Gnorman's E6 Compendium

Foreword

Welcome, would-be adventurers, to Gnorman's E6 Compendium, written by yours truly. It is my fervent hope and desire that the following pages will open up a world of intrigue, mystery, epic battles, and a game that never ceases to challenge your creativity, your strategic acumen, and your ability to work together with your compatriots. This project, years in the making, is based on the 3rd edition of Dungeons & Dragons, more specifically 3.5. I chose 3.5 because it's the system I'm most familiar with, and I still believe that it is the system that best rewards creative players, encourages strategic thinking, and offers the most amount of variety in character-building. I've added a few elements from earlier and later editions that I found compelling, but the basic ruleset you should familiarize yourself with is 3.5 (check out the System Reference Document for a crash course). If haven't had the chance, do so now. I can wait. I'm a patient gnome.


All caught up? Great. Now that you understand the rules, here's how we're going to break them. E6 changes the fundamental structure of D&D by focusing on low-level, high-stakes adventure. If you're not familiar with the concept of Epic 6 (or "E6" for short), not to worry. It's a very easy concept to understand. If you want to know all the details, I suggest you begin here, as it gives a good idea of the motivating principles behind E6.


But if you want the short version, here it is: You know those levels between 7 and 20, the ones you can normally reach when playing bog-standard Dungeons & Dragons? They don't exist. That's right. You just can't do it. What does this mean for you? Well, it means that the narrative stakes are always going to remain real. Death is real (no resurrection spells here, folks), danger lurks behind every corner, and you can't just hire a wizard to teleport you 700 miles down the road, avoiding the hazards along the way. A warband of rampaging gnolls that threatened your party at 2nd-level may not pose quite the risk at 6th-level, but they're certainly no speed bump. A nobleman's entourage, the city guard, a village full of angry peasants will all remain threatening even at maximum level, whereas full-power campaigns will end up with the players looking on these characters as so many barely-functioning ants. In E6, though, even minor threats are capable of causing great harm. But so will the players - a fireball spell in a world where almost everyone has a relatively small number of hit points will always be a threat, and the sorcerer capable of casting it will command respect, awe, and fear.


As characters gain more and more feats, their power level will rise and they can take on more threats. But low-level monsters (of which there are quite a number, which get edged out in high-level play) will always provide a tense and challenging encounter. Every fight will stick in your player's mind as exciting, and every victory as a hard-won accomplishment.



In addition to keeping combat deadly and engaging, E6 also makes sure that players never get the chance to sidestep their way past the scenarios that the DM dreams up. Player characters will never reach the stage of the game, typical in higher-level play, where they can trivialize challenges through the use of high-level spells. Those spells start to come online around 7th to 9th levels (narratively problematic spells like raise dead, reincarnate, and teleport being given to players in that level range), and so E6 solves the problem by neatly cutting them out of the game. That doesn't mean that you couldn't achieve them through other sources, like ritual magic or artifacts. But a game system that doesn't give players easy answers is one that requires players to find more interesting ways to work around their problems. Magic is still real, and very powerful: spellcasters can cure disease, talk to the dead, conjure food and water to sustain entire communities, animate the bones of their fallen enemies, scour a village with flaming death, and summon demons from the very Hells themselves. But in E6, magic can't solve everything. Sometimes you'll need to have a plan.


E6 both requires and rewards careful plotting, cunning, and a playstyle that doesn't just rush headlong into battle with no thought given to the consequences. Your foes will often be more powerful than you could ever hope to match by yourself, and you might not be able to overcome them in a straight melee. You will have to make alliances, discover your enemies' weaknesses, and form a carefully-coordinated plan of attack to succeed.


And doesn't that sound fun?


(Yes. It does. Otherwise, what's the point of me writing this?)


Chapter 1: Basic Changes to Core Rules

Here are a few basic things to keep in mind when running an E6 game with this ruleset. In addition to adapting classes and races to the E6 environment, I've made a few alterations to the base game in order to smooth out some of the rougher edges at the very beginning of the game. Low-level D&D is notoriously high-variance, and many a character has had their adventure cut short by a lucky crit from a raging orc barbarian. Here's a few of the key changes.

  • The standard method for determining your character's attributes is the point buy method, with an allotment of 32 points. Characters have a maximum attribute score of 16 before racial modifiers, creating a functional ability score cap of 20.

  • Races with level adjustment are allowed (if at all) only with a penalty to their point-buy. LA +1 gets 24 points, LA +2 gets 18, LA +3 gets 10, and LA +4 gets 0.

  • Feats are received at character levels 1, 2, 4, & 6, a slightly-accelerated rate.

  • Ability score increases are received at character level 3 and 6.

  • In addition to possessing slightly higher hit dice as compared to the standard edition version of the core classes, characters in this version of the game always roll maximum hit points per die.

  • Any time a 6th-level character would accumulate enough experience to reach the next level (starting at 7, and moving up each time), they instead receive a feat. Levels above 6 simply don't exist.

  • The following feats are now simply default options available to all characters: Weapon Finesse (any qualifying weapon may now be "finessed,"), Power Attack (now usable with thrown and ranged weapons as well, as per Pathfinder's "Deadly Aim" feat), Combat Expertise, Point Blank Shot (all ranged attack and damage rolls made within 30' get a +1 bonus), Brutal Throw CW and Two-Weapon Fighting. Any other feats that have these feats as prerequisites now no longer do so.

  • Characters using finesse or ranged weapons may add their Dexterity modifier to their damage rolls instead of their Strength modifier.

  • All casters are treated as if they have Eschew Materials. I'm not tracking your bat guano supply, OK?

  • Skill changes: Like Pathfinder, a few skills are merged. Hide and Move Silently are combined to Stealth (Dex); Spot, Search, and Listen are combined into Perception (Wis); Open Lock is merged into Disable Device (Dex), Tumble and Balance are combined into Acrobatics (Dex); and Climb, Jump, and Swim are combined into Athletics (Str). Unlike Pathfinder, however, the basic skill system remains unchanged: characters still receive a 4x bonus to skill points at 1st level, and the maximum number of ranks you can put into a skill is your character level + 3.

  • Favored classes are removed from the game. Play whatever weird race/class combination you want.

  • Death occurs at negative (character level + Constitution score), rather than simply at -10 HP. Note that this can result in a 1st-level elf dying at -7 HP.


Chapter 2: Core Races

Dungeons and Dragons races have been pretty much set in stone since the game's inception. Players of the game expect to see the classic assortment of dwarves, elves, halflings, and orcs at nearly every table. So I chose not to mess with success too much, with a couple of exceptions.


First, half-races are gone. Half-elves were always kind of boring and whiney and hard to differentiate from humans unless you gave them a bunch of bonuses (like Fifth Edition did), and half-orcs always raised some uncomfortable issues vis-a-vis sexual assault that I'd prefer to just let fall by the wayside. So they're gone. You can still play an orc or an elf, if you like. Orcs take over the conceptual space that half-orcs previously filled, and they're no longer portrayed as mindless rampaging savage beastpeople. And if you want to play a charismatic human with a whiff of extra special blood, look no further than the tiefling.


Yeah, tieflings are a core race now. There are a couple of changes in Fourth and Fifth editions that I like, and tieflings and dragonborn are two of them. They're pretty cool races that people seem to have embraced and want to play at the table. Plus, at least for the dragonborn, it's right there in the name, Dungeons and DRAGONS (you could also make a weird argument for the tiefling kind of being the Dungeonborn half of that equation). Also, warforged are a core race now, because who doesn't want to play a super-cool robot adventurer?


The other major change is that race matters more now, and more than just at 1st level. Each player, in addition to selecting a race, now chooses a subrace that bring mechanical changes and choices to the table. And as they increase in level, other racial abilities may come into play. High level characters may find that their ancestry brings with it unexpected and perhaps even supernatural benefits. Part of this is to make your choice of race fun and meaningful across all aspects of play, not just at level one. Another part of it is to try and diversify the world of D&D - elves in particular have been just ridiculously popular as a racial choice for decades. Everybody wants to be Legolas, I guess. But the hope is that by giving other races a suite of interesting abilities as well (not that elves get totally shafted in this compendium),


Oh, and elves get a base racial bonus to wisdom now, instead of dexterity. Some of you are going to look at me like I've just set a cross on fire in church. It's blasphemous, I know. But an ancient race of ethereal, fey-like beings who live close to nature and for hundreds of years, and are known for their keen senses, attention to detail, and patience screams "wisdom bonus" to me, much more so than dexterity. This change was made in order to A) again, diversify the races a little bit (no base 3.5 core race has a bonus to Wisdom) and give people an incentive to explore a non-elven archer, and B) give the halfling a slightly more unique niche in adventuring parties. For those of you still staring daggers at me because I've taken away your dreams of Legolas-hood, play a wood elf.

Dragonborn

Personality

Proud, noble, and unwavering, the dragonborn reflect the grandeur of their supposed progenitors. Whether that descent is due to magical meddling, generations of interbreeding, or some other method lost to time and myth, the similarity cannot be denied. Even the most savage and primal dragonborn still carries with it a regal, draconic bearing. They make for consummate warriors, fierce hunters, cunning battlemages, and righteous paladins. At their best, the dragonborn are courteous, passionate, and unyielding in pursuit of righteous causes. At their worst, they are cruel, cold, and unforgiving in their treatment of "lesser" races.

Physical Description

Dragonborn typically stand between 6 and 7 feet tall, and weigh upwards of 250 lbs. Dragonborn look like broad, muscular humanoids with burnished scales, clawed hands, a reptilian head, and a powerful tail. A dragonborn's coloration ranges from a glinting white to a glossy black, with all manner of blue, gold, green, and red hues in between. However, coppery, silver, or bronze scales are the most common, perhaps due to those type of metallic dragons being the most likely to intermingle with humans. Dragonborn typically reach maturity in their late teens, with their natural lifespans ranging from 80 to 120 years.

Relations

Dragonborn, with their imposing frames and fearsome appearance, are generally hesitantly welcome wherever they go, if only because most people don't feel very comfortable telling a dragonborn "no." For their part, dragonborn are fairly accepting of most races. Dragonborn and orcs in particular have a long history, due to their overlapping geographical ranges. Despite the occasional flare-up of hostilities over disputed territory, the two races have historically regarded one another with a begrudging respect.

Alignment

Dragonborns of all alignments exist, but as a general rule, dragonborn tend towards the extremes. Dragonborn don't tend to do things by halves. Most dragonborn found in civilized lands tend to be lawful and/or good, though not all.

Habitat

Due to their hardy frames, dragonborn tend to occupy harsher regions than other, squishier races. As such, they can be found making their homes in such unforgiving locations as seaside cliffs, fetid swamps, arid deserts, unforgiving tundra (despite their appearance, dragonborn are warmblooded), and craggy volcanoes. Dragonborn are happier hunting or fishing than they are farming, and so rarely develop large permanent settlements of their own. But they assimilate readily into settlements of others as soldiers, mercenaries, and crusaders. Despite this lack of national identity, dragonborn do have a strong tradition of preserving their clan's history through story and song.

Religion

Outside of the struggle between dragon gods Bahamut and Tiamat, dragonborn in general don't tend to pay much attention or show much interest in religious matters. They're more inclined to martial prowess or arcane skill. However, very few figures strike as much awe as a dragonborn paladin.

Language & Names

Dragonborn speak Common and Draconic. They are perfectly adept at learning other languages, although some are loathe to do so since they consider Draconic to be the superior tongue. Dragonborn names are varied - some are named after dragonborn heroes of legend, others with truncated versions of local dragons in an attempt to curry favor. Others still adopt names in Common, as they find that other races have a tendency to butcher traditional dragonborn ones.

Adventurers

When dragonborn embrace a cause, they embrace it fully and with every aspect of their being. As such, they make for excellent adventurers. Adept at both combat and magic, at home on the road, the barracks, or the roughest of terrain, dragonborn adventurers command respect and are often in high demand. Of course, the dragonborn know this: dragonborn mercenaries often charge premiums over the competition, believing wholeheartedly that they're worth the added expense.

Racial Traits

  • +2 Strength, -2 Dexterity: Dragonborn are strong and powerful, but their frames are bulky and awkward.

  • Humanoid (dragonblood): Dragonborn are humanoids with the dragonblood subtype.

  • Medium: As Medium creatures, Dragonborn have no special bonuses or penalties due to their size.

  • Dragonborn base land speed is 30'.

  • Low-light Vision: Dragonborn can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

  • Dragonborn gain a +2 bonus to natural armor. This increases to +3 at 6th level.

  • Dragonborn gain a +2 bonus to saves against fear and fear effects.

  • Dragonborn always treat Intimidate and Knowledge (History) as class skills, and gain a +2 bonus to both.

  • Dragonborn possess a breath weapon, based on their ancestry in the table below. Using their breath weapon is a standard action that does not provoke attacks of opportunity. The initial damage of their breath weapon is 1d8, plus an additional 1d8 for each three hit dice they have (2d8 at 3rd level, and 3d8 at 6th). After using their breath weapon, the dragonborn must wait 1d4 rounds before using it again. If the dragonborn gains a breath weapon from another source (such as a spell, a feat, or the Dragon Disciple archetype of the Sorcerer class), the other source merges into this one and the damage die of their breath weapon increases one step, to d10s.

  • Automatic Languages: Common and Draconic.

  • Bonus Languages: Aquan, Auran, Giant, Ignan, Orc, and Terran

Dragonborn breath weapons
Color Damage Type Shape
Black Acid 30' Line
Blue Lightning 30' Line
Brass Fire 30' Line
Bronze Lightning 30' Line
Copper Acid 30' Line
Gold Fire 30' Cone
Green Poison 15' Cone
Silver Cold 30' Cone
Red Fire 15' Cone
White Cold 15' Cone

Subraces

Dragonborn subraces are defined as much by the challenging biomes that they inhabit as by the draconic ancestors that share those habitats. While dragonborn have migrated to all corners of the world, they have their origins in harsh natural environments where dragons tend to make their hidden lairs.

Alpine Dragonborn

Alpine dragonborn claim descent from dragons that typically occupy forbidding regions of higher elevation, such as tundra, taiga, volcanic mountaintops. Red, silver, and white dragons are generally associated with alpine dragonborn. As such, they have adapted to climb sheer rock surfaces and jump from ledge to ledge. Alpine dragonborn are the hardiest type of dragonborn, but tend to be the most insular and clannish. They tend towards rugged professions like the barbarian or the ranger.

  • +2 Constitution

  • Alpine dragonborn have a natural climb speed of 20', and do not receive a penalty on Athletics checks to jump without a running start.

Badlands Dragonborn

Badlands dragonborn claim descent from dragons that typically occupy dry, arid environments like rocky hills and deserts, such as blue, brass, or copper dragons. Like blue dragons, badlands dragonborn tend to become keenly interested in arcane matters. Many pursue the path of the sorcerer, learning to manipulate fire and lightning the way that their draconic ancestors are naturally capable of doing.

  • +2 Intelligence

  • Badlands dragonborn have a natural burrow speed of 10', though they must have both hands free to do so. They also possess tremorsense out to 30'.

Coastal Dragonborn

Coastal dragonborn claim descent from dragons that typically occupy aquatic or semi-aquatic territory, such as tropical archipelagos, sandy beaches, estuaries, swamps, and woodland lakes. They are generally associated with black, bronze, green, or gold dragons. Over time, dragonborn adapted to these oceans and lakes, taking to the water with ease and grace. They tend to be the most social of dragonborn and assimilate readily into other cultures and nations. Whether pirate or paladin, the coastal dragonborn is the most commonly seen in civilization.

  • +2 Charisma

  • Coastal dragonborn have a natural swim speed of 30', and can breathe underwater as easily as they can breathe air.

Dwarf

Personality

Physical Description

Relations

Alignment

Habitat

Religion

Language

Names

Adventurers

Racial Traits

Subraces

Elf

Personality

Physical Description

Relations

Alignment

Habitat

Religion

Language

Names

Adventurers

Racial Traits

Subraces

Gnome

Personality

Physical Description

Relations

Alignment

Habitat

Religion

Language

Names

Adventurers

Racial Traits

Subraces

Halfling

Personality

Physical Description

Relations

Alignment

Habitat

Religion

Language

Names

Adventurers

Racial Traits

Subraces

Human

Personality

Physical Description

Relations

Alignment

Habitat

Religion

Language

Names

Adventurers

Racial Traits

Subraces

Orc

Personality

Physical Description

Relations

Alignment

Habitat

Religion

Language

Names

Adventurers

Racial Traits

Subraces

Tiefling

Personality

Physical Description

Relations

Alignment

Habitat

Religion

Language

Names

Adventurers

Racial Traits

Subraces

Warforged

Personality

Physical Description

Relations

Alignment

Habitat

Religion

Language

Names

Adventurers

Racial Traits

Subraces

Chapter 3: Core Classes

If you're at all acquainted with the core classes of Dungeons & Dragons, this chapter will look very familiar to you. But don't let that lull you into a false sense of security. Many of the classes that you know and love have undergone significant changes, primarily for balance reasons. In the base edition of the game, spellcasters were just too dominant. And this was mainly by virtue of the unparalled versatility offered by Vancian-style prepared magic. Gone are the days of wizards and their massive spellbooks, of clerics and druids knowing every spell possible upon hitting the appropriate level.

The main thing to watch out for is this: All spellcasters in GE6 are now spontaneous, fixed-list casters, like 3.5's Beguiler, Dread Necromancer, or Warmage. This means that they can cast any spell that they know provided that they have spell slots available, that they know all of the spells listed in their spell list upon hitting the appropriate level, and that, perphaps most importantly, they do NOT know (and barring a few sanctioned ways, can not LEARN) any spell NOT on that list. Sure, this means that every Sorcerer knows Fireball and every Wizard knows Charm Person, but that's a small price to pay for narrowing the focus of spellcasters finely enough so that other characters can compete on the same level. Plus, spellcasters generally get some limited ways to customize their loadout, so players will still have a chance to make their wizard "theirs."

Barbarian

Adventures

Characteristics

Alignment

Religion

Background

Races

Other Classes

Role

Game Rule Information

Abilities: Strength is the barbarian's primary attribute, as it dictates the power of her attacks. Constitution is also important, and it keeps her alive longer and makes her harder to damage or hinder. Dexterity and Wisdom aid her in staying alert, aware, and mobile.


Alignment: Typically chaotic.


Hit Die: d12.

Class Skills

The barbarian's class skills (and the key ability for each skill) are Acrobatics (Dex), Athletics (Str), Craft (Int), Concentration (Con), Intimidate (Cha), Handle Animal (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), and Survival (Wis).

Skill Points:

Class Features

Weapon and Armor Proficiency:


Archetype Power:


The Class
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0
2nd +2 +2 +2 +0
3rd +3 +3 +3 +1
4th +4 +4 +4 +1
5th +5 +4 +4 +1
6th +6 +5 +5 +2

Bard

Adventures

Characteristics

Alignment

Religion

Background

Races

Other Classes

Role

Game Rule Information

Abilities:


Alignment:


Hit Die:

Class Skills

Skill Points:

Class Features

Weapon and Armor Proficiency:


Archetype Power:


The Class
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0
2nd +2 +2 +2 +0
3rd +3 +3 +3 +1
4th +4 +4 +4 +1
5th +5 +4 +4 +1
6th +6 +5 +5 +2

Blackguard

Adventures

Characteristics

Alignment

Religion

Background

Races

Other Classes

Role

Game Rule Information

Abilities:


Alignment:


Hit Die:

Class Skills

Skill Points:

Class Features

Weapon and Armor Proficiency:


Archetype Power:


The Class
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0
2nd +2 +2 +2 +0
3rd +3 +3 +3 +1
4th +4 +4 +4 +1
5th +5 +4 +4 +1
6th +6 +5 +5 +2

Cleric


In the deepest, darkest dungeons, the light of a cleric shines brightly. While others learn magic to do harm, the cleric's talents lie in healing, protection, and shining light into the shadows. The cleric is a welcome presence on any battlefield.


Adventures

Clerics adventure to spread the word of their god, or to help the unfortunate. Some have a keen sense of justice, seeking to right wrongs and overthrow tyranny. Others operate within church hierarchies, and are sent on holy crusades. Others still act alone, trusting their own interpretation of their god's will. Others still adventure to learn about the cosmos, and to discover the true nature of divinity.

Characteristics

A cleric is a spellcaster above all, and her spells are designed to keep her allies upright and fighting well. She is a capable utility caster, with a variety of effects at her command. In combat, she can heal, imbue her allies with protective magic, or concentrate on empowering a single ally with her Benediction ability. If all else fails, she swings a mean mace. Finally, she is an invaluable asset when facing the traditional servants of darkness: the undead, fiends, and foul witches.

Alignment

The majority of clerics are lawful and/or good, as their magics focus on healing, divine protection, and order. But chaotic and evil adventurers need healing too, and so clerics of every alignment can be found. While few are outright evil, many possess a more practical outlook on life, or serve gods with less-than-savory agendas.

Religion

Clerics tend to be the most devout of all classes. Clerics generally favor gods that promote healing, community, and justice. But they are as varied as the gods themselves - clerics of thunder gods, of war gods, and even of death gods can all be found if one looks hard enough. Evil clerics of good gods exist, and vice-versa.

Background

Many clerics come from structured backgrounds, joining churches from an early age. They are raised in the traditions of their deity, and learn the dogma of their faith by heart. Some clerics find devotion late in life, a sudden epiphany or revelation. Some are lone prophets or demagogues who merely wish to shape the world the way that they see fit, and see religion as a useful tool to that end.

Races

Clerics can be found amongst almost every race, as most sentient species appreciate the healing powers of a cleric. Some races, such as elves, may rely on druids more than clerics to fill that role, but clerics are still found within their societies. The cleric holds an especially important role in dwarven culture, with its focus on tradition, steadfastness, and strong community ties. Humans, with their constant search for personal meaning, often forge connections with the divine.

Other Classes

A cleric is a natural ally of the paladin and the monk, who both share her devotion. Druids and rangers are kindred spirits as well, though there are occasional disagreements. Sorcerers and wizards appreciate a cleric's healing, but don't often see eye to eye. Warlocks, blackguards, and rogues all have strained relationships with clerics.

Role

First and foremost, the cleric is a healer. She makes sure that her group does not suffer long from their wounds, nor languish in agony from various afflictions. She stops bleeding, cures disease, and purifies her allies of poisons. But she is not incapable in combat herself; on the contrary, she can call on her divine powers to aid her and her allies greatly in combat.

Game Rule Information

Abilities: Wisdom determines the strength of a cleric's spells, while her Benediction requires Charisma. A cleric also values Strength and Constitution, to aid in righteous battle.


Alignment: Any.


Hit Die: d8.

Class Skills

The cleric's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int)


Skill Points: 2 + Int modifier (x4 at 1st level)

Class Features


Weapon and Armor Proficiency: The cleric is proficient with simple weapons, light armor, medium armor, and shields (except tower shields).


Archetype Power: At 1st level, the cleric chooses an archetype from the following list. Once made, the choice is final. Each archetype offers the cleric a different set of abilities at levels 1, 3, and 6, as noted below.


Spellcasting: A cleric casts divine spells, which are drawn from the divine spell list, included below. When she gains access to a new level of spells, she automatically knows all the spells for that level on the cleric's spell list. A cleric need not prepare spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.


To cast a cleric spell, she must have an Wisdom score of 10 + the spell's level. The DC to save against a cleric's spell is 10 + the spell's level + the cleric's Wis modifier.


Like other spellcasters, a cleric can only cast a certain number of spells of each spell level per day, as given in the class table. In addition, she receives bonus spells for a high Wisdom score.

?

THE CLERIC

The Cleric

Level Base Attack Bonus Fort Save Ref Save Will Save Special Cantrips 1st 2nd 3rd
1st +0 +2 +0 +2 Archetype power (lesser), spellcasting, turn undead 5 3
2nd +1 +3 +0 +3 Advanced learning, benediction 6 4
3rd +2 +3 +1 +3 Archetype power (moderate), enemy of the faith 6 4 3
4th +3 +4 +1 +4 Advanced learning, expert healer 6 5 4
5th +3 +4 +1 +4 Consecration 6 5 4 3
6th +4 +5 +2 +5 Archetype power (greater), advanced learning, pinnacle of faith 6 6 5 3

Turn Undead: A cleric may turn undead a number of times per day equal to 3 + her Charisma modifier. Her effective cleric level is equal to her class level.


Advanced Learning: At 2nd level, a cleric may add one spell to her list of spells known. This spell may not be of a higher level than she is capable of casting at the time, and in any case no higher than 3rd level. This spell may be drawn from any spell on the core cleric list. She may add one more spell to her list of spells known at 4th level, and again at 6th.


Benediction: As a standard action, a cleric may imbue one ally (except herself) within 30' with divine power. That ally gains a +1 sacred bonus to attack rolls, weapon damage rolls, skill checks, and all saving throws for one round. The ally also gains temporary hit points equal to twice this number; these temporary hit points are refreshed each round that this ability is in effect.


The cleric may continue to concentrate on this ability as a standard action each round. If she does so, the bonuses increase by +1 for each subsequent round in which she concentrates on the ability, to a maximum equal to her class level. For example, if she has concentrated for three rounds, the ally would gain a +3 bonus, and six temporary hit points (provided that she is at least a level 3 cleric). If she breaks her concentration, or the ally travels more than 30' away from her, however, the effect ends and she must start over again at a +1 bonus. The temporary hit points offered by this ability do not stack; only the highest total applies. While affected by this ability, the target glows with divine light, emitting light as per the light spell.


The Cleric may use this ability a number of times per day equal to 1 + her Charisma modifier.


Enemy of the Faith: A cleric picks one of the following groups. She gains a bonus equal to her Charisma modifier on saves against spells, spell-like abilities, and supernatural abilities used by the creature type(s) listed in that group.


Fiends: Outsiders with the [evil] subtype.


Living Dead: Undead.


Witches: Arcane spellcasters.


Expert Healer: A cleric may cast any spell of the conjuration (healing) subschool with a range of Touch at a range of Close instead. All other parameters of the spell are unchanged.


Consecration: The bonuses conferred by a cleric's benediction ability now start at +2 (and two temporary hit points). In addition, as a swift action, she may switch the target of her benediction ability without resetting the bonus counter.


Pinnacle of the Faith: A cleric may now cast spells of the conjuration (healing) subschool as a swift action, provided that the original casting time was one standard action.


Archetypes


Inquisitor


Lesser Archetype Power: An inquisitor gains Bluff, Disguise, Intimidate, Stealth, and Perception as class skills. She also gains 6 skill points per level, instead of 2 (x4 at first level).


Moderate Archetype Power: An inquisitor may reverse the effects of her Benediction ability, using it on an opponent instead of an ally. If she does so, that enemy takes a -1 penalty to attack rolls, weapon damage rolls, skill checks, and all saving throws, and is dealt an amount of damage each round equal to twice that penalty. These penalties, like the bonuses of her Benediction ability, increase by +1 each round. If the inquisitor so chooses, the damage dealt by this ability may be non-lethal.


Greater Archetype Power: An inquisitor gains certain benefits based on the targeted type of her Enemy of the Faith ability, as listed below.


Fiends: The inquisitor gains resistance 10 to fire and acid. In addition, any outsider struck by her weapons must make a Will save (DC = 10 + 1/2 her level + her Intelligence modifier) or be unable to use any form of extradimensional travel, as per the dimensional anchor spell, for one minute.


Living Dead: The inquisitor becomes immune to paralysis, ability drain, and energy drain. In addition, any bludgeoning weapon held by the inquisitor is a disruption weapon. The DC to prevent being destroyed is equal to 10 + 1/2 her level + her Intelligence modifier.

2

THE CLERIC


Witches: The inquisitor gains spell resistance equal to 10 + 1/2 her level + her Intelligence modifier. This spell resistance only applies against arcane spells. In addition, any arcane spellcaster struck by the inquisitor's weapons must make a Will save (DC = 10 + 1/2 her level + her Intelligence modifier) or suffer a 20% spell failure chance for one minute. This spell failure chance is cumulative.


Thaumaturgist

Lesser Archetype Power: Once per day, when casting a summon monster spell, a thaumaturgist may extend the duration of the spell to 24 hours.


Moderate Archetype Power: When casting a spell of the conjuration (healing) subschool on her summoned allies, a thaumaturgist may choose to affect a number of additional summoned allies equal to half her Charisma modifier. This ability can only affect creatures summoned by summon monster spells.


Greater Archetype Power: Once per day, a thaumaturgist may cast a summon monster spell as an immediate action.

Warpriest

Lesser Archetype Power: A warpriest is proficient with heavy armor, and rolls a d10 for HD rather than a d8. She chooses one martial weapon and becomes proficient with it (typically a weapon associated with her deity). She also gains the Weapon Focus feat for that weapon as a bonus feat.


Moderate Archetype Power: The warpriest gains a single bonus feat. She must meet its prerequisites, and it must be drawn from the list of feats noted as fighter feats. Once per day, the warpriest may spend five minutes in meditation to change this bonus feat to any other fighter feat that she qualifies for. For the purposes of this ability, treat the warpriest as if she had a fighter level equal to her class level.


In addition, she may sacrifice spell slots to imbue her weapon attacks with divine might as a swift action. She gains a sacred bonus on attack rolls equal to the level of the spell sacrificed. For every level of the spell sacrificed, she deals an additional 1d6 divine damage with her weapon attacks. These bonuses last for a number of rounds equal to her Strength modifier.


Greater Archetype Power: A warpriest may activate and concentrate on her Benediction ability as a move action, and may target herself with the ability.

Cleric spell list


0-Level (Cantrips)

create water, detect magic, detect poison, flare, guidance, know direction, light, mending, purify food and drink, read magic, resistance, virtue


1st-Level


bless, bless water, command, cure light wounds, detect alignment, detect undead, divine favor, endure elements, hide from undead, magic stone, magic weapon, protection from chaos/evil/good/law, remove fear, sanctuary, shield of faith, summon monster I


2nd-Level

aid, align weapon, augury, bear's endurance, bull's strength, calm emotions, consecrate, cure moderate wounds, delay poison, eagle's splendor, find traps, gentle repose, hold person, make whole, owl's wisdom, protection from arrows, remove paralysis, resist energy, restoration (lesser), shield other, silence, sound burst, status, summon monster II, zone of truth


3rd-Level

create food and water, continual flame, cure serious wounds, daylight, dispel magic, glyph of warding, good hope, helping hand, invisibility purge, locate object, magic circle against chaos/evil/good/law, magic vestment, prayer, protection from energy, remove blindness/deafness, remove curse, remove disease, searing light, stone shape, summon monster III, tongues, water walk

THE CLERIC

Druid

Adventures

Characteristics

Alignment

Religion

Background

Races

Other Classes

Role

Game Rule Information

Abilities:


Alignment:


Hit Die:

Class Skills

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Weapon and Armor Proficiency:


Archetype Power:


The Class
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0
2nd +2 +2 +2 +0
3rd +3 +3 +3 +1
4th +4 +4 +4 +1
5th +5 +4 +4 +1
6th +6 +5 +5 +2

Engineer

Adventures

Characteristics

Alignment

Religion

Background

Races

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Role

Game Rule Information

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Alignment:


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The Class
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0
2nd +2 +2 +2 +0
3rd +3 +3 +3 +1
4th +4 +4 +4 +1
5th +5 +4 +4 +1
6th +6 +5 +5 +2


Clockwork Companion

1st-level


  • Size/Type Small Construct
  • Hit Dice 1d10+10 (15 hp)
  • Initiative: +2
  • Speed 30 ft. (6 squares)
  • Armor Class 18 (+2 Dex, +5 natural, +1 size), touch 13, flat-footed 16
  • Base Attack/Grapple: +0/-2
  • Attack: Slam +2 melee (1d4+3)
  • Full Attack: Slam +2 melee (1d4+3)
  • Space/Reach: 5 ft./5ft.
  • Special Attacks: -
  • Special Qualities: One ability from Menu A, construct traits, darkvision 60 ft., low-light vision
  • Saves: Fort +0, Ref +2, Will +0

STR DEX CON INT WIS CHA
15 15 0 0 11 10

Clockwork Companion

2nd-level


  • Size/Type Medium Construct
  • Hit Dice 2d10+20 (31 hp)
  • Initiative: +2
  • Speed 40 ft. (8 squares)
  • Armor Class 18 (+2 Dex, +6 natural), touch 12, flat-footed 16
  • Base Attack/Grapple: +1/+4
  • Attack: Slam +4 melee (1d6+4)
  • Full Attack: Slam +4 melee (1d6+4)
  • Space/Reach: 5 ft./5ft.
  • Special Attacks: -
  • Special Qualities: One ability from Menu A, construct traits, darkvision 60 ft., low-light vision
  • Saves: Fort +0, Ref +2, Will +0

STR DEX CON INT WIS CHA
17 15 0 0 11 10

Clockwork Companion

3rd-level


  • Size/Type Medium Construct
  • Hit Dice 3d10+20 (36 hp)
  • Initiative: +2
  • Speed 40 ft. (8 squares)
  • Armor Class 20 (+2 Dex, +8 natural), touch 12, flat-footed 18
  • Base Attack/Grapple: +2/+7
  • Attack: Slam +7 melee (1d6+7)
  • Full Attack: Slam +7 melee (1d6+7)
  • Space/Reach: 5 ft./5ft.
  • Special Attacks: -
  • Special Qualities: One ability from Menu A, one ability from Menu B, construct traits, darkvision 60 ft., low-light vision
  • Saves: Fort +1, Ref +3, Will +1

STR DEX CON INT WIS CHA
21 15 0 0 11 10

Fighter

Adventures

Characteristics

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Background

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The Class
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0
2nd +2 +2 +2 +0
3rd +3 +3 +3 +1
4th +4 +4 +4 +1
5th +5 +4 +4 +1
6th +6 +5 +5 +2

Monk

Adventures

Characteristics

Alignment

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The Class
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0
2nd +2 +2 +2 +0 s
3rd +3 +3 +3 +1
4th +4 +4 +4 +1
5th +5 +4 +4 +1
6th +6 +5 +5 +2

Paladin

Adventures

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The Class
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0
2nd +2 +2 +2 +0
3rd +3 +3 +3 +1
4th +4 +4 +4 +1
5th +5 +4 +4 +1
6th +6 +5 +5 +2

Ranger

Adventures

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The Class
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0
2nd +2 +2 +2 +0
3rd +3 +3 +3 +1
4th +4 +4 +4 +1
5th +5 +4 +4 +1
6th +6 +5 +5 +2

Rogue

Adventures

Characteristics

Alignment

Religion

Background

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Game Rule Information

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Alignment:


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The Class
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0
2nd +2 +2 +2 +0
3rd +3 +3 +3 +1
4th +4 +4 +4 +1
5th +5 +4 +4 +1
6th +6 +5 +5 +2

Scholar

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The Class
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0
2nd +2 +2 +2 +0
3rd +3 +3 +3 +1
4th +4 +4 +4 +1
5th +5 +4 +4 +1
6th +6 +5 +5 +2

Sorcerer

Adventures

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Spellcasting: A sorcerer casts arcane spells, which are drawn from the spellsword spell list, included below. When she gains access to a new level of spells, she automatically knows all the spells for that level on the sorcerer's spell list. A sorcerer need not prepare spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.


To cast a sorcerer spell, she must have a Charisma score of 10 + the spell's level. The DC to save against a sorcerer's spell is 10 + the spell's level + the sorcerer's Cha modifier.


Like other spellcasters, a sorcerer can only cast a certain number of spells of each spell level per day, as given in the class table. In addition, she receives bonus spells for a high Charisma score.


The Class
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0
2nd +2 +2 +2 +0
3rd +3 +3 +3 +1
4th +4 +4 +4 +1
5th +5 +4 +4 +1
6th +6 +5 +5 +2

Spellsword

Adventures

Characteristics

Alignment

Religion

Background

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Game Rule Information

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Alignment:


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Spellcasting: A spellsword casts arcane spells, which are drawn from the spellsword spell list, included below. When she gains access to a new level of spells, she automatically knows all the spells for that level on the spellsword's spell list. A spellsword need not prepare spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.


To cast a spellsword spell, she must have an Intelligence score of 10 + the spell's level. The DC to save against a spellsword's spell is 10 + the spell's level + the spellsword's Int modifier.


Like other spellcasters, a spellsword can only cast a certain number of spells of each spell level per day, as given in the class table. In addition, she receives bonus spells for a high Intelligence score.


The Class
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0
2nd +2 +2 +2 +0
3rd +3 +3 +3 +1
4th +4 +4 +4 +1
5th +5 +4 +4 +1
6th +6 +5 +5 +2

Warlock


Some mages learn to manipulate the minds and senses of lesser folk, befuddling or beguiling them with illusions and enchantments. Some mages prefer to take the direct route, wielding lightning and flame like a warrior wields a sword. Others still embrace more sinister powers, conjuring a menagerie of strange and wondrous creatures to do their bidding, or delving into the thin line that separates life from death, and light from darkness. These mages are known as warlocks.


Adventures

Warlocks adventure to increase their stores of knowledge, to learn the forbidden secrets of the planes, and to hone their eldritch talents. They quite enjoy delving through ruins to seek out ancient tomes and powerful artifacts. Warlocks are also notorious for holding grudges, and the opportunity for revenge may be a powerful motivation. And, like any other adventurer, warlocks desire personal wealth and power.

Characteristics

A warlock's main tool is her repertoire of spells, which range from summoning monsters to causing fear to animating the dead. She is primarily a specialist in the schools of conjuration and necromancy, although these are not her only tools. A warlock requires a bit of trickery to operate without interference, and so she is capable of some other simple charms. Warlocks are adept with curses, and even a neophyte can evoke terrible dread with a single arcane phrase. Warlocks also consort with fiendish forces, gaining a familiar that they use as a scout and spy.

Alignment

Warlocks, by their very nature, seek to master fell magics. While not all warlocks are evil, the vast majority of them are. Some warlocks attempt to apply their foul talents to good ends, and so neutral warlocks, while uncommon, are not unheard of. Good warlocks are so rare as to practically be non-existent.

Religion

Warlocks are not the most religious of adventurers. While certainly not atheistic, warlocks generally look to themselves first. When warlocks do worship the gods, they favor those who offer promises of untold power, forbidden knowledge, or the secrets of life and death.

Background

Warlocks tend to be a solitary and secretive lot. Due to unsavory nature of their magics, they are also often forced to wander in search of less hostile neighbors, and so rarely are able to develop mentor relationships. In some more-enlightened cities, warlocks band together in a sort of semi-official college of magic. Some realms even have state-sanctioned schools, although these nations are often considered "evil" or "tyrannical" by others. But generally, warlocks usually come by their profession through perseverance and a desire for power.



Races

Warlocks are most common amongst humans, tieflings, and orcs. Humans are most likely to seek an easy path to power, which the warlock offers. Tieflings often feel the tug of their fiendish ancestry, which may lead them to explore the path of the warlock. Orcs, who prize power above all else (and at all costs), appreciate the warlock's ability to lay enemies low with poison and shadow, and to command the services of fiendish creatures. Other races produce very few warlocks, generally preferring more subtle or less overtly destructive magic. Dwarven warlocks in particular are incredibly rare.

Other Classes

A warlock gets along best with sorcerers and wizards, who appreciate the desire to solve mysteries of the arcane, even if they don't necessarily agree with the warlock's methods. Rogues, blackguards, and other classes with a more flexible moral code certainly appreciate the warlock's powers. Divine spellcasters, especially paladins and clerics, are mistrustful or even antagonistic towards warlocks, as drawing on the powers of the lower planes is anathema to them.

Role

The warlock specializes in casting debilitating magic on her foes, and commanding fiendish creatures to rend her enemies limb from limb. She works best in the backlines, choking opponents with foul vapors or filling them with visions of their greatest fears. While she cannot match the utility of the wizard, or the sheer spellcasting prowess of the sorcerer, her group can be sure that any enemies they face will be significantly weakened by her magics. Warlocks are capable of being quite charming on occasion, and a particularly charismatic one can serve as a party leader.

Game Rule Information

Abilities: Intelligence determines the strength of a warlock's spells, while her Curse requires Charisma. Constitution and Dexterity are also important to help keep a warlock alive.


Alignment: Typically non-good.


Hit Die: d4.

Class Skills

The warlock's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).


Skill Points: 2 + Int modifier (x4 at 1st level)

Class Features


Weapon and Armor Proficiency: The warlock is proficient with simple weapons, but not with any armor or shields.

1

THE WARLOCK

The Warlock

Level Base Attack Bonus Fort Save Ref Save Will Save Special Cantrips 1st 2nd 3rd
1st +0 +0 +0 +2 Archetype power (lesser), spellcasting, rebuke undead 5 3
2nd +1 +0 +0 +3 Advanced learning, warlock's curse 6 4
3rd +1 +1 +1 +3 Archetype power (moderate), fell familiar 6 4 3
4th +2 +1 +1 +4 Advanced learning, recursive 6 5 4
5th +2 +1 +1 +4 Black speech 6 5 4 3
6th +3 +2 +2 +5 Archetype power (greater), advanced learning, pinnacle of the forbidden 6 6 5 3


Archetype Power: At 1st level, the warlock chooses an archetype from the following list. Once made, the choice is final. Each archetype offers the warlock a different set of abilities at levels 1, 3, and 6, as noted below.


Spellcasting: A warlock casts arcane spells, which are drawn from the warlock spell list, included below. When she gains access to a new level of spells, she automatically knows all the spells for that level on the warlock's spell list. A warlock need not prepare spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.


To cast a warlock spell, she must have an Intelligence score of 10 + the spell's level. The DC to save against a warlock's spell is 10 + the spell's level + the warlock's Int modifier.


Like other spellcasters, a warlock can only cast a certain number of spells of each spell level per day, as given in the class table. In addition, she receives bonus spells for a high Intelligence score.


Rebuke Undead: A warlock may rebuke undead a number of times per day equal to 3 + her Charisma modifier. Her effective cleric level is equal to her class level.


Advanced Learning: A warlock may add one spell to her list of spells known. This spell may not be of a higher level than she is capable of casting at the time, and in any case no higher than 3rd level. This spell may be drawn from spells on the core cleric list or the core sorcerer/wizard list, but may only be from the schools of conjuration or necromancy. She may add one more spell to her list of spells known at 4th level, and again at 6th.


Warlock's Curse: As a standard action, a warlock may curse an opponent within 60'. That opponent must make a Will save (DC = 10 + ½ the warlock's level + her Charisma modifier). If it fails, it suffers a penalty on attack rolls, saves, ability checks, and skill checks equal to 1 + half the warlock's Charisma bonus for the remainder of the encounter. If it resists, it becomes immune to this ability for the next 24 hours, but the warlock regains the use of her curse. Only one opponent may be under the effects of a warlock's curse at any one time. Should the warlock curse a new target, the old one no longer suffers the penalties.


A warlock may use this ability a number of times per day equal to 1 + her Charisma modifier. Treat this as a spell-like ability with a caster level equal to the warlock's hit dice.


Fell Familiar: By performing a ritual that requires 8 hours of uninterrupted meditation and the expenditure of 100gp worth of magical materials, a warlock may gain the services of a familiar. Treat this as a standard familiar, except that the warlock does not lose experience upon the death or dismissal of her familiar, and may resummon the familiar or gain a new one simply by repeating the ritual, rather than waiting a year and a day.


The warlock may choose any standard familiar (toad, raven, etc.). It gains the fiendish template.


Recursive: If the subject of a warlock's curse dies while under its effects, she gains one additional daily use of her curse ability.


Black Speech: The penalties conferred by a warlock's curse are now equal to 1 + the warlock's full Charisma bonus, and she may now have multiple targets cursed at once.


Pinnacle of the Forbidden: Once per day, when casting a summon monster spell, a warlock may treat the spell as if it was one spell level higher than it actually is. For example, she could summon a single creature from the summon monster IV list, 1d3 creatures from the summon monster III list, or 1d4+1 creatures from the summon monster II list


Archetypes


Demonologist


Lesser Archetype Power: The casting time of any conjuration [summoning] spell cast by a demonologist is reduced to one standard action. If it is already a standard action or faster, this power has no effect.


Moderate Archetype Power: A demonologist may use her curse ability to instead instill one of her summoned allies with unholy might. For the remainder of the encounter, that creature gains a bonus on attack and weapon damage rolls equal to the demonologist's Charisma bonus. These bonuses stack with effects like the Augment Summoning feat, and last


2

THE WARLOCK

until the end of the encounter or the end of the summoning spell, whichever comes first. This ability is only usable on creatures she summons with summon monster spells.


Greater Archetype Power: Any conjuration [summoning] spell cast by a demonologist is automatically extended, with no increase in the spell slot required.


In addition, the demonologist may now choose one of the following as a familiar: an imp, a hell hound, or a quasit.


Dread Witch

Lesser Archetype Power: Any opponent under the effects of a dread witch's curse ability takes untyped damage each round equal to the dread witch's class level, plus her Charisma bonus.


Moderate Archetype Power: A dread witch's fear spells and effects can affect creatures normally immune to fear, though such creatures still receive a save to resist.


Greater Archetype Power: Any opponent that fails its save against a dread witch's curse ability becomes frightened, as per the scare spell, for the duration of the curse.


In addition, if a target dies due to the damage from a dread witch's curse (and not simply while under its effects), all other opponents within 30' must make a Will save or be afflicted by the curse as well. These new curses do not use up daily uses of the dread witch's curse ability, but neither do they restore daily uses of her curse if their targets die, as per the recursive ability.

Pale Master

Lesser Archetype Power: When casting a summon monster spell, a pale master may summon one of the following creatures instead.


Summon Monster I: human warrior skeleton, wolf skeleton, human commoner zombie, kobold zombie


Summon Monster II: owlbear skeleton, bugbear zombie, ghoul


Summon Monster III: troll skeleton, ogre zombie, ghast


In addition, a pale master may command a number of undead whose hit dice do not exceed twice her class level.


Moderate Archetype Power: Any zombie created, commanded, or summoned by the pale master loses the Single Actions Only quality.


Greater Archetype Power: A pale master may now summon wights and shadows with a summon monster III spell. However, neither of those creatures can create spawn.


In addition, the pale master becomes immune to negative energy, ability damage, and ability drain.


Warlock spell list


0-Level (Cantrips)

acid splash, detect magic, disrupt undead, inflict minor wounds, mage hand, message, prestidigitation, read magic, touch of fatigue


1st-Level


bane, cause fear, chill touch, command, deathwatch, detect undead, disguise self, doom, entropic shield, inflict light wounds, protection from chaos/evil/good/law, ray of enfeeblement, summon monster I.


2nd-Level

blindness/deafness, command undead, darkness, darkvision, death knell, desecrate, false life, ghoul touch, inflict moderate wounds, spectral hand, scare, spider climb, summon monster II, summon swarm, touch of idiocy, undetectable alignment, web.


3rd-Level

animate dead, bestow curse, contagion, crushing despair, deeper darkness, dispel magic, halt undead, inflict serious wounds, magic circle against chaos/evil/good/law, poison, ray of exhaustion, remove curse, speak with dead, stinking cloud, summon monster III, vampiric touch.

3

THE WARLOCK

The Wizard

Adventures

Characteristics

Alignment

Religion

Background

Races

Other Classes

Role

Game Rule Information

Abilities:


Alignment:


Hit Die:

Class Skills

Skill Points:

Class Features

Weapon and Armor Proficiency:


Archetype Power:


Spellcasting: A wizard casts arcane spells, which are drawn from the wizard spell list, included below. When she gains access to a new level of spells, she automatically knows all the spells for that level on the wizard's spell list. A wizard need not prepare spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.


To cast a wizard spell, she must have an Intelligence score of 10 + the spell's level. The DC to save against a wizard's spell is 10 + the spell's level + the wizard's Int modifier.


Like other spellcasters, a wizard can only cast a certain number of spells of each spell level per day, as given in the class table. In addition, she receives bonus spells for a high Intelligence score.


The Class
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +2 +0
2nd +2 +2 +2 +0
3rd +3 +3 +3 +1
4th +4 +4 +4 +1
5th +5 +4 +4 +1
6th +6 +5 +5 +2

Chapter 4: New Feats

Chapter 5: Items & Equipment

Chapter 6: Spells & Rituals

Chapter 7: Alternate Races

Eberron-Based Races

Exotic Races

Extraplanar Races

Monstrous Races

Chapter 8: Alternate Classes

Lurk

Psion

Warmind

Chapter 9: Monstrous Archetypes

Chapter 10: Creatures & Hazards

Chapter 11: Epic Destinies