Earth subtype only)

49

Level 5 Summon Monster V (Earth subtype only) Transmute Rock to Mud Wall of Stone Level 6 Flesh to Stone Stone to Flesh Summon Monster VI (Earth subtype only) Level 7 Earthquake Stone Tell Summon Monster VII (Earth subtype only) Level 8 Polymorph Any Object (into stone only) Repel Metal or Stone Summon Monster VIII (Earth subtype only) Level 9 Elemental Swarm (Earth subtype only) Meteor Swarm Summon Monster IX (Earth subtype only)

Evil
Granted Power You gain damage reduction overcome by good weapons equal to half your cleric level. Your melee attacks are considered evil aligned for purposes of overcoming damage reduction. At 20th level, your type changes to outsider (evil). Alternative Turn Undead Option As normal except you turn good outsiders as undead and heal evil outsiders as living creatures. Level 1 Doom Protection from Good Summon Monster I (Evil subtype only) Level 2 Align Weapon Desecrate Summon Monster II (Evil subtype only) Level 3 Bestow Curse Magic Circle against Good

50

Summon Monster III (Evil subtype only) Level 4 Fear Summon Monster IV (Evil subtype only) Unholy Blight Level 5 Dispel Good Summon Monster V (Evil subtype only) Unhallow Level 6 Create Undead Forbiddance Summon Monster VI (Evil subtype only) Level 7 Blasphemy Circle of Death Summon Monster VII (Evil subtype only) Level 8 Create Greater Undead Summon Monster VIII (Evil subtype only) Unholy Aura Level 9 Energy Drain Summon Monster IX (Evil subtype only) Wail of the Banshee

Fire
Granted Power You gain fire resistance equal to your cleric level. At 10th level, you may alter the damage of any spell you cast with the [fire] descriptor, so that half of the damage is fire, and the other half is divine energy not subject to fire resistance or immunity. At 20th level, your type changes to outsider (fire). Alternative Turn Undead Option As normal except you turn water creatures as undead and heal fire creatures as living creatures. Level 1 Burning Hands Produce Flame Summon Monster I (Fire subtype only) Level 2 Flame Blade

51

Scorching Ray Summon Monster II (Fire subtype only) Level 3 Fireball Resist Energy Summon Monster III (Fire subtype only) Level 4 Fire Shield Summon Monster IV (Fire subtype only) Wall of Fire Level 5 Fire and Brimstone (CM) Flame Strike Summon Monster V (Fire subtype only) Level 6 Fire Seeds Fires of Purity (SC) Summon Monster VI (Fire subtype only) Level 7 Delayed Blast Fireball Fire Storm Summon Monster VII (Fire subtype only) Level 8 Incendiary Cloud Summon Monster VIII (Fire subtype only) Emerald Flame Fist (SC) Level 9 Elemental Swarm (Fire subtype only) Meteor Swarm Summon Monster IX (Fire subtype only)

Good
Granted Power You gain damage reduction overcome by evil weapons equal to half your cleric level. Your melee attacks are considered good aligned for purposes of overcoming damage reduction. At 20th level, your type changes to outsider (good). Alternative Turn Undead Option As normal except you turn evil outsiders as undead and heal good outsiders as living creatures. Level 1

52

Protection from Evil Remove Fear Summon Monster I (Good subtype only) Level 2 Align Weapon Consecrate Summon Monster II (Good subtype only) Level 3 Cloak of Bravery (SC) Magic Circle against Evil Summon Monster III (Good subtype only) Level 4 Death Ward Summon Monster IV (Good subtype only) Undead Bane Weapon (SC) Level 5 Dispel Evil Hallow Summon Monster V (Good subtype only) Level 6 Forbiddance Summon Monster VI (Good subtype only) Undeath to Death Level 7 Holy Word Holy Star (SC) Summon Monster VII (Good subtype only) Level 8 Crown of Glory (SC) Holy Aura Summon Monster VIII (Good subtype only) Level 9 Heavenly Host (SC) Summon Monster IX (Good subtype only) Undeaths Eternal Foe (SC)

Healing
Granted Power You may cast any Cure spell as a swift. Some Cure spells you cast also have additional effects, both in the single and mass versions: o Cure Moderate Wounds - in addition to healing HP damage, 1d4 ability damage is healed.

53

Cure Serious Wounds - in addition to healing HP damage, 1d6 ability damage is healed. Fatigue is removed and exhaustion is reduced to fatigue. Cure Critical Wounds - in addition to healing HP damage, 1d8 ability damage or drain is healed. Fatigue and exhaustion are removed.

Alternative Turn Undead Option Heal all living creatures within 30 feet 1d6 damage per cleric level. Each creature heals up to one point of ability damage per cleric level, split among several abilities however they choose. You do not heal yourself with this ability (although you could get healed if another cleric used this ability on you).

Knowledge
Granted Power Add all Knowledge skills as class skills. Alternative Turn Undead Option You grant a target a competence bonus to a single skill equal to two plus an additional point per three cleric levels, and the target can use the skill untrained. The target must be within 30 feet of you. This benefit lasts a number of minutes equal to your Charisma bonus (minimum of one). Level 1 Comprehend Languages Identify True Strike Level 2 Augury Find Traps Zone of Truth Level 3 Clairaudience/Clairvoyance Invisibility Purge Speak with Dead Level 4 Discern Lies Divination Locate Object Level 5 Contact Other Plane Scrying True Seeing Level 6 Analyze Dweomer Find the Path

54

Prying Eyes Level 7 Legend Lore Probe Thoughts (SC) Scrying, Greater Level 8 Discern Location Moment of Prescience Vision Level 9 Foresight Hindsight (SC) Prying Eyes, Greater[

Law
Granted Power You gain damage reduction overcome by chaotic weapons equal to half your cleric level. Your melee attacks are considered lawful aligned for purposes of overcoming damage reduction. At 20th level, your type changes to outsider (lawful). Alternative Turn Undead Option As normal except you turn chaotic outsiders as undead and heal lawful outsiders as living creatures. Level 1 Command Protection from Chaos Summon Monster I (Lawful subtype only) Level 2 Align Weapon Hold Person Summon Monster II (Lawful subtype only) Level 3 Checkmates Light (SC) Magic Circle against Chaos Summon Monster III (Lawful subtype only) Level 4 Discern Lies Orders Wrath Summon Monster IV (Lawful subtype only) Level 5 Dispel Chaos

55

Mark of Justice Summon Monster V (Lawful subtype only) Level 6 Forbiddance Hold Monster Summon Monster VI (Lawful subtype only) Level 7 Call Kolyarut (SC) Dictum Summon Monster VII (Lawful subtype only) Level 8 Shield of Law Summon Monster VIII (Lawful subtype only) Power Word Stun Level 9 Call Marut (SC) Imprisonment Summon Monster IX (Lawful subtype only)

Luck
Granted Power Once per encounter, as an immediate action, you can reroll any d20 roll or have anyone within 30 feet of you reroll any d20 roll. You must make the decision before you know if the roll was successful or not, and you must accept the second result. Alternative Turn Undead Option You grant a target a sacred or profane bonus to their saving throws equal to one plus an additional point per three cleric levels. The target must be within 30 feet of you. This benefit lasts a number of minutes equal to your Charisma bonus (minimum of one) for each creature, or until it rolls its first saving throw, whichever comes first. Level 1 Entropic Shield Sign (SC) True Strike Level 2 Aid Curse of Ill Fortune (SC) Resist Energy Level 3 Aid, Mass (SC) Alter Fortune (PHB2) Protection from Energy

56

Level 4 Blindsight, Greater (SC) Freedom of Movement Resistance, Greater (SC) Level 5 Bewildering Misfortune (CC) Curse of Ill Fortune, Mass (SC) Surge of Fortune (CC) Level 6 Energy Immunity (SC) Mislead True Seeing Level 7 Bestow Curse, Greater (SC) Fortunate Fate (SC) Spell Turning Level 8 Death Pact (SC) Mind Blank Moment of Prescience Level 9 Foresight Freedom Reaving Dispel (SC)

Magic
Granted Power You gain a sacred or profane bonus to saving throws and your touch armor class against spells and spell-like abilities equal to one plus an additional point per three cleric levels. You use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack. Alternative Turn Undead Option You can use a turn undead attempt to counter a spell. You must make an opposed caster level check as if countering with Dispel Magic. Level 1 Identify Magic Aura Magic Missile Level 2

57

Detect Thoughts Obscure Object See Invisibility Level 3 Arcane Sight Dispel Magic Magic Weapon, Greater Level 4 Globe of Invulnerability, Lesser Imbue with Spell Ability Spell Immunity Level 5 Break Enchantment Scrying Spell Resistance Level 6 Antimagic Field Dispel Magic, Greater Globe of Invulnerability Level 7 Arcane Sight, Greater Scrying, Greater Spell Turning Level 8 Protection from Spells Spell Immunity, Greater Temporal Stasis Level 9 Freedom Imprisonment Time Stop

Plant
Granted Power You gain a 25% chance to ignore extra damage from critical hits, sneak attacks, and other precision damage and you gain a +2 resistance bonus on saving throws against poison. At 7th level, the percentage chance increases to 50% and the resistance bonus increases to +4. At 14th level, the percentage chance increases to 75% and the resistance bonus increases to +6. At 20th level, your type changes to plant, and you gain the appropriate immunities.

58

Alternative Turn Undead Option Heal 1d6 damage per cleric level to all plants within 30 feet. Any hit points healed above the plant's maximum are added as temporary hit points. The plant cannot gain more temporary hit points in this fashion than their maximum hit points. These temporary hit points last for one hour. Level 1 Entangle Pass without Trace Summon Natures Ally I (Plants only) Level 2 Barkskin Summon Natures Ally II (Plants only) Warp Wood Level 3 Plant Growth Spike Growth Summon Natures Ally III (Plants only) Level 4 Command Plants Poison Summon Natures Ally IV (Plants only) Level 5 Awaken Summon Natures Ally V (Plants only) Wall of Thorns Level 6 Liveoak Repel Wood Summon Natures Ally VI (Plants only) Level 7 Animate Plants Changestaff Summon Natures Ally VII (Plants only) Level 8 Control Plants Summon Natures Ally VIII (Plants only) Transport via Plants Level 9 Deadfall (SC) Shambler Summon Monster IX (Plants only)

Protection
59

Granted Power Once per encounter, as an immediate action, you can prevent up to 1d6 damage per cleric level to any ally within 30 feet of you for a single attack. This is applied before any damage reduction or energy resistances. Alternative Turn Undead Option You grant a target a special protective field that lasts up to one hour, or until dispelled. Each target can only have one such field at any given time. As an immediate action, the target can discharge their field to grant a +10 sacred or profane bonus to either their Armor Class (including touch AC) or to their saving throws. This bonus lasts for one round. Level 1 Entropic Shield Protection from Chaos/Evil/Good/Law Sanctuary Level 2 Barkskin Resist Energy Shield Other Level 3 Magic Circle against Chaos/Evil/Good/Law Magic Vestment Protection from Energy Level 4 Death Ward Spell Immunity Stoneskin Level 5 Break Enchantment Spell Resistance Wall of Force Level 6 Antimagic Field Glyph of Warding, Greater Repulsion Level 7 Fortunate Fate (SC) Refuge Spell Turning Level 8 Dimensional Lock Mind Blank Spell Immunity, Greater

60

Level 9 Death Ward, Mass (SC) Prismatic Sphere Protection from Spells

Strength
Granted Power At 2nd level, you gain a +2 enhancement bonus to Strength. This bonus increases by an additional +2 every four levels thereafter, to a maximum of +10 at 18th level. Alternative Turn Undead Option You grant a target an enhancement bonus to their Strength equal to your cleric level. The target must be within 30 feet of you. This benefit lasts a number of minutes equal to your Charisma bonus (minimum of one). Level 1 Beastland Ferocity (SC) Enlarge Person Vigor, Lesser (SC) Level 2 Bears Endurance Bulls Strength Mountain Stance (SC) Level 3 Giants Wrath (SC) Lions Charge (SC) Vigor (SC) Level 4 Divine Power Languor (SC) Sheltered Vitality (SC) Level 5 Righteous Might Stoneskin Vigor, Greater (SC) Level 6 Bears Endurance, Mass Bulls Strength, Mass Vigorous Circle (SC) Level 7 Aura of Vitality (SC) Bigbys Grasping Hand Tensers Transformation

61

Level 8 Bigbys Clenched Fist Lions Roar (SC) Unyielding Form of Inevitable Death (CM) Level 9 Bigbys Crushing Hand Dragonshape (PHB2) Summon Golem (PHB2)

Sun
Granted Power Any undead creature you attempt to turn suffers a -2 penalty on their saving throws against the turn attempt. At level 10, you can see normally in all forms of darkness, including magical darkness. At 10th level, your turn undead attempts ignore any turn resistance the creature might have. Alternative Turn Undead Option Your turn attempt deals normal damage to undead creatures but does not heal living creatures. Also, all undead creatures in the area are treated as if they are in direct sunlight for one round. Level 1 Color Spray Faerie Fire Produce Flame Level 2 Continual Flame Flaming Sphere Heat Metal Level 3 Blindness (not Deafness) Daylight Searing Light Level 4 Fire Shield Rainbow Pattern Summon Monster IV (Lantern Archon only) Level 5 Blistering Radiance (SC) Flame Strike Prismatic Ray (SC) Level 6 Fire Seeds

62

True Seeing Undeath to Death Level 7 Power Word Blind Prismatic Spray Sunbeam Level 8 Prismatic Wall Scintillating Pattern Sunburst Level 9 Meteor Swarm Prismatic Sphere Storm of Vengeance

Travel
Granted Power You may teleport a distance equal to your base movement as a swift action once per day, plus an additional time per three cleric levels. You can only take yourself, and any objects carried up to your maximum load. Alternative Turn Undead Option You grant a speed increase to a number of targets equal to your cleric level, all of whom must be within 30 feet of you. All of the creatures movement speeds increase by ten feet plus an additional five feet per three cleric levels. This benefit lasts a number of minutes equal to your Charisma bonus (minimum of one). Level 1 Expeditious Retreat Jump Longstrider Level 2 Cats Grace Levitate Spider Climb Level 3 Fly Haste Slow Level 4 Dimensional Anchor Dimension Door Freedom of Movement Level 5

63

Overland Flight Plane Shift Teleport Level 6 Cats Grace, Mass Find the Path Word of Recall Level 7 Ethereal Jaunt Refuge Teleport, Greater Level 8 Dimensional Lock Discern Location Phase Door Level 9 Astral Projection Gate Teleportation Circle[

Trickery
Granted Power Add Bluff, Disguise, Hide, and Move Silently as class skills. Alternative Turn Undead Option You impose a sacred or profane penalty to a target creatures attack rolls equal to one plus an additional point per three cleric levels. The target must be within 30 feet of you, and the effect is negated if it succeeds on a Will save (DC 10 + cleric level + Cha mod). This penalty lasts a number of minutes equal to your Charisma bonus (minimum of one). Level 1 Color Spray Disguise Self Silent Image Level 2 Invisibility Silence Tashas Hideous Laughter Level 3 Blindness/Deafness Deeper Darkness Nondetection Level 4

64

Confusion Freedom of Movement Illusory Wall Level 5 False Vision Persistent Image True Seeing Level 6 Animate Objects Mislead Word of Recall Level 7 Ethereal Jaunt Insanity Project Image Level 8 Polymorph Any Object Scintillating Pattern Screen Level 9 Freedom Imprisonment Time Stop

War
Granted Power You gain Martial Weapon Proficiency or Exotic Weapon Proficiency (if applicable) for your deitys favored weapon as well as Weapon Focus for that weapon. At 5th level, and every five levels thereafter, you gain a fighter bonus feat. Alternative Turn Undead Option As a standard action, you may channel divine energy through a melee attack. You deal extra damage equal to your cleric level, and gain a sacred or profane bonus to your attack roll equal to your Charisma modifier (minimum of one). Level 1 Divine Favor Entropic Shield Rhinos Rush (SC) Level 2 Align Weapon Body Blades (SC) Spiritual Weapon

65

Level 3 Heroism Magic Vestment Magic Weapon, Greater Level 4 Delay Death (SC) Divine Power Recitation (SC) Level 5 Flame Strike Righteous Might Righteous Wrath of the Faithful (SC) Level 6 Blade Barrier Rejection (SC) Zealot Pact (SC) Level 7 Body of War (SC) Brilliant Blade (SC) Power Word Blind Level 8 Brilliant Aura (SC) Lions Roar (SC) Power Word Stun Level 9 Power Word Kill Storm of Vengeance Abyssal Army, Heavenly Host, Hellish Horde, or Summon Elemental Monolith (SC) (pick one based on alignment)

Water
Granted Power You gain a swim speed equal to your base land speed. You can take 10 on swim checks, even when distracted. You can breathe underwater. At 20th level, your type changes to outsider (water). Alternative Turn Undead Option As normal except you turn fire creatures as undead and heal water creatures as living creatures. Level 1 Animate Water (SC) Obscuring Mist Summon Monster I (Water subtype only)

66

Level 2 Fog Cloud Quench Summon Monster II (Water subtype only) Level 3 Summon Monster III (Water subtype only) Water Breathing Water Walk Level 4 Control Water Summon Monster IV (Water subtype only) Wall of Ice Level 5 Cone of Cold Ice Storm Summon Monster V (Water subtype only) Level 6 Acid Fog Freezing Sphere Summon Monster VI (Water subtype only) Level 7 Cloudkill Control Weather Summon Monster VII (Water subtype only) Level 8 Horrid Wilting Polar Ray Summon Monster VIII (Water subtype only) Level 9 Elemental Swarm (Water subtype only) Storm of Vengeance Summon Monster IX (Water subtype only)

Paladin spell list


(From OneWing4ngels paladin)

Level 1
Bless Bless Water Bless Weapon Create Water Cure Light Wounds Detect Poison

67

Detect Undead Divine Favor Endure Elements Entropic Shield Magic Weapon Protection From Evil Protection From Chaos Remove Fear Resistance Restoration, Lesser Shield of Faith

Level 2
Aid Align Weapon Bull's Strength Cure Serious Wounds Delay Poison Eagle's Splendor Hold Person Invisibility Purge Magic Circle Against Evil Magic Circle Against Chaos Magic Vestment Owl's Wisdom Prayer Protection from Energy Remove Blindness/Deafness Remove Curse Remove Disease Remove Paralysis Resist Energy Shield Other Zone of Truth

Level 3
Break Enchantment Cure Critical Wounds Cure Light Wounds, Mass Death Ward Dimensional Anchor Discern Lies Dispel Magic Divine Power Freedom of Movement Heal Mount Magic Weapon, Greater Mark of Justice Neutralize Poison Restoration Spell Immunity Tongues

68

Level 4
Banishment Cure Moderate Wounds(Mass) Dispel Chaos Dispel Evil Flame Strike Hallow Heroes' Feast Heal Holy Sword Raise Dead Righteous Might Spell Resistance True Seeing

Sorcerer/Wizard (Generalist) spell list


The new Sorcerer/Wizard (generalist) list is presented below. It takes certain "key" spells that only specialists should have and removes them. Other spells are bumped back a level, so that the generalist gets them, but not as early. Specialist wizards use the original spell lists (as printed in the PHB) for their school of specialization, and this list for all other non-prohibited schools.

Level 1
Abjur Alarm Endure Elements Hold Portal Karmic Aura (CM) Conj Mage Armor Mount Obscuring Mist Resinous Tar (CM) Summon Component (CM) Unseen Servant Div Comprehend Languages True Casting (CM) True Strike Vigilant Slumber (CM) Ench Charm Person Evoc

69

Burning Hands Dawnburst (CM) Jet of Steam (CM) Magic Missile Shocking Grasp Tenser's Floating Disk Illus Disguise Self Silent Image Necro Cause Fear Death's Call (CM) Reaving Aura (CM) Trans Animate Rope Enlarge/Reduce Person Erase Expeditious Retreat Feather Fall Jump

Level 2
Abjur Arcane Lock Attentive Alarm (CM) Obscure Object Protection from Arrows Resist Energy Conj Fog Cloud Grease Melf's Acid Arrow Summon Monster I Div Allied Footsteps (CM) See Invisibility Ench Daze Monster Hypnotism Torrent of Tears (CM) Evoc Continual Flame Darkness/Daylight Flaming Sphere

70

Gust of Wind Luminous Swarm (CM) Scorching Ray Shatter Illus Blur Color Spray Invisibility Minor Image Misdirection Necro Blindness/Deafness False Life Ray of Enfeeblement Scare Trans Boiling Blood (CM) Darkvision Heart of Air (CM) Knock Levitate Pyrotechnics Spider Climb Whispering Wind

Level 3
Abjur Arcane Turmoil (CM) Karmic Backlash (CM) Nondetection Protection from Energy Conj Glitterdust Incendiary Slime (CM) Phantom Steed Sepia Snake Sigil Sleet Storm Summon Monster II Summon Swarm Web Div Enduring Scrutiny (CM) Spellcaster's Bane (CM) Tongues Ench

71

Bothersome Babble (CM) Deep Slumber Heroism Hold Person Touch of Idiocy Evoc Fireball Ghost Lantern (CM) Lightning Bolt Wind Wall Illus Deceptive Facade (CM) Hood of the Cobra (CM) Hypnotic Pattern Major Image Mask of the Ideal (CM) Pall of Twilight (CM) Necro Escalating Enfeeblement (CM) Prickling Torment (CM) Ray of Exhaustion Trans Animate Weapon (CM) Blink Fly Haste Heart of Water (CM) Slow

Level 4
Abjur Dimensional Anchor Dispel Magic Otiluke's Suppressing Field (CM) Tenacious Dispelling (CM) Conj Caustic Smoke (CM) Dimension Door Solid Fog Stinking Cloud Summon Monster III Div Arcane Eye Ench

72

Charm Monster Crushing Despair Melf's Slumber Arrows (CM) Evoc Fire Shield Ice Storm Incediary Surge (CM) Shout Illus Greater Invisibility Nightmare Terrain (CM) Necro Bestow Curse Contagion Fear Finger of Agony (CM) Horrid Sickness (CM) Touch of Years (CM) Trans Heart of Earth (CM) Mass Enlarge/Reduce Person Rary's Mnemonic Enhancer Rebirth of Iron (CM) Rusted Blade (CM)

Level 5
Abjur Dismissal Conj Caustic Mire (CM) Dimension Jumper (CM) Fire and Brimstone (CM) Minor Creation Summon Monster IV Teleport Div Detect Scrying Prying Eyes Ench Hold Monster Symbol of Sleep Evoc Bigby's Interposing Hand

73

Channeled Sonic Blast (CM) Coat of Arms (CM) Cone of Cold Otiluke's Resilient Sphere Resounding Thunder (CM) Illus Dream False Vision Fever Dream (CM) Nightmare Persistent Image Retributive Image (CM) Necro Blight Channeled Lifetheft (CM) Cryptwarden's Grasp (CM) Touch of Vecna (CM) Waves of Fatigue Trans Heart of Fire (CM) Lightning Leap (CM) Overland Flight Passwall Telekinesis

Level 6
Abjur Antimagic Field Karmic Retribution (CM) Repulsion Conj Cloudkill Familiar Refuge (CM) Mordenkainen's Trusted Bloodhound (CM) Steal Summoning (CM) Summon Monster V Tactical Teleportation (CM) Div True Seeing Ench Dominate Person Endless Slumber (CM) Greater Heroism Symbol of Persuasion

74

Evoc Bigby's Forceful Hand Chain Lightning Lingering Flames (CM) Otiluke's Freezing Sphere Storm of Fire and Ice (CM) Wall of Force Illus Permanent Image Programmed Image Necro Eyebite Symbol of Fear Trans Control Water Flesh to Stone Mordenkainen's Lucubration Smoky Confignement (CM) Univ Permanency Rary's Arcane Conversation (CM)

Level 7
Abjur Banishment Energy Absoption (CM) Greater Dispel Magic Sequester Conj Acid Fog Choking Cobwebs (CM) Drawmij's Instant Summons Phase Door Plane Shift Greater Teleport Summon Monster VI Teleport Object Ench Mass Hold Person Power Word Blind Evoc Bigby's Grasping Hand Mordenkainen's Sword Prismatic Spray

75

Illus Mass Invisibility Necro Finger of Death Necrotic Curse (CM) Waves of Exhaustion Trans Adamantine Wings (CM) Control Weather Disintegrate

Level 8
Abjur Mysterious Redirection (CM) Protection from Spells Spell Turning Conj Deadly Lahar (CM) Incendiary Cloud Summon Monster VII Div Greater Prying Eyes Moment of Prescience Ench Demand Mass Charm Monster Power Word Stun Evoc Bigby's Clenched Fist Delayed Blast Fireball Otiluke's Telekinetic Sphere Polar Ray Illus Scintillating Pattern Necro Horrid Wilting Touch of the Graveborn (CM) Trans Ethereal Jaunt

76

Level 9
Abjur Dimensional Lock Imrpisonment Conj Dimension Jumper, Greater (CM) Gate Genius Loci (CM) Refuge Summon Monster VIII Towering Thunderhead (CM) Ench Mass Hold Monster Evoc Bigby's Crushing Hand Deadly Sunstroke (CM) Lash of Force (CM) Necro Astral Projection Trans Temporal Stasis Time Stop Univ Limited Wish

CC - Complete Champion CM - Complete Mage PHB2 - Players Handbook 2 SC - Spell Compendium

New/Modified Invocations
Below are some new warlock invocations, as well as some modified ones. Any invocation flagged (modified) is a modified version of an already-printed invocation.

Blast Shape Invocations


Eldritch Retribution

77

Least When someone attacks and successfully damages you with a physical weapon, you may react and attack them with an Eldritch Blast. You apply this invocation to your Eldritch Blast as an immediate action. You can make an Eldritch Blast attack against the opponent who attacked you. Your attack is resolved after the opponent's. You cannot apply any Eldritch Essence invocations to this blast. The target must be within 5 feet per warlock level, to a maximum of 60 feet. Eldritch Assault Lesser You may make a full attack with your Eldritch Blast this round. Eldritch Beam, Lesser Lesser You turn your Eldritch Blast into a 60 ft. line. Creatures within this area take normal damage from your Eldritch Blast. A successful reflex save halves this damage. Eldritch Sphere, Lesser Lesser You turn your Eldritch Blast into a sphere. Your Eldritch blast becomes a 10ft radius spread with a range of 60ft. Creatures within this area take normal damage from your Eldritch Blast. A successful reflex save halves this damage. Eldritch Sphere Greater You turn your Eldritch Blast into a sphere. Your Eldritch blast becomes a 20ft radius spread with a range long (400 feet + 40 feet per level). Creatures within this area take normal damage from your Eldritch Blast. A successful reflex save halves this damage. Eldritch Beam Lesser You turn your Eldritch Blast into a 120 ft. line. Creatures within this area take normal damage from your Eldritch Blast. A successful reflex save halves this damage. Eldritch Cone (modified) Greater As the normal invocation, except the cone is increased from 30 feet to 60 feet.

Eldritch Essence Invocations


Shocking Blast Least Your Eldritch Blast deals electricity damage. Any opponent damaged must make a Will save or be entangled for one round. If attacking a target in metal armor, you gain a +3 bonus to the attack roll, and the target suffers a -3 penalty to any saving throw from this eldritch blast (such as the Will save to avoid being entangled, and any Reflex save from a blast shape invocation). Hellrime Blast (modified) Lesser

78

Instead of applying a -2 Dex penalty, Hellrime blast deals 1d3 points of Dex damage to the target. The damage is healed one minute after. Shards of Bone Lesser Instead of channeling raw eldritch energy, you shoot out sharp bones and shards of bone. Your eldritch blast deals slashing and piercing damage and ignores Spell Resistance. This damage is treated as a magical weapon for purposes of overcoming damage reduction.

Other Invocations
Inhuman Toughness Least Duration: 1 hour You gain five temporary hit points, plus five more per three warlock levels (to a max of 35 at 18th level). Note that these temporary hit points overlap with other temporary hit points and do not stack. For example: a 3rd level warlock uses Inhuman Toughness to gain 10 temporary hit points, and gets hit for 6 damage, leaving him with 4. If he uses Inhuman Toughness a second time, the 10 temporary hit points overlap with his previous 4, giving him a total of 10 temporary hit points, and not 14. Fiendish Form Greater Duration: 24 hours Your form changes, and you take on fiendish traits. Your damage reduction warlock class feature becomes cold iron and good or lawful and cold iron. You gain two claw attacks, which deal 1d6 damage (1d4 for small warlocks and 1d8 for large). You may attack with each claw at your full bonus, but you do not gain iterative attacks with these claws from a high base attack bonus. In addition, you can channel your eldritch blast through each claw attack. While doing so, you cannot apply any Blast Shape invocations. You gain wings, and can fly at your base speed with average maneuverability.

79

S-ar putea să vă placă și